INTERACTIVE TOY
20220355218 · 2022-11-10
Inventors
- Takashi TEZUKA (Kyoto, JP)
- Hiroshi MOMOSE (Kyoto, JP)
- Emi MAKIUCHI (Kyoto, JP)
- Jonathan B. BENNINK (Billund, DK)
- Jonathan TRIER (Billund, DK)
- Benjamin MA (Billund, DK)
Cpc classification
A63H33/042
HUMAN NECESSITIES
International classification
Abstract
An electronic toy comprising: a sensor for detecting movement of the electronic toy; a reader for detecting markers in a proximity of the electronic toy; a user-interface for providing a user-perceptible output; a processing unit configured to control the user-interface responsive to a detected movement and a detected marker.
Claims
1. An electronic toy comprising: a sensor for detecting movement of the electronic toy; a reader for detecting markers in a proximity of the electronic toy; a user-interface for providing a user-perceptible output; and a processing unit configured to: control the user-interface responsive to a detected movement and a detected marker; enter an active play state responsive to a first trigger event representative of a start of a play activity, wherein the first trigger event includes detection by the reader of a first marker, the first marker being representative of a start of a play activity; process information about movements detected by the sensor while the processing unit is in the active play state and information about markers detected by the reader while the processing unit is in the active play state to compute a result score associated with the play activity; control the user-interface to provide a user-perceptible output based on the computed result score; and exit the active play state responsive to a second trigger event representative of an end of a play activity, wherein the second trigger event includes detection by the reader of a second marker, the second marker being representative of an end of a play activity.
2. The electronic toy according to claim 1, wherein: the electronic toy is configured to perform different types of play activities; the first trigger event is further indicative of a type of play activity; and the computed result score and the user-perceptible output depends on the type of play activity.
3. The electronic toy according to claim 1, wherein: user-interface includes one or more user-interface elements, and the processing unit is configured to enter the active play state responsive to a first user-activation of at least one of the one or more user-interface elements, the first user-activation configured to start a play activity or exit the active play state responsive to detecting a second user-activation of at least one of the one or more user-interface elements, the second user-activation being representative of an end of a play activity.
4. The electronic toy according to claim 1, wherein the processing unit is configured to compute the result score and to control the user-interface based on a detected temporal relation between a detected movement of the electronic toy and a detected marker.
5. The electronic toy according to claim 1, wherein the processing unit is configured to compute the result score and to control the user-interface based on one or more attributes of a detected movement and responsive to a continued detection of said marker during the detected movement.
6. The electronic toy according to claim 1, wherein the first and second markers include an RFID tag or a visually detectable marker.
7. The electronic toy according to claim 6, wherein a visually detectable marker is selected from the group consisting of: a QR code, a predetermined color, a color code, a micro-dot pattern, and a recognizable insignia.
8. The electronic toy according to claim 1, further comprising one or more accessories configured to detachably connect to the electronic toy, the electronic toy configured to detect the one or more accessories when connected thereto, the one or more accessories configured to influence the first trigger event, the second trigger event, the active play state, or the computation of the result score.
9-10. (canceled)
11. A toy system comprising: a physical play environment constructed from toy construction elements; and an electronic toy configured to move about the physical play environment, the electronic toy including: a sensor configured to detect movements of the electronic toy; a reader configured to detect markers; and a processing unit configured to: enter an active play state responsive to a first trigger event representative of a start of a play activity, wherein the first trigger event includes detection by the reader of a first marker, the first marker being representative of a start of a play activity; process information about movements detected by the sensor while the processing unit is in the active play state and information about markers detected by the reader while the processing unit is in the active play state to compute a result score associated with the play activity; and exit the active play state responsive to a second trigger event representative of an end of a play activity, wherein the second trigger event includes detection by the reader of a second marker, the second marker being representative of an end of a play activity.
