U.S. patent application number 12/721439 was filed with the patent office on 2010-08-26 for multiply interconnectable environmentally interactive character simulation module method and system.
Invention is credited to Anthony Mark Ellis.
Application Number | 20100216548 12/721439 |
Document ID | / |
Family ID | 36653951 |
Filed Date | 2010-08-26 |
United States Patent
Application |
20100216548 |
Kind Code |
A1 |
Ellis; Anthony Mark |
August 26, 2010 |
MULTIPLY INTERCONNECTABLE ENVIRONMENTALLY INTERACTIVE CHARACTER
SIMULATION MODULE METHOD AND SYSTEM
Abstract
The present invention relates to a game, including a first
module having a housing, a processor, a display operably coupled to
the processor and an electrical contact positioned such that access
is available to the electrical contact of the first module through
the first module housing, and a second module having a housing, a
processor, a display operably coupled to the processor and an
electrical contact positioned such that access is available to the
electrical contact of the second module through the second module
housing, the electrical contact of the second module configured to
contact the electrical contact of the first module, allowing the
processor of the first module to communicate with the processor of
the second module. Wherein when the processor of the second module
is in communication with the processor of the first module, the
first module display and the second module display are configured
to each display a portion of a the game, each such portion
configured to not overlap each other such portion.
Inventors: |
Ellis; Anthony Mark; (TN6
1HW, GB) |
Correspondence
Address: |
KOLISCH HARTWELL, P.C.
200 PACIFIC BUILDING, 520 SW YAMHILL STREET
PORTLAND
OR
97204
US
|
Family ID: |
36653951 |
Appl. No.: |
12/721439 |
Filed: |
March 10, 2010 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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12098963 |
Apr 7, 2008 |
7704146 |
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12721439 |
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11216674 |
Oct 25, 2005 |
7371177 |
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12098963 |
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60642565 |
Jan 10, 2005 |
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Current U.S.
Class: |
463/31 ;
463/1 |
Current CPC
Class: |
A63F 2300/204 20130101;
A63F 13/12 20130101; A63F 2300/6063 20130101; A63F 13/92 20140902;
A63F 2300/63 20130101; A63F 13/31 20140902; A63F 2300/6607
20130101; A63F 2300/1006 20130101; A63F 13/10 20130101; G06N 3/004
20130101; A63F 13/52 20140902 |
Class at
Publication: |
463/31 ;
463/1 |
International
Class: |
A63F 13/02 20060101
A63F013/02; A63F 9/24 20060101 A63F009/24 |
Claims
1. A module, comprising: a processor; and a memory unit that stores
one or more computer-readable instructions, that when executed by
the processor, implement a method, the method comprising:
selectively displaying a first animation sequence of a first
simulated character based on a first set of at least one of
character attributes and behaviors; receiving connection
information indicating a physical connection status of the module
with a second module; and in response to the connection status,
processing module information associated with the second module;
modifying the first animation sequence based on the module
information and the first set of at least one of character
attributes and behaviors; and displaying the modified animation
sequence.
2. The module of claim 1, further in response to the connection
status, transmitting character animation information to the second
module based on the module information and the first set of at
least one of character attributes and behaviors.
3. The module of claim 1, further in response to the connection
status, receiving the module information from the second
module.
4. The module of claim 1 wherein the module information includes
character animation information that enables the display of an
animation sequence of a second simulated character based on a
second set of at least one of character attributes and
behaviors.
5. The module of claim 1 wherein the module information includes
properties of the second module.
6. The module of claim 1 wherein the method further comprises
receiving sensor input information, and in response to the sensor
input information, selectively modifying at least one of the
animation sequence and the modified animation sequence.
7. The module of claim 6 wherein the sensor input information
includes at least one of light sensor information, sound sensor
information, and orientation sensor information.
8. A computer program product, the computer program product
comprising: a computer-readable storage medium that stores
computer-readable instructions, that, when executed, implement a
method for controlling an animation, the method comprising:
selectively displaying on a first module a first animation sequence
of a first simulated character based on a first set of at least one
of character attributes and behaviors; receiving connection
information indicating a physical connection status of the first
module with a second module; and in response to the connection
status, processing module information associated with the second
module; automatically modifying the first animation sequence based
on the module information and the first set of at least one of
character attributes and behaviors; and displaying the modified
animation sequence.
9. The computer program product of claim 8, further in response to
the connection status, transmitting character animation information
to the second module based on the module information and the first
set of at least one of character attributes and behaviors.
10. The computer program product of claim 8, further in response to
the connection status, receiving the module information from the
second module.
11. The computer program product of claim 8 wherein the module
information includes character animation information that enables
the display of an animation sequence of a second simulated
character based on a second set of at least one of character
attributes and behaviors.
12. The computer program product of claim 8 wherein the module
information includes properties of the second module.
13. The computer program product of claim 8 wherein the method
further comprises receiving sensor input information, and in
response to the sensor input information, selectively modifying at
least one of the animation sequence and the modified animation
sequence.
14. The computer program product of claim 13 wherein the sensor
input information includes at least one of light sensor
information, sound sensor information, and orientation sensor
information.
