U.S. patent application number 15/647381 was filed with the patent office on 2017-10-26 for functional, socially-enabled jewelry and systems for multi-device interaction.
The applicant listed for this patent is Loop Devices, Inc.. Invention is credited to Alex ADELSON, Theodore ALEVIZOS, Charles BORWICK, Colin BRICKEN, Timothy CHINOWSKY, Jed FOSTER, David LION, Martin UNGER.
Application Number | 20170303646 15/647381 |
Document ID | / |
Family ID | 60088338 |
Filed Date | 2017-10-26 |
United States Patent
Application |
20170303646 |
Kind Code |
A1 |
BRICKEN; Colin ; et
al. |
October 26, 2017 |
FUNCTIONAL, SOCIALLY-ENABLED JEWELRY AND SYSTEMS FOR MULTI-DEVICE
INTERACTION
Abstract
An item of wearable jewelry, such as a bracelet, includes a
support having an energizable indicator. A sensor detects a
triggering event, and a control unit energizes the indicator to
generate a default indicating condition by default, and to change
the default indicating condition in response to detection of the
triggering event.
Inventors: |
BRICKEN; Colin; (Seattle,
WA) ; ALEVIZOS; Theodore; (Seattle, WA) ;
LION; David; (Seattle, WA) ; FOSTER; Jed;
(Auburn, WA) ; CHINOWSKY; Timothy; (Seattle,
WA) ; UNGER; Martin; (Seattle, WA) ; BORWICK;
Charles; (Seattle, WA) ; ADELSON; Alex;
(Andes, NY) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Loop Devices, Inc. |
Seattle |
WA |
US |
|
|
Family ID: |
60088338 |
Appl. No.: |
15/647381 |
Filed: |
July 12, 2017 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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15540242 |
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PCT/US15/00484 |
Dec 23, 2015 |
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15647381 |
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62097527 |
Dec 29, 2014 |
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62362274 |
Jul 14, 2016 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
H04R 1/028 20130101;
G06F 1/163 20130101; G06F 3/03547 20130101; G06F 2203/04102
20130101; F21Y 2115/10 20160801; G06F 1/1652 20130101; F21V 33/0008
20130101; A44C 5/0084 20130101; F21Y 2103/10 20160801; G06F 1/1698
20130101; A44C 5/0015 20130101; G06F 3/0346 20130101 |
International
Class: |
A44C 5/00 20060101
A44C005/00; G06F 1/16 20060101 G06F001/16; A44C 5/00 20060101
A44C005/00; G06F 3/0354 20130101 G06F003/0354; G06F 3/0346 20130101
G06F003/0346; H04R 1/02 20060101 H04R001/02; F21V 33/00 20060101
F21V033/00 |
Claims
1. An item of jewelry, comprising: a support adapted to be worn on
a user; an energizable indicator on the support; a sensor on the
support for detecting a triggering event; and a control unit on the
support for energizing the indicator to generate a default
indicating condition by default, and to change the default
indicating condition in response to detection of the triggering
event.
2. The item of jewelry of claim 1, wherein the support includes a
display, and wherein the indicator includes a set of lights that
are controlled by the control unit to generate a default light
pattern on the display, and to change the default light pattern to
a different light pattern in response to detection of the
triggering event.
3. The item of jewelry of claim 2, wherein the sensor detects
different levels of the triggering event, and wherein the control
unit successively and dynamically changes the default light pattern
to successively different light patterns in response to detection
of the different levels of the triggering event.
4. The item of jewelry of claim 1, wherein the support has
detachable segments, and an avatar displayed on at least one of the
segments.
5. The item of jewelry of claim 1, wherein the indicator includes a
vibration motor that is controlled by the control unit to emit
vibrations as a default vibration pattern, and to change the
default vibration pattern to a different vibration pattern in
response to detection of the triggering event.
6. The item of jewelry of claim 1, wherein the sensor is selected
from the group consisting of a microphone for detecting sounds, an
accelerometer for detecting motion, a gyroscope for detecting
position and orientation, a transceiver for detecting signal
availability, a color sensor for detecting color, and a timer
for--counting time.
7. A communication system, comprising: at least one item of
jewelry, the jewelry item including a support adapted to be worn on
a user, an energizable indicator, a sensor for detecting a
triggering event, and a control unit for energizing the indicator
to generate a default indicating condition by default; and a master
device in wireless communication with the jewelry item, at least
one of the master device and the control unit being operative to
change the default indicating condition in response to detection of
the triggering event.
8. The communication system of claim 7, wherein the master device
is selected from the group consisting of a smart phone, a server, a
tablet, and a computer.
9. The communication system of claim 7, wherein the support
includes a display, and wherein the indicator includes a set of
lights that are controlled by the control unit to generate a
default light pattern on the display, and to change the default
light pattern to a different light pattern in response to detection
of the triggering event.
10. The communication system of claim 9, wherein the sensor detects
different levels of the triggering event, and wherein the control
unit successively and dynamically changes the default light pattern
to successively different light patterns in response to detection
of the different levels of the triggering event.
11. The communication system of claim 7, wherein the indicator
includes a vibration motor that is controlled by the control unit
to emit vibrations as a default vibration pattern, and to change
the default vibration pattern to a different vibration pattern in
response to detection of the triggering event.
12. The communication system of claim 7, wherein the sensor is
selected from the group consisting of a microphone for detecting
sounds, an accelerometer for detecting motion, a gyroscope for
detecting position and orientation, a transceiver for detecting
shared signal availability, a color sensor for detecting color, and
a timer for counting time.
13. The communication system of claim 7, wherein there are multiple
items of jewelry arranged in groups, and wherein the master device
bidirectionally communicates with all the items in each group.
14. The communication system of claim 7, wherein there are multiple
items of jewelry arranged in a wireless mesh network in which the
items communicate with one another.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation-in-pall of U.S. patent
application Ser. No. 15/540,242, filed June 27, 2017, which is the
U.S. national stage application of
[0002] International Patent Application No. PCT/US2015/000484,
filed Dec. 23, 2015, which, in turn, claims priority to, and the
benefit of, U.S. Provisional Patent Application No. 62/097,527,
filed Dec. 29, 2014. This application also claims priority to, and
the benefit of, U.S. Provisional Patent Application No. 62/362,274,
filed Jul. 14, 2016. The contents of all said applications are
incorporated herein by reference thereto in their entirety.
TECHNICAL FIELD
[0003] In general, the invention relates to communication and
signaling devices that can be used for decoration, interaction, and
gaming, and more particularly, to functional jewelry that can
communicate and allow users to interact.
BACKGROUND OF THE INVENTION
[0004] For decades, perhaps since the advent of television, society
has been embroiled in a debate: how much "screen time" is too much?
How do we reconcile the often solitary pursuit of media consumption
watching television and movies, listening to music, and playing
video games with our need to interact with other people? As the
"Internet of things" and its plethora of connected devices have
become a daily reality, the number of devices that vie for our
attention has increased, and with it the need to re-evaluate the
ways in which we interact with our devices--and the ways in which
we interact with each other.
[0005] Technology has become so embedded in our lives and culture
that removing it entirely is simply not feasible for most people.
The challenge, then, is how to engineer devices to facilitate
genuine and engaging interactions between people--both at a
distance and in person.
[0006] Many of the issues involved are themselves technological.
For example, many smaller devices, like smart phones, use the
BLUETOOTH.RTM. communications protocols for short-range
communication with other devices. That short-range communication is
usually done with a master-slave configuration and protocol: one
device, usually the more capable one, acts as the master and the
other one acts as the slave device. The master directs and performs
all of the substantive computing, while the slave usually provides
simple input or output with limited bi-directional communication.
In this fashion, one might connect headphones, a car audio system,
or a keyboard to a smart phone or tablet computer. Most devices are
simply not equipped or programmed for full peer-to-peer
communication with computing and substantive functions performed by
both devices.
[0007] Beyond communication protocols, any designer of a device for
personal use has the task of creating a capable, engaging device in
a package that is lightweight and aesthetically pleasing enough to
encourage use. Of all personal devices, jewelry and other small,
wearable items present some of the sharpest challenges, because
these items are traditionally among the smallest and are thus most
subject to technical and size limitations, as well as aesthetic
considerations. Simply put, most people will not wear a piece of
jewelry that is unattractive, too large, or too heavy--whether or
not that piece of jewelry is a device with interesting technical
capabilities.
SUMMARY OF THE INVENTION
[0008] One aspect of the invention relates to functional,
socially-enabled pieces of jewelry. One embodiment of this aspect
of the invention comprises a functionally-enabled bracelet. The
bracelet includes a main control unit, an LED controller connected
to the main control unit, a plurality of LEDs connected to the LED
controller, one or more positional or situational sensors, and a
radio transceiver. The radio transceiver may implement a
communication protocol such as the BLUETOOTH.RTM. low energy (BLE)
protocol, and may thus equip the bracelet for peer-to-peer
communication as either master or slave. The positional or
situational sensors may include an accelerometer, as well as other
sensors, like a microphone and color sensor.
[0009] In this aspect of the invention, the bracelet or other type
of jewelry has a removable and interchangeable fascial layer that
includes one or more segments and that covers and is illuminated by
the LEDs. Depending on the user's preferences and other factors,
these segments may be made in a number of ways, and may include
segments with printed designs, as well as molded, cast, or
otherwise manufactured segments that include three-dimensional
features, e.g., segments that resemble gems. These fascial segments
are preferably designed and selected such that they have
aesthetically pleasing properties both in reflected light and also
in transmitted light. In some embodiments, segments made to
resemble gems may include a total internal reflection (TIR) prism
to scatter the light received from the LEDs in a way that increases
the overall "sparkle" or attractiveness of the segment.
[0010] Another aspect of the invention relates to systems and
methods for in-person interaction and gaming using bracelets and
other types of jewelry with the functionality described above. In
systems and methods according to these embodiments, compatible
devices in the immediate area are detected, and individual users
may pair their devices for joint operations by gestural triggers,
like a handshake, and may then play joint games or partake in joint
light displays using the bracelets and other types of jewelry. The
amount of time users spend in in-person interactions may be logged
and stored, and in-person interaction may be favored insofar as
"friend" status enabling joint interactions may only be established
in some embodiments by an in-person interaction.
[0011] Yet another aspect of the invention relates to systems and
methods of contextual group interaction using bracelets and other
types of jewelry with the functionality described above. In systems
and methods according to these embodiments, compatible devices in
the immediate area are detected, and users may pair their devices
as a group for shared access and operations that will typically not
extend past the immediate context or environment. A group of users
in this kind of "contextual" pairing may take part in group games
and displays. During these games, the bracelets and other types of
jewelry establish mesh networks that are easily joined and left as
individual users join and leave the games and other activities.
Additionally, the bracelets and other types of jewelry may
self-assemble, identify nearest neighbors, and distribute functions
used in administering the group activity between available
nodes.
[0012] A further aspect of the invention relates to social networks
and networked systems that allow users to manage, communicate with,
and store information related to friends and others with whom the
users interact using the bracelets and other forms of jewelry. In
embodiments according to this aspect of the invention, a social
network server receives logs of in-person interactions among social
network users and implements a network-based interface that allows
the users to review and annotate the data, as well as perform other
functions, like instant message-based communication between users
and the uploading of associated photos, video, and other multimedia
content. Using the social network, users may also define groups and
broadcast status information to all or some members of the
group.
