EP4268915A1 - Figurine jouet communicative - Google Patents

Figurine jouet communicative Download PDF

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Publication number
EP4268915A1
EP4268915A1 EP22170402.6A EP22170402A EP4268915A1 EP 4268915 A1 EP4268915 A1 EP 4268915A1 EP 22170402 A EP22170402 A EP 22170402A EP 4268915 A1 EP4268915 A1 EP 4268915A1
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EP
European Patent Office
Prior art keywords
toy
sensor
instruction
processor
communicative
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
EP22170402.6A
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German (de)
English (en)
Inventor
Thomas Frisch
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Geobra Brandstaetter Stiftung and Co KG
Original Assignee
Geobra Brandstaetter Stiftung and Co KG
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Publication date
Application filed by Geobra Brandstaetter Stiftung and Co KG filed Critical Geobra Brandstaetter Stiftung and Co KG
Priority to EP22170402.6A priority Critical patent/EP4268915A1/fr
Publication of EP4268915A1 publication Critical patent/EP4268915A1/fr
Pending legal-status Critical Current

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Classifications

    • 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
    • A63H2200/00Computerized interactive toys, e.g. dolls

Definitions

  • the invention relates to a communicative toy figure according to claim 1.
  • Toy figures such as dolls, have been known for a long time.
  • at least some of the toy figure's extremities can be movable, for example to reflect a state of mind or a need of the figure.
  • the states and needs that can be played are relatively limited and depend mainly on the imagination of the user, who is usually a child.
  • the invention is based on the object of creating a toy figure which overcomes the problems mentioned with known figures and offers an improved gaming experience and enables communication training, especially for children.
  • the concept according to the invention is therefore particularly aimed at an interactive gaming experience between the toy figure and the user. Caretaking is very much in the foreground and offers the user the unique experience of taking care of the toy figure.
  • the toy figure can communicate at least one need to the user. This need is modeled as realistically as possible on a corresponding typical need of a living being (human or animal). Such needs can be, for example, hunger, touch, movement or tiredness.
  • the toy figure actively asks the child to satisfy their needs.
  • the toy figure can communicatively express its mood or need by means of the at least one means of communication, for example through various needs-typical noises, so that the user is able to interpret these sounds and play with the toy figure accordingly.
  • the body of the toy figure can be made of or include a plastic. Plastic has proven to be durable and versatile when it comes to toy figures.
  • the body may include a cavity therein for receiving one or more components therein. Components or assemblies can be, for example: electrical energy storage, processor, storage device or data storage, sensor, communication means, on/off switch, optical display, charge status detection means.
  • the body may have one or more openings for components or assemblies in order to make these components or assemblies at least partially accessible to the environment.
  • the electrical energy storage can be a replaceable or a permanently installed energy storage device. It is used to supply the toy figure and its components or assemblies with electrical energy. Interchangeable energy storage enables charging and replacement independently of the toy figure.
  • a permanently installed energy storage device can preferably be rechargeable, although various variants are conceivable, although this can in principle also apply to replaceable energy storage devices.
  • the energy storage can be rechargeable in its existing state in the body, for example inductively or using a power cable, preferably via a USB-C cable.
  • the energy storage can be a rechargeable lithium-ion battery because it has a high energy density and a long service life.
  • the toy figure has an optical display, which is preferably designed as an RGB LED.
  • the optical display can be connected to the energy storage and/or the processor and/or a charge state detection means connected to the energy storage in order to visually display a charge status of the energy storage via an optical display.
  • the charge state detection means can additionally or alternatively be connected to the processor.
  • the processor is designed to communicate a final statement when the charge value of the energy storage device falls below a limit, whereby the final statement can be a noise via a loudspeaker and/or a vibration via a vibration means.
  • the vibration can occur at the same time or at a different time from the noise and/or last for a period of one second. Shortly before the energy storage is empty, the user is made aware of this charging status, whereby the final statement can be communicated several times in a row until the energy storage is empty and the toy figure falls silent.
  • the toy figure can be switched on and supplied with electrical energy from the energy storage device by switching it on or pressing an on/off switch. It can also be switched off by switching it off or pressing the on/off switch.
