Toy Interactive Entertainment Devices

Hornsby; James Russell ;   et al.

Patent Application Summary

U.S. patent application number 15/797171 was filed with the patent office on 2018-08-02 for toy interactive entertainment devices. The applicant listed for this patent is Cepia LLC. Invention is credited to James Russell Hornsby, Joseph Lee McGowan, Christian Mathis Mouser, Genevieve Lark Wood.

Application Number20180214785 15/797171
Document ID /
Family ID62977387
Filed Date2018-08-02

United States Patent Application 20180214785
Kind Code A1
Hornsby; James Russell ;   et al. August 2, 2018

TOY INTERACTIVE ENTERTAINMENT DEVICES

Abstract

Interactive entertainment devices including a toy magic wand with integrated electronics for, among other things, detecting wand motion and responding accordingly, such as illuminating one or more LEDs, displaying images on one or more LCD displays, playing sound effects or character speech, emitting infrared (IR) signals via one or more IR emitters, or some combination thereof. An exemplary device may include a "fairy house" or "wizard tower" playset with integrated electronics for receiving one or more received IR signals and responding or reacting accordingly. For example, depending on the nature of the received IR signals, the electronics may illuminate one or more LEDs, display images on one or more LCD displays, play sound effects or character speech, emit IR signals via one or more IR emitters, or some combination thereof.


Inventors: Hornsby; James Russell; (Winter Park, FL) ; McGowan; Joseph Lee; (St. Charles, MO) ; Mouser; Christian Mathis; (Ballwin, MO) ; Wood; Genevieve Lark; (St. Peters, MO)
Applicant:
Name City State Country Type

Cepia LLC

St. Louis

MO

US
Family ID: 62977387
Appl. No.: 15/797171
Filed: October 30, 2017

Related U.S. Patent Documents

Application Number Filing Date Patent Number
62453723 Feb 2, 2017
62501967 May 5, 2017
62509085 May 20, 2017

Current U.S. Class: 1/1
Current CPC Class: A63H 33/22 20130101; A63J 21/00 20130101; A63H 5/00 20130101; A63F 2250/485 20130101; A63H 33/26 20130101; A63F 2009/2454 20130101; A63H 33/005 20130101; H04B 5/0062 20130101; A63F 2009/2452 20130101; H04B 10/502 20130101; A63H 33/008 20130101; A63F 2009/2402 20130101; A63H 3/006 20130101; A63H 30/04 20130101; A63F 2009/2476 20130101; A63F 9/24 20130101; A63H 33/009 20130101; A63F 2009/2447 20130101; A63H 2200/00 20130101
International Class: A63H 33/00 20060101 A63H033/00; A63H 1/24 20060101 A63H001/24; A63H 33/22 20060101 A63H033/22

Claims



[0505] 1: An interactive entertainment device comprising: a housing; at least one display device, said display device positioned on a side of said housing and oriented such that said display device is viewable by the user; at least one light source, said light source positioned within said housing; at least one communication element for receiving one or more signals; and one or more electronic devices, said electronic devices being operatively connected to said display device, said light sources, said communication element, wherein said electronics are configured to selectively execute one or more instructions based on at least one of pseudo-random selection, said signals received from said communication element, and a determined lapse of time since said signals received from said communication element, said instructions enabling a coordinated displaying of images on said display device and driving said light source.

2: The interactive entertainment device of claim 1, said interactive entertainment device further comprising a power source.

3: The interactive entertainment device of claim 1, said light source comprising one or more light-emitting diodes.

4: The interactive entertainment device of claim 1, wherein said IR sensor may receive one or more signals from other devices remote from said interactive entertainment device.

5: The interactive entertainment device of claim 1, wherein said signals received by said communication element are indicative of one or more spell reactions, said spell reactions indicating one or more of said instructions.

6: The interactive entertainment device of claim 1, said communication element comprising at least one infrared (IR) sensor.

7: The interactive entertainment device of claim 1, said electronic devices further comprising one or more computer-readable storage media, said storage media having stored thereon said instructions, said instructions being computer-executable, said instructions corresponding to one or more spell reactions.

8: The interactive entertainment device of claim 1, said housing comprising one of a tower and a house.

9: An interactive entertainment device (e.g., tea cup), said device comprising: a housing; at least one communication element for receiving one or more signals; and one or more electronic devices, wherein said electronic devices are configured to selectively execute one or more instructions based on said signals received from said communication element.

10: The interactive entertainment device of claim 9, said device comprising a wheeled base, said housing being operatively connected to said wheeled base via a waist, said housing being configured to rotate about said waist, said base comprising a bottom surface, at least one wheels, a motor, a motor drive, said motor being operatively connected to said wheel; and an edge sensor, said edge sensor being configured to detect an edge of a surface upon which said interactive entertainment device is moving, wherein said instructions selective activate said motor to avoid the edge of the surface; said electronic devices being operatively connected to said motor, said communication element, and said edge sensor, said instructions enabling selective activation of at least one of said light source and said motor.

11: The interactive entertainment device of claim 9, said housing including one or more motor-actuated doors, said electronic devices being operatively connected to said motor-actuated doors, said instructions enabling selective activation of said one or more motor-actuated doors.

12: The interactive entertainment device of claim 9, said electronic devices further comprising one or more speakers, said instructions enabling selective activation of said one or speakers.
Description



CROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This application claims the benefit of U.S. Provisional Application 62/453,723, filed Feb. 2, 2017, U.S. Provisional Application 62/501,967, filed May 5, 2017, and U.S. Provisional Application 62/509,085, filed May 20, 2017.

BACKGROUND

[0002] At present, toy wands and accompanying accessories lack coordinated action and/or activities. Aspects of the present invention advantageously provide, among other things, a coordinated audiovisual and auditory experience to a person using a wand and/or accompanying accessories that embody one or more aspects of the present invention.

BRIEF SUMMARY OF THE INVENTION

[0003] The following presents a simplified summary in order to provide a basic understanding of some aspects of the invention. This summary is not an extensive overview. It is not intended to identify key or critical elements of the invention or to delineate the scope of the invention. The following summary merely presents some concepts of the invention in a simplified form as a prelude to the more detailed description provided below.

[0004] Aspects of the present invention relate to interactive entertainment devices. According to aspects of the present invention, an exemplary device may include a toy magic wand with integrated electronics for, among other things, detecting wand motion and responding accordingly, such as illuminating one or more LEDs, displaying images on one or more LCD displays, playing sound effects or character speech, emitting infrared (IR) signals via one or more IR emitters, or some combination thereof. In some embodiments, one or more toy magic wand may include an "apprentice"-type wand that generally includes a subset of features of the exemplary toy magic wands described herein.

[0005] According to aspects of the present invention, an exemplary device may include a "fairy house" or "wizard tower" playset with integrated electronics for receiving one or more received IR signals and responding or reacting accordingly. For example, depending on the nature of the received IR signals, the electronics may illuminate one or more LEDs, display images on one or more LCD displays, play sound effects or character speech, emit IR signals via one or more IR emitters, or some combination thereof.

[0006] According to aspects of the present invention, an integrated interactive entertainment device may include, among other things, a housing, at least one display device, with the display device positioned on a side of the housing and oriented such that the display device is viewable by the user. The entertainment device may further include at least one light source, with the light source positioned within the housing, at least one communication element for receiving one or more signals, and one or more electronic devices, with the electronic devices being operatively connected to said display device, the light sources, and the communication element, wherein the electronics are configured to selectively execute one or more instructions based on at least one of pseudo-random selection, signals being received from the communication element, and a determined lapse of time since the signals were received from the communication element, with the instructions then enabling a coordinated displaying of images on the display device and driving the light source.

[0007] According to aspects of the present invention, an integrated interactive entertainment device (e.g., tea cup) may include, among other things, a housing, at least one communication element for receiving one or more signals, and one or more electronic devices, wherein the electronic devices are configured to selectively execute one or more instructions based on the signals received from the communication element.

BRIEF DESCRIPTION OF THE DRAWINGS

[0008] FIGS. 1A-1E illustrate exemplary toy wands, according to various aspects described herein.

[0009] FIG. 2A illustrates an exemplary diagram illustrating exemplary steps for determining various states of an interactive device and executing appropriate functionality,

[0010] FIG. 2B illustrates an exemplary spell storyboard, and FIG. 2C illustrates an exemplary quest storyboard, according to various aspects described herein.

[0011] FIG. 3 illustrates exemplary spell combination/codes corresponding to one or more motions or movements of an exemplary interactive device, according to various aspects described herein.

[0012] FIGS. 4A-4C illustrate exemplary accessory devices and their corresponding elements, structures, and features, FIG. 4D illustrates an exemplary flowchart corresponding to the operation of the exemplary accessory devices, and FIG. 4E illustrates an exemplary accessory device and its corresponding elements, structures, and features, each according to various aspects as described herein.

[0013] FIGS. 5-6 illustrate exemplary toy wands, e.g., "apprentice" wands, according to various aspects described herein.

[0014] FIGS. 7A-7F illustrate exemplary displays corresponding to one or more spell animations displayed on one or more display devices of an exemplary toy wand, according to various aspects described herein

[0015] FIG. 8 is a block diagram illustrating an example of a suitable computing system environment in which aspects of the invention may be implemented.

DETAILED DESCRIPTION

[0016] In the following description of the various embodiments, reference is made to the accompanying drawings, which form a part hereof, and in which is shown by way of illustration various embodiments in which features may be practiced. It is to be understood that other embodiments may be utilized and structural and functional modifications may be made.

[0017] As noted above, aspects of the present invention include interactive entertainment devices such as a toy magic wand. Exemplary wands are illustrated in FIGS. 1A-1C. In these examples, various ornamental features are demonstrated that give the toy an appearance of a wand. In the example of FIGS. 1A-1C, the handle (alternately, the "base") 2 may include features such as spiral-shaped grooves or raised portions of the handle material, one or more "leaf"-shaped elements, or other appropriate elements, or some combination thereof. In these examples, the bottom surface 4 of the wand is flat, so that the wand may stand vertically as shown. Significantly, a cavity is contained within the base, within which one or more electrical/electronic elements may be placed or otherwise located for performing or otherwise effectuating the functionality described herein, e.g., powering LEDs on and off, driving LCD displays, receiving motion or light level information, etc. As illustrated, the base continues upward to a wider section.

[0018] As illustrated in FIGS. 1A-1C, the toy wand structure widens near the top end of the base. According to aspects of the present invention, the widened-portion of the toy wand includes one or more framing elements for one or more LCD displays 6 positioned within the portion. While LCD displays 6 are generally described throughout, any suitable display device or devices may be utilized without departing from the scope of the present invention. For example, the exemplary wands in FIGS. 1A and 1C illustrate an exemplary image of a "fairy face" being displayed via the enclosed LCD display 6. Other images or animations, however, may be displayed during the operation of the toy wand.

[0019] As further illustrated in FIGS. 1A-1C, the wand structure continues upward from the widened section and extends to a rounded, distal end. This "wand stem" 8 may include a cavity within its structure, with this cavity generally extending from the widened section towards the distal end. According to aspects of the present invention, while FIG. 1C illustrates an exemplary wand measuring 354 mm, other wand lengths may be utilized without departing from the scope of the present invention. Furthermore, one or more elements may be placed at or near the distal end, including ornamental features such as a star-shaped feature, operative elements such as LEDs or IR emitters, or some combination thereof.

[0020] In order to better describe the various aspects of the present invention, an exemplary toy magic wand is described herein for illustrative purposes only and should not be construed as limiting aspects of the invention. In an exemplary embodiment of the toy wand (FIGS. 1B-1C), an approximately 14-inch long wand is illustrated, with elements for lights, sounds, and animations displayed on color LCD screens 6. The exemplary wand may be configured with the visual characteristics, elements, features, etc., shown in FIG. 1A, or may be configured in a similar or different manner, e.g., pixie wands, wizard wands, enchanted swords, scepters, etc. In other words, each of these is an exemplary type of an interactive entertainment device within the scope of the present invention. Generally speaking, the visual characteristics of the interactive entertainment device is indicative of the "personality" profile of the device, e.g., three different pixies as demonstrated in FIG. 1A, as further described below.