12. The toy system according to claim 11, further comprising a functional toy construction model within the physical play environment, the functional toy construction model including a first part and a second part, the first part being movable relative to the second part, the first part including a first marker, wherein: the electronic toy is configured to be moved together with the first part, the processing unit is configured to detect the first marker while the electronic toy is moved with the first part and to detect movement of the electronic toy, and the processing unit is configured to create an audible output, visible output, or to compute a result score responsive to the detected interaction.
13. The toy system according to claim 11, further comprising a first functional toy construction model within the physical play environment, the first functional toy construction model including at least a first part and a second part, the first part being movable relative to the second part, the first part including a first marker and an actuator configured to interact with the first or a second functional toy construction model, wherein: the electronic toy is configured to be moved together with the first part, the processing unit is configured to detect an interaction between the actuator and the first or second functional toy construction model, the interaction based on a detection of the first marker while the electronic toy is moved with the first part and based on a detected movement of the electronic toy, and the processing unit is also configured to create an audible output, visible output, or to compute a result score responsive to the detected interaction.
14. A method of playing an interactive game, the method comprising: providing toy construction elements for creating a physical play environment; providing an electronic toy configured to move about the physical play environment, wherein the electronic toy is configured to detect: a first marker to enter an active play representative of a start of a play activity; movements made by the electronic toy within the physical play environment; one or more second markers positioned within the physical play environment during active play; and a third marker to exit the active play state representative of an end of a play activity.
15. The method according to claim 14, wherein the electronic toy is configured to compute a result score based on the play activity.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
[0041]
[0042]
[0043]
DETAILED DESCRIPTION
[0044]
[0045] The user initiates a play activity by holding the electronic toy in contact or close proximity to a start marker 120 so as to allow the optical reader to detect the start marker. Responsive to detecting the start marker, the electronic toy enters an active play state. In some embodiments, the toy system includes different start markers, each indicative of a respective type of play activity. Alternatively or additionally, different types of play activities may be selected based on other criteria, e.g. a user input to the electronic toy, communication with another electronic toy or with a processing device, based on previously completed play experiences, a progression level of the electronic toy, etc. A progression level may e.g. be stored by the electronic toy and/or by a remote processing device with which the electronic toy is communicatively connected.
[0046] Generally, while in the active play state, the electronic toy detects movements of the electronic toy and it detects one or more markers, e.g. toy construction elements having predetermined color(s) or other visual markers, when the electronic toy is brought in proximity of said markers.
[0047] When the electronic toy detects a finish marker 140, the electronic toy exits the active play state and computes a result score which depends on the movements and markers that have been detected while the electronic toy was in the active play state. It will be appreciated that the result score may be computed and updated in real time while the electronic toy is in its active play state or it may be computed once the electronic toy has exited the active play state. It will be appreciated that, in some embodiments of the toy system described herein, the electronic toy may be configured to create audible and/or visible feedback responsive to detected movements and/or responsive detected markers, e.g. during the play activity or even when no play activity has been initiated by detecting a start marker, i.e. when the electronic toy is not currently in an active play state. In such an embodiment, the electronic toy may be configured to operate in a free-play state instead. It will further be appreciated that the type of feedback and the rules and conditions for the creation of respective feedback may differ depending on which state the electronic toy is operated in, e.g. which active play state or free-play state.
[0048] The computation of the result score may be based on a set of game rules where different types of play activities may have different game rules associated with them. The game rules may thus be stored by the electronic toy and/or by a remote processing device with which the electronic toy is communicatively connected.
[0049] The computation of the result score may further depend on one or more other parameters, such as an elapsed time between detection of the start marker and detection of the finish marker, on any recognized accessories attached to the electronic toy and/or the like.
[0050] Hence, the score depends on how the user moves the electronic toy about the play environment between the start and finish markers, i.e. on the movements and/or on the detected markers. For example,
[0051] Similarly, the computed result score also depends on the type of markers (e.g. on the colors of the toy construction elements from which the physical play environment is constructed) and/or from the relative positions of the markers.