  • the on/off switch can be arranged on or connected to a circuit board. It is conceivable that if the toy figure is switched off and the energy storage device is to be charged, the processor is designed to communicate a short-term vibration as feedback (for example 0.5 sec.), which indicates to the user that the charging power supply is correct connected. It is conceivable that if the toy figure is switched on and the energy storage device is to be charged, the processor is designed to interrupt any function and interaction with the toy figure. A need-related instruction is then not executed by the processor.
  • the processor is designed to communicate a starting statement, whereby the starting statement can be a noise via a loudspeaker and/or a vibration via a vibration means and/or a light signal or a light signal sequence via an optical display.
  • the sound can be, for example, a horse's "neighing sound”.
  • the processor can be arranged on a printed circuit board.
  • the processor is a data processing means for executing an instruction or instructions.
  • the processor can be a means that fulfills general data processing functions in the context of the invention.
  • the memory device can be arranged on a printed circuit board.
  • the storage device may include a non-volatile memory and/or a volatile memory, and may store at least: an instruction, a default, and/or an utterance.
  • the at least one sensor can be arranged on or connected to the printed circuit board, which promotes modular design and reduces manufacturing costs.
  • the at least one sensor is used to detect events affecting the body of the toy figure, with different sensors being conceivable.
  • the processor Based on the at least one sensor or sensor signal, the processor can detect a recording state by the user and react to it, preferably by executing a corresponding instruction.
  • the selected need instruction is a need instruction stored or storable on the storage device.
  • an instruction can be stored or storable on the storage device and selectable and/or executable by the processor.
  • An instruction can be a computer program or a computer program instruction.
  • the random selection can be carried out using a random instruction or a random generator, which is stored or storable on the storage device and can be executed by the processor, although this can also apply to the requirement instruction(s).
  • the random selection may randomly select an item from a predefined set, where the items may be one or more need statements. For the purposes of the invention, it may be irrelevant whether a special sensor is assigned to a special needs instruction or whether a special needs instruction is assigned to a special sensor - only the assignment of the two to one another can be relevant here.
  • a specification is a set of at least one criterion specified for fulfillment. The requirement is only met when the criterion(s) are met. By means of a confirmation specification, a need for the respective needs statement can be satisfied.
  • An event is an event in the environment of the toy figure that is or can be detected by at least one sensor.
  • the toy figure can have at least two play modes.
  • a first game mode may result from the processor selecting and/or executing a sensor signal-selected or sensor-selected need instruction.
  • the user essentially selects a need using a sensor and plays with the toy figure accordingly.
  • a second game mode may result from the processor selecting and/or executing a randomly selected need instruction.
  • the user can select a need to be played Let yourself be surprised by the toy figure, which leads to an increase in interest.
  • the toy figure can comprise a proximity sensor, an IR sensor, an acceleration sensor, a position sensor and/or a touch sensor as a sensor. This allows the toy figure to fully understand its surroundings and offer the user a great gaming experience.
  • the proximity sensor is, for example, a capacitive proximity sensor (e.g. pressure or distance), whose advantages can be seen in the detection of all materials, in particular in the detection of the approach of conductive objects, such as human fingers or a hand.
  • a capacitive proximity sensor e.g. pressure or distance
  • the IR sensor infrared sensor or passive infrared sensor
  • the functionality of the IR sensor is independent of visible light.
  • the toy figure can also be played with in dark environments, for example in bed in the evening.
  • the detection range of the IR sensor extends up to 10 cm into the environment, preferably up to 5 cm, more preferably up to 1 cm.
  • the IR sensor can therefore be designed to detect movements, preferably of a human finger or a hand, in the detection area mentioned.
  • Proximity sensor and IR sensor can be present at the same time and/or assigned to the same requirement instruction(s). This allows the number of sensors required to be reduced, costs to be avoided and weight to be saved.
  • the acceleration sensor can detect and/or evaluate a direction and/or size of the movement and/or orientation of the toy figure's body. This allows the movements of the toy figure to be recorded.
