U.S. patent application number 11/957001 was filed with the patent office on 2008-06-26 for interactive toy system and methods.
Invention is credited to Yu "Brian" Zheng.
Application Number | 20080153594 11/957001 |
Document ID | / |
Family ID | 39543635 |
Filed Date | 2008-06-26 |
United States Patent
Application |
20080153594 |
Kind Code |
A1 |
Zheng; Yu "Brian" |
June 26, 2008 |
Interactive Toy System and Methods
Abstract
An entertainment system, methods and computer software product
are provided. In an exemplary embodiment, an entertainment system
comprises at least one hand held controller with a plurality of
accelerometers and a touch screen interface. The system further
includes a base station and an accessory box. The base station
routs signals containing data and information from the hand held
controllers and the accessory box to a computing apparatus that is
in communication with a game portal residing on a server on a
network. Game play is enabled by the server on the entertainment
system. This Abstract is provided for the sole purpose of complying
with the Abstract requirement rules that allow a reader to quickly
ascertain the subject matter of the disclosure contained herein.
This Abstract is submitted with the explicit understanding that it
will not be used to interpret or to limit the scope or the meaning
of the claims.
Inventors: |
Zheng; Yu "Brian"; (Walnut,
CA) |
Correspondence
Address: |
HELLER EHRMAN LLP
4350 LA JOLLA VILLAGE DRIVE #700, 7TH FLOOR
SAN DIEGO
CA
92122
US
|
Family ID: |
39543635 |
Appl. No.: |
11/957001 |
Filed: |
December 14, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11828124 |
Jul 25, 2007 |
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11957001 |
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11726454 |
Mar 22, 2007 |
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11828124 |
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11540369 |
Sep 29, 2006 |
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11726454 |
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11368300 |
Mar 3, 2006 |
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11540369 |
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11255852 |
Oct 21, 2005 |
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11368300 |
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Current U.S.
Class: |
463/39 |
Current CPC
Class: |
A63H 3/52 20130101; A63H
2200/00 20130101; A63F 2300/407 20130101; A63H 3/28 20130101; A63F
2300/105 20130101; A63H 3/36 20130101; A63F 2300/1075 20130101;
A63H 30/04 20130101 |
Class at
Publication: |
463/39 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. An entertainment system comprising: at least one hand held game
controller, the at least one hand held game controller comprising a
touch screen interface, a plurality of accelerometers, and a first
communication transceiver; a base station, the base station
comprising a second communications transceiver, a first connector
capable of connecting the base station to a computing device and a
second connector; an accessory box, the accessory box comprising a
third connector, the third connector capable of connecting the
accessory box to the base station's second connector; and an online
game portal capable of access from the computing device over a
network.
2. The entertainment system of claim 1, wherein the plurality of
accelerometers comprises an accelerometer selected from a group
consisting of: an orientation accelerometer, a motion
accelerometer, and an acceleration accelerometer.
3. The entertainment system of claim 1, wherein the first and the
second communications transceivers comprise transceivers selected
from a group consisting of: an optical transceiver, a radio
frequency transceiver, an infrared transceiver, a Bluetooth
transceiver, a RFID transceiver, a frequency hopping radio
frequency transceiver, and an ultra wideband transceiver.
4. The entertainment system of claim 1, wherein the first, second,
and third connectors are connectors selected from a group
consisting of: a Universal Serial Bus connector, a FireWire
connector, a twisted pair connector, a phone line connector, and a
wired medium connector.
5. The entertainment system of claim 1, wherein the base station
routs communication signals between the at least one hand held game
controller, the computing device and the accessory box.
6. The entertainment system of claim 1, wherein the base station is
configured to receive communication signals from the at least one
hand held game controller from the first communications transceiver
and forward a first set of commands to the first connector.
7. The entertainment system of claim 6, wherein the configuration
further comprises a configuration to receive a set of second
commands from the accessory box through the base station's second
connector and forward the set of second commands to the first
connector.
8. The entertainment system of claim 7, wherein the communication
signals comprise data selected from a group consisting of: data
from at least one of the plurality of accelerometers, and data from
the touch screen interface, and the second set of commands
comprises commands enabling additional functionality to the
entertainment system.
9. The entertainment system of claim 1, wherein the online game
portal resides on a server on the network.
10. The entertainment system of claim 1, wherein game play is
enabled on the touch screen interface.
11. The entertainment system of claim 1, wherein the touch screen
interface comprises textured material identifying game play
controls.
12. The entertainment system of claim 1, wherein the touch screen
interface is illuminated to identify game play options.
13. The entertainment system of claim 1, wherein the touch screen
interface comprises a plurality of material deformations indicating
controls.
14. The entertainment system of claim 13, wherein the material
deformations are selected from a group consisting of recessed
portions and raised portions.
15. The entertainment system of claim 1, wherein the base station
comprises a top surface, the top surface containing a recessed
section fitted to a similar section on the hand held controller,
the recessed section comprising a power connector suitable to
recharge the batteries of the hand held controller.
16. The entertainment system of claim 1, wherein the first
connector is connected to a communications component selected from
a group consisting of: an antenna, an optical emitter, and an
optical detector.
17. The entertainment system of claim 16, wherein the base station
further comprises a third communications transceiver connected to
the communications component, the communications transceiver
selected from a group consisting of: an optical transceiver, a
radio frequency transceiver, an infrared transceiver, a Bluetooth
transceiver, a RFID transceiver, a frequency hopping radio
frequency transceiver, and an ultra wideband transceiver.
18. The entertainment system of claim 1, wherein the second and
third connectors are connected to communications components
selected from a group consisting of: antennas, optical emitters,
and optical detectors.
19. The entertainment system of claim 18, wherein the accessory box
further comprises a fourth communications transceiver, the base
station further comprises a fifth communications transceiver, the
fourth and fifth communications transceivers selected from a group
consisting of: optical transceivers, radio frequency transceivers,
infrared transceivers, Bluetooth transceivers, RFID transceivers,
frequency hopping radio frequency transceivers, and ultra wideband
transceivers.
20. A method of providing entertainment comprising: communicating a
first signal from at least one hand held game controller to a base
station, the at least one hand held game controller comprising a
touch screen interface and a plurality of accelerometers;
communicating a second signal from an accessory box to a base
station; communicating a command from a base station to a computing
device; communicating data from the computing device to a server
over a network, the server hosting an online game portal;
communicating a third signal from the server to the computing
device; and enabling game play on the computing device, the game
play consistent with a game stored on the server.
21. The method of claim 20, wherein the plurality of accelerometers
comprises an accelerometer selected from a group consisting of: an
orientation accelerometer, a motion accelerometer, and an
acceleration accelerometer.
22. The method of claim 20, wherein the first communications signal
is transmitted from a transceiver selected from a group consisting
of: an optical transceiver, a radio frequency transceiver, an
infrared transceiver, a Bluetooth transceiver, a RFID transceiver,
a frequency hopping radio frequency transceiver, and an ultra
wideband transceiver.
23. The method of claim 20, wherein the second signal and the
command are communicated through connectors selected from a group
consisting of: a Universal Serial Bus connector, a FireWire
connector, a twisted pair connector, a phone line connector, and a
wired medium connector.
24. The method of claim 20, wherein the base station routs
communications signals between the at least one hand held game
controller, the computing device, and the accessory box.
25. The method of claim 20, wherein the base station is configured
to receive communication signals from the at least one hand held
game controller from the first communications transceiver and
forward a first set of commands to the first connector.
26. The method of claim 25, wherein the configuration further
comprises a configuration to receive a set of second commands from
the accessory box and forward the set of second commands to
server.
27. The method of claim 26, wherein the first and the second
signals comprise data selected from a group consisting of: data
from at least one of the plurality of accelerometers, and data from
the touch screen interface, and the second set of commands
comprises commands enabling additional functionality to the
entertainment system.
28. The method of claim 20, wherein the server further comprises a
database, the database comprising information related to a user,
and information related to games in the online portal.
29. The method of claim 20, further comprising communicating a
fourth communications signal to the hand held device, the fourth
communications signal enabling game play on the hand held
controller.
30. The method of claim 20, wherein the touch screen of the hand
held game controller comprises textured material indicating
controls.
31. The method of claim 20, wherein the touch screen interface
comprises a plurality of material deformations indicating
controls.
32. The method of claim 31, wherein the material deformations are
selected from a group consisting of recessed portions and raised
portions.
33. The method of claim 20, further comprising communicating a
fifth communications signal to the hand held game controller, the
fourth communications signal comprising data to illuminate game
play options on the hand held controller.
34. The method of claim 20, wherein the second communications
signal is transmitted from a communications transceiver selected
from a group consisting of: an optical transceiver, a radio
frequency transceiver, an infrared transceiver, a Bluetooth
transceiver, a RFID transceiver, a frequency hopping radio
frequency transceiver, and an ultra wideband transceiver.
35. The method of claim 20, wherein the command is communicated
from a communications transceiver selected from a group consisting
of: an optical transceiver, a radio frequency transceiver, an
infrared transceiver, a Bluetooth transceiver, a RFID transceiver,
a frequency hopping radio frequency transceiver, and an ultra
wideband transceiver.
36. A computer software product comprising: a computing apparatus
readable medium, the medium comprising a set of processor
executable instructions, the instructions sufficient to, when
executed by a processor configure the computing apparatus to:
receive a first communications signal from a base station, the
first communications signal comprising information received from at
least one hand held game controller, the game controller comprising
a touch screen interface and a plurality of accelerometers; send a
second communications signal to a server on a network, the server
hosting an online game portal; receive a third communications
signal from the server on the network; and enable game play on the
computing device, the game play related to a game on the online
game portal.
37. The computer software product of claim 36, wherein the first
communications signal further comprises information received from
an accessory box, the information from the accessory box comprising
information to enable game play.
38. The computer software product of claim 36, wherein the
plurality of accelerometers comprises an accelerometer selected
from a group consisting of: an orientation accelerometer, a motion
accelerometer, and an acceleration accelerometer.
39. The computer software product of claim 36, wherein the
information received from the at least one hand held game
controller is received by a transceiver selected from a group
consisting of: an optical transceiver, a radio frequency
transceiver, an infrared transceiver, a Bluetooth transceiver, a
RFID transceiver, a frequency hopping radio frequency transceiver,
and an ultra wideband transceiver.
40. The computer software product of claim 36, wherein the first
signal is received from a connector selected from a group
consisting of: a Universal Serial Bus connector, a FireWire
connector, a twisted pair connector, a phone line connector, and a
wired medium connector.
41. The computer software product of claim 36, wherein the base
station routs communications signals between the at least one hand
held game controller, the accessory box and the computing
device.
42. The computer software product of claim 36, wherein the base
station is configured the base station to receive communication
signals from the at least one hand held game controller and forward
a first set of commands to the computing device.
43. The computer software product of claim 42, wherein the
configuration further comprises a configuration to receive a set of
second commands from the accessory box and send the set of second
commands to the computing device.
44. The computer software product of claim 43, wherein the
communication signals comprise data selected from a group
consisting of: data from at least one of the plurality of
accelerometers, and data from the touch screen interface, and the
second set of commands comprises commands enabling additional
functionality to the entertainment system.
45. The computer software product of claim 36, wherein the server
comprises a database, the database comprising information related
to a user, and information related to games in the online
portal.
46. The computer software product of claim 36, further comprising a
configuration for communicating a fourth communications signal to
the hand held device, the fourth communications signal enabling
game play on the hand held controller.
47. The computer software product of claim 36, wherein the touch
screen of the hand held game controller comprises textured material
indicating controls.
48. The computer software product of claim 36, wherein the touch
screen interface comprises a plurality of material deformations
indicating controls.
49. The computer software product of claim 48, wherein the material
deformations are selected from a group consisting of recessed
portions and raised portions.
