U.S. patent application number 12/577671 was filed with the patent office on 2010-04-15 for system for coordinating behavior of a toy with play of an online educational game.
Invention is credited to Carlos G. Rivas.
Application Number | 20100093434 12/577671 |
Document ID | / |
Family ID | 42099363 |
Filed Date | 2010-04-15 |
United States Patent
Application |
20100093434 |
Kind Code |
A1 |
Rivas; Carlos G. |
April 15, 2010 |
SYSTEM FOR COORDINATING BEHAVIOR OF A TOY WITH PLAY OF AN ONLINE
EDUCATIONAL GAME
Abstract
A system for coordinating the behavior of a smart toy with play
of an online educational game over a network comprises a network
computer which hosts a website having one or more educational
games, a memory for storing one or more announcements each of which
corresponds to a state of play of the game, a local computer in
communication with the network computer for playing the game, and a
smart toy in communication with the network computer, such that
when the progression of play of the game reaches a state of play,
the game instructs the network computer to one of the announcements
to the toy where when it is played by a speaker in the toy enhances
the learning experience of the person playing the game.
Inventors: |
Rivas; Carlos G.; (San
Ramon, CA) |
Correspondence
Address: |
BEESON SKINNER BEVERLY LLP
ONE KAISER PLAZA, SUITE 750
OAKLAND
CA
94612
US
|
Family ID: |
42099363 |
Appl. No.: |
12/577671 |
Filed: |
October 12, 2009 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61104643 |
Oct 10, 2008 |
|
|
|
Current U.S.
Class: |
463/35 ;
463/42 |
Current CPC
Class: |
A63F 13/332 20140902;
A63H 2200/00 20130101; A63F 13/54 20140902; A63F 13/31 20140902;
A63F 2300/406 20130101; A63F 13/245 20140902; A63F 13/12 20130101;
G09B 7/00 20130101; A63F 13/335 20140902; G09B 5/00 20130101; A63H
3/28 20130101 |
Class at
Publication: |
463/35 ;
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A system for coordinating behavior of a toy with play of an
online game on a website, the system comprising: a network computer
having a memory, said network computer operative to host a website,
said website including one or more games, each said game having one
or more defined benchmarks, each said benchmark indicating a
distinct state of play of said game, said memory storing one or
more announcements, each said announcement corresponding to one of
said states of play, a local computer in communication with said
network computer via a computer network such that said website is
accessible to a user of said local computer for playing said games,
a toy having a processor and a speaker, said toy in communication
with said network computer via a computer network, wherein when
play of said game by the user progresses to one of said benchmarks,
said game instructs said network computer to send to said toy one
of said announcements corresponding to said state of play indicated
by said benchmark, and when said toy receives said announcement,
said processor causes said speaker to play said announcement, such
that said toy presents the user with an audible announcement
corresponding to the current state of play of said game.
2. The system of claim 1 wherein: said website includes educational
content for children.
3. The system of claim 1 wherein: said games include educational
content for children.
4. The system of claim 1 wherein: said games include games to teach
spelling.
5. The system of claim 1 wherein: at least one of said states of
play indicates successful completion of a defined goal, and said
corresponding announcement is directed to affirming the user's
successful accomplishment of the goal.
6. The system of claim 1 wherein: at least one of said states of
play indicates successful completion of a game, and said
corresponding announcement is directed to affirming the user's
successful completion of the game.
7. The system of claim 1 wherein: said toy has a soft plush
exterior.
8. The system of claim 6 wherein: said toy has an internal cavity,
and said processor is disposed in said cavity.
9. The system of claim 6 wherein: said toy is a teddy bear.
10. The system of claim 1 wherein: said network computer is in
communication with a mobile telephone network, said cellular
telephone network including one or more wireless transmitters, and
said toy includes a wireless receiver in communication with said
one or more wireless transmitters.
11. The system of claim 1 further comprising: said website consists
of a virtual world, said virtual world including an avatar
representing said toy.
12. A system for coordinating behavior of a toy with play of an
online game on a website, the system comprising: a network computer
operative to host a website, said website including one or more
games, each said game having one or more defined benchmarks, each
said benchmark indicating a distinct state of play of said game, a
memory server in communication with said network computer, said
memory server having a memory, one or more announcements stored on
said memory, each said announcement corresponding to one of said
states of play, a local computer in communication with said network
computer via a computer network such that said website is
accessible to a user of said local computer for playing said games,
a toy having a processor and a speaker, said toy in communication
with said network computer via a computer network, wherein when
play of said game by the user progresses to one of said benchmarks,
said game instructs said network computer to send to said toy one
of said announcements corresponding to said state of play indicated
by said benchmark, said network computer instructs said memory
server to send said announcement to said toy, and when said toy
receives said announcement, said processor causes said speaker to
play said announcement, such that said toy provides the user with
an audible announcement corresponding to the current state of play
of said game.