  • the position sensor is, for example, a tilt switch that can detect and/or evaluate the position of the toy figure in space.
  • the touch sensor comprises, for example, a touch-sensitive surface that can be touched by the user, and/or is a capacitive touch sensor, the advantage of which is that it does not have to be touched directly by the user, which is why it is completely inside the body can be arranged.
  • This allows the user to haptically communicate with the toy figure and the toy figure recognizes it Communication.
  • the proximity sensor, acceleration sensor and/or position sensor can be arranged completely within the body
  • the touch sensor can be arranged in such a way that it can be actuated directly from the toy figure's surroundings.
  • the touch sensor or its touch-sensitive surface forms part of the outer surface of the body. It is conceivable that this touch-sensitive surface has a color that matches or is identical to the exterior color of the body. Alternatively, it is conceivable that the touch sensor is also arranged completely within the body.
  • the proximity sensor can be an inductive proximity sensor
  • material-related instructions can be stored on the storage device and/or the processor can be designed to select and/or execute a corresponding instruction based on the material or color detected by means of the proximity sensor .
  • This instruction may include a confirmation statement, a supplementary statement, a closing statement and/or a rejection statement.
  • different objects can be approached to the toy figure, to which it reacts differently, depending on the material or color of the object being approached.
  • the toy figure is modeled on a human or an animal and/or the proximity sensor is arranged in the mouth or mouth area of the toy figure and the toy figure is offered "to eat or eat” by the sensor or by the sensor signal as differently recognizable objects.
  • the proximity sensor can be a capacitive proximity sensor and/or a capacitive pressure sensor.
  • a human finger or hand can sometimes be easily recognized using a capacitive proximity sensor.
  • a capacitive pressure sensor Using a capacitive pressure sensor, the effect of force on the toy figure can be easily detected.
  • the acoustic communication means can be a loudspeaker and/or the haptic communication means can be a vibration means.
  • loudspeakers acoustic communication from the toy figure to the user can advantageously take place, whereby noises and/or tones can be generated.
  • vibration means part or the entire toy figure can be made to vibrate.
  • a vibration can be understood by the user as a negative shaking of the toy figure, for example after overfeeding, too strong and/or too persistent touching and/or incorrect satisfaction of needs.
  • At least one feeding requirement instruction, at least one petting requirement instruction, at least one movement instruction and/or at least one sleeping requirement instruction can be stored as a requirement instruction.
  • These needs are modeled on real living beings and can be viewed as existential needs. Satisfying or satisfying these needs strengthens a user relationship with the toy figure.
  • Each of the needs instructions mentioned can include different specifications and/or statements in order to make the needs differentiable for the user and to design a game as realistically as possible.
  • Each need instruction can be present in two variants, namely as a first variant as a sensor signal-selectable or sensor-selectable need instruction and as a second variant as a randomly selectable need instruction, the latter being able to include an expression of need in addition to the first variant.
  • Every sensory event from the environment is assigned a specific instruction.
  • This assignment is used to optimally play with the toy figure.
  • the toy figure can detect "feeding" in general and/or, with a correspondingly designed sensor, different "fed” objects by guiding the hand or an object to the sensor.
  • a reaction of the toy figure can be independent of the specific object brought to the sensor.
  • the toy figure can detect a “petting” by touching the sensor.
  • the toy figure can detect “riding” through a corresponding riding movement of the toy figure.
  • the toy figure can detect "sleeping" by means of a position sensor or its signal, for example by laying the toy figure or changing its position by 90° from a vertical to a horizontal orientation.
  • each sensor is assigned a single requirement instruction.
  • the specific sensor signal may be irrelevant for the selection of the instruction. It is then sufficient that the sensor detects an event at all.
  • at least one sensor is assigned several instructions, with the specific instruction being sent by the processor based on one or more sensor signal criteria (e.g. duration, Strength, rhythm, direction) can be selected.
  • the acceleration sensor is designed to detect and/or distinguish between various specific movements.
  • the toy figure can be a horse, in which case it is conceivable that the acceleration sensor can, for example, distinguish between the gaits of walk, trot and gallop based on sensor signal criteria.