15. A method of animating a simulated character, the method
comprising: selectively displaying on a first module a first
animation sequence of a first simulated character based on a first
set of at least one of character attributes and behaviors;
receiving connection information indicating a physical connection
status of the first module with a second module; and in response to
the connection status, processing module information associated
with the second module; automatically modifying the first animation
sequence based on the module information and the first set of at
least one of character attributes and behaviors; and displaying the
modified animation sequence.
16. The method of claim 15 further in response to the connection
status, transmitting character animation information to the second
module based on the module information and the first set of at
least one of character attributes and behaviors.
17. The method of claim 15, further in response to the connection
status, receiving the module information from the second
module.
18. The method of claim 15 wherein the module information includes
character animation information that enables the display of an
animation sequence of a second simulated character based on a
second set of at least one of character attributes and
behaviors.
19. The method of claim 15 wherein the module information includes
properties of the second module.
20. The method of claim 15 further comprising receiving sensor
input information, and in response to the sensor input information,
selectively modifying at least one of the animation sequence and
the modified animation sequence.
21. The method of claim 20 wherein the sensor input information
includes at least one of light sensor information, sound sensor
information, and orientation sensor information.
Description
RELATED APPLICATION(S)
[0001] This application is a continuation of U.S. patent
application Ser. No. 12/098,963 filed on Apr. 7, 2008, titled
MULTIPLY INTERCONNECTABLE ENVIRONMENTALLY INTERACTIVE CHARACTER
SIMULATION MODULE METHOD AND SYSTEM; which claims the benefit of
U.S. patent application Ser. No. 11/216,674 filed on Oct. 25, 2005
and titled MULTIPLY INTERCONNECTABLE ENVIRONMENTALLY INTERACTIVE
CHARACTER SIMULATION MODULE METHOD AND SYSTEM; and U.S. Provisional
Patent Application Ser. No. 60/642,565, filed Jan. 10, 2005 and
titled MULTIPLY INTERCONNECTABLE ENVIRONMENTALLY INTERACTIVE
CHARACTER SIMULATION MODULE METHOD AND SYSTEM. The complete
disclosure of the above-identified patent applications are hereby
incorporated by reference for all purposes.
FIELD OF THE DISCLOSURE
[0002] The present invention relates to portable electronic
character simulations. More specifically, the present invention
relates to a portable electronic character simulation module that
interconnects with one or more other portable electronic character
simulation modules. The image associated with a character
simulation can move between any interconnected modules and can
interact with the character simulations of any interconnected
modules. Further, the portable electronic character simulation
module can include orientation, sound, light, time and/or other
sensors.
BACKGROUND
[0003] Portable electronic units that house character simulations,
for example virtual pets, gained popularity in about the last ten
years, particularly with school-aged children. Typically, a virtual
pet is a hand-held electronic device having a display (e.g., dot
matrix LCD) and one or more buttons. An image representing a
character simulation (e.g., a fanciful/alien creature, a dog, a
cat, etc.) is shown on the display, and a user can interact with
the character simulation via the buttons.
[0004] In one virtual pet, interaction with a user influences the
development and health of the character simulation. For example, a
user can be able to feed the character by pressing a feed button.
If the user does not feed the character for a certain length of
time, the image displayed for the character can change to indicate
the character is hungry or in declining health. If left unfed long
enough, a simulated character can even die. Conversely, if the user
feeds the character too often, the character can become fat, fail
to develop to a next stage or assume a less desirable form in a
next stage. Similarly, the user can be able to tend to sanitary,
playtime, discipline, medical and other needs of the simulated
character.
[0005] While hand-held character simulations remain popular, users
desire greater interactivity. In particular, there is a need for a
hand-held character simulation that has greater interactivity with
the user and the user's environment. Further there is a need for a
hand-held character simulation that has greater interactivity with
other hand-help character simulations.
SUMMARY
[0006] The present invention relates to a game. The game can
include a first module having a housing, a processor, a display
operably coupled to the processor and an electrical contact
positioned such that access is available to the electrical contact
of the first module through the first module housing, and a second
module having a housing, a processor, a display operably coupled to
the processor and an electrical contact positioned such that access
is available to the electrical contact of the second module through
the
[0007] second module housing, the electrical contact of the second
module configured to contact the electrical contact of the first
module, allowing the processor of the first module to communicate
with the processor of the second module. Wherein when the processor
of the second module is in communication with the processor of the
first module, the first module display and the second module
display are configured to each display a portion of a the game,
each such portion configured to not overlap each other such
portion.
[0008] The present invention also relates to a method of playing a
game. The method can include connecting an electrical contact of a
first module to an electrical contact of a second module, a first
module processor communicating with a second module via the
connection, viewing a character on a display screen on the first
module, viewing a character on a display screen on the second
module, the character on the second display configured to interact
with the character on the first display, and moving at least one of
the first module and the second module to affect game play.
[0009] The present invention also relates to a game. The game can
include a first module having a first electrical contact, a first
processor and a first display, the processor configured to display
a first character on the display, the character having a first set
of traits, and a second module having a second electrical contact,
a second processor and a second display, the processor configured
to display a second character on the display, the character having
a second set of traits. Wherein the first electrical contact is
configured to electrically couple to the second contact, allowing
the first and second processors to communicate, wherein the
processor is programmed to display a first animation sequence if
the first module and the second module are arranged in a first
physical configuration, and wherein the processor is programmed to
display a second animation sequence if the module and the second
module are arranged in a second physical configuration, the second
physical configuration being different from the first physical
configuration, the second animation sequence being different from
the second animation sequence.