[0013] Other aspects, features, and advantages of the invention
will be set forth in the description that follows.
BRIEF DESCRIPTION OF THE DRAWING FIGURES
[0014] The invention will be described with respect to the
following drawing figures, in which like numerals represent like
features throughout the figures, and in which:
[0015] FIG. 1 is a perspective view of a light-signaling bracelet
with interchangeable appearance segments according to one
embodiment of the invention;
[0016] FIG. 2 is an exploded perspective view of the bracelet of
FIG. 1;
[0017] FIG. 3 is a schematic diagram of the electronic components
of the bracelet of FIG. 1;
[0018] FIG. 4 is a diagram of an exemplary sensor package of the
bracelet of FIG. 1;
[0019] FIG. 5 is a schematic diagram of the main control unit and
LED controller of FIG. 3, illustrating the elements of an animation
system;
[0020] FIG. 6 is an illustration of the location and extent of
touch-sensitive areas of the bracelet of FIG. 1;
[0021] FIGS. 7 and 8 are perspective views of exemplary aesthetic
designs that may he applied to the bracelet of FIG. 1;
[0022] FIG. 9 is an exploded view of an exemplary "gemlike"
decorative segment that may be applied to the bracelet of FIG.
1;
[0023] FIG. 10 is a cross-sectional view of the segment of FIG.
9;
[0024] FIG. 11 is a schematic illustration of a system that
incorporates multiple bracelets or other pieces of functional
jewelry into social networks and multi-user collectives;
[0025] FIG. 12 is a flow diagram of a method of interaction between
two bracelets in the system of FIG. 11;
[0026] FIG. 13 is a flow diagram of a method of group interaction
using a plurality of bracelets or other nodes in the system of FIG.
11;
[0027] FIG. 14 is an illustration of a social network page that may
be used by a user in the system of FIG. 11;
[0028] FIG. 15 is an illustration of an application that may be
used to design light and animation patterns for bracelets and
social networks according to embodiments of the invention;
[0029] FIG. 16 is an illustration of another social network
page;
[0030] FIG. 17 is a perspective view of the bracelet of FIG. 1 and
diagrammatically depicts various lighting effects that may be
displayed thereon;
[0031] FIG. 18 is a diagrammatic view of another embodiment of the
invention;
[0032] FIG. 19 is a diagrammatic view of another embodiment of the
invention;
[0033] FIG. 20 is a diagrammatic view of another embodiment of the
invention;
[0034] FIG. 21 is a diagrammatic view of another embodiment of the
invention;
[0035] FIG. 22 is a diagrammatic view of another embodiment of the
invention;
[0036] FIG. 23 is a diagrammatic view of another embodiment of the
invention;
[0037] FIG. 24 is a diagrammatic view of another embodiment of the
invention;
[0038] FIG. 25 is a diagrammatic view of another embodiment of the
invention;
[0039] FIG. 26 is a diagrammatic view of another embodiment of the
invention;
[0040] FIG. 27 is a diagrammatic view of another embodiment of the
invention;
[0041] FIG. 28 is a diagrammatic view of another embodiment of the
invention;
[0042] FIG. 29 is a broken-away, perspective view of another
embodiment of the invention;
[0043] FIG. 30 is a block diagram of another embodiment of the
invention; and
[0044] FIG. 31 is a block diagram of another embodiment of the
invention.
DETAILED DESCRIPTION
[0045] FIG. 1 is a perspective view of a light-signaling bracelet,
generally indicated at 10, according to one embodiment of the
invention. The bracelet 10 has an interchangeable fascial layer 12
that, in the illustrated embodiment, is divided into a plurality of
modular segments 13, 14, 16, 18, 20. These segments 13, 14, 16, 18,
20 are designed to be decorative and aesthetically pleasing, and
the fascial layer 12 may include any number of them, depending on
the size of the bracelet 10, its curvature, and other conventional
factors.
[0046] As the bracelet 10 itself is curved, the segments 13, 14,
16, 18, 20 themselves are also curved to follow the curvature of
the bracelet itself 10. The segments 13, 14, 16, 18, 20 need not be
identical, though: in the illustrated embodiment, a central segment
16 is longest, and mirror-image progressively shorter segments 13,
14, 18, 20 are arrayed around it. Some embodiments of the bracelet
10 may be round, such that the bracelet 10 has a single, continuous
curvature, while other embodiments may have some portions that are
more curved and other portions that are more flattened. In either
case, the segments 13, 14, 16, 18, 20 will mirror the curvature of
the bracelet 10 as a whole.
[0047] In a typical configuration, a number of the segments 13, 14,
16, 18, 20 are backed by lighting elements, such as light-emitting
diodes (LEDs), and are thus adapted to be selectively illuminated
so as to communicate messages, provide alerts, play single- and
multi-player games, and otherwise interact with other bracelets 10,
as will be described below in more detail. Other portions of the
bracelet 10, such as end portions 22, 24, are not backed by
lighting elements. As will be described below in more detail, in a
typical embodiment, the end portions 22, 24 are also provided with
touch sensitivity, such that they serve as small touchpads and
provide both input and output functions. At least some of the
segments 13, 14, 16, 18, 20 may also be provided with touch
sensitivity in some embodiments. Joints 26 made of a flexible
plastic, such as a thermoplastic elastomer or silicone, extend
between individual segments 13, 14, 16, 18, 20 and provide a seal
between adjacent segments 13, 14, 16, 18, 20.
[0048] FIG. 2 is an exploded perspective view of the bracelet 10 of
FIG. 1. The segments 13, 14, 16, 18, 20, 22, 24 have depending
flanges 28 that allow them to snap onto a cover 30, between
positions established by the joints 26. The joints 26 themselves
are on a band 32 that is co-molded with the cover 30. The cover 30
and band 32 are at least translucent, so as to admit light emitted
below them.
[0049] Beneath the cover 30, the bracelet 32 includes a flexible
printed circuit board (PCB) 34, such as a polyimide PCB. Arrayed
along the PCB 34 are groups of two or four RGB LED assemblies 36.
Each of the LED assemblies 36 includes individual red, green, and
blue LEDs that are controllable to emit any of millions of
different colors. With the LED assemblies 36 arrayed along the
length of the PCB 34 and the PCB 34 itself spanning the length of
the illuminated segments 13, 14, 16, 18, 20, the bracelet 10 can
illuminate any of the segments, or any portion of the segments, in
essentially any color and essentially any pattern. This provides a
great deal of adaptability in the functions that the bracelet 10
can perform.
[0050] Beneath the PCB 34 is a curved, "skeleton" band 40 made, for
example, of aluminum, steel, or plastic. The band 40 provides
additional mechanical support and durability to the bracelet 10 as
a whole, and can also bend slightly to accommodate larger and
smaller wrists. In some embodiments, it may be used as a kind of
spring, allowing the gap between the ends of the bracelet 10 to
widen in order to put the bracelet 10 on or to take it off. As
shown in the view of FIG. 2, the band 40 has slots 42 that are
sized to engage rectangular projections 44 on the end portions 22,
24. The band 40 also has upward projections 46 spaced along its
edge, The upward projections 46 are shaped and adapted to engage
the cover 30 and other components.
[0051] Generally speaking, the electronics that power, drive, and
control the bracelet 10 will be located either physically on the
PCB 34 or connected to it. FIG. 3 is a schematic diagram of the
electronic components of the bracelet 10. The bracelet 10 is
designed to be a portable, wireless device. Thus, it is equipped
with a battery 50. The battery would typically be a lithium polymer
(LiPo) rechargeable battery, although other rechargeable battery
chemistries, like nickel-cadmium and nickel metal hydride, may be
used in some embodiments.
[0052] In many, if not most, embodiments, the parts of the bracelet
10 will connect together mechanically such that they are not
intended to be disassembled by the user, save for the replacement
of the fascial layer 12 with its segments 13, 14, 16, 18, 20, For
at least that reason, a rechargeable battery is desirable because
it allows for continued use of the bracelet 10 without disassembly.
However, in some embodiments, the bracelet 10 may be designed to
allow the user to replace the battery, either to allow replacement
of a rechargeable battery that has reached the end of its service
life, or to allow the use of non-rechargeable batteries. If so, the
bracelet 10 may include a small access cover, e.g., in the end
portions 22, 24.
[0053] Assuming that the bracelet 10 uses a rechargeable battery,
it is connected to a charging interface 52, as shown in FIG. 3. A
wide variety of charging interfaces are known in the art, and any
suitable one may he used. In general, charging interfaces fall into
two categories: wired charging and wireless (i.e., inductively
coupled) charging, and embodiments of the invention may use either
type of charging interface 52. In a typical wired charging
interface, a small port would be provided in the bracelet 10, and a
cable would connect between the port and a power source. In this
type of embodiment, the other end of the cable would typically be
connected to a transformer-rectifier that converts household
alternating current (AC) power to a direct current (DC) voltage
appropriate for the bracelet 10. In some embodiments, the connector
and charging interface 52 may be particular to the bracelet 10; in
other embodiments, the bracelet 10 may use a known charging
interface 10, like a mini-USB port.
[0054] In the case of wireless charging, the charging interface 52
would be a secondary electromagnetic coil and associated hardware.
A primary coil (not shown) belonging to a charging station
connected to a power source would inductively transfer power to the
secondary coil of the charging interface 52, as is well known in
the art.
[0055] The battery 50 is connected to a conventional voltage
regulator 54 that provides a steady and appropriate voltage to a
main control unit 56. The main control unit 56 is typically a
microcontroller, such as a TI MSP430 microcontroller (Texas
Instruments, Inc., Dallas, Tex.) but may be any other type of
integrated circuit device capable of performing the computational
functions described here. In fact, while certain electronic
components may be described separately here for clarity and ease in
description, as those of skill in the art will appreciate, the
bracelet 10 may use a system on a chip (SoC) that includes a
microcontroller, input-output capabilities, a radio transceiver,
and other components in a single chip package. As shown in FIG. 3,
the main control unit 56 is connected to and in communication with
an LED controller 58, a touch interface controller 60, one or more
positional or situational sensors 62, a vibration motor 64, and a
radio transceiver 66. If the main control unit 56 is a system on a
chip, it may, for example, be an nRF51822 system on a chip (Nordic
Semiconductor, Oslo, Norway), which includes a BLUETOOTH.RTM. radio
transceiver that serves as the radio transceiver 66.
[0056] Of those components, the radio transceiver 66 provides the
primary input-output device for communicating with other devices.
The other devices may include other bracelets 10 in the course of
interaction and gaming, as well as devices that may be used to
program or instruct the bracelet 10, like desktop computers, laptop
computers, smart phones, and tablet computers. In the most general
embodiments of the bracelet 10, any communication protocol that
allows the necessary functions can be used, including WiFi (IEEE
802.11a/b/g/n/ac), cellular telephone communication schemes, mesh
network communication protocols (e.g., IEEE 802.15.4) and the
BLUETOOTH.RTM. communication protocol.