  • Each specific sensor signal can be assigned an instruction or need instruction so that the user can play very realistically. The above-mentioned instructions are therefore fundamentally also conceivable in a different assignment to a sensor or a sensor signal.
  • the acceleration sensor is assigned several, for example two, need instructions, namely the movement requirement instruction and the sleep requirement instruction.
  • a separate sensor for the sleep requirement instruction can then be dispensed with.
  • the reflection can be detected and a distinction can be made between “movement” and “sleeping”.
  • a movement for example riding, is recognized by characteristic acceleration peaks. When “riding,” these can be “downward” acceleration peaks that occur when the toy figure taps on an object.
  • “sleeping” which can be equated with the toy figure lying down, can be recognized by the orientation of the toy figure in space or by the effect of gravity on the sensor. When “sleeping" or lying down, this force acts "to the side”.
  • the feeding instruction is assigned to two sensors, namely the proximity sensor and the IR sensor. This allows a redundant system to be implemented. Both sensors are preferably arranged spatially adjacent, preferably immediately adjacent. The signals transmitted to the processor by the proximity sensor and the IR sensor can be treated the same for the feeding instruction.
  • At least one instruction can be stored on the storage device, which can be selected and/or executed by the processor and can be assigned to a sensory-detected material or a sensory-detected movement.
  • the processor can be designed to select an instruction or need instruction based on a color, material or movement-dependent sensor signal.
  • a specification can be selected that includes a statement of confirmation.
  • a specification with an expression of rejection can be selected and/or a reset default can be fulfilled.
  • a specification with a confirmation statement can be selected in a sensory sensed need-satisfying Movement.
  • a specification with an expression of rejection can be selected in the case of a movement detected by sensors that does not satisfy the need being recorded.
  • the toy figure can be placed in an expected state after it has been activated, the processor being designed to select a need instruction assigned to the sensor or the sensor signal in the expected state based on a sensor-detected event, the expected state being at most over lasts a predetermined period of time, preferably the period is 10 seconds, although 30 seconds are also conceivable. It is conceivable that the expected state ends before the end of the period as soon as the at least one sensor detects an event. This gives the user the opportunity to play freely after activating or switching on the toy figure. The user can specify a need to be played.
  • This free or sensor-signal-selected or sensor-selected game can be a first game mode.
  • the toy figure is placed in the expected state after a final statement or the fulfillment of a final requirement. It is conceivable that before the toy figure is put into the waiting state, the toy figure is put into a waiting state. It is conceivable that the toy figure does not process any sensor signals in the waiting state.
  • the waiting state can last for a maximum of a predetermined period of time, preferably the period is 50 seconds. After the period has elapsed, the toy figure can be put into the expected state.
  • the processor can be designed to select a need instruction by means of random selection after it has been activated and after a predetermined period of time has elapsed, preferably without a sensory detected event in the expected state.
  • the predetermined period may be the period mentioned in the previous paragraph. This gives the user the opportunity to play a guided game after activating or switching on the toy figure and waiting for a moment.
  • the toy figure autonomously determines a need to be played with, with the random selection enabling a varied game for the user. All you need to do is wait for the period of time and then the processor randomly selects and executes an instruction.
  • the randomly selected and executed need instruction can include a communicable need expression in order to indicate to the user the need to be acted upon.
  • This guided or randomized game can be a second game mode.
  • the processor can be designed to switch to the first mode or the expected state after a completion specification has been fulfilled and/or to switch off the toy figure after a switch-off specification has been fulfilled.
  • the switch-off specification can save energy because the toy figure is switched off.
  • the switch-off specification can, for example, include that an expression of need is communicated several times, preferably four times, within a defined period of time. If no event is detected by sensors during this period, the switch-off specification is fulfilled and the processor switches the toy figure off or de-energizes it.
  • the processor can be designed to record the number of correct events detected by sensors during a need instruction. For example, an additional statement, a completion specification or a reset specification can be based on this number.
  • the toy figure therefore advantageously detects not only a correct event, but also the set of correct events. It is conceivable that a counter that counts the correct events can be reset to zero, preferably during a need instruction.
  • the toy figure can include a mode selection unit.