[0010] Additional features and advantages of the present invention
are described in, and will be apparent from, the following Detailed
Description of the Invention and the figures.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] FIGS. 1A and 1B illustrate simulated character modules in
accordance with one embodiment of the present invention.
[0012] FIG. 2 illustrates three interconnected simulated character
modules in accordance with one embodiment of the present
invention.
[0013] FIGS. 3A and 3B illustrate a collection of simulated
character modules that can only be connected in certain
configurations being connected in both a correct and incorrect
manner in accordance with one embodiment of the present
invention.
[0014] FIG. 4 illustrates a schematic block diagram of the
electronic configuration of the simulated character module of FIG.
1.
[0015] FIGS. 5A-E illustrate images for simulated characters in
accordance with one embodiment of the present invention.
[0016] FIGS. 6A-I illustrate a simulated character as it moves from
module to module in accordance with one embodiment of the present
invention.
[0017] FIG. 7 illustrates a possible configuration for
interconnected modules in accordance with one embodiment of the
present invention.
[0018] FIGS. 8A-D illustrate a simulated character module and its
orientation sensor in different orientations in accordance with one
embodiment of the present invention.
[0019] FIG. 9 is a flow diagram of the process of operating a
simulated character module that has a sound sensor in accordance
with one embodiment of the present invention.
[0020] FIG. 10 is a flow diagram of the process of simulating a
character that reacts to light levels in accordance with one
embodiment of the present invention.
[0021] FIG. 11 is a flow diagram of the process of simulating a
character that reacts has different behaviors depending upon the
time or date in accordance with one embodiment of the present
invention.
[0022] FIG. 12 is a flow diagram of the process for playing a game
in which simulated characters are pieces of the game in accordance
with one embodiment of the present invention.
DETAILED DESCRIPTION
[0023] In one embodiment of the present invention, a character
simulation module is interconnectable with one or more other
character simulation modules. Preferably, the module is directly
interconnectable with up to four other character modules and
indirectly interconnectable with an unlimited number of other
modules, but the limit for directly and indirectly interconnected
modules can be any suitable number.
[0024] As illustrated by FIGS. 1A and 1B, the character simulation
module 100 is preferably substantially cube-shaped; however, the
module can be any suitable shape. Further, the module 100 is
preferably suitably sized to be hand-held (e.g., 40 mm.times.40
mm.times.40 mm, or 47 mm.times.47 mm.times.47 mm), but can be any
suitable size. At least one surface 110 (e.g., a front surface) of
the module 100 includes a display 120. The display 120 is
preferably a 32.times.32 pixel dot matrix liquid crystal display
(LCD) approximately 25 mm.times.25 mm in size, but the display 120
can be of any suitable type, resolution and size. Further, the
module 100 has input devices 130 that enable a user to interact
with the module 100.
[0025] Communication devices 140 are located on one or more
surfaces 150 (e.g., a top, left, right and bottom surface) that
enable the module 100 to interconnect with other modules.
Preferably, the communication devices 140 and the display 120 are
not on the same surface; however, communication devices 140 can be
positioned on the same surface as the display 120. When another
module is interconnected with the module 100, communication devices
140 preferably form a physical connection with the communication
devices of the other module. Communication devices 140 are
preferably flat metal connectors, but can be either male or female
connectors which both connect two modules and help hold those
modules in an interconnected position. Alternatively, communication
devices 140 can communicate wirelessly (e.g., via IR, RF, other
light or sonic transmissions), and can be located on the interior
of the module 100 rather than at any surface.
[0026] As shown in FIG. 2, modules 100 can be interconnected.
Preferably, modules can only be connected in certain
configurations. For example, a top side of one module can be
connectable only to a bottom side of another module and not any
other side of that module. FIGS. 3A and 3B show examples of correct
and incorrect, respectively, module 100 interconnection when
modules 100 are only connectable in certain configurations. In FIG.
3A, each of the illustrated interconnection configurations is
permitted. In contrast, in FIG. 3B, none of the interconnections
configurations illustrated are permitted.
[0027] Alternatively, modules can be interconnected in any
configuration, if desired. For example, any side of one module can
be connected to any side of another module. Further, modules are
preferably secured in place when interconnected by magnets; however
modules can be secured in any other suitable manner, or modules can
be unsecured and free to move relative to each other.
[0028] One or more, possibly all, input devices 130 are preferably
disabled or ignored when the module 100 is interconnected with
another module; however, input devices 130 can remain active and
continue to provide a user with the ability to provide the module
100 and/or other interconnected modules with input. The housing 160
can have any suitable color, decoration or design. Preferably, the
housing 160 appearance for a particular module is created through
injected plastic colors, paint or pad print; however, the
appearance can be created through any other suitable manner.
Further, the housing 160 is preferably substantially opaque as
shown in FIG. 1A; however, the housing 160 can be translucent as
shown in FIG. 1B or transparent, if desired.