[0057] Of the available protocols, the present inventors have found
that the BLUETOOTH.RTM. low energy (BLE) communication protocol
(also referred to as BLUETOOTH.RTM. Smart or BLUETOOTH.RTM. 4.0) is
a particularly suitable protocol for the radio transceiver 66 to
implement. Moreover, as will be described below in more detail,
when this protocol is implemented in bracelets 10 according to
embodiments of the invention, it is advantageous if it is
implemented such that a bracelet 10 can be both a master/controller
and a slave. In other words, as will be described below in more
detail, BLE can be used to implement a dynamic mesh network
comprised of bracelets 10 and other accessories that interact and
cause their wearers to do the same.
[0058] The composition of the positional and situational sensors,
which are generally indicated at 62, may vary from embodiment to
embodiment, depending on the intended capabilities of the bracelet.
The positional and situational sensors 62 may, in some embodiments,
simply comprise an accelerometer, such as a tri-axial
accelerometer. However, in other embodiments, the bracelet 10 may
also include other positional sensors, such as a gyroscope. The
positional and situational sensors 62 may also be configured as
analog devices, such as micro-electrical-mechanical-system (MEMS)
devices, or as digital devices, such as an attitude and heading
reference system (AHRS) devices. For reasons that will be set forth
in more detail below, the bracelet 10 is adapted to use its
position in space, and gestures or movements of which it is a part,
as a triggering input to take actions, like pairing and unpairing,
light activation, and communication. As those of skill in the art
will appreciate, sensors like accelerometers and gyroscopes provide
information on relative position and orientation in space and
movements.
[0059] The positional and situational sensors 62 may also include a
microphone, as well as a color sensor. A microphone would, for
example, allow the bracelet 10 to detect the rhythm and beat of
speech or music and to set or alter the frequency or other
characteristics of light emitted by the LEDs 36 to match. A color
sensor would, for example, allow the bracelet 10 to detect the
color of a wearer's clothing and match LED 36 color output to the
detected color.
[0060] FIG. 4 is a schematic diagram of a positional and
situational sensor package 62 in a typical embodiment of a bracelet
10. An accelerometer 68, a microphone 70, and a color sensor 72 are
all present, and all are adapted to be in communication with the
main control unit 56. In addition to matching the color of a
wearer's clothing, the color sensor 72 can be used to detect any
ambient color and adjust the color of the LEDs 36 to match or
complement that color. Other factors may be taken into account in
modulating the output of the LEDs include the rate of change of the
ambient color and any recent color gradients or transitions from
one ambient color to another. As will he described below in more
detail, the color sensor 72 may also be used in pairing
operations.
[0061] With respect to the components shown in FIG. 3, the LED
controller 58 is connected to the individual RGB LED assemblies 36
and controls them. In practice, processing necessary to illuminate
the LED assemblies 36 may he divided between the main control unit
56 and the LED controller 58. For example, the bracelet 10 may
implement an animation system that allows the bracelet 10 to
produce smooth animations and smooth, realistic transitions between
colors, shapes, and lighting schemes. FIG. 5, a schematic
illustration of the main control unit 56 and the LED controller 58,
illustrates this animation system. The main control unit 56
implements an animation engine 69 that includes a keyframe
transition generator 70, a particle simulator 72, and a natural
effects simulator 74. These modules would typically be implemented
in software on the main control unit 56 but may be implemented in
hardware, or in some combination of hardware and software, The key
frame transition generator 70, as it is known in the art, focuses
on creating smooth transitions between the starting and ending
points of an animation, the key frames. The particle "simFUNulator"
72 simulates physical phenomena and movements, and the natural
effects simulator 74 provides input when a natural, random
phenomenon is to be simulated. The inclusion of animation engines
69 and capabilities in the bracelet 10 allows for smooth, realistic
animations and graphics, even though the number of LEDs 36 is
relatively limited.
[0062] Additionally, the touch interface controller 60 provides
control and input/output functions for one or more touch-sensitive
areas. As was described briefly above, although the segments 13,
14, 16, 18, 20 may be made touch-sensitive, their
interchangeability and variable height and appearance may
complicate the structure and increase the cost of the segments 13,
14, 16, 18, 20.
[0063] Therefore, as shown in the perspective view of FIG. 6, one
side of the bracelet 10 and one of its end portions 22 are
illustrated. Beneath the end portion 22 is a set of electrodes 78,
four in the illustrated embodiment, that are arranged in a grid
pattern. The plastic of the end portion 22 serves as a dielectric,
and the assembly thus becomes a grid of capacitive touch sensors.
Each end portion 22, 24 may have similar electrode structures 78,
or a touch-sensitive area may be provided on only one of the end
portions 22, 24.
Decorative Segment Characteristics
[0064] As was described above, a bracelet 10 according to
embodiments of the invention has a number of segments 13, 14, 16,
18, 20 that are interchangeable and are designed to be decorative
and aesthetically pleasing. These segments 13, 14, 16, 18, 20 are
curved to follow the curvature of the bracelet 10, and may be
printed with decorative patterns, features, or images. The segments
may have other shapes. In other embodiments, the segments 13, 14,
16, 18, 20 may be molded or otherwise formed to have
three-dimensional portions that resemble gemstones. Printed and
molded segments 13, 14, 16, 18, 20 may be used together in the same
bracelet 10 at the same time, or a bracelet 10 may contain only
printed segments or only gemstone-type segments at one time.
[0065] Segments 13, 14, 16, 18, 20 that are printed may be printed,
or have designs created on them, in any fashion known. However, for
the most compelling effect, the resulting segments 13, 14, 16, 18,
20 should be visually attractive both in reflected light and in
transmitted light--that is, the segments 13, 14, 16, 18, 20 should
look good when light is transmitted from the LEDs 36 beneath them,
and also when one looks at them in daylight or room light. Thus, in
particularly advantageous embodiments, there are typically portions
of the segments 13, 14, 16, 18, 20 that are more translucent and
portions that are less translucent.
[0066] While painting, dyeing, co-molding and other known
techniques are all suitable for creating segments 13, 14, 16, 18,
20, the present inventors have found that ultraviolet (UV) printing
is a particularly suitable method for printing designs on segments
13, 14, 16, 18, 20. UV inks are typically two-part systems that
polymerize, and are thus cured, when exposed to UV light. In a
typical UV printing process, tiny droplets of UV ink are deposited
on a substrate using an inkjet-type process and are then cured by
application of UV light. FIG. 7 is an illustration of a bracelet 10
carrying a printed set of segments, generally indicated at 100.
[0067] FIG. 8 is an illustration of a bracelet 10 carrying a set of
segments, generally indicated at 150, that are formed by injection
molding. These segments 150 are three-dimensional and have the
appearance of gemstones. Gemstone-segments 150 may be made in any
shape or "cut" in which gemstones are usually cut, and may be
colored in any color to simulate the appearance of various types of
stones. Typically, the segments 150 will be made of a moldable
plastic. However, in some embodiments, it is possible that the
segments will contain actual cut stones--either actual gemstones or
imitations. As those of skill in the art will appreciate, while all
bracelets 10 may have essentially the same functions, or at least a
common subset of functions allowing them and their users to
interact, different sets of segments 100, 150 may have different
price points and may be made to appeal to consumers of different
interests.
[0068] Light from the LEDs 36 below the segments 100, 150 will he
transmitted through any material that is at least translucent, and
in that sense, the shape of any three-dimensional "gems" or items
that are above those LEDs 36 may not he critical--the light will
shine through and fulfill its purpose. However, if gem-shaped
segments 150 are molded of a plastic, it is advantageous if the
resulting segments have some "sparkle" or attractiveness when
transmitting that light.
[0069] FIG. 9 is an exploded view of a gem-shaped segment 152
according to one embodiment of the invention, and FIG. 10 is a
cross-sectional view of the gem-shaped segment 152. The gem-shaped
segment 152 includes a stem 154, a body 156, and a prism cap 158.
The stem 154 receives the light transmitted from the LEDs 36. The
stem 154 has a rectilinear shape in the illustrated embodiment, and
may have any other keyed shape in other embodiments such that an
opening 160 in the body 156 fits over and engages the stem 154. The
engagement of the stem 154 and the opening 160 is such that one
component will not rotate with respect to the other, and there is
very little "play" between them.
[0070] The present inventors have found that if the light from the
LEDs 26 is simply allowed to transit the segment 152, the result
will he effective, but its appearance may be dull to the eye,
particularly to those who are accustomed to viewing traditional cut
stones, in part because much of the light goes straight up, without
passing through the side facets of the segment 152.
[0071] Thus, in the illustrated embodiment, the prism cap 158 is a
total internal reflection (TIR) prism that has the effect of
preventing at least some of the light from going straight up and
out. FIG. 10 is a cross-sectional view of the segment 152,
schematically illustrating various rays of light 162 as they come
up through the stem 154. As shown, the rays of light 162 are
initially directed toward the prism cap 158, but are reflected back
downwardly and outwardly from it, and thus pass outwardly through
the body 156. This allows the segment 152 to radiate light more
diffusely through more facets.
[0072] As those of skill in the art will appreciate, the prism cap
158 has a plurality of internal facets or planes 164 set at angles
that maximize the number of light rays that will be incident on the
segment/air interface at an angle greater than the critical angle
for the material of which the segment 152 is made. In general, when
designing segments 152 with particular aesthetic looks, the present
inventors have found ray tracing simulations to be helpful in
understanding the paths of the light rays.
[0073] Overall, the capabilities of the bracelet 10 and the
interchangeability of its fascial layer 12, 100, 150 provide a
variable-design, socio-dynamic, gesture-directed fashion wearable.
The ways in which these bracelets 10, and other pieces of jewelry
with the described functionality, may be used to facilitate
interaction will be described below in more detail.
Social Interactions and Social Networks
[0074] Bracelets 10 according to embodiments of the invention
facilitate the creation of closed, secure social networks that are
based on actual identity and actual, physical interaction. FIG. 11
is a schematic diagram of a system, generally indicated at 200,
according to another embodiment of the invention. The system 200
implements a social network amongst a number of bracelets 10 and
associated computing devices.
[0075] The social network 200 is based around in-person interaction
among people wearing bracelets 10 and other wearable devices that
have at least some of the capabilities described above. When in the
same physical proximity, two bracelets 10 can be paired using their
radio transceivers 66 that monitor signal availability. Because
real-life users have different types of friends in different types
of contexts, system 200 and the bracelets 10 that are used in it
have different types and tiers of "friends" and different types of
pairings that may be used during interactions.
[0076] Generally speaking, as used in this description, the term
"friends" refers to two users who have decided to permit each other
to access each other's information on the social network. In most,
if not all, embodiments of system 200, a friend relationship is
only established by in-person interaction. More specifically, two
bracelet users may form a "friend" relationship within the context
of system 200 by performing a shared physical gesture with their
bracelets 10 in signal availability. The gesture can be any
physical motion that can be detected by the positional and
situational sensors 62, and most frequently will he a gesture
detectable by the accelerometer 68. For example, users wearing
bracelet 10 may simply shake hands in order to establish "friend"
status with respect to the social network of system 200 and to
cause their bracelets 10 to pair for games and other interactions.
Other gestures that may be useable for pairing and
friend-establishment in the context of system 200 may include
"high-fives" and "low fives," a shake or twist of the wrist, fist
bumps, and gestures that are performed by one user and mirrored by
the other. Of course, in some embodiments, although the actual
pairing may only be permitted through in-person interaction, users
may be permitted or encouraged to place potential social network
friends in a "pending" status, in which some online access and
privileges may be extended between the two users, pending an
in-person meet and completion of a pairing ritual.
