CN116056771A - User configurable interactive toy - Google Patents

User configurable interactive toy Download PDF

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Publication number
CN116056771A
CN116056771A CN202180055078.1A CN202180055078A CN116056771A CN 116056771 A CN116056771 A CN 116056771A CN 202180055078 A CN202180055078 A CN 202180055078A CN 116056771 A CN116056771 A CN 116056771A
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CN
China
Prior art keywords
toy
interactive toy
interactive
configuration
state
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Pending
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CN202180055078.1A
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Chinese (zh)
Inventor
A·A·肖乌
J·B·本宁克
A·本内特
S·盖斯特
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Lego AS
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Lego AS
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H33/00Other toys
    • A63H33/04Building blocks, strips, or similar building parts
    • A63H33/06Building blocks, strips, or similar building parts to be assembled without the use of additional elements
    • A63H33/08Building blocks, strips, or similar building parts to be assembled without the use of additional elements provided with complementary holes, grooves, or protuberances, e.g. dovetails
    • A63H33/086Building blocks, strips, or similar building parts to be assembled without the use of additional elements provided with complementary holes, grooves, or protuberances, e.g. dovetails with primary projections fitting by friction in complementary spaces between secondary projections, e.g. sidewalls
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H13/00Toy figures with self-moving parts, with or without movement of the toy as a whole
    • A63H13/005Toy figures with self-moving parts, with or without movement of the toy as a whole with self-moving head or facial features
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H3/00Dolls
    • A63H3/28Arrangements of sound-producing means in dolls; Means in dolls for producing sounds
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H33/00Other toys
    • A63H33/04Building blocks, strips, or similar building parts
    • A63H33/042Mechanical, electrical, optical, pneumatic or hydraulic arrangements; Motors
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H2200/00Computerized interactive toys, e.g. dolls

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Abstract

In one aspect, the present invention relates to a user-configurable interactive toy comprising: a reader for detecting indicia in proximity to the interactive toy; a sensor for detecting movement of the interactive toy; a memory containing programming instructions and configuration data, wherein the programming instructions are configured to control a response of the interactive toy to the marker detection, the response being at least partially defined by the configuration data; and a processing unit configured to execute the programming instructions according to the configuration data when it is in the game state. The processing unit is further configured to modify the configuration data in response to a combination of detecting the marker in the vicinity of the interactive toy and detecting the movement of the interactive toy when the processing unit is in the configuration state. According to further aspects, a toy system comprising an interactive toy, a configuration device for configuring a user-configurable interactive toy, and a method for performing such a configuration are provided.

Description

User configurable interactive toy
Technical Field
In one aspect, the present invention relates to a user-configurable interactive toy that facilitates interactive gaming. According to one particular aspect, the present invention relates to a user-configurable interactive toy adapted to interact with objects in a physical game environment according to programmed instructions. In another aspect, the present invention relates to a toy system comprising such a user-configurable interactive toy and an object with which it may interact. In another aspect, the present invention relates to a method of configuring such user-configurable interactive toys and toy systems.
Background
Many interactive toys are known in the art.
WO 03/043709 discloses a toy or game device or method involving a motorized host or master unit that interoperates with one or more non-self-powered game objects. The host has a preprogrammed microcontroller and RFID reader/interrogator circuitry. Each game object has an RFID tag integrated circuit. When the host and the game object are arranged for radio frequency communication therebetween, the host transmits power to energize the tag integrated circuit of the game object. The host recognizes the transmitted data and presents the transmitted data to the user. Some or even all of the presentation content may be data from the game object.
However, it is still generally desirable to provide an interactive toy that is capable of providing a variety of entertainment gaming experiences.
It is also generally desirable to provide interactive toys at a lower cost.
It is also desirable to provide an interactive toy that provides easy-to-use, interesting, and versatile interactions with the interactive toy.
In addition, it would be desirable to provide an interactive toy that can be configured and reconfigured by a user to allow multiple different gaming experiences to be achieved using the same elements. In particular, it is desirable to provide a simple way to configure an interactive toy with respect to objects with which the interactive toy may interact.
Disclosure of Invention
In one aspect, the object of the invention is achieved by an interactive toy as defined in the appended independent claim 1, advantageous embodiments of which and a toy system are defined in the dependent claims. In a further aspect, a configuration device for use in configuring an interactive toy is disclosed in the accompanying independent claim 15, advantageous embodiments of which are disclosed in the dependent claims. The object of the invention is also achieved by a method of configuring an interactive toy, advantageous embodiments of which are disclosed herein.
According to one aspect, an embodiment of an interactive toy is disclosed, the interactive toy comprising: a reader for detecting indicia in proximity to the interactive toy; a sensor for detecting movement of the interactive toy; a memory containing programming instructions and configuration data, wherein the programming instructions are configured to control a response of the interactive toy to the marker detection, the response being at least partially defined by the configuration data; and a processing unit configured to execute the programming instructions according to the configuration data when it is in the game state; wherein the processing unit is further configured to modify the configuration data in response to a combination of detecting the marker in the vicinity of the interactive toy and detecting the movement of the interactive toy when it is in the configuration state. In particular, the processing unit is configured to modify the configuration data in response to a combination of a reader signal from the reader indicating that the marker is detected in the vicinity of the interactive toy and a sensor signal from the sensor indicating that the motion of the interactive toy is detected when it is in the configuration state.
The interactive toy is a user-configurable interactive toy capable of detecting user interactions by detecting motion using a motion sensor and by detecting markers when they are in proximity to each other. Sensor data from the motion sensor and the reader are processed by the processing unit according to programming instructions and configuration data stored in the memory of the interactive toy. The programming instructions define an interactive output of the interactive toy based on sensor data from the motion sensor and the reader. Thus, the processing unit may provide interactive output in response to the detected motion and the detected marker according to programmed instructions. The configuration data at least partially defines a response of the interactive toy to the marker detection when the processing unit of the interactive toy is in a play state. While the interactive toy is in the configuration state, the user may configure the response of the interactive toy for the game environment by modifying the configuration data through interesting physical interactions with the toy and the markers. Thus, the response of the interactive toy to the marker detection while the interactive toy is in the play state can be modified by the user in a simple manner by entertaining interaction with the interactive play in the configuration state. Thereby providing a simple and interesting interactive user interface for configuring an interactive toy.
The sensor for detecting motion may be an accelerometer or other suitable device for detecting acceleration, vibration, and/or other indication of motion of the electronic device. In some embodiments, the sensor comprises a multi-axis accelerometer, such as a tri-axis accelerometer or a six-axis accelerometer.
The reader may be a near field communication reader, an RFID reader, an electromagnetic reader, a machine vision system, or other optical sensor for reading bar codes or QR codes, detecting colors, reading color codes, reading micro-dot patterns, etc.
The reader is configured to detect indicia of the interactive toy system. The marking element is associated with or represents a response of the interactive toy to detection/interaction of the marking element in accordance with at least one programming instruction while the interactive toy is in an active play state. An example of a marker used in an interactive game experience may be a power module that delivers special skills or power when detected by an interactive toy during an interactive game activity. The detection indicia may also cause the interactive toy representing the playable character to win or lose resources, money, precious stones, or similar in-game currency, increase or decrease available game time to complete a mission or mission, change the cadence of the game, change the overall state of the playable character, and so forth. By performing a configuration of the interactive toy with respect to the tag, the tag may be "configured" to different values, e.g., the tag representing the treasury box may be configured to contain a certain amount of money, the resource tag may be configured to provide different types of resources, or the clown tag may be configured to produce a random result, or a play poster on the interactive toy entering the trap upon detection of the tag, etc.
