U.S. patent application number 11/873682 was filed with the patent office on 2014-01-09 for toy having point-of-view video recording and editing.
This patent application is currently assigned to Mattel, Inc.. The applicant listed for this patent is Mark Barthold. Invention is credited to Mark Barthold.
Application Number | 20140011428 11/873682 |
Document ID | / |
Family ID | 49878868 |
Filed Date | 2014-01-09 |
United States Patent
Application |
20140011428 |
Kind Code |
A1 |
Barthold; Mark |
January 9, 2014 |
Toy Having Point-of-View Video Recording and Editing
Abstract
Toy systems configured to record and edit video are disclosed.
In some embodiments, the toy system includes a recording device or
module and a playback module. In some embodiments, the toy system
includes an action figure with a camera coupled thereto. In some
embodiments, the toy system includes a toy vehicle with a camera
positioned to record video through the windshield.
Inventors: |
Barthold; Mark; (Torrance,
CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Barthold; Mark |
Torrance |
CA |
US |
|
|
Assignee: |
Mattel, Inc.
El Segundo
CA
|
Family ID: |
49878868 |
Appl. No.: |
11/873682 |
Filed: |
October 17, 2007 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
60852483 |
Oct 17, 2006 |
|
|
|
Current U.S.
Class: |
446/268 |
Current CPC
Class: |
A63H 17/26 20130101;
A63H 2200/00 20130101; A63H 3/003 20130101 |
Class at
Publication: |
446/268 |
International
Class: |
A63H 3/00 20060101
A63H003/00 |
Claims
1. A toy system, comprising: an action figure including a body; a
recording device, the recording device being configured to be
coupled to the action figure body, the recording device also being
configured to record and then, after cessation of recording, store
video information; and a playback module, the playback module being
configured to be coupled to the recording device, the playback
module being configured to be coupled to a visual display device on
which the recorded video information can be displayed, and the
playback module being configured to enable a user to, after
cessation of recording, review and edit the recorded video
information.
2. The toy system of claim 1, wherein the toy action figure
includes a backpack coupled to the body, and the recording device
is formed as part of the backpack.
3. The toy system of claim 1, wherein the recording device is a
camera with a memory unit.
4. The toy system of claim 1, wherein the recording device includes
a memory unit in which recorded video information can be stored,
the playback module can access recorded video information in the
memory unit and output the recorded video information to the visual
display device.
5. (canceled)
6. The toy system of claim 1, wherein the recording device includes
an audible recording device, the audible recording device being
configured to record sounds around the action figure.
7. The toy system of claim 1, wherein the playback module is
wirelessly coupled to the visual display device.
8. The toy system of claim 1, wherein the playback module includes
a plurality of overlays that can be added to the recorded video
information, the overlays being selectively locatable by a user at
different locations on the recorded video information.
9. The toy system of claim 8, wherein the overlays are selectively
locatable at different points in time during the recorded video
information.
10. A toy system, comprising: an action figure including a body; a
recording device, the recording device being configured to be
coupled to the action figure body, the recording device also being
configured to record video information; and a playback module, the
playback module being configured to be coupled to the recording
device, the playback module being configured to be coupled to a
visual display device on which the recorded video information can
be displayed, and wherein the playback module includes controls
that facilitate editing of the recorded video information, the
controls enabling a user to move to a particular point in time and
insert an overlay at that location.
11. A toy system for recording and editing video information,
comprising: a toy; a recording device, the recording device being
coupled to the toy and configured to record video information, the
recording device including a memory unit in which video information
can be stored, wherein one of the toy and the recording device
includes a sensor that detects particular movements of the toy, and
the recording device identifies an overlay to be inserted on
currently recorded video information based on detected movements;
and a playback module, the playback module being operably
coupleable to the recording device, the playback module being
configured to access recorded video information stored on the
recording device, the playback module being configured to
communicate with a visual display device so that video information
is displayed on the visual display device.
12. (canceled)
13. A toy system for recording and editing video information,
comprising: a toy; a recording device, the recording device being
coupled to the toy and configured to record video information, the
recording device including a memory unit in which video information
can be stored, a plurality of modes of operation, and an overlay
that is inserted is determined based on a selected mode of
operation; and a playback module, the playback module being
operably coupleable to the recording device, the playback module
being configured to access recorded video information stored on the
recording device, the playback module being configured to
communicate with a visual display device so that video information
is displayed on the visual display device.
14. The toy system of claim 11, wherein the playback module
includes controls for the accessing and editing of the video
information, and the playback module facilitates the insertion of
an overlay by a user on the video information.
15. The toy system of claim 11, wherein the recording device
includes a visual recording device and an audible recording device,
the visual recording device being configured to record video
information during play with the toy, and the audible recording
device being configured to record audible information during play
with the toy.
16. The toy system of claim 11, wherein the memory unit of the
recording device includes a plurality of assets, and only some of
the assets are initially available to a user.
17. The toy system of claim 16, wherein the assets that are
initially unavailable become available after a user integrates all
of the initially available assets into recorded video
information.
18. The toy system of claim 11, wherein the toy is an action figure
and the recording device is removably coupled to the action
figure.
19. A toy system, comprising: a toy; a first device for recording
video information relating to play with the toy, the first device
including a memory unit in which the recorded video information can
be stored, the memory unit including a plurality of assets that can
be integrated with recorded video information; a second device for
retrieving and editing the recorded video information, the second
device being coupleable to the first device, configured to be
connected to a visual display device so that the recorded video
information is displayed, and including controls for accessing and
editing the video information so that a user can access recorded
video information and edit the video through at least one of the
following steps: inserting an overlay on the video information; and
selecting one of the plurality of assets, and integrating the
selected asset with the recorded video information at a particular
location.
20. The toy system of claim 19, wherein the toy is a toy action
figure, the first device is removably coupleable to the toy action
figure, and the first device is configured to record audio
information relating to play with the toy.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims priority to U.S. Provisional Patent
Application Ser. No. 60/852,483, entitled "Toy Having Point-of-View
Video Recording and Editing," filed Oct. 17, 2006, Attorney Docket
No. MAT 3Z098P, the disclosure of which is incorporated herein by
reference in its entirety.