[0077] Before becoming friends with anyone on the social network of
system 200, a user will typically establish an online profile and
link one or more specific devices, like bracelet 10, to his or her
profile, The link may be established by associating the user's
profile with a specific hardware identifier of the bracelet 10.
From that point on, the user associated with that specific profile
will he assumed to be the wearer of the bracelet 10 with the
specific identifier that has been input. The hardware identifier
may be an identifier associated with the radio transceiver 66 or
some other suitable identifier. Alternatively, it could be a code,
code word, or phrase generated based on a specific bracelet 10.
[0078] The online profile to which the bracelet 10 is linked may
contain any information typically included in a social network
profile, as well as information specific to the user. For example,
in addition to basic contact and interest information, the profile
information may include information on the sets of segments 100,
150 that the user has, favorite types of fascial segments 100, 150,
his or her "wish list" for additional segments 100, 150, scores on
multi-player games played through the social network, and
statistics on the number of friends the user has and the amount of
time the user has spent with each of those friends, as well as
other information that will be described below in more detail.
[0079] With respect to the illustration of FIG. 11, two users have
decided to become social network friends and pair their bracelets
202, 204. The functions available to such friends will be described
in greater detail below, but in general, the bracelets 202, 204
track the amount of time spent paired, as well as the frequency
with which they are paired, allowing the users to track how much
time they spend with each of their friends. Once paired, bracelets
202, 204 can also be used for multiplayer games.
[0080] As described above, each bracelet 202, 204 has a fair amount
of independent functionality and a number of mechanisms for input
and output on its own, and will typically operate independently for
a major portion of its life cycle. However, each bracelet 202, 204
is typically associated with a device 206, 208 for situations in
which greater input-output capabilities are required or
communication with the outside world is desired. The device 206,
208 may be any device that can communicate with a bracelet 202,
204, and is preferably a device that can communicate with both the
bracelet 202, 204 and with external computer networks, such as the
Internet. Thus, the device 206, 208 is typically a smart phone or
tablet computer, although some desktop computers are equipped with
BLUETOOTH.RTM. communication capabilities and may be used as well.
Of course, the nature of the device will depend on the
communication protocol(s) that the bracelet 202, 204
implements--if, for example, the bracelet 202, 204 implements WiFi
protocols, the number and type of devices that can interface with
it will likely be larger.
[0081] The devices 206, 208 perform a number of functions for their
respective bracelets 202, 204, including programming specific light
sequences and animations and associating particular gestures with
those light sequences and animations. The devices 206, 208 can also
be used to set parameters for the bracelets 202, 204, to allow the
user to enter profile information for the broader social network,
to view the profiles of friends, and to view information on how
much time the user has spent with each friend, the score(s) of any
games played with that friend, and to access any other information
associated with a particular bracelet 202, 204 or its user.
[0082] For example, the user may use the device 206, 208 associated
with a bracelet 202, 204 to pre-load light sequences for--a concert
and define triggers for those sequences, such as a particular
triggering gesture, a tuning-based trigger (e.g., one hour into a
concert), or a sound recognition trigger, based on input from the
microphone 70. As another example, a user who is a cheerleader may
program his or her bracelet 202, 204 to display certain light
sequences in response to certain triggers. Alternatively, instead
of programming a bracelet 202, 204 personally using its associated
device 206, 208, the user may download a pre-programmed set of
instructions from the social network server 210. In most
embodiments, in addition to sharing profile information, social
network users and friends will be able to share and download sets
of instructions that, when implemented on the bracelets 202, 204,
will cause particular light displays in particular, triggered
circumstances.
[0083] When setting triggers and detecting when they have occurred,
any of the positional and situational sensors 62 may be used. For
example, although the microphone 70 may be used as the primary
sensor to detect sound, the accelerometer 68 may, in some cases, be
used to detect sound, or at least a strong beat that tends to
vibrate the bracelet 202, 204. While the accelerometer 68 may not
be used in all embodiments to detect sound, its output may be used
in combination with that of the microphone 70 to confirm that
relevant sounds are present.
[0084] In addition to performing input-output functions, in some
selected embodiments, the devices 206, 208 may also be used for
distributed processing. For example, as was described above, sound
recognition may be used as a trigger for activating particular
light sequences or other bracelet functions. If the tasks necessary
for that recognition exceed the processing capability onboard the
bracelets 202, 204, the bracelets 202, 204 may perform only a
subset of the necessary functions, e.g., acoustic feature
extraction, with the remaining functions performed in real time on
the associated device 206, 208 or other computing systems with
which the device 206, 208 is in communication.
[0085] There may also be a rare need for a user to cause his or her
bracelet 202, 204 to perform a particular action or display a
particular light sequence without physically performing the
associated trigger, e.g., for testing or display purposes. In sonic
embodiments, a device 206, 208 may be used to cause its associated
bracelet 202, 204 to take a specific action without performing the
gesture that would normally trigger that action. However, in most
embodiments, physical actions and interactions by users are favored
over software-based interactions.
[0086] In addition to their direct communication with their
associated bracelets 202, 204, the devices 206, 208 also
communicate via a communication network, such as the Internet, with
a server 210 that stores information used in system 200, including
user profiles and other information uploaded from the bracelets
202, 204 via their respective devices 206, 208. The server 210 thus
provides a central repository for social network data. The details
of hardware and software for managing a social network are well
known in the art, and will not be repeated here. Briefly, the
server 210 would typically be associated with a database 212 that
stores information and would use a combination of server-side and
client-side languages to create and instantiate social network
profiles and associated Web pages. A Web server implemented in
software on the server 210 or on a separate computing system
associated with the server 210 typically provides those social
network profiles, and associated information, using protocols like
hypertext transfer protocol (HTTP).
[0087] The bracelets 202, 204 illustrate the direct pairing of
bracelets 10 where two users are real-life friends and wish to
become social network friends. However, as was described briefly
above, other types of user interactions are possible in system
200.
[0088] There are a number of situations in which people may wish to
associate contextually--e.g., a party, a get-together, a concert,
or another type of large-group event. In that particular context,
the people involved may choose to interact in specific ways, but
will not wish to become full friends or share social network
information with everyone present. For that reason, in system 200,
users may pair their bracelets in a way that is specific to a
particular context and allows sharing of some limited information
and processing in that context, but that is not persistent and thus
will not last beyond the particular context.
[0089] This is illustrated in FIG. 11, where a plurality of
bracelets 214, 216, 218, 220, 222 have paired as a group and formed
a mesh network. Group pairing may be achieved by having users in
proximity of one another perform a particular gestural trigger, tap
out a particular pattern on a touch-sensitive area, or perform any
other identifiable action that can be used as an indication that
the bracelets 214, 216, 218, 220, 222 should be paired with one
another due to their shared signal availability, As a further
example, a user seeking to pair with a group could run a bar code
or a color code across the color sensor 72. Notably, in FIG. 11,
two nearby bracelets 224, 226 are not part of the paired group
because, despite their proximity and signal availability, the users
of those bracelets 224, 226 have chosen not to perform the
necessary trigger to pair and join the group. Once paired, the
bracelets 214, 216, 218, 220, 222 can be used in muitiplayer games,
group light displays, and other activities.
[0090] In embodiments of the invention, group pairing and the
establishment of contextual friends are preferably done in such a
way that nodes--e.g., individual bracelets 10--can enter and leave
the group easily. Once a group of bracelets 214, 216, 218, 220, 222
have assembled and paired, processing duties and communications may
be shared between the bracelets 214, 216, 218, 220, 222, thus
extending their effective communication range and processing power.
These concepts are explored in more depth below with respect to
FIGS. 12 and 13.
[0091] FIG. 12 is a flow diagram of a method, generally indicated
at 250, for a paired friend interaction, as shown, for example,
with bracelets 202 and 204 of system 200. Method 250 would
typically be executed by software and hardware on the bracelets
202, 204, or on devices with other form factors that have similar
or the same capabilities. Method 250 begins at task 252 and
continues with task 254, a decision task. In task 254, a bracelet
202 determines whether there are any other bracelets 204 in
proximity or in shared signal availability. if there are other
bracelets 204 in proximity or shared signal availability (task 254:
YES), method 250 continues with task 256, another decision task. If
there are no other bracelets 204 in proximity or shared signal
availability (task 254: NO), method 250 returns to task 252 and
continues to search for other bracelets 204 at defined intervals.
Those intervals will vary depending on a number of factors,
primarily power consumption.
[0092] In task 256, the bracelet 202 interrogates the other
bracelet 204 to obtain a hardware identifier and/or other
information. If the hardware identifier indicates that the other
bracelet 204 belongs to a social network friend (task 256: YES),
method 250 continues with task 258. If the hardware identifier
indicates that the other bracelet 204 does not belong to a social
network friend (task 258: NO), method 250 continues with task
260.
[0093] In task 260, the bracelet 202 determines whether a pairing
gesture has been initiated, indicating that the two bracelets 202,
204 are to be paired. If a pairing gesture is detected (task 260:
YES), the two bracelets 202, 204 are paired and social network
friend status is updated in task 262 before method 250 continues
with task 258. If no pairing gesture is detected within a defined
period of time, method 250 may simply ignore the bracelet 204 in
question and return to task 254 to determine whether another
bracelet 204 is in proximity or shared signal availability.
[0094] By the time task 258 is executed, both bracelets 202, 204
have determined that a friend is nearby. Thus, in task 258, the
bracelet 202 (or both bracelets 202, 204) will initiate a light
sequence, a light sequence in combination with a vibration, or
another kind of alert to indicate to their respective users that a
friend is nearby. (The precise nature of the alert may be
configurable using one of the associated devices 206, 208, and
there may be situations in which a user would choose not to have a
visible alert.)
[0095] Once two bracelets 202, 204 are paired for in-person
interaction, or once existing friends are found in proximity or
shared signal availability to one another, any number of things may
happen, including games and periodic light displays, and the
remainder of method 250 illustrates but one example. For one, as
was described briefly above, the bracelets 202, 204 and their
associated system 200 are capable of tracking the amount of time
that a user spends with specific friends, and the frequency with
which he or she spends time with each of his or her social network
friends. For that purpose, once the bracelets 202, 204 of two
social network friends are in proximity or shared signal
availability, each bracelet 202, 204 begins and increments a timer
to track the length of the interaction, as shown in task 264. Each
bracelet 202, 204 may also increment a separate frequency counter
to track the frequency with which the user interacts with the
particular social network friend. Alternatively, in some
embodiments, frequency and time may be calculated or derived from
metadata transmitted to the social network server 210 after the
fact. Method 250 continues with task 266.
[0096] During the interaction, as shown in task 266, the bracelets
202, 204 produce periodic light displays. These displays may span
one bracelet 202 or the other bracelet 204, or they may be
coordinated displays across both bracelets 202, 204. Depending on
the embodiment, the nature of the displays may be driven by the
types and frequency of movements detected by the accelerometer 68,
by the nature of sounds or music detected by the microphone 70, by
changes in lighting color or intensity detected by the color sensor
72, or by any other factors detectable by one of the bracelets 202,
204. While the two bracelets 202, 204 are in proximity or shared
signal availability, movements or other events detected by one
bracelet 202, 204 may result in lighting displays, and changes in
displays, on the other bracelet 202, 204.