Examples of suitable sensors for detecting motion are gyroscopes, accelerometers or similar motion detection sensors, as described above, which are adapted to detect the motion of the interactive toy relative to the surroundings considered to be an inertial frame of reference, for example by measuring the effect of forces acting on the interactive toy in the inertial frame of reference. However, in some embodiments, a sensor for detecting movement of the interactive toy relative to another element considered to be a reference element may be used, wherein such a sensor is adapted to detect relative movement of the interactive toy relative to the other element. For example, the reference element may be an index scale or pattern detectable by the sensor. Hereby is achieved that the movement can be detected also when the interactive toy remains stationary with respect to the surroundings but the other element, which is the reference element, is actually moving with respect to the interactive toy. In some embodiments, the reader may also act as a sensor if the reader is further configured to provide a signal indicative of the movement of the interactive toy as described above, e.g. if the reader is adapted to perform detection sensitive to orientation or displacement (electrical, magnetic, optical, e.g. non-imaging or machine vision). In some embodiments, it is contemplated to detect motion relative to a marker that also serves as a reference element.
The memory may include EEPROM, RAM, solid state data storage, or other suitable data storage.
The processing unit may comprise a suitably programmed microprocessor or any other circuit and/or device 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 Circuit (ASIC), a Programmable Logic Array (PLA), a Field Programmable Gate Array (FPGA), an application specific electronic circuit, etc., or a combination thereof.
The processing unit is configured to execute programming instructions in accordance with the configuration data when it is in a play state, thereby controlling the behavior of the interactive toy in the play environment, including the response of the interactive toy to the detection of the markers in the play state. The processing unit is further configured to modify the configuration data in response to a combination of detecting the marker in the vicinity of the interactive toy and detecting the movement of the interactive toy when the processing unit is in the configuration state. Thus, while the processing unit is in the configuration state, configuration data defining, at least in part, the behavior of the interactive toy in the play state can be modified in an interesting interactive manner. Thereby providing a simple and interesting interactive user interface for configuring an interactive toy as described above.
The interactive toy may include a housing containing a reader, a sensor, a memory, and a processing unit. For example, the housing may have a shape representing a character.
The interactive toy may operate in at least a play state and a configuration state. At least programming instructions regarding interactive responses in the game state may be configured. The response of the interactive toy to the interactions detected by the motion sensor and the reader defines the behavior of the interactive toy in the game play while the interactive toy is in the active play state and is reflected in the interaction output provided by the processing unit in response thereto. The interaction output is generated by executing programming instructions in the processing unit related to the active game state in response to any detected interactions, alone or in combination. The interactive output may be converted in real time to a user perceivable output or may be stored for later conversion to a user perceivable output. Advantageously, at least some of the interactive output is converted in real-time into user perceivable output to provide the user with an interactive gaming experience with immediate feedback. The user-perceivable output may be presented in any suitable way. For example, the user-perceivable output may be presented directly through a user interface of the interactive toy. Alternatively or additionally, the user-perceptible output may be presented by a proxy for an external device, such as a mobile phone, tablet, computer, smart television, active speaker, earphone, head mounted display, etc., which may be wired or wirelessly connected to the interactive toy through a suitable digital or analog communication interface.
The interactive toy, when in a configuration state, configures behavior in response to interactions detected by the motion sensor and reader, which behavior may be exhibited in a gaming activity in response to motion detection and marker detection as described above. The configuration is reflected in configuration data that at least partially defines the interactive response in the game state as described above.
Configuring includes, for example, setting parameter values for parameters used by stored programming instructions, and/or setting values indicative of a selection from stored programming instructions, thereby modifying the behavior of the interactive toy in a given game play. Configuring may also include selecting and retrieving one or more programming instructions from a plurality of programming instructions, or selecting and retrieving a subset of programming instructions from a plurality of pre-configured subsets of programming instructions.
The configuration of the interactive toy may be provided as configuration data for use as input during execution of programming instructions in the play state and/or as a set of programming instructions preconfigured based on configuration data for execution by the processing unit when the interactive toy is in the active play state. The configurable programming instructions are typically pre-programmed (i.e., pre-programmed) and stored in the memory of the interactive toy and/or may be retrieved from an external source (e.g., from a local computing device connected to the electronic device or from a network-based service) through a wired or wireless communication interface.
Thus, a configuration user interface is provided that utilizes the same interaction detector for providing a rich interactive game experience to a user playing an interactive toy.
By providing a configuration user interface and utilizing a process that is also a necessary and useful component for interactive play activities that may be performed with interactive toys and toy systems, a configuration user interface is achieved that may be operated in an interesting interactive and intuitive manner by users who also typically use the toy games. Thus, the educational and play value of interactive toys and toy systems comprising such interactive toys is significantly enhanced by configuring the user interface, as the user himself can define and modify the behavior of the interactive toys and toy systems and thereby build a wide variety of new play activities.
Furthermore, according to some embodiments of the interactive toy, the markers and the motion are detected within a predetermined temporal relationship with respect to each other. The combined detection of the markers and the movement may for example take place simultaneously, or at least during overlapping time periods. The detection of the markers and the detection of the movement may also occur separately in time, but within a predetermined time interval of each other and/or within a predetermined order of each other, to be associated with each other as a combined detection. Thus, great flexibility is achieved for implementing a combined detection of the markers and the movements.
Furthermore, according to some embodiments of the interactive toy, the marking and the movement are detected simultaneously, i.e. the detection of the marking and the movement occurs at least during overlapping time periods. A clear and accurate correlation of the two detection events with each other is thereby achieved.
Furthermore, according to some embodiments, the interactive toy further comprises a user interface for providing a user perceivable output, wherein the processing unit is further configured to control the user interface in response to the detected movement and the detected marker. The user interface may include a display and/or speakers, and/or other means for providing a user-perceivable output, particularly visual, audible, and/or tactile output.
By providing a user interface on the electronic device to generate a user perceivable output that is controlled by the processing unit in response to the motion detected by the motion sensor and the indicia detected by the reader, a direct and immediate feedback on the user interaction can be provided, thereby improving the interaction experience when using the toy. Furthermore, by providing a user interface adapted to generate direct feedback on user interactions, the interactive toy may be used in a self-consistent manner in a toy system independent of external devices. This enhances the gaming experience in particular when the interactive toy is shaped as a figurine representing a playable character in a gaming activity, because feedback on user interactions is provided directly by the interactive toy and can thus be more naturally associated with the playable character represented by the figurine.
Furthermore, when the processing unit is operating in the configuration state, the user interface may be controlled to provide a user perceivable output giving feedback about the configuration activity performed by the physical interaction with the interactive toy. Thereby providing natural sensory interaction with the interactive toy for performing the configuration process. Thus, a further enhanced intuitive and interesting configuration user interface is provided for the user to customize the interactive behavior of the interactive toy in response to physical interactions and markers during gaming activities.
Furthermore, according to some embodiments of the interactive toy, the processing unit is configured to:
-entering a configuration state in response to a first trigger event indicating the start of a configuration activity;
-exiting the configuration state in response to a second trigger event indicating the end of the configuration activity; and
-processing information about the movement detected by the sensor when the processing unit is in the configuration state and/or information about the tag detected by the reader when the processing unit is in the configuration state to determine a configuration input and to modify the configuration data based on the determined configuration input.