BACKGROUND
[0002] Plug and play features are popular for use in toys and
gaming devices enjoyed by children since they do not require user
installation of device drivers. Such features allow for
simplification of systems so that young users may more easily
operate such systems. Young users also enjoy imitating adult
activities, such as through film making and editing.
[0003] Toys incorporating recording or video editing are found in
U.S. Pat. Nos. 5,481,257, 6,264,521, 6,547,624, 6,692,329,
6,733,360, 6,752,720, and 6,811,492 and U.S. Patent Application
Publication No. 2005/0020359, the disclosures of which are
incorporated herein by reference.
[0004] Toys incorporating accessories, such as backpacks, are found
in U.S. Pat. Nos. 5,073,140 and 5,147,237 and International
Publication Nos. WO/012285 and WO/0156676, the disclosures of which
are incorporated herein by reference.
SUMMARY
[0005] The present disclosure relates generally to a toy system
configured for video recording and editing. More specifically, it
relates to a toy which can record video from the point-of-view
(POV) of the toy, and the resulting video may be edited.
[0006] The advantages of the present invention will be understood
more readily after a consideration of the drawings and the Detailed
Description.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] FIG. 1A illustrates an exemplary toy system including an
action figure having a recording device and a playback module.
[0008] FIGS. 1B-1F illustrate different exemplary uses of the toy
system.
[0009] FIG. 2A illustrates an exemplary toy system including a
vehicle having a recording device and a playback module.
[0010] FIG. 2B illustrates an exemplary use of some of the
components of the toy system of FIG. 2A.
[0011] FIG. 2C illustrates an exemplary point of view from the toy
vehicle of FIG. 2A.
[0012] FIG. 3 illustrates an exemplary action figure including a
recording device in the form of a backpack.
[0013] FIG. 4 illustrates an exemplary playback module in the form
of a joystick.
[0014] FIGS. 5A and 5B illustrate an exemplary action figure
including a recording device that may be coupled to a wing
structure.
[0015] FIG. 6 illustrates a rear view of the recording device of
FIG. 5A including a selector for a variety of recording modes.
[0016] FIG. 7 illustrates a front view of an embodiment of a wing
structure that can be used with the action figure of FIG. 5A.
[0017] FIGS. 8 and 9 illustrate the removal and coupling of a
recording device relative to a toy and an playback module,
respectively.
[0018] FIG. 10 illustrates an exemplary playback module for use
with the recording device of FIGS. 5A-5B and 6.
[0019] FIGS. 11 and 12 illustrate alternative playback modules for
use with recording devices.
[0020] FIG. 13 illustrates a toy action figure disposed in a toy
vehicle.
[0021] FIG. 14 illustrates an exemplary view showing a
timeline.
[0022] FIG. 15 illustrates a schematic block diagram showing an
embodiment of a toy system.
DETAILED DESCRIPTION
[0023] Point-of-view recording devices allow a user to see the
environment and action through the "eyes" of a toy. FIG. 1A
illustrates an exemplary toy system 10 including a toy 12 having a
recording device 14 and a playback module or device 16. In this
embodiment, the toy 12 is an action FIG. 18. Similarly, FIG. 2A
illustrates an exemplary toy system 110 including a toy 112 having
a recording device 114 and a playback module 116. In this
embodiment, toy 112 is a toy vehicle 120. These systems allow a
user to record video taken from the toy's point of view while
playing with the toy and thereby extend the entertainment value of
the toy. As described below, the toy systems facilitate the
creation of point-of-view cartoons that can be generic and/or
character specific. In one implementation, the generated material
can be related to a character, such as the Batman character. The
toy system can be used to record multiple point-of-view movies with
easy to use playback features that enable a user to view and listen
to the recorded material. The toy system facilitates the capturing
of up close action of firing weapons, night vision, overlay
graphics, etc. The result is that a user can instantly view a
created point-of-view video or cartoon that includes voice over
animated and audible effects. The terms "video," "video
information," "visual information," and "visual images" are used
interchangeably herein to represent any photographs, video, or
other imagery.
[0024] Recording device 14 may be mounted to or embedded within any
suitable toy, including, but not limited to, an action figure,
vehicle, or attachable accessory, such as may be configured to
mount to toys, furniture, users, pets, and the like. For example,
the recording device may be configured to resemble an article of
clothing, toy accessory, vehicle accessory, and the like. The toy
may take the form of an action FIG. 18, as shown in FIG. 1A, a
vehicle 120, as shown in FIG. 2A, or any other suitable form. In
the exemplary device of FIG. 1A, action FIG. 18 includes a camera
22 mounted adjacent the action figure's head so as to record a
point-of-view for the action figure. The action FIG. 18 can be an
articulated action figure, and in one implementation, the figure
can be approximately ten inches tall. In one embodiment, the action
figure includes a camera 22 which can be built-in or integrally
formed with the FIG. 18. In another embodiment, the camera 22 can
be formed separately from the FIG. 18 and coupled thereto. The
action FIG. 18 may also include a microphone that is integrally
formed with the action FIG. 18 or formed separately and coupled to
the FIG. 18. The microphone can be configured to record "built in"
figure sounds along with the voice of the user. With the audible
and/or visual recording devices, the action figure is configured
for integrated point-of-view action features. The action figure is
thus configured to record up-close video action during play with
the figure.
[0025] In the exemplary toy of FIG. 2A, the camera is mounted to
provide a point-of-view of the driver of the vehicle, such as
through the windshield. Referring to FIG. 2A, the toy system 110
includes a toy 112 that in this embodiment resembles a toy vehicle
120. In one embodiment, the toy vehicle 120 can resemble a race car
vehicle and a camera can be built into the vehicle 120. The vehicle
120 includes an electronic system that has a controller or
processor, a memory unit, visual output devices (such as LEDs),
micro switches and/or motion sensors, and software and programming
components. The micro switches and/or motion sensors are configured
to be contacted by a user or to sense movement of the vehicle 120
and provide an appropriate input or signal to the controller. As
described in greater detail below, based on the signals received
from the switches or sensors, various sound effects, such as racing
or crashing sounds, are associated with the video that is recorded
by the camera and stored in the memory on the vehicle 120. The LEDs
can be used to indicate the available space remaining in memory in
which video content can be recorded. When the memory is filling up,
additional LEDs can be illuminated. The toy vehicle 120 can include
a connection port 114 that can be used to electronically connect
the toy vehicle 120 to a playback module 116.