[0097] As one example, when two friends meet, after a brief
"friend" pattern displays on each bracelet 202, 204, the bracelets
202, 204 may go dark for a moment. Then, at some defined interval,
a single red light may pass across one bracelet 202 and then across
the other bracelet 204, illuminating both bracelets 202, 204 with
red for a moment. The illumination may then slowly fade.
[0098] As a second example, the two bracelets 202, 204 may
configure themselves as a single chain, with the first LED 26 of
one bracelet 202, 204 marking the beginning of the chain and the
last LED 26 of the other bracelet 202, 204 marking the end of the
chain. The first LED 26 is initially set to red and the last LED 26
is initially set to blue, with the rest of the LEDs 26 forming a
purple gradient. If one user moves his or her bracelet 202, 204,
the gradient changes color, and if the other user moves his or her
bracelet 202, 204, the gradient changes color again.
[0099] With respect to method 250 of FIG. 12, task 268 is a
decision task. As long as the two bracelets 202, 204 remain in
proximity or shared signal availability, the light displays will
typically continue, in some cases increasing in frequency, changing
in color, or undergoing other changes as the encounter continues.
In essence, the two bracelets 202, 204 implement a reactive
particle system algorithm influenced by proximity or shared signal
availability, session duration, and gesture information. Thus, if
the bracelets 202, 204 remain in proximity (task 268: YES), method
250 returns to task 264 and continues with additional light
displays and functions. If the bracelets 202, 204 move out of
proximity or shared signal availability, (task 268: NO), the
encounter ends.
[0100] Either when the encounter ends or periodically during an
encounter, the bracelets 202, 204 may update the social network
server 210 with the relevant information on the encounter,
including the time duration of the encounter and the identities of
any bracelets 202, 204 that were present during the encounter, as
shown in task 270. This information may be transmitted through the
associated devices 206, 208.
[0101] In many embodiments of the invention, two users may be
rewarded depending on the lengths of their in-person encounters,
with longer in-person encounters drawing greater rewards. The
social network of system 200 may be used to implement these
rewards. Users who have the longest and/or most in-person
interactions may be given the greatest rewards. Rewards may be of
any sort, and while some may be related to system 200 or to the
bracelets 202, 204, others may not be. For example, users with
longer duration in-person interactions or more in-person
interactions may be given discounts on, or access to, particular
sets of gem segments 100, 150. Users with longer-duration
interactions may also be permitted to "unlock," download, and use
particular features, games, and light displays that are not
provided to every user.
[0102] Method 250 terminates and returns at task 272.
[0103] In this description, the term "proximity" may, in some
cases, refer to bracelets 202, 204 that are at least as close as
the maximum communication range of the respective radio
transceivers 66 installed in the bracelets 202, 204. Thus, in those
cases, the maximum range for "in proximity" or an "in person"
encounter between two bracelets 202, 204 may be equal to their
maximum communication range or shared signal availability. However,
in other embodiments, the bracelets 202, 204 will be "in proximity"
for an encounter in the context of method 250 at a shorter range
than the maximum communication range of the bracelets 202, 204. In
other words, the bracelets 202, 204 and the systems 200 of which
they are a part may limit "proximity" encounters to a range at
which at least some of the people can see and, in some cases, touch
each other.
[0104] While the description above focuses on interactions between
two people, each of whom is wearing a bracelet 10, 202, 204, that
need not be the case in all embodiments. For example, a device with
the functionality of one of the bracelets 10, 202, 204 may be
present in a fixed location, like a gym, a library, or another
public place. By pairing with that device, a user may track the
amount of time he or she spends in that location, or performing a
specific activity within it--e.g., a user may track the amount of
time he or she spends on a treadmill. In that case, as in method
250, light displays may be related and proportional to the user's
level of physical activity, and may be timed and designed to
encourage the user to complete activities of a certain duration or
type.
[0105] More generally, as was briefly noted above, because the
user's social network profile is associated with an actual piece of
hardware worn or carried by the user, the social network created in
system 200 is based on actual identity. In the real world, the
presence of a particular bracelet 10 on a particular user may be
used in some embodiments for verification and access control
purposes. For example, the presence of a particular bracelet 10,
202, 204 may allow the user access to a membership gym, in lieu of
scanning a membership card in a card scanner. Similarly, in online
interactions, a user's social network identifiers from system 200
(e.g., login name and password) may be used to uniquely identify
them on other websites and in other circumstances because that
information is ultimately tied to a physical person, at least in
most circumstances.
[0106] Group operations with a number of bracelets 214, 216, 218,
220, 222 were described briefly above. FIG. 13 is a schematic
diagram of a method, generally indicated at 300, for conducting a
group interaction with a plurality of bracelets. Method 300 is
similar in many respects to method 250 of FIG. 12; therefore, the
description above will suffice for certain steps not described in
great detail here. Method 300, like method 250, would typically be
executed on a collection of bracelets 214, 216, 218, 220, 222 or on
an equivalent collection of devices with other form factors that
have similar or the same capabilities.
[0107] Method 300 begins at task 302 and continues with task 304.
Tasks 304, 306, and 308 are similar to tasks 254, 256, and 260 of
method 250. In task 304, method 300 detects a bracelet 214, 216,
218, 220, 222 in proximity or shared signal availability. If there
are no bracelets 214, 216, 218, 220, 222 in proximity or shared
signal availability (task 304: NO), method 300 returns to task 302
and continues to search periodically for other bracelets 214, 216,
218, 220, 222 in proximity. If a bracelet 214, 216, 218, 220, 222
is found to be in proximity or shared signal availability, method
300 continues with task 306. In task 306, method 300 determines
whether the detected bracelet(s) 214, 216, 218, 220, 222 are
already friends or contextual friends.
[0108] In some embodiments, existing social network friends may
automatically be designated as friends for contextual group
operations as well without further action on the part of respective
users. In other embodiments, existing social network friends may
still need to perform a gesture or take other actions on their
respective bracelets 214, 216, 218, 220, 222 to signify that they
wish to participate in group operations.
[0109] In task 306, if the detected bracelet 214, 216, 218, 220,
222 is not already a friend or contextual friend (task 306: NO),
method 300 continues with task 308, a decision task, and waits for
some indication of contextual pairing. if the detected bracelet
214, 216, 218, 220, 222 is already a friend (if no special
contextual pairing is needed for existing friends) or a contextual
friend, method 300 continues with task 310 and initiates a "friend"
light sequence to indicate that the bracelet 214, 216, 218, 220,
222 is paired for group activity.
[0110] In task 308, the indication or trigger for contextual
pairing will typically be different from the gesture used to pair
individual bracelets 202, 204 and their users as social network
friends. A group of users may, for example, simultaneously wave
their hands in a similar way to pair the bracelets 214, 216, 218,
220, 222 worn on their wrists. As with method 250, anything
perceptible to the bracelets 214, 216, 218, 220, 222 may be used as
a trigger for conceptual pairing in task 308. If such a pairing
indication or trigger is detected in task 308, method 300 continues
with task 312 and the bracelets 214, 216, 218, 220, 222 are paired
for group activities before method 300 returns to task 310 and a
"contextual friend" sequence is displayed or performed on the
bracelets 214, 216, 218, 220, 222.
[0111] As with method 250, in method 300, once pairing is achieved,
the bracelets 214, 216, 218, 220, 222 may implement timers and
counters in order to track the amount of time the users spend in
in-person interactions, as shown in task 314. In addition to the
kinds of counting and tracking described above with respect to
method 250, the timers and counters initialized and incremented in
method 300 may include a counter that tracks the number of
bracelets 214, 216, 218, 220, 222 and other nodes that are
participating in the current contextual situation at any given
time. (As used here, the term "node" is a general term that
encompasses both bracelets 10, 202, 204, 214, 216, 218, 220, 222,
and other devices that are not bracelets 10, 202, 204, 214, 216,
218, 220, 222 but that have similar or the same functionality and
can thus participate in methods 250 and 300 and other methods
according to embodiments of the invention.)
[0112] When a group of bracelets 214, 216, 218, 220, 222 is
assembled for a contextual interaction, as shown in task 316, the
bracelets 214, 216, 218, 220, 222 may be adapted to self-assemble
or self-order according to their respective physical locations, so
that, for example, a pattern may be displayed automatically from
one end to the other of the assembled group. Algorithms for
self-ordering and assembly are known in the art, and generally rely
on triangulation, signal strength, etc. to identify nearest
neighbors in the group. If ordering or nearest-neighbor detection
is necessary or desirable, it is performed in task 316 before
method 300 continues with task 318.
[0113] As was indicated briefly above, when multiple nodes, like
bracelets 214, 216, 218, 220, 222, are assembled for a contextual
game, in addition to self-assembly and nearest-neighbor detection,
the bracelets 214, 216, 218, 220, 222 may be adapted to distribute
functions among them and to implement both point-to-point
communication among individual bracelets 214, 216, 218, 220, 222
and broadcast communication to all bracelets, as shown in task
318.
[0114] For example, in a group situation, some bracelets 214, 216,
218, 220, 222 and other nodes may be designated as relays, in which
case they would be tasked with relaying messages between bracelets
214, 216, 218, 220, 222 and other nodes in order to increase the
effective communication range and the number of bracelets 214, 216,
218, 220, 222 and other nodes that can participate. Other bracelets
214, 216, 218, 220, 222 might be tasked with listening for and
detecting nodes entering and leaving the context. Still other
bracelets 214, 216, 218, 220, 222 might be tasked with control
responsibilities, controlling the light patterns displayed on the
communicating bracelets. Additionally, other bracelets 214, 216,
218, 220, 222 and nodes might be tasked with scorekeeping, timing,
and other such functions, while yet others (perhaps those whose
control devices 206, 208 are present) might be tasked with
reporting and logging status with the social network server 210.
Generally speaking, status information for all bracelets 214, 216,
218, 220, 222 and nodes is shared among the group. Method 300
continues with task 320.
[0115] In task 320, method 300 commences whatever joint games or
displays are programmed, initiated, or desired by the users. There
may be general displays that vary with the number of users and with
the amount of time the group of users is together. For example, the
more bracelets 214, 216, 218, 220, 222 or other nodes join the
group, the brighter the LEDs 36 on each bracelet 214, 216, 218,
220, 222 may be lit, or the more sustained and complex a
particle-based lighting display may become. The kinds of games and
activities described above with respect to a two-bracelet 202, 204
interaction may be extended for a multi-user environment involving
several bracelets 214, 216, 218, 220, 222 and potentially other
nodes.
[0116] As one particular example of a group game, the bracelets
214, 216, 218, 220, 222 may implement a group form of the
well-known SIMON.RTM. memory game. One user may move his or her
bracelet 214, 216, 218, 220, 222 in a particular way to create a
particular light display pattern, and the next user would then be
challenged to repeat the previous user's sequence before moving his
or her bracelet 214, 216, 218, 220, 222 in a different way to add
on a move, which the following user would then have to
duplicate.