13. A system for coordinating behavior of a toy with play of an
online game on a website the system comprising: a network computer
having a memory, said network computer operative to host a website,
said website including one or more games, each said game having one
or more defined benchmarks, each said benchmark indicating a
distinct state of play of said game, said memory storing one or
more pointers, a local computer in communication with said network
computer via a computer network such that said website is
accessible to a user of said local computer for playing said games,
a toy having a processor, a memory, and a speaker, said toy in
communication with said network computer, said memory storing one
or more announcements, each said announcement corresponding to one
of said states of play, each announcement distinctly associated
with one of said pointers, wherein when play of said game by the
user progresses to one of said benchmarks, said game instructs said
network computer to send to said toy one of said pointers
associated with one of said announcements corresponding to said
state of play indicated by said benchmark, and when said toy
receives said pointer, said processor causes said speaker to play
said announcement associated with said pointer, such that said toy
provides the user with an audible announcement corresponding to the
current state of play of said game.
14. The system of claim 14 wherein: said local computer is in
wireless communication with said toy.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit of U.S. Provisional
Application No. 61/104,643, filed Oct. 10, 2008.
FIELD OF INVENTION
[0002] This invention comprises using a portable communication
device to transmit personalized digital content to a wireless
entertainment device.
BACKGROUND
[0003] Wireless technology is in wide use throughout the world and
perhaps in most popular practice through the use of cellular
telephones. Plush toys, such as teddy bears, are well known, but
are limited insofar as they are basically inanimate objects. Toys
incorporating technological enhancements are now well known but are
generally limited to moving in life-like ways, and speaking
prepackaged phrases prompted by an action performed directly to the
toy, such as by pushing a button. Playing online games is a well
established art and games have been developed for pure
entertainment and for educational purposes. The play and control of
online games is performed using local input devices such as a
keyboard or a game controller which is in communication with the
user's client computer. The playing of online games, however, is
generally not associated with and has no control over objects not
in direct communication with the client computer.
[0004] Nothing in the prior art has brought together the above
technologies in a way that breaths life into a child's toy to
enhance learning experienced when playing an online educational
game.
BRIEF DESCRIPTION OF THE ILLUSTRATIONS
[0005] FIG. 10 is a diagrammatic representation of a system for
transmitting personalized digital content messages to a wireless
entertainment device using a portable communication device and a
message server.
[0006] FIGS. 20 to 33 are diagrammatic representations of displays
for each of the various processes conducted by the messaging
software that is installed on a portable communication device.
[0007] FIG. 50 is a diagrammatic representation of a system for
transmitting and acquiring a personalized digital content message
comprised of a gift using either a portable or stationary
communication device and both a message and virtual world web
server.
[0008] FIG. 60 is a diagrammatic representation of a system for
interacting with the educational content presented in a virtual
world using a stationary communication device and both a message
and virtual world web server.
[0009] FIG. 61 is a diagrammatic representation of a website having
a number of games.
[0010] FIG. 62 is a diagrammatic representation of portions of the
content of one of the games referred to in FIG. 61.
DESCRIPTION OF THE ILLUSTRATED EMBODIMENT
[0011] In one embodiment of the invention, the portable
communication device is a cell phone loaded with unique messaging
software which serves as a platform for transmitting digital
messages. This enables the cell phone to interact with a messaging
server in conjunction with a system of delivering personalized
digital content to a wireless entertainment device. Communication
with a computer server using a cell phone is made possible by
extending the reach of the world wide web to what is now commonly
referred to as the mobile web. Cellular telephone carriers enable
access to the mobile web by routing all non-voice communication
traffic over the data channels of their respective communication
networks. In an alternate embodiment, communication with the
messaging server is established by dialing a telephone number that
refers to the server and either voice responses or DTMF dial tones
prompt interactivity with the server.
[0012] It will be understood by those skilled in the art that the
invention may readily be implemented with other portable
communication devices such as PDAs and mobile multi-media devices
such as the Apple.RTM. iPod.RTM.. Moreover, it will be understood
that other communication devices may consist of a non-cellular
telephone (e.g., land line telephony device that relies on either a
PTSN and or VoIP communication network), personal computer, laptop
computer, email account, any type of computer system that may or
may not be able to play data stored on machine-readable mediums
(e.g., floppy diskettes, CD-ROMS, DVD, flash memory, or other type
of machine-readable medium suitable for storing electronic data),
or another system that is convenient for the particular
implementation and capable of presenting digital content in a
perceptible format.
[0013] It will also be understood by those skilled in the art that
a communication network may include the internet, electromagnetic
radiation, satellite, fiber optic cable, coaxial cable, digital
subscriber line (DSL), copper, microwave, direct infrared,
conventional receiver (e.g., rabbit ears), satellite dish, modem,
routers, radio waves within any range of the licensed and
unlicensed frequency spectrum, or any other elements, including
transmission towers that constitute a system of broadcasting or
narrowcasting a machine readable signal. Furthermore, the
communication network may refer to the employment of any number of
digital communication standards including but not limited to
Internet Protocol (IP), Transmission Control Protocol (TCP), User
Datagram Protocol (UDP), Real Time Transfer Protocol (RTP), File
Transfer Protocol (FTP), Hypertext Transfer Protocol (HTTP), Simple
Network Management Protocol (SNMP), Network Time Protocol (NTP),
and the like.
[0014] It will also be understood by those skilled in the art that
the term "digital content" may be any type of content desired for a
particular implementation, and is to be interpreted broadly. For
example, the content may be entertainment content, educational
content, business content, computer software, multimedia (e.g.,
movies, video on demand, video games), video, audio (e.g., MP3s),
and other types of content (e.g., structured data such HTML, DHTML,
XML, WXML, WAP, WAV, MIDI, JAVA, BREW, MPEG, SMIL, SVG, and other
formats). Furthermore, the content may include content-descriptive
data (e.g., a list of library catalogue numbers that refers to
story lullaby content titles included in a entire collection all
content stored on a messaging server).