[0021] As illustrated in FIGS. 1B-1C, an exemplary wand may include one or more electronic elements, components, structures, etc., for operating or effectuating the features of the wand (generally not shown, as being contained and/or positioned within the wand). For example, the wand may include one or more integrated controllers ("IC"), microcontrollers, microprocessors, or other appropriate controllers. For the sake of clarity, such controllers will be generally referred to as ICs, unless otherwise noted. An exemplary wand may additionally include one or more motion/orientation-sensitive elements, such as an accelerometer, which provides information accessible to the IC for detecting, registering, or otherwise determining a forward/backward movement of the wand, a side-to-side movement of the wand, an upside-down position of the wand, or any other appropriate movement or orientation of the wand, or some combination thereof. An exemplary wand may further include one or more light-sensitive elements or sensors (e.g., CDS photo-cell sensor 20). An exemplary wand may additionally include one or more microphones for capturing auditory information for use during operation of the wand, e.g. responding to voice commands ("dance to the music"), activating functionality in response to music, etc.

[0022] The exemplary toy wand may further include, within its structure, one or more power sources for the electrical/electronic elements of the wand. For example, an exemplary power sources may include standard battery cells, proprietary battery cells, or some combination thereof. These power sources may be single-use or recharge, and may be user-replaceable or non-replaceable. According to aspects of the present invention, an exemplary wand may include an externally-oriented port for power source charging, such as a USB port 10. The port 10 may optionally enable programming/instruction updates for the wand, e.g., updates to the functions/instructions implementing the functionality shown in the exemplary flowchart of FIG. 2A, adding new functionality, removing functionality, etc. The IC may signal a low battery warning and/or battery charge level via an appropriate indicator, e.g., visual elements on one or more of the LCD displays 6, sounds played over one or more speakers 12, etc. In some embodiments, an exemplary wand may not operate when the batteries are being charged and the LCD display 6 may show a battery status indicator or icon. As illustrated in FIG. 1B, an exemplary wand may additionally include an "ON/OFF" or an "ON/OFF/DEMO" switch 14.

[0023] The exemplary toy wand further includes a vertically-oriented LCD display device 16 positioned within the upper end of the wand (alternately, the "stem") 8, and includes LEDs 18 at or near the distal end of the stem. The exemplary wand in FIGS. 1B-1C demonstrate two RGB LEDs 18 in proximity to an IR-emitting element 20. In some embodiments, the RGB LEDs 18 may project a bright spot light focused approximately 8-10 meters from the distal end of the stem 8. In this example, the stem 8 is comprised of a translucent or transparent material. In some embodiments, the stem includes a protective lens covering the vertically-oriented LCD display device. According to aspects of the present invention, the protective lens may additionally magnify, enlarge, enhance, or alter the visual image on the LCD screen, or some combination thereof. Significantly, the ICs will drive the LCD displays 6, RGB LEDs 18 (together or independently), and/or IR emitters 20 in response to the information it received regarding the orientation, movement, and other pertinent information regarding the wand, as defined or otherwise determined by one or more instructions that makes up the wand's personality profile, e.g., spell scripts comprised of one or more movements or motions of the distal end of the stem 8.

[0024] In operation, an IR emitter 20 at or near the distal end of the stem 8 emits an IR signal each time a user makes a "flick" (e.g., forward-backward motion) or "swish" (e.g., side-to-side motion) with the wand, based on movement/position information determined by the ICs. For the purposes of this example, the exemplary wand may be in one of two exemplary states--an "Explore" mode and a "Quest" mode". The Explore mode may further include an "Improv" mode (which permits a user to move the wand about and the ICs will generally drive the LEDs 18, LCD screens 6, speaker 12, etc., without regard to the type or pattern of the movement) and a "Practice" mode, wherein the user is prompted to perform one or more of the spell scripts and, based on the combination of motions/movements performed and the motions/movements defined by the script, the ICs activate or drive the appropriate visual, auditory, etc., elements to indicate success or failure. In the "Quest" mode, the ICs may drive the IR emitter 20 when a particular spell is cast. In some embodiments, an exemplary wand may also have a "Dance" interaction mode, wherein one or more microphones may be activated and when music is detected via the microphones, a fairy may be shown on the LCD 6 and animated to dance with the detected music (e.g., animated only while music is detected, animated for a set period of time when music is detected, etc.), or other appropriate functionality may be performed. Advantageously, one or more elements of an exemplary wand may be utilized to determine various states that the wand may be in or otherwise experiencing, which results in appropriate functionality being performed--for example, when upside down (e.g., based on accelerometer information), one or more appropriate animations, sounds, speech, etc. may be performed that reflect the state, e.g., a voice indicating "I don't like being upside down". Other states may include, but are not limited to, a "shaken until dizzy" state (e.g., based on accelerometer information), a "fairy's eyes are covered" state (e.g., based on CDS sensor 20 information), a "battery charge level low" state, or a "timed off" state such as when the wand is not being used (e.g., based on accelerometer information, CDS sensor 20 information, etc.). While not listed, additional states may be available and are clearly within the scope of the present invention. FIGS. 1D and 1E illustrate additional exemplary embodiments, according to aspects of the present invention.

[0025] Generally speaking, spells are cast when a specific set or combinations of flicks or swishes are made by the user using the wand. If the ICs determine there is wand motion, the ICs may count a particular motion and wait for the next motion to determine the proper action, e.g., which spell, if any, matches the motions. For example, a flick followed by an additional flick and a swish may comprise a defined spell, indicated that the ICs should play appropriate animations on the LCD screens, light up the RGB LEDs, and play an appropriate sound file (such as sound effects and/or character speech). Each spell defined by a spell script may indicate a unique set of animations, sounds effects/character speech, LED light display, or some combination thereof, associated with that spell.

[0026] In other words, one of the purposes of the wand is to give the user an audiovisual experience of discovering magic by actually casting a spell. In order to accomplish this, the wand may detect (through its various sensors) that a user has performed a particular wand movement/motion or series of motions for which an audiovisual display should be provided to the user. For example, if the user performs a series of actions/motions that indicate a "Firefly" spell, an exemplary audiovisual display may create an experience whereby the user believes the fairy living in the wand calls out the "magic" as it is displayed on the LCD 6 near the handle 2 of the wand, such as colored orbs or dots floating around the screen. The user should then see the magic "rise up" from the base 2 into the stem of the wand, flow from the base, up through the stem 8 towards the wand tip, and once the magic has reached the tip, the LEDs 18 flash or otherwise light up so that the user believes the magic to have left the wand. By utilizing imagery and animation shown on the multiple LCD displays 6 and 16 positioned throughout the wand, in coordination with playing sounds effects through a speaker 12 and lighting the LEDs 18 on the wand tip, the user is provided the experience of performing magic. And by coordinating this audiovisual sequence with the emission of appropriate IR signals via IR emitter 20, as described throughout, the user is given the experience of affecting other objects because of performing the magic or spell, as explained further below (e.g., Pixie Jump Spells and accessory devices).

[0027] According to aspects of the present invention, one or more exemplary accessory devices may be utilized in conjunction with an exemplary wand, wherein the exemplary accessory devices are configured to detect or receive an IR signal emitted from one or more exemplary wands. For example, the IR signal emitted from an exemplary wand via an IR emitter 20 may be sent for a certain period of time in order to trigger one or more accessories, e.g., 3-second time period. The exemplary accessory may be configured to detect a set of IR signals from one or more exemplary wands, e.g., code #1 may be common to all wands and accessories, code #2 may be a "Pink Pixie" wand code, code #3 may be a "Blue Pixie" wand code, code #4 may be a "Purple Pixie" wand code. For example, the IR signal that is emitted by an exemplary wand is coded to identify the wand it was sent from--a pink wand sends a code for a pink Pixie, a blue wand sends a code for a blue Pixie, and a purple wand sends a code for a purple Pixie, e.g., the exemplary wands illustrated in FIGS. 1A-1C.

[0028] According to aspects of the present invention, a user of an exemplary wand may be able to perform a number of spells with each wand, some being common across a set of exemplary wands, while others may be specific to the exemplary personality profile of the wand. An exemplary set of spells and the movements/motions associated with each spell are demonstrated in FIG. 3. For example, an exemplary wand may have twelve different spells it may perform--in this example, four of the spells may be unique to the personality profile of the wand, which are generally not available on other exemplary wands with different personality profiles. In some embodiments, one or more of the spells available on the exemplary wand may be "hidden" and utilized during quests/adventures, wherein each exemplary wand may have one or more quests/adventures and some number of those quests/adventures may be unique to the personality profile of the wand. It should be understood that these exemplary spells and associated motions are merely illustrative and other combinations are clearly within the scope of the present invention, e.g., those described in accompanying Exhibits 1A, 1B, 2A, and 2B.

[0029] According to aspects of the present invention, an exemplary play sequence may proceed as follows, depending upon the relative position of the exemplary wand's "ON/OFF/DEMO" switch. In DEMO mode (generally used by retailers displaying the product), removal of a pull tab (not shown in the FIGURES) activates the CDS light sensor 20. When the CDS sensor 20 detects a light in light, such as the shadow of a passerby, the ICs execute a "demo script", which defines the appropriate sounds, speech, animations, lights to play to demonstrate the functionality of the particular wand. The "demo script" may execute, reset, and then wait for the next CDS sensor 20 trigger. This demo mode executes or otherwise performs similar functionality on related accessories.

[0030] In ON mode, the process may proceed as follows: [0031] 1) ON--wand lights up (e.g., LED script 1) and plays a magic bling sound (e.g., sound script 1). [0032] 2) An intro video plays on the LCD screens (e.g., Intro video1) [0033] 3) Wand goes to Explore mode [0034] 4) In Explore mode, every time the wand is flicked or swished a LED light script and a sound script plays (e.g., Script 2) and the IR signal is sent. [0035] 5) In Explore mode, there are two basic play patterns, Improvisation (Improv) and Practice. [0036] 6) During Improv, the wand animates and plays sounds during wand motion. [0037] 7) After every 7 Improv motion (or some other fixed number of motions or fixed amount of time), script will ask if user wants to practice casting spells, wants to go on a quest/adventure, or wants to Dance. For example, a flick with respect to the option may indicate YES, a Swish (or no action) may indicate NO [0038] 8) If NO, return to Improv script [0039] 9) If YES to practice casting spells, go to Practice SPELLS scripts [0040] 10) The wand will select one of the Spells available to practice or one of the Quick Magic Play scripts and play that script. When the Spell is completed correctly or the Quick Play is completed, the wand returns to Improv scripts [0041] 11) If YES to go on a quest/adventure, go to Quick Quest Scripts. [0042] 12) The wand will select one of the available quests/adventures and step the user through it. During the selected quest, the user may discover or unlock hidden spells that were not previously available to the user. When completed, the wand returns to Improv scripts. [0043] 13) If YES to Dance, the wand will activate the microphone and listen for outside music/noise input from 60 seconds. If music/noise is detected, a dancing fairy animation is activated and displayed on one or more of the LCD screens. After the animation completes, the wand returns to Explore mode. [0044] 14) During Explore mode (in either Improv or Practice), idle time puts the wand into sleep mode TIME OUT to save or converse battery power. [0045] 15) In Explore mode, any FLICK of the wand triggers 2 seconds of IR. The IR signal may be picked up by an accessory in the room if the accessory is turned on, exemplary accessories are further described below, e.g., House play set, a magic Tea Cup. For example, the Tea Cup may light up and reveal its face and play a sound the first time the wand's IR signal is detected. The second time, it may light up, play a sound script and spin, etc. [0046] 16) The accessories may respond to the common IR signal as well as the Pixie coded IR signals. The Time Out period is 2 minutes of idle or no movement input (or other appropriate time limits). The wand may prompt the user every 15 seconds with an idle script until either a movement is detected or the wand falls asleep.

[0047] Furthermore, the exemplary flowchart shown in FIG. 2A generally illustrates this process, as well as illustrates other exemplary functionality. FIG. 2B illustrates an exemplary storyboard regarding the functionality executed in response to the successful completion of a particular spell. FIG. 2C illustrates an exemplary storyboard regarding the functionality executed during a quest. With respect to the Sleep state described above, the ON/OFF/DEMO switch 14 and/or information received from the accelerometers may be utilized to transition the exemplary wand out of the Sleep state. In some embodiments of the present invention, the OFF position of the switch may be utilized as a reset on the control IC. In the exemplary Sleep mode described above, the CDS 20 sensor may be inactive.