[0029] As illustrated in FIG. 4, a character simulation module
(e.g., module 100) also includes a processor 400, memory unit 410,
power source 420, display 430, one or more input devices 440 and
one or more communication devices 450. The processor 400, memory
unit 410, display 430, input devices 440 and communication devices
are connected by a bus 450, but these components can be connected
in any suitable manner (e.g., each component being directly
connected to the processor). The processor 400 and memory unit 410
are separate, but the memory unit 410 can alternatively be included
as part of the processor 400. Similarly, power source 420 supplies
power directly to each component, but power can be provided from
the power source 420 to the other components in any suitable
manner. Further, power source 420 is preferably a battery, but can
be a DC or AC connection to a standard household power line or
automobile cigarette lighter slot or any other suitable source of
electric power.
[0030] Processor 400 and memory unit 410 control and store a
simulated character. One or more images associated with the
simulated character can be shown on display 430. Preferably,
display 430 is a virtual window into the simulated character's
world. The behavior of the simulated character can be influenced by
signals from the input devices 440 and/or the communication devices
460.
[0031] Different simulated character modules can contain simulated
characters that differ in their visual representation, behavior, or
other characteristics. As a result, simulated characters can be
distinguished by their associated images or by their animated
behavior. As illustrated by FIGS. 5A-B, simulated characters can
have genders. An image 500 resembling the general shape of a man is
shown on display 510 of FIG. 5A, and an image 520 resembling the
general shape of a woman wearing a dress and having a bow in her
hair is shown on display 530 of FIG. 5B. Alternatively, simulated
characters, such as the one represented by the stick figure image
540 shown on display 550 of FIG. 5C, or the one represented by the
stick figure image 560 carrying a cane, staff or stick shown on
display 570 of FIG. 5D can be genderless. Further, as illustrated
by FIG. 5E, a simulated character can be an animal, such as the
image 580 resembling a dog shown on display 590.
[0032] Two similar, or even identical, appearing simulated
characters can be distinguished by animations of their behavior.
For example, one character hops around and another walks on its
hands. Further distinguishing characteristics include, but are not
limited to, dancing a disco move, turning a cartwheel, doing a back
flip, performing a somersault, flexing muscles, passing gas,
belching, dancing with a cane, wearing a top hat, carrying a sword,
shooting an arrow, firing a gun, using a lasso, winking, blowing a
kiss, changing size, flying, swinging, having a beard, having long
hair, having a Mohawk, having a moustache, wearing a skirt, being
some kind of animal, being a plant and reading a book.
Simulated Character Mobility Between Modules
[0033] As FIGS. 6A-I illustrate, a simulated character image 600
can leave one simulated character module and enter another. Thus,
the virtual world of the character is expanded to include the
interconnected modules. The image 600 associated with a character
simulation can move between any interconnected modules. The
identifying characteristics of the simulated character typically
enable a viewer to track the image 600 as it moves from module to
module. However, in some circumstances, the display of one or more
modules can be cluttered, thus hampering the ability to track the
image 600 for a particular simulated character.
[0034] Simulated character modules 602, 604, 606, 608, 610, 612,
614, 616 and 618 are interconnected in a square pattern, similar to
an apartment complex, but can be arranged in any suitable
configuration. Initially, for the sake of example, the character
simulation associated with character image 600 is maintained in
simulated character module 610 and the image is displayed in FIG.
6E on simulated character module 610. The image 600 can move to any
of the interconnected modules. If the simulated character climbs,
jumps, tunnels, teleports or otherwise goes through the ceiling of
module 610, the image 600 is displayed in module 604, as
illustrated in FIG. 6B.
[0035] Similarly, if the simulated character walks, hops, runs,
jumps, tunnels, teleports or otherwise goes through the left wall
of module 610, the image 600 is displayed in module 608, as
illustrated in FIG. 6D. If the simulated character instead goes
through the right wall or the floor, the image is displayed in
module 612 as in FIG. 6F or module 616 as in FIG. 6H, respectively.
Preferably, the image 600 can move directly between any two modules
that are directly interconnected. However, some circumstance (e.g.,
the rules of a game or a particular module) could prevent the image
600 from moving directly between two directly interconnected
modules.
[0036] Preferably, the image 600 cannot move directly to a module
connected only indirectly to the module currently displaying the
image 600. For example, image 600 could not move directly to module
602. Instead, to reach module 602 as illustrated in FIG. 6A, the
image 600 must first pass through either module 604 or 608.
Likewise, the image 600 must move from either module 604 or module
612 to reach module 606, as illustrated in FIG. 6C. Similarly, if
the image 600 is in module 616, it could move to module 614 or
module 618, as illustrated in FIGS. 6G and 61, respectively.
[0037] Alternatively, the image 600 is able to move directly to
module 602 from module 610 even though the two modules are only
connected indirectly. Image 600 could move directly between two
indirectly connected modules that are even further apart (e.g., the
modules do not share a side or even a corner). For example, in the
alternative configuration of modules 700 illustrated in FIG. 7, the
image 600 could move directly from module 705 to module 710. In
such an event, preferably an amount of time would pass between the
image 600 leaving module 705 and appearing on module 710.