50. The computer software product of claim 36, further comprising
communicating a fifth communications signal to the hand held game
controller, the fifth communications signal comprising data to
illuminate game play options on the hand held controller.
51. The computer software product of claim 36, wherein the first
communications signal is communicated by a transceiver selected
from a group consisting of: an optical transceiver, a radio
frequency transceiver, an infrared transceiver, a Bluetooth
transceiver, a RFID transceiver, a frequency hopping radio
frequency transceiver, and an ultra wideband transceiver.
Description
CROSS-REFERENCE TO RELATED CASES
[0001] This application is a continuation-in-part of co-pending
U.S. patent application Ser. No. 11/828,124, filed Jul. 25, 2007,
which is a continuation-in-part of U.S. patent application Ser. No.
11/726,454, filed Mar. 22, 2007, which is a continuation-in-part of
co-pending U.S. patent application Ser. No. 11/540,369, filed Sep.
29, 2006, which is a continuation-in-part of co-pending U.S. patent
application Ser. No. 11/368,300, filed Mar. 3, 2006, which is a
continuation-in-part of co-pending U.S. patent application Ser. No.
11/255,852, filed Oct. 21, 2005. Priority is claimed to these
applications and they are incorporated by reference in their
entirety.
FIELD OF THE INVENTION
[0002] The present invention relates generally to an interactive
system. More particularly the present invention concerns a system,
apparatus, and methods for interactive play.
BACKGROUND OF THE INVENTION
[0003] Interactive toys have become increasingly popular in recent
times. Children enjoy playing with toys that communicate or respond
to different selections or prompts from the player.
[0004] For example, U.S. Pat. Nos. 6,663,393 (Ghaly), 5,607,336
(Lebensfeld et al.), 6,648,719 (Chan) and 6,585,556 (Smirnov) all
disclose toys, dolls or action figures who act or respond based on
some activation by the user, or by the surrounding events.
SUMMARY OF THE INVENTION
[0005] Embodiments of the present invention provide an
entertainment system, methods and computer software product. An
exemplary embodiment of a provided entertainment system includes at
least one hand held game controller with a touch screen and a
number of accelerometers. The accelerometers indicating the
movement of the hand held game controller. The controllers are
configured with wireless communications transceivers allowing them
to communicate to a base station. The system further includes a
base station that communicates with the hand held controllers. The
base station is further configured with a connector suitable for
connection to an accessory box and a second connector suitable for
connection to a computing device. The entertainment system
optionally includes an accessory box with a connector sufficient
for connecting the accessory box to the base station. In some
embodiments, the accessory box is configured to allow additional
functionality to be imparted to game play. The entertainment system
further includes an online game portal hosted on a server on the
network. One embodiment provides a method of interactive play. In
this embodiment a signal is communicated from at least one hand
held game controller to a base station. Like the above embodiment,
the hand held controllers contain touch screens and accelerometers.
In this embodiment, the base station additionally receives a
communications signal from an accessory box. The base station
communicates a command to a computing device that is connected to a
server over a network. The computing device sends commands, and
other information to the server. The server communicates signals
back to the computing device which enable game play on the
computing device.
[0006] Another exemplary embodiment of the present invention
provides a computer software product. The software product is in
the form of a computer readable medium. The medium contains
processor executable instructions that, when executed by a
processor configure a computing apparatus to receive a first
communications signal from a base station. This first
communications signal includes information received from at least
one hand held game controller. The game controller, like the above
controllers include a touch screen interface and a number of
accelerometers. The configuration additionally includes a
configuration to send a second communications signal to a server on
a network, the server hosting an online game portal and to receive
a third communications signal from the server on the network which
enables game play on the computing device, the game play related to
a game on the online game portal.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] Various embodiments of the present invention taught herein
are illustrated by way of example, and not by way of limitation, in
the figures of the accompanying drawings, in which:
[0008] FIG. 1 is a perspective view of an interactive doll system
according to one embodiment of the present invention with the doll
shown positioned in the doll station;
[0009] FIG. 2 is a front perspective view of the doll station of
the system of FIG. 1;
[0010] FIG. 3 is a rear perspective view of the doll station of the
system of FIG. 1;
[0011] FIG. 4 is an exploded perspective view of the base of the
doll station of FIG. 1;
[0012] FIG. 5 is a block diagram illustrating the electrical
components of the system of FIG. 1;
[0013] FIG. 6 is a rear perspective view of a doll according to one
embodiment that can be used with the system of FIG. 1;
[0014] FIG. 7 is a flow chart illustrating one possible flow of
operation for the system of the present invention;
[0015] FIG. 8A illustrates a chip that can be used in connection
with an accessory according to the present invention;
[0016] FIGS. 8B-8G illustrate various accessories that can be used
with the system of the present invention;
[0017] FIG. 9 is a perspective view of a multi-doll system that
utilizes the principles of the present invention;
[0018] FIG. 10A is a perspective view of an interactive doll system
according to another embodiment of the present invention;
[0019] FIG. 10B is a block diagram illustrating the electrical
components of the system of FIG. 10A;
[0020] FIG. 11 is a perspective view of an interactive toy system
according to another embodiment of the present invention;
[0021] FIGS. 12A-12C illustrate various accessories that can be
used with the toy system of FIG. 11;
[0022] FIG. 13 illustrates modifications that can be made to the
teddy bear in the system of FIG. 11;
[0023] FIG. 14 is a block diagram illustrating the electrical
components of the system of FIG. 13;
[0024] FIG. 15 is an exploded perspective view of a toy system
according to yet another embodiment of the present invention;
[0025] FIG. 16 is a block diagram illustrating the electrical
components of the system of FIG. 15;
[0026] FIG. 17 is a flow chart illustrating one possible flow of
operation for the system of FIGS. 15-16.
[0027] FIG. 18 illustrates an example of a play activity that can
involve the incorporation of accessories;
[0028] FIG. 19 is a perspective view of the interactive doll system
of FIG. 10A with modifications made thereto;
[0029] FIG. 20 is a perspective view of an interactive doll system
according to another embodiment of the present invention;
[0030] FIG. 21 is a block diagram illustrating the electrical
components of the system of FIG. 20;
[0031] FIG. 22 is a block diagram of the base station in FIG.
21;
[0032] FIG. 23 is an exploded perspective view of an interactive
clothing system according to one embodiment of the present
invention;
[0033] FIG. 24 is a block diagram illustrating the electrical
components of the system of FIG. 23;
[0034] FIG. 25 is an exploded perspective view illustrating one
example of the operation of the interactive clothing system of FIG.
23;
[0035] FIG. 26 is a block diagram illustrating a modification that
can be made to the storage device of FIGS. 23 and 24;
[0036] FIG. 27 illustrates a network consistent with provided
embodiments;
[0037] FIG. 28 illustrates the flow of a provided method;
[0038] FIG. 29 illustrates the flow of another provided method;
[0039] FIG. 30 illustrates an interactive play system consistent
with various provided embodiments;
[0040] FIG. 31 illustrates a base station device consistent with
various provided embodiments;
[0041] FIG. 32 illustrates an embodiment of a provided
entertainment system;
[0042] FIG. 33 illustrates a feature of various provided
embodiments;
[0043] FIG. 34 illustrates a feature of various provided
embodiments;
[0044] FIG. 35 is an illustration of the flow of a provided
method;
[0045] FIG. 36 is an illustration of a still further provided
method; and
[0046] FIG. 37 is an illustration of a computing apparatus and
computer software product consistent with various provided
embodiments.
[0047] It will be recognized that some or all of the Figures are
schematic representations for purposes of illustration and do not
necessarily depict the actual relative sizes or locations of the
elements shown. The Figures are provided for the purpose of
illustrating one or more embodiments of the invention with the
explicit understanding that they will not be used to limit the
scope or the meaning of the claims.
DETAILED DESCRIPTION OF THE INVENTION
[0048] In the following paragraphs, the present invention will be
described in detail by way of example with reference to the
attached drawings. While this invention is capable of embodiment in
many different forms, there is shown in the drawings and will
herein be described in detail specific embodiments, with the
understanding that the present disclosure is to be considered as an
example of the principles of the invention and not intended to
limit the invention to the specific embodiments shown and
described. That is, throughout this description, the embodiments
and examples shown should be considered as exemplars, rather than
as limitations on the present invention. Descriptions of well known
components, methods and/or processing techniques are omitted so as
to not unnecessarily obscure the invention. As used herein, the
"present invention" refers to any one of the embodiments of the
invention described herein, and any equivalents. Furthermore,
reference to various feature(s) of the "present invention"
throughout this document does not mean that all claimed embodiments
or methods must include the referenced feature(s).
[0049] As used herein, the term "doll" is not limited solely to a
fashion doll or play doll, but encompasses figurines, action
figures, toy animals, plush toys, miniature animals, or any
miniaturized or toy version of any living creature.
[0050] Embodiments of the present invention provide an interactive
toy system which allows the user to enact real-life activities of a
doll, animal, action-figure or similar creature. More specifically,
the present invention provides a toy system 20 which provides for
interactive play between the system 20 and the user. The user can
select different play programs which will program the doll or toy
with certain emotions, responses or characters, and which will
allow or direct the user to enact selected real-life activities for
the doll or toy.
[0051] According to one embodiment of the present invention, the
doll or toy merely functions as an object that is used by the
player to enact selected real-life activities, and does not
communicate or interact with the player. According to this
embodiment, the player communicates solely with a base unit or doll
station, which provides instructions or messages to the player
regarding how the real-life activities are to be enacted. The
player then utilizes the doll or toy to carry out the enactment. In
this embodiment, the doll or toy may communicate interactively with
the base unit or doll station, but will not communicate directly
with the player.
[0052] FIG. 1 illustrates the basic components of an interactive
play system 20 according to one embodiment of the present
invention. In its most basic form, interactive play system 20
includes a doll 22, a doll station 24 and a storage device 26.
However, as explained herein below, the interactive play system 20
can also include a plurality of dolls 22, a plurality of doll
stations 24, and a plurality of storage devices 26, all of which
can be utilized to create a multi-variety interactive game
system.
[0053] The storage device 26 can have a housing 28 that houses any
conventional and well-known medium that includes a memory 30 (see
FIG. 5) for storing digital data. Memory 30 can be embodied in the
form of a memory card or cartridge or any other conventional
storage medium, including a RAM, a ROM, or any writeable memory.
Housing 28 can be ornamentally configured according to a given
theme (e.g., princess theme) for the system, and can also include a
communication (e.g., input/output) port 32 which is adapted to be
removably coupled to a communication (e.g., input/output) port 34
at the doll station 24. Memory 30 can be adapted to store programs
(software) for controlling the operation of doll station 24, as
described below. Memory 30 can also be adapted to store data that
can be transferred to doll station 24. Such data can include verbal
or written messages, pre-recorded statements, sounds, music, light
shows and other similar responses that can be displayed on the
display screen 36 at doll station 24, or emitted from speaker 38 at
the doll station 24. As used herein, display screen 36 and speaker
38 are mechanisms used by the interactive play system 20 to present
a message. In addition, interactive play system 20 can provide a
plurality of different storage devices 26, with each storage device
26 storing software and/or data for different applications. For
example, one storage device 26 can contain software and data
directed to a princess doll application, another storage device 26
can contain software and data directed to a beach application,
another storage device 26 can contain software and data directed to
a party application, and another storage device 26 can contain
software and data directed to a safari application, among others.
The player can vary his/her play variety by selecting the desired
storage device 26 for a desired application.
[0054] In addition, the storage device 26 can be coupled to a
personal computer ("PC") (see FIG. 5) to download new programs
(either from the PC or from a network such as the Internet) that
can be used to play the system 20. In this regard, the storage
device 26 can be embodied in the form of a CD or other
diskette.