To allow configuration of the interactive toy, the processing unit is triggered to enter a configuration state. Advantageously, the trigger is an event associated with a user interaction indicating that the user wants to configure the interactive toy. To end the configuration, the processing unit is triggered to exit the configuration state. Advantageously, the trigger is an event associated with a user interaction indicating that the user wants to cease configuring the interactive toy. It should be appreciated that in some embodiments, the configuration activity may begin by a user activating a user interface element and end by reading a corresponding tag. Alternatively, the configuration activity may begin by reading a flag and end by a user activating a user interface element. Similarly, the start and end of the configuration activity may be triggered by respective activations of a single user interface element, such as by repeated pressing of a button, wherein a first activation starts the configuration activity and a second subsequent activation ends the configuration activity. Alternatively, the interactive toy may include separate user interface elements for starting and ending configuration activities, respectively.
In the configuration state, the user may interact with the interactive toy to perform predetermined movements that are recognized by the processing unit and interpreted as configuration gestures to determine specific configuration inputs. In a particularly advantageous embodiment, the predetermined movement is a rotation about a predetermined rotation axis (e.g. the main axis of the interactive toy), e.g. for dialing by a set of different configuration settings, parameter values, etc.
Configuration is typically related to defining a gaming activity or a marking element associated with a gaming activity. To this end, a marker element of the interactive toy configured for interactive responses in the gaming activity is also detected in combination with the above-described configuration gesture, e.g. simultaneously or in a time-dependent manner. In some embodiments, the processing unit is thereby configured to control the configuration interface in response to the detected movement and the detected markers being detected as having a predetermined temporal relationship with each other, such as being detected simultaneously, within a predetermined period of time, in a predetermined order, etc., or a combination thereof. Alternatively or additionally, the determined configuration input may depend on a predetermined temporal relationship between the detected detection of the markers and the detection of the motion, such as simultaneous detection, detection within a predetermined period of time, detection in a predetermined order, or a combination thereof.
Furthermore, according to some embodiments of the interactive toy, the first triggering event comprises detection of the marking element by the reader when the interactive toy is in a predetermined operational state. Preferably, the marking element is a marking element representing a configurable response by the interactive toy according to at least one programming instruction. By requiring detection of a predetermined operational state of the interactive toy and a marker associated with the predetermined operational state, the processing unit may infer an intention to configure the interactive toy, typically with respect to the detected marker. The processing unit may register it as a first trigger event and thereby enter a configuration state. Advantageously, the predetermined state is not one of the game states, i.e. the non-game state, and is not essentially the configuration state to be entered. For example, the predetermined state may be a so-called idle state, a sleep state or a standby state, or a general initialization state of the interactive toy. For example, the predetermined state may be a state entered upon power-up, before entering a game state, upon starting a new game activity, or after leaving a game session, or may be entered in response to a dedicated user gesture (e.g., a quick shake gesture) given by the mobile interactive toy and detecting the gesture motion by a motion sensor.
Further, according to some embodiments of the interactive toy, the first trigger event includes detecting a change in detection state between the marker element and the non-marker element. Advantageously, the change in the detection state indicative of the first trigger event is a change in the marker that has not been detected. Further, according to some embodiments of the interactive toy, the second trigger event includes detecting a change in detection state between the marker element and the non-marker element. Advantageously, the change in detection state indicative of the second trigger event is a change from detection of a marker to no marker being detected. More advantageously, the change in detection state indicative of the first trigger event is from undetected to detected, and the change in detection state indicative of the second trigger event is from detected to undetected.
It is also conceivable that the interactive toy comprises one or more user interface elements; and the processing unit is configured to enter a configuration state in response to a first user activation of at least one of the one or more user interface elements; the first user activation indicates a start of a configuration activity; and/or exit the configuration state in response to detecting a second user activation of at least one of the one or more user interface elements, the second user activation indicating an end of the configuration activity. While user interface elements are contemplated, and even advantageous in some embodiments, such user interface elements are not necessary to trigger the interactive toy into and/or out of a configuration state. This is an advantage of the present invention. Indeed, according to some embodiments, no specific user interface element is provided for receiving configuration inputs from a user.
Advantageously, according to some embodiments of the interactive toy, processing the information about the movement detected by the sensor includes identifying a predetermined movement pattern and providing a set of configured programming instructions according to the identified movement pattern. Thus, the detected motion may include motion patterns such as rotation, tilting, vibration, etc. The processing unit may process detection signals from a sensor for detecting motion to determine one or more properties of the motion, such as one or more vibration frequencies, vibration amplitudes, motion speeds, rotation directions, etc. The processing unit may control a configuration interface based on the determined attribute.
Further, according to some embodiments of the interactive toy, the detected motion is rotation, and processing the information about the motion detected by the sensor includes identifying the rotation about the predetermined axis of rotation by a rotation angle associated with the configuration setting. For example, the selection of a configuration setting may be inferred from a rotation angle covered by a motion falling within one of one or more predetermined ranges, each range being associated with a different configuration setting.
Advantageously, according to some embodiments of the interactive toy, the detected motion is translation, and processing the information about the motion detected by the sensor includes identifying translation along the predetermined path by a translation distance associated with the configuration setting. For example, some configuration settings may be inferred from a translation distance falling within one of one or more predetermined ranges, where each range is associated with a different configuration setting. It should also be appreciated that the processing unit may also analyze any combination of motions, such as a combination of rotational and translational motion components, to infer configuration settings.
Further, according to some embodiments of the interactive toy, modifying the configuration data includes one or more of: setting parameter values for/in the programming instructions; retrieving one or more selected program instructions, for example, from program instructions stored in a memory of the interactive toy or from program instructions stored in an external storage medium accessible through a communication interface in the interactive toy; and retrieving the subset of programming instructions from a plurality of pre-configured subsets of programming instructions stored in a memory of the interactive toy. The subset is, for example, a combination of a plurality of programming instructions selected from a set of programming instructions. The different subsets may comprise overlapping instructions as long as they differ in at least one selected programming instruction and/or at least one parameter setting. Each of the plurality of programming instructions that may be selected while the processing unit is in the game state may correspond to a respective response of the interactive toy to detection of the marker. Each of the plurality of subsets may in combination define a respective behavior of the interactive toy when the processing unit is in a play state. The term "behavior of an interactive toy" refers herein to a set of predetermined responses. Typically, the set of predetermined responses may define one or more of the following responses: specific types of games, such as race games, arcade games, free games, educational games, board games, etc.; the emotion of the interactive toy; a playable character physically simulated by the interactive toy, a particular state of the playable character, such as a super strong state, etc.
Furthermore, according to some embodiments of the interactive toy, the modification configuration data provides modified configuration data, thereby modifying the response of the interactive toy to the marker detection when the processing unit is in the play state.
According to another aspect, a toy system is disclosed, comprising one or more interactive toys as described in any of the embodiments disclosed herein, and one or more marking elements adapted to be detected by at least one reader of the one or more interactive toys.
Thus, the interactive toy may be part of the toy system, including the interactive toy and accessories for the interactive toy, such as clothing, tools, weapons, etc., which accessories may be removably attached to the interactive toy. In some embodiments, the interactive toy may be configured to detect and identify one or more accessories as they are attached to the interactive toy. To this end, the accessory may include corresponding indicia identifying the interactive toy. Alternatively, the interactive toy may be configured to detect attachment of accessories in other ways, such as by mechanical activation of one or more switches, by electrical contact, by RFID or other non-contact technology, etc.