[0048] According to aspects of the present invention, and as indicated above, an exemplary wand may interact via IR signals with one or more accessories, examples of which being illustrated in FIG. 4A-4D as a Fairy (or Pixie) House. In these examples, each accessory includes a "magic" translucent sprite 22 of a different color. Each accessory may include an IR receiver 24 to receive one or more IR signals, such as from one or more exemplary wand, wherein a particular signal may switch on one or more functions in the accessory--for example, the exemplary common or Pixie code IR signal (as illustrated above) may activate a particular exemplary accessory. In the examples shown in FIGS. 4A-4C, the user may press the "gem" push button 26 on the accessory to turn it on and/or wake it up the accessory's electronics (ICs, etc.). In some embodiments, a LED indicator may light up the gem and remain on until a user turns off the accessory using an appropriate switch/button or a period of time having elapsed without receiving IR signals via the IR receiver 24, e.g., the accessory times out. While the accessory is ON, the IR receiver 24 generally searches for wand IR signals every half second or other appropriate period of time. When a signal is detected, the accessory's electronics may play an appropriate script and then pause before searching again. If another signal is received, the accessory's electronics may play an appropriate script (which may be the same script played before, a different script, or some combination thereof), pause, and begin searching again. If no signal is detected after an appropriate period of time, e.g., three minutes, the accessory may time out or otherwise go into an Idle state. While in this state, the user may push the gem button 26 to begin/resume the IR searching.

[0049] According to aspects of the present invention, when a common IR signal is received from an exemplary wand, such as those described above, one or more of the accessory's electronics may activate one or more LEDs or lights within the exemplary house (e.g., 28, 30, 36) and play sound via a speaker 32 and/or animation via one or more LCD displays 34 from one of three or more collections/buckets of scripts, e.g., an Event bucket, a Wishing Well bucket, and a Song bucket. In some embodiments, this may be referred to as Improv mode. In this mode, the house (and its electronics) may stay in Improv mode as long as either the gem button is pushed or an IR signal from a wand is received. As noted above, if no input is detected from either the button or the IR, the house may time out and go to sleep after three minutes. Upon receiving an IR signal, e.g., Pixie Jump Spell signal from the wand, the accessory's electronics may activate the Special Pixie Code animations and light the RGB LED light(s) 28 in the roof portion of the house. In some embodiments, a motor 36 may spin a cable with one or more RGB LEDs 28 attached thereto, the accessory's electronics may light the LED 28 first in a super bright burst, and then in the matching code color, whereby the cable 38 spinning around inside the roof simulates a pixie flying around the top of the house. An exemplary flowchart demonstrating the collection of buckets and functionality is illustrated in FIG. 4D.

[0050] According to aspects of the present invention, the animation and sound scripts played by the accessory's electronics generally match the pixie code information. For example, the Pink wand sends a Pixie Jump Spell to the house, wherein the ICs in the wand play sounds via the speaker 12 and animation on the LCD displays 6 and 16 of the wand to simulate a pixie shooting up the length of the wand, and then lights one or more RGB LEDs 18 at the distal end of the wand stem, simulating the pixie/spell exiting the end of the wand. The accessory's electronics then lights up and plays an animation on one or more LCDs 34 positioned on or within the accessory structure, e.g., a "window" of the House. When the LED 28 in the roof of the house explodes with a bright white burst of light and then turns pink, the "arrival" of the pixie is thereby simulated as well. The accessory's electronics may cause the motor 36 to run for three seconds (or other appropriate period of time) spinning the Pink LED 28 around inside the roof, the animation on the LCD screens 34 and the sound script also supports the PINK pixie code information. According to aspects of the present invention, a pink pixie is shown on the LCD 34 "visiting" the house. When the accessory's electronics have completed the scripted actions/functionality, the IR sensor 24 reactivates and a new IR code may be accepted.

[0051] In this example, when the accessory's electronics detect a common IR code, the accessory's electronics may play an appropriate script, e.g., animations on the LCD screens 34 and house lights 30 and 36, but the roof LED 28 and the motor 36 remain inactivate. In some embodiments, the house may be played with or without a wand, whereby animations, lights, sounds, etc., may be activated by pressing the gem button 26 on the house (see FIGS. 4A-4C). This manual activation of the accessory's electronics may include the two RGB LEDs (e.g., 30 and 36) in the house and the single RGB LED in the roof--however, the roof LED may not move unless a Pixie Code is detected, e.g., the roof LED only activates to indicate the "arrival" of a pixie from a wand, and the moving pixie light in the roof may only be seen with the use of a wand Pixie spell.

[0052] In some embodiments, the back of the house accessory may be open much like a doll house, e.g., the rear view of FIG. 4B. A shallow play environment may be accessible with a play space for the pixie character. The set may include one or more small toy parts. Additional accessories may include, but are not limited to, table, chairs, cups, bowls, cake, pie, etc. Each set may have different accessories based on the occupant pixie's personality--for example, one Pixie likes to bake, one likes to garden, and the other one loves pets. Prior to purchase, the pixie house may be in a window box with a Try-Me push function on the gemstone switch 26, similar to the DEMO functionality described above with respect to the exemplary wands. Component parts may include, but are not limited to, a house base assembly 40, a translucent roof 42, a sprite FIG. 22, translucent lantern hanger 44, other extra accessories (demonstrated in FIG. 4B), ON/OFF/DEMO 46 (not visible in FIG. 4B, shown in FIG. 4A), a gem push button with an indicator LED light 26, LCD display 34, IR receiver 24, RGB LEDs (28, 30, 36), appropriate circuit boards (not shown), motor 36, speaker 32, sound IC (not shown), gear box assemblies (not shown), pull tab (not shown), and optional USB port (for charging batteries, updating functionality, etc.).

[0053] According to aspects of the present invention, and as indicated above, an exemplary wand may interact via IR signals with one or more accessories, another example of which is illustrated in FIG. 4E as a Wizard Tower playset. In this example, the accessory includes a small wizard figure (not shown). Each accessory may include an IR receiver 24 to receive one or more IR signals, such as from one or more exemplary wand, wherein a particular signal may switch on one or more functions in the accessory--for example, the exemplary common or "wizard" code IR signal may activate a particular exemplary accessory. In the example shown in FIG. 4E, the user may press the "gem" push button 26 on the accessory to turn it on and/or wake it up the accessory's electronics (ICs, etc.). In some embodiments, a LED indicator may light up the gem and remain on until a user turns off the accessory using an appropriate switch/button or after a period of time has elapsed without receiving IR signals via the IR receiver 24, e.g., the accessory times out. In some embodiments, an indicator light may light one or more elements of the playset when the accessory is powered on, e.g., a translucent flame element 46. While the accessory is ON, the IR receiver 24 generally searches for wand IR signals every half second or other appropriate period of time. When a signal is detected, the accessory's electronics may play an appropriate script and then pause before searching again. If another signal is received, the accessory's electronics may play an appropriate script (which may be the same script played before, a different script, or some combination thereof), pause, and begin searching again. If no signal is detected after an appropriate period of time, e.g., three minutes, the accessory may time out or otherwise go into an Idle state. While in this state, the user may push the gem button 26 to begin/resume the IR searching.

[0054] According to aspects of the present invention, when a common IR signal is received from an exemplary wand, such as those described above, one or more of the accessory's electronics may activate one or more LEDs or lights within the exemplary tower and/or structures attached thereto, e.g., a tower gem stone 48, and play sound via a speaker (not shown) and/or animation via one or more LCD displays 34 from one or more collections/buckets of scripts, e.g., an Event bucket, a random bucket, and a shorts bucket. In some embodiments, this may be referred to as Improv mode. In this mode, the tower (and its electronics) may stay in Improv mode as long as either the gem button is pushed or an IR signal from a wand is received. As noted above, if no input is detected from either the button or the IR, the tower may time out and go to sleep after three minutes. Upon receiving an IR signal, e.g., a "Dragon's Breath Spell" signal from the wand, the accessory's electronics may activate the Special Dragon Code animations and light one or more lights (such as RGB LED lights(s)) in the gem stone 48 and/or activate a motor within the tower housing (not shown) causing the gem 48 to spin. According to aspects of the present invention, the tower's electronics may light one or more lights in the gem stone 48 in a super bright burst, and then in the matching code color. As noted above, an exemplary flowchart demonstrating the collection of buckets and functionality is illustrated in FIG. 4D.

[0055] According to aspects of the present invention, the animation and sound scripts played by the tower's electronics generally match the "dragon" code information of the wand. For example, a silver wand sends a White Dragon spell to the tower, wherein the ICs in the wand play sounds via a speaker (not shown) and animation on the LCD displays 6 and 16 of the wand to simulate a spell (or dragon, or other appropriate animation) shooting up the length of the wand, and then lights one or more lights at the distal end of the wand stem, simulating the spell/dragon exiting the end of the wand. The tower's electronics then lights up and plays an animation on one or more LCDs 34 positioned on or within the accessory structure, e.g., a "window" of the tower. When the lights within gem 48 on the roof of the tower explodes with a bright white burst of light and then turns blue/white/both, the "arrival" of the dragon is thereby simulated as well. The tower's electronics may cause the motor attached to gem 48 to run for three seconds (or other appropriate period of time) spinning the gem 48 around, the animation on the LCD screens 34 and the sound script also supports the White Dragon's Breath code information. According to aspects of the present invention, a white dragon is shown on the LCD 34 "visiting" the house. When the tower's electronics have completed the scripted actions/functionality, the IR sensor 24 reactivates and a new IR code may be accepted.

[0056] In this example, when the tower's electronics detect a common IR code, the tower's electronics may play an appropriate script, e.g., animations on the LCD screens 34 and lighting the fire structure 46, but the gem 48 and the motor remain inactivate. In some embodiments, the house may be played with or without a wand, whereby animations, lights, sounds, etc., may be activated by pressing the button 26 on the tower. This manual activation of the accessory's electronics will not cause gem 48 move unless a Dragon's Breath Spell code is detected, e.g., the gem 48 only activates to indicate the "arrival" of a dragon/spell from a wand.

[0057] In some embodiments, the tower may also have a "night light" mode. For example, this "night light" mode may be activated by a Fire Ball script or pressing and holding the gem button 26 for a period of time, e.g., three seconds. According to aspects of the present invention, scripts and animations for the night light mode may be the same for each tower, or may vary for vary for each tower.

[0058] In some embodiments, a tower's electronics may additionally enable a Battle Mode, e.g., a "battle mode" state activated by a Spider Spell. According to aspects of the present invention, this mode may not be accessible without a wand. For example, when a Spider Spell is cast on a tower, one or more spider animations may play on the wand LCDs 6 and 16, and the tower's LCD 34. After the spell animation completes, a wizard character playing on the LCD 634 may ask the wand user if they would like to battle. If a flick "yes" is registered, the wizard will tell the wand user to performed either a Lightning Bolt spell, a Ice Storm spell, or a Stone Petrify Spell (or similar list) on the count of three, e.g., the speaker 12 may play "One, two, three, Cast!". The tower's electronics will pick one of the same three spells to cast in defense. In other words, the battle is played much like the classic game "rock-paper-scissors". For example, Lightning Bolt beats Stone Petrify, Stone Petrify beats Ice Storm, and Ice Storm beats Lightning Bolt. An animation plays out on LCD 34 with the result of the two spells battling, such that a winner of the battle is declared. If there is a tie, the wizard animation on LCD 34 directs the wand user to cast again. The battle may continue until there is a winner and the battle ends. To battle again, the wand user would again cast a Spiders Spell.

[0059] In some embodiments, the back of the tower accessory may be open much like a doll house (not shown; similar to the rear view of FIG. 4B). A shallow play environment may be accessible with a play space for the wizard character. The set may include one or more small toy parts. Additional accessories may include, but are not limited to, table, goblin, skeleton in a cage, axe, rat, etc. Each set may have different accessories based on the occupant wizard's personality. Prior to purchase, the tower may be in a window box with a Try-Me push function on the switch 26, similar to the DEMO functionality described above with respect to the exemplary wands. Component parts may include, but are not limited to, a house base assembly 50, a gem 48, a translucent fire structure 46, other extra accessories, ON/OFF/DEMO, a gem push button 26, LCD display 34, IR receiver 24, appropriate circuit boards (not shown), motor (not shown, speaker (not shown), sound IC (not shown), gear box assemblies (not shown), pull tab (not shown), and optional USB port (for charging batteries, updating functionality, etc.).