[0026] The toy system 110 includes a playback module 116 as well.
In this embodiment, the playback module 116 includes a base portion
130 with a recessed area 132 and a connection port 134. The
recessed area 132 is configured to receive a portion of the toy
vehicle 120 to facilitate the coupling of the toy vehicle 120 to
the connection port 134. In this embodiment, the base portion 130
is configured so that the toy vehicle 120 can be "parked" on the
base portion 130 to facilitate playback of a video. The connection
port 134 may be a standard plug-type connection that is
electrically connected to an electronic system in the playback
module 116 and that can be connected to the toy vehicle 120. The
electronic system includes a controller or processor, a memory
unit, and software and programming. Connected to the electronic
system is a communication link 150, which in this embodiment is a
cable 152 and a set of standard audio/visual jacks 154. The
communication link 150 is configured to be plugged into any device
that has connections that is configured to receive the jacks
154.
[0027] Referring to FIG. 2B, an exemplary use of the toy vehicle
120 is illustrated. As shown, a user 160 can place the toy vehicle
120 on a track 162 to cause a particular movement of the toy
vehicle 120. The track 162 illustrated in FIG. 2B is exemplary and
the track 162 can have any shape or configuration. The audio and/or
visual recording devices associated with the toy vehicle 120 can be
activated prior to the toy vehicle 120 being placed on the track.
Referring to FIG. 2C, an exemplary point-of-view from the
perspective of the toy vehicle 120 is illustrated. As shown, in
this example, as the toy vehicle 120 approaches the end of the
track 162, the view 164 of what is beyond the end of the track 162
can be seen. Various objects 166 in front of the vehicle 120 can be
seen from the perspective of a character inside the toy vehicle
120.
[0028] Additional exemplary toys including recording devices are
shown in FIGS. 3, 5 and 6. The toy of FIG. 3 illustrates a
recording device in the form of a backpack 24 mounted to the back
of the action figure. The toy of FIG. 5A illustrates a recording
device 214 coupled to a wing structure 26 that includes wing
portions 27A and 27B and configured to be mounted to the back of
the action FIG. 18. As shown in FIG. 5B, the wing portions 27A and
27B can be moved to deployed positions for use with the toy action
FIG. 18.
[0029] Recording device 14 may be any suitable device configured to
record video of a toy, such as a solid state camera with a memory
chip. The camera may include a plurality of buttons or other
suitable controllers to stop and start recording, record still
images, change recording modes, and the like. The camera may
include a microphone to record audio during play with the toy
and/or filter out ambient sounds. As shown in FIG. 6, the recording
device may include a selector for a variety of recording modes 28
that affect video recording and/or later editing.
[0030] Referring to FIG. 7, the wing structure 26 with wing
portions 27A and 27B is illustrated. The wing structure 26 includes
a coupling portion 29 that can be coupled to the back of the action
FIG. 18. When the user wants to remove the recording device 214
from the wing structure 26, the recording device 214 can be
disconnected from the wing structure and pulled along the direction
of arrow "A" in FIG. 8. The user can subsequently connect the
recording device 214 to a playback module 216 by moving the
recording device 214 along the direction of arrow "B" and inserting
the connection 215 into a port on the playback module 216 as shown
in FIG. 9. When the connection 215 is fully inserted into the
playback module 216, the recording device 214 is electrically
connected to the playback module 216 and any files saved in the
memory of the recording device 214 can be accessed.
[0031] The recording device may be coupled to playback module 16
for viewing and/or editing of the recorded video. Playback module
16 may be an easy to use device, such as a plug and play device
with standard audio and video input jacks. The toy system enables a
user to record POV movies with an easy to use playback by making
use of devices with standard audio/video (AV) input jacks.
Therefore users may quickly create simple movies or mini clips with
the instant gratification of easy playback on any video device,
such as a television or computer monitor. The playback module can
be referred to as a video module as well. In one embodiment, the
playback module is configured to plug into any standard
audio/visual input. The action figure is adapted to be connected to
the playback module for playback of any recorded materials.
[0032] The recording device and/or playback module may be
configured for wireless transmission. For example, the recording
device may be coupled with a remote control vehicle and configured
to provide wireless transmission of a recorded video to the
playback module and/or a display device, such as a television or
computer monitor. Similarly, the playback module may be configured
for wireless transmission of video to a display device. The
recording device and/or playback module may be wirelessly
controlled, such as by a suitable remote control.
[0033] The toy system may be configured to apply audio and video
overlays to recorded video, such as automated "in camera effects"
or direct user visual inputs, including, but not limited to, car
crashes, weapon fire, night vision effects, caption balloons, and
other overlay graphics and/or sounds. The toy system captures up
close video action and applies automated "in camera effects" or
direct user visual inputs, such as those identified above. These
editing features, further referred to as assets 30, may include
visual overlays, as shown in FIGS. 1B-1F, audio overlays, or a
combination thereof. For example, a user may create a movie or
cartoon complete with voice over, automated, or "dubbed in" audible
sound effects.
[0034] Referring to FIGS. 1B-1F, some exemplary uses of the toy
system 10 are illustrated. As shown in FIG. 1B, a user 40 can
manipulate an action FIG. 18 to trigger a variety of animated
overlay playback effects 42. The effects can be triggered by
detected motion of the FIG. 18 and/or user actuation of buttons or
switches on the FIG. 18. As shown in FIG. 1C, the toy system 10 can
record for a period of time and obtain video 50. In one
implementation, the toy system 10 can record approximately 15 to 30
seconds of up close action. As shown in the image 60 in FIG. 1D,
the toy system 10 can be configured to capture night vision, in
which a character 62 can be seen. As shown in the image 70 in FIG.
1E, simulated weapons of the action FIG. 18 can appear to "come to
life" with attack action by overlays 72. As shown in the image 80
in FIG. 1F, playback of a recorded video can include animated
effects therewith, which may include various assets 30.
[0035] The toy system may include several different operational
modes, such as recording modes 28, that determine the type of
assets that are available during editing and/or recording. For
example, a user may actuate a sensor on the recording device to
indicate that the user wishes to begin a flight sequence. Editing
of the subsequent video clip will therefore trigger access to one
or more assets related to flying.