[0117] Users may also be able to use their bracelets 214, 216, 218,
220, 222 to collectively set and modify light patterns--a single
user moves his or her bracelet 214, 216, 218, 220, 222 to start a
color gradient or a particle-based effect, and other users
gradually move or take other actions with their bracelets 214, 216,
218, 220, 222 to modify that pattern or effect. The possibilities
are numerous.
[0118] Method 300 continues with task 322. In method 300, it is
advantageous if bracelets 214, 216, 218, 220, 222 and other nodes
are allowed to enter and leave contextual games and other
situations easily and seamlessly, without interfering with the
operations of the remaining participants. Task 322 is a decision
task. As was described above, even after a contextual game or other
interaction is initiated, at least one of the bracelets 214, 216,
218, 220, 222 or nodes continues to look actively for new bracelets
214, 216, 218, 220, 222 or other nodes coming into range. If a new
node is detected in task 322 (task 322: YES), method 300 returns to
task 306 to bring that node into communication with the other
bracelets 214, 216, 218, 220, 222 or other nodes. If no new nodes
are detected in task 322 (task 322: NO), method 300 continues with
task 324,
[0119] Task 324 is also a decision task, in which the bracelets
214, 216, 218, 220, 222 or other nodes detect whether or not any
nodes have left the mesh network established when the contextual
interaction began. If one or more bracelets 214, 216, 218, 220, 222
or other nodes have left the network (task 324: YES), method 300
continues with task 326, in which self-assembly and
nearest-neighbor detection are repeated, followed by task 328, in
which shared functions are redistributed among the remaining
bracelets 214, 216, 218, 220, 222 or other nodes. Joint contextual
operations then continue in task 330. If no nodes have left the
network (task 324: NO), control of method 300 returns to task 320,
and the joint games or other operations continue without network
alteration.
[0120] After task 330, method 300 determines in task 332 whether or
not the contextual encounter is over. A contextual encounter may
end when all bracelets 214, 216, 218, 220, 222 or nodes move out of
range of one another, such that the ad hoc network that was
established cannot be continued, or when the users of the various
nodes take affirmative action to unpair and declare the encounter
at an end. That unpairing action may be similar to the action taken
to pair contextually and begin the encounter, e.g., a wave in the
opposite direction than a wave that created the pairing. If the
encounter is over (task 332: YES), either by an affirmative
unpairing or by lack of remaining nodes, method 300 completes and
returns at task 334. If the encounter is not over (task 332: NO),
method 300 returns to task 320.
[0121] In the description of methods 250 and 300 above, it was
assumed that individual bracelets 10 automatically distinguish
single-friend and group interactions. However, in some embodiments,
an individual bracelet 10 may have a number of distinct modes for
different situations, and a user may need to manually enable or
switch between modes using either gestural triggers on the bracelet
10 itself or, in some cases, commands issued by an associated
device 206, 208. A user might cycle through the various modes with
a simple gesture or touch. In each case, a mode switch may be
associated with a particular light or vibration sequence to
indicate a successful switch.
[0122] In other cases, an individual bracelet 10 may be programmed
and otherwise adapted to switch automatically between modes, with
particular sequences used to alert the user as to the current mode.
Table 1 below is an exemplary list of modes.
TABLE-US-00001 TABLE 1 Exemplary list of modes for a bracelet. Mode
Description Light Effect Friend Mode Restricted to standard Lights
start at ends of bracelet proximity recognition and meet in the
middle Group Mode Recognition of "temporary" Contextually dependent
or event-based friends Stealth Mode Lights are deactivated Bracelet
lights up and fades off Color Sensor Color sensor turned on All
lights lit in different Mode colors Music Mode Microphone turned on
All lights on/off to a beat
[0123] With respect to "music mode" in Table 1 above, a low-pass
filter implemented in software at the main control unit 56 may be
used to attenuate higher frequencies and isolate a beat in the
incoming sound. The LEDs 36 may then be made responsive to that
beat, for example, by changing color with increasing or decreasing
beat amplitude (i.e., loudness) in addition. to pulsating at the
same frequency as the beat. More complex responses to different
frequencies or frequency bands are possible and, as was described
above, in some cases, the bracelets 10 may use a distributed
processing scheme, relying on the processing capabilities of the
associated device 206, 208 to process sound. In some cases, users
may be permitted to define responses to particular types of beats,
or design light sequences that are to be associated with particular
types of beats.
[0124] It should be understood that while Table 1 presents a number
of specific modes, the bracelets 10 and their main control units 56
are capable of many simultaneous operations. Thus, the fact that a
particular bracelet 10 may be in "color sensor mode" does not mean
that other components, like an accelerometer 68 or a microphone 72,
need be inactive.
[0125] Although system 200 puts significant emphasis on in-person
interaction, as was briefly described above, the server 210 and
other portions of system 200 also provide a robust interface for
remote and online interaction among friends, and the automatic data
logging of interactions, described with respect to methods 250 and
300, provides considerable data that can be used to enrich online
interactions.
[0126] FIG. 14 is an illustration of a social network homepage,
generally indicated at 400, that may be used in the social network
of system 200 to review information and relationships and perform
other social network functions with friends. The social network
homepage 400 also illustrates some of the functions that may be
performed using the social network of system 200.
[0127] The social network homepage 400 may be accessed with any
device connected to the Internet, or to whatever other
communication network is used. While users may access social
network features like the social network homepage 400 through the
devices 206, 208 that are paired with their bracelets 202, 204, it
is advantageous if most, if not all, features of the social network
are accessible from any network-connected device or computing
system, like the laptop computer 230 shown in FIG. 11. Connected
devices 206, 208, 230 may use either general browser client
software to access the social network homepage 400, or may use
specialized, compiled or interpreted applications specific to the
device 206, 208, 230. These elements are well known in the art.
While the interface provided by the social network of system 200
may be text-based on some embodiments, either for functional
purposes or to comply with accessibility standards, web pages like
the social network homepage 400 preferably present a graphical user
interface (GUI) that allows the user to interact with friends and
accumulated information in a more natural and intuitive way.
[0128] The social network homepage 400 itself has a friend
selection area 402 that allows the user to select a specific friend
pairing by profile picture or name. A group selection area 404
below the friend selection area 404 allows the user to select a
group of friends, or to create a new one, in the same manner. A
search area 406 allows the user to find particular friends by name,
or by content associated with that friend.
[0129] Once the user has selected a particular friend in the friend
selection area 402, a number of areas and controls are
instantiated. A journal area 408 allows a user to view logs
indicating his or her interactions with the particular friend and
to add journal entries that encapsulate particular memories, what
was happening during the encounter, and other related information.
In the picture and video area 410, the user can add pictures and
videos with the particular friend, either associated with a
particular logged interaction, or associated with the friend but
not associated with any particular logged interaction. A chat area
412 allows the user to send and receive instant messages with the
friend in question and logs the messages.
[0130] In order to facilitate messaging, the server 210 that holds
the data may be associated with or contain a chat server, such as a
Jabber server 232. The server 210 may also be associated with or
contain a simple message service (SMS) gateway 234 for sending SMS
text messages on networks controlled by cellular carriers.
[0131] Of course, the social network and the homepage 400 may have
or allow any other features, including sharing portions of the
journal or activity long among a group of friends, and friend list
management. In particular, while pairing of friends is preferably
done by in-person interaction, a user would generally be permitted
to "unfriend" or sever friend pairings by using an interface like
the homepage 400. In order to avoid affecting real-life
relationships, such "unfriending" may be silent or without
notification to the person being "unfriended."
[0132] Either as a web-based application accessible from the social
network homepage 400 or as an application running on a device 206,
208, system 200 and other systems according to embodiments of the
invention may provide interfaces allowing users to design their own
light patterns for bracelets 10 and other functional jewelry.
[0133] FIG. 15 is an illustration of a light design application
interface, generally indicated at 450, according to one embodiment
of the invention. The interface 450 includes a bracelet simulation
452 that depicts a bracelet 10. A mode selector 454 allows the user
to switch between bracelet-design mode and animation-design mode.
In bracelet-design mode, the user can choose particular segments
13, 14, 16, 18, 20 to appear in the bracelet simulation 452, so
that the simulation 452 has the same general appearance that the
user's bracelet 10 would.
[0134] In animation-design mode, the mode shown in the illustration
of FIG. 15, beneath the bracelet simulation 452 are a plurality of
keyframe simulations 456, 458, 460. Each keyframe simulation 456,
458, 460 shows every LED 36 available on the bracelet 10. Using a
defined color palette 462, a brush size selector 464, and a fill
type selector 466, the user can choose a color, a brush size (e.g.,
single LED 36, 2.times.4, 4.times.4, etc.), and a fill type (e.g.,
solid, gradient, etc.) and "paint" the LEDs 36 in the keyframe. An
erase tool 468 is also provided to erase the colors and attributes
given to LEDs 36. Depending on the embodiment, the interface 450
may also provide a control 470 to add colors to the color palette
selector 462 and a control 472 to remove colors from the color
palette selector 462. As was described briefly above, in some
embodiments and in some situations, the color palette 462 provided
to a user using the interface 450 may be limited, with more colors
available to users who have had more in-person interactions with
friends.
[0135] At any point, the user can also select a button 474 to add a
keyframe and a corresponding keyfrarne simulation. Each keyframe
simulation 456, 458, 460 also carries a button 474 to add a
keyframe and a corresponding keyframe simulation and a button 476
to delete the keyframe simulation 456, 458, 460 and the
corresponding keyframe.
[0136] Additionally, a "play" control 478 allows the user to
simulate the full animation on the bracelet simulation 452 at any
point in the process, and a settings control 480 allows the user to
set the speed of the animation and the number of times the
animation loops. Finally, an animation selector 482 allows the user
to select between any number of animations that he or she has
prepared for editing, erasure, or use as a template for a new
animation. Once an animation has been created using an interface
like interface 450, it may he downloaded to a bracelet 10, where
the bracelet 10 and its keyframe generator 72, particle simulator
72 and natural effects simulator 74 will generate transitions
between the keyframes and perform the other necessary animation
tasks.
[0137] While the interface 450 may be implemented in a standard
Internet browser client on a desktop or laptop computer and,
therefore, take input using standard peripherals, like trackpads
and mice, certain advantages may be realized if the interface is
implemented on a touch-sensitive device. In that case, a user may
use continuous gestures to "paint" the LEDs in the keyframes 456,
458, 460 as he or she desires, creating an animation, for example,
by "swiping" across several keyframes 456, 458, 460 with a single
stroke. More generally, regardless of the medium or mode of input,
with interfaces like interface 450, the user is not necessarily
limited to designating the color and other properties of the LEDs
one at a time.
[0138] Custom animations may be used in a number of different
contexts, and some of those were described above. As a further
example, social network friends may create and share animations
that are specific to specific friends, and may choose specific
gestural or other triggers for those animations. Users may use
these custom animations to communicate, with specific animations or
displays having specific meanings, like Morse code. Additionally,
custom animations may be used, for example, in task 258 of method
250 and in tasks 310 and 320 of method 300. While the meanings and
uses of certain gestures may be predefined, users may assign
particular functions to at least some gestures.