[0060] According to aspects of the present invention, another accessory may include a Magic Tea Cup set (not illustrated in FIGURES, see Exhibit 2B) with a tea cup, small sprite figure, and boat. The tea cup may reveal a hidden face, spin on its base and play music when it receives an IR signal from an exemplary wand. Like the accessory described above, press the gem ON button on the side of the tea cup activates the accessory's electronics including an IR sensor. A small indicator light may light the gem to indicate the ON state, whereby the IR sensor begins searching for IR signals, e.g., every half-second, a search may occur. When a signal from the wand is received, the cup may light up and reveal the hidden face painted or otherwise displayed on the inside of the cup--for example, the accessory's electronics may activate an LED to illuminate the face side of the cup to highlight the face. Additionally, the accessory electronics may play a magic "bling" or sound script. If the tea cup electronics receives a subsequent IR signal, the electronics may, among other things, light up one or more LEDs, play a sound script, and cause the cup to spin on its base. For dramatic effect, the cup may rotate on a slightly non-horizontal plane and, to increase the spin, motion the top of the cup may be in a slightly-oval pattern, with the base of the cup spinning in the opposite direction. Since the base of the cup is generally round and its axis is slightly off center, the cup then appears to "dance" around the surface on which it is placed. According to aspects of the present invention, the small translucent sprite figure may plug into the leaf-boat and ride on the surface of the tea. The accessory's electronics and IR sensor may time out after three minutes (or other appropriate time). Component parts may include, but are not limited to, tea cup assembly, tea cup base, sprite figure, gem ON/OFF button, indicator LED light, IR receiver, one or more LEDs, printed circuit boards, motor, speaker, sound IC, and/or gear box assemblies.

[0061] According to aspects of the present invention, another accessory may include a dancing spoon fork and plate, with a small sprite figure (not illustrated in FIGURES, see Exhibit 2B). In some embodiments, the spoon and fork may be placed on the plate so the end of the handle of each is near a magnet ring in the base of the plate. A magnet in the end of the spoon and fork handles allows them to stand vertically on the plate when the motor is engaged and the plate magnets alien with the spoon and fork magnets. Like before, pressing the gem stone activates the accessory's electronics and an IR sensor on the side of the cake structure on the plate, whereby a small indicator light may light the gem. The unit searches for IR signals. For examples, casting a spell from the wand may cause the plate cake to light up, play music, and spin the plate magnet disk in its base. The spoon and fork may then stand up and dance on the plate. The component parts may include, but are not limited to, a spoon assembly, a fork assembly, a plate assembly, sprite figure, gem ON/OFF button, indicator LED light, IR receiver, printed circuit boards, motor, magnet plate gear assembly and spring, one or more LEDs, one or more magnets, speaker, sound IC, and gear box assemblies.

[0062] Other accessory devices may include, but are not limited to, a tea pot accessory that blows bubbles when an appropriate spell is cast by an exemplary wand and detected by the tea pot electronics, e.g., a bubble spell. Another accessory device may include a robot that dispenses candy (or other food/non-food items) when an appropriate spell is cast by an exemplary wand and detected by the robot electronics, e.g., a candy spell. Another accessory device may include a night light Gnome that lights up when an appropriate spell is cast by an exemplary wand and detected by the night light electronics, e.g., a flower spell.

[0063] FIGS. 5A-5H illustrate one or more exemplary schematic diagrams for controlling an exemplary interactive device, e.g., wand, device accessories, or some combination thereof. One of skill in the pertinent arts will understand that other electrical components or devices may be utilized without departing from the scope of the present invention. According to aspects of the present invention, any or all of the exemplary ICs, electronics, and/or microcontrollers describe above and below may comprise one or more programmable microcontrollers, in that the microcontrollers have been programmed to perform one or more steps, instructions, set of instructions, etc., based on one or more inputs received via its PINs, a state of the microcontroller, or any other pertinent input, output, or state. Furthermore, any or all of the exemplary microcontrollers, ICs, or electronics describe above and below may be non-programmable, whereby the controller instead executes instructions stored in volatile (e.g., RAM) memory, non-volatile memory (e.g., ROM, EEPROM, storage devices, etc.), or some combination thereof. Regardless of the type of microcontroller, one of ordinary skill in the art will understand the programming required to perform the steps, functionality, etc., described above and below.

[0064] Aspects of the present invention, such as those described above, advantageously provide interactive entertainment devices, such as magic wands and related accessories. In particular, the IR-emitting and IR-detecting features of the devices and accessories enables a level of coordination between them, enabling features such the simulated travel of pixies between an exemplary wand and an exemplary accessory. It should be apparent to one of ordinary skill in the art that other devices, structures, elements, functions, and the like not described in the examples above are still within the scope of the present invention.

[0065] Aspects of the present invention include interactive entertainment devices such as a toy "apprentice" magic wand, examples of which are demonstrated in FIGS. 5 and 6. In these examples, various ornamental features are demonstrated that give the toy an appearance of a wand. In the examples of FIGS. 6 and 7, the handle 2 (alternately, the "base") may include features such as spiral-shaped grooves or raised portions of the handle material, one or more "leaf"-shaped elements, or other appropriate elements, or some combination thereof. In these examples, the bottom surface of the wand 4 is flat, so that the wand may stand vertically as shown. Significantly, a cavity is contained within the wand, such as in the base or upper portion of the wand 8, or some combination thereof, within which one or more electrical/electronic elements may be placed or otherwise located for performing or otherwise effectuating the functionality described herein, e.g., powering or driving LCD displays, receiving motion or light level information, etc.

[0066] As further illustrated in FIGS. 5-6, the wand structure continues upward from the handle section 2 and extends to a generally rounded, distal end. This "wand stem" 8 may include a cavity within its structure, with this cavity generally extending from the handle section 2 towards the distal end. According to aspects of the present invention, while FIGS. 5-6 illustrate an exemplary wand that is measurably shorter than the exemplary wands showing in FIG. 1A, other wand lengths may be utilized without departing from the scope of the present invention. Furthermore, one or more elements may be placed at or near the distal end, including ornamental features such as a star-shaped feature, operative elements such as LEDs, or some combination thereof.

[0067] In order to better describe the various aspects of the present invention, an exemplary toy magic wand is described herein for illustrative purposes only and should not be construed as limiting aspects of the invention. In an exemplary embodiment of the toy wand (FIGS. 5-6), an approximately 11-inch long wand is illustrated, with elements for sounds, and animations displayed on a color LCD screen. The exemplary wand may be configured with the visual characteristics, elements, features, etc., shown in FIG. 5-6, or may be configured in a similar or different manner, e.g., pixie wands, wizard wands, enchanted swords, scepters, etc. In other words, each of these is an exemplary type of interactive entertainment devices within the scope of the present invention. Generally speaking, the visual characteristics of the interactive entertainment device is indicative of the "personality" profile of the device, e.g., a "boy" apprentice wand or a "girl" apprentice wand, similar to the wands described above.

[0068] As illustrated in FIGS. 5 and 6, an exemplary wand may include one or more electronic elements, components, structures, etc., for operating or effectuating the features of the wand. For example, the wand may include one or more integrated controllers ("IC"), microcontrollers, microprocessors, or other appropriate controllers. Like above, for the sake of clarity, such controllers will be generally referred to as ICs, unless otherwise noted. An exemplary wand may additionally include one or more motion or orientation-sensitive elements, such as an accelerometer or "shake" sensor, which provides information accessible to the IC for detecting, registering, or otherwise determining movement or motion, e.g., forward/backward movement of the wand, a side-to-side movement of the wand, a shaking-type movement of the wand, other appropriate movement or orientation of the wand, or some combination thereof. An exemplary wand may further include one or more light-sensitive elements or sensors (e.g., CDS photo-cell sensor). An exemplary wand may additionally include one or more microphones for capturing auditory information for use during operation of the wand, e.g. responding to voice commands ("dance to the music"), activating functionality in response to music, etc.

[0069] The exemplary toy wand may further include, within its structure, one or more power sources for the electrical/electronic elements of the wand. For example, an exemplary power sources may include standard battery cells, proprietary battery cells, or some combination thereof. These power sources may be single-use or recharge, and may be user-replaceable or non-replaceable. According to aspects of the present invention, an exemplary wand may include an externally-oriented port for power source charging, such as a USB port. The port may optionally enable programming/instruction updates for the wand, e.g., updates to the functions/instructions implementing the functionality like that shown in FIG. 2A, adding new functionality, removing functionality, etc. The IC may signal a low battery warning and/or battery charge level via an appropriate indicator, e.g., visual elements on an LCD display or LED, sounds played over one or more speakers, etc. In some embodiments, an exemplary wand may not operate when the batteries are being charged and the LCD display may show a battery status indicator or icon. An exemplary wand may additionally include an "ON/OFF" switch, an "ON/OFF/DEMO" switch, or another appropriate switch.

[0070] The exemplary toy "apprentice" wand further includes a vertically-oriented LCD display device 16 positioned within the upper end of the wand (alternately, the "stem" 8), and may additionally include LEDs at or near the distal end of the stem. Like above, the stem 8 is comprised of a translucent or transparent material. In some embodiments, the stem includes a protective lens covering the vertically-oriented LCD display device 16. According to aspects of the present invention, the protective cover may additionally magnify, enlarge, enhance, or alter the visual image on the LCD screen 16, or some combination thereof. Again, like above, the ICs will drive the LCD display 16 in response to the information received regarding the movement or other pertinent information regarding the wand, as defined or otherwise determined by one or more instructions that makes up the wand's personality profile, e.g., animation scripts based on movement of the wand. While similar functionality is described above, the following described functionality is pertinent to the exemplary "apprentice" wands illustrated in FIGS. 5 and 6. For example, the demonstrated "apprentice" wands do not include LCD 6 like those in FIG. 1A.

[0071] According to aspects of the present invention, one of the purposes of the wand is to give the user an audiovisual experience of discovering magic or casting a spell. To do this, the wand may detect (through its various sensors) that a user has moved the wand, e.g., a quick motion such as a shaking motion, after which an audiovisual display should be provided to the user. For example, an exemplary audiovisual display should create an experience whereby the user is shown an appropriate animation displayed on the LCD 16. By utilizing imagery and animation shown on the LCD display 16 (optionally, in coordination with playing sounds effects, lighting the LEDs on the wand tip, etc.), the user is provided the experience of performing magic.

[0072] In ON mode, the process may proceed as follows: [0073] 1) ON--Magic bling sound effect. [0074] 2) Shake the wand in any direction and it sets off the animation [0075] 3) One of at least six wand animations with sound play, these appear to be random: [0076] a) Lightning Bolt (e.g., FIG. 7E) [0077] b) Electric Storm (e.g., FIG. 7C) [0078] c) Shooting Star (e.g., FIG. 7F) [0079] d) Fireball (e.g., FIG. 7D) [0080] e) Bubbles (e.g., FIG. 7A) [0081] f) Dizzy (e.g., FIG. 7B) [0082] 4) The animation plays in full without interruption and then pauses, e.g., 2 seconds. [0083] 5) When LCD 16 is not animating, LCD 16 may display a color similar to the color of the wand housing. [0084] 6) Watch for the next shake sensor input and return to step 2 above when input detected.

[0085] According to aspects of the present invention, the ICs may power down (or power up) the apprentice wand after a predetermined period of time. In some embodiments, the apprentice wand may only be powered down via the ON/OFF switch. It should be apparent to one of ordinary skill in the art that other devices, structures, elements, functions, and the like not described in the examples above are still within the scope of the present invention.

[0086] (Boilerplate "general purpose computing device" for FIG. 8 will be inserted here prior to filing--it is presently omitted due to length). One of skill in the pertinent arts will understand that other electrical components or devices described or indicated throughout may be utilized without departing from the scope of the present invention. According to aspects of the present invention, any or all of the exemplary ICs, electronics, and/or microcontrollers describe above and below may comprise one or more programmable microcontrollers, in that the microcontrollers have been programmed to perform one or more steps, instructions, set of instructions, etc., based on one or more inputs received via its PINs, a state of the microcontroller, or any other pertinent input, output, or state. Furthermore, any or all of the exemplary microcontrollers, ICs, or electronics describe above and below may be non-programmable, whereby the controller instead executes instructions stored in volatile (e.g., RAM) memory, non-volatile memory (e.g., ROM, EEPROM, storage devices, etc.), or some combination thereof. Regardless of the type of microcontroller, one of ordinary skill in the art will understand the programming required to perform the steps, functionality, etc., described above and below

[0087] Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing aspects of the invention.