[0036] The assets may be recorded by a user at another time or
provided to a user in the form of an electronic library. The
libraries may be themed, such as to match a type of toy, a season
of the year, a location, or the recording mode 28 chosen by the
user when the video was recorded. The library may include
additional video clips from commercial movies or cartoons related
to toy 12 or 112 that may be incorporated into the video recorded
by the user. In some versions of the toy system, users have
complete access to all available libraries, such as through a menu
system. In other versions of the toy systems, users must earn
access to each library or a portion thereof. For example, the
recorded movie may be incorporated into a game in which players
earn points for use of the library assets. In such a system, a game
may require specific use of the assets. A rating system may assign
points to a user, such as based on the length of the assembled
video, the quantity of editing assets used, and the like. Points
may allow a user to purchase or win additional toy system features,
such as special editing assets.
[0037] A microphone may be available, either as part of the
recording device or playback module. Microphone input may be
recorded to add additional sound effects to an existing movie clip
or the library for future use. The microphone input may be altered
to imitate various voices.
[0038] Toys 12 and 112 may include instant gratification effects,
such as lights and sound that are activated during traditional play
with the toy. For example, various features of the toys may light
up in response to sensors, such as pressure sensors mounted in the
toys, or while recording devices 14 and 114 are activated.
[0039] Toys 12 and 112 may include sensors, such as switches, to
activate features that may trigger activation of assets 30. For
example, a user may activate a switch that indicates the toy is
firing a weapon. The resulting movie may include a video overlay
and suitable sound effects for a variety of weapons. Sensors may
also be activated by interaction with other devices. For example, a
user may have two or more toys that interact, such as by firing
weapons at each other. The toy with the recording device may
include a light or sound sensor that is activated upon receiving a
signal from the other toy to indicate the toy has been fired upon.
A corresponding movie overlay could then be added upon
playback.
[0040] Playback modules 16 and 116 may include various controllers.
For example, the playback module may include a directional pad
(D-pad) that includes a button for each direction in which a user
may move through various menu options or across a video screen.
Referring to FIG. 2A, playback module 116 includes a control
portion 136 that has buttons 138 and 140 that can be pressed by a
user as desired. In some versions, playback module 16 may be
provided in the form of a joystick 32, as shown in FIG. 4, which is
suitably configured to receive the recording device of FIG. 3. FIG.
10 illustrates another exemplary playback module 216 suitable to
receive the recording device 214 with camera 222 as illustrated in
FIGS. 5A-5B and 6. The recording device 214 can include a plug-in
type connection 215 that facilitates the electrical connection
between the recording device 214 and a playback module 216. As
shown, a connection 224, such as a wire or cable, can be used to
connect the playback module 216 to a visual display device 230,
such as a television. The playback module 216 includes a body 217
with handle portions 219A and 219B that can be gripped by a user.
Various controls and buttons can be provided on the body 217 to
allow a user to edit and view recorded video and visual images.
[0041] Referring to FIG. 11, another embodiment of a playback
module 250 is illustrated with a recording device 214 coupled
thereto. Referring to FIG. 12, another embodiment of a playback
module 260 is illustrated with a recording device 214 coupled
thereto. The playback module 260 includes a communication link 262,
such as a cable, that connects the playback module 260 to a visual
display device.
[0042] The video may be automatically uploaded to an editing and/or
viewing device, such as through a USB connection or wireless
transmission. A timeline may be shown on the bottom of the viewing
screen to assist in the editing process. Any combination of editing
controls may be provided as is suitable for the experience level or
age of a user.
[0043] In one configuration, the playback module may be configured
to connect to a computer. In such a configuration, a user may edit
the recording using the computer or transfer the created movies to
the computer, such as to email them to friends. Users may exchange
individual assets or entire libraries with one another.
[0044] The toy system may be fabricated from any suitable material,
or combination of materials, such as plastic, foamed plastic, wood,
cardboard, pressed paper, metal, or the like. A suitable material
may be selected to provide a desirable combination of weight,
strength, durability, cost, manufacturability, appearance, safety,
and the like.
[0045] In the exemplary version of toy system 10 shown in FIGS. 1A
and 3-12, the recording device may be mounted in or on a toy action
FIG. 18. A user may actuate a record feature and maneuver the toy,
such as by fighting with another toy. The toy 12 may be plugged
into a playback module 16 or 216 to connect the recording device to
a viewing device, such as a television. The user may then play the
video and view the movement of the action FIG. 18 as seen from the
point-of-view of the action FIG. 18. Audio and video features may
be added to the recorded movie, for example based on the
orientation of the action FIG. 18. For example, if the action FIG.
18 is knocked over then a video overlay may show the action FIG. 18
being punched or seeing stars.
[0046] In the exemplary version of toy system 110 shown in FIG. 2,
the recording device may be mounted in a toy vehicle 120. A user
actuates a record feature and maneuvers the toy 112, such as by
pushing the toy vehicle 120 down a ramp to jump over or collide
with various obstacles, such as a pet. The vehicle 120 may be
plugged into a playback module 116, such as in the form of a car
port, to connect the recording device to a viewing device, such as
a television. The user may then play the video and view the
movement of the toy vehicle 120 as seen through the vehicle's
windshield. Audio and video features may be added to the recorded
movie, such as based on the orientation or speed of the vehicle
120. For example, if the vehicle 120 overturns then a video overlay
may show the windshield cracking and an audio overlay may include
the sound of glass breaking. The speed of the vehicle 120, as
detected by an internal sensor, may affect the volume of audio
overlays of engine sounds.
[0047] In an exemplary toy system including an action FIG. 18
having a point-of-view action camera, the toy system 10 is
configured to provide instant viewing of created POV cartoons
complete with voice over, automated or "dubbed in" audible sound
effects. The action FIG. 18 may include a microphone, speakers,
LEDs, sensors, and a camera with a solid state built in memory and
playback controls.
[0048] As described above, a POV action camera provides a means or
way to create simple movies (mini-clips) and the ease of an
"instant gratification" of playback. An action figure, vehicle or
"attachable accessory" is outfitted with a solid state camera and
"memory" chip to provide the user with a POV experience as if the
user is "seeing all the action through the eyes of your toys."