[0055] In one embodiment, doll station 24 is adapted to hold a doll
22 during use. Referring to FIGS. 2-3, doll station 24 has a base
40, a rear wall 42, and a roof 44. Another embodiment of doll
station 24 is illustrated in FIG. 4, the base 40 has a base housing
46 and a front panel 48. The base housing 46 defines an interior
space 50 for holding the doll 22, and has an opening 52 in its
front wall 54 for receiving the front panel 48. Front panel 48
houses the electronics (see FIG. 5) of doll station 24, which in
some embodiments includes a processor 56 and memory 58. Memory 58
can be used to store basic operating instructions for processor 56,
in which case the memory 58 can be embodied in the form of a Random
Access Memory (RAM) or Read Only Memory (ROM).
[0056] In one embodiment, memory 58 is used to store some or all of
the programs. In this embodiment, memory 30 on storage device 26 is
used primarily for storing data that can be utilized to control or
change the operation parameters of the programs stored in the
memory 58. Referring to FIGS. 4 and 5, communication port 34,
speaker 38 and display screen 36 are provided on front panel 48,
and are all coupled to the processor 56. The front panel 48 can
also include a control pad 60 and control buttons 62.
Communications port 34 functions to allow data and instructions to
be transferred from the memory 30 in storage device 26 to processor
56 in front panel 48. Display screen 36 functions to display words,
images, colors, and patterns that are in response to instructions
or data. In one embodiment, display screen 36 displays animations
and videos. In some embodiments the contents of display screen are
provided by the storage device 26 or the doll 22.
[0057] In a further embodiment, speaker 38 emits sounds to provide
vocal instructions and music. Speaker 38 and display screen 36 are
both controlled by processor 56. Control pad 60 and buttons 62 are
additionally coupled to processor 56 and may provide control
signals to processor 56. One feature of this embodiment is that it
allows a player to control the operation of the interactive play
system 20 by interacting with control pad 60 and buttons 62. For
example, the player can press selected buttons 62, or control pad
60, to select desired play modes or features, or to perform any of
the play functions described herein below.
[0058] Another embodiment is illustrated by referring back to FIG.
3. In this embodiment base 40 is provided with a battery
compartment accessed by battery cover 64. Batteries 66 (see FIG. 5)
can be housed inside the battery compartment, and coupled to the
electronics to power the operation of doll station 24.
[0059] In one embodiment, rear wall 42 extends from the top rear
portion of base 40, and is slightly curved to define a background
wall for doll 22. An optional window 68 is provided, in some
embodiments, in rear wall 42 for ornamental or functional (e.g.,
provide access) purposes. In further embodiments, antenna 70 is
provided in the rear wall 42 (see FIG. 3), antenna 70 is coupled to
the electronics shown in FIG. 5 via wiring (not shown) that extends
through base housing 46 and front panel 48.
[0060] Roof 44 is optional, and can be attached to the top of rear
wall 42 to provide a cover or shade for doll 22 when doll 22 is
positioned inside the doll station 24. In some embodiments, a
handle (not shown) is provided on top of roof 44 to provide a
mechanism for a user to carry a doll station 24.
[0061] In some embodiments, illustrated in FIG. 1, interior space
50 of base 40 is adapted to hold a doll 22 with the doll 22 in the
standing position. The doll 22 may be positioned in front of rear
wall 42, and below roof 44. A user can insert doll 22 into interior
space 50 via the open front space defined by roof 44, base 40 and
rear wall 42. Even though the present embodiment illustrates the
doll 22 as being positioned in a standing position, in some
embodiments base housing 46, rear wall 42 and roof 44 are
configured to accommodate doll 22 in any desired position (e.g.,
sitting, standing, etc.).
[0062] Another embodiment is illustrated in FIG. 6. In this
embodiment doll 22 is provided with a electronic chip 72 that is
secured in slot 74 that is cut out from torso 76 of doll 22.
Referring to FIG. 5, chip 72, in some embodiments, includes memory
78 that is coupled to controller 82 that is in turn coupled to
antenna 80. Antenna 80, and associated transceiver electronics, are
adapted to communicate with the electronics in base 40 via antenna
70 in rear wall 42. In addition, in some embodiments, a small
battery 84 is fitted into part of slot 74 and powers chip 72.
Battery 84 can be embodied in the form of a small watch battery. In
some embodiments, memory 80 in doll 22 contains data which
identifies doll 22 and certain characteristics of doll 22. These
characteristics can include the name, age, height, weight, size,
likes, dislikes, mood, requests, type of voice (low-pitch,
high-pitch, soft, loud, etc.), and any other characteristic (e.g.,
shy, outgoing, gregarious, etc.) that can be ascribed to a doll.
Data corresponding to desired characteristics can be transferred
from memory 80 to doll station 24 to activate different responses
(e.g., verbal or written messages, pre-recorded statements, sounds,
music, light shows, etc.) that can be displayed on display screen
36 at doll station 24, or emitted from speaker 38 at doll station
24. As a further alternative, memory 78 in chip 72 can contain
programs relating to different activities that specific doll 22 can
engage in, and these programs can be executed by processor 56.
[0063] In one embodiment, when doll 22 is placed inside interior
space 50 of base 40, antennas 70 and 80 are capable of
communicating with each other. In one non-limiting embodiment of
the present invention, antennas 70 and 80 are selected to be used
with short-range communication technologies that can only
communicate wireless signals over a short distance. The use of such
short-range communication technologies ensures that the doll 22 is
positioned in, or in close proximity to, base 40 before that
particular doll 22 can be the subject of the activity. One feature
of this embodiments is that the use of short range communication
technology allows base 40 to interact with multiple types of doll
22 when each is in communication range of base 40. In embodiments
where longer range communication technologies are used in a
multi-doll interactive play system 20, antenna 70 at base 40 can be
receiving signals from multiple dolls 22.
[0064] Next, the characteristics of the doll 22 are transferred to
the processor 56 at doll station 24 (see step 102 below) and
processor 56 can identify doll 22. In addition, as described below,
the user can select a desired application by selecting one of a
variety of storage devices 26.
[0065] FIG. 7 is a flowchart that illustrates one non-limiting
example of an activity flow for the interactive play system 20. In
a first block 100, doll 22 is placed inside interior space 50 of
base 40. In block 102, processor 56 identifies doll 22 in the
manner described above, and receives the characteristics of doll
22. For example, interactive play system 20 can be provided with a
plurality of different dolls 22 that can all be used with the same
doll station 24. Thus, the identity of doll 22 is determined in
block 102. Flow continues to block 104 where a player may select a
storage device 26 and insert it into front panel 48. In block 106,
processor 56 identifies selected storage device 26 (e.g., via
signals from memory 30 to processor 56 that are communicated via
ports 32 and 34) and determines whether the selected storage device
26 can be used with the selected doll 22. For example, some of
storage devices 26 have applications that cannot be used with some
of the dolls 22 in the interactive play system 20, and block 106
functions to determine whether the player has selected a compatible
storage device 26 (i.e., application). If the selected storage
device 26 is not compatible with the selected doll 22, the
processor 56 will, in some embodiments, cause a message to be
displayed on display screen 36, or announced through speaker 38, in
block 108. This informs the player that an incompatible storage
device 26 has been selected. If the selected storage device 26 is
compatible with the selected doll 22, in block 110, processor 56
will, in some embodiments, download different software programs
from memory 30 in storage device 26, and may display the various
choices in the form of a menu on display screen 36. In block 112,
the player can select the desired program for play, which is then
executed in block 114. At the end of the execution of the selected
program, processing returns to block 112 where the player can again
select the next program for play.
[0066] Even though the flow of the present invention is described
as including the use of a menu displaying various selections of
programs, it is also possible to provide each storage device 26
with only one selection, so that a menu would be unnecessary.
[0067] A variety of different programs can be provided for
selection by the player. Many of these programs are adapted to
allow the player to enact real-life activities for doll 22, as if
doll 22 were alive and going through the normal daily activities of
a living doll. These programs can be based on any of the following:
(i) the characteristics of doll 22 that have been downloaded from
memory 78 on chip 72, (ii) the nature of the environment portrayed
by doll station 24, and (iii) the programs and/or theme of the
selected storage device 26. These programs can also be independent
of any of these parameters, and any of these parameters can be used
together or independent of each other. It is the provision and
selection of these parameters that allow the player to be able to
enact the real-life activities of doll 22. The following are a few
non-limiting examples of programs (enacting activities) that can be
stored in memory 30 and/or 58 and/or 78 for play on doll station
24.
EXAMPLE 1
[0068] Processor 56 causes speaker 38 to emit an instruction, such
as "I'm cold, please put a jacket on me". The player then goes to
his/her doll accessories, takes a doll jacket and dresses doll 22
with a jacket.
EXAMPLE 2
[0069] Processor 56 causes speaker 38 to emit an instruction, such
as "I would like to go to the beach". The player then takes doll 22
out of base 40 and takes doll 22 to another doll station 24 that
represents a beach environment, and inserts doll 22 into base 40 of
the beach doll station 24. The steps outlined in FIG. 7 are then
executed with respect to the beach doll station 24, and the play
continues.
EXAMPLE 3
[0070] Processor 56 causes the speaker 38 to emit an instruction,
such as "I would like to play with a friend". The player then takes
a different (second) doll 22 and places it adjacent the doll
station 24 so that the two dolls 22 can supposedly play with each
other. The steps outlined in FIG. 7 are executed with respect to
the second doll 22 and the station 24, and the play continues.
EXAMPLE 4
[0071] Processor 56 causes display screen 36 to display a colorful
message, accompanied by music from speaker 38. This performance can
reflect the identity of doll 22. For example, if doll 22 is
intended to be a happy doll, display screen 36 can be caused to
display bright and colorful images, and speaker 38 can broadcast
cheerful music. On the other hand, if doll 22 is intended to be an
evil doll, display screen 36 can be caused to display malicious or
dark images, and speaker 38 can broadcast somber music. These
performances can be used to reflect the attitude, character,
emotions or mood of doll 22.
EXAMPLE 5
[0072] In one non-limiting embodiment, the accessories that
accompany doll 22 can be provided with electronic chips similar to
chip 72 that allow for the accessory to communicate with doll
station 24. For example, FIGS. 5 and 8A illustrate an electronic
chip 172 that can be provided for use with an accessory. The
electronic chip 172 is coupled to antenna 180 that is further
coupled to memory 178 and controller 182. In one embodiment memory
178 is memory 78 and controller 182 is controller 82. Antenna 180
allows the electronic chip 172 to communicate with processor 56 via
antenna 70. Memory 178 in chip 172 stores data identifying the
characteristics of the intended accessory. Antenna 180 can be the
same as the antenna 80.
[0073] FIGS. 8B-8G illustrate various accessories that, in some
embodiments, incorporate chip 172, such as hat 130 (FIG. 8B), hair
brush 132 (FIG. 8C), a pair of boots 134 (FIG. 8D), skirt 136 (FIG.
8E), blouse 138 (FIG. 8F), and a pair of trousers 140 (FIG. 8G).
Any of these accessories can be used or carried by doll 22. For
example, doll 22 could be wearing blouse 138 when it is placed
inside base 40. Chip 172 on blouse 138 would communicate with
processor 56 (via antennas 70 and 180) to identify blouse 138. If
blouse 138 is not the correct blouse 138 for the particular doll
22, processor 56 can cause a message to be delivered (either via
the speaker 38 and/or the display screen 36) stating that "the
blouse does not belong to this doll". As another example, if the
program decides that doll 22 is supposed to wear another article of
clothing, the program can cause processor 56 to deliver a message
(via the speaker 38 and/or the display screen 36) stating that "I
do not like to wear this blouse; please dress me with another
article of clothing". The same play examples can be provided for
any accessory.
[0074] Alternatively, a program from any of the memories 30, 58,
78, or 178 can cause speaker 38 or display screen 36 to emit an
instruction, such as "Please give me my hair brush". The player
then takes hair brush 132 and places it in the doll's hand. The
electronic chip 172 on hair brush 132 would communicate with
processor 56 (via antennas 70 and 180) to identify hair brush 132.