[0015] In one embodiment of the wireless entertainment device, a
child's toy that resembles a teddy bear features sophisticated
communications equipment beneath its fabric covering. In this
embodiment, the wireless entertainment device receives personalized
digital content message from a messaging server.
[0016] Most data retrieval processes between a computer server and
a communication device require that the communication device
periodically initiate contact with a computer server by pinging,
polling, or in some way testing whether the server is reachable
across a network. Conversely, in other data retrieval processes, it
is the computer server that is required to periodically initiate
contact with the communication device to determining if the latter
is accessible. In either case, the pinging protocol eats up
valuable bandwidth.
[0017] According to the invention, the data retrieval process does
not require that the wireless entertainment device periodically
initiate contact with the message server to update accessibility
status. Instead, the message server simply delivers the
personalized content messages, including command announcement
prompts (e.g., gift message announcements), as the server receives
personalized content message transmissions thereby eliminating the
pinging requirement. The content message answering routine
performed by the communications equipment constructed in the
wireless entertainment device is, by default, in an always-answer
setting, and the content message received from the message server
is captured on electromagnetic storage. It is then sorted into
separate standard content messages (e.g., voice content message,
lyrical melody, non-lyrical melody, story) from command
announcement prompts (e.g., gift announcements or website content
statements such as educational material feedback). The playback
program priority in a preferred embodiment of electromagnetic
stored content is predicated on a first received, first played
(FRFP) basis. In this embodiment, the digital content messages
accumulated in the electromagnetic storage component may be
transported for archival purposes onto an equivalent storage
facility (e.g., flash memory, or another communication device such
as a cell phone or personal computer) using a wired or wireless
data transport mechanism.
[0018] Content created and transmitted by an authorized calling
party may consist of a short voice message, lyrical song,
non-lyrical melody such as whistling, story, or any combination
thereof. If the intended recipient of the content is a young child,
the most likely authorized calling parties will be the child's
parents or grandparents. Message transmissions may be sent
immediately following the creation of the authorized calling
party's digital content message, or it may be scheduled for
delivery at later date. For example, the authorized calling party
may be a grandmother who elected to schedule delivery of her
personalized digital content message to coincide with the date of
her grandson's birthday 45 days in the future. In this example, the
personalized digital content created by the grandmother might
consist of a celebratory personal voice message and two additional
content attachments that include the "Happy Birthday to You" song
and a gift message.
[0019] On his birthday, the grandson's wireless entertainment
device would, first, announce reception of the grandmother's
personalized digital content message by giggling audibly. Second,
the wireless entertainment device would refer to the grandson by
name and also announce, in its own animated character voice, the
name (e.g., Grandma) of the authorized calling party who
transmitted the personalized digital content.
[0020] The capability of the wireless entertainment device to refer
to a grandchild by name is made possible during the setup and
registration process, during which the device is programmed to
learn the name of the grandchild, and also by coupling highly
complex text-to-speech algorithms with powerful microprocessors
that generate a speech prosody level that is almost human. It is
also during the setup and registration process that the wireless
entertainment device acquires the capability to recognize and
audibly announce the identity of the authorized calling party who
transmitted the digital personalized content. Other instances when
the wireless entertainment device acquires the capability to
recognize the identity of an authorized calling party are
subsequent to the initial setup and registration event when the
message server issues confirmation to additional members of the
child's family who may have, for example, requested confirmation of
their authorized calling party designation. Specifically, the
issuance of this confirmation is predicated on the message server's
acknowledgment of a special permission code that only a legal
custodian or parent would be authorized to provide. This permission
code, which may be alphanumeric, is registered in combination with
a unique authorized calling party code, which may also be
alphanumeric, which is created and presented to the message server
by the authorized calling party designee. Both the permission and
authorized calling party codes are associated with the telephone
number of the device (e.g., a cell phone) being used during the
confirmation issuance session along with any of the other telephone
numbers (e.g., work or home) that might be used to contact the
message server.
[0021] In one aspect of the invention, the unique messaging
software may also permit the broadcast transmission of a digital
personalized content message to a plurality of wireless
entertainment devices. For example, a father might elect to send a
celebratory Merry Christmas greeting to the wireless entertainment
devices associated with his daughter, nephew, and niece. In this
example, the father, using the messaging software loaded on his
communication device, would first select the content type to be
transmitted, in this case a voice message, then select the names of
the children in a message delivery directory containing the digital
addresses for the three wireless entertainment devices associated
with the children. Prior to forwarding the holiday greeting, the
message server would verify that the father's authorized calling
party code registered with the daughter's wireless entertainment
device corresponds with the permission parameters contained in the
registration information stored on the server for the other two
wireless entertainment devices. In an alternate embodiment, the
father would be able to broadcast the holiday greeting to multiple
devices by dialing a server telephone number and using either voice
responses or DTMF dial tones to initiate the process of delivering
his personalized digital content message.