[0052] It will be appreciated that the play environment 100 may be in the form of a single coherent toy construction model where all parts of the model are interconnected with a single structure. In other embodiments, the play environment may include multiple separate structures that may be positioned independently of each other. For example,
[0053] Generally, in one play activity, detection of one type of marker may cause a result score to be increased by a certain value, e.g. by a predetermined, random or otherwise determined value. For example, the result score may reflect an amount of an in-game currency, e.g. symbolized by virtual coins, stars or other virtual items. Collected coins may be used in the game for achieving in-game advantages, e.g. for obtaining capabilities, unlocking new games, advancing in an existing game, etc.
[0054] In some embodiments, a play activity may have a maximum duration associated with it. For example, such duration may be implemented by requiring that the electronic toy detects the marker representing the end of the play activity within a certain period of time after detection of the marker representing the start of the play activity. In some embodiments, detection of one type of marker during the play activity may cause the maximum duration to be extended.
[0055] One type of marker may cause an effect of the result score only after repeated detection of said marker during the play activity, or otherwise an effect on the result score that depends on the number of times the marker has been detected during the play activity. For example, one type of marker may represent an enemy which has to be touched multiple times in order to be defeated, e.g. multiple times within a certain period of time. This activation may thus simulate an enemy toy figure that has a simulated health value. When hit (as simulated by the electronic toy detecting a marker attached to the enemy figure), the health value of the enemy is reduced. When the health value reaches a minimum threshold due to repeated “hits”, the result score computed by the processing unit of the electronic toy may be increased.
[0056] Yet further examples include markers that have a random or chance effect on the result score. Yet further examples include markers whose effect on the result score depends on the duration of detection, i.e. on how long the electronic toy is in a sufficient proximity to the marker for the marker to be detected.
[0057] Yet further examples include markers whose effect on the result score depends on the order in which they are detected or otherwise on the combination of detection of multiple markers. For example, one marker may represent a key where detecting the marker represents the electronic toy picking up a key. Another marker may represent a locked item, e.g. a treasure chest, a door, etc. that can be unlocked when the marker is detected during a play activity, but only after the electronic toy has already detected the marker representing the key during the same play activity.
[0058] In some embodiments, e.g. as illustrated in
[0059]
[0060] The toy system further comprises an accessory construction element 120, e.g. in the form of a support platform, which includes a marker 121. When the electronic toy 110 is brought into contact with, or at least into sufficient proximity of, the accessory construction element such that the reader of the electronic toy 110 can detected the marker 121, the electronic toy 110 is configured to enter an activity play mode which depends on the type of the marker 121.
[0061] In some embodiments, the accessory construction element may be configured to allow the electronic toy 110 to be brought in loose contact with the accessory construction element 120, e.g. by allowing the electronic toy to stand on top of the accessory construction element. In other embodiments, the accessory construction element and the electronic toy may be configured to provide a certain degree of attachment between the electronic toy and the accessory construction element or otherwise include means for retaining the electronic toy in contact or proximity with the accessory to construction element. For example, the accessory construction element may include a recess shaped and sized to receive the electronic toy. Hence, in such embodiments the electronic toy is at least to some degree prevented from being easily removed from the accessory construction element. Alternatively or additionally, the electronic toy may be retained in contact with the accessory construction element by a magnet or other form of coupling members. In some embodiments, the accessory construction element 120 and the electronic toy 110 may include mutually compatible coupling members, e.g. compatible with the toy construction system, so as to allow the electronic toy to be detachably attached to the accessory construction element. Hence, in this embodiment, the electronic toy with the accessory construction element attached to it may be moved around by a user as a coherent structure.
