U.S. patent application number 14/541438 was filed with the patent office on 2015-05-21 for system, method, device and applications to connect devices and people over a hybrid social network.
The applicant listed for this patent is Minio Technologies Pvt. Ltd.. Invention is credited to Amit Deshpande, Sandip Maiti.
Application Number | 20150140896 14/541438 |
Document ID | / |
Family ID | 53173761 |
Filed Date | 2015-05-21 |
United States Patent
Application |
20150140896 |
Kind Code |
A1 |
Maiti; Sandip ; et
al. |
May 21, 2015 |
SYSTEM, METHOD, DEVICE AND APPLICATIONS TO CONNECT DEVICES AND
PEOPLE OVER A HYBRID SOCIAL NETWORK
Abstract
A system and method enabling users to connect toys with other
users and their toys over a network, said system comprising: at
least one toy connected to a social network; said social network
having profiles of said toys and said users respectively; a
web-server having a web-services module and a database connected to
said social network, said toys and said users; an update server
connected to said social network, said toys and said users; and a
messaging server connected to said social network, said toys and
said users.
Inventors: |
Maiti; Sandip; (Navi Mumbai,
IN) ; Deshpande; Amit; (Thane, IN) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Minio Technologies Pvt. Ltd. |
Navi Mumbai |
|
IN |
|
|
Family ID: |
53173761 |
Appl. No.: |
14/541438 |
Filed: |
November 14, 2014 |
Current U.S.
Class: |
446/484 |
Current CPC
Class: |
A63H 3/28 20130101; A63H
33/26 20130101; A63H 2200/00 20130101; A63H 30/04 20130101 |
Class at
Publication: |
446/484 |
International
Class: |
A63H 33/26 20060101
A63H033/26; A63H 11/00 20060101 A63H011/00 |
Foreign Application Data
Date |
Code |
Application Number |
Nov 15, 2013 |
IN |
3590/MUM/2013 |
Claims
1. A system enabling users to connect toys with other users and
their toys over a network, said system comprising: at least one toy
connected to a social network; said social network having profiles
of said toys and said users respectively; a web-server having a
web-services module and a database connected to said social
network, said toys and said users; an update server connected to
said social network, said toys and said users; and a messaging
server connected to said social network, said toys and said
users.
2. The system according to claim 1, wherein said network includes
wired connections and wireless connections.
3. The system according to claim 2, wherein said wired connections
include USB cable connection, and/or wired LAN connection, and
wherein said wireless connections include RF, and/or RFID/Light
sensor connectivity.
4. The system according to claim 1, wherein said toys are
identified on said social network by a unique ID and have a social
network profile which represents its visual
embodiment/avatar/presence/status/emotional state on said social
network.
5. The system according to claim 1, wherein said toys comprise an
electronic board including an operating system/firmware having
custom applications.
6. A method enabling users to connect and create relationships with
toys, with other users and their toys over a network, said method
comprising the steps of: initiating a friend request to connect a
user having at least one toy with another user having at least one
toy in a social network comprising plurality of profiles of toys
and users; establishing a connection between said users upon
acceptance of the friend request; allowing said users to interact
with, send instructions and have access to said connected toys.
7. The method according to claim 6, wherein said connection is
carried out and a relationship created by a social network
relationship manager.
8. The method according to claim 6, wherein said connection is
stored in a database.
9. A system enabling users to interact, set
commands/instructions/configure and update content/logic of toys,
said system comprising: at least one input device having an input
reader configured to send a user's instructions to a toy or to
another user's toy over a network; at least one output device
having an output writer configured to cause a response in said
toys; a networking and messaging module configured to send/receive
instructions and data from a messaging server and updates server; a
logic updater module, a content updater module and response logic
module each configured to send/receive/retrieve instructions from
said networking and messaging module.
10. The system according to claim 9, wherein said input reader is
configured to send instructions/commands to said response logic
module and in turn to said Networking and Messaging Module.
11. The system according to claim 9, wherein said logic updater
module is configured to store instructions in a
database/storage.