[0022] In another embodiment, the wireless entertainment device
could receive content from the message server that was originally
broadcasted from a television or radio station. For example, the
wireless entertainment device could resemble the mascot of a
favorite sports team. In this embodiment, the television or radio
would, following an event (e.g., touchdown, goal, home run),
transmit to the message server a command that would be delivered to
a plurality of wireless entertainment devices that have been
associated with the sports team. The association could be
documented in the information stored on the message server that was
provided during the registration and activation process. In this
embodiment, this association could be represented by an icon or
electronic widget that could be exported to the online properties
maintained by the sports team or other entity (e.g., television
station, radio station, print publication). The widget would
instruct the online property to transmit a signal to the message
server that is translated into a command that prompts the wireless
entertainment device to audibly offer an announcement or cheer.
[0023] In another embodiment, a website could constitute a virtual
world version of an online social network where the profile page is
an avatar of the wireless entertainment device. This profile page
could be linked to the profile pages of other avatars, and the
avatars in this embodiment could exchange textual or audio messages
via the message server to the corresponding wireless entertainment
devices. Both the wireless entertainment device and components of
its associated website could represent any number of characters or
icons and be intended for any type of user.
[0024] Other content message types mentioned above, including
lyrical songs and non-lyrical melodies such as whistling, stories,
and lullabies, are not actually downloaded to the portable
communication device. Instead, only the catalogue of library codes
the server uses to retrieve the selected content is downloaded to
the communication device for storage in a menu indexed by each
content type. In this embodiment, the menu is updated during each
personalized digital content transmission event, and the messaging
software transforms the communication device into what could be
considered the equivalent of a remote juke box selector. A benefit
of this embodiment is that the communication device's available
local memory storage capacity is conserved. In an alternate
embodiment, short samples of each content type from the catalogue
library that is stored on the service's message server could be
downloaded along with the catalogue library codes and a record of
previously requested selections.
[0025] Another embodiment of the invention involves an improved
method of composing a voice content message wherein the messaging
software leverages the functionality of the multimedia components,
specifically the visual and audio recording and image capture
features, incorporated in the design of many currently available
mobile cellular phones. The improved messaging software would
enable the suspension of video recording functions while permitting
the record, playback, and immediate or delayed transmission of just
the voice content message to the messaging server for delivery to
the wireless entertainment device. In an alternate embodiment, the
recording, playback, and transmission of a voice content message is
made possible by dialing a server telephone number that uses either
voice responses or DTMF dial tones to initiate the delivery process
of this personalized digital content.
[0026] In another embodiment of the invention, upon reception by
the message server of a personalized digital content message that
was composed and transmitted using the messaging software installed
on the portable communication device, a notification that a coupon
offer is available is generated by the message server. The coupon
offer notice does not refer to a specific promotion; rather, the
only information given is that a coupon offer exists. In addition,
the coupon offer may actually refer to a collection of coupon
offers intended for distribution based on certain criteria. The
criteria may refer to information stored on the message server that
may include authorized calling party profiles, the party's
geographical location at the time of transmission of a personalized
digital content message, or the party's historical pattern of
acceptance of coupon offer notifications, patterns of coupon offer
acceptances, and actual redemption of coupon offers at merchant
locations. Since only the existence of a coupon offer is known at
the time of notification, acceptance of a coupon offer notification
is really an inquiry to obtain the identity of the product or
service being promoted and the discount value. Thereafter, upon
selection of a coupon offer, a barcode is sent directly to the
communication device where it is organized by the messaging
software's digital coupon wallet. In an alternate embodiment,
information about the coupon offer or the digital coupon could be
acquired at a website associated with the wireless entertainment
device.
[0027] Along with a notification that a coupon offer is available,
other information presented includes an account balance summary
that refers to the credit value remaining, as tabulated by the
message server, that can be applied to the cost of future digital
content message transmissions to the wireless entertainment device.
The account may be established such that one party is entirely
responsible for payment of all transmissions sent by both the
responsible billing party and the designated authorized calling
parties. Alternatively, the account can be established requiring
each authorized calling party to maintain an individual digital
content message transmission account. In one embodiment, the
billing party or parties select a payment medium (e.g., bank credit
or debit card, Paypal account, or other payment option) at the time
of establishing their authorized calling party registration
profile.
[0028] In one embodiment, the wireless entertainment device is
designed to employ a one-way or mono-directional communication mode
that emulates a paging system. In contrast to the way most
communication devices operate, in particular cell phones that
continually ping a communications network in an attempt to
determine the presence of a signal or a new message received by a
voicemail server, the reception-only design of this embodiment of
the wireless entertainment device circumvents the need to
intermittently contact a communications network. Another feature is
a website hosted on a web server maintained by the service. The
website is an animated interactive online destination resembling a
virtual world habitat, such as a forest in which a teddy bear might
be expected to live.
[0029] In one embodiment, contact with the website would occur when
the personalized digital content message contains a gift message
that may have been sent separately or as an attachment with other
content message types described above. The gift content message
instructs the message server to transmit a command to the wireless
entertainment device that prompts the device to audibly notify the
child that a gift has been offered, followed by a suggestion
encouraging the child to log on to the website using a
communication device with internet access where a gift box icon is
discovered. The gift box icon is opened using an input device
(e.g., a mouse or other electronic pointing device) causing a
dialogue box to appear. The content of the dialogue box may refer
to a description of the gift. In an alternate embodiment, the
wireless entertainment device could function as an input device
used to log on wirelessly to the website via a client PC after a
button located somewhere on the plush figure is pressed, resulting
in wireless communication with the client PC. The configuration of
this dialogue box may consist of audio or video content that may
have been imported from another source, such as Amazon.com, which
markets online toy products sold through ToyRUs.RTM. retailing
outlets. Other possible configurations of the dialogue box include
a digital component that allows a parent, for example, to acquire
the monetary value of the gift by entering a cell phone number.