These elements are combined with the ability to plug in and
playback on any device with audio/video input jacks or other type
of connection. This arrangement provides an alternative to play
with a computer and facilitates such play with a user
interface.
[0049] In one implementation, a user can take a vehicle outfitted
with the POV device, hit record, and push the vehicle over a ramp
into a stack of cups. The vehicle can tumble and come to a rest.
The user can subsequently take the vehicle and plug it into its car
port which is hooked up to a visual display device, such as a
television or TV, with a connection, such as audio and video jacks.
When the user presses a play button, the user can see the action as
it was viewed from the vehicle, such as through the windshield of
the vehicle. In one embodiment, the toy vehicle is configured to
recognize or sense that the vehicle is rolling and engine sounds
can be generated and heard. As the vehicle crashes through the
cups, a graphic video overlay, such as an overlay of a windshield
cracking, can be displayed. While the vehicle is tumbling, the toy
system can generate corresponding audible outputs, such as crashing
sounds. When the vehicle finally comes to rest, there could be more
playback graphics to simulate a crunched hood with steam coming out
of the front of the vehicle.
[0050] In some implementations, other features can be added to the
toy or toy system to provide the user with AV input control and to
allow the toy to interact with other external accessories. Some of
the features are described below.
[0051] One exemplary feature is that simple edit controls could be
used to try out and incorporate into a movie. A user can interact
with a control element, such as a D-pad, to call up menus of
graphic overlay effects or sound effects clips. After selecting an
effect, the user can press a play button on the current movie clip,
and "punch in" or insert real time the particular effect. In
addition, a sound detecting device, such as a microphone, could be
provided to pick up ambient sounds, real time voice over or
external "punched in" vocals and/or sound effects while editing a
mini-clip or video.
[0052] The toy system includes an electronic control system with
several sensors or switches that are configured to provide inputs
based on the play with the toy. In one implementation, a user can
activate the various sensors or switches to provide inputs. In
another implementation, the toy can "self activate" play back
effects based on what the toy detects. In this implementation, in
order to "self activate" play back effects, the toy incorporates
"detectors" to determine what the toy is doing. For example, the
detectors or sensors can be configured to determine many types of
play activities, including but not limited to, whether the toy
vehicle is rolling or moving, whether the action figure received a
punch from another figure, and whether a toy plane is taking an
aggressive turn or doing a loop. The toy could include switches
that are activated on the device while recording is occurring to
enhance play, such as lowering a targeting visor on an action
figure that would let you see an animated graphic overlay of a
heads up display in the playback of the video. If the user is
flying a plane and a switch is activated (such as a switch that is
associated with activating a toy's afterburners), a visual output
showing a fuel gauge going down on screen can be displayed during
playback.
[0053] In some embodiments, play could also be extended by the POV
action cam interacting with other external devices. For example, a
toy figure can be manipulated so that it is firing a laser at a toy
figure with the POV device (via a pin point LED or a white light
source). The POV device is configured to read or detect that light
is coming in and could produce the desired playback effect to
support that action taken upon it. In some embodiments, a speaker
and/or visual output devices, such as LEDs, could be built-in into
the POV action cam device to provide a user with some instant
gratification indication that there are enhanced effects occurring
for playback.
[0054] In one embodiment, the camera module may include some
primary features, including a camera with a minimum 30 fps refresh
rate, a solid state built in memory, an audio/video output source,
and playback controls (such as record, play, fast forward, rewind,
stop, and pause). A camera module may also include secondary
features, including real time AV edit controls (audio punch
in/audition or on-screen graphic punch in), a microphone for
external audio input, a piezo element, such as a piezoelectric
switch, that can be used as impact sensor, one or more sensors that
can provide multi-plane motion detection, infrared (IR) and or
light detection, a speaker, and/or LEDs.
[0055] In one implementation, an exemplary toy system includes an
action figure having a digital camera and a plug-n-play television
module to view recorded movie clips. The POV system allows a user
to see what an action figure sees when the user plays with the
figure. With the POV system, a user can make quick movies from the
action figure's point-of-view and add visual and/or audible
effects. A user can play with the action figure, plug the camera
into a TV module, edit the recorded material, and display the
result to others. A user can make funny videos and play cool
mini-games with the footage that is shot and recorded from the toy
figure's point-of-view. As shown in FIG. 3, the toy FIG. 18 can be
configured to resemble a Batman character with a POV camera mounted
on the toy figure's back.
[0056] In one embodiment, the camera can be mounted onto the back
of an action figure with a fitted backpack for that figure. The
camera is a basic imager, with a power supply and either an
embedded memory or a secure digital card memory solution. The
camera also has a standard lens and can be used as a regular
digital video camera if the user wishes.
[0057] In one embodiment, the TV or playback module contains all
the editing capabilities, logic, software, and other components and
elements needed to edit and play with the captured footage. The
playback module can be a plug-n-play device that is not used for
capturing the footage, and can be left by and/or coupled to a
visual display device, such as a TV, when capturing video with a
recording device. The camera, whether formed with or separate from
a vehicle or figure, can be plugged into the playback module to
upload the video for editing. In one embodiment, the playback
module is a joystick-like device to simplify the editing, and can
be used to play the mini-games. FIG. 4 illustrates a TV module
joystick with POV camera plugged in or connected thereto.
[0058] In one embodiment, the interface for the POV is configured
to be simple and intuitive for young children to use. The video
uploads on its own when the camera is plugged in to the playback
module, and editing can begin right after the camera is plugged in.
When editing the videos, the user sees a typical editing timeline
at the bottom of the screen. The timeline allows the user to place
and control all the different effects. The user can choose one of
the title screens to place at the beginning of their video. The
user can also add still overlays to their video, sound overlays,
and moving overlays. The user can choose the placement of the
effects and move them if desired by using the timeline. The
playback module can have a menu and buttons to allow the user to
scroll through effects menus with ease.
[0059] In one embodiment, there are three modes of real-time
effects that are available while capturing video: a fight mode, a
flight mode, and a vehicle mode. When the camera is in the fight
mode, the camera captures video with no overlay. When in the flight
mode, the recording unit captures video and instantly overlays
clouds and flying effects to simulate the figure flying through the
air. When in the vehicle mode, the unit will capture video and
overlay a cockpit scene to simulate that the video was captured
while a figure was driving the vehicle.