12. The system according to claim 9, wherein said content updater
module is configured to store commands/instructions and data in a
database server being able to auto update contents/logic from said
updates server.
13. The system according to claim 9, wherein said response logic
module is configured to send/receive/retrieve commands/instructions
from said database/storage and/or said networking and messaging
module.
14. The system according to claim 10, wherein an emotional and
social logic module is configured to store/retrieve
commands/instructions and data from said database said
database/storage and said response logic module.
15. The system according to claim 10, wherein said output device is
configured to retrieve instructions from said response logic
module, said emotional and social logic module and said database
manifesting a response in said toys.
16. A method to alter a toy's behavior/emotional state through
electronic/input sensors and interaction history of a toy with
users and other toys in a social network, the method comprising the
steps of: decoding a message/instructions/commands received from a
response logic module, whether said message/instructions/commands
is a message for said social network or a instructions/commands for
said toy; sending instructions through a response logic module to
an output device if message is found to be a command for said toy;
analyzing said users' interaction history and emotional state of
said toy by an emotional and social logic module. generating and
sending message/data to all connected users on said social network
by/through a messaging server. expressing emotional state through
activation of electronic components and displaying/playing
different media content such as messages, images, videos, sound
clips etc.
17. The method according to claim 16, wherein the emotional
state/behavior of said toy is capable of being altered by sending
instructions to the response logic module by an input device.
18. The method according to claim 16, wherein the emotional
state/behavior of said toy is capable of being altered by sending
instructions to said messaging server and in turn to said network
and messaging module.
19. The method according to claim 16, wherein said toy is
configured to send instructions/messages/data to said users, said
other toys and upload content on said social network via said
networking and messaging module.
Description
CROSS-REFERENCE TO THE RELATED APPLICATION
[0001] This application claims priority from Indian Patent
Application No. 3590/MUM/2013 dated Nov. 15, 2013, the entire
disclosure of which is incorporated herein by reference.
FIELD OF THE INVENTION
[0002] The present invention relates to a system and method to
connect devices and people/users, over the internet, creating a
hybrid social network. More particularly, the present invention
relates to a system, method, device and applications to connect
devices over a hybrid social network enabling the said devices to
intelligently interact with each other and with the
people/users.
BACKGROUND OF THE INVENTION
[0003] Social networks allow users to identify and communicate with
each other via home computers, either socially such as through
Facebook, MySpace or professionally such as through LinkedIn.
[0004] Devices controlled by remote, mobile apps/tablets and
devices posting data to existing social networks used by adults
have long existed. With the advent of Internet enabled computer IO
boards, wireless communications and social networking the
possibilities of toys entertaining kids/adults have arisen. The
invention introduces a new way of entertaining users using a
physical toy and a social network on the Internet.
[0005] The present invention, unlike the disclosure in the prior
art, puts devices such as, but not limited to, toys, tablet
computers, home automation systems including Lights, Television
etc. On a network of users such as children or adults and
integrates the real world with the virtual on a social network.
[0006] The ability to interact via physical devices such as
sending/receiving personal messages via devices and the ability to
create/download a custom logic application for interaction between
devices (locally or remotely) on the network, are some of the new
and unusual features of the instant invention. For example, in a
social network created by/for the users such as children, the
ability of the present invention to send/receive personal messages
via toys/devices, ability to send/receive `pats` to and by the
toys/devices remotely, resulting in automatically generated
emotional states are but a few distinguishing features of the
present invention.
[0007] The present invention enabling devices, not being limited
to, such as toys, tablet computers, home automation systems
including Lights, Television etc. to be part of a social network
and ability for any user to create/download logic linking
Input/Output status from multiple devices is the unique aspect of
the present invention.
SUMMARY OF THE INVENTION
[0008] The present invention relates to system and methods for
connecting users and Toys/devices over a Social Network and
enabling their interaction.