[0139] FIG. 16 is an illustration of another social network page,
generally indicated at 500. While the social network page 400 of
FIG. 14 offers the user access to his or her personal information,
memories, and personal interactions with friends, other aspects of
a social network according to embodiments of the invention may
allow a user to view, share, track, follow, and use content related
to the bracelets 10 and other functional jewelry, as well as light
designs and other animations created with the interface 450. As
with the social network page 400 of FIG. 14 and other social
network features, establishment of a page like social network page
500 may be limited to users of bracelets 10, with identity
verification and access based on linking to a specific identifier
associated with a specific bracelet 10. Of course, in some
embodiments, certain pieces of content may be set so that they can
be viewed by the general public regardless of association with a
bracelet 10.
[0140] The social network page 500 includes a header or identifier
section 502 that includes a photograph of the user and other
identifying information. A statistics area 504 provides information
on the number of bracelet and light designs that are associated
with that particular user, as well as the number of other users
that the user is following, and the number of others that are
following the user. Any other metrics that are typical or
appropriate for a social network may also be presented.
[0141] A selector or menu system 506 allows the user to see his or
her social network feed; to see, select, edit, and create new light
designs and segment designs; to see the designs and other content
created by those the user follows; to see the designs and other
content created by those the user is following; to see different
collections of segments 13, 14, 16, 18, 20 of different designs;
and to see tutorials on how to use various aspects of the bracelets
10 and the design tools for them.
[0142] With respect to segment designs, as was described above, the
segments 13, 14, 16, 18, 20 may be UV printed. An additional
advantage of UV printing is that segment designs can be rapidly
taken from a design tool and directly printed. Additionally,
three-dimensional "gemlike" segments 13, 14, 16, 18, 20 may be made
using rapid prototyping techniques, like three-dimensional
printing. These kinds of techniques enable custom manufacturing,
such that users can design not only light sequences but designs for
segments 13, 14, 16, 18, 20 and have those segments 13, 14, 16, 18,
20 manufactured and shipped to them using features provided by the
social network pages 400, 500.
[0143] Below the various selectors and elements in social network
page 500 of FIG. 16, a content or feed area 508 presents a pastiche
of different types of content culled from sources in which the user
has expressed interest, including other users, particular designs
and families of designs, and tutorials or informational content. As
shown in FIG. 16, the feed area 508 displays two different segment
designs 510, 512 from different designers the user is following;
two different designs 514, 516 for bracelets 10 themselves;
information on a particular segment design 518, a video tutorial on
creating light and animation designs, and a profile precis 522. for
a designer the user is following. As with most social network
feeds, the content that any particular user sees will vary at
intervals, sometimes continuously, depending on what other social
network users are posting. The frequency with which the user sees
posts or content from a particular source will depend on a number
of factors, including the user's past degree of engagement with
that source and other explicit and implicit indicators of interest,
as well as the desire of the social network provider and others to
push or promote various content.
[0144] Portions of this description set forth a number of actions
performed by the bracelets 10, the server 212, and other electronic
components, and refer to "software." As the term "software" is used
in this description, it refers to sets of machine-readable
instructions on a non-transitory machine-readable medium that, when
executed by a machine, cause that machine to perform certain steps
or take certain actions. Any of the actions described here and
attributed to the bracelets 10, or to other components, may be
encapsulated in software. In the case of the bracelet 10, the
non-transitory machine-readable medium would typically be flash
memory or any other type of programmable, non-transitory memory. In
the case of the server 212, the non-transitory machine-readable
medium would either be flash memory, a hard disk drive, or a solid
state drive, to give but a few examples.
[0145] In accordance with another aspect of this invention, the
jewelry item, as configured particularly as the bracelet 10 worn on
a user's wrist, is controlled to achieve a compelling appearance
while achieving acceptable battery life through the use of
responsive variable light effects. The light effects may he
generated not only by energizing the aforementioned LED assemblies
36, but also by energizing other different light sources, such as
electroluminescent materials, fluorescent/incandescent light
sources, lasers, light-reactive materials, and similar light
sources. The characteristics of these light effects may include a
change in appearance and intensity in response to detection by the
sensor 62 of a triggering event. The event might be a predetermined
volume or frequency of sound detected by the microphone 70, a
predetermined position, gesture, motion, and/or orientation
detected by the accelerometer 68 or a gyroscope, a predetermined
proximity or shared signal availability detected by the transceiver
66, a predetermined color detected by the color sensor 72, and a
predetermined time detected by a timer, or any combination of these
or other triggering events. The sensors 62 trigger the main control
unit 56 to take action, like pairing and impairing of the
transceiver 66, activation of the LED assemblies 36, activation of
the vibration motor 64, and communication.
[0146] The characteristics of these light effects may
advantageously be characterized by the use of broad and varied
color palettes, smoothly running or deliberately distorted
animations, and random unpredictable displays, which are
attractive, surprising, and unusual.
[0147] Baseline activity or the default display is attractive and
energy efficient. For example, the default display may be a
simulated flickering "candle" effect (FIG. 17), that conserves
energy consumption so that the bracelet battery 50 can support over
a relatively long working lifetime an extended display of the
baseline activity. In one embodiment, rotating one's wrist in one
circumferential direction can be detected by the sensors 62 and
trigger the main control unit 56 to make the default display of the
simulated candle burn successively brighter, while rotating one's
wrist in the opposite circumferential direction can be detected by
the sensors 62 and trigger the main control unit 56 to make the
simulated candle burn successively dimmer and eventually be
extinguished.
[0148] A higher activity as measured by the bracelet sensors 62 may
result in more intensive and progressive light effects. Since high
activity displays consume more electrical power, the light display
preferably quickly subsides to the baseline activity level or
default display unless an ever increasing triggering event or
additional amount of sensor activity is detected.
[0149] Natural phenomena may be mimicked. For instance, as shown in
FIG. 17, the bracelet 10 may exhibit a "fire" effect, in which
case, a single white LED may create and simulate a simulated fire
as the baseline activity or default display. Any movement, such as
tilting or rotating or thrusting, of the bracelet, as measured by
its sensor 62, or waving one's other hand over the bracelet, would
"fan the flames" and cause the default display of the simulated
fire to grow in size, color, and intensity, When such movement
subsides, the display will die down to the baseline activity, like
a fire consuming its fuel. Tapping the bracelet, as detected by
sensor 62, may cause the display of a simulated shower of "sparks"
(white LEDs) that move across the display and quickly vanish. The
more taps and the greater intensity of the taps, the more sparks
will be displayed. As another instance shown in FIG. 17, the
bracelet may exhibit a "rain" effect, in which case, a single blue
LED may recreate and simulate a raindrop hitting the bracelet at a
random location as the baseline activity or the default display.
More LEDs can simulate the raindrop then moving in a direction
according to the movement of the bracelet as indicated by the
bracelet sensor 62 (raindrop slides off the bracelet). During
increased activity, the raindrop may increase in size to be more
like a puddle (more LEDs). Tapping the bracelet could result in the
dynamic display of "ripples" in the puddle. Many other different
effects are contemplated by this invention.
[0150] A color palette may be built around a single key color. This
key color or the default display may be selected or changed by the
user according to preference, for instance, to match a color of an
outfit worn on a particular occasion. The pattern palette will then
automatically adjust. For instance, the default key color of the
"fire" effect may be orange, leading to a palette of reds, oranges,
and yellows of varying saturation. If the user changed the key
color to blue, then the "fire" palette would change to greens,
blues, and violets. Many other different color palettes are
contemplated by this invention.
[0151] A light animation may respond to sounds or music having a
beat or rhythm to provide a clear visual indication of the beat or
rhythm with a corresponding satisfying color or intensity, while
conserving electrical power to enable long battery life. FIG. 17
depicts an exemplary change in color and a change in display
animation (e.g., "fireworks") in response to sound or music
detection, Different display animations may be combined.
[0152] Time may serve as a primary sensor input to provide an
attractive display that has a practical use as a timekeeper. Time
may be arranged in linear patterns, e.g., time in music, or in
non-linear, random or distorted patterns to create and vary the
display.
[0153] Selecting a primary color from a color picker, or from an
image from a user's library or camera. The selected color may be
used as the primary color across different light patterns. Each
light pattern uses a primary color and a color rule (e.g.,
complementary colors, a color triad, etc.) to determine the other
colors in the light pattern. All the light sources may display a
color from the color picker, or from the image selected by the
user. Once the color is selected, the bracelet can return to normal
operation with new colors applied to all or specific light
patterns. The color can change based on such factors as music
rhythm, tapping on the bracelet, wrist motion, time, etc.
[0154] Users can record a sequence of light effects/patterns, save
the sequence, and then share that sequence with other users. The
sequence may be a series of scenes, a chase, or any sequence
programmed, for example, by using digital multiplex (DMX) language
to control lighting.
[0155] In summary, the main control unit 56 or controller is
operative to implement variable visual representations or visible
light patterns, as well as to implement variable sound and/or
tactile patterns generated by the onboard vibration motor 64 based,
for example, on the combination of personal, social, and/or
environmental information and/or triggering events. The sound
patterns and the light patterns may be combined in hybrid
animations. This information may be collected and stored in a
master database by the main control unit 56, and by the supporting
social network infrastructure of the bracelet. The personal
information may include any number and/or combination of physical
actions (e.g., walking, dancing, waving, clapping, etc.). The
social information may include physical proximity to an individual
and/or a group or groups. The individuals may be friends,
acquaintances, or strangers in a descending order of intimacy. The
social information may include different levels of social
intercourse, such as body language, and all sorts of physical or
signaling exchanges that are affected by frequency and/or duration
of any or all of these activities. The environmental or location
information may be communicated by a pattern, frequency and/or
duration of time spent in specific locations (e.g., parks,
concerts, sporting events), audible stimuli (e.g., music,
conversation, applause), the time of day, or a specific time and/or
date.
[0156] The bracelet 10 emits the output of a light responsive
effect, which may be comprised of one or more lights, and/or may
include one or more vibrations from the vibration motor 64. The
lights and vibrations may change over time in different patterns.
The main control unit 56 interprets data collected by the sensors
62 such as, but not limited to, motion, audio, color, time, and
Bluetooth proximity or shared signal availability and connectivity,
The main control unit 56 may evaluate social network graphs and
metadata collected from all the sensors 62, and applies these
factors to the visual and sound/tactile output. The main control
unit 56 executes an effect algorithm that combines specific
interpretations of network information with an effect style. A
style provides a map of colors, patterns, graphics, avatars,
alphanumerics, language, and vibrations to be triggered by
real-time thresholds (e.g., sound level, motion activity) and
evolving gathered intelligence (e.g., "the group is terrific", "six
friends present", "I want to dance with you"). The effect
algorithms running on the main control unit 56 are designed to
minimize electrical power consumption by monitoring user activity
and inactivity.
[0157] Bracelets 10 can receive messages over their radio
transceivers 66, which cause the lights to produce distinctive
light signals. These light signals are designed to provide clear
and dramatic communication where other forms of communication such
as text messaging or voice are not suitable or practical, such as
in noisy environments, during activities where other communication
devices are not available or accessible, or at a distance where
voice cannot be discerned and where text cannot be read.
