A63F2009/2476

Configurable devices

A smart block can include a plurality of displays and configurable magnet components to selectively attract or repel other smart blocks. The smart block can include proximity sensors to identify a surface of another smart block close to the smart block to determine if the smart blocks are correctly oriented based on an application or game associated with the operation of the smart blocks. A plurality of smart blocks can be configured to display a portion of a picture (as a puzzle), such that when the smart blocks are oriented correctly they collectively display the complete picture. The smart blocks can be used in conjunction with a smart mat that is configured to move the smart blocks in response to commands received from a remote computing device. The smart blocks and the smart mat can facilitate interactivity with other, remote users, such as between a caregiver and a child.

Natural language configuration and operation for tangible games

This disclosure describes a tabletop game assistant system configured to ingest and guide tangible games (such as board games, card games, etc.) using natural language interaction and image capture/visual display components. The system can include features enabling a game developer to “teach” the system the rules of a game using natural language, such as written instructions, to reduce or eliminate the need for writing dedicated code. The system may process images of a game board and/or tokens such as game pieces and/or cards to further generate game data in the form of a logical game model. The system can use the game data to guide human players of the game and, in some cases, participate as a player itself. The system may further be configured to observe a game and detect invalid actions, answer questions regarding the rules, and suggest moves. The system may provide additional utilities such as generating a random output (e.g., rolling virtual dice) and learning to recognize new game pieces.

Natural language configuration and operation for tangible games

This disclosure describes a tabletop game assistant system configured to ingest and guide tangible games (such as board games, card games, etc.) using natural language interaction and image capture/visual display components. The system can include features enabling a game developer to “teach” the system the rules of a game using natural language, such as written instructions, to reduce or eliminate the need for writing dedicated code. The system may process images of a game board and/or tokens such as game pieces and/or cards to further generate game data in the form of a logical game model. The system can use the game data to guide human players of the game and, in some cases, participate as a player itself. The system may further be configured to observe a game and detect invalid actions, answer questions regarding the rules, and suggest moves. The system may provide additional utilities such as generating a random output (e.g., rolling virtual dice) and learning to recognize new game pieces.

EARLY EDUCATION TOY
20230191241 · 2023-06-22 ·

An early education toy is configured to be used with a plurality of balls, and includes: a housing having a ball inlet and a ball outlet, and including a slideway therein, the slideway having an end connected with the ball inlet and another end connected with the ball outlet; a rotating part pivotably arranged to a bottom of the housing; a blocking part arranged in the housing, at least part of the blocking part being arranged in the ball outlet or at the end of the slideway adjacent to the ball outlet and configured to reciprocate to stop or release the ball; a driving part connected with the rotating part and the blocking part, and configured to drive the blocking part to move and to drive the rotating part to rotate relative to the housing.

PUZZLE SYSTEM INTERWORKING WITH EXTERNAL DEVICE
20170326445 · 2017-11-16 ·

The present disclosure relates to a puzzle system interworking with an external device and, more specifically, to a puzzle system interworking with an external device, which outputs an event corresponding to a puzzle to arouse interest of a user when the user completes the puzzle, and also outputs an event corresponding to an image forming the puzzle to increases interest when the user clicks on the image, so that the puzzle system can used as a learning tool as well as a game tool.

Fortune telling device, system and method of using the same
09764225 · 2017-09-19 ·

An electronic, automated fortune telling device utilizing celebrity personalities to entertain users. A portable standalone unit including a cabinet housing a video display, bill validator, debit/credit card reader, user interface, processor, memory and speakers. The memory maintains one or more databases of celebrity video and audio files which are used to present the fortune telling routines to the user via the video display. A user is able to select a celebrity to present the fortune telling routine. The fortune telling device may also be configured to perform mock celebrity weddings after which the fortune telling device prints a wedding certificate and/or dispenses a pair of wedding bands and/or transmits a digital wedding photo.

Playing Card Scanner Apparatus
20220139259 · 2022-05-05 ·

A playing card scanner apparatus for helping the visually impaired play card games includes a housing having a transparent housing top side dimensioned to be larger than a standard playing card. A scanner, a central processing unit (CPU), and a rechargeable battery are coupled within the housing. A charging port is coupled to the housing and is in operational communication with the rechargeable battery. A speaker port is coupled to the housing and is in operational communication with the CPU to receive an earpiece or headphone. A scan button is coupled to the housing to activate the scanner and produce a reading of the number and suit of the standard playing card through the speaker port.

Educational Toy Having Multiple Drawers
20230249057 · 2023-08-10 ·

An educational toy and systems, methods, and components thereof can include a body, a plurality of drawers at a front side of the body, and a plurality of puzzle pieces. The drawers can be vertically aligned with each other. Each of the drawers can be movable between a fully open position and a fully closed position. Each drawer can include: a puzzle surface having a set of receptacles to receive a predefined set of the plurality of puzzle pieces, and a handle extending from a front face of the drawer.

INTERACTIVE ELECTRONIC TOY SYSTEM
20220219072 · 2022-07-14 ·

An interactive electronic toy and a method for providing a challenge to a user using the toy. The toy includes a housing and a plurality of buttons, each button associated with at least one illuminator and with at least one pressure sensor. The method includes receiving a selection of a specific challenge, said specific challenge being selected from a challenge repository associated with the interactive electronic toy, and providing to the user instructions for completing said specific challenge. The method further includes receiving a challenge response from the user, in which the user responds to said specific challenge by at least one of moving the housing of the interactive electronic toy and depressing at least one of the plurality of buttons, providing feedback to the user, based on said received challenge response.

Interaction apparatus, interaction method, recording medium storing interaction program, and robot

An apparatus includes a movement mechanism, a sensor, a microphone, a speaker, a processor and a memory. The processor selects a target region, controls the movement mechanism to cause the apparatus to move to the target region, and causes a speaker to output a first sound. When counting a predetermined number, the processor causes the sensor to trace a movement locus of a user. In a case where the processor has determined that an acquired sound contains a predetermined speech, the processor controls the movement mechanism to cause the apparatus to move through a predetermined space. When the processor has determined that the apparatus is not to intentionally lose in a game of hide-and-seek, the processor controls the movement mechanism to cause the apparatus to move to a target blind spot within the predetermined space, and causes the speaker to output a second sound.