[0009] The present invention also relates to a Social Network for
Toys/devices that enables children and adults to connect for
example, smart toys with their friend's toys over a network such as
the Internet, allowing them to send and receive images, audio and
video messages, live streams via toys, and download logic
applications and content that let the toys intelligently interact
with each other and alters the toys behaviors of interaction and
responses. Children and adults can create logic applications, which
can be downloaded to the toys/devices to alter their behavior and
responses.
[0010] The invention involves a social network in which
toys/devices with Internet enabled electronic boards and
adults/children are members and can interact with each other on a
social network.
[0011] Accordingly, one aspect of the invention relates to a system
enabling users to connect toys with other users and their toys over
a network said system, comprising at least one toy connected to a
social network; said social network having profiles of said toys
and said users respectively; a web-server having a web-services
module and a database connected to said social network said toys
and said users; an update server connected to said social network
said toys and said users; and a messaging server connected to said
social network, said toys and said users.
[0012] The toys of the invention are identified on said social
network by a unique ID and have a social network profile, which
represents its visual embodiment/avatar/presence/status/emotional
state on said social network.
[0013] Another aspect of the invention relates to a system enabling
users to interact, set commands/instructions/configure and update
content/logic of toys said system comprising of at least one input
device having an input reader configured to send a user's
instructions to a toy or to another user's toy over a network; at
least one output device having an output writer configured to cause
a response in said toys; a networking and messaging module
configured to send/receive instructions and data from a messaging
server and updates server; a logic updater module, a content
updater module and response logic module each configured to
send/receive/retrieve instructions from said networking and
messaging module. The system, wherein said content updater module
is configured to store commands/instructions and data in a database
server being able to auto update contents/logic from said updates
server.
[0014] The content updater module is configured to store
commands/instructions and data in a database server being able to
auto update contents/logic from said updates server. The said
response logic module is configured to send/receive/retrieve
commands/instructions from said database/storage and/or said
networking and messaging module. Further, the emotional and social
logic module is configured to store/retrieve commands/instructions
and data from said database said database/storage and said response
logic module. The output devices are configured to retrieve
instructions from said response logic module, said emotional and
social logic module and said database manifesting a response in
said toys.
[0015] Another aspect of the invention relates to a method enabling
users to connect and create relationships with toys, with other
users and their toys over a network, said method comprising the
steps of initiating a friend request to connect a user having at
least one toy with another user having at least one toy in a social
network comprising plurality of profiles of toys and users;
establishing a connection between said users upon acceptance of the
friend request; allowing the said users to interact with, send
instructions and have access to said connected toys.
[0016] Another aspect of the invention relates to a method to alter
a toy's behavior/emotional state through electronic/input sensors
and interaction history of a toy with users and other toys in a
social network, the method comprising the steps of: decoding a
message/instructions/commands received from a response logic
module, whether the said message/instructions/commands is a message
for said social network or a instructions/commands for said toy;
sending instructions through a response logic module to an output
device if message is found to be a command for said toy; analyzing
said users' interaction history and emotional state of said toy by
an emotional and social logic module; generating and sending
message/data to all connected users on said social network
by/through a messaging server; expressing emotional state through
activation of electronic components and displaying/playing
different media content such as messages, images, videos, sound
clips etc.
[0017] The emotional state/behavior of toys is capable of being
altered by sending instructions to the response logic module by an
input device. The response logic module is connected to the
networking and messaging module which in turn is connected to the
social network. Further, the emotional state/behavior of toys is
capable of being altered by sending instructions to said messaging
server and in turn to said network and messaging module. The toys
are also configured to send instructions/messages/data to users,
other toys and upload content on social network via said networking
and messaging module.
[0018] The Smart Toy/device of the invention is configured to use a
combination of electronic hardware, software, applications and the
Internet to provide a novel way of entertainment for
children/adults.
[0019] The Smart Toy/device of the invention allows a child/adult
to connect his toys/device on a Social Network and have fun
interacting with friends and their toys/devices. The Smart
Toys/devices are a part of the child's extended Social Network.
[0020] In one embodiment the Smart Toy/device is configured with an
electronic I/O board. Each type of toy/device has unique input
sensors and output devices, depending on its creative
configuration. The electronic board of the invention is configured
with an operating system and/or firmware to read write I/O devices.