Preferably, the amount of time is approximately equal to the amount
of time it would typically take the image 600 to move through the
empty space 715 if it were filled by one or more modules 700.
However, the amount of time can be any length or there can be no
delay at all. Further, if the image 600 teleports from module 705
to module 710, the amount of time can be substantially the same as
passes when the image 600 teleports between any other two
modules.
[0038] Preferably, when a character's image moves between modules,
information for the character remains in the memory of the original
module. Further, the character continues to be controlled by the
processor of the original module. The module to which the
character's image has moved transmits information about itself
(e.g., other simulated objects displayed by the module, properties
or rules of the module, etc.) to the module controlling the
character. That module's processor determines the character's next
action and transmits the information to the module displaying the
character. The information can be transmitted directly to that
module's display or to the displaying module's processor.
[0039] Alternatively, when a character's image moves to a new
module, information for the character is transmitted to the new
module's memory and the new module's processor takes over control
of the character's actions. Preferably, a copy of the character's
information is permanently stored on the original module, and in
the event that the original module is separated from the module
containing the character, the character can be reinitialized in the
original module. Preferably, the character will continue to exist
in the non-original module until some event (e.g., a power failure)
causes the character to cease to exist; however, the character can
cease to exist as a direct result of its original module being
separated from the module it is in.
[0040] Alternatively, the original module can delete the character
from memory and not retain a permanent copy. As a result, in the
event that the initial module is separated from the character, the
character cannot be reinitiated in the original module.
Orientation Sensor
[0041] As illustrated by FIGS. 8A-D, a character simulation module
800 is preferably, but not necessarily, equipped with an
orientation sensor 805. The orientation sensor 800 includes
electrical connectors 810, 815, 820, 825, 830, 835, 840 and 845, as
well as a mobile, electrically conductive member 850. Eight is the
preferred number of connectors, but any suitable number of
connectors greater than or equal to two can be present. When the
character simulation module 800 is resting as illustrated in FIG.
8A, gravity causes the electrically conductive member 850 to
contact electrical connectors 830 and 835, enabling a signal to
pass between the two connectors. Thus, the orientation sensor 805
detects its orientation.
[0042] If the module 800 and orientation sensor 805 are rotated
ninety degrees counterclockwise, as illustrated in FIG. 8B, gravity
causes the electrically conductive member 850 to contact electrical
connectors 840 and 845, enabling a signal to pass between the two
connectors. Similarly, if the module 800 and orientation sensor 805
are again rotated ninety degrees counter-clockwise, as illustrated
in FIG. 8C, the electrically conductive member 850 is again moved
by gravity and now contacts electrical connectors 810 and 815,
enabling a signal to pass between the two connectors. Another
ninety degree counter-clockwise rotation places the module 800 and
orientation sensor 805 in the position illustrated by FIG. 8D. The
electrically conductive member 850 contacts electrical connectors
820 and 825, enabling a signal to pass between the two
connectors.
[0043] The electrically conductive member 850 is preferably a metal
disk or sphere, but any suitable material (e.g., a conductive
liquid such as mercury) can be used. Further, the electrically
conductive member 850 preferably only contacts two electrical
connectors at a time at most. Alternatively, the electrically
conductive member 830 can contact, and thus electrically couple,
more than two electrical connectors at one time.
[0044] The orientation sensor 805 enables the simulated character
to react to changes, or the lack thereof, in the orientation of the
module 800. For example, if the module 800 is tilted to the left,
an animation showing the simulated character falling to the left
and then standing up again is displayed. Similarly, if the module
800 is tilted to the right, an animation showing the simulated
character clinging to the left side of the display to prevent
slipping to the right is shown. Further, sequences of changes in
the module's 800 orientation can trigger different animations. For
example, rotating the module three hundred sixty degrees causes an
animation of the simulated character acting dizzy to be shown. It
should be noted that orientation sensor 805, having eight
electrical connectors, can be capable of distinguishing different
orientation categories, the four substantially similar to those
illustrated and four additional orientations substantially similar
to orientations reached by rotating any of the illustrated
orientations forty-five degrees. Other orientation sensors can
resolve orientation to different resolutions.
[0045] In addition to, or instead of, triggering an animation,
orientation changes or sequences of orientation changes can trigger
games, change properties of the simulated world, disable one or
more input devices, cause input from one or more input devices to
be ignored, turn off a module display, or initiate any other
suitable reaction. Further, the reaction triggered by a sequence of
one or more orientation changes can vary depending on the state of
the module, the simulated world, the number of interconnected
modules, the configuration of the interconnected modules and/or any
other suitable condition. It should be noted that different
characters can react differently to identical conditions.
Sound Sensor
[0046] Preferably, a simulated character module has a sound sensor
that provides the processor with audio input from the module's
environment; however a sound sensor is not necessary to a module.
The sound sensor enables a simulated character to react to noises.
For example, if music is playing (e.g., from a radio, a stereo
system, a computer, a musical instrument, finger tapping on a
table, etc.), the character begins to dance, preferably in sync
with the music; however, a character can dance without being in
sync with the music.