[0158] A user can communicate with other users by exchanging light
signals between one or more bracelets 10 that are paired. The light
signals constitute a unique and meaningful light pattern animated
by the lights that may be arranged in any desired arrangement or
array, e.g., in a 2.times.10 LED light array. The light signals can
be invoked by Bluetooth availability to one or more individuals
meeting in one or more groups, or by using a social application on
the Internet. In the application, a user can choose from a list of
standard light signals, or define a custom light signal that only
the user and other individuals, e.g., his/her friends, know. A
light signal may be sent to one or more of the user's friends or
acquaintances. The light signal is received in the recipient's
application and automatically "played" on the bracelet over a
Bluetooth channel or equivalent. The light signal may be prefaced
by one or more vibrations. The light signal may be paired with
activation of the bracelet vibration motor 64 shortly before or
after the signal displays, to notify the user to look at his/her
bracelet to observe the light signals.
[0159] In a controller mode of operation, the bracelets
continuously monitor for a signal and are able to respond to a
controller, or they are monitoring each other in some type of
wireless mesh network mode, or both in combination. This could be a
local Bluetooth low energy (BLE) mode or its equivalent, or a cloud
network, or both in combination. For example, a music disc jockey
controller can send coordinated light effects across a crowd, or a
crowd of people in a stadium connected in a mesh network can create
coordinated light effects based on motion ("the Wave") or sound
(music).
[0160] In a channels mode of operation, the users may subscribe to
channels that automatically notify any number of bracelets (e.g.,
millions of bracelets globally in a short time, e.g., 0.25
milliseconds) as follows:
[0161] Subscribed Events --Users may subscribe to channels, e.g.,
sports, music, talk, etc. Subscribers receive event notifications
in the form of light signals, e.g., a user's bracelet may turn pink
at noon in remembrance of breast cancer survivors.
[0162] Scheduling and Automatic Triggering--Organizations that
manage such channels can schedule the light signals to be sent
based on (a) a triggering event; (b) simple conditional statements
known as "recipes", (c) a trigger time; or (d) a triggering
behavior (e.g., location, action, etc). For example, Starbucks
could send a user a message based on proximity or shared signal
availability to a nearby store.
[0163] The bracelet may output a predetermined, parameterized
pattern of lights and/or vibrations. The parameters may include
color, speed, and duration. The output pattern may be a responsive
pattern of lights and/or vibrations, where some characteristics of
the output pattern may be influenced by environmental sensors.
These sensors 62 may include accelerometers, gyroscopes (MEMS
and/or AHRS), magnetometers, photometers, microphones, buttons, and
proximity-detection via Bluetooth or other wireless radio
technologies. The sensors 62 may be on the bracelet 10, or on a
smart phone or tablet in direct or indirect communication with the
bracelet 10. If on the phone, the phone must communicate the sensor
data to the bracelet, at least once, and possibly at regular
intervals, by simple or duplex communication.
[0164] The output pattern may also be a novel sequence of lights
and/or vibrations. The output pattern may be a novel sequence of
lights and/or vibrations, which accepts such parameters as color,
speed, and duration. The output pattern may be a novel sequence of
lights and/or vibrations that respond to the environmental sensors
described above. The output pattern may be sent from one bracelet
to another bracelet, point-to-point. The output pattern may be sent
from one phone to one bracelet, point-to-point. The output pattern
may be sent from one phone to another phone to a bracelet,
point-to-point with intermediate hops. The output pattern may be
sent to one or many recipients, in point-to-point, broadcast, and
multicast topologies.
[0165] As described above, FIG. 17 diagrammatically depicts various
lighting effects that may be displayed on the bracelet 10.
[0166] In FIG. 18, a phone may use a built-in radio transceiver to
bidirectionally communicate directly with the bracelet 10.
[0167] In FIG. 19, a phone may use a built-in radio transceiver to
bidirectionally communicate directly with multiple bracelets
10.
[0168] In FIG. 20, a phone may use its network connection to
bidirectionally communicate with another phone that is beyond the
range of its built-in radio transceiver. The receiving phone relays
the signal to the bracelet 10.
[0169] In FIG. 21, a server may bidirectionally send a signal over
a network to a phone that is relayed to the bracelet 10.
[0170] In FIG. 22, multiple streams of signals "A", "B", "C", and
"D" from a network server may be transmitted to a phone. The user
may subscribe to one or more signal streams. In this figure, only
signal "C" is bidirectionally relayed to the bracelet 10.
[0171] In FIG. 23, a virtual bracelet may be simulated by a phone
or other portable computing device.
[0172] In FIG. 24, a phone may use its short-range radio
transceiver to bidirectionally communicate directly both with the
bracelet 10 and a virtual bracelet. The phone may use a network
connection to bidirectionally send messages to multiple phones,
which relay messages to multiple bracelets 10.
[0173] In FIG. 25, multiple streams A, B, and C are available to
multiple phones, simulating a broadcast network, such as television
or cable TV.
[0174] In FIG. 26, the bracelet 10 may bidirectionally communicate
directly with another bracelet 10 using its radio transceiver.
[0175] In FIG. 27, the bracelet 10 may bidirectionally communicate
directly with multiple other bracelets 10 using their radio
transceivers.
[0176] In FIG. 28, the bracelet 10 may broadcast information using
its radio transceiver. Other bracelets 10 may detect these
transmissions and use that information. This behavior facilitates
group behaviors, such as synchronization, coordinated light
effects, etc.
[0177] In FIG. 29, at least one of the segments, for example, the
central, or largest, or most appropriate, removable, modular
segment 16 of the bracelet 10 displays the default display of an
image of an avatar 94, which is an electronic or physical image
that represents any person, place or thing selected by a user. The
sensors 62 may then change the default avatar display, e.g.,
causing the avatar's eyes to wink, or head to nod, or arms to wave,
or become brighter, etc., upon detection of any of the triggering
events described above.
[0178] FIG. 30 depicts a plurality of smart phones 1, 2, 3, . . . ,
n, each paired with a respective bracelet 10. Each phone is able to
execute an application, e.g., a local or slave app, over a
plurality of wireless links, designated as A, B, C, and D. Another
smart phone designated as a master is able to communicate with the
phones 1, 2, 3, . . . , n through a cloud network. The master phone
is able to execute an application, e.g., a master app, to
communicate with the cloud network. The master phone accesses
information stored in a master database, and initiates and
organizes a deployment in which the phones 1, 2, 3, . . . , n
acknowledge that they are part of a group that will accept common
input commands from the master phone. More particularly, the
bracelets 10 shown in FIG. 30 have already acknowledged to the
master database that they are all part of a group of friends that
all wish to simultaneously receive and display the same data, in
which case the master phone sends the common data via the cloud
network to all the phones 1, 2, 3, . . . n over a respective link A
to a respective bracelet 10 for executing a function, request or
task for the bracelet to perform. A data handshake may be sent over
a respective link B. A manual task request may be sent over a
respective link C, and a continuation program, e.g., a request or
task is only completed at a predetermined geographic location, may
be sent over a respective link D.
[0179] FIG. 31 is analogous to FIG. 30, except that the master
phone assigns a plurality of individual channels 1, 2, 3, . . . , n
to a plurality of individual cloud networks. The channels are
dedicated and may be directed, for example, to sports, music, news,
etc. Each group of friends that subscribe to a respective channel
will simultaneously receive the information on that channel.
[0180] In a mesh network, bands share small quantities of
information with a mesh network implemented using BLE advertising
data. Several times per second, the bands advertise their presence
over BLE by sending a small packet of radio data. Part of this data
is user-definable and is used to contain mesh messages.
[0181] Several times per second each band also "discovers," meaning
that it sets its radio transceiver to a receive mode and monitors
for advertising packets being sent by other bands. Hence, each band
is continually receiving mesh messages sent by other bands, and
sending out its own mesh messages. These messages are broadcast, in
that that every band can receive any message, and they are
connectionless, in that there is no handshaking or acknowledgement
of receipt. When a band receives a message, it may change its state
according to the message contents and/or rebroadcast the
message.
[0182] The messages contain four parts: a Group Address (GA), an
Individual Address (IA), a Rebroadcast Counter (RC), and a Message
Body (MB). When a band receives a message, it also receives an
indicator of the Signal Strength (SS) of the message, which gives
an approximate measure of how close the transmitter is to the
receiver.
[0183] Each band is configured with parameters and algorithms which
control how it generates and responds to these messages. These
include a Band Group (BG), a Band Address (BA), a Message Generator
(MG). and a Message Interpreter (MI). In addition, each band keeps
a copy of the last message that it transmitted onto the mesh
network.
[0184] The behavior of the MG and the MI define the specific
behavior of the mesh network and will change with each
application.
Example 1
[0185] Arena light show. A band controlled by an event producer is
used to produce coordinated light effects on an arena full of
bands, or a subgroup bands in the arena (for instance, grouped by
seating area), or one band in the arena associated with a specific
user.
[0186] In Example 1, the GA and IA indicate what segment of the
arena is to receive the message, and the MB indicates the color and
pattern the bands are to display. The RC indicates the age of
messages and allows newer messages to be prioritized. Each band has
its own unique BA (Bluetooth ID) and non-unique BG (pre-assigned
via app). A "Leader" band running special software transmits a
message in which the message body contains codes for a desired
light color and pattern. If it is desired to transmit to a certain
BG, the Leader sets the GA of the message to the BG oaf the bands
to be controlled. If all bands are to be controlled, then the .BG
is set to a special value ALL_BANDS. If one band is to he
controlled, the BG is set to a special value ONE_BAND, and the IA
of the message is set to the BA of the recipient. The RC is set to
0, indicating the first transmission of the message.
[0187] All bands except the Leader are programmed to receive these
messages, respond appropriately, and retransmit the message so that
the message can spread rapidly throughout a large arena. To do
this, first the band compares the RC of the received message to the
RC of the last message it sent ("last RC"). If RC is greater than
or equal to the last RC, then the message is judged to be oat of
date information, and no action is taken. If RC is less than the
last RC, then the message contains new information. The band then
checks the GA and the IA against its BG and BA. If they match, the
band extracts the desired light color and pattern from the MB and
displays it. Whether or not the band displays the pattern, it then
retransmits the same message it just received, but with the RC
incremented by one. In other words, all bands help to spread the
message, whether or not they are an intended recipient.
Example 2
[0188] Paint spatter game. Here the mesh is used to implement a
game where users can shake their bands like a dripping paint brush
and thereby spread their band's color to other nearby bands. There
is no special Leader band. All bands are the same, and each user
can initiate a message by shaking their band. When the band detects
a shake, it transmits a message where the MB encodes the band's
color and pattern. The GA can be used if it is desired to limit the
bands participating in the game (for instance, to allow multiple
independent games to go on in close proximity), but is otherwise
not used.
[0189] When a band receives a message, it checks it to see if the
message SS is above a pre-defined threshold (thereby limiting the
ability to spatter on bands far away). If the SS is above that
threshold, then the band has been spattered, and sets its color and
pattern as encoded in the received MB. The message is NOT
retransmitted, because in this application a spatially-localized
effect is desired.
[0190] Refinements of this game could include the strength of the
shake (as measured by the band's accelerometer) in the MB, and have
the receiving band include this in the threshold calculation, so
that stronger shakes would spread color farther.
[0191] While the invention has been described with respect to
various embodiments, the description is intended to he exemplary,
rather than limiting. Modifications and changes may be made within
the scope of the invention, which is defined by the appended
claims.
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