[0062] At the start of a play activity or during an ongoing play activity, the user brings the electronic toy 110 in contact (or at least proximity) to an accessory construction element 120 which includes a marker 121 such that the electronic toy 110 detects the accessory construction element 120 and recognizes the marker of the accessory construction element when the electronic toy is brought into contact with (or proximity of) the accessory construction element. When the electronic toy together with the accessory construction element 120 is moved about the physical play environment, the electronic toy detects the corresponding movement and detects whether the electronic toy remains in contact with (or proximity of) the accessory construction element during the detected movement. The electronic toy provides user-detectable feedback, e.g. audible feedback or visual feedback responsive to the detected movement and to the detection of either continued contact between the electronic toy and the accessory construction element or an interruption of the contact. The latter may occur when the electronic toy falls off the accessory construction element or is otherwise displaced from the accessory construction element as a result of the movement, of an impact resulting from the movement, etc. To this end, the electronic toy may comprise a display 111, a loudspeaker and/or other suitable user-interface. The type of feedback may further depend on the detected marker, i.e. different accessory construction elements (recognizable by different markers) may result in different reactions to the same movements. When the play environment 100 of
[0063] In the example of
[0064]
[0065] However, in the example of
[0066] Hence, generally, the processing unit of the electronic toy may control its user-interface and/or compute a result score responsive to a detected type of marker, one or more attributes of a detected movement and responsive to a continued detection of said marker during the detected movement.
[0067]
[0068] However, in the example of
[0069]
[0070] However, in the example of
[0071] Hence, even though the accelerometer may not be able to detect the difference between sliding down an inclined plane and sliding back and forth on a seesaw, etc. the electronic toy may still react in a different manner when in contact with different accessory construction elements, thus providing a rich variety of play experiences with only few and relatively inexpensive sensors.
[0072]
[0073]
[0074] In the example of
[0075] Hence, the system of
[0076] It will be appreciated that in this and other embodiments, detection of the movement may include detection of movement parameters, such as speed, duration, direction, of the movement. The determination of the movement may even include detection of more complicated movement patterns, such as detection of a rotation or reciprocating movement, optionally including detection of a frequency of the reciprocating movement, or a certain sequence of different movements, e.g. of different directions, speed, etc. or of an linear movement followed by an impact, etc. The electronic toy may thus create the feedback and/or the compute a result score responsive not only to a determination that a movement has been detected but also responsive to detected parameters/attributes of the detected movement, e.g. dependent on whether the detected parameters/attributes fulfill one or more criteria, such as one or more predetermined criteria.
[0077]
[0078]
[0079] In this example, the physical play environment 100 includes a toy construction model including a seesaw 1201 and a ramp 1202 for discharging a ball 1203. In particular, the seesaw is configured to pivot between a first position—illustrated in
[0080] The seesaw includes a platform 1204 at its second end. The platform is configured to receive and retain the electronic toy 110. For example, the platform may include a recess for receiving the electronic toy or coupling members to which the electronic toy may be detachably attached. The platform further comprises a marker 121 allowing the electronic toy to detect that it is positioned on the platform of the seesaw.
[0081] In operation, the electronic toy is configured to: [0082] detect, using the reader of the electronic toy, that it is positioned on the platform 1204, [0083] detect, using its accelerometer or similar sensor for detecting movement, the pivoting motion of the seesaw [0084] to detect when the seesaw is in its second position (e.g. based on the detected pivoting motion alone or by detecting an impact when the first end of the seesaw interacts with the ramp) [0085] create a visible and/or audible feedback at a predetermined delay time after the electronic toy has detected that the seesaw is in its second position, the delay time corresponding to the time required for the ball to role down the ramp and the seesaw and reach the position of the platform.
[0086] Accordingly, the electronic toy may simulate a detection of being hit by the ball without having to actually detect the hit per se.
[0087]
[0088] The electronic toy comprises a number of electronic components which may all be accommodated within the housing. In particular, the electronic toy comprises [0089] an accelerometer 113 or other type of sensor for detecting movement of the electronic toy; [0090] a reader 112 for detecting markers in a proximity of the electronic toy; [0091] a user-interface 111 for providing a user-perceptible output; [0092] a processing unit 115 configured to control the user-interface responsive to a detected movement and to a detected marker.