Acquisition of this gift culminates in the conversion of this gift
into a single or multi-dimensional digital barcode that the cell
phone receives. The barcode can then be redeemed at a participating
offline retailer to acquire the gift.
[0030] Another optional form of personalized digital content
message that could be transmitted is video or image files. In this
embodiment, a video or picture message could be transmitted using
the messaging software installed on a portable communication
device. The previously described messaging software leverages the
functionality of the multimedia components, specifically the visual
and audio recording and image capture features incorporated into
the design of many mobile cellular phones available in the market.
The process of creating a video message using the messaging
software installed on a portable communication device is similar to
the creation of a voice content message, with the exception that
the video recording functions are not suspended. An authorized
calling party would create a video by directing the video camera
located on the portable communication device at an object, record
the video, and, if desired, other message types could be attached
and transmitted to the message server. Likewise, picture content
messages would be created in a manner similar to a video content
message with the exception that the captured visual data is a
static image that may be combined with audio data. Upon reception
by the of the transmitted video or picture content, the message
server delivers a command to the wireless entertainment device.
Similar to the command that is sent to the wireless entertainment
device when a digital gift content message has been transmitted,
the command prompts the device to audibly notify the child that a
video or picture has been offered followed by a suggestion that
encourages the child to logon to the website where specially
designed icons are presented. The specially designed icons may be
opened using an input device (e.g., a mouse or other electronic
pointing device) causing a dialogue box to appear. The content of
the dialogue box would be the presentation of the video or picture
file. In an alternate embodiment, a video or picture digital
content message could be captured using any type of image-capturing
device, and this message could be transmitted to the service's
message server using any communication device.
[0031] Prior to delivery of any variation of personalized digital
content messages to either the wireless entertainment device and or
associated online environment (e.g., website) the message server
will screen each digital content type for inappropriate content
(e.g., strong language or nudity). Located on the message server is
a software and/or hardware digital content message filtration
system similar to the virtual world software utility that monitors
the contextual nature and grammatical structure of messaging
content and restricts content according to the profile of a
specific child provided during the registration process. The
digital content message filtration system performs a delivery
suitability analysis of the visual, aural, and textual components
of any digital content message. Factored into the delivery
suitability analysis are the content message delivery preference
conditions stipulated in the parental control database section of
the message server.
[0032] Electronic copies of all transmitted personalized digital
content messages are made and archived on the message server. At
anytime this archived collection of previously transmitted content
messages can be retrieved and organized using the album publishing
software utility located on the message server. This album
publishing software utility offers numerous predefined and
customizable templates that can assist with the creative process of
publishing an album to chronicle, for example, a facet of the
child's life. These templates allow for annotations and various
sections of the published album and importation of other content
that may not have been derived from previously transmitted content
messages (e.g., video footage of a family gathering or the
Christmas morning when the child was presented with the wireless
entertainment device gift). Moreover, the sections of this
published album can be exported into other software applications,
electronic appliances, and even websites such as YouTube.RTM.,
Webshots.RTM., and MySpace.RTM..
[0033] Another scenario involving contact with virtual websites
refers to a child's response to an audible suggestion offered by
the device. For example, the wireless entertainment device might
say, "Bobby, let's go play at my house" (referring to the virtual
world forest). In this example the child would initiate contact
with the web server by pressing a button or touching some region of
the wireless entertainment device, thus utilizing it as a wireless
input device. In this embodiment, the log on action by the wireless
entertainment device would be in concert with a proprietary
software program that could be preloaded on the client computer or
located on board a flash drive that also functions as a
transceiver. This proprietary program instructs the computer to
launch a browser with extremely high security features that
compliment and fortify any existing firewall or other internet
content filtration and intrusion protection software resident in
storage facilities (e.g., hard drive, BIOS chipset) in the client
computer. The proprietary software also features an online status
indicator that broadcasts to parents or other authorized parties
notification that the child is logged on at the virtual world.
[0034] The offering of an audible suggestion provided by the
wireless entertainment device may be synchronized with the
prescribed scheduling preferences of the parent, for example, using
the internal system clock located on the wireless entertainment
device or on the message server. Parents could limit the time the
child spends visiting the website to a total of two hours, or 120
minutes and only between the hours of 1:00 pm to 4:00 pm and 8:00
pm to 8:30 pm. The parent could insure that the audible log on
suggestion is proposed by the wireless entertainment device only
during the aforementioned time frames by contacting the message
server using a communication device or through the parental control
section of the website and remotely programming the device.
[0035] Other ways the parent could influence the child's use of the
wireless entertainment device refer to optimization of the
socialization and educational benefits afforded by the virtual
world in conjunction with the functionality of the device. An
example of this optimization applies to teaching the child not to
play with matches. In this example, the child is either audibly or
textually presented with a simple story about the dangers of
playing with matches. The educational points of the lesson can then
be transmitted from the computer server of the service to the
wireless entertainment device and these points can audibly be
reinforced. In addition, the parent could emphasize the educational
point of the lesson by adding content that instructs the child
where to go or who to call if the child detects smoke.