Electronic boards are internet enabled with embedded modules or via
supplementary circuits. The electronic boards can also be
Bluetooth, RFID, or the like enabled. Batteries or AC to DC
Adapters or the like used to power the electronic board.
[0021] The Social network is hosted on a server or a network of
servers accessible over the internet. The Messaging Server is
hosted on a server/network of servers accessible over the
internet.
[0022] In one embodiment the electronic board is internet enabled
and is configured to communicate with servers on the Internet.
Communication is carried out by the communication login in the
proprietary application on the electronic board viz., via Network
Sockets.
[0023] In another embodiment the electronic board, not being
limited to, is Bluetooth/RFID/Light sensor or the like enabled and
communicates with other toys with electronic boards in nearby
physical location using Bluetooth/RFID/Light sensors.
[0024] In another embodiment the electronic board is configured to
communicate, not being limited to, via Internet/Bluetooth/RFID or
the like with a server on the local area network (LAN).
[0025] The users and toys/devices connect with each other as
friends on a Social Network and exchange messages with each
other.
[0026] The user or a toy/device can also initiate play with the
toy/device by sending it a message in any content format as
provided by the Social Network.
[0027] The application embedded in the electronic board has logic
implementation application to interpret the messages sent by the
users and send a response back to the user via the messaging
communications layer of the toy application. This response is
visible to the user on the Social Network as a message.
[0028] In one embodiment, the I/O status of the toy/device is
interpreted by the I/O logic implementation application on the toy
and in combination with the logic application it creates/changes
emotions on the toy. The emotions of a toy are modeled and
maintained by the emotion and social logic module which is a part
of the custom application on the toy. Different emotions are stored
for each of the toys friends which include users and other toys.
These emotions can be broadcasted to the toys friends on the Social
Network. The emotional state also alters the toys avatar on the
Social Network when viewed by toys friends on the social network.
Users can interact based on the status/emotional state of the Toy
or respond to a message sent by the Toy by sending it back a
message.
[0029] In one embodiment, the messages sent by the users from the
Social Network are capable of executing electro-mechanical, audio,
and application activations on the toy/device that can alter the
emotional (maintained through logic application on the toy) and
physical state of the toy/device through output devices.
[0030] In one embodiment, the users who are friends with the
toy/device on the Social Network can read/write the toys Input
Output device status and use a mobile/tablet application to create
application logic that enable fun interactions. This application
logic can be downloaded onto the toy application to change toy
responses.
[0031] In one embodiment the toys/devices are configured to receive
commands from the server to update their content and logic. The
Content and Logic updater modules on the toy/device application
carry out the commands and are responsible for the downloading and
swapping of content and logic.
[0032] In one embodiment, the toy/device is embedded with
electronic components such as a global positioning system (GPS)
chip or cellular/wireless triangulation hardware that make the toy
"location aware" and allow a user or other individual to determine
and monitor the location of the toy.
[0033] When a toy is in the vicinity of another similar toy or
other device, and depending on the toys' respective personal
settings, the toys begin to communicate information back and forth
with each other. Depending on the specific profile settings, the
toys can flash a sequence of lights, vibrate, exchange data
wirelessly, talk audibly, etc., or some combination or
sub-combination of these. The toys, depending on the particular
embodiment, are also capable to introduce themselves to each other.
For example, one toy might say to another, "Hello, my name is Tom.
Would you like to be my friend?"
[0034] Places of business and other points of interest can
broadcast (e.g. over a Wi-Fi, Bluetooth, Cellular, Satellite or
Radio network) data for reception by the toys/devices that can mark
that the toy/device has been in that particular geographic location
before and/or transmit data/offers about their location to the toy.
As an example, if the toy/device has been there before, the local
network system may transmit a "Welcome back, Tom" message to the
toy/device.