[0047] In addition to, or instead of, causing a character to dance,
audio input (e.g., a spoken word, a clapping sound, a whistle, a
tone, etc.) can trigger games, change properties of the simulated
world, disable one or more input devices, cause input from one or
more input devices to be ignored, turn off a module display, or
initiate any other suitable reaction. Further, the reaction
triggered by an audio input can vary depending on the state of the
module, the simulated world, the number of interconnected modules,
the configuration of the interconnected modules and/or any other
suitable condition. It should be noted that different characters
can react differently to identical conditions.
[0048] FIG. 9 shows a process of operating a simulated character
module that has a sound sensor. At step 900, it is determined
whether the sound sensor detects a sound. If the sound sensor does
not detect a sound, the process repeats at step 900. If the sound
sensor detects a sound, at step 910, it is determined whether the
sound is associated with a simulated character module action.
Simulated character module actions include, but are not limited to,
causing a character to exhibit a behavior, triggering a game,
changing a property of the simulated world, disabling one or more
input devices, causing input from one or more input devices to be
ignored, turning off a module display or any other suitable
reaction. If the sound is not associated with a simulated character
module action, the process repeats at step 900. If the sound is
associated with a simulated character module action, at step 920,
the action is executed and the process repeats at step 900.
[0049] Preferably, a simulated character module has a sound
generating device such as a piezo buzzer or a speaker; however, a
module can have any other suitable sound generating device, any
suitable vibration device or no sound generation capability.
Preferably, a simulated character module can detect and react to
one or more sounds made by another simulated character module.
Light Sensor
[0050] Similarly, a simulated character module preferably has a
light generating device such as an LED, a flash bulb or a laser;
however, a module can have any other suitable light generating
device or no light generation capability. A simulated character
module can preferably detect and react to light emitted by another
simulated character module.
[0051] Preferably, a simulated character module has a light sensor
that provides the processor with visual input from the module's
environment; however a light sensor is not necessary to a module.
Preferably, the light sensor detects the level of light and/or
brightness in the module's environment; however, the light sensor
can be more complex (e.g., a video camera) or any other suitable
light detecting input device. The light sensor enables a simulated
character to react to visual input from the environment. For
example, if the light is bright (e.g., daytime or the room lights
are on), the character becomes active and if the light is dim or
off (e.g., nighttime or room lights are off), the character goes to
sleep. It should be noted that the character can engage in any
other suitable behavior as a result of the input provided by the
light sensor. Further, different characters can react differently
to identical conditions.
[0052] Further, input from the light sensor can trigger games,
change properties of the simulated world, disable one or more input
devices, cause input from one or more input devices to be ignored,
turn off a module display, or initiate any other suitable reaction.
Also, the reaction triggered by input from the light sensor can
vary depending on the state of the module, the simulated world, the
number of interconnected modules, the configuration of the
interconnected modules and/or any other suitable condition.
[0053] FIG. 10 shows a process of simulating a character that
reacts to light levels. At step 1000, a light sensor detects a
light level from the environment around a simulated character
module. At step 1010, it is determined whether the light level is
associated with a simulated character behavior. Simulated character
behaviors include, but are not limited to, sleeping, playing,
praying, dancing, eating, singing, working, mating, bathing,
showering, grooming, dressing, flinching, shielding the character's
eyes, changing a facial expression or any other suitable reaction.
If the light level is not associated with a simulated character
behavior, the process repeats at step 1000. If the light level is
associated with a simulated character behavior, at step 1020, the
behavior is executed and the process repeats at step 1000.
[0054] Preferably, simulated character module can also react to the
rate of change and/or frequency of change of the light level. For
example, if the light level increases rapidly (e.g., a light is
turned on in a dark room containing the module), the module can
cause a simulated character to rub its eyes or execute any other
suitable reaction. Similarly, if the light level drops rapidly, the
module can cause a simulated character to stumble around blindly or
execute any other suitable reaction. If the light level fluctuates
erratically (e.g., the only source of light is lightning flashes in
a thunderstorm), the module can cause simulated rain to occur in
the simulated world or execute any other suitable reaction.
Similarly, if the light level fluctuates regularly (e.g., the
source of light is a strobe light), the module can cause the
simulated character to dance or execute any other suitable
reaction.
[0055] Input from the light sensor can preferably be used together
with other input sensors to produce more complex module and/or
simulated character reactions; however, the light sensor can be
used alone to produce any suitable module and/or simulated
character reactions if desired. For example, if the light level
suddenly increases when a time device of the module indicates that
it is night time, the module can cause the simulated character to
pull down a simulated shade or close simulated blinds on the
display or execute any other suitable reaction. Similarly, other
input devices can be used alone or together to produce any suitable
module and/or simulated character reactions if desired.
Time Device
[0056] Preferably, a simulated character module has a time device
or clock that provides the processor with chronological
information; however a time device is not necessary to a module.
Preferably, the time device is a standard clock that can be set and
keeps track of the time and/or date; however, the time device can
be more complex (e.g., a clock set by signals from the atomic
clock) or any other suitable time device. The light sensor enables
a simulated character to react to the time of day and/or time of
year. For example, at night the character becomes socially active
and in the day the character goes to work. Similarly, on July
Fourth, the character can set off fireworks, or on New Year's Eve,
the character can wear a lamp shade on its head and dance all
night. It should be noted that the character can engage in any
suitable behavior as a result of the time of day and/or time of
year. Further, different characters can react differently to
identical conditions.