[0036] Additionally, the optimization of social and educational
content found at the virtual world element of the invention could
also be enhanced by inducing parents to broaden their awareness of
their child's interaction with the virtual world. For example,
after contacting the message server, the parent would access the
parental control section of the website and arrange to provide
customizable detailed reports that outline both the child's
intellectual and emotional development, which the parents could use
to author learning modules tailored to the child. In an alternate
embodiment, these reports could simply be composed of single entry
highlights of the child's recent interactive session with the
virtual world that is transmitted instantly to the parent's
portable communication device. The information provided in these
instant, single-entry, interactivity highlight reports could serve
as a reference to stimulate one-on-one communication encounters
between parent and child. Finally, the progress charting of a
child's intellectual and emotional development could be aided by
the reference to psychological or personality diagnostic testing
results. For example, the message server would transmit to the
wireless entertainment device a series of simple questions, and the
device would audibly present these questions to the child. In this
alternate embodiment, the child would respond to each question in
simple terms (e.g., "yes" or "no," "true" or "false") by pressing
one of two input buttons found on the front of the device. Similar
diagnostic tests could also be drafted by the parent using a
utility found at the parental section of the virtual world.
Likewise, other tests a parent could draft might refer to the
fortification of home or charter school academic curriculum
objectives. The results of any of these tests could be extracted
from the wireless entertainment device using short-range wireless
technology that could then be viewed on a portable or stationary
communication device (e.g., cell phone or client PC) equipped with
the same wireless technology (e.g., Bluetooth).
[0037] Authorized calling parties would be able to relate to the
child in this animated virtual world environment by contributing
content submitted through the identity of any of the ancillary
characters intended for this environment. For example, a child's
mother might assume the character of a butterfly that flutters
across the screen and lands on the nose of the virtual avatar of a
character representation of the wireless entertainment device, such
as a teddy bear, and either audibly or textually use a comic
strip-style caption to convey the sentiment of love and affection.
In order to preserve and even cultivate the child's sense of
autonomy, the contributed content submitted by an authorized
calling party through a character, as described above, is presented
to the child in a discreet and subtle manner. More specifically,
the contextual nature and grammatical structure of their
contributed content will only be presented in the third person and
limited to a few simple, age-appropriate, grammatically correct,
short sentences. The content contribution restrictions imposed upon
authorized calling parties is enforced by the content authoring
software utility located on the service's web server. This software
utility correlates the contextual nature and grammatical structure
of contributed content with the profile of a specific child that
was provided during the registration process for activation of the
wireless entertainment device. In addition to protecting a child by
preventing him or her from sending or receiving messages that may
contain vulgar language, the content authoring software utility
teaches the child to use proper grammar when authoring an instant
or delayed message (e.g., email) directed at another child
registered with the service.
[0038] Other benefits of the invention include fostering a deeper
level of sensitivity in the child. For example, upon being
presented with a chat message invitation dialogue box remitted by
another member who might be online and is within the same age range
as the child receiving the message, the dialogue box would contain
suggestions that encouraged the inclusion of statements in the
invitee's response that demonstrate concern (e.g., "how are you" or
"you are nice").
[0039] A system for transmission of personalized digital content is
generally indicated at 42 in FIG. 10. The system is comprised of a
communication device 55, and in one embodiment, the communication
device is a cell phone that has been loaded with the messaging
software (see FIGS. 21-33). The messaging software forms the
foundation of a message platform that provides a novel way to
create personalized digital content messages that are transmitted
through a data channel 61 to the message server 110. The first step
of the transmission procedure consists of the message server 110
verifying that the calling party transmitting a personalized
digital content message is an authorized calling party (ACP) at 71.
This verification procedure consists of comparing the registration
information stored on the message server 110 associated with the
wireless entertainment device 210, which corresponds to the ACP
information transmitted (see FIGS. 21-23). This information also
considers any identification codes that may refer to the portable
communication device 55, including the telephone number.
[0040] The second step of the transmission procedure consists of
notation by message server 110 of the received ancillary data
referring to the collection of content library codes that has
resided on the storage facility of the portable communication
device 55 (see FIG. 24). The message server 110 compares this
collection with the collection stored on the server, and, when
applicable, remotely updates through a data channel 81 the portable
communication device's 55 collection during the transmission
session.
[0041] The third phase of the transmission procedure is the actual
election and submission of an authorized calling party's
personalized message. In one scenario, the message may be a voice
message or "vnote" content message. In this scenario, the
authorized calling party would select, using an input mechanism
(e.g., a keypad) found on the portable communication device 55, the
"vnote" option presented on a screen (see FIG. 24). In another
scenario, the authorized calling party might elect to not submit a
"vnote" but instead just select from the same screen (see FIG. 24,
the song, story, or gift content message option. In this scenario,
the message server would respond to the selection and initiate a
search at 73 (see also FIG. 28) of all library codes that are
assigned to the specific type (e.g., song, story, or gift) of
selected content message that will ultimately be queued 75 (see
FIG. 29) and packaged 76 (see FIG. 30) for delivery (see FIG. 30)
to the wireless entertainment device 210.