BRIEF DESCRIPTION OF THE DRAWINGS
[0035] FIG. 1 is a block diagram of an illustrative embodiment
depicting how a physical toy becomes part of the social network and
has virtual presence on the social network according to the present
invention;
[0036] FIG. 2 is a block diagram illustrating a workflow for a
friend request between two users who own toys, on the social
network according to the present invention;
[0037] FIG. 3 is a block diagram of the logical structure of the
toy application modules according to the present invention;
[0038] FIG. 4 is a block diagram illustrating a workflow of
uploading user created logic on toys to alter their behavior logic
and output states according to the present invention;
[0039] FIG. 5 is a block diagram illustrating a workflow of how a
users' action on the social network creates a response from the toy
according to the present invention;
[0040] FIG. 6 is a block diagram illustrating a workflow of how
logic on the toy changes its emotional state and the corresponding
visual status of its Avatar on the Social Network according to the
present invention.
[0041] FIG. 7 illustrates a conceptual schematic of toys social
network according to the present invention.
[0042] FIG. 8 is a logical diagram of the components of the Social
Network Server of the present invention;
[0043] FIG. 9 is a concept drawing of the modules of the mobile
application used in the present invention.
[0044] Embodiments of the present disclosure and their advantages
are best understood by referring to the detailed description that
follows. It should be appreciated that like reference numerals are
used to identify like elements illustrated in one or more of the
figures, wherein showings therein are for purposes of illustrating
embodiments of the present disclosure and not for purposes of
limiting the same.
DETAILED DESCRIPTION OF THE INVENTION
[0045] In the following description and in various illustrative
embodiments of the invention:
[0046] The terms "user" or "users" used herein unless specified
otherwise will mean a human adult or child.
[0047] The terms "toy" or "device" used herein unless specified
otherwise will mean a Smart Toy or Smart device respectively with
an electronic board running a firmware or an Operating System with
custom application and having, not being limited to, Internet
connectivity and/or having Bluetooth, RFID/Light sensor
connectivity or the like.
[0048] A message unless specified otherwise refers to a content
delivered over the Internet/Local Area Network (LAN) from a Toy to
a user and vice versa, and also exchanged between toys. A
message/content can have formats of text, image, audio and video,
live feeds, instructions or a combination thereof.
[0049] The terms "toy" or "toys" represented by numeral 400, 400a
in drawings include reference to any and all number of toys within
a social network.
[0050] The terms "user" or "users" represented by numeral 500, 500a
in drawings include reference to any and all number of users within
a social network.
[0051] Referring now to the drawings, FIG. 1 is a block diagram
depicting an illustrative method to connect a toy 400 to the social
network 100 and have a virtual presence on the social network by
means of a toy social network profile 101. As illustrated, a user
500 is prompted to configure a toy 400, connect it to social
network 100 via the Internet/network. The toy 400 is identified on
the social network 100 by toy profile 101 with a unique ID, and it
connects with other users 500a and toys profiles 105 on the social
network 100 as a friend on their social graph. The toy 400 has a
social network profile 101, which represents its "presence" on the
social network 100. The physical toy 400 is configured with an
application 601 which connects the toy 400 to a messaging server
300. The messaging server 300 acts as a bridge with the social
network 100 and delivers messages to and fro. The messaging server
300 is configured to communicate with the Social Network 100 via a
web-services module 200. However, the users 500 do not control or
update any content on toy social network profile 101. The toys
profile 101 is updated with status messages and activity messages
autonomously by application 601 on the physical toy 400.
[0052] The physical toy 400 can also communicate with one or more
devices e.g., servers or other remote systems, tablet computers,
desktop computers, laptop computers, notebooks, smart phones or the
like over various communication links. For instance, a device can
have wired connection to one or more toys 400 (e.g., USB cable), or
a device viz., mobile networked device can have wireless
connections (e.g., Bluetooth or Wi-Fi) to the one or more toys 400.
The toys 400 can also communicate with a device via multiple
connections, such as via a network e.g. the Internet and
wireless/wired connections. The illustrated connections are
illustrative only and should not be taken as limiting. Rather a
wide variety of connections can be used.