Further, according to some embodiments, the toy system is a toy construction system, wherein the one or more interactive toys and the one or more marking elements are toy construction elements of the toy construction system.
In some embodiments, the interactive toy may thus be a toy building element compatible with the toy building system. In particular, the interactive toy may include coupling members configured to be removably attached to other toy building elements of a toy building system. For example, the toy construction system may include an accessory that is removably attachable to the interactive toy via the coupling member.
In some embodiments, the toy building system thus further comprises a marker building element. Each marker build element may include coupling members for removable attachment to other toy build elements of the toy build system, and the marker build elements may be detected and identified by a reader. To this end, depending on the type of reader, the tag construction element may comprise an RFID tag and/or intuitively detectable features, such as a bar code or QR code, a predetermined color, a color code, a micro-dot pattern, an identifiable badge, etc. In other embodiments, other forms of indicia may be used, such as adhesive labels or other physical indicia that may be attached (preferably removably attached) to the toy building element.
Thus, the toy construction system may be configured to allow a user to construct one or more toy construction models, each toy construction model comprising one or more markers, e.g. one or more marker construction elements. Thus, a user may build an arena, racetrack, or other physical gaming environment. During game play, a user may move the interactive toy in the physical game environment so constructed, and when the interactive toy is sufficiently close to the markers, the interactive toy may detect one or more markers. The interactive toy may also detect its own motion and provide a user-perceivable output based on the detected motion and the detected markers. A highly flexible interactive toy construction system is thus provided that provides a wide variety of interactive game experiences that combine mechanically constructed games with electronically and physically interactive games, wherein the flexibility and variety of the toy system is further enhanced by increasing the interactive configuration and reconfiguration capabilities of the user of the toy system for interactive responses of the interactive toy to different movements and different markers.
Further, according to some embodiments, the toy system comprises at least a first interactive toy and a second interactive toy, each interactive toy comprising a communication interface, wherein the first interactive toy and the second interactive toy are adapted to communicate with each other through their respective communication interfaces.
It should be appreciated that the communication may be established in any suitable manner, such as direct communication or communication via a network infrastructure in a wired or wireless manner. Communication between the plurality of interactive toys allows for the establishment of a multiplayer interactive gaming environment that can be constructed, configured, and reconfigured by a user of the toy system in a manner similar to that described above.
For example, in a promotional game, the communication interface may be used to share ratings data between different interactive toys, where the ratings data may be data that at least partially defines and configures a given gaming activity. The level data may include, for example, elements representing programming instructions and values configuring the programming instructions.
Advantageously, according to some embodiments, each interactive toy further comprises a communication interface adapted to communicate with at least another interactive toy. More advantageously, according to some embodiments, the processing unit of at least one of the interactive toys is further configured to share configuration data representing programming instructions of a set of configurations with a second interactive toy via the communication interface.
Furthermore, according to some embodiments, the toy system further comprises configuration means; wherein the configuration means comprises a first portion adapted to hold one of the one or more interactive toys and a second portion adapted to hold one of the one or more marking elements, and wherein the configuration means has a "read on" state adapted to facilitate detection of a marking held by the second portion by an interactive toy held by the first portion and a "read off state adapted to prevent detection of a marking held by the second portion by an interactive toy held by the first portion. A well-defined configuration process can thereby be performed, which can be reliably recognized by the interactive toy. Thereby ensuring a stable and reproducible configuration process.
Advantageously, according to some embodiments, the toy system includes a configuration device, wherein the configuration device includes: a base; a first portion adapted to receive one of the one or more interactive toys, wherein the first portion is movable relative to the base; and one of the one or more marking elements adapted to receive a first position in proximity to the interactive toy to detect a second portion of the marking by a reader of the interactive toy. Hereby a well-defined and controlled movement can be performed, which can be easily and reliably recognized by the interactive toy. Thereby ensuring a stable and reproducible configuration process. Examples of simple configuration movements include, for example, a rotation about a predetermined rotation axis, which preferably coincides with the main axis of the housing of the interactive toy when the interactive toy is placed on the first part. Alternatively, translation along a predetermined path (e.g., a straight path) may also be considered a simple and easy to implement configuration motion. However, it should be understood that other movement patterns are contemplated, such as movement patterns that combine multiple rotational and/or translational movements to make up a more complex configuration movement. Alternatively or additionally, other types of movements may be used to generate the configuration movement, as long as the movement may be recognized by the processing unit of the interactive toy to be configured and categorized in the configuration settings. Examples of other types of motion may include vibration, oscillation, shaking, and translational motion along a circular or other curvilinear path.
Advantageously, according to some embodiments of the toy system, the second portion is movable relative to the first portion between a first position allowing detection of the marker and a second position not allowing a reader of the interactive toy to detect the marker. For example, when the interactive toy is placed on the first portion and the marking element is placed on the second portion, the marking is detectable when the second portion is moved to the first position and is undetectable when the second portion is moved to the second position. Thus, by moving the marking element between the first position and the second position of the second portion relative to an interactive toy placed on the first portion, it is possible to simply cause the detection state of the reader of the interactive toy to change between detecting the marking and not detecting the marking. The movement of the second part relative to the first part may be any suitable movement, for example including one or more rotational and/or translational components.
It will be appreciated that the detected and non-detected states as a result of the first and second positions of the second part, respectively, may also be achieved in other ways. For example, the marker may be placed in proximity to the interactive toy where the marker is detectable. The detection may then be prevented by a movable element (e.g. the second part) acting as a shutter or similar blocking element as an obstacle interposed between the tag and the reader of the interactive toy, such that the tag cannot be detected by the reader of the interactive toy (second position of the second part). Then, the detection position (first position of the second portion) can be restored by removing the obstacle again. Whereby it is also possible to switch between detection and non-detection of the marking element by the interactive toy. Thus, an easy switching of the detection state can be achieved when both the interactive toy and the marker are placed on (or in) the configuration device.
Advantageously, according to some embodiments of the toy system, the configuration device is a functional toy construction model constructed by toy construction elements of the toy construction system. Thereby further enhancing the educational and play capabilities of the user-configurable interactive toy and toy system. Furthermore, the configuration process is thereby further integrated into the game development process of designing, building and rebuilding, configuring and reconfiguring the interactive game experience to provide a evolving game experience.
According to another aspect, a configuration device for use in a toy system is disclosed, whereby similar advantages relating to embodiments of user-configurable interactive toys and to embodiments of toy systems comprising such interactive toys as described elsewhere herein are achieved. According to some embodiments, the configuration device comprises: a base; a first portion adapted to hold one of the one or more interactive toys, wherein the first portion is movable relative to the base; and one of the one or more marking elements adapted to be held in a first position in proximity to the interactive toy to detect a second portion of the marking by a reader of the interactive toy. Furthermore, according to some embodiments, the first portion is rotatable relative to the base. Advantageously, according to some embodiments of the configuration device, the second portion is fixed relative to the first portion, or wherein the second portion is fixed relative to the base. Furthermore, according to some embodiments, the configuration device has a "read on" state and a "read off" state, wherein the "read on" state is adapted to facilitate detection of the mark held by the second portion by the interactive toy held by the first portion, and wherein how to read the off state is adapted to prevent the interactive toy held by the first portion from detecting the mark held by the second portion. Advantageously, according to some embodiments of the configuration device, the second portion is movable relative to the first portion to move the marker between a first position proximate to the interactive toy, in which the marker is detected by a reader of the interactive toy, and a second position distal from the interactive toy, in which the marker is not detected by the reader. The first position may be considered as one way of achieving an "on" state. The second position may be regarded as one way of achieving an off state. Alternatively or additionally, a third element may be provided, which is a movable element adapted to be interposed between the first and second portions, thereby impeding detection of the marker by the interactive toy. The third movable element may be implemented, for example, as a shutter that may be closed to prevent detection of the marker by the interactive toy. Other or additional means may be provided to facilitate detection of the marker by the interactive toy when the configuration means is in the "on" state and to prevent detection of the marker by the interactive toy when the configuration means is in the "off state. Furthermore, according to some embodiments, the configuration device is a functional toy construction model constructed by toy construction elements of a toy construction system. Whereby the interactive game and configuration is highly flexible and reconfigurable and educational.