[0060] FIG. 13 illustrates a Batman FIG. 300 in cockpit 312 of Bat
Tank toy vehicle 310. After or during the recording of video
footage, a cockpit graphic similar to cockpit 312 can be overlaid
on the recorded footage to show the view of the Batman character
driving the vehicle 310 when footage was taken.
[0061] In one embodiment, some real time effects and mini-games can
occur when the video is played with in the free-sky mode. In the
free-sky mode, the user can use the joystick to shoot and perform
certain real time effects while watching a video. The user can also
choose to play one of three different mini-games on top of the
video that has been recorded as the video is played. In one
embodiment, in the free-sky mode, a few of the high scores, such as
three, for each mini-game is saved in memory for later
reference.
[0062] The toy system has a minimal loading time and as a result,
enables children to experience instant pay-off and return by being
able to watch their creation very quickly on a television. Children
will be able to store a limited amount of their creations in the
unit for later replays. In one implementation, children may use an
upgraded video card on their computer and connect the playback
module to their computer and capture the created video clips. The
created video clips can be saved and stored for distribution, such
as by emailing.
[0063] As previously discussed, a toy system may include video
editing capability. Accordingly, the toy system can be used as a
video comic creator for a character, and in particular, based on
the point of view of the character.
[0064] An exemplary user interface or on-screen flow outline is
described. After a user has captured video clips and the camera has
been connected to or plugged into a television or playback module,
the playback module can be connected to a visual display device,
such as a television, and powered.
[0065] An exemplary opening sequence that can be used with a toy
system is now described. At the start of this sequence, it is dusk
and a Batman figure starts running and jumps off a high skyscraper.
The figure then does a free dive, a cape pops out, and the figure
falls at a super fast rate of speed. The Batman figure starts to
level off into a dark alley and the screen slowly fades to black,
revealing the Batman logo. The Batman logo can morph or animate
into a POV system logo opening screen in an action-packed dramatic
way. The opening sequence ends at a POV main screen. In this
implementation, all shots or images are stop motion shots using the
Batman figure that is provided with the POV toy system. Various
structures, including a city landscape, a skyscraper roof, and an
alley set can be constructed for the creation of an opening
sequence.
[0066] In one embodiment, the main screen of the POV system is
where the play starts. Users can choose from three options at this
screen: (1) create video comic, (2) manage comics, and (3) assets.
The option choices are displayed on the screen and one can be
selected by a user by using a joystick (by moving it up or down)
and then pressing any of the buttons to provide an input. In the
background, behind the choices and on-screen details, a scene of a
Batman action figure jumping into the Batmobile and speeding away
can be viewed by users.
[0067] The particular mode of operation selected by a user will
depend on what a user would like to accomplish. For example, if a
user would like to create a video comic with new video footage that
has just been shot, or just play with the video footage in a free
play mode, then the user can select the "Create Video Comic"
option. If the user would like to view, edit, and/or delete video
comics that the user has already created and saved, or manage files
stored in the memory of the camera, then the user can choose the
"Manage Comics" option. If the user would like to view the asset
library/unlocked items, the Help section, or view the high scores
from the mini-games, then the user may choose the "Assets" option
at the main screen.
[0068] In one embodiment, at the Create Video Comic screen, users
are presented with two options. One option is "Create Video Comic"
and the other option is "Free Play." Users must choose one of the
options to continue play. In the background, behind the choices and
on-screen cache details, users will see another scene of a Batman
action figure jumping out of the Batmobile as it drifts to a stop,
and after Batman does a dramatic, acrobatic flip sequence towards
some enemies in the shadows, the screen fades to black.
[0069] After the user selects the "Create Video Comic" section from
the Create Video Comic screen, the user will be brought or directed
to a new page that shows icons representing the footage in the
camera's memory. The recorded video clips can be stored or archived
and arranged in any manner. In one implementation, each video clip
can be labeled by the mode in which it was shot (such as a Batman
mode, a Batwing mode, or a Batmobile mode) and the number in which
it is, if more than one video was taken in that mode. As a result,
users may see a list such as Batman.1, Batman.2, Batwing.1,
Batmobile.1, Batmobile.2, etc. In other embodiments, the names of
the stored files can vary.
[0070] Users can select the video they would like to use to create
their comics. Users can navigate through a list of video clips with
a D-pad or other manipulatable device, and use any button to select
the video with which to begin. If the video was shot in Batman
mode, then the video that is stored is just the raw video that was
recorded. If the video was shot in Batwing mode, then clouds and
flying atmosphere effects are already overlaid on the video so that
it looks as if the video was taken while flying. If the video was
shot in Batmobile mode, then a cockpit and windscreen effect is
overlaid on the video so that it looks as if the video was shot
from the perspective of a person or character driving the
Batmobile. Once users pick a clip, the play begins.
[0071] Creating a video comic with the video that was selected is
intuitive and begins with a title screen. After a video has been
selected to create a video comic, the next screen will ask the user
to pick a title image for their comic from a selection of video
comic covers shown on the screen. This title image is an image that
will be shown for a short period of time, such as three seconds, at
the beginning of the video comic that is being created. Users can
navigate and select picture with TV or playback module controls.
After a title screen is selected, the user can begin adding sounds,
images, and video overlays to the selected video.
[0072] When the video starts running, it begins with the three
seconds of title screen that was selected by the user. After the
title screen section, overlays, such as the visual overlays
described above, can be added. In one implementation, users can add
overlays with playback module controls. In one embodiment, on the
playback module is a D-pad and three overlay buttons. The overlay
buttons can be for: (1) a sound byte, (2) a still image, and (3) a
video image. An overlay can be added while the video is running by
pressing a corresponding sound, still, or video overlay button.
Once an overlay button is pressed, the catalog of those overlay
assets will be shown. Referring to FIG. 14, an exemplary view 400
of an image is illustrated. A user can select which asset the user
would like to use from their available library, and choose from
several different on-screen positions 420, 422, and 424 of the
overlay (see FIG. 14). When a positioning is selected, the overlay
is overlaid on the video at location.