[0053] Referring now to FIG. 2 the workflow of creating a
friendship relationship between users 500, 500a with user profiles
102,104 and their toys 400, 400a with toy profiles 101,103,105 is
illustrated. A connection between two user profiles 102, 104 and
their toys' profiles 101,103,105 is a multiple relationship
micro-network 111. Two users A 500 with profile 102 and B 500a with
profile 104 own a number of physical toys 400, 400a and are friends
with the toys' profiles 101,103,105 via the social network 100. By
accepting user A 500 with profile 102 as a friend on the social
network 100, user B 500a with profile 104 gives user A 500 with
profile 102, access to the toy profile 105 he owns (user B 500a
with profile 104). The friend request acceptance process is an
action carried out physically by the user 500 by clicking a
button/link on a webpage. Toys 400 being devices cannot carry this
action out physically so implicit connections are created by a
Social Network Relationship Manager 175, on behalf of the toys 400,
connecting the toy profile 105 to the user A 500 with profile 102.
As user A 500 with profile 102 owns toys 400 with profiles 101,103,
user B 500a with profile 104 is also connected to the user A's toys
400 with profiles 101,103 by the Social Network Relationship
Manager 175. This creates an N-N relationship between all entities
involved and is a micro-network 111 within the larger social
network 100. The social network manager 175 uses various methods
such as, not being limited to, a graph data structure to create
such relationships. The relationships are stored in a database 176.
The social network 100 comprises many such micro-networks 111,
representing relationship between sets of users 500, 500a, their
profiles 102,104 and their toys profiles 101,103,105. These
micro-networks 111 are necessary so that the toys 400, can
autonomously communicate with its friends' profiles 102,104 and
their toys' profiles 101,103,105.
[0054] The network 100,111 may be coupled to one or more social
networking host computing devices 150 enabling toys 400, 400a and
their profiles 101, 103, 105 are social profiles of the toys, logic
to communicate will exist within the social network based on an
event raised by toys 400 or an action by the users 500 to
communicate with social media systems, for example Twitter,
Facebook, LinkedIn or the like. Data about the toys 400, 400a and
their profiles 101, 103, 105 (e.g., communications from toys) can
be published and shared via the social media systems.
[0055] FIG. 3 is a block diagram detailing the application modules
configured on the toy 400. The toy 400 as described earlier has an
electronic board 600 with an operating system/firmware 651 and
capable of executing custom application 601. The custom application
601 has a network and messaging module 602 to connect through
network sockets on the Internet/Local Area Network or communicate
via Bluetooth/RFID depending on the toy 400 configuration.
[0056] As illustrated in FIG. 3, the response logic module 605 is
configured to store the instructions/ application logic on how to
interpret and respond to a message. The toy's custom application
601 has features to update its content and behavioral logic when
triggered by certain types of messages for example, on the day of
Christmas greet the user with a Happy Christmas audio message;
message will have a link to download the Christmas greeting audio
clip. Toy will play it on Christmas. Another example include, when
the toy is sad show a new image on its display, message will have a
link to download the new image. When the toy is sad (emotional
state) it displays the newly downloaded image on its screen (LCD).
Users 500, as well as the update server 800 can send messages to
the toys 400. The update server 800 is configured to send commands
embedded in messages. The update server 800 can also send a content
update message containing the commands and links to update the
content on the toy 400. The content updater module 603 and logic
updater module 604 decode commands from the messages sent.
[0057] The content updater module 603 is configured to communicate
with the update server 800, and content is downloaded via the
internet, and stored locally on the toy 400. The content can be in
the form of images, text or video or a combination thereof. The
content updater module 603 stores the content in the local database
609 on the toy and is configured to reinitialize the content
settings, so that the output writer 608 could reflect the refreshed
content.
[0058] Similar to the content updater module 603, the logic updater
module 604 is configured to decode commands to download new logic.