[0093] The accelerometer 113 may be a multi-axes accelerometer, such as a triaxial accelerometer or a 6-axis accelerometer so as to allow detection of movements in various directions and to at least approximately measure derive attributes of such motion, such as speed, direction, distinguish linear motion, rotational motion, reciprocating motion, impacts, etc.
[0094] The reader 112 comprises an optical sensor for detecting visual markers such as color codes or individual colors. Alternatively or additionally, the optical sensor may be configured to detect insignia, QR codes, micro-dot codes or other machine-readable codes or optically detectable and recognizable features. The optical sensor may comprise one or more color sensors, e.g. an array of color sensors. In some embodiments, the optical sensor comprises a camera. In alternative embodiments, the reader may comprise an RFID reader or a different type of readers for reading markers employing other types of detection mechanism.
[0095] The user-interface 111 includes a display and an audio output. Alternatively or additionally, the user-interface may include other output devices for providing visual and/or audible and/or tactile output. The user-interface may further comprise one or more input devices allowing a user to provide user input. Such input devices may include physical input devices such as buttons, touch pads etc. or they may be provided as activatable user-interface elements provided by a touch-sensitive display or the like.
[0096] The processing unit 115 may include a suitably programmed microprocessor or any other circuit and/or device suitably adapted to perform the data- and/or signal-processing functions described herein. In particular, the processing unit may comprise a general- or special-purpose programmable microprocessor, such as a central processing unit (CPU), a digital signal processing unit (DSP), an application specific integrated circuits (ASIC), a programmable logic arrays (PLA), a field programmable gate array (FPGA), a special purpose electronic circuit, etc., or a combination thereof. The processing unit 115 is configured to receive sensor data from the accelerometer 113 and from the reader 112 and to control the user-interface 111 responsive to the received sensor data. In particular, the processing unit may implement a state machine where the processing unit can operate in an active play state, a stand-by state a free-play state, and/or the like as described herein and to compute result scores of play activities and/or generate user-perceptible outputs based on detected markers and movements.
[0097] In the present example, the electronic 110 toy further comprises an accessory detector 116, a memory 114, a communications interface 119 and a battery 117. It will be appreciated, however, that other examples of an electronic toy may be implemented without these components or with only some of them. Similarly, some embodiments of an electronic toy may include alternative or additional components.
[0098] The accessory detector 116 may be configured to detect whether one or more accessories are attached to the electronic toy 110, e.g. items of clothing or the like. The accessory detector may include an RFID reader, micro-switches, electrical contacts and/or the like. The processing unit may receive information about attached accessories from the accessory detector and further base the created output on the received information.
[0099] The memory 114 may include an EEPROM, a RAM, a solid-state data storage device or another suitable data storage device. The memory may have stored thereon program code to be executed by the processing unit and/or game-related data, such as information on game progression, previous result scores, etc.
[0100] The communications interface 119 may be a wired or wireless interface, e.g. using RF communication such as Bluetooth LE or another suitable wireless or wired communications technology allowing the electronic toy to communicate with another electronic toy and/or with an external data processing device such as a tablet computer, a smartphone or the like.
[0101] The battery 117 may be a conventional battery, a rechargeable battery or another suitable energy storage device for providing the electronic components of the electronic toy with electric operating power.
[0102]
[0103] In step S1, the electronic toy detects a start marker and enters an active play state.
[0104] In step S2, while in the active play state, the electronic toy reads sensor data from the accelerometer and the reader and controls the user-interface responsive to the received sensor data. The electronic toy also maintains a result score that is computed based on the received sensor data.
[0105] In step S3, the electronic toy detects a finish marker or receives another trigger causing the electronic toy to exit the active play state. Examples of other triggers include the expiry of a timer indicative of a maximum duration for a play activity.
[0106] In step S4, the electronic toy creates an audible and/or visible output indicative the final result score. The electronic toy may further update a progression level or other game data responsive to the result score.