If the player inadvertently places the wrong accessory (e.g., hat
130) on doll 22, processor 56 can cause speaker 38 and/or display
screen 36 to emit a message informing the player that the wrong
accessory has been chosen.
[0075] FIG. 18 illustrates one non-limiting example of a play
activity that can involve the incorporation of accessories. The
image shown in FIG. 18 can be shown on display screen 36 (or any of
the display screens 36c, 36d described below). FIG. 18 is an image
on the screen 36 that illustrates doll 22 inside a fashion store
that sells shoes 134 and handbags 133, as well as other accessories
131. These shoes 134 and handbags 133 are virtual representations
of actual shoes 134 and handbags 133 that are supplied with the
interactive play system 20. The player can then take a selected
accessory (e.g., a pair of shoes 134) and dress or otherwise
associate the actual doll 22 with the actual accessory. When shoes
134 are worn by the doll 22, controller 182 on chip 172 of shoes
134 will communicate with processor 56 to identify the shoes 134
being worn. The processor 56 will then cause display screen 36 to
change the image shown in FIG. 18 to show the selected shoes 134
being removed from shelf 129 (shelf 129 is a virtual shelf that
only appears on display screen 36) and placed on to the feet of the
virtual image of doll 22 on display screen 36. When the player
removes shoes 134 from the feet of the actual doll 22, the image on
display screen 36 will replicate that activity. The player can
select another pair of shoes 134 to be worn by the actual doll 22,
and the image on display screen 36 will again show the
newly-selected shoes 134 being removed from shelf 129 and placed on
to the feet of the virtual image of doll 22 on display screen
36.
[0076] Other play activities involving these accessories can
include games and challenges. For example, a program from any of
the memories 30, 58, 78, or 178 can cause speaker 38 and/or display
screen 36 to guide a user through a first activity (e.g., a game or
challenge) where the user can accumulate points for use in a second
or subsequent activity (e.g., a shopping spree). For example, the
user can accumulate points by correctly answering certain
questions, successfully navigating a maze or other obstacle(s), or
designing new fashion outfits. The program then guides the user
through a shopping spree where the user can visit any number of
shops selling these accessories, and purchase any desired
accessories using the points accumulated from the first activity.
For example, if a user has accumulated fifty points, the user can
allocate these fifty points for use in purchasing different
accessories from different shops, with each accessory having a
different point requirement for purchase. As the user purchases
these accessories, the user can physically dress doll 22 with the
tangible embodiment of the accessory (e.g., the blouse 138) while
interactive play system 20 checks to ensure that blouse 138 being
worn by doll 22 corresponds to blouse 138 that had been
purchased.
EXAMPLE 6
[0077] The processor 56 causes speaker 38 to emit an instruction,
such as "I want to dance". The player then takes doll 22 out of
base 40 and plays with doll 22, pretending that doll 22 is dancing.
During this time, speaker 38 can be broadcasting dance music, and
display screen 36 can be displaying bright lights and other
images.
EXAMPLE 7
[0078] The processor 56 can recognize and store information
relating to the programs selected by the player, play patterns of
the player, or anything related to the use and play of interactive
play system 20. This information can be transferred to memory 30 in
storage device 26 via ports 34 and 32. The player can select such
recognition and storage functions by manipulating buttons 62 and/or
control pad 60. The information in memory 30 can then be
transferred by storage device 26 to a PC where the information can
be analyzed, processed and stored for any desired purpose.
EXAMPLE 8
[0079] FIG. 9 illustrates the provision of a multi-doll interactive
play system 20a, where a plurality of dolls 22a (each of which can
be the same in construction as doll 22) can be electrically coupled
to a plurality of doll sub-stations 24a (each of which can be the
same in principle as base 40). The sub-stations 24a can be part of
a larger doll station 24b. Each sub-station 24a can have its own
antenna or communication device, but an additional antenna 70a (or
communication device) can be provided to facilitate communication
between doll station 24b and any (or all) of dolls 22a.
EXAMPLE 9
[0080] Memory 58 can contain programs that include diaries,
directories and calendars so that the user can input important
dates, addresses, and entries for either the user or doll 22. A
user can access these diaries, directories and calendars via front
panel 48, or base unit 24c described below.
[0081] FIGS. 10A-10B illustrate another embodiment of system 20c
consistent with various embodiments of the present invention where
doll station 24 is now replaced by a hand held base unit 24c. In
particular, doll 22c (which can be the same as doll 22) does not
need to be positioned inside or adjacent a doll station 24, but can
instead be positioned as a stand-alone doll 22c without a base
station 24. The base unit 24c can include all the functions and
basic elements of doll station 24. A separate storage device 26c
(which can be the same as storage device 26) can be inserted
through a port 34c (which can be the same as port 34) in the
housing 46c of base unit 24c. Similar to doll station 24, the base
unit 24c can also include a display screen 36c, speakers 38c, and a
control pad 60c that can be the same as the corresponding elements
in the doll station 24. An antenna 70c can be provided in the
housing 46c of the base unit 24c for communicating with antenna 80c
(see FIGS. 10A and 10B) in doll 22c.
[0082] The interactive play system 20c can operate in the same
manner as interactive play system 20, as described above.
Specifically, interactive play system 20c allows a player to enact
real-life activities of doll 22c, such as the activities described
in Examples 1, 4, 5, 6, 7 and 9 above. The interactive play system
20c can also implement the flowchart of FIG. 7.
[0083] Between the interactive play systems 20 and 20c, the
interactive play system 20c may be better suited for use with a
single doll 22c, so that base unit 24c does not need to distinguish
between signals received from a plurality of dolls 22c that are
positioned in close-enough proximity to the base unit 24c. On the
other hand, interactive play system 20 may be better suited to use
with a plurality of dolls 22 because the short-range communications
technology used in some embodiments of interactive play system 20
allow doll station 24 to distinguish between different dolls
22.
[0084] In some embodiments, the accessories used with doll 22c can
also include patches of conductive ink. For example, in FIG. 10A,
dress 136c can be provided with patches of conductive ink 135c
which can incorporate circuitry and even an antenna. Thus, the
conductive ink 135c can be used in lieu of the chip 172 that is
provided for the accessories in FIGS. 8B-8G.
[0085] FIG. 10B illustrates the electrical components of
interactive play system 20c, with the same elements in FIGS. 5 and
10B having the same numeral designations except that a "c" has been
added to the designations in FIG. 10B. In some embodiments, the
interactive play systems shown in FIGS. 5 and 10B are the same
except that the interactive play system 20c in FIG. 10B can provide
electrical contacts 77c and 177c on doll 22c and the accessory
(e.g., dress 136c), respectively. These contacts 77c and 177c form
an electrical coupling between doll 22c and the accessory (e.g.,
dress 136c) so that interactive play system 20c can accurately
identify the specific accessory that has been used with doll 22c.
In particular, controller 182c in chip 172c of dress 136c can
communicate with controller 82c in doll 22c, which can, in turn,
communicate to processor 56c the identity of dress 136c that has
been connected. These contacts 77c, 177c can be embodied using any
of the concepts described in U.S. Pat. Nos. 6,648,719 and
6,719,604, whose entire disclosures are incorporated by this
reference as though set forth fully herein.
[0086] The principles of the present invention are not limited to
action figures and fashion dolls only. FIGS. 11 and 12 illustrate
another embodiment of an interactive play system 20d that is
consistent with various embodiments of the present invention where
doll 22c is now replaced by a teddy bear 22d or other toy animal.
The interactive play system 20d also includes a base unit 24d that,
in some embodiments, is identical to base unit 24c, and a storage
device 26d that is identical to storage devices 26c and 26. Teddy
bear 22d can also include an electronic chip (such as 72) and a
battery (such as 84) to facilitate operation and use in the same
manner as for the dolls 22 and 22c described above. Thus, a player
can enact the same activities described above for the teddy bear
22d, including changing accessories and outfits. For example, teddy
bear 22d can be provided with accessories that incorporate an
electronic chip 172d, including a fork 132d (see FIG. 12A), a shirt
138d (see FIG. 12B), and a pair of trousers 140d (see FIG. 12C).
These accessories are capable of communicating with station 24d in
the same way that the accessories in FIGS. 10A-10B are capable of
communicating with the doll station 24c.
[0087] In addition, as best shown in FIG. 13, teddy bear 22d can be
provided with pivotable appendages 200 that are pivotably connected
to other appendages 200 to create movable limbs and body parts.
These appendages 200 can be controlled by gears (e.g., 202) that
are operatively connected to a servo motor (not shown) housed in a
motor unit 204. The motor unit 204 can include an electronic chip
(not shown) that, in some embodiments, is the same as electronic
chip 72 in doll 22, and can also include an antenna 80d. The motor
unit 204 has a port 206 that can receive another storage device
26e. The storage device 26e can contain software which imparts
different characteristics to teddy bear 22d, and which can be used
in addition to the software stored in station 24d and storage
device 26d (i.e., that is used with station 24d). For example, a
plurality of different storage devices 26e can be provided, each
designed to cause teddy bear 22d to assume a different mood (e.g.,
happy, sad, angry, etc.) or character (e.g., quiet, gregarious,
etc.) or motion (e.g., cause the appendages to move faster or
slower, or to dance, or to walk, etc.). A player can select a
specific storage device 26e depending on the mood, character and/or
motion desired for teddy bear 22d. Storage device 26d can be used
to enact a different activity for teddy bear 22d, with the activity
carried out based on the chosen mood, character and/or motion
determined by storage device 26e. Alternatively, the different
moods, characters and/or motions can be programmed into the memory
(not shown) inside the motor unit 204 (instead of providing a
plurality of storage devices 26e), and selected by the player by
actuating control buttons 208 on motor unit 204.
[0088] The teddy bear 22d in FIGS. 11 and 13 can be modified to
function as a base unit or station itself, so that the station 24d
can be omitted and the elements of the station 24d can be provided
as part of teddy bear 22d. For example, a display screen 36d, a
speaker 38d, a control pad 60d and control buttons 62d can be
provided on the teddy bear 24d. In this embodiment, motor unit 204
houses a battery 66d, a processor 56d and a memory 58d that are
electrically coupled to the antenna 80d, the display screen 36d,
the speaker 38d and the control buttons 62d and control pad 60d in
the manner illustrated in FIG. 14. Thus, when FIG. 14 is compared
with FIG. 5, these two interactive play systems 20 and 20d are
essentially the same except that (i) antenna 80d now functions as
antenna 70, (ii) port 206 now functions as port 34, (iii) storage
device(s) 26e now function as storage device(s) 26 and 26d, and
(iv) electronic chip 72 in FIG. 5 has been omitted. In addition,
each electronic chip 172d be coupled to an antenna 180d, controller
182d and memory 178d that correspond to antenna 180, controller 182
and memory 178 in FIGS. 1-5 and 8A-8G, and each storage device 26e
can include a memory 30e and port 32e that correspond to the memory
30 and port 32 in FIGS. 1-5.
[0089] In some embodiments, the wireless connection via the
antennas 80d and 180d, is replaced by, electrical contacts 77d and
177d which are provided on teddy bear 22d and accessory (e.g.,
shirt 138d), respectively. Referring to FIG. 14, contacts 77d and
177d can form an electrical coupling between teddy bear 22d and
accessory (e.g., shirt 138d) so that interactive play system 20d
can accurately identify the specific accessory that has been used
with teddy bear 22d. In particular, controller 182d in electronic
chip 172d of shirt 138d can communicate with processor 56d in teddy
bear 22d, thereby indicating to processor 56d the identity of shirt
138d that has been connected.
[0090] In some embodiments, interactive play system 20d is modified
to include a Personal Computer ("PC") and a PC monitor 210. The
antenna 70d on the station 24d can communicate signals with antenna
212 on the PC or other computer, and the images displayed on screen
38d can be replicated on monitor 210. The PC can even be used to
store programs, and to transfer programs to station 24d for
execution thereat.