The response logic module 605 loads a part of its instructions from
a database/storage 610. The logic updater module 604 is configured
to download the new instruction set from the update server 800 and
write/store them to the database 610. The logic updater module 604
is configured to reinitialize the response logic module 605 to load
the new instructions, so that the input reader 607 could reflect
the refreshed instructions. These instructions are responsible to
cause change in response behavior of the toy 400.
[0059] FIG. 4 is a block diagram with flow indicating the method by
which a user 500 can create a custom logic and upload that to the
toy 400. The user 500 can download an accompanying mobile
application 900 for a mobile device or a tablet. The application
900 is configured to have a user-friendly interface to create a
custom logic of conditions and actions, to alter the behavior of
the toy 400. The conditions include status of the input devices
607n of the toy 400.
[0060] The toys 400 of the invention have unique input devices 607n
and output devices 608n, depending on its creative configuration.
Input devices 607n support sensors such as Peizo, Proximity,
Photoelectric, Temperature, Audio, Camera, Light sensors, buttons,
touch pads etc. and output devices 608n support audio speakers,
display screens, Motor-Actuators, Relay-switch, LEDs etc. These
Sensor and Actuators values and states are explicitly addressable
by friends using the mobile application.
[0061] The conditions can also include status reflecting the
emotional state or activities of the toys 400 or their friends. The
actions also involve writing to output devices 608n, changing
emotional state of the toy 400 or responding with a message to the
toys friends.
[0062] In one embodiment the internet is used as a medium to relay
the message to the toy 400. In this scenario, the logic is created
on the mobile application 900 using a friendly user interface. It
is then uploaded to a database 203, on the server via web services
module 200. Instructions to extract this logic are encoded in a
message. This message is targeted at the logic updater module 604
and sent to the messaging server 300. The flow of messages from the
messaging server 300 to the logic updater module 604 and the
process by which the logic updater module 604 updates the logic in
the toy 400, has already been described above.
[0063] In another embodiment RFID/Bluetooth can be used by the
mobile application 900 to update the logic on the toy 400. It is
assumed that the mobile app 400 is in the required distance range
for the mentioned protocols for its activation. The logic is sent
encoded in message to the toy 400 via the network and messaging
module 602. The process of updating the logic remains same as
already described above.
[0064] FIG. 5 illustrates a workflow diagram of how a users' action
on the social network causes a response in the toy 400. The
responses could be as follows: [0065] Message for Social Network
612--The toy sends a message back to the user on the social network
[0066] Write to Output 613--The toy 400 carries out an
electronic/electro-mechanical action on one/multiple output devices
attached to it via the output writer 608
[0067] The response logic module 605 is configured to interpret the
command embedded in the message to generate a suitable action. If a
reply message is to be sent back to the Social Network 100, a
response is generated. The sender's profile 101, 102 interaction
history with the toy 400 and the current emotional state of the toy
400 may influence this generated message. This response is then
delivered to the social network 100 via the network and messaging
module 602.
[0068] Some messages interpreted by the response logic module 605
generate an output write response. The response logic module 605
sends these responses to the Output writer 608, which writes them
to the target device changing the output state of the toy 400.
[0069] The messages are also sent to the Emotion and Social logic
module 606. This module alters the emotional state of the toy 400.
A change in an emotional state of a toy 400 may give rise to an
output write response 613 changing the output device 608n
status.
[0070] FIG. 6 illustrates a workflow diagram that depicts how input
device 607n readings changes on the toy 400 changes its emotional
state and how it is updated on the toy profile 101 on the social
network 100.
Part 1
[0071] The input devices 607n on a toy relay change in status of
I/O states (or the lack of them) to the input reader 607.
[0072] These readings are sent to the response logic module 605,
which can trigger the following functions. [0073] Send a message to
the social network 100, further process described earlier in FIG. 5
(612) [0074] Alter the current emotional state of the toy 400 and
reflect that on the social network profile of the toy 101 [0075]
Change in emotional state may send out a new message 617 to the
social network 100. The message sending process described earlier
in FIG. 5
[0076] Thus, the input reader 607 is configured to send
instructions/commands to said response logic module 605 and in turn
to said Networking and Messaging Module 602.