[0073] While the video is running, there is a timeline bar 410
displayed at the bottom of the screen (see FIG. 14). As shown in
FIG. 14, a timeline bar can extend substantially the width of the
screen. The full timeline bar, from start 412 to end 414,
represents the length of the clip, and a bar or object 416 tracks
the current viewing point of the whole video. The timeline bar 410
is a visual representation of where the user or viewer is in the
video clip. The timeline 410 is also used for a visual
representation of where and what overlays have been added to the
video clip. In one implementation, the overlays can be shown on the
timeline as a colored box. The boxes representing the overlays can
be as long as the overlay is. Sound, still, and video overlays are
each represented by a different colored box on the timeline. In one
embodiment, the overlay boxes always remain in the same location
across the timeline, 1st, 2nd, or 3rd from the bottom. In other
embodiments, the locations of the overlay boxes can vary, such as
boxes 417, 418, 419 as shown in FIG. 14.
[0074] As the video plays, users can start adding overlays. After
an overlay is selected and added, the video will resume from the
beginning of the last overlay that has been selected. Users can
fill the entire timeline with overlays if desired. Sound overlays
and still overlays can be added in the same time zone or area
within the clip being created. In one embodiment, video overlays
have their own sound byte associated with them, so sounds may not
be layered with some video overlays. Users can rewind their video
to the beginning of the video and watch the video as it develops.
The users can add more overlays to their video after they
repeatedly watch the video, fine-tuning their creation. The users
can also use the timeline 410 to edit their video.
[0075] If a user has added an overlay to a video clip, and the user
would like to remove the overlay, or move the location of an
overlay, the user can press down on the D-pad and the user can edit
the comic on the timeline 410. Users can press an actuator or
button on the left or right to navigate in a corresponding
direction from overlay to overlay along the timeline 410. Users can
choose an overlay, and delete it, or move its position forward or
backwards along the timeline 410. In one embodiment, users can then
press up to return to the original video edit mode. Users can
rewind and view the changes they have made on the timeline 410, and
even add more overlays if they desire.
[0076] After the user is satisfied with the overlays and the way in
which the video comic appears, the user may click finish and obtain
a rating on the video comic from a simulated character, such as
Commissioner Gordon. In one embodiment, Commissioner Gordon gives a
rating to each video that is created. The rating can be based on
any type of factor or factors. In one implementation, the longer
the comic video is as well as the more assets that are used, the
higher the rating of the video clip will be. In one implementation,
the ratings can be used by a user to earn Gotham points. Gotham
points can be later used or redeemed in the Assets section to
acquire new assets to be used in editing this or other videos. The
higher the rating received by user, the more Gotham points are
earned by the user. Gotham points can be saved into the user's
Assets section after each new comic receives a rating.
[0077] In one implementation, for the first video comics created,
users will only have limited assets that the users can utilize with
the videos that have been recorded. For example, initially, users
may have only Bruce Wayne assets with which the users can add and
edit their video. Assets are defined as image, sound, and video
overlays that can be used to create comics and other visual
outputs. After the user has created some video comics that have
received ratings as described above, the user can go into the
Assets section and purchase or acquire new assets using the points
that have been received. In one embodiment, these new assets or
overlays may be related to adversaries, Batman, Bat equipment, and
special effects. Users can earn additional Gotham points to acquire
all assets. These purchased assets are saved in the user's library
(memory associated with the user's playback module), and will be
available for later use.
[0078] In one embodiment, there may be hidden or secret assets in
addition to those generally available to the users. For example,
there may be three secret assets that can be earned or achieved. In
one implementation, the secret assets can only be found after a
single video comic is made or created that uses every asset that is
then available, after all of the assets have all been purchased.
This achievement using the POV toy system results in the reward for
the user of three special assets that are available for later use
by the user. In one embodiment, the secret assets can be three
different sidekick assets, and after they have been earned, the
user will have the full library of overlays for use.
[0079] After the newly created video comic has been rated and
Gotham points earned, the user can save the created video comic for
later playback. Users can hit or select the menu button to return
to the main screen. However, first a prompt will appear and ask the
user if the user would like to save the created video comic. If a
user selects no, the created video comic will be deleted, and the
user will be directed back to the main menu. If a user selects yes,
the video comic is saved in the unit in a conventional memory unit,
and can be named in any manner. For example, the saved filed can be
named using the date it was created and the rating that it
received. The video comics can be accessed later through the Manage
Comics section.
[0080] If the toy system unit's memory is full when a user selects
the Create Video Comic section, a window prompt appears telling the
user that memory is full, and then the unit will directly go to the
Manage Comics section, where all video comics are stored. At this
point, the user can select the Edit Comics section, and then either
the "delete selected" option or the "delete all" option.
[0081] Once a video clip has been used to make a video comic that
gets saved into the Manage Comics section, the video clip is
automatically deleted from the camera. If the camera becomes full
when the user is filming or recording, the user must plug or
connect the camera to a playback module, go to the Manage Comics
section, and choose the Camera section. At this point, the user can
choose and delete movie clips directly from the memory of the
camera.
[0082] Now the "Free Path" option is described. This option is
chosen if a user wants to play with the recorded footage, rather
than create a carefully scripted video comic. Once the Free Play
option is selected, the user can select from a list that shows
icons representing the footage that is stored in the camera's
memory. The user can choose one of the stored clips with which to
play.
[0083] In one implementation, the user may be asked to choose three
different real time effects from a list of available effects. Some
effects may include, but are not limited to, Bat Bombs, explosions,
Batarangs, missiles, lasers, trapping nets, and shooting discs,
etc. Once three effects are chosen by the user, each of the
selected effects is assigned to one of the three buttons on the
playback module. As the video plays, users can hit or actuate the
buttons on the D-pad to launch effects in real time, effectively
shooting and exploding items in the video. Users can also use the
D-pad to move the effects around, or to shoot around the screen. In
other implementations, users may select any number of effects that
can subsequently be added to a video clip.
[0084] Now the "Mini-Game" mode of operation is described. Once all
the effects have been selected and utilized by the user, the user
will earn and open the Mini-Games section. Once the Mini-Game
section has been unlocked, it will always be accessible for the
user from the Free Play menu. In one embodiment, three different
mini-games may be played on top of captured footage. A user may
select the video clip that the user wants to play on top of, and
that footage will be looped as the mini-game is played. Once the
video clip has been selected, the user can then select one of the
games to play. The mini-games involve simple overlaid graphics
games. In the first game, for example, the Joker character can pop
out in one of six locations on screen, and users will have a short
time to highlight his location and fire at him. As the game
progresses, the Joker moves faster and is trickier and more
difficult to predict. The top three mini-game high scores from each
game, are saved and accessible for viewing in the Options menu.