  • the mode selection unit is designed to switch from the first to the second mode when a predetermined transition condition in the first mode is met (predetermined period of time has expired).
  • the mode selection unit can be an instruction.
  • the at least one need statement can include an expression of need, wherein the processor is designed to communicate the corresponding expression of need by means of the at least one communication means in the case of a randomly selected need statement.
  • the need to be played with can be easily communicated to the user when choosing the toy.
  • the expression of the need for the feeding instruction is a stomach gurgling noise
  • the expression of the need for the stroking instruction is a winking noise
  • the expression of the need for the movement instruction is a snorting noise
  • the expression of the need for the sleep instruction is a yawning noise.
  • the corresponding expression of need can be communicated via loudspeaker.
  • the at least one need instruction can comprise a communicable confirmation statement, the processor being designed to communicate the corresponding confirmation statement within a predetermined period of time after the event has been detected by the sensor or the sensor signal assigned to the need instruction and/or a communicable rejection statement comprises, wherein the processor is designed to communicate the corresponding expression of rejection within a predetermined period of time after the event has been detected by a sensor or sensor signal not assigned to the need instruction.
  • the confirmation statement is intended to indicate to the user that he or she has carried out a correct action (correct event detected by sensors) that corresponds to the executed need instruction. This action satisfies the need.
  • rejection is intended to indicate to the user that he or she has carried out an incorrect action (sensory-detected incorrect event) that corresponds to the executed requirement instruction. This action does not satisfy the need. This is precisely what creates a dialogue-like game between the user and the toy figure. It is conceivable that the expression of the need is only contained in those need statements that can be chosen randomly.
  • the at least one need instruction can include an additional statement, the processor being designed to produce the corresponding additional statement within a predetermined period of time following a, preferably immediately, successive, multiple event detection by the sensor or sensor signal assigned to the need instruction communicate.
  • Such an additional statement can significantly intensify the performance. It is therefore particularly realistically possible not only to represent a need, but also to react to the quantity and/or speed of a need being satisfied. It is conceivable, for example, that a need is fulfilled by the user in (too) large quantities or (too) high speed. The toy figure could communicate this, for example, with the additional utterance. The user can then adapt their behavior to the needs of the toy figure.
  • the at least one needs statement can include a completion specification. It is conceivable that their fulfillment ends the need statement, either immediately or after communicating a final statement. This can signal to the user that the need has been satisfied.
  • the processor can be designed to then switch to the expected state or to first communicate a final statement and then switch to the expected state.
  • the at least one requirement instruction can include a reset specification.
  • the reset specification must be fulfilled if an event or an action is recorded that is incorrect for the executed requirement instruction, i.e. due to an incorrect action by the user.
  • a counter can be reset to zero.
  • the reset requirement is fulfilled.
  • the at least one need instruction can be assigned a final utterance and/or starting utterance; the processor is preferably designed to communicate the corresponding final utterance and/or starting utterance following the fulfillment of the final specification within a predetermined period of time. This can signal to the user that a new game can begin with a new need.
  • the processor or a state of charge detection means can be designed to detect a state of charge of the electrical energy storage, wherein the processor can be designed to communicate a state of charge when the state of charge falls below a predetermined limit value.
  • the toy figure can be designed in such a way that this function is also possible when the toy figure is switched off. This allows the toy figure to draw attention to itself in good time and the energy storage can be charged or replaced. This also prevents the user from becoming frustrated if he wants to play with the toy figure but in the meantime it no longer has any electrical energy.
  • the body can have the shape of a horse, with the components contained in it being arranged in and/or on the body in such a way that the center of mass of the toy figure lies on a transverse center plane of the metacarpal of the horse's body.
  • a horse's structure is roughly divided into forequarters (head, neck and front legs), metacarpals (trunk) and hindquarters (croup and hind legs).
  • the body can have the shape of a horse, with the metacarpal of the horse's body having a maximum width of 10 mm and/or comprising a circuit board.
  • the circuit board, to which components of the toy figure are connected, can also be arranged in an advantageous manner in the central region of the horse's body.