[0091] The principles in FIGS. 13 and 14 can also be applied for
use with systems shown in FIGS. 1-10B. In particular, dolls 22 and
22c can be provided with appendages (similar to 200 in FIG. 13) so
that a user can use the doll station 24 or the station 24c to move
the appendages on doll 22 or 22c. This is illustrated in FIG. 19
using the interactive play system 20c, where doll 22c is shown as
having movable limbs (e.g., 71c and 73c) that can be controlled by
doll station 24c. In some embodiments, doll 22c is provided with a
speaker 75c at the mouth, a movable head 81c, and blinking lights
83c (e.g., an LED) at the eyes so that doll 22c can simulate a
real-life human being by speaking through speaker 75c, blinking
through lights 83c, and moving its limbs 71c, 73c.
[0092] The doll systems shown and described in connection with
FIGS. 1 and 10A can be configured in a variety of different ways,
with different components. FIGS. 20 and 21 illustrate yet another
way of configuring the doll system. The interactive play system 20h
in FIGS. 20 and 21 has a doll 22h that can be the same as doll 22c,
a station 24h that can be the same as the station 24c (with the
exceptions noted below), a storage device 26h that can be the same
as the storage device 26c (with the exceptions noted below), and a
doll station that has a base 40h, a rear wall 42h, and a roof 44h
that can be the same as the base 40, the rear wall 42, and the roof
44 in FIG. 1 (with the exceptions noted below), respectively. FIG.
21 illustrates the electrical components of the system 20h, with
the same elements in FIGS. 5, 10B and 21 having the same numeral
designations except that an "h" has been added to the designations
in FIG. 21.
[0093] One difference between the interactive play system 20h and
the interactive play systems 20, 20c is in the communication modes
between the respective components. In some embodiments of the
interactive play system 20h, the base 40h does not have the front
panel 48 (which is now incorporated into the base unit 24h), but
the base 40h includes the electrical components illustrated in FIG.
22, including an infrared transmitter 90h, a controller 92h, a
battery 94h and a memory 98h that are interconnected in the manner
shown in FIG. 22. Memory 98h can be used to store data, software
and programs similar to data, software and programs that are stored
in memory 58. The antenna 70h in the rear wall 42h can be
electrically connected to the controller 92h. In addition, an
infrared receiver 96h can be provided on the housing of the base
unit 24h and electrically connected to processor 56h, so that base
unit 24h no longer has the antenna 70c. The storage device 26h can
further include an antenna 97h that is coupled to a processor 99h
inside the storage device 26h. The elements 30h, 32h, 58h, 66h,
72h, 80h, 82h, 78h, 172h, 180h, 182h, 178h in FIG. 21 can be
identical to the elements 30, 32, 58, 66, 72, 80, 82, 78, 172, 180,
182, 178 in FIG. 5, respectively.
[0094] The interactive play system 20h operates in the following
manner according to one non-limiting embodiment of the present
invention. The doll 22h communicates with the base station via
antenna 80h at doll 22h and antenna 70h at the rear wall 42h. The
controller 92h in base 40h receives these communications from
antenna 70h, and then communicates with base unit 24h via the
infrared transmitter 90h and the infrared receiver 96h to the
processor 56h.
[0095] The provision of an antenna 97h at the storage device 26h
provides another alternative form of communication. If the base
station is misplaced, omitted, or not used, doll 22h can still
communicate with station 24h. Specifically, doll 22h can
communicate with storage device 26h via antenna 80h at doll 22h and
antenna 97h at storage device 26h. The processor 99h in storage
device 26h receives these communications from antenna 97h, and then
communicates with station 24h via ports 32h and 34h.
[0096] The interactive play system 20h can operate in the same
manner as the interactive play systems 20 and 20c, as described
above. Specifically, interactive play system 20h also allows a
player to enact real-life activities of doll 22h, such as the
activities described in Examples 1, 4, 5, 6 and 7 above. In some
embodiments, interactive play system 20h implements the
functionality illustrated in flowchart of FIG. 7.
[0097] The principles in FIGS. 11 and 13-14 can be further extended
to provide an interactive constructional or building system. FIGS.
15-16 illustrate a constructional system 20f having a station 24f
that, in some embodiments, is similar to teddy bear 22d in
interactive play system 20e of FIG. 14 where teddy bear 22d is
itself a station. In this embodiment, the station 24f forms a basic
building block upon which other pieces 130f, 132f, 134f can be
connected or assembled to form different resulting objects.
[0098] In some embodiments, station 24f includes all of the
elements of the station 24, including a battery 66f, a processor
56f, a memory 58f, a display screen 36f, a speaker 38f, a control
pad 60f, a control button 62f and a port 34f that can be the same
as the corresponding elements in FIGS. 1-5. The station 24f can
also include an electrical coupling 70f for receiving a piece 130f,
132f, 134f, etc. In some embodiments, coupling 70f is similar to
contacts 77c and 77d described above. The storage device 26f can
include all of the elements of the storage device 26, including a
memory 30f and a port 32f. In addition, each of the pieces 130f,
132f, 134f can correspond to different accessories 130, 132, 134,
etc., in FIGS. 8B-8G, and in this embodiment can represent a head
130f, an arm 132f and a leg 134f. Each of these pieces 130f, 132f,
134f can also include an electronic chip 172f that can be the same
as the electronic chip 172, and include the corresponding coupling
177f (which can be the same as coupling 177c and 177d described
above), controller 182f and memory 178f.
[0099] In one embodiment, the station 24f includes software that is
adapted to recognize the various pieces 130f, 132f, 134f, etc. In
addition, each different storage device 26f can include software
for guiding a player in constructing a particular object. For
example, memory 30f in a specific storage device 26f can contain
software for guiding the player in constructing a dinosaur, and
memory 30f in another storage device 26f can contain software for
guiding the player in constructing a bird. Alternatively, storage
device 26f can be omitted, and memory 58f in station 24f can store
the different software that can be selected by the player for
guiding the player in constructing the different objects.
[0100] One possible use of the interactive play system 20f is
illustrated in the flowchart of FIG. 17, which is educational in
nature. In block 220, a player first selects the object to be
constructed. This can be accomplished by selecting a software that
has been stored in memory 58f, or by selecting the desired storage
device 26f and inserting the selected storage device 26f into port
34f. Next, in block 222, the selected software will cause
instructions or images to appear on display screen 36f and/or
through speaker 38f illustrating the next piece (e.g., arm 132f)
that needs to be connected to station 24f. In block 224, the player
connects coupling 177f of arm 132f to the appropriate coupling 70f.
In one embodiment coupling 70f is an electrical coupling (e.g., an
electrical contact) that allows controller 182f in electronic chip
172f of arm 132f to communicate with processor 56f in station 24f,
thereby indicating to processor 56f the identity of the piece that
has been connected. In block 226, processor 56f checks to see if
the correct piece has been connected. If yes, then processing
proceeds to block 230 to determine if the object has been
completed. If the object has not been completed, processing returns
to block 222 to issue the next instructions or images for
connecting the next piece. If at block 226 it is determined that
the incorrect piece has been connected, processing proceeds to
block 228 where an error message is displayed (on display screen
36f) and/or broadcast (over speaker 38f). Processing then returns
to block 222 where the same instruction or image is displayed or
broadcast again. This continues until the desired object has been
completed at block 230. The flowchart of FIG. 17 can also include
an alternative block 232 where the player can use the completed
object in the same manner as teddy bear 22d to enact real-life
activities for the completed object, according to the principles
described above.
[0101] The interactive play system 20f can be used to generate a
variety of different activities. According to a second activity,
memory 30f in storage device 26f or memory 58f in base unit 24f can
store software and a database relating to the construction of
different objects. This activity allows the player to initiate the
construction and then gives the player choices as to what object(s)
the player can assemble based on the start initiated by the player.
Thus, this activity is more creative and interactive in nature. For
example, in a first step, the player connects a piece (e.g., arm
132f) to any coupling (e.g., 70f) in station 24f. Then, in the next
block, the software will determine the different objects that can
be constructed based on the initial first connection, and will
display the options to the player on display screen 36f, including
instructions for assembling each option. The player can continue to
connect additional pieces, and as each additional piece is
connected, the software will update its identification of the
connected pieces from its database, and cause display screen 36f at
station 24f to display new and updated options for the player. This
process continues until an object is completely assembled, and even
at that point, the player can continue to connect additional
pieces, while the software will continue to search its database for
possible new objects that can be built. This activity allows the
player to engage in either (i) a challenging and creative
interactive building game where the player attempts to outwit the
interactive play system 20f in building an object, or (ii) an
instructional interactive game where the interactive play system
20f can guide the player in building one of many different
objects.
[0102] As a non-limiting example, even though the present invention
illustrates the use of antennas to facilitate communication between
doll station 24 and doll 22 and accessories, it is also possible to
use wires and other known electrical couplings to facilitate such
communication. Also, the wired communication between ports 32 and
34 can be replaced by wireless communication utilizing separate
antennas at the locations of ports 32 and 34.
[0103] In other embodiments of an interactive play system 20,
full-size clothing and accessories may interact with interactive
play system 20. As used herein the term full-size refers to non-toy
sized accessories. For example, clothing and carried articles, such
as a backpack, that are designed for use by a person playing with
interactive play system 20. Further, in some embodiments, these
full-size items provide an interactive experience to a user that is
independent of interactive play system 20.
[0104] FIG. 23 illustrates the basic components of an interactive
system 1020 according to one embodiment of the present invention.
In its most basic form, system 1020 includes an article of clothing
1022, a hand held unit 1024 and a storage device 1026. The clothing
1022 can be a shirt, a vest, a hat, a pair of trousers, or any
other conventional article of clothing or accessory. The system
1020 can include more than one item of clothing 1022, but for
simplicity's sake, the present invention will be described herein
below in the context of one article of clothing 1022.
[0105] The storage device 1026 can have a housing 1028 that houses
any conventional and well-known medium that includes a memory 1030
(see FIG. 24) for storing digital data. The memory 1030 can be
embodied in the form of a memory card or cartridge or any other
conventional storage medium, including a RAM, a ROM, or any
writeable memory. The housing 1028 can be configured to include a
communication (e.g., input/output) port 1032 which is adapted to be
removably coupled to a communication (e.g., input/output) port 1034
at the hand held unit 1024. The memory 1030 can be adapted to store
programs (software) for controlling the operation of the hand held
unit 1024, as described below. The memory 1030 can also be adapted
to store data that can be transferred to the hand held unit 1024.
Such data can include verbal or written messages, pre-recorded
statements, sounds, music, light shows and other similar responses
that can be displayed on the display screen 1036 at the hand held
unit 1024, or emitted from the speaker 1038 at the hand held unit
1024. As used herein, the display screen 1036 and the speaker 1038
are mechanisms used by the system 20 to present a message. In
addition, the system 1020 can provide a plurality of different
storage devices 1026, with each storage device 1026 storing
software and/or data for different applications. For example, one
storage device 1026 can contain software and data directed to an
environmental application (e.g., for measuring and broadcasting
temperature or other environmental conditions), another storage
device 1026 can contain software and data directed to an
entertainment application (e.g., for playing certain music or a
video), and another storage device 1026 can contain software and
data directed to a game, among others. The player can vary his/her
play variety by selecting the desired storage device 1026 for a
desired application.
[0106] In addition, storage device 1026 can be coupled to a
personal computer ("PC") (see FIG. 24) to download new programs
(either from the PC or from the Internet) that can be used to play
the system 1020. In this regard, storage device 1026 can be
embodied in the form of a CD, a cartridge or other diskette.