According to another aspect, a method of configuring an interactive toy is disclosed whereby similar advantages as described elsewhere herein in relation to embodiments of user-configurable interactive toys and in relation to embodiments of toy systems comprising such interactive toys are achieved. According to some embodiments, there is provided a method of configuring an interactive toy, the interactive toy comprising:
-a reader for detecting markers in the vicinity of the interactive toy;
-a sensor for detecting a movement of the interactive toy;
-a memory containing programming instructions and configuration data, wherein the programming instructions are configured to control a response of the interactive toy to the marker detection, the response being at least partially defined by the configuration data;
-a processing unit configured to execute programming instructions according to configuration data when it is in a game state;
the method comprises the following steps:
-entering a configuration state of the processing unit in response to a first trigger event indicating the start of a configuration activity;
-exiting the configuration state of the processing unit in response to a second trigger event indicating the end of the configuration activity;
-processing information about the movement detected by the sensor when the processing unit is in the configuration state and/or information about the tag detected by the reader when the processing unit is in the configuration state to determine a configuration input; and
-modifying the configuration data based on the determined configuration input.
Drawings
Preferred embodiments of the present invention will be described in more detail below with reference to the attached drawing figures, wherein:
fig. 1 shows a toy system including a vehicle and an interactive toy;
FIG. 2 illustrates a toy system including a vehicle and an interactive toy in an active play state;
FIG. 3 illustrates a physical play environment including elements of a toy system and an interactive toy in an active play state;
FIG. 4 illustrates a physical play environment including elements of a toy system and an interactive toy in an active play state;
FIG. 5 shows a schematic block diagram of an interactive toy of one embodiment;
FIG. 6 illustrates a schematic diagram of a method of configuring an interactive toy of one embodiment;
figures 7-10 show the configuration of the device and the form of the interactive toy in different stages of the configuration process.
Detailed Description
Fig. 1 illustrates one example of a toy system 100 including a toy model 101, a marking element 120, and an interactive toy 110. Toy model 101 may be a toy building model built from toy building elements known in the art of toy building systems. Marking element 120 may be a marking construction element compatible with a toy construction element of a toy construction system. Interactive toy 110 includes an accelerometer for detecting motion and an optical reader configured to detect different types of markers. One type of indicia 120 includes visual codes, such as micro-dot patterns, bar codes, QR codes, and the like; while the other indicia are color tiles or other color toy building elements. However, it should be understood that other types of markers, such as visual markers, RFID markers, etc., may also be used. Interactive toy 110 is similar to a character. In this example, the reader faces downward when the interactive toy is in a normal use orientation (i.e., configured to detect indicia on or over which the interactive toy is placed). The normal orientation of the interactive toy may be defined by the shape of the toy (e.g., when resembling a figurine), the orientation of the display, and/or in a similar manner. Interactive toy 110 also includes a display and speakers for providing visual and audible feedback.
In the embodiment shown in fig. 1, the marker build element 120 is part of a toy build model 101 resembling a vehicle, e.g., one of a plurality of toy build elements that build the toy build model. Alternatively, vehicle 101 may be formed from a single toy building element that includes indicia 120. When interactive toy 110 is placed in vehicle 101, interactive toy 110 detects marker 120 and loads a set of programming instructions for the interactive game activity associated with the marker 120.
Fig. 2 shows the vehicle 101 of fig. 1 in a play environment with the interactive toy in an active play state. As the user moves vehicle 101 with interactive toy 110, interactive toy 110 detects motion of the vehicle and generates audible and/or visual feedback in response to the detected motion according to a set of loaded programming instructions associated with marker 120. The actual audible and/or visual feedback associated with the indicia 120 may be preconfigured, such as prior to entering the active game state. The configuration may be stored as configuration data for use in a set of programming instructions that are loaded for execution by the processing unit when the interactive toy detects the marker 120 and when the interactive toy is in an active play state. Modifying the configuration of a given tag 120 allows for a large number of different interactive gaming activities to be configured and reconfigured with a set of programming instructions associated with the same tag 120. For example, the vehicle may be configured as any type of vehicle, such as police, racing, heavy duty trucks, boats, helicopters, or aircraft. While interactive toy 110 is in the active play state, corresponding visual and audio may be configured and output by interactive toy 110 through user interface 111 as feedback responsive to a user's physical interaction with interactive toy 110 placed on indicia 120 in vehicle 101.
Fig. 3 illustrates one example of a toy system, generally indicated by reference numeral 100, that includes a physical game environment constructed from toy construction elements. The physical game environment includes "start" and "end" tiles having start and end markers 120, 140, respectively. The physical game environment also includes different types of indicia 131 and 132 disposed therein. The toy system also includes an interactive toy 110, which interactive toy 110 may be moved by a user in a physical game environment.
As described above, interactive toy 110 includes an accelerometer for detecting motion and an optical reader configured to detect markers: a mark 132 includes a visual code, such as a micro-dot pattern, QR code, or the like; while other indicia 131 are color tiles or other color toy building elements. However, it should be understood that other types of markers, such as visual markers, RFID markers, etc., may also be used. Interactive toy 110 is similar to a character. In this example, the reader faces downward when the interactive toy is in a normal use orientation (i.e., configured to detect indicia on or over which the interactive toy is placed). The normal orientation of the interactive toy may be defined by the shape of the toy (e.g., when resembling a figurine), the orientation of the display, and/or in a similar manner. Interactive toy 110 also includes a user interface 111 having a display and speakers for providing visual and audible feedback.
The user initiates a game play by holding the interactive toy in contact with or near the start marker 120 to allow the optical reader to detect the start marker. In response to detecting the start marker, the interactive toy enters an active play state. In some embodiments, the toy system includes different start markers, each start marker indicating a respective type of play activity. Alternatively or additionally, different types of gaming activities may be selected based on other criteria, such as based on user input to the interactive toy, based on communication with another interactive toy or with the processing device, based on a previously completed gaming experience, based on progress of the interactive toy, and so forth. The progress may be stored, for example, by the interactive toy and/or a remote processing device (not shown) communicatively coupled to the interactive toy.
Typically, the interactive toy detects its movement when in an active play state and detects one or more markers, such as toy construction elements or other visual markers having a predetermined color, when the interactive toy is brought into proximity of the markers.