[0057] Further, input from the time device can trigger games,
change properties of the simulated world, disable one or more input
devices, cause input from one or more input devices to be ignored,
turn off a module display, or initiate any other suitable reaction.
Also, the reaction triggered by input from the time device can vary
depending on the state of the module, the simulated world, the
number of interconnected modules, the configuration of the
interconnected modules and/or any other suitable condition.
[0058] FIG. 11 shows a process of simulating a character that
reacts has different behaviors depending upon the time or date. At
step 1100, a time device provides the processor with chronological
information. At step 1110, it is determined whether the time or
date are associated with a simulated character behavior. Simulated
character behaviors include, but are not limited to, sleeping,
playing, praying, dancing, eating, singing, working, mating,
bathing, showering, grooming, dressing, singing, drinking, setting
off fireworks, waving a flag, wearing a lamp shade as a hat,
wearing a costume, fasting, attending a religious service,
marrying, playing an instrument and/or a song (e.g., taps), giving
a gift, parading, grilling or any other suitable reaction. If
neither the time nor the date is associated with a simulated
character behavior, the process repeats at step 1100. If time or
date is associated with a simulated character behavior, at step
1120, the behavior is executed and the process repeats at step
1100
Simulated Character Interaction
[0059] Preferably, two or more simulated characters from different
interconnected modules are able to interact. For example, two
characters can participate in a game, dance, fight, race, exchange
information, engage in a competition, exchange virtual goods or
services, become friends, date, give each other gifts, produce
offspring, or engage in any other suitable interaction. The type of
interaction is preferably influenced by characteristics of the
simulated characters, configuration of the modules, characteristics
of one or more modules, and/or environmental input; however, the
type of interaction can be determined in any suitable manner.
[0060] Preferably, a user can control or influence the interaction
by providing input to the modules. A user can provide input by
using one or more buttons, making a sound, flashing a light,
changing the modules' orientation, adding or removing modules, or
any other suitable means of providing input to the modules.
However, a user can also be unable to influence or control the
interaction.
[0061] Game interactions can be any suitable type of game. For
example, when two or more simulated character modules are
connected, the simulated characters can play against each other in
a game (e.g., checkers, chess, a race, card games, fighting games,
or any other suitable game). Alternatively, the characters can be
pieces in a game played by one or more users.
[0062] For example, users can connect, directly or indirectly, two
modules, and the simulated characters of those modules can compete.
Preferably, the losing character is transferred to the winning
character's module, or some other module owned by the same player;
however, the losing character can simply be deleted from its module
and the winning player can be rewarded in another manner (e.g., by
improving the competitive worth of the winning character) or any
other suitable set of actions can execute. The module of the loser
is preferably able to reinitiate a simulated character; however,
the module can be unable to reinitiate a simulated character. Such
a module would remain empty until another simulated character is
transferred to it. The outcome of the competition between
characters can be deterministic, but preferably there is a random
or pseudorandom element to the outcome. The objective of such a
game would be to amass a valuable collection of simulated
characters.
[0063] In another game, each player can have more than one
simulated character as a piece in the game. For example, the
modules can be used to play a game similar to fantasy or other
theme-based card games (e.g., Magic the Gathering, Illuminati,
etc.). Preferably, players take turns adding one or more modules to
the interconnected group. Game play is preferably influenced by the
characters in the modules added, the location to which the modules
are added, a random or pseudorandom number generator, input from
the players (e.g., via buttons or other sensors) and/or input from
the environment (e.g., orientation, sound, light, etc.). However,
game play can be conducted in any suitable manner.
[0064] FIG. 12 shows a process for playing a game in which
simulated characters are pieces of the game in accordance with one
embodiment of the present invention. The game is preferably a two
player game, as illustrated; however, the game can have more than
two players, if desired. At step 1200, a simulated character module
of Player A is connected to a simulated character module of Player
B. The modules are configured such that their connection initiates
play of the game. Preferably, no other modules are connected to
either the module of Player A or the module of Player B when they
are connected; however, game play can be conducted such that one or
more other modules are connected to one or both of the modules of
Player A or Player B when the modules are connected.
[0065] Preferably, the game includes turns during which players can
take actions; however, the game can include rounds, simultaneous
play and/or any other suitable system for advancing game play. At
step 1205, it is determined whether it is Player A's turn. If it is
Player A's turn, at step 1210, Player A can connect another module
to the group of interconnected modules. At step 1215, one or more
of Player A's simulated characters can act. The simulated character
actions can be directed by Player A (e.g., through instructions
input through input devices on one or more modules; however, the
simulated character actions can be determined by the configuration
of the interconnected modules, by a random or pseudo-random event
or in any other suitable manner. The actions can include attacking
Player B's simulated characters, defenses or game points, building
defenses for Player A, maneuvering, waiting, casting spells or any
other suitable action. Preferably, some actions can result in the
simulated character moving between modules and interacting with
(e.g., fighting with or attacking) other characters.