[0085] Now the "Manage Comics" screen is described. At the Manage
Comics screen, users are presented with three options: (1) View
Comics, (2) Edit Comics, and (3) Camera. A user must select one of
the options to continue play. In the background, behind the choices
and on-screen details, users will see another scene of a Batman
action figure jumping into the Batwing, and the Batwing taking off
and blasting away out of the frame as it fades to black.
[0086] Now the "View Comics" section is described. A user may
choose the "View Comics" section when the user wants to watch or
show someone else a video comic that they created. A list of all of
the created and saved video comics appears and the user can pick
and watch one or more comics as many times as desired. The users
can also select any of the functionalities of play all, repeat, or
repeat all when controlling the playback of a recorded video.
[0087] Now the "Edit Comics" section is described. A user may
choose the "Edit Comics" section when the user wants to make
changes to a video comic the user has created, or to delete one or
more saved comics from memory. A user can choose a created and
saved comic from memory and the user can then either edit or delete
the clip. If a user chooses to delete a video, the selected video
comic will be removed from memory. If a user chooses "Edit Video
Comic," the user is presented with the chance to rework overlays
and the timeline, just as in the "Create Comic" mode. The user will
then be prompted to rewrite/save the newly edited video comic to
the unit's memory.
[0088] Now the "Camera" section is described. A user may choose the
"Camera" section if the user would like to manually delete video
clips and raw footage from the camera and in particular, the memory
of the camera. If a user needs the memory for new footage, or
simply does not want to keep the video that has been shot, the user
may access the "Camera" section to delete files from camera. A list
of video clips on the camera is displayed to the user or users, and
they can delete one or more files using delete selected, or delete
all functionalities.
[0089] Now the "Assets" section or screen is described. In one
embodiment, at the "Assets" screen, a user is presented with three
options: (1) Asset Library/Unlocked Items, (2) Help Section, and
(3) Mini-Game High Scores. The user must choose one of the three
options to continue play. In the background, behind the choices and
on-screen details, the user will see another scene of a Batman
action figure jumping out of the Batwing after it just landed, the
Batman figure quickly throws some Batarangs at the viewer as screen
fades to black.
[0090] First the Asset Library/Unlocked Items option is described.
The Asset Library displays all of the assets available to the user,
including but not limited to, the Bruce Wayne overlays, the
Adversary overlays, the Batman overlays, the special Sidekick
overlays, all of the real-time weapons from the Free Play mode, and
the three mini-games from the Free Play mode. The assets that the
user has not unlocked yet will be unavailable and will appear
shadowed out, but still visible. The Asset Library screen may also
be configured to show a bar graph representing units of Gotham
points available to the user to purchase any locked assets. A user
can navigate through the available assets and select particular
assets for purchase, with the proper amount of Gotham points.
Purchased assets can be shown in full color, while locked items
remain shadowed out until purchased. In other embodiments, other
indicators or visual indicia may be used to designate whether an
asset has been acquired and is accessible.
[0091] Next the "Help" section is described. The Help section is
where users go when they are confused about something in the
product or the user are having difficulty. The Help section
contains explanations as to how to perform different functions
using the toy system. For example, the Help section may contain
information on how to create and save video comics properly, how to
best edit and add overlays, and how to unlock unavailable assets.
In addition, there may be a "Shooting Tips" section for optimum
filming. The Shooting Tips section can provide users with tips on
how to minimize shaking when filming, how to use lighting better,
and how to set up a basic scene. In other embodiments, additional
tips and directions may be provided.
[0092] As previously mentioned, high scores for the mini-games of
the toy system may be stored. In one implementation, the top three
highest scores for each of the three mini-games can be viewed from
this section.
[0093] Referring to FIG. 15, an exemplary embodiment of a toy
system that can be used with the functionality as described above
is illustrated. In this embodiment, the toy system 500 includes a
recording device 510 and a toy 530. The toy 530 and the recording
device 510 can be integrally formed or separately formed and
coupled together. As described above, toy 530 can have any form or
configuration (action figure, vehicle, etc.). The toy 530 can have
output devices 532, such as a speaker or LEDs, and input devices
534, such as contact switches and internal or motion sensors. The
input devices 534 can be manipulated by a user or automatically
sensing changes in play.
[0094] In this embodiment, the recording device 510 can include a
controller or processor and software operating thereon. The device
510 includes a power source 518, such as batteries or other cells,
a memory unit 520, which can be removable or integral, and an
output generating system 522. The output generating system 522 may
include visual output devices and/or audible output devices. The
recording device 510 can include an audible recording device 514,
such as a microphone, and a visual recording device 516, such a
camera, that captures single or still shots and continuous shots.
The recording device 510 includes a communication port 524 that is
configured to allow the recording device 510 to communicate with
the playback module 540. In one embodiment, the toy 530 is
configured so that the input devices 534 are located within the toy
530. In an alternative embodiment, the input devices 534 may be
contained within or coupled to the recording device 510, which is
also coupled to the toy 530.
[0095] In this embodiment, the playback module 540 can include a
controller 542 with a memory unit 550 and a power source 552. The
playback module 540 includes controls or actuators 546, such as
buttons or switches, that can be manipulated by a user to control
the operations of the playback module 540. The module 540 can
include a communication port 544 that is configured to communicate,
either wirelessly or in connection with, the communication port 524
of the recording device 510. The playback module 540 also includes
a communication link 548, which can be a cable, a wireless, or
other type of connection, that is configured for communication with
a communication link 562 of a visual display device 560, such as a
television. Thus, a user can play with the toy 530, record audio
and/or visual events with the recording device 510, couple the
recording device 540 to the playback module 540 to edit the
recorded content and to play the content on the visual display
device 560.
[0096] While the invention has been shown and described in detail
and with reference to the foregoing operational principles and
embodiments, it will be apparent to one skilled in the art that
various changes and modifications can be made therein without
departing from the spirit and scope of the invention. Thus, it is
intended that the present invention covers the modifications and
variations of this invention provided they come within the scope of
the appended claims and their equivalents.
* * * * *