Part 2
[0077] When an emotion status change message is received by the
social network 100 it broadcasts it to all the toys' friends 115.
If the recipients are toys 400, the message may generate a response
in them (A message or an output state change or change in
emotion).
Part 3
[0078] When a user 500 accesses a toy profile 101, the social
network 100 fetches the last emotion update received. The web
server 201 scripts compose the avatar/visual representation of the
toy by rendering the images corresponding to the last emotion
status update 116 received.
[0079] FIG. 7 illustrates the conceptual schematic of toys social
network of the present invention. As shown, toy 400 with profile
101 is self-configurable and registered as a toy attached to any
one particular child (user 500) with profile 102 on a network 100.
The toy is accessible by a companion mobile application 900 on any
hand-held computing device (like tablet, computer, smart-phone),
and using this the child 500 can interact with his friends (other
users) 500a and their toys 400a. A child (user 500) can send invite
to his other friends (other users 500a) to join the network 100.
Other friends 500a can accept the invite on the mobile application
900, and once on the network 100 can view all friends along with
their registered toys 400, 400a. They are now able to message each
other via their registered toys, and perform a host of other
actions detailed below.
[0080] As detailed above, the toys 400 of the invention are powered
by an electronics board 600 and communicate over a Wi-Fi network,
via the Internet. Once attached to the social network 100, each toy
has a unique ID (alias) that identifies the owner (registered user
500 on network), and the type of toy 400.
[0081] Friends can read/write toys 400 I/O status and using mobile
application 900 able to create and download application logic that
enable fun interactions. The mobile application 900 allows the
child (owner) to create logical functions using his friends toy
status.
[0082] The toys are also capable of receiving virtual inputs like a
"pat" from friends, and transmitting virtual states like "emotional
status" on the network. The local logic applications layer computes
emotional states depending on interactions status of the toy with
its owner and his group of friends.
[0083] FIG. 8 illustrates the logical structure of the Social
Network Server 100. This is a logical structure and the components
can reside on the same server, a network of servers or the
component hosting can be distributed on the internet cloud. The Web
Server 201 is the touch-point for all users via the browser. The
Toys communicate with the Social Network 100 via the Messaging
Server 300 and exchange data via Web services module. The mobile
application communicates with the Social Network via Web-services
module 200 and the Messaging Server 300. The Updates server 800
sends logic and content update instructions via the messaging
server 300 to the toys.
[0084] FIG. 9 details the components of the mobile application 900.
The GUI (Graphical User Interface) 901 and I/O handler and App
logic 902 are standard components needed by a mobile application
built on the mobile application framework. The user will be able to
interact with the toy and his friends via the GUI on the mobile
app. The User Application Builder module 903 will help the user
customize the toy by altering its behavior. It 903 will have custom
logic to generate instructions that will alter the behavior/output
of the toy based on I/O states of other toys or other conditions
specified by the user. The Networking module 908 uses the host
operating system modules to communicate over Internet or Bluetooth,
NFC, RFID technologies depending on the situation. The networking
module will choose the technology best suited for the situation for
communication. The Social Network service client 906 and the
messaging server client 907 will communicate with the Messaging
Server 300 and Social Network 100 via web-services module 200. The
application will also download and present data to the user for
selection and purchase using the ecommerce module 904 and the
application platforms marketplace eg Android Play or IOS App
Store.
[0085] From the foregoing description, it will be apparent to one
ordinarily skilled in the art that many changes and modification
can be made thereto without departing from the spirit or scope of
the invention as set forth herein. Accordingly, it is not intended
that the scope of the foregoing description be limited to the
description set forth above, but rather that such description be
construed as encompassing all of the features of patentable novelty
that reside in the present invention, including all the features
and embodiments that would be treated as equivalents thereof by
those skilled in the relevant art.
[0086] Thus, it is intended that the scope of the present invention
herein disclosed should not be limited by particular disclosed
embodiments described above but should be determined only by a fair
reading of complete specifications and claims appended below.
* * * * *