When the interactive toy detects the end marker 140, the interactive toy exits the active play state and calculates a resulting score that depends on the detected motion and marker when the interactive toy is in the active play state. It should be appreciated that the resulting score may be calculated and updated in real-time while the interactive toy is in its active play state, or may be calculated after the interactive toy exits the active state. It should be appreciated that in some embodiments of the toy systems described herein, the interactive toy may be configured to generate audible and/or visual feedback in response to the detected motion and/or the responsive detected indicia, for example, during a gaming activity or even when it is determined that a gaming activity is not being initiated by detecting a start indicia (i.e., when the interactive toy is not currently in an active gaming state). In such embodiments, the interactive toy may be configured to operate in a free play state. It should also be appreciated that the type of feedback and the rules and conditions used to generate the corresponding feedback may vary depending on the particular operational state of the interactive toy (e.g., active play state or free play state).
The calculation of the outcome score may be based on a set of game rules, wherein different types of game activities may have different game rules associated therewith. Accordingly, the game rules may be stored by the interactive toy and/or a remote processing device (not shown) communicatively coupled to the interactive toy.
The calculation of the result score may also depend on one or more other parameters, such as the elapsed time between the detection of the start marker and the detection of the end marker, any identified accessories attached to the interactive toy, etc.
Thus, the score depends on how the user moves the interactive toy in the game environment between the start marker and the end marker, i.e. on the movement and/or the detected marker. For example, the user may use the same physical game environment as that shown in FIG. 3, but the user may move interactive toy 110 along a different path than that shown in FIG. 3, resulting in a different resultant score.
Similarly, the resulting score calculated may also depend on the type of marking (e.g., the color of the toy building element building the physical game environment) and/or the relative position of the marking.
It should be appreciated that the game environment may be in the form of a single coherent toy building model, wherein all parts of the model are interconnected with a single structure. In other embodiments, the gaming environment may include a plurality of independent structures that may be arranged independent of each other.
In general, in a gaming activity, the detection of a type of marker may increase or even decrease the resulting score by a certain value, such as a predetermined random value or a value that is otherwise determined. For example, the resulting score may reflect the amount of in-game currency, such as that characterized by virtual money, stars, or other virtual items. The collected money may be used in games to gain in-game advantages, such as to gain capacity, unlock new games, advance through existing games, etc.
In some embodiments, the gaming activity may have a maximum duration associated therewith. For example, such a duration may be achieved by requiring the interactive toy to detect a marker representing the end of a game activity within a certain period of time after detecting a marker representing the start of a game activity. In some embodiments, detecting one type of marker during a gaming activity may result in a maximum duration extension.
One type of marker may cause an effect on the outcome score only after repeated detection of the marker during a gaming activity, or the effect on the outcome score may depend on the number of times the marker has been detected during a gaming activity. For example, one type of marker may represent an enemy that must be touched multiple times to be defeated, such as multiple touches within a certain period of time. Thus, such activation may simulate an enemy toy character with simulated health values. When hit (as simulated by an interactive toy detecting a marker attached to an enemy), the enemy's life value decreases. When the health value reaches a minimum threshold value due to repeated "hits", the result score calculated by the processing unit of the interactive toy may increase.
Additional examples include markers that have a random or occasional impact on the outcome score. Further examples include markers where the impact of the result score depends on the duration of detection (i.e. how long the interactive toy is sufficiently close to the marker for the marker to be detected).
Further examples include labels whose impact on the score of the result depends on the order in which it is detected or on the combination of detection of multiple labels. For example, one marker may represent a key, where detecting the marker represents the interactive toy picking up the key. Another token may represent a locked item, such as a box, door, etc., that can be unlocked when detected during a gaming activity, but only after the interactive toy has detected a token representing a key in the same gaming activity.
The response of interactive toy 110 in interacting with the physical game environment and/or other interactive toys under a given game state is defined by a set of programming instructions loaded for execution under the game state. Thus, the set of programming instructions determines the response of the interactive toy to the detected motion and/or the detected marker based on the configuration data that it uses. The programming instructions may define any of the responses mentioned herein, such as those involving calculation of a result score and/or those involving user-perceivable output produced by the interactive toy. The response to the detection of the movement and/or the markers 120, 131, 132, 140 may be defined at a general level, such as determining the type of gaming activity upon detection of the start marker 120, such as defining a "racetrack" or "casino" gaming activity. The response may also be defined at a temporary level, such as modifying the gaming activity when a marker 131, 132 is detected during the gaming activity, such as defining a temporary "super-strong state" that doubles all scores, which may last for a predetermined period of time, or until another marker 131, 132 or end marker 140 is detected. Responses may also be defined at particular levels by defining particular responses to detection of particular indicia 131, 132, such as providing particular user-perceptible outputs and/or modifying skill levels or outcome scores upon detection of particular indicia 131, 132.
The behavior of interactive toy 110 in response to movement and marker detection in the game state may be configured by configuring one, more or all of the programming instructions for markers 120, 131, 132, 140 used in the game activity. The configured instructions for the game activity may be provided as configuration data for use by a set of programming instructions that are executed by the interactive toy when operating in a corresponding game state. Thus, the same set of toys with one or more interactive toys 110 and one or more markers 120, 131, 132, 140 may be used to produce a variety of different play activities.
As described above, configuring may include, for example, setting parameter values in the preprogrammed instructions, selecting one or more of the preprogrammed instructions, and/or selecting one or more of a subset of the preprogrammed instructions. The configurable preprogrammed instructions are typically preprogrammed and stored in the memory of the interactive toy and/or may be retrieved from an external source (e.g., from a local computing device connected to the electronic device or from a network-based service) through a wired or wireless communication interface.
In a simple and advantageous embodiment, the configuration with respect to the tag is to set parameter values in programming instructions associated with the tag. The configuration may then modify the response to the detection of the marker in the game state, for example, to modify the resulting score as may be derived from the detection of the marker during the game activity, the duration available to perform an action or complete the game activity, the cadence, skill or ability level of the game activity.
Fig. 4 shows another toy system including an interactive toy and a physical game environment including "start" and "end" tiles having start and end markers 120, 140, respectively. The toy system shown in fig. 4 is similar to the system of fig. 3. However, in the example of FIG. 4, the physical game environment includes only two markers, namely a start marker 120 and an end marker 140, located on "start" and "end" tiles, respectively. Thus, in this example, when the interactive toy is in its active play state, i.e., between the detection of the start marker and the detection of the end marker, the score is calculated based solely on the detected motion (and optionally on elapsed time or other play parameters (e.g., level of progress), but not on the detected additional markers). Here, the game activity including the response to the detected motion and the further game parameters may be configured relative to a start marker, which subsequently defines the details of the configured game activity when activation of the game state is detected by the interactive toy.
Fig. 5 shows a schematic block diagram of one example of an interactive toy for the toy system described herein. An interactive toy, generally indicated at 110, includes a housing 118 that houses various electronic components of the interactive toy. The housing may be made of a suitable material, such as plastic. The housing may have a shape corresponding to a gaming experience. For example, the housing may resemble a toy figurine, a toy robot, a toy car, a toy animal, or other type of toy. The housing may be of any suitable size, preferably such that it can be conveniently carried and handled by a child.
Interactive toy 110 includes a plurality of electronic components, all of which may be housed within a housing. Specifically, the interactive toy includes:
an accelerometer 113 or other type of sensor for detecting the movement of the interactive toy;
a reader 112 for detecting markers in the vicinity of the interactive toy;
a memory 114 containing programming instructions;
-a configuration interface adapted to configure programming instructions; and
-a processing unit 115 configured to control the configuration interface in response to the detected movement and the detected marker.