Exhibit 1A

[0088] Exemplary Magic Wand, Functionality and Accessory Devices (Provided for Demonstration Purposed Only and not Limitation--Other Embodiments Exist that are not Described and are within the Scope of the Present Invention)

"Boys" Magic Wand

Components

[0089] 3-way slide switch, small, On/OFF/DEMO [0090] 2 RGB LEDS [0091] 1 IR emitter [0092] CDS light sensor switch, Try-Me in package [0093] Accelerometer [0094] Lithium rechargeable battery [0095] USB recharge Cable [0096] Speaker, 28 mm Mylar, 2 channel [0097] Color LCD 128.times.128 Dpi 1.44-inch square screen [0098] Color LCD 48.times.640 Dpi 5-inch vertical screen [0099] ABS plastic handle [0100] PP plastic wand tip [0101] Transparent LCD square cover lens [0102] Transparent LCD vertical cover lens [0103] Transparent wand tip lens [0104] Sound IC [0105] Animation screen display IC 2.times. [0106] Control PCB [0107] Pull Tab (try-me) (cut off mounted between switch and battery pack) [0108] Instruction sheet [0109] Window Box packaging, include a Notice to Retailer to pull the pull tab for Try-Me [0110] IR accessory sets sold separately

Physical Description

[0110] [0111] 14-inch-long plastic wand with light, sound, and animated color LCD screens. [0112] 2 color styles with 2 different dragon personalities inside. Both use the same tool. [0113] Accelerometer allows the IC to register the difference between forward/backward movement and side to side movement, upside down position, and so on. [0114] CDS sensor detects light changes and is used as an in-store try-me activation and an in-play input switch. [0115] USB cable included to recharge the lithium battery pack. [0116] Low battery warning and battery charge level is indicated on the LCD. [0117] The wand will not operate when the battery is being charged. The LCD screen will show a battery status icon. [0118] USB cable is included for recharging the battery. [0119] The USB cable will charge the battery in OFF or ON pos. [0120] Batteries are non-removable [0121] The Base end of the wand is flat so the wand can be stood up vertically. [0122] 2 RGB LEDS mounted in the translucent wand tip lights the tip of the stem and can change color. [0123] The wand stem will be translucent and have a protective lens covering the vertical LCD. [0124] 2 Wand tip LEDs will behave differently with each condition and spell cast. (LED script) [0125] IR emitter in the tip of the wand will send an iR signal each time a flick or swish motion is made in Explore mode or in some quest when a particular spell is cast. There are 9 different IR codes used. [0126] An IR signal is cast each time the forward flick or sideways swish motion is detected. The Tip LEDs will flash. [0127] IR will be sent for 3 seconds to trigger the accessories. [0128] There are 9 IR codes; 1--common for all accessories, 2-3 Dragon's Breath Spell codes, 4 Lightning Bolts Spell code, 5 Ice Storm Spell code, 6 Stone Petrify Spell, 7 Phantom Ghost Spell, 8 Fire Ball Spell, 9 Spiders Spell. [0129] These Spells cast on a Wizards Tower will activate special animations in the house related to the spell cast. IR signal in that is sent with the Dragon's Breath SPELL will be coded to identify the wand it was sent from. The Silver wand will send a code for a White Dragon, the Copper Wand a code for a Red Dragon. The Spider spell will play a special Spider animation and prompt the Tower to go to Battle Mode. [0130] Spells are cast when a specific set or combinations of flicks and swishes made. The IC will count the flick contact and wait for the next input to determine the proper action. Example; A flick followed by a pause will be a common IR wand action, a flick followed by an additional flick and a swish will be a known spell. The Spell script will play the animations on both LCD screens Light the tip RGB LEDs and play the correct sound file. [0131] Animations of the wand character and event details will be played on both LCD screens. [0132] Sound effects and character speech will play and be timed with the animations and spell casting [0133] IR receivers will be located in objects (Wizards Towers sold separately) [0134] IR emitter in the wand will activate, objects around the room at a minimum distance of 3 meters [0135] 2 RGB LEDs are located in the tip of the wand behind a transparent focal lens. Theses LEDs project a bright spot light focused 8 to 10 feet from the tip of the wand. [0136] The wand will have a time out sequence and put itself to sleep after 3 minutes of non-use or no inputs. [0137] The Accelerometer, or ON/OFF/Demo switch will wake the wand up from sleep. [0138] Each wand content will allow the user to learn to cast a set number of spells (18) [0139] Each spell will have a unique set of animations, sound effects, and led light show. The Dragon's Breath SPELL will send the dragon coded IR signal that identifies the type of the dragon in the wand so that the Wizard's Tower accessory will receive the same dragon that was cast. see Wizard's Tower description. [0140] both tip RGB LED will be controlled separately for color, on/off, flash and or blending light and color--SFX. The timing of the light scripts to the LCD and sound scripts is critical. [0141] A LED script will be assigned for each SFX [0142] The CDS sensor is located just below the LCD so it can be used as a sensor that triggers when the eyes of the Wizard are covered. [0143] The Speaker needs work with a 2 channel IC so the sound effects and music can play at the same time as the voice. [0144] Each spell or wand movement Flick or swish will trigger a unique LED script, send a common IR signal, play a sound effect, and an animation. [0145] OFF position on the slide switch will be used as a reset on the control IC [0146] Idle time will put the wand in to battery save mode, SLEEP. Any input on the accelerometer switch will wake the wand up from sleep. The CDS sensor is not active in sleep in ON. It will be inactive in DEMO

Functional Description

[0147] The magic wand is an interactive entertainment device. A magical speaking dragon being (wizard) lives in the wand and comes to life. He has fun with the wand user, teaching them how to cast spells, see the magic in the world around us and travel in time. 2 different wizard personalities, 2 different wand styles. Each wand has 18 different spells it will cast. 4 of these spells are unique to the wand style and not available to the other wand. 2 spells are hidden. Each wand has 5 Time Travel mini quest or adventures. 2 of these are unique to the wand. The wand knows when it is upside down, shaken up to the point it is dizzy, its eyes are covered, the battery needs to be recharged, and when it is not being used (time-out sleep).

The Play Sequence is:

[0148] In package ON/OFF/DEMO switch shipped in DEMO pos. (battery must have full charge) [0149] In package the Demo position.--The Pull tab is to be removed by the retailer when stocking the shelf. A "Notice to Retailer" will be added to the Master carton. [0150] Pull tab activates the CDS light sensor. Battery will be shipped fully charged. [0151] CDS sensor looks for change in light--shadow of passer by triggers the demo script. This must work inside the package on the store shelf as a TRY-ME package trigger. A Demo script will play on both LCD screens, tip LEDs, and sound file. [0152] Demo script plays for 3 seconds--pauses 1 second and resets--looks for new CDS trigger Out of the package ON/OFF/DEMO switch moved to ON pos. Mode switch is set on Explore A pos. [0153] Instructions will ask that the battery be charged before use. [0154] ON--wand lights up (LED script 1) and plays a magic bling sound. An intro video plays on the LCD screens. [0155] Wand goes to Explore mode [0156] In Explore mode every time the wand is flicked or swished a LED light script and a sound script will play and the IR signal will be sent. [0157] In Explore mode there are two basic plat patterns, Improvisation (Improv) and Practice. [0158] During Improv (normal play) the wand will animate and play sounds. [0159] Every 7.sup.th Improv script it will ask if you want to practice casting spells or ask if you want to go on a Time travel (quest). A Flick will indicate YES, no action or a Swish will indicate NO [0160] If NO return to (normal play) Improv script [0161] If YES to Practice spells, go to Practice SPELLS scripts [0162] The wand will select one of the 18 Spells (14 common and 4 unique) available to practice or one of the 5 Time travel scripts and play that script. When the Spell is completed correctly or the time travel jump is completed the wand will return to (normal play) Improv scripts. [0163] 2 of the spell will be hidden, not revealed by the wizard. These will be common to all wands. (hidden spells are not available to practice). [0164] If YES to go on a Time travel quest, go to Time travel scripts. [0165] The wand will chooses one of five adventures and step you through it. When completed it will return to Improve (normal play). It may jump back in time to the age of Dinosaurs and forward in time to a future world of Robo-topia. [0166] During Explore (normal play) mode in either Improv or Practice, idle time will put the wand into sleep mode TIME OUT to save battery. [0167] In Explore (normal play) mode any FLICK of the wand will trigger 2 seconds of IR. The IR signal can be picked up by an accessory in the room if the accessory is turned on. An example would be a Wizard's Tower. The Tower gem stone will light up and reveal its wizard and play a sound script and animation. Each time a code is detected the tower will advance to the next script. [0168] All of the accessories will respond to the common IR signal as well as the Spell coded IR signals. [0169] The Time Out period is 3 minutes of idle or no movement input. The wand will prompt the user every 15 seconds with an idle script until either a movement is detected or the wand falls asleep. [0170] In Battle mode, the Wizard's Tower will ask if the wand user wants to do battle. If a common IR code is received within 2 seconds it will take this as a "Yes" and begin a battle. See accessory description.

Common Spells*Spell Replaces Old Spell

[0170] [0171] 1. Dragon's Breath--Common (IR coded)--Reptile eye with claws and fire--dragon reveal and flies to Wizard tower (like Fairyjump). Dragon character unique to each wand leaves wand. IR code to Tower, dragon appears in tower animation. [0172] 2. Lightning Bolts--Common (IR coded)--Wizard commanding from lower screen the light show begins--we see bolts and more bolts followed by spider lightning. IR code to Tower, lighting light show. Used in the Tower Battle. [0173] 3. Ice Storm--Common (IR coded) culminating with Ice golem, IR code to Tower. Used in the Tower Battle. [0174] 4. Stone Petrify--Common (IR coded) Wizard face and the whole wand turn to stone from the bottom up, then at the top little cracks appear with light trying to break through. The cracks work their way back down to the bottom and the whole thing shatters and a stone golem appears. IR code to Tower. Used in the Tower Battle. [0175] 5. Phantom Spell--(IR coded) haunted ghost appears on screen, ghosts going up stem. IR code to Tower. [0176] 6. Slime Spell--Common--Slime fills wand stem [0177] 7. * Light Spell--Common--fire flies gather is wizards hand, bust of light beams up stem, LED lights stay on extra 15 seconds [0178] 8. Skeletons--Common--talking skull turns into dancing skeletons. [0179] 9. Spiders--Common--one spider appears and hisses and then is followed by hundreds up stem. [0180] 10. * Headless Horseman--Common-- [0181] 11. Whirl Wind--Common--wand image starts wind swirling faster and faster, on square screen, a cow goes whipping by, then a bus. Winds die down, suddenly the cow falls in the square screen, . . . squish . . . bus lands on top of the cow. (Very cartoony-road runner/coyote) [0182] 12. Fire Ball--Common--Fire ball is summoned and cast out of the wand, Pow!

Common Hidden Spells

[0182] [0183] 1. Flying Monkeys--Common hidden Flying Monkey King. Flying monkeys gather and swirl up wand. 2. Zombie Hoard--Common hidden--whole wand turns greenish and pulsates light, the wizard's face turns into a zombie wizard and he says "braaaaaaainsssss!" Zombie hoard moves up stem.

Wand Unique Spells

[0183] [0184] 1. 1000 Roaches--Unique. Egg cracks open with multiples in tight, wiggling, then we see a flurry of roaches burst out in roll up the stem to the top only to be Zapped by bug zapper explode into smoke. [0185] 2. Bat Attack--Unique--summon a swarm of bats and send them out the wand [0186] 3. Growing Nose Hair--Unique--We see lots of hair growing like Jack and the Beanstalk, furry critters in the nose hair. [0187] 4. *Flaming Arrows-- [0188] 5. * Shadow Monster Spell--Unique--"brouhahaha" laugh! Monster appears [0189] 6. Fart Bubbles--Unique--Green gas when the bubbles explode [0190] 7. * Basilisk Spell--Snake appears and moves up wand [0191] 8. Shape change

Wand Time Travel (Adventure Quest)

[0191] [0192] 1. Dinosaurs [0193] 2. Space Station [0194] 3. Robo-topia [0195] 4. King Author's Knights [0196] 5. Egyptian Mummy [0197] 6. Pirate's Crew [0198] 7. Poe's Ghost Wand IR codes will be recognized by the Pixie Houses and the Wizards towers.