[0042] One embodiment of the invention provides the authorized
calling party with the ability to send a message to multiple
wireless entertainment devices 210. In the event that an authorized
calling party wishes to submit a message to more than one wireless
entertainment device (see FIG. 25) during the same transmission
session, the transmission procedure broadens, at 74, to accommodate
the activation of a secondary authorized calling party verification
routine. A content message submission intended for delivery to
multiple wireless entertainment devices may either consist of a
single message broadcasted once to several wireless entertainment
devices or multiple messages "narrowcasted" several times to their
respective wireless entertainment devices.
[0043] The fourth step of the transmission procedure applies to
those instances when the content message that will be delivered to
the wireless entertainment device 210 is a voice or "vnote" content
message. The authorized calling party would use the input
mechanisms to select the record, play, and send buttons presented
on the "vnote" content message creation screen (see FIG. 26). The
messaging software would utilize the audio-video recording feature
designed into the portable handset to permit the creation of audio
content only by disabling the video recording feature. During the
recording process, the digital data of the "vnote" content message
would be cached locally on the portable communications memory
storage facility until the entire "vnote" content message was
created. Once created, the completed recording of the "vnote"
content message is submitted to the message server 110 (see FIG.
27), where it is assigned, at 76, to an interim content message
storage facility for packaging with any additional content message
attachments.
[0044] In the event that the authorized calling party wishes to
attach additional content with the submitted "vnote" content
message, the input mechanisms would be used to select the song,
story, gift buttons displayed on the attach message screen (see
FIG. 28). Per the example information contained in the content
message cue notification screen (see FIG. 29), an attachment
consisting of "song 103" was selected as a result of the selection
activity that occurred in the previous screen (see FIG. 28). The
previous selection activity included the decision to attach a song
content message which prompted the display of a menu screen (not
illustrated) that featured a list of available song titles and the
corresponding message server 110 library codes. The selection of
the send button that appears in the cue notification screen (see
FIG. 29) results in the display of the send content message screen
(see FIG. 30). The send content message screen contains information
referring to all content messages currently assigned to the interim
content message storage facility on the message server 110, which
is awaiting packaging 76, for delivery to the wireless
entertainment device 210.
[0045] The fifth step of the transmission procedure refers to the
manner in which a coupon offer notification is generated by the
message server 110, and the employment of a data channel 81 to
manage the presentation of this coupon offer on the portable
communication device 55. A coupon offer notification that appears
on the updating account screen (see FIG. 31) is generated, at 77,
by the message server 110, following the submission of a
personalized content message. The coupon offer notice does not
refer to a specific promotion. In fact, no other data is indicated
except that a coupon offer exists. In addition, the availability of
a coupon offer may refer to a collection of coupon offers that are
intended for distribution based on a certain criteria. The criteria
may refer to the information stored on the message server 110,
which could include authorized calling party profiles, geographical
location at the time of transmission of a personalized digital
content message, and the historical pattern of coupon offer
notification acceptance, coupon offer acceptance, or coupon offer
merchant redemption. The coupon offer notification acceptance is an
inquiry to obtain the identity of the product or service being
promoted and the discount value, whereas the coupon offer
acceptance is a request to acquire the coupon offer in a digital
format downloaded to the communication device 55 and organized by
the messaging software.
[0046] The coupon offer inquiry is made when the authorized calling
party selects the coupon offer button that appears on the updating
account screen (see FIG. 31). The coupon offer acceptance is made
when the authorized calling party selects the accept button that
appears on the getting coupon info screen (see FIG. 32). The coupon
offer acceptance is a request to download from the message server
to the communication device 55 a single or multidimensional digital
barcode over data channel 81. It is organized by the messaging
software's digital coupon wallet. In an alternate embodiment,
information about the coupon offer or the digital coupon could be
acquired at the website associated with the wireless entertainment
device 210.
[0047] The sixth and final step of the transmission procedure
occurs after the message server 110 has accommodated the request to
acquire a digital format of the coupon offer prompting an update 77
of the authorized calling party historical pattern records
maintained in a storage facility on the message server 110.
Simultaneously, the message server 110, while updating the coupon
offer historical records, transmits over data channel 91 the
personalized digital content message to the wireless device 210.
Following reception thereof, the wireless device 210 will issue an
announcement, at 215, which conforms to the type of personalized
digital content message that was submitted by the authorized
calling party.
[0048] As mentioned above, among the content types available for
submission to the wireless entertainment device 210 is a gift
message. That website may be an additional element of the
invention. FIG. 50 is similar to FIG. 10, but illustrates a more
detailed view of the additional process that occurs if the
authorized calling party submits a gift message. In addition to
storage of a collection of content library codes for the story and
song content, the message server 110 also maintains a dedicated
collection of library codes stored at the same location to
facilitate the update (see FIG. 10, element 72), search (see FIG.
10, element 73), cue 75, and package (see FIG. 10, element 76)
routines of all available gift content.
[0049] Data contained in a gift content message that is delivered
by the message server 110 over a data channel 91 to the wireless
entertainment device 210 includes a command that prompts the device
to audibly notify the child, at 225, that a gift has been offered,
followed by a suggestion that the child log on over data channel 93
at the website located at a storage facility on the web server 310
using a communication device (Client PC) 410, where the details of
the gift content message will be delivered over a data channel 94,
to the communication device 410.