  • the toy figure 100 in the embodiment of Fig. 1 is an autonomously acting toy character that selects a need instruction based on an external environment and/or an internal state (random choice).
  • the external environment is detected by at least one sensor 110, 111, 112, 114, 116.
  • the need for the toy figure 100 to be played with is described below.
  • the toy figure 100 has a body 102 in the shape of a horse.
  • This horse's body or the so-called structure of the horse has a forehand V (head, neck and forelegs), a metacarpal M (trunk) and a hindquarter H (croup and hind legs).
  • the body 102 includes an electrical energy storage 104 for supplying the toy figure 100 or its components or assemblies with electrical energy, with lines for electrical energy not being shown for reasons of clarity.
  • the body 102 also includes a processor 106 and a storage device 108 on which seven requirement instructions B1.1, B1.2, B2.1, B2.2, B3.1, B3.2, B4.1 are stored. The embodiment shown is not limited to this. Alternatively, it is also conceivable to save an eighth or further requirement statement B4.2.
  • the storage device 108 is connected to the processor 106 in terms of signals.
  • the body 102 also includes a proximity sensor 110 and an IR sensor 111, each in the mouth area of the horse's body, an acceleration sensor 112 in a transverse central plane Q of the metacarpal M, a position sensor 114 and a touch sensor 116.
  • Each sensor 110, 111, 112, 114, 116 is connected to the processor 106 via signaling.
  • the IR sensor 111 has a detection area 130.
  • the body 102 also includes a loudspeaker 118 in the neck area of the horse's body and a vibration means 120 in the neck area of the horse's body, both components being means of communication. Loudspeakers 118 and vibration means 120 are connected to the processor 106 in terms of signals.
  • the Body 102 also includes an on/off switch 122 and a visual display 124.
  • the visual display 124 may be an RGB LED that protrudes at least partially from the body 102 through an opening.
  • the body 102 further includes a charge state detection means 126, which is connected to the energy storage 104 and the processor 106 for signaling purposes.
  • each component mentioned can at least be connected to the processor 106 in terms of signals.
  • the connections shown in terms of signaling technology are only to be understood as idealized and do not have to reflect the actual course.
  • Individual components can be connected to or arranged there on a circuit board 128, which is arranged in the metacarpal M.
  • the metacarpal of the horse's body has a maximum width of 10 mm (in the image plane of the Fig. 1 into it).
  • the components contained are arranged in and/or on the body 102 in such a way that the center of mass P of the toy figure 100 lies on the transverse center plane Q.
  • Fig. 2 shows a logical flowchart of the toy figure 100 according to the invention according to a conceivable embodiment, the toy figure not being limited to this. This flowchart will be explained below.
  • the toy figure 100 may be turned off, as shown in S001.
  • the energy storage 104 can be charged, as shown in S002.
  • the state of charge of the energy storage 104 is detected by the state of charge detection means 126 and displayed by the optical display 124, as shown in S003.
  • the toy figure 100 can also be switched on, as shown from S004. Switching on can be done using the on/off switch 122. Immediately after switching on, a starting utterance can be communicated, for example comprising a neighing noise via loudspeaker 118, a vibration via vibration means 120 and/or a light signal via optical display 124, as S005 shows.
  • the toy figure 100 is placed in an expected state after being activated, as shown in S006.
  • the game mode to be played is decided.
  • processor 106 expects to receive a sensor signal.
  • This state of expectation lasts for a period of ten seconds, but it can also be thirty seconds, for example.
  • First game mode A sensor signal or the actuation of a sensor 110, 111, 112, 114, 116 during the period in the expected state (S006) means that an event acting on the body 102 or an action of the user was detected using the sensor. The user therefore chooses a free or sensor-selected game.
  • the logic plan follows mode arrow M1.
  • the processor 106 selects from four requirement instructions B1.1, B2.1, B3.1, B4.1, each of which is assigned to the sensor 110, 111, 112, 114 , 116 or sensor signal assigned needs instructions B1.1, B2.1, B3.1, B4.1 and executes them.