Accessories

[0199] The Accessories will each have an IR receiver to receive a signal from the wand. The signal will switch on one or more functions in the accessory. All accessories will can be activated by IR signals from the wands. The common or coded IR signals will activate the accessories. Press the push button on the accessory to wake it up. An LED indicator light will light up and remain on until it is either turned off or times out. When on the IR receiver will search for any of the 9 IR signals every half second. When a signal is detected it will stop searching, play the first script and then pause before searching again. The second signal received it will stop searching, play the second script, pause and begin searching again. If no signal is detected it will time out after 3 minutes. The push button will need to be pushed again to begin the IR searching.

List of Accessories:

[0200] 1. Wizards Tower Play Set (2 Styles), LCD screen animations, sound, light, motor.

Wizard's Tower Play Sets

[0201] The Wizard Tower play set will come with tower, small wizard figure, and 5 PP accessories. The tower is aprox-7.5 inches tall. There are two styles. Press the gem ON stone button on the front of the tower to activate the IR sensor. A super bright indicator light will light the torch. The unit is now searching for IR signals. Every 1/2 second a search will occur. If no IR signal is detected the IR will time out, the indicator light will shut off and the stone button will need to be pushed again to start the IR searching. When a common IR signal is received from the wand the RGB light in the tower gen stone will turn on, sound and animation will play from one of three buckets of scripts; A. Event bucket, B, random bucket, or C, shorts bucket. This will be known as Improv mode. The house will stay in improv mode as long as either the gem button is pushed or an IR signal from the wand is received. If no input is detected from either the button or the IR, the tower will time out and go to sleep after 3 mins. The Dragon's Breath Spell signal from the wand will activate the Special Dragon Code animations and light the gem stone RGB LED light on the roof of the tower. The motor will spin the gem stone with the RGB LED changing colors. The spell will light the LED first in a super bright burst and then in the matching code color and spin the gem around. The animation and sound scripts will also match the dragon code information. For example; the Silver wand sends a White dragon Spell to the house. The house lights up and plays an animation. The LED in the roof of the house explodes with a bright white burst of light and then turns blue and white. The motor runs for 3 seconds spinning the gem stone around on top of the tower, the animation on the LCD screen and the sound script also supports the White Dragon's Breath code information. A White Dragon is shown on the LCD visiting the tower. When the script is done the IR sensor is reactivated and a new IR code can be accepted. When the tower detects a common IR code the Animation and tower lights play the appropriate script. The gem stone LED and the motor do not activate. If the tower is played with without a wand the animations and lights can be activated by pressing the stone button on the tower. However, the gem stone LED will not move unless a Dragon's Breath Spell Code is detected. The moving gem stone and light on the top can only be seen with the use of a wand Dragon's Breath spell.

[0202] The Wizard's house will have a Night Light Mode. It will be activated by the Fire Ball SPELL or pressing and holding the gem button on the front of the house for 3 seconds. Scripts and animations for the night light are the same for each tower.

[0203] The Wizard's House will have a Battle Mode. It will be activated by the Spider Spell. This mode is not accessible without a wand. When a Spider Spell is cast on a tower the spider animation will play on the wand and the Tower. After the spell animation, the wizard in the tower will ask the wand user if they would like to battle. If a flick "yes" is registered the wizard will tell the wand to cast either the Lightning Bolt spell, the Ice Storm spell or the Stone Petrify Spell and the count of three. "One two three Cast!". The tower will pick one of the same three spells to cast in defense. The battle is played like the game "rock-paper-scissors". For example, Lightning Bolt beats Stone Petrify, Stone Petrify beats Ice Storm, and Ice Storm beats Lightning Bolt. An animation plays out the result of the two spells battling. A winner is declared! If there is a tie the wizard directs the wand to cast again. It continues until there is a winner and the battle ends. To battle again the wand user needs to cast another Spiders Spell.

[0204] The back of the tower will be open much like a doll house. A shallow play environment will be accessible and have a play space for the wizard character. The set includes 5 small PP parts. Accessories such as wizard's Table, Goblin, Skeleton in a cage, Axe, rat, and so on make the set a true play set. Each set will have different accessories based on the occupant Wizard's personality. The tower will be in a window box with a Try-Me push function on the stone switch on the front of the tower. Component parts may include: [0205] Tower base Assembly ABS [0206] Translucent Gem Stone ABS [0207] Wizard figure PP [0208] 5 Extra accessories PP [0209] ON/OFF/DEMO [0210] Stone push button [0211] Indicator LED light in torch [0212] Transparent red light tube, ABS [0213] 2.2'' color TFT LCD [0214] IR receiver [0215] 1 RGB LED [0216] PCB [0217] motor [0218] speaker 23 mm Mylar [0219] sound IC [0220] gear box assemblies [0221] 3 AAA Batteries included [0222] Blister Card Package try-me [0223] Pull tab

End of Exhibit 1A

Exhibit 1B

[0224] Exemplary Magic Wand Functionality and Accessory Devices (Provided for Demonstration Purposed and not Limitation--Other Embodiments Exist that are not Described and are within the Scope of the Present Invention) Boys Wand Flow chart Wand--two styles, Red Dragon, Blue Dragon

Devices and Input Points

[0225] 3-way Slide Switch [0226] Pull Tab [0227] Accelerometer [0228] Photo Sensor [0229] IR emitter [0230] Tip RGB LED .times.2 [0231] Vertical TFT [0232] Square TFT [0233] Time out On/Sleep counter [0234] Battery Storage Level Check [0235] USB Port

Definitions

[0235] [0236] 3-way slide switch--located bottom back base of the wand, recessed. ON/OFF/DEMO. Ship in package in DEMO position. [0237] Pull Tab--located in back of wand housing--Safety regulation, ship in package in position deactivating the battery. To be removed when the package is removed from the Master Carton [0238] Accelerometer--No power in OFF, No power in DEMO, power in ON, power in On/Sleep. The accelerometer will register--no motion/pause--action motions--Flick as front to back, Swish as side to side, and other as fail action--upside down orientation condition--all actions will wake the wand from On/Sleep. Actions from the accelerometer will be counted and crosschecked with spell definitions. Accelerometer input is read first, prior to the photo sensor. [0239] Photo Sensor--located on the front of the wand just above the Square TFT--Power in DEMO--Power in ON--no power in On/Sleep--Registers light change for DEMO and Eyes Covered Condition-- [0240] IR Emitter--located in the wand tip facing vertically--Emitter will send a 3 second burst of coded IR signal timed with the Tip LED light effect of each spell SFX conclusion. (the--SFX is at the beginning of each spell after the fairy announces the spell.) there are 12 different IR codes. The common code is used for all spells not listed separately. Some of these codes are shared with the boy's wand. The codes are used to trigger the Wizard Towers, Pixie houses and other accessories to be determined. [0241] Tip RGB LEDs--2 super bright RGB LEDs--located in the tip of the wand facing vertically--power on/off as scripted--The LEDs will light during Demo. [0242] Vertical TFT--Located in the stem of the wand--power on/off as scripted [0243] Square TFT--Located in the frame of the wand--power on/off as scripted [0244] Time out ON/Sleep counter--The timer will start after the last input--the timer will run for 3 minutes and play the time out On/Sleep script--if interrupted by any input the timer will restart-- [0245] Battery Storage Level check--The battery level will be checked whenever the wand goes to Idle--if the level is at or below 10%--play battery low warning script--if battery level is above 10%--continue to Idle-- [0246] USB port--located in bottom back of wand case--when the USB port is plugged in--run battery charge script--no other action is allowed when the battery is charging--When the battery is fully charged--end script and go to On/Sleep--if charging in the off position no script will run--

Wand Conditions

Condition 1--OFF

[0246] [0247] C1 Slide switch in OFF position--no power usage--no function--battery can be charged in OFF position--no script is run.

Condition 2--DEMO

[0247] [0248] C2--Slide switch in DEMO position--Sleep Demo mode--Pull tab blocks power-- [0249] power to Photo Sensor-- [0250] Photo Sensor triggered--run Demo 1--return to Sleep Demo mode [0251] power to Photo Sensor [0252] Photo Sensor triggered--run Demo 2--return to Sleep Demo mode [0253] power to Photo Sensor [0254] Photo Sensor triggered--run Demo 3--return to Sleep Demo mode [0255] power to Photo Sensor [0256] Photo Sensor triggered--repeat (as long as the battery holds charge) [0257] Demo 1--power Face LCD--power Stem LCD--power Tip LEDs [0258] run Demo script 1 [0259] Demo 2--power Face LCD--power Stem LCD--power Tip LEDs [0260] run Demo script 2 [0261] battery can be charged in DEMO position--run battery charging script.

Condition 3--RECHARGE BATTERY

[0261] [0262] C3A--slide switch in OFF, ON or Demo position and USB cable inserted for battery recharge. [0263] Battery charging [0264] In ON and DEMO run script, Face LCD shows Battery charging script [0265] no wand function [0266] C3B--slide switch in OFF position and USB cable inserted for battery recharge [0267] Battery charging [0268] face LCD off--no function--if charging in the off position no script will run--

Condition 4--PLAY MODE

[0268] [0269] C4A--slide switch in ON position--start time out timer--power to Accelerometer--power to face LCD--power to Stem LCD--power to tip LEDs--no power to Mic--Check Accelerometer for motion--check Accelerometer for position--check Photo Sensor for light change--check battery power storage level--play Power On script 1--go to idle mode-- [0270] C4A1--low battery Warning--If battery power storage level is below 10%--run Low battery warning [0271] Script 1--return to idle-- [0272] if battery level is above 10% return to idle-- [0273] C4A2--Time out timer--run timer for 3 minutes if there is no inputs from the accelerometer or the photo sensor--run time out script--go to sleep mode [0274] C4A2.1 Time out timer--run timer for 3 minutes if there is any input from the accelerometer or the photo sensor stop timer--run input script--restart timer after last input--if there are no inputs from the accelerometer or the photo sensor--run time out script--go to sleep mode [0275] C4B--idle mode--motion detected by Accelerometer-- [0276] Accelerometer determines the action of the motion as a True Flick or Swish, or a False Fail action--look for pause--begin compiling--ignore all False Fail actions [0277] C4B1--pause is detected after 1 action of Flick or Swish--play Script Flick 1 or Play Script Swish 1 [0278] C4B2--pause is detected after more than 1 True Action--Compare the sum to known spells in Primary Spell List A and Hidden Spell List B--if there is a match play the spell script--return to idle-check battery power storage level-- [0279] C4B3--pause is detected after 7 or more actions--play next Dizzy script--return to idle-- [0280] C4B4--No pause is detected after 7 or more actions--play next Dizzy script--return to idle-- [0281] C4B5--pause is detected after 6 actions and no matching spell combination is matched--return to idle [0282] During idle play new idle script very 5 seconds until there is an input from the accelerometer or the photo sensor. Every 3.sup.th idle script play the next Improv script. [0283] Every 5 Improve script play a prompt script. If the prompt script is not followed by a Flick motion with in 1.5 seconds regard this as a NO answer and return to Idle. If the prompt is responded with a Flick motion regard this as a yes and go to the prompt script bucket. [0284] For Spell Practice Prompt mode--if responded to by a Flick motion YES--play one of 16 spell practice scripts--ignore all inputs during the script until it is finished--return to idle. [0285] For the Time Jump Quest prompt--if responded to by a Flick motion YES--play one of 5 Time Jump scripts--ignore all inputs during the script until it is finished--return to idle-- [0286] Accelerometer will check for movement first and position or upside down orientation second-movement counter overrides position so if a spell is cast the spell will play and not be interrupted by an upside down event. Upside down will occur during idle mode only. All other functions will over ride it. [0287] The photo sensor will be checked after the accelerometer checks for movement and then position. If the sensor is covered it will trigger the eyes covered script. If it is not covered it will return to idle.

[0288] Selection of Scripts inside buckets will be set to appear to be random. If the wand times out and goes to ON/Sleep mode remember where the list was last--beginning from previous spot. If the wand is turned off re set the list to the beginning.