[0050] An additional educational and/or entertainment aspect
related to an embodiment of the invention is generally indicated at
43 in FIG. 60. An example of an online educational game is
illustrated that comprises a unique play enhancement offered by the
functionality of the wireless entertainment device 210. It should
be understood that many variations of educational and/or
entertainment online content could be coupled with an embodiment of
the wireless entertainment device element of the invention. The
illustrated example shows a communication device such as a local
computer 410 being used to interact with a network computer, such
as a web server 310, over a bi-directional data channel, indicated
at 93 and 94, to play an educational game 415 being hosted on the
web server 310. According to this embodiment, the successful
completion of the online educational game is acknowledged by the
web server 310, and a report of the successfully completed game is
forwarded to the message server 110. The message server 110, after
receiving the report, searches through a directory located at a
storage facility on the message server 110, and retrieves an
appropriate announcement command that is then delivered over data
channel 91 to the wireless entertainment device 210. The
announcement command instructs the wireless entertainment device
210 to play a congratulatory announcement, at 235, thereby
encouraging the child and enhancing the learning experience.
[0051] In one aspect of the invention shown in FIG. 60, the network
computer hosts a website containing one or more titled games
appropriate for children generally in the age range of three to
six. Each of the games is directed to an educational goal. In the
illustrated embodiment the goal is learning to spell the word
"apple." The child user may select one of the games offered on the
website.
[0052] In an innovative aspect of the invention one or more points
in the game program are identified, each point indicating a state
of play of or progress through the game. For example, if the user
successfully spells the word "apple" in the given example, thereby
accomplishing the central goal of the game, that point in play of
the game may be identified as a unique status of play. In addition
to the point at which the goal of the game is met, many other
states of play may be identified such as the initial commencement
of the game, or points after each letter of the word "apple" is
properly placed. Another game may involve walking through a forest
in a virtual world wherein reaching a fork in the road could be
identified as a state of play. At each identified state of play,
the program underlying the game is encoded as a benchmark.
[0053] A memory in the network computer stores one or more
announcements. Each announcement is coded as corresponding to one
of the identified states of play. When the child user progresses
through the game to a benchmark (indicating a particular state of
play), the game immediately sends a selected one of the
announcements corresponding to the state of play of the game to the
toy. A processor in the toy then causes a speaker to play the
announcement. Since higher bandwidths are now available over wired
and wireless communication channels, the announcement can be
presented through the toy to the child playing the game virtually
instantaneously. The resulting rapid delivery of the announcement
lends the impression in the child that the toy is consciously
following the child play of the game, creating a greater bond with
the toy than might exist with a non-animated toy. The impression of
friendship makes the game more fun to play and enhances the
learning experience. While in one aspect of the invention, the
announcements presented are designed to affirm a young child, any
announcement that corresponds to the state of play of the game
experience is intended to fall within the scope of the invention.
For instance, for older children, the toy and the announcement may
become more sophisticated. Older children may prefer an Einstein
figure as the toy and complex feedback regarding games teaching
secondary school level subject matter as the announcement.
[0054] In one aspect of the invention, there may be several
announcements stored in memory each of which corresponds to one
state of play. For example, if the child successfully spells the
word "apple," the game may select between one announcement that
says "Wow, Bobby, you spelled apple!" and another announcement that
says "Wow, Bobby, you're good at spelling. I like this game."
Alternatively, an announcement may suggest trying another game on
the website. The ability to select several announcements each of
which corresponds to a state of play, rather than just one,
improves the sense in the child that the toy is life-like and
defers the onset of boredom.
[0055] It is contemplated that the toy is of the type having a soft
plush exterior such as a classic teddy bear. However, it is
intended that any toy have the capacity to be perceived by a young
child as being a friend or buddy falls within the scope of the
invention.
[0056] While the embodiment illustrated in FIG. 60 shows both a
network computer, for hosting the online game website, and a
message server, in another embodiment, the announcements may be
stored in a memory resident in the toy. In such an embodiment, when
a particular benchmark is reached, the game need only select a
pointer, consisting of a short code string, that is distinctly
associated with one of the announcements. The game then sends the
identified pointer to the toy wherein the processor associates the
pointer with the associated announcement and instructs the speaker
to play that announcement. This embodiment has the advantage of
speeding the delivery time from the network computer to the toy of
the instruction to play the announcement.
[0057] In another embodiment of the invention, the toy is not in
communication with the network computer, but rather is in
communication with the local computer. This embodiment permits
taking advantage of well-known local wireless communication
protocols such as Bluetooth.RTM. technology.
[0058] In another embodiment of the invention, a local computer may
be a handheld cellular telephone that is in wireless communication
with the network computer. This embodiment enables an "on the go"
version of the invention in which the user may play games on the
network computer on a cell phone and still receive reinforcement
from the toy.
[0059] There have thus been described and illustrated certain
preferred embodiments of a system for coordinating behavior of a
toy with play of an online educational game according to the
invention. Although the present invention has been described and
illustrated in detail, it is clearly understood that the same is by
way of illustration and example only and is not to be taken by way
of limitation, the spirit and scope of the present invention being
limited only by the terms of the appended claims and their legal
equivalents.
* * * * *