[0066] At step 1220, it is determined whether a game ending event
has occurred. If a game ending condition has occurred, at step
1225, the game is over. If not, the process repeats at step
1205.
[0067] If, at step 1205, it is determined that it is not Player A's
turn, at step 1230, it is determined whether it is Player B's turn.
If it is not Player B's turn, the process repeats at step 1205. If
it is Player B's turn, at step 1235, Player B can connect another
module to the group of interconnected modules. At step 1240, one or
more of Player B's simulated characters can act and the process
continues at step 1220. Preferably, once a module is connected to
the group of interconnected modules, the module is not removed
until game play ends; however, modules can be removed at any
suitable time during game play if desired.
[0068] The game can also be a simulation. The user can connect two
or more modules and simply observe the simulated characters actions
and interactions in their simulated world, similar to watching
interconnected ant farms or hamster habitats. Modules can be added
to introduce new characters into the world and/or to provide new
interaction options. For example, one module can enable characters
in the simulated world to dance, another module can enable
characters to reproduce, and other modules could give characters
the ability to engage in other suitable interactions.
Simulated Character Generation
[0069] Preferably, a user can influence or control character
attributes that are present when the character is created or
generated; however, character attributes present at character
generation can alternatively be uninfluenced by a user. Attributes
present at character generation can include the way the character
looks, communicates or acts in the simulated environment. Further,
a character is preferably normally displayed in stick form, but
when the character wants to communicate to the world outside of the
simulated environment, it brings its head to the full screen. As a
result, facial features, expressions or movements can be displayed
in greater detail. Such facial features, expressions and movements
can be attributes that a user can influence or control upon
character generation. Further still, the simulated character can
communicate with the real world (e.g., the user) via text. The text
is preferably displayed in cartoon bubbles when the character
brings its head to the full screen; however, the text can be
presented in any suitable manner at any suitable time.
[0070] Preferably, the character that is generated as a result of
the user influencing one or more character attributes (e.g.,
appearance, temperament, language, dialect, education level, etc)
can move to other users' modules. The character can then cohabit in
the host module and interact with the host module's characters.
Preferably, the module includes a "clone" function which enables a
user to keep his or her creation on one module and have one or more
copies travel to other modules. Preferably, the amount of memory
necessary to store a character is relatively small compared to the
total available memory for a module. As a result, many simulated
characters can coexist in the same module.
[0071] Preferably, a simulated character attributes generator
enables efficient usage of the system uC volatile memory resources
with regards to character generation and storage. Attributes are
preferably formed in elements and built up into a character
profile, similar to police "photo fit" systems. Character profiles
can be generated in accordance with random and/or user input.
Alternatively a character profile can be a default profile.
[0072] Preferably, one or more attributes are represented as memory
addressed pixel patterns in the uC ROM; however, attributes can be
represented in any suitable manner and in any suitable device.
Further, characters are preferably treated as sprites, enabling
simple internal code commands move them around the screen; however,
characters can be displayed as any type of graphical representation
and can be manipulated in any suitable manner.
[0073] Preferably, firmware forms a "Virtual World" generator
engine, which has a number of interaction routine libraries
available; however, the generator engine can be hardware or
software and need not include any libraries, if desired.
Preferably, the attributes of a particular character (e.g.,
character personality/behavior weights or values) further modify
these routines, thereby providing changing play-patterns.
[0074] Generated characters can be stored in system registers/RAM,
or preferably in flash memory, where they could survive a long term
power-down; however, characters can be stored in any suitable
storage device.
[0075] Character attributes can be any suitable variable or fixed
size. As an example, each attribute can be an 8-bit element (1
byte). Using such attributes, an exemplary unique character can be
stored using 5 bytes, though, it should be understood that unique
characters could be stored using more or fewer bytes, depending
upon the size and number of attributes. Byte 1 of the exemplary
character represents hair style/head gear (e.g., hat) information.
Byte 2 represents facial information. Byte 3 represents body
information. Byte 4 represents arm and leg type information, with
the lower four bits representing the arm type and the upper four
bits representing the leg type. The lower four bits of Byte 5
represent vocabulary, dialect and/or language abilities of the
character. The upper four bits of Byte 5 represent Character
personality/behavior information.
[0076] Preferably, geographic territories can use specific parts of
the bytes for their own regional attribute variations. For example,
bits 00h to 64h of the facial information byte can represent facial
features with American/English characteristics. Similarly, bits 65h
to C8h can represent facial features with Asian characteristics. As
a result, a module distributed to an American/English user (or a
user in a predominantly American/English geographic region) is
preferably unable to generate oriental characters; however, modules
can be configured to allow any type of character to be configured
in any suitable region, if desired. Preferably, characters from
other territories can still be seen, stored upon and pass through
all modules, and only the character generator functionality does
not give access to the library attributes specific to other
territories. As a result, characters that cannot be generated in
one territory may become valuable and/or sought after within that
territory as rare, difficult to acquire characters.
[0077] It should be understood that various changes and
modifications to the presently preferred embodiments described
herein will be apparent to those skilled in the art. Such changes
and modifications can be made without departing from the spirit and
scope of the present invention and without diminishing its intended
advantages. It is therefore intended that such changes and
modifications be covered by the appended claims.
* * * * *