[0289] Demo Script assignment--note all scripts are different in each wand.

End of Exhibit 1B

Exhibit 2A

[0290] Exemplary Magic Wand and Accessory Devices (Provided for Demonstration Purposes and not Limitation--Other Embodiments Exist that are not Described and are within the Scope of the Present Invention)

"Girls" Toy Wands

Components

[0291] 3-way slide switch, small, On/OFF/DEMO [0292] 2 RGB LEDS [0293] 1 IR emitter [0294] CDS light sensor switch, Try-Me in package [0295] Accelerometer [0296] Lithium rechargeable battery [0297] USB recharge Cable [0298] Speaker, 28 mm Mylar, 2 channel [0299] Color LCD 128.times.128 Dpi 1.44-inch square screen [0300] Color LCD 48.times.640 Dpi 5-inch vertical screen [0301] Microphone [0302] ABS plastic handle [0303] PP plastic wand tip [0304] Transparent LCD square cover lens [0305] Transparent LCD vertical cover lens [0306] Transparent wand tip lens [0307] Sound IC [0308] Animation screen display IC 2.times. [0309] Control PCB [0310] Pull Tab (try-me) (cut off mounted between switch and battery pack) [0311] Instruction sheet [0312] Window Box packaging, include a Notice to Retailer to pull the pull tab for Try-Me [0313] IR accessory sets sold separately (Pixie houses, Dancing Spoon fork, Tea cup)

Physical Description

[0313] [0314] 14-inch-long plastic wand with light, sound, and animated color LCD screens. [0315] 3 styles with 3 different personalities inside. [0316] Accelerometer allows the IC to register the difference between forward/backward movement and side to side movement, upside down position, and so on. [0317] CDS sensor detects light changes and is used as an in-store try-me activation and an in-play input switch. [0318] USB cable included to recharge the lithium battery pack. Low battery warning and battery charge level is indicated on the LCD. [0319] The wand will not operate when the battery is being charged. The LCD screen will show a battery status icon [0320] USB cable is included for recharging the battery. [0321] The USB cable will charge the battery in OFF or ON pos. [0322] Batteries are non-removable [0323] The Base end of the wand is flat so the wand can be stood up vertically. [0324] 2 RGB LEDS mounted in the translucent wand tip lights the tip of the stem and can change color. [0325] The wand stem will be translucent and have a protective lens covering the vertical LCD. [0326] 2 Wand tip LEDs will behave differently with each condition and spell cast. (LED script) [0327] IR emitter in the tip of the wand will send an iR signal each time a flick or swish motion is made in Explore mode or in some quest when a particular spell is cast. [0328] An IR signal is cast each time the forward flick or sideways swish motion is detected. The Tip LEDs will flash. [0329] IR will be sent for 3 seconds to trigger the accessories. [0330] There are 12 IR codes; common for all spells not listed and shish and flick, Pink Fairy Jump Spell, Blue Fairy Jump Spell, Purple Fairy Jump Spell, Girl Power spell, Garden Gnome Spell, Confetti Spell, Bubbles Spell, Firefly Spell, Candy Spell. See IR code list [0331] These Spells cast on a Pixie House will activate special animations in the house related to the spell cast. IR signal in that is sent with the PIXIE SPELL will be coded to identify the wand it was sent from. The pink wand will send a code for a pink Pixie, the blue a code for a blue pixie, and the purple a code for the purple pixie. [0332] Spells are cast when a specific set or combinations of flicks and swishes made. The IC will count the flick contact and wait for the next input to determine the proper action. Example; A flick followed by a pause will be a common IR wand action, a flick followed by an additional flick and a swish will be a known spell. The Spell script will play the animations on both LCD screens Light the tip RGB LEDs and play the correct sound file. [0333] Animations of the wand character and event details will be played on both LCD screens. [0334] Sound effects and character speech will play and be timed with the animations and spell casting [0335] IR receivers will be located in objects (sold separately) [0336] IR emitter in the wand will activate, objects around the room at a minimum distance of 3 meters [0337] 2 RGB LEDs are located in the tip of the wand behind a transparent focal lens. Theses LEDs project a bright spot light focused 8 to 10 feet from the tip of the wand. [0338] The wand will have a time out sequence and put itself to sleep after 3 minutes of non-use or no inputs. [0339] The Accelerometer, or ON/OFF/Demo switch will wake the wand up from sleep. [0340] The wand content will allow the user to learn to cast a set number of spells (14) [0341] Each spell will have a unique set of animations, sound effects, and led light show. The FAIRY JUMP SPELL will send the fairy coded IR signal that identifies the color of fairy in the wand so that the PIXIE HOUSE accessory will receive the same color Fairy. see Pixie house description. [0342] both tip RGB LED will be controlled separately for color, on/off, flash and or blending light and color--SFX. The timing of the light scripts to the LCD and sound scripts is critical. [0343] A LED script will be assigned for each SFX [0344] The microphone will be activated for a dance interaction mode. When music is played the microphone will pick up the sound and the animation of a fairy dancing will play for 60 seconds. [0345] The CDS sensor is located just above the LCD so it can be used as a sensor that triggers when the eyes of the fairy are covered. [0346] The Speaker needs work with a 2 channel IC so the sound effects and music can play at the same time as the voice. [0347] Each spell or wand movement Flick or swish will trigger a unique LED script, send a common IR signal, play a sound effect, and an animation. [0348] OFF position on the slide switch will be used as a reset on the control IC [0349] Idle time will put the wand in to battery save mode, SLEEP. Any input on the accelerometer switch will wake the wand up from sleep. The CDS sensor is not active in sleep in ON. It will be inactive in DEMO

Functional Description

[0350] The magic wand is an interactive entertainment device. A magical being (fairy) lives in the wand and comes to life. She has fun with the wand user, teaching her how to cast spells, see the magic in the world around us and go on Quest. 3 different fairy personalities, 3 different wand styles. Each wand has 14 different spells it will cast. 3 of these spells are unique to the wand style and not available to the other wands. 2 spells are hidden. Each wand has 5 Quick Magic mini quest or adventures. 2 of these are unique to the wand. The wand has a Dance interaction mode where the fairy dances on screen while you play music. The wand knows when it is upside down, shaken up to the point it is dizzy, its eyes are covered, the battery needs to be recharged, and when it is not being used (time-out sleep).

The Play Sequence is:

[0351] In package ON/OFF/DEMO switch shipped in DEMO pos. (battery must have full charge) [0352] In package the Demo position.--The Pull tab is to be removed by the retailer when stocking the shelf. A "Notice to Retailer" will be added to the Master carton. [0353] Pull tab activates the CDS light sensor. Battery will be shipped fully charged. [0354] CDS sensor looks for change in light--shadow of passer by triggers the demo script. This must work inside the package on the store shelf as a TRY-ME package trigger. A Demo script will play on both LCD screens, tip LEDs, and sound file. [0355] Demo script plays for 3 seconds--pauses 1 second and resets--looks for new CDS trigger Out of the package ON/OFF/DEMO switch moved to ON pos. Mode switch is set on Explore A pos. [0356] Instructions will ask that the battery be charged before use. [0357] ON--wand lights up (LED script 1) and plays a magic bling sound (sound script 1). An intro video plays on the LCD screens (Intro video1) [0358] Wand goes to Explore mode [0359] In Explore mode every time the wand is flicked or swished a LED light script and a sound script will play. (Scripts 2) and the IR signal will be sent. [0360] In Explore mode there are two basic plat patterns, Improvisation (Improv) and Practice. [0361] During Improv (normal play) the wand will animate and play sounds. [0362] Every 7.sup.th Improv script it will ask if you want to practice casting spells or ask if you want to go on an adventure (quest), or ask if you want to Dance. A Flick will indicate YES, no action or a Swish will indicate NO [0363] If NO return to (normal play) Improv script [0364] If YES to Practice spells, go to Practice SPELLS scripts [0365] The wand will select one of the 12 Spells available to practice or one of the 5 Quick Magic Play scripts and play that script (3-10). When the Spell is completed correctly or the Quick Play is completed the wand will return to (normal play) Improv scripts. [0366] 2 of the spell will be hidden, not revealed by the fairy. These will be common to all wands. [0367] If YES to go on an adventure quest, go to Quick Quest scripts. [0368] The wand will chooses one of five adventures and step you through it. When completed it will return to Improve (normal play). [0369] If YES to Dance, the wand will activate the microphone and listen for outside music/noise input for 60 seconds. If noise is heard a dancing fairy animation will play on the square screen. [0370] During Explore (normal play) mode in either Improv or Practice, idle time will put the wand into sleep mode TIME OUT to save battery. [0371] In Explore (normal play) mode any FLICK of the wand will trigger 2 seconds of IR. The IR signal can be picked up by an accessory in the room if the accessory is turned on. An example would be a magic Tea Cup. The Tea Cup will light up and reveal its face and play a sound the first time the wand's IR signal is detected. The second time it will light up, play a sound script and spin. [0372] All of the accessories will respond to the common IR signal as well as the Pixie coded IR signals. [0373] The Time Out period is 3 minutes of idle or no movement input. The wand will prompt the user every 15 seconds with an idle script until either a movement is detected or the wand falls asleep.

Accessories

[0374] Each Accessory comes with a magic translucent sprite of a different color. The Accessories will each have an IR receiver to receive a signal from the wand. The signal will switch on one or more functions in the accessory. All accessories will can be activated by IR signals from the wands. The common or Pixie code IR signal will activate the accessories. Press the gem push button on the accessory to wake it up. A small led indicator light will light up the gem and remain on until it is either turned off or times out. When on the IR receiver will search for any of the 4 IR signals every half second. When a signal is detected it will stop searching, play the first script and then pause before searching again. The second signal received it will stop searching, play the second script, pause and begin searching again. If no signal is detected it will time out after 3 minuets. The gem push button will need to be pushed again to begin the IR searching.

List of Accessories:

[0375] 2. Pixie House Play Set (3 Styles), LCD screen animations, sound, light, motor. [0376] 3. Magic tea cup, animated with sound and light [0377] 4. Dancing spoon, fork, and saucer set, animated with sound and light [0378] 5. This item is on hold Jan. 17, 2017--Magic chest jewelry box light up, pop open lid, with sound See detail description of each for components and function.

Pixie House Play Sets

[0379] The pixie house play set will come with house, small sprite figure, a lantern that hangs on the house and 11 PP accessories. The house is 7.5 inches tall. There are three styles. Press the gem ON button on the side of the house to activate the IR sensor. A small indicator light will light the gem. The unit is now searching for IR signals. Every 1/2 second a search will occur. If no IR signal is detected the IR will time out, the indicator light will shut off and the gem button will need to be pushed again to start the IR searching. When an the common IR signal is received from the wand the lights in the house will turn on, sound and animation will play from one of three buckets of scripts; A. Event bucket, B, wishing well bucket, or C, song bucket. This will be known as Improv mode. The house will stay in improv mode as long as either the gem button is pushed or an IR signal from the wand is received. If no input is detected from either the button or the IR, the house will time out and go to sleep after 3 mins. The Fairy Jump Spell signal from the wand will activate the Special Fairy Code animations and light the RGB LED light in the roof of the house. The motor will spin a cable with an RGB LED, light the LED first in a super bright burst and then in the matching code color and spin it around inside the roof to simulate the fairy flying around the top of the house. The animation and sound scripts will also match the fairy code information. For example; the Pink wand sends a Fairy Jump Spell to the house. The house lights up and plays an animation. The LED in the roof of the house explodes with a bright white burst of light and then turns pink. The motor runs for 3 seconds spinning the Pink Led around inside the roof, the animation on the LCD screen and the sound script also supports the PINK Fairy code information. A pink Fairy is shown on the LCD visiting the house. When the script is done the IR sensor is reactivated and a new IR code can be accepted. When the house detects a common IR code the Animation and house lights play the appropriate script. The roof LED and the motor do not activate. If the house is played with without a wand the animations and lights can be activated by pressing the gem button on the house. This includes the two RGB LEDs in the house and the Single RGB LED in the roof. However, the roof LED will not move unless a Fairy jump Spell Code is detected. The moving fairy light in the roof can only be seen with the use of a wand Fairy jump spell.

[0380] The Pixie House will have a Night Light Mode. It will be activated by the FIREFLY SPELL or pressing and holding the gem button on the front of the house for 3 seconds. Scripts and animations for the night light are pending.