  • the feeding instruction B1.1 is assigned to the proximity sensor 110 and/or IR sensor 111. This sensor-based selection is preceded by the actuation of the proximity sensor 110 and/or IR sensor 111 (corresponding confirmation specification), as seen in S007. If the feeding instruction B1.1 is carried out, a confirmation is first made as a smacking noise, which is played using the loudspeaker 118, as can be seen in S008. A hand movement to the proximity sensor 110 and/or IR sensor 111 resulted in the toy figure 100 horr responding to the user's action.
  • the logic plan follows arrow P1 and the toy figure 100 is in the Expected state shifted according to S006.
  • a further actuation of the proximity sensor 110 and/or IR sensor 111 occurs within the predetermined period of time, analogous to S007, the toy-side reaction in accordance with S008 also occurs.
  • S007 as the user's action and S008 as the reaction of the toy figure 100 can follow one another several times in this order.
  • the feeding instruction B1.1 provides for an additional utterance in the form of a smacking noise and a flatulence noise, which can be played immediately one after the other using the loudspeaker 118, as shown in S009. If, after this actuation of the proximity sensor 110 and/or IR sensor 111, there is no further actuation of the proximity sensor 110 and/or IR sensor 111 within a predetermined period of time, for example thirty seconds, the logic plan follows arrow P2 and the toy figure 100 is in the Expected state shifted according to S006. If S007 and S008 occur five times in an uninterrupted sequence, the final requirement of feeding instruction B1.1 is fulfilled.
  • the touch sensor 116 is assigned the stroking requirement instruction B2.1. This sensor-assisted selection is preceded by the actuation of the touch sensor 116 (corresponding confirmation default), as seen in S011. If the stroking need instruction B2.1 is executed, a confirmation is first made as a snorting noise, which is played by means of the loudspeaker 118, as can be seen in S012. A hand movement to or on the touch sensor 116 resulted in the toy figure 100 horr responding to the user's action. If after this actuation of the touch sensor 116 there is no further actuation of the touch sensor 116 within a predetermined period of time, for example thirty seconds, the logic plan follows arrow P4 and the toy figure 100 is placed in the expected state according to S006.
  • the toy-side reaction according to S012 also takes place.
  • S011 as the user's action and S012 as the reaction of the toy figure 100 can follow one another several times in this order. If S011 and S012 occur four times in an uninterrupted sequence, the final requirement of the stroking requirement instruction B2.1 is fulfilled, as shown in S013. This is followed by a final utterance, which consists of a noise via loudspeaker 118 and a vibration via vibration means 120, as shown in S014.
  • the logic plan arrow P5 then follows and the toy figure 100 is placed in the expected state according to S006.
  • the movement requirement instruction B3.1 is assigned to the acceleration sensor 112. This sensor-based selection is preceded by the actuation of the acceleration sensor 112 (corresponding confirmation specification), as shown in S015. If the movement requirement instruction B3.1 is executed, a confirmation is first made as a galloping noise, which is played by means of the loudspeaker 118, as can be seen in S016. Guiding the toy figure 100 by means of a riding hand movement and corresponding movement of the acceleration sensor 112 resulted in the toy figure 100 horr responding to the user's action.
  • the sleep requirement instruction B4.1 is assigned to the position sensor 114. This sensor-supported selection is preceded by the actuation of the position sensor 114 (corresponding confirmation specification), as shown in S018. If the sleep requirement instruction B4.1 is executed, the position sensor 114 detects a lying or lying toy figure 100, and after a predefined period of time (S019), preferably 3 seconds, there is first a confirmation utterance as a snoring noise, which is played using the loudspeaker 118 is as seen in S020. Placing the toy figure 100 by means of a hand movement and a corresponding movement of the position sensor 114 resulted in the toy figure 100 horr responding to the user's action.
  • the toy figure 100 can lie uninterrupted for a predetermined period of time, preferably sixty seconds.
  • This final requirement of the sleep requirement statement B4.1 is then fulfilled, as shown in S021.
  • the position sensor 114 can detect the toy figure 100 being raised up.
  • This final requirement of the sleep requirement statement B4.1 is then fulfilled, as shown in S022.
  • a start utterance is subsequently communicated, as shown in S023.