[0107] In an exemplary embodiment, the electronics (see FIG. 24) of
the hand held unit 1024 includes a processor 1056 and a memory
1058. The memory 1058 can be used to store basic operating
instructions for the processor 1056, in which case the memory 1058
can be embodied in the form of a RAM or ROM. Alternatively, memory
1058 can be used to store some or all of the programs, with memory
1030 on storage device 1026 used primarily for storing data that
can be utilized to control or change the operation parameters of
the programs stored in memory 1058. The communication port 1034,
speaker 1038 and display screen 1036 are provided in housing 1048
of hand held unit 1024, and are all coupled to the processor 1056.
The housing 1048 can also include a control pad 1060 and control
buttons 1062. The port 1034 functions to allow data and
instructions to be transferred from memory 1030 in storage device
1026 to processor 1056 in housing 1048. The screen 1036 functions
to display words, images, colors, and patterns that are in response
to instructions or data provided by storage device 1026 or clothing
1022. The speaker 1038 emits sounds to provide vocal instructions
and music. The speaker 1038 and screen 1036 are both controlled by
processor 1056. The control pad 1060 and buttons 1062 are coupled
to processor 1056 to provide control signals to processor 1056, so
that a player can control the operation of interactive system 1020
by controlling pad 1060 and buttons 1062. For example, a player can
press selected buttons 1062, or control pad 1060, to select desired
modes or features, or to perform any of the operational functions
described herein below.
[0108] In addition, an antenna 1070 can be provided in housing
1048, with antenna 1070 coupled to the electronics shown in FIG.
24. In addition, housing 1048 in some embodiments is provided with
a battery compartment accessed by a battery cover (not shown).
Conventional batteries 1066 (see FIG. 24) can be housed inside the
battery compartment, and coupled to the electronics to power the
operation of the hand held unit 1024.
[0109] Even though the term "hand held" is used to describe the
unit 1024, the unit 1024 can be hand held, or can be a main unit
that is secured to any stationary or larger object, such as the
dashboard of an automobile, a cabinet or piece of furniture, the
wall of a building, etc. As described herein, the unit 1024 is
essentially a control unit.
[0110] The clothing 1022 is provided with a chip 1072 that allows
for clothing 1022 to communicate with hand held unit 1024. For
example, FIG. 24 illustrates an electronic chip 1072 that can be
provided for use with an article of clothing 1022. The chip 1072
includes a memory 1078 that is coupled to a controller 1082 that is
in turn coupled to an antenna 1080. The antenna 1080 is adapted to
communicate with the electronics in the hand held unit 1024 via the
antenna 1070 in the housing 1048. In some embodiments, memory 1078
in electronic chip 1072 contains data which is relevant to the
designated activity, and can include, but is not limited to
information relating to the article of clothing 1022, the game
being played, a condition being measured (e.g., temperature), etc.
This data or information can be transferred from memory 1078 to
hand held unit 1024 to activate different responses (e.g., verbal
or written messages, pre-recorded statements, sounds, music, light
shows, etc.) that can be displayed on display screen 36, or emitted
from speaker 1038, at hand held unit 1024. As a further
alternative, memory 1078 in electronic chip 1072 can even contain
programs relating to different activities that the user can engage
in, and these programs can be transferred to processor 1056 during
operation.
[0111] In various embodiments, an electronic device 1085 can be
attached to the clothing 1022, and electrically coupled to
controller 1082. The electronic device 1085 can be a sensing device
(e.g., a temperature sensor for measuring temperature, a CCD sensor
for capturing images), or a speaker, or a display screen, among
others.
[0112] The clothing 1022 can also include patches of conductive ink
that are well-known in the art. For example, in FIG. 23, the
clothing 1022 can be provided with patches of conductive ink 1075
which can incorporate circuitry and even an antenna, as is
well-known in the art. Thus, the conductive ink 1075 can be used in
lieu of the chip 1072.
[0113] Some embodiments of the interactive system 1020 operate in
the following general manner. The clothing 1022 communicates with
unit 1024 via antennas 1080 and 1070. The processor 1056 in unit
1024 receives these communications from antenna 1070, and then
displays images at display screen 1036 and/or broadcasts sounds or
music at speaker 1038 that are dependent upon the data being
communicated by clothing 1022 to unit 1024. The communication can
be initiated by either controller 1082 or processor 1056, with
initiating controller 1082 or processor 1056 directing a
communication signal to be sent via antennas 1070, 1080 to other of
processor 1056 or controller 1082. Any of the conventional
communication protocols can be used to facilitate the initiation of
the communication, and the continued communication between,
processor 1056 and controller 1082.
[0114] The storage device 1026 can provide another alternative form
of communication. In this embodiment, storage device 1026b further
includes an antenna 1097b and communication electronics that are
coupled to processor 1099b inside storage device 1026b, as best
shown in FIG. 26. The clothing 1022 can communicate with storage
device 1026b via antenna 1080 at clothing 1022 and antenna 1097b at
storage device 1026b. The processor 1099b in storage device 1026b
receives these communications from antenna 1097b, and then
communicates with unit 1024 via the ports 1032b and 1034. The
memory 1030b can be coupled to the processor 1099b. The memory
1030b and port 1032b can be the same as the memory 1030 and the
port 1032, respectively.
[0115] The following are some examples illustrating how the
interactive clothing system 1020 can be used.
EXAMPLE 1
[0116] The electronic device 1085 can be a camera which takes
photographs when actuated by a switch (not shown) provided on
clothing 1022 and electrically coupled to the camera. The captured
image(s) can then be transmitted (via the antennas 1080 and 1070)
to the processor 1056 to be displayed by display screen 1036. The
captured image(s) can be stored in memory 1078, or transferred to
memories 1058 and/or 1030. This camera can be a hidden camera that
appears to be a badge or accessory that is part of the clothing
item 1022, and be suited for use in police or investigative work.
The camera can even be positioned on the rear of a shirt or trouser
so that the user can hold the unit 1024 as he/she is walking so
that he/she can see if anyone is following him/her without turning
the head. If used in this manner, the camera can operate as a
safety device.
EXAMPLE 2
[0117] In one embodiment the electronic device 1085 is a
thermometer which measures the temperature of the environment. The
measured temperature(s) can be stored in memory 1078, and/or
transmitted (via the antennas 1080 and 1070) to the processor 1056
to be displayed by the display screen 1036 or broadcast by the
speaker 1038. In one application, the program in memory 1058 that
is executed by the processor 1056 will only broadcast or display a
temperature only if the temperature exceeds or falls below a
certain threshold. Thus, in this application, the system 1020 will
be used as a warning or notification device that notifies the user
of a potentially dangerous situation. For example, a
mountain-climber might wear a jacket having chip 1072, with
electronic device 1085 measuring the temperature, wind chill, wind
speed or other environmental condition, and then issuing a warning
at the unit 1024 if a particular condition exceeds or falls below a
certain threshold. The captured environmental condition can even be
stored in memory 1078, or transferred to memories 1058 and/or
1030.
EXAMPLE 3
[0118] The interactive system 1020 can be used to match the colors
or styles of different items of clothing 1022, or to locate items
of misplaced clothing. In this Example, electronic device 1085 on
clothing 1022 can be a sensor that will detect the motion,
environment, or other measurable characteristic, and will convey
the information to hand held unit 1024 via antennas 1070 and
1080.
[0119] For example, a clothing line can provide electronic chips
1072 in all of its clothing 1022 sold to customers. Each item of
clothing 1022 has a chip 1072, with memory 1078 in chip 1072
pre-programmed to contain information about that particular item of
clothing 1022 and that line of clothing. For example, a designer
can pre-program certain desired matches (e.g., a particular top
with a particular skirt or a particular pair of shoes), and certain
undesirable matches, into memory 1058 at unit 1024 or even in
memory 1030 at storage device 1026. When a user puts on two or more
items of clothing 1022 from the same line, controller 1082 in chip
1072 at the items of clothing 1022 will communicate their
identities to processor 1056 at unit 1024 (via the antennas 1080
and 1070), and processor 1056 will determine whether the selected
clothing items are a desirable match, and communicate to the user
via speaker 1038 or display screen 1036.
[0120] The user can also use this system to locate misplaced
clothing 1022. For example, the identities of all clothing items
having a chip 1072 can be stored in memory 1058 or memory 1030. If
the user cannot find a particular item of clothing 1022, the user
can use control pad 1060 and control buttons 1062 on unit 1024 to
instruct the processor 1056 to locate clothing 1022. The processor
1056 would then communicate with controller 1082 (via the antennas
1070 and 1080) on the particular clothing 1022, and controller 1082
would cause a speaker (i.e., an electronic device 1085) to emit
beeps or other sounds so that the user can be led to the location
of the clothing 1022.
EXAMPLE 4
[0121] In one embodiment the system can be used as a single user
game. In this embodiment, clothing 1022 can contain a number of
touch pads provided in different colors (i.e., as an electronic
device 1085), and a game can be stored in any of memories 1030,
1058 and 1078. The unit 1024 can broadcast instructions via its
display screen 1036 or its speaker 1038, such as "touch the red
patch" or "touch the green patch", and the user will attempt to
touch the correct touch pad, earning points for each successful
touch. The electronic device 1085 on clothing 1022 can also include
a sensor that will detect the motion, environment, or other
measurable characteristic, and will convey the information to the
hand held unit 1024 via antennas 1070 and 1080.
[0122] The same game can be modified to be more educational, for
example, by providing touch pads on different parts of a
long-sleeve shirt. The unit 1024 can broadcast instructions via its
display screen 1036 or its speaker 1038, such as "touch your
shoulder", or "touch your chest" or "touch your back", and the
child will attempt to touch a correct touch pad that is located at
the correct body area, earning points for each successful touch.
This game can be effective in teaching toddlers their body
parts.
EXAMPLE 5
[0123] In another embodiment the interactive system 1020 can be
used as a multi-user game. A game can be stored in either memory
1030 or memory 1058. A first player wears clothing 1022, and a
second player controls the unit 1024. The first player can attempt
to run around in an irregular (or regular) manner, and the first
player's movement will be displayed on display screen 1036 (via
communication through antennas 1080, 1070 and processor 1056). Many
different games can be played based on tracking the movement of the
first player. For example, the second player can manipulate control
buttons 1062 and control pad 1060 in an attempt to catch the image
of the first player on display screen 1036. As another example, the
game can be a version of a "hide-and-seek" game where the second
player cannot see where the first player is, but can track the
location of the first player on display screen 1036. These games
can be extended to more than two players, where two or more
players, each wearing a different clothing 1022, can be moving
around and being tracked by a separate player who manipulates the
unit 1024. The electronic device 1085 on clothing 1022 can also
include a sensor that will detect the motion, environment, or other
measurable characteristic, and will convey the information to hand
held unit 1024 via antennas 1070 and 1080.
EXAMPLE 6
[0124] In this embodiment, the system 1020 can be used in lieu of
security tags on merchandise. Each merchandise can contain a chip
1072, and when a purchaser pays for clothing 1022, the cashier
utilizes a main unit 1024 to identify the clothing 1022 that is
being purchased, which will disable an alarm (e.g., the electronic
device 85). If a thief removes clothing 1022 from the store without
disabling the alarm, then the alarm will activate when the thief
passes the security zone.
EXAMPLE 7
[0125] FIG. 25 illustrates how an embodiment of the interactive
system 1020 can be implemented when the article of clothing 1022 is
a pair of shoes 1022a. The shoe 1022a can have a chip 1072a that
can be the same as chip 1072. As shown in FIG. 25, the user U can
wear the shoe 1022a during an activity, such as dancing, jogging,
and walking, among others. The electronic device 1085 on shoe 1022a
can be a sensor that will detect the motion, environment, or other
measurable characteristic, and will convey the information to hand
held unit 1024 via antennas 1070 and 1080.