Accelerometer 113 may be a multi-axis accelerometer, such as a tri-axis accelerometer or a hexa-axis accelerometer, to allow detection of motion in various directions and at least approximately measure derivative properties of such motion, such as speed, direction, unique linear motion, rotational motion, reciprocating motion, impact, etc.
The reader 112 includes an optical sensor for detecting visual indicia (e.g., color codes or individual colors). Alternatively or additionally, the optical sensor may be configured to detect a badge, barcode, QR code, micro-point code or other machine readable code or optically detectable and identifiable feature. The optical sensor may comprise one or more color sensors, such as 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 another reader for reading indicia using other types of detection mechanisms.
Memory 114 may include EEPROM, RAM, solid state data storage, or other suitable data storage. The memory may store thereon program code to be executed by the processing unit, configuration data to be used by the program code, and/or game-related data, such as information regarding game progress, previous result scores, and the like.
The configuration may be performed, for example, by a process or software module implemented in the processing unit 115, based on programming instructions stored in the memory 114.
The processing unit 115 may include a suitably programmed microprocessor or any other circuit and/or device suitable for performing 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 Circuit (ASIC), a Programmable Logic Array (PLA), a Field Programmable Gate Array (FPGA), an application specific electronic circuit, etc., or a combination thereof.
The processing unit 115 is configured to operate in at least one configuration state and one or more game states, and optionally other states (e.g., an idle state and/or a low power state). When operating in a configuration state, the processing unit 115 is configured to receive sensor data from the accelerometer 113 and the reader 112 and control the configuration interface. Thus, the interactive toy may be used interactively to configure the response of the interactive toy system to the detection of the movement and markers of the play activity in the play state. In particular, the processing unit is configured to enter a configuration state in response to a first trigger event indicating the start of a configuration activity; exiting the configuration state in response to a second trigger event indicating an end of the configuration activity; processing information about the motion detected by the sensor when the processing unit is in the configuration state and/or information about the tag detected by the reader when the processing unit is in the configuration state to determine a configuration input; and modifying the configuration data based on the determined configuration input. Modifying the configuration data results in modified configuration data to modify the response of the interactive toy to the marker detection when the processing unit executes the programming instructions in the game state.
When operating in a game state, the processing unit 115 is configured to receive sensor data from the accelerometer 113 and the reader 112 and to control the user interface 111 in response to the received sensor data. In particular, the processing unit may implement a state machine, wherein the processing unit may operate in an active game state, a standby state, a free game state, and/or the like as described herein, and calculate a resulting score of a game activity and/or generate a user-perceptible output based on the detected markers and motions.
In this example, electronic toy 110 also includes user interface 111, accessory detector 116, communication interface 119, and battery 117. However, it should be understood that other examples of interactive toys may be implemented without these components or with only some of them.
However, advantageously, there is a user interface 111 for providing a user perceivable output, and the processing unit 115 is configured to control the user interface in response to the detected movement and the detected marker. The user interface 111 includes a display and 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 also include one or more input devices that allow a user to provide user input. Such input devices may include physical input devices such as buttons, touch pads, and the like, or they may be provided as activatable user interface elements provided by a touch sensitive display or the like.
Similarly, some embodiments of the interactive toy may include alternative or additional components.
Accessory detector 116 may be configured to detect whether one or more accessories are attached to interactive toy 110, such as clothing, accessories, equipment, and the like. The accessory detector may include an RFID reader, a micro switch, electrical contacts, and/or the like. The processing unit may receive information about the attached accessory from the accessory detector and also base the generated output on the received information.
The communication interface 119 may be a wired or wireless interface, for example, radio frequency communication using a wireless or wired communication technology such as Bluetooth or other suitable, to allow the interactive toy to communicate with another interactive toy and/or an external data processing device such as a tablet, smart phone, or the like.
The battery 117 may be a conventional battery, a rechargeable battery, or another suitable energy storage device for providing operating power to the electronic components of the interactive toy.
Fig. 6 shows a flow chart of one example of a process described herein. In step S1, the interactive toy detects a first configuration triggering event, causing the interactive toy to enter a configuration state. The first configuration trigger event indicates a start of a configuration activity. For example, the interactive toy may be in a predetermined non-play state, such as a standby state, and detect indicia 131, 132 of an event of interest in the game. Based on the context of the standby state, the processing unit 115 infers a configuration trigger event indicating that the user intends to begin configuration activities, and enters the configuration state. The first configuration triggering event may also be the detection of a dedicated flag of a configuration activity. In another example of a first configuration triggering event, the interactive toy may detect the markers 120, 131, 132, 140 and also detect motion in conjunction with detection of the markers, such as shaking performed immediately before, during, or after detection of the markers. Based on the combination of the detected marker and the detected motion, the processing unit 115 infers a first configuration trigger event indicating that the user intends to start a configuration activity, and enters a configuration state. The interactive toy may also be placed into a configuration state by activating a separate user interface input element.
In step S2, while in the configuration state, the interactive toy reads sensor data from the accelerometer and the reader and determines a configuration input in response to the received sensor data. The interactive toy may also generate an audible and/or visual output in response to the received sensor data to provide feedback to the user indicating the performed configuration activity.
In step S3, the interactive toy modifies the configuration data according to the determined configuration input to provide modified configuration data. The interactive toy stores modified configuration data for a set of programming instructions to be executed in a corresponding game state.
In step S4, the interactive toy detects or receives a second configuration triggering event that causes the interactive toy to exit the configuration state. The second configuration trigger event indicates an end of configuration activity. For example, the second trigger event may be the detection of a dedicated configuration activity flag. The second trigger event may also be the absence of detection of a flag indicating that the interactive toy is to be configured. Another example of other triggering events includes expiration of a timer indicating a maximum duration of configuration activity or a maximum duration of no further movement of the interactive toy is detected after a configuration selection is made. The interactive toy may also exit the configuration state by activating a separate user interface input element.
Fig. 7-10 show one illustrative example of a configuration device 200 that may be used to perform configuration activities on interactive toy 110, where different stages of the configuration process are shown with respect to marking element 120. The configuration device 200 has a base 210, a first portion 220 adapted to receive the interactive toy 110, and a second portion 230 adapted to receive the marking element 120. The first portion 220 may be rotated relative to the base 210 about the rotation axis R, thereby also rotating the interactive toy 110 placed on top of the configuration device 200 on the first portion 220 (as shown in fig. 9). The second portion 230 is movable between a lowered position near the bottom of the deployment device 200 and a raised position near the top of the deployment device 200. In fig. 7 and 10, the second portion is shown in a lowered position, while in fig. 8 and 9, the second portion is shown in a raised position. Thus, the markers 120 placed on the second portion may be moved from a position remote from the interactive toy 110 to a position near the interactive toy, as schematically shown in fig. 8, and may also be moved from a position near the interactive toy to a position remote from the interactive toy, as schematically shown in fig. 10.