  • the logic plan arrow P7 then follows and the toy figure 100 is placed in the expected state according to S006.
  • Second game mode No sensor signal or failure to actuate a sensor 110, 111, 112, 114, 116 during the period in the expected state (S006) means that no event acting on the body 102 or an action by the user was detected using the sensor. So the user chooses a randomly selected game.
  • the logic plan follows the mode arrow M2 at S0006.
  • the random selection by processor 106 in S024 can take place among the three need statements B1.2, B2.2, B3.2. However, it is also conceivable that, alternatively or additionally, the need for sleep (B4.2) is present here, so that the random selection can be made by processor 106 among the four need statements B1.2, B2.2, B3.2 and B4.2 . The processor 106 then executes the randomly selected need statement B1.2, B2.2, B3.2 and communicates the need expression included in the respective need statement B1.2, B2.2, B3.2, as shown in S025.
  • the need expression of the feeding need instruction B1.2 is a stomach gurgling noise
  • the need expression of the petting need instruction B2.2 is a winking noise
  • the need expression of the exercise instruction B3.2 is a snorting noise
  • the need expression of the sleep need instruction B4.2 can be a yawning noise.
  • the corresponding expression of need can be communicated using loudspeakers 118. This encourages the user to play according to their needs.
  • the logic plan follows as already above to the corresponding needs instructions B1.1 (S007 to S010), B2.1 (S011 to S014), B3.1 (S015 to S017) and B4.1 (S018 to S023) described.
  • the logic plan arrow P8 then follows and the toy figure 100 is placed in the expected state according to S006.
  • each need instruction B1.2, B2.2, B3.2, (B4.2) then provides for an expression of rejection, which can be communicated via loudspeaker 118, as shown in S028.
  • the statement of rejection can be the same as the final statement. The user is informed by a statement of rejection that his action does not satisfy the need to be fulfilled. Then, in S029, the expression of the needs of the needs instruction B1.2, B2.2, B3.2, (B4.2) to be played is communicated again and the user is thereby asked again to play it according to the needs.
  • a third variant is also conceivable following S025, namely the absence of any sensor-detected action by the user, as shown in S032.
  • a failure can be detected by the processor 106 after a predefined period of time, for example 30 seconds.
  • the corresponding expression of need is then communicated several times, preferably four times, over a predefined period of time, for example 10 seconds each, as shown in S033.
  • the logic plan arrow P10 follows to S024.
  • the switch-off specification is fulfilled and the processor 106 switches the toy figure 100 off, as shown in S034.
  • the logic plan jumps along arrow P12 to S001 - "Switched off".

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  • Toys (AREA)
EP22170402.6A 2022-04-28 2022-04-28 Figurine jouet communicative Pending EP4268915A1 (fr)

Priority Applications (1)

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EP22170402.6A EP4268915A1 (fr) 2022-04-28 2022-04-28 Figurine jouet communicative

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Application Number Priority Date Filing Date Title
EP22170402.6A EP4268915A1 (fr) 2022-04-28 2022-04-28 Figurine jouet communicative

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Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7139642B2 (en) * 2001-11-07 2006-11-21 Sony Corporation Robot system and robot apparatus control method
US8730037B2 (en) * 2011-03-28 2014-05-20 Physical Apps, Llc Physical interaction device for personal electronics and method for use
US20140206253A1 (en) * 2013-01-21 2014-07-24 Benjamin Huyck Method and apparatus for interactive play
US20210308592A1 (en) * 2007-02-09 2021-10-07 Intellitoys Llc Interactive toy providing dynamic, navigable media content

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7139642B2 (en) * 2001-11-07 2006-11-21 Sony Corporation Robot system and robot apparatus control method
US20210308592A1 (en) * 2007-02-09 2021-10-07 Intellitoys Llc Interactive toy providing dynamic, navigable media content
US8730037B2 (en) * 2011-03-28 2014-05-20 Physical Apps, Llc Physical interaction device for personal electronics and method for use
US20140206253A1 (en) * 2013-01-21 2014-07-24 Benjamin Huyck Method and apparatus for interactive play

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