[0126] For example, interactive system 1020 can be used as part of
a real-time virtual simulation system where the user U wears shoe
1022a and goes on a walk or a jog. As the user U walks, the sensor
detects the speed of the walking or jogging motion, and
communicates with unit 1024 to display images on the display screen
1036 correlating to the motion. The images can depict the user
walking through a scenic forest, or a hiking trail, or other
virtual scene. The speed through which the user is shown navigating
through the scene will depend upon the speed of the motion of shoe
1022a. The speaker 1038 can be used to broadcast soothing and
relaxing music relating to the activity or scene.
[0127] As another example, the system can be used to detect
environmental characteristics associated with the ground. In this
example, the user U wears the shoe 1022a and the sensor detects the
temperature or other environmental characteristic, which is then
communicated to unit 1024 where it can be displayed on display
screen 1036 or broadcast via speaker 1038.
[0128] As yet another example, the system can be used to simulate a
dance performance. In this example, the user U wears shoe 1022a and
begins a dance routine. As the user U dances, the sensor detects
the dancing motion, and communicates with unit 1024 to display
images on the display screen 36 correlating to the dancing motion.
The images can depict the user doing his/her dance routine, while
the speaker 1038 can be used to broadcast music that accompanies
the selected dance.
[0129] In all the above embodiments and Examples, processor 1056
can also recognize and store information relating to the programs
selected by the player, play patterns of the player, or anything
related to the use and play of the system 1020. This information
can be transferred to memory 1030 in storage device 1026 via ports
1034 and 1032. The player can select such recognition and storage
functions by manipulating control buttons 1062 and/or control pad
1060. The information in memory 1030 can then be transferred by
storage device 1026 to a PC where the information can be analyzed,
processed and stored for any desired purpose.
[0130] The system 1020 can even be modified to include a PC and a
PC monitor. The antenna 1070 on unit 1024 can communicate signals
with an antenna on the PC or other computer, and the images
displayed on the screen 1038 can be replicated on the monitor. The
PC can even be used to store programs, and to transfer programs to
the unit 1024 for execution thereat.
[0131] As a further example, the PC can be used to connect to the
Internet for communicating with other units 1024 at distant
locations. For example, some of the activities described
hereinabove for interactive system 1020 can be controlled by a user
at a distant or remote location. One example is the multi-user game
described in Example 5 above. The second player can be in a remote
or distant location with the signals being communicated from
clothing 1022 worn by the first player to unit 1024 located near
the first player, and then from unit 1024 to a PC which then
transmits these signals via the Internet to a PC where the second
player is located.
[0132] Various provided embodiments utilize communication
technologies and networks. When embodiments refer to communications
via antennas one of ordinary skill will understand that there are
communications transceivers coupled to the antennas. As is known in
the art, networks can be classified in a number of ways. A network
may be classified by the range supported by the underlying
technology. For example, some network technologies are designed to
provide communication across significant ranges. The Public
Switched Telephone Network (PSTN) is a network with almost global
reach. Significant portions of the PSTN comprise a wired
infrastructure. Portions of the PSTN comprise optical fiber media.
Other portions of the PSTN infrastructure may include microwave or
radio frequency links communicating across a wireless medium.
Wireless and cellular telephone networks interface to the PSTN.
[0133] The development of cellular networks has evolved over time.
Initially, cellular networks only supported voice traffic. More
recently, data technologies have been enabled across these
networks. One of the earlier cellular based data technologies was
General Packet Radio Service (GPRS). GPRS is packet based wireless
communication service that provides data communication services in
the 50 to 100 Kilobit per second (Kbps) speed range. The GPRS
standard is based on the Global System for Mobile (GSM) standard
and compliments existing services such as circuit switched cellular
phone connections and the Short Message Service (SMS). As used
herein, the terms circuit switched and packet switched refer to
types of network connections. Circuit switched connections are
typically dedicated connections between users during the entirety
of the communication. Packet switched refers to a connection in
which packets are routed across a network based on destination and
source addresses of the packets.
[0134] Other cellular based data technologies exist and others are
currently under development, Enhanced Data GSM Environment (EDGE)
is a faster data transfer technology capable of data rates up to
almost 400 Kbps. Like GPRS, EDGE is based on the GSM standard and
uses the GSM Time Division Multiple Access (TDMA) frame structure.
Cellular or mobile based data technologies continue to evolve. The
High Speed Downlink Packet Access (HDSPA) is one of the next steps
in the evolution of the Universal Mobile Telecommunications Service
(UMTS). The goal of UMTS is to provide up to 2 Megabits per second
(Mbps) to the user which will allow the transmission of text,
video, voice multi-media and other services. Other Third Generation
(3G) cellular efforts are additionally based on the GSM
architecture. The CDMA2000 based data services include Evolution
Data Optimized (EV-DO) and 1.times.-EVDO may additionally be
employed to practice aspects of the present invention. (CDMA2000 is
a registered trademark of the Telecommunications Industry
Association).
[0135] Other types of data networks, may or may not interface with
voice networks. These networks may have essentially global ranges,
such as the Internet. These networks may include wireless
metropolitan area network technologies such as the technology
currently referred to as WiMax. Metropolitan area networks may
include wired or optical media as well as a wireless medium. Local
area networks may be wired, typically employing twisted-pair wired
media, or wireless. Wireless local area networks (WLANs) may
include networks employing wireless technologies like Direct
Sequence Spread Spectrum (DSSS) or Orthogonal Frequency Division
Multiplexing (OFDM). These two wireless technologies are currently
the basis for well known WLAN technologies commonly referred to as
WiFi or 802.11a, b, g, and n.
[0136] Wireless networks may additionally be classified as Wireless
Personal Area Networks (WPAN). Typically in WPAN technologies the
data rates can be quite significant but the ranges may be limited
to under 20 meters. One example of WPAN technology includes a
frequency hopping spread spectrum technology, such as the
technology currently known as BLUETOOTH (BLUETOOTH is a registered
trademark of the Bluetooth Special Interest Group). Other WPAN
technologies that are currently under development include
Ultra-Wideband, which currently is being implemented as an impulse
technology, a DSS technology, and a frequency hopping OFDM
technology. Still further short range wireless technologies include
RFID.
[0137] Some provided embodiments employ low range communication
technologies. These low range technologies may include the WPAN
technologies mentioned above or may comprise other low data rate,
low range communication transceivers.
[0138] Networks may be additionally, classified by structure. In
client-server networks such as the one illustrated in FIG. 27,
network 2010 may comprise a number of servers 2020. Additionally,
the network 2010 may contain a number of clients 2030. Consistent
with one embodiment of the present invention a client 2030 may
forward data to and from a number of wireless devices 2040. In this
embodiment, wireless device 2040 may be configured as an
interactive play base station, interactive dolls, hand held
devices, interactive toys, or interactive clothing. In a typical
client-server network 2010, clients 2030 communicate with servers
2020 over network 2010. Servers 2020 may be located locally within
a particular business location where customer service interaction
occurs or servers 2020 may be remotely located. Additionally,
network 2010 may additionally comprise a number of computers 2060
which may be configured base stations in interactive play systems.
Network 2010 may also include routers 2050 which route real-time
business information to computers 2060 and wireless devices 2040.
As illustrated in FIG. 27, network 2010 may comprise or
additionally include the PSTN 2200.
[0139] An embodiment of an interactive play system is illustrated
in FIG. 30. In this embodiment, a base station 2180 is connected to
a server 2160 across a network 2010. As stated above, network 2010
can comprise any form of network, but in an exemplary embodiment
network 2010 is the Internet. Further, as illustrated, base station
2180 is connected to the network 2010 with a wired medium such as a
twisted pair cable. As is known in the art, this connection of the
base station 2180 to network 2010 may be a wireless connection. It
may additionally comprise a connection through a router (not
shown). Server 2160 is additionally connected to network 2010 and
like the above base station 2180 connection, this connection may
take many forms. As discussed above, base station 2180 may take
many forms such as doll station 24, base 40, or other devices
illustrated in the above embodiments.
[0140] In one embodiment, base station 2180 comprises a wireless
communications transceiver and associated antenna. Base station
2180 is configured to communicate across a wireless medium to a
plurality of interactive devices 2190. These interactive devices
may include interactive dolls, accessories, hand held devices,
articles of clothing, and other interactive toys. Further, base
station 2180 may communicate information received from interactive
devices 2190 to server 2020 across network 2010. As illustrated
server 2020 may include a database 2160. In alternate embodiments
(not shown), database 2160 may reside on other electronic devices
on network 2010.
[0141] The flow of data and functionality provided by various
embodiments is illustrated in FIG. 28. Flow begins in block 2070
where a wireless enabled interactive toy 2190 communicates a code
to a base station 2180. This communication may include an
authentication code unique to the interactive toy 2190, or
alternatively may include an authentication code unique to a
storage medium. In the embodiment where the code is associated to
an interactive toy 2190, it may serve to authenticate the
interactive toy 2190. In the embodiment were the code is associated
to a storage medium, it may authenticate the data and/or software
present on the storage medium. Flow continues to block 2080 where
base station 2180 communicates the code to server 2020 across
network 2010. In block 2090 the code is validated on server 2020.
In some embodiments this validation block is accomplished by
submitting a query to a database 2160 and verifying the code is
found in the database and therefore authentic.
[0142] Flow continues to block 2100 where the server 2020 sends a
validation message to base station 2180 across network 2010. Once
receiving an appropriate validation message from the server base
station 2180 sends a validation message to interactive toy 2190 in
block 2110. Flow continues to block 2121 where functionality is
enabled on interactive toy 2190.
[0143] In various embodiments, the wireless communication comprises
transmitting and receiving a wireless communications signal. As is
known in the art, this wireless communication signal could take
many forms. Exemplary forms include: a wireless local area network
signal, a wireless personal area network signal, a wireless
metropolitan area network signal, an orthogonal frequency division
multiplexed wireless signal, a direct sequence spread spectrum
wireless signal, a frequency hopped spread spectrum wireless
signal, and an impulse wireless signal. Further, base station 2180
may comprise a number of devices, exemplary devices include: a
computer, a personal computer, an electronic device, a portable
electronic device, a laptop computer, a desktop computer, a
personal digital assistant, and a hand held electronic device.
[0144] FIG. 29 illustrates another embodiment of a provided method.
In this embodiment, like the above embodiment, flow begins in block
2070 and continues through block 2120 in the same manner as the
embodiment illustrated in FIG. 28. Flow then continues to block
2130 where an accomplishment is communicated to base station 2180
from an interactive toy 2190. This accomplishment, in some
embodiments, is a point total accrued by interacting with
interactive toy 2190 through various activities. These activities
include, but are not limited to play activities, or other
interactions a user has with the interactive toy 2190. In some
embodiments these activities also comprise interactions between
interactive toys 2190. Flow continues to block 2140 where the
accomplishment is communicated to server 2020 across network
2010.
[0145] In block 2150, an enabling message is sent from server 2020
to base station 2180. In one embodiment, this enabling message
contains a code or other authentication mechanism that allows
additional functionality resident on an interactive toy 2190 to be
enabled. In other embodiments, this enabling message contains
additional data and in some instances software that when executed
by an interactive toy 2190 impart new functionality to the
interactive toy 2190. In block 2160 new interactive toy 2190
functionality is enabled. The enablement of new functionality, in
some embodiments, is accomplished by unlocking new functionality at
a base station 2180 where the new functionality may be stored on a
storage medium suitable for use in an interactive toy 2190. As
discussed above, various storage media are known and may be used to
practice the current invention. Exemplary storage media include a
removable storage medium, a CD, a DVD and a memory module.
[0146] In another embodiment, base station 2180 communicates the
data and potentially new software to the interactive toy 2190
through the wireless communication technology. In this embodiment,
the data and software imparting the new functionality may be stored
in the internal memory of the interactive toy 2190. TAs is known in
the art, this internal memory may be in the form of removable
memory, non-removable memory, ROM, or RAM.