In fig. 7, interactive toy 110 is in a predefined non-play state, such as a standby state, and may wait for activity, but monitor reader data, etc. However, when the marker 120 is remotely located, the interactive toy does not detect the marker 120 and remains in a standby state. In fig. 8, the user has manipulated second portion 230 to bring marking element 120 into position near interactive toy 110. The interactive toy 110 detects the marker 120 through the reader of the interactive toy and wakes up. Based on the background of the predetermined state and the change in the detected state of the marking element, the interactive toy deduces the start of the configuration activity and enters the configuration state. In fig. 9, the user operates the first portion 210 to rotate the interactive toy about the predetermined axis of rotation R in a well-defined manner. Sensor data from the accelerometer sensor may then be received and analyzed by the processing unit of the interactive toy to measure the angle of rotation. The rotation angle may be mapped to determine a configuration input, e.g., to map a measured rotation angle to a parameter value, or to a selection of a particular configuration item. Based on the determined configuration input, the processing unit may then provide and store the modified configuration data for use in a set of programming instructions for later use in a corresponding gaming activity involving the marker 120. In fig. 10, the user has manipulated second portion 230 to bring marker 120 to a remote location where marker 120 is undetectable by interactive toy 110. The interactive toy may use the detected change in state to determine the end of the configuration activity and exit the configuration state, e.g., return to standby mode. Upon receipt of a proper trigger event indicating the start of a game activity, the interactive toy may enter an active game state and respond to the interactive game activity associated with the marker 120 in accordance with the modified configuration data so generated. However, it should be appreciated that other triggering events involving user interaction and marker detection may be implemented in the configuration device to bring the interactive toy into and out of the configuration state, as also described above. Furthermore, while rotational movement has proven to be particularly useful for setting and/or selecting configuration inputs, it should also be appreciated that other types of movement may be used to indicate configuration inputs, and are not limited to rotation. Such movement may include any mechanical interaction that may be measured by a motion sensor, such as an accelerometer and/or gyroscope, for example, wherein the processing unit is configured to process the received sensor data to determine a configuration input from the detected movement.
It should also be appreciated that the configuration means may be a functional toy construction model constructed from toy construction elements of the toy construction system, thereby further enhancing the educational and play capabilities of the user-configurable interactive toy and toy system.
List of reference numerals
100. Toy system
101. Toy model
110. Interactive toy
111. User interface
112. Reader device
113. Motion sensor
114. Memory device
115. Processing unit
116. Accessory detector
117. Battery cell
118. Shell body
119. Communication interface
120,131,
132,140 marker element
200. Configuration device
210. Base part
220. First part
230. Second part
S1-S4 steps of configuring an Interactive toy

Claims (18)

1. An interactive toy comprising:
-a reader for detecting markers in the vicinity of the interactive toy;
-a sensor for detecting a movement of the interactive toy;
-a memory containing programming instructions and configuration data, wherein the programming instructions are configured to control a response of the interactive toy to the marker detection, the response being at least partially defined by the configuration data; and
-a processing unit configured to execute programming instructions according to configuration data when it is in a game state;
wherein:
the processing unit is further configured to modify the configuration data in response to a combination of detecting the marker in the vicinity of the interactive toy and detecting the movement of the interactive toy when the processing unit is in the configuration state.
2. The interactive toy of claim 1, wherein the marker and the motion are detected within a predetermined time relationship to each other.
3. An interactive toy as claimed in claim 1 or 2, wherein the marker and the movement are detected simultaneously.
4. An interactive toy as claimed in any one of claims 1 to 3, wherein the interactive toy further comprises a user interface for providing a user perceivable output, wherein the processing unit is further configured to control the user interface in response to the detected movement and the detected marker.
5. The interactive toy of any one of claims 1-4, wherein the processing unit is configured to:
-entering a configuration state in response to a first trigger event indicating the start of a configuration activity;
-exiting the configuration state in response to a second trigger event indicating the end of the configuration activity;
-processing information about the movement detected by the sensor when the processing unit is in the configuration state and/or information about the tag detected by the reader when the processing unit is in the configuration state to determine a configuration input and to modify the configuration data based on the determined configuration input.
6. The interactive toy of claim 5, wherein the first triggering event comprises detection of a marking element by a reader when the interactive toy is in a predetermined operational state.
7. The interactive toy of any one of claims 5-6, wherein the first trigger event comprises detecting a change in detection state between a marking element and an undetected marking element, and/or wherein the second trigger event comprises detecting a change in detection state between a marking element and an undetected marking element.
8. The interactive toy of any of claims 5-7, wherein processing information about the motion detected by the sensor includes identifying rotation about a predetermined axis of rotation by a rotation angle associated with the configuration setting.
9. The interactive toy of any one of claims 5-8, wherein modifying configuration data includes one or more of:
-setting parameter values;
-selecting a programming instruction from a plurality of programming instructions, each of the plurality of programming instructions corresponding to a respective response of the interactive toy to detection of a marker when the processing unit is in a game state; and
-retrieving a subset of programming instructions from a plurality of subsets of programming instructions, each of the plurality of subsets of programming instructions defining a respective behavior of the interactive toy when the processing unit is in a game state.
10. An interactive toy as claimed in any one of the preceding claims, wherein modifying the configuration data provides modified configuration data to modify the response of the interactive toy to the marker detection when the processing unit is in the play state.
11. A toy system comprising one or more interactive toys as claimed in any one of the preceding claims, and one or more marking elements adapted to be detected by at least one reader of the one or more interactive toys.
12. The toy system of claim 11, wherein the toy system is a toy construction system, wherein the one or more interactive toys and the one or more marking elements comprise one or more toy construction elements of the toy construction system.
13. The toy system of claim 11 or 12, wherein the toy system comprises at least a first interactive toy and a second interactive toy, each interactive toy comprising a communication interface, wherein at least one of the first interactive toy and the second interactive toy is adapted to share configuration data with the other of the first interactive toy and the second interactive toy via their respective communication interfaces.
14. The toy system of any one of claims 11-13, wherein the toy system further comprises a configuration device;
wherein the configuration means comprises a first portion adapted to hold one of the one or more interactive toys and a second portion adapted to hold one of the one or more marking elements, and
wherein the configuration means has a "read on" state adapted to facilitate detection of the indicia held by the second portion by the interactive toy held by the first portion and a "read off state adapted to prevent detection of the indicia held by the second portion by the interactive toy held by the first portion.
15. Configuration device for use in a toy system according to any of the claims 11-14, wherein the configuration device comprises:
-a base;
-a first part adapted to hold one of the one or more interactive toys, wherein the first part is movable relative to the base; and
-one of said one or more marking elements adapted to be held in a first position in the vicinity of the interactive toy to detect a second portion of the marking by a reader of the interactive toy.
16. The deployment apparatus of claim 15 wherein the first portion is rotatable relative to the base.
17. A configuration device according to any of claims 15-16, wherein the configuration device has a read on state and a read off state, wherein the read on state is adapted to facilitate detection of a marker held by the second portion by an interactive toy held by the first portion, and wherein the read off state is adapted to prevent detection of a marker held by the second portion by an interactive toy held by the first portion.
18. A configuration device according to any of claims 15-17, wherein said configuration device is a functional toy construction model constructed by toy construction elements of a toy construction system.
CN202180055078.1A 2020-09-11 2021-09-13 User configurable interactive toy Pending CN116056771A (en)

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DKPA202070589 2020-09-11
PCT/EP2021/075037 WO2022053662A1 (en) 2020-09-11 2021-09-13 User configurable interactive toy

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CN116439155B (en) * 2023-06-08 2024-01-02 北京积加科技有限公司 Pet accompanying method and device

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WO2003043709A1 (en) 2001-11-14 2003-05-30 4Kids Entertainment Licensing, Inc. Object recognition toys and games
HUE066909T2 (en) * 2018-06-29 2024-09-28 Qubs Ag Self-moving educational toy
DK3917636T3 (en) * 2019-01-31 2023-05-15 Lego As Toy construction system with interactive functional construction elements
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