[0381] The back of the house will be open much like a doll house. A shallow play environment will be accessible and have a play space for the pixie character. The set includes 11 small PP parts. Accessories such as Table, 2 Chairs, 2 Cups, 2 bowls, cake, pie, and so on make the set a true play set. Each set will have different accessories based on the occupant pixies personality. One Pixie likes to bake, one likes to garden, and the other one loves pets. The house will be in a window box with a Try-Me push function on the gemstone switch.

Component Parts May Include:

[0382] House base Assembly ABS [0383] Translucent RoofABS [0384] Sprite figure 35 mm tall translucent PP [0385] Translucent lantern hanger ABS [0386] 11 Extra accessories PP [0387] ON/OFF/DEMO [0388] Gem push button [0389] Indicator LED light [0390] 2.2'' color TFT LCD [0391] IR receiver [0392] 3 RGB LED [0393] PCB [0394] motor [0395] speaker 23 mm mylar [0396] sound IC [0397] gear box assemblies [0398] 3 AAA Batteries included [0399] Blister Card Package try-me [0400] Pull tab

Magic Tea Cup

[0401] The Magic Tea Cup set will come with a tea cup, small sprite figure and boat. The tea cup will reveal a hidden face, spin on its base and play music when it receives an IR signal from the wand. Press the gem ON button on the side of the tea cup to activate the IR sensor. A small indicator light will light the gem. The unit is now searching for IR signals. Every 1/2 second a search will occur. When a signal from the wand is received, the cup will light up and reveal the hidden face painted on the inside of the cup. The White LED will illuminate the face side of the cup and the face will be visible. A magic bling or sound script will play. The second time the tea Cup receives an IR signal the cup will light up, play a sound script and dance. The cup will be motor driven on a wheeled base with a pivoting "sloppy front axle". The cup will "dance" around the table. A edge sensor will stop the movement when the cup reaches the edge of the table. The cup will back up and move on. There will be a pivot at the waist of the cup and the cup will bow down when the motor is not on. A spring will bring it down to this position. A cam on the motor will pull the cup upright as soon as the motor drive engages. The small translucent sprite figure will plug into the leaf-boat and ride on the surface of the tea. The IR sensor will time out after 3 mins. The size is 93 mm.times.68 mm.times.58 mm. Component parts may include: [0402] Tea Cup Assembly ABS [0403] Tea cup baseABS [0404] Sprite figure 35 mm tall translucent PP [0405] Gem ON/OFF button [0406] Indicator LED light [0407] IR receiver [0408] White LED [0409] PCB [0410] Motor [0411] Edge sensor [0412] Tilt (bow down) cam/spring assembly [0413] Wheel drive assembly [0414] speaker 23 mm mylar [0415] sound IC [0416] gear box assemblies [0417] 2 AAA Batteries (not included) [0418] Blister Card Package (no try-me)

Dancing Spoon, Fork, and Plate Set

[0419] The dancing spoon fork and plate will come with a small sprit figure. Place the spoon and fork on the plate so the end of the handle is near the magnet ring in the base of the plate. Move them along until you locate a magnet. A magnet in the end of the spoon and fork will allow them to stand vertical on the plate when the motor is engaged and the plate magnets alien with the spoon and fork magnets. Press the gem stone to activate the IR sensor on the side of the cake. A small indicator light will light the gem. The unit is now searching for IR signals. Every 1/2 second a search will occur. Cast a spell from the wand. The plate cake will light up, play music, and spin the plate magnet disk in its base. The spoon and fork will stand up and dance on the plate. (see demo video rough). The IR sensor will time out after 3 mins if no signal is detected. The motor, IR sensor, and speaker will be housed in a cake in the middle of the plate. The cake is not removable. The plate is 169 mm around, the spoon is 135 mm tall, the fork is 140 mm tall. The component parts may include: [0420] Spoon assembly [0421] Fork assembly [0422] Plate assembly ABS [0423] Sprite figure 35 mm tall translucent PP [0424] Gem ON/OFF button [0425] Indicator LED light [0426] IR receiver [0427] PCB [0428] Motor [0429] Magnet plate gear assembly and spring [0430] White LED [0431] 4 magnets [0432] speaker 23 mm mylar [0433] sound IC [0434] gear box assemblies [0435] 2 AAA Batteries (not included) [0436] Blister Card Package (no try-me Note the IR codes will be recognized by the Pixie Houses and the Wizards towers. The Common code will be sent for all other spells and standard Swish and Flick.

End of Exhibit 2A

Exhibit 2B

[0437] Exemplary Magic Wand, Functionality and Accessory Devices (Provided for Demonstration Purposes and not Limitation--Other Embodiments Exist that are not Described and are within the Scope of the Present Invention) Girls Wand Flow chart

Wand--Three Styles, Pink, Blue, and Purple

Devices and Input Points

[0438] 3-way Slide Switch [0439] Pull Tab [0440] Accelerometer [0441] Photo Sensor [0442] Microphone [0443] IR emitter [0444] Tip RGB LED .times.2 [0445] Vertical TFT [0446] Square TFT [0447] Time out On/Sleep counter [0448] Battery Storage Level Check [0449] USB Port

Definitions

[0449] [0450] 3-way slide switch--located bottom back base of the wand, recessed. ON/OFF/DEMO. Ship in package in DEMO position. [0451] Pull Tab--located in back of wand housing--Safety regulation, ship in package in position deactivating the battery. To be removed when the package is removed from the Master Carton [0452] Accelerometer--No power in OFF, No power in DEMO, power in ON, power in On/Sleep. The accelerometer will register--no motion/pause--action motions--Flick as front to back, Swish as side to side, and other as fail action--upside down orientation condition--all actions will wake the wand from On/Sleep. Actions from the accelerometer will be counted and crosschecked with spell definitions. Accelerometer input is read first, prior to the photo sensor. [0453] Photo Sensor--located on the front of the wand just above the Square TFT--Power in DEMO--Power in ON--no power in On/Sleep--Registers light change for DEMO and Eyes Covered Condition-- [0454] Microphone--Located in right side of wand housing--no power in DEMO--No Power in ON except when prompt for Dance mode is active--No power in ON/Sleep--The mic will be active in the Dance mode condition--it will register volume noise input for 60 seconds-- [0455] IR Emitter--located in the wand tip facing vertically--Emitter will send a 3 second burst of coded IR signal timed with the Tip LED light effect of each spell SFX conclusion. (the--SFX is at the beginning of each spell after the fairy announces the spell.) there are 12 different IR codes. The common code is used for all spells not listed separately. Some of these codes are shared with the boy's wand. The codes are used to trigger the Pixie Houses, Wizards towers and other accessories to be determined. [0456] Tip RGB LEDs--2 super bright RGB LEDs--located in the tip of the wand facing vertically--power on/off as scripted--The LEDs will light during Demo. [0457] Vertical TFT--Located in the stem of the wand--power on/off as scripted [0458] Square TFT--Located in the frame of the wand--power on/off as scripted [0459] Time out ON/Sleep counter--The timer will start after the last input--the timer will run for 3 minutes and play the time out On/Sleep script--if interrupted by any input the timer will restart-- [0460] Battery Storage Level check--The battery level will be checked whenever the wand goes to Idle--if the level is at or below 10%--play battery low warning script--if battery level is above 10%--continue to Idle-- [0461] USB port--located in bottom back of wand case--when the USB port is plugged in--run battery charge script--no other action is allowed when the battery is charging--When the battery is fully charged--end script and go to On/Sleep--if charging in the off position no script will run--

Wand Conditions

Condition 1--OFF

[0461] [0462] C1 Slide switch in OFF position--no power usage--no function--battery can be charged in OFF position--no script is run.

Condition 2--DEMO

[0462] [0463] C2--Slide switch in DEMO position--Sleep Demo mode--Pull tab blocks power-- [0464] power to Photo Sensor-- [0465] Photo Sensor triggered--run Demo 1--return to Sleep Demo mode [0466] power to Photo Sensor [0467] Photo Sensor triggered--run Demo 2--return to Sleep Demo mode [0468] power to Photo Sensor [0469] Photo Sensor triggered--run Demo 3--return to Sleep Demo mode [0470] power to Photo Sensor [0471] Photo Sensor triggered--repeat (as long as the battery holds charge) [0472] Demo 1--power Face LCD--power Stem LCD--power Tip LEDs [0473] run Demo script 1 [0474] Demo 2--power Face LCD--power Stem LCD--power Tip LEDs [0475] run Demo script 2 [0476] Demo 3--power Face LCD--power Stem LCD--power Tip LEDs [0477] run Demo script 3 [0478] battery can be charged in DEMO position--run battery charging script.

Condition 3--RECHARGE BATTERY

[0478] [0479] C3A--slide switch in OFF, ON or Demo position and USB cable inserted for battery recharge. [0480] Battery charging [0481] In ON and DEMO run script, Face LCD shows Battery charging script [0482] no wand function [0483] C3B--slide switch in OFF position and USB cable inserted for battery recharge [0484] Battery charging [0485] face LCD off--no function--if charging in the off position no script will run--

Condition 4--PLAY MODE

[0485] [0486] C4A--slide switch in ON position--start time out timer--power to Accelerometer--power to face LCD--power to Stem LCD--power to tip LEDs--no power to Mic--Check Accelerometer for motion--check Accelerometer for position--check Photo Sensor for light change--check battery power storage level--play Power On script 1--go to idle mode-- [0487] C4A1--low battery Warning--If battery power storage level is below 10%--run Low battery warning Script 1--return to idle-- [0488] if battery level is above 10% return to idle-- [0489] C4A2--Time out timer--run timer for 3 minutes if there is no inputs from the accelerometer or the [0490] photo sensor--run time out script--go to sleep mode C4A2.1 Time out timer--run timer for 3 minutes if there is any input from the accelerometer or the photo sensor stop timer--run input script--restart timer after last input--if there are no inputs from the accelerometer or the photo sensor--run time out script--go to sleep mode [0491] C4B--idle mode--motion detected by Accelerometer-- [0492] Accelerometer determines the action of the motion as a True Flick or Swish, or a False Fail action--look for pause--begin compiling--ignore all False Fail actions [0493] C4B1--pause is detected after 1 action of Flick or Swish--play Script Flick 1 or Play Script Swish 1 [0494] C4B2--pause is detected after more than 1 True Action--Compare the sum to known spells in Primary Spell List A and Hidden Spell List B--if there is a match play the spell script--return to idle-check battery power storage level-- [0495] C4B3--pause is detected after 7 or more actions--play next Dizzy script--return to idle-- [0496] C4B4--No pause is detected after 7 or more actions--play next Dizzy script--return to idle-- [0497] C4B5--pause is detected after 6 actions and no matching spell combination is matched--return to idle [0498] During idle play new idle script very 5 seconds until there is an input from the accelerometer or the photo sensor. Every 3.sup.th idle script play the next Improv script. [0499] Every 5 Improve script play a prompt script. If the prompt script is not followed by a Flick motion with in 1.5 seconds regard this as a NO answer and return to Idle. If the prompt is responded with a Flick motion regard this as a yes and go to the prompt script bucket. [0500] For Dance mode prompt--if responded to by a Flick motion YES--play script--power to Mic--for 60 seconds--listen for sound volume input--dance matches volume input--play end script--ignore all inputs during the script until it is finished--return to idle. [0501] For Spell Practice Prompt mode--if responded to by a Flick motion YES--play one of 14 spell practice scripts--ignore all inputs during the script until it is finished--return to idle. [0502] For the adventure Quest prompt--if responded to by a Flick motion YES--play one of 5 quest scripts--ignore all inputs during the script until it is finished--return to idle-- [0503] Accelerometer will check for movement first and position or upside down orientation second-movement counter overrides position so if a spell is cast the spell will play and not be interrupted by an upside down event. Upside down will occur during idle mode only. All other functions will over ride it. [0504] The photo sensor will be checked after the accelerometer checks for movement and then position. If the sensor is covered it will trigger the eyes covered script. If it is not covered it will return to idle. Selection of Scripts inside buckets will be set to appear to be random. If the wand times out and goes to ON/Sleep mode remember where the list was last--beginning from previous spot. If the wand is turned off re set the list to the beginning.

End of Exhibit 2B

* * * * *


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