[0147] One feature of this embodiment, is as a user interacts and
plays with interactive toy 2190, additional functionality is
imparted the system. For example, a user may play with an
interactive doll 22 in a manner described above, and accrue
accomplishment points. The user may then put on an article of
interactive clothing, such as shoes, and an interactive backpack.
When the user approaches another interactive toy 2190 user, the
interactive toys may "recognize" each other and allow the users to
interact. When the users return to their respective base station
2180, the points accrued from the interaction are "uploaded" to
server 2020 across network 2010. Once the accomplishment points
reach a predetermined level, additional functionality is imparted
to the interactive toys 2190. In this manner, the user is
encouraged to find and interact with other users of the interactive
toy system, and rewarded when the interaction occurs.
[0148] An embodiment of a base station 2180 is illustrated in FIG.
31. In this embodiment, base station 2180 comprises a network
connection 2210 for connecting base station 2180 to a network, like
the Internet. As illustrated, network connection 2210 is a wireless
network connection communicating with wireless router 2050. In
other embodiments, base station 2180 may communicate with a router
2050 through a wired media, such as twisted-pair cable. In other
embodiments, router 2050 may not be present and base station 2180
may communicate directly with network 2010. Base station 2180
further comprises a processor 2230, a memory 2240, a storage media
2180, and an Input/Output (I/O) port 2220. Base station 2180
further comprises a wireless transceiver 2260 and antenna 2270 for
communication with interactive toys 2190.
[0149] In one embodiment, storage media 2250 contains a set of
machine executable instructions that, when executed by processor
2210 configure base station 2180 to function as described in the
flow charts illustrated in FIGS. 28 and 29. As discussed above, in
embodiments where new functionality is to be downloaded from server
2020 across network 2010, the new functionality may be transmitted
to the interactive toys 2190 or in alternate embodiments written to
removable storage media through I/O port 2220. As is known in the
art I/O port may be any form of port which allows data and in some
instances software to be written to removable media. As discussed
above, exemplary media include CD Rom and DVDs. Other media are
known in the art and may be used to practice the current
invention.
[0150] Another embodiment of an interactive play system includes a
hand held electronic device and an interactive doll 22. In this
embodiment, the hand held electronic device may be configured to
allow a user to play a video game. The doll may be a doll as
described above but further comprises a plurality of controls such
as buttons or knobs. The controls are used to configure the doll
into various positions. For example, interacting with a knob may
cause the doll to twist, while interaction with another control,
such as a button, may cause the doll to spin or duck. Each control
is associated with a unique action. In this embodiment, actions
taken in the video game may be supplemented by movements by the
doll. For example, a user may be playing an action video game where
the character in the video game is involved in a fight scene. In a
situation where the video character needs to dodge or spin to avoid
an action within the game, the user may pause the game, and
interact with a control on the doll. This action repositions the
doll and the character in the video game.
[0151] In this embodiment, the control action selected by the user
indicates a unique action. Data related to this unique action is
communicated via wireless communication to the hand held electronic
device. When the hand held electronic device receives the data, the
game-play is adapted according to this data. In another embodiment,
the system includes the base station, once the user interacts with
a control, the doll communicates the interaction to the base
station which communicates the action to the hand held device and
the character in the game responds accordingly.
[0152] FIG. 32 illustrates an entertainment system consistent with
various provided embodiments. The system includes at least one hand
held game controller 2270 containing a plurality of accelerometers
(not shown). Each of the hand held game controllers 2270 includes a
touch screen interface 2310. In some embodiments, tough screen
interface contains a number of controls sufficient to control game
play. In one embodiment, touch screen 2310 includes a plurality of
lights which "back light" the controls indicating a control a user
should take. In other embodiments, touch screen interface 2310
contains depressions or "dimples" indicating the controls. In other
embodiments, touch screen interface 2310 contains raised portions
or "buttons" indicating the controls. In still further embodiments,
touch screen 2310 contains regions of "textured" material
indicating controls. In an exemplary embodiment, the "textured"
material is "plexi-glass", glass, or plastic that has been
manufactured to provide a textured feel. Other materials that
provide a distinct tactile feel are additionally known in the art
and may be used to practice the invention.
[0153] Hand held controllers 2270 further include a communications
transceiver allowing for communication with base station 2280 in a
wireless format. Exemplary communications transceivers that may be
used to practice embodiments of the present invention include but
are not limited to optical transceivers, radio frequency
transceivers, infrared transceivers, BLUETOOTH transceivers
(BLUETOOTH is a trademark of the Bluetooth Special Interest Group),
RFID transceivers, frequency hopping radio frequency transceivers,
and ultra wideband transceiver. Hand held controllers 2270
additionally include a plurality of accelerometers, such as
orientation accelerometers, motion accelerometers, and acceleration
accelerometers which provide data related to the position and
movement of hand held controllers 2270.
[0154] Base station 2280 includes a like communications transceiver
to enable communications with hand held controllers 2270. Base
station 2280 additionally includes a first connector 2320
sufficient to connect base station 2280 to computing apparatus 2280
(shown here as a monitor). In some embodiments, base station 2280
additionally includes a second connector 2320 sufficient to connect
base station 2280 to accessory box 2330. Accessory box 2330
likewise includes connector 2320, and associated electronics
enabling communications with base station 2280. Exemplary
connectors include but are not limited to Universal Serial Bus
connectors, FireWire connectors, twisted pair connectors, phone
line connectors, and wired medium connectors.
[0155] In some embodiments (not shown), connectors 2320 are
connected to additional communications components such as antennas,
optical emitters, and optical detectors. In these embodiments, base
station 2280 includes an additional communications transceiver such
as an optical transceiver, a radio frequency transceiver, an
infrared transceiver, a Bluetooth transceiver, a RFID transceiver,
a frequency hopping radio frequency transceiver, and an ultra
wideband transceiver enabling wireless communications between
accessory box 2330, base station 2280 and computing apparatus
2290.
[0156] In an exemplary embodiment, base station 2280 is configured
to route data and commands from and between computing device 2290,
hand held controllers 2270, and accessory box 2330. As mere
exemplars, this routing may take the form of receiving
communications signals from the hand held devices 2270 and
forwarding the data contained within these signals to computing
device 2290. In other embodiments, the routing may provide for
receiving data from accessory box 2330 and sending data to
computing device 2290. The routed data may include but is not
limited to data from at least one of the plurality of
accelerometers, and data from the touch screen interface and data
from accessory box enabling additional functionality to the
entertainment system. In another embodiment, hand held controllers
2270 contain a battery recharging port 2340. A similar recharging
port 2340 is provided on base station 2280 allowing for the
recharge of the hand held controllers' batteries when not in
use.
[0157] One feature of this embodiment is that the computing device
is in communication with a server on the network. The server hosts
a game portal which stores information related to the games,
information related to users, and in some embodiments, access
information. When a user desires to play a specific game, the
computing device may determine from the accessory box if the user
is allowed to access the specific game. Once the computing device
retrieves information on which games a user can access it sends
this data to the online game portal. On the server the access data
is verified and access is granted to the particular game the user
desires to play.
[0158] Another feature of various embodiments is illustrated in
FIG. 33 which shows a configuration allowing multiple players to
participate in a common game. As this illustration depicts, users
A-D can use independent entertainment systems to play a common
game. Each user A-D interfaces with a hand held controller 2270.
The hand held controllers send user input information to base
stations 2280, which route this information to computing
apparatuses 2290 (shown here as Personal Computers "PCs").
Computing apparatuses 2290 are in communication with server 2020
across network 2020. As illustrated, server 2020 is in further
communication with database 2160. In some embodiments, database
2160 may be located on server 2020, in other embodiments, database
2160 is located on another computing device 2290 on network 2010.
In this environment, game play is served to each of the computing
devices 2290 from server 2020 allowing users A-D to interact with
the game through the use of their entertainment system.
[0159] FIG. 34 illustrates another feature of various embodiments.
In this illustration a configuration is shown where two users (A
and B) are supported on a single entertainment system. In this
illustration, User A and User B each interact with the
entertainment system through the use of hand held controllers 2270.
The controllers communicate user interactions to base station 2280.
Base station 2280 routs this interaction information to computing
device 2290 which uses the information for game play. Computing
device 2290 further communicates the information to server 2020
across network 2010. As in the previously described system, server
2020 is in communication with database 2160.
[0160] One further feature is illustrated in FIG. 34. The addition
of accessory box 2330 allows for additional functionality, such as
new games, to be unlocked on the system. In this embodiment,
requests for new functionality cause computing apparatus to
communicate with accessory box 2330 and retrieve access
information. The access information is then verified on database
2160. If access to the new functionality is grated, server 2020
send the additional functionality to computing device 2290.
[0161] FIGS. 35 and 36 illustrate embodiments of provided methods.
In FIG. 35 flow begins in block 2350 where a communications signal
is communicated from a hand held controller to a base station. As
described above, this signal may contain information from a
plurality of accelerometers and inputs from a user through a touch
screen. Further, this signal is typically communicated wirelessly
through the use of wireless transceivers (optical or radio
frequency). Flow continues to block 2360 where a communication
signal is sent from an accessory box to the base station. As
described above, this signal may contain data or other information,
such as commands, to unlock functionality on the system. In some
embodiments, this signal is sent through wired media connectors, in
other embodiments, this signal is sent wirelessly. Flow continues
to block 2370 where a command is sent from the base station to a
computing apparatus. In block 2380 the computing apparatus
communicates data to a server on a network. Flow continues to block
2390 where the server sends a communication to the computing
apparatus across the network. In block 2400, game play is enabled
on the computing apparatus.
[0162] FIG. 36 illustrates a further embodiment where the flow is
the same for blocks 2350-2400. In block 2410 a signal is
communicated from the computing apparatus to the hand held
controllers through the base station and in block 2420 game play is
enabled on the hand held controllers. In some embodiments, the
enablement of game play on the hand held devices comprises the
illumination of lights corresponding to controls on the hand held
controllers.
[0163] FIG. 37 illustrates a computing apparatus 2290 and computer
software product 2480 consistent with various provided embodiments.
Computing apparatus 2290 comprises processor 2430, memory. 2440,
storage media 2450, input device 2460, a plurality of
communications connectors 2320 and output device 2470. As is known
in the art, a number of other components are typically found within
a computing apparatus that have been omitted for convenience. As
described above, one communications connector 2320 provides a path
for communication with base station 2280 and another provides a
path for communication with server 2020 across network 2010.
Exemplary input devices that are suitable to receive computer
software product 2480 include but are not limited to CD ROM drives,
DVD Rom drives, optical drives magnetic drives, and the like.
Computer software product 2480 comprises a computing apparatus
readable medium containing a set of processor 2430 executable
instructions that, when executed by processor 2430 configure
computing apparatus 2290 to execute the methods described above. In
one embodiment, computer readable media comprises a hard drive
located on server 2020 and executable instructions sufficient to
configure computing apparatus 2290 are downloaded from network
2010. In some embodiments, executable instructions are located on
database 2160 across network 2010. As described above, database
2160 may be located on server 2020 or alternatively, on another
computing apparatus 2290 on network 2010.
[0164] Thus, it is seen that an entertainment system, methods and
computer software product are provided. One skilled in the art will
appreciate that the present invention can be practiced by other
than the above-described embodiments, which are presented in this
description for purposes of illustration and not of limitation. The
specification and drawings are not intended to limit the
exclusionary scope of this patent document. It is noted that
various equivalents for the particular embodiments discussed in
this description may practice the invention as well. That is, while
the present invention has been described in conjunction with
specific embodiments, it is evident that many alternatives,
modifications, permutations and variations will become apparent to
those of ordinary skill in the art in light of the foregoing
description. Accordingly, it is intended that the present invention
embrace all such alternatives, modifications and variations as fall
within the scope of the appended claims. The fact that a product,
process or method exhibits differences from one or more of the
above-described exemplary embodiments does not mean that the
product or process is outside the scope (literal scope and/or other
legally-recognized scope) of the following claims.
* * * * *