GB2275207A - Talking playset - Google Patents
Talking playset Download PDFInfo
- Publication number
- GB2275207A GB2275207A GB9401775A GB9401775A GB2275207A GB 2275207 A GB2275207 A GB 2275207A GB 9401775 A GB9401775 A GB 9401775A GB 9401775 A GB9401775 A GB 9401775A GB 2275207 A GB2275207 A GB 2275207A
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- United Kingdom
- Prior art keywords
- toy
- sensed
- figures
- sensor
- processor
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- 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.)
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63H—TOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
- A63H3/00—Dolls
- A63H3/36—Details; Accessories
- A63H3/52—Dolls' houses, furniture or other equipment; Dolls' clothing or footwear
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2448—Output devices
- A63F2009/247—Output devices audible, e.g. using a loudspeaker
- A63F2009/2476—Speech or voice synthesisers, e.g. using a speech chip
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2250/00—Miscellaneous game characteristics
- A63F2250/10—Miscellaneous game characteristics with measuring devices
- A63F2250/1063—Timers
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- Toys (AREA)
Abstract
A toy playset includes a doll house 12 with one or more socket type receptacles 31 - 37 located on the floors of each of several rooms. The receptacles interchangeably receive any of three different toy figures (Fig. 5) and form sensors. Each figure has a distinct outer appearance identifying the figure and is uniquely encoded by identifying rings in its base (Figs. 6 and 7) which activate selected switches in any of the receptacles in which it is placed (Figs. 4 and 7). A processor/synthesizer (60 Fig. 8a) powers and polls the status of the switches and identifies through the switches each receptacle receiving a figure and the figure received. The processor/synthesizer generates a unique sound response to the state of the playset in the form of a monologue or conversation, whichever is appropriate. In the case of two or three figures being received in receptacles, the unique sound response also depends upon the order in which the figures were received in the receptacles. The sound response may be further varied depending upon the state of a time switch indicating day or evening and the orientation of any character placed in a receptacle located at the front door of the doll house. Selected sound effects may be generated at any time through a plurality of momentary switches. <IMAGE>
Description
TALKING PLAYSET
Field of the Invention
The invention relates to sound generating toys and, in particular, sound generating playsets including one or more toy figures with a play structure such as a building, vehicle, etc.
Background of the Invention
A number of sound-producing toys and other amusement devices have been developed. Dolls, in particular, have been among the most highly developed of the speaking toys.
For example, U.S. Patents 4,318,245 and 4,809,335 disclose dolls with speech generating units and speech generating units for dolls, respectively, in which movement of the doll or unit actuates a speech synthesizer to generate any of a variety of preprogrammed sounds and phrases. U.S.
Patents 4,249,338 and 4,451,911 describe another type of sound generating doll in which different verbal responses are obtained from the doll by the provision of various switches on the doll. The switches are used to select which of a limited variety of different words/phrases/sounds are generated by the doll. Lastly, U.S. Patent 4,696,653 discloses an improved "speaking" doll which is both voice and touch switch actuated to interact with the user.
Each level of improvement has varied and multiplied the number of potential responses provided by the doll to make the potential responses more difficult to predict. The less predictable the responses are the less likely the user is to become bored in playing with the toy.
Some play structures, such as dollhouses and vehicles, have also been provided with sound generation capability. The former (dollhouses) have generally been limited to music generation and the latter (vehicles) to sound effect generation.
S'-.arv of the Invention
It is an object of the invention to provide a talking toy having literally hundreds of different verbal responses to minimize the predictability and thus enhance the variety and play value of the toy.
It is another object of the invention to provide a talking toy which provides conversational verbal responses among two or more different toy figures.
It is yet another object of the invention to provide a toy playset which includes a number of individual toy figures and a play structure with which the figures may be used for play and for controlling the generation of appropriate speech, sound effects or both based upon the positioning of the toy figures with respect to the play structure.
In one aspect, the invention is a playset comprising: a play structure; a plurality of separate and uniquely individual toy figures, each figure having a different and distinct appearance and bearing unique encoding identifying and distinguishing the figure from other figures of the plurality; a plurality of sensors positioned at scattered locations on the play structure, each of the sensors being configured to sense the encoding on any one of the plurality of toy figures when the one toy figure is appropriately positioned with respect to the sensor; a processor/synthesizer coupled with each of the sensors and programmed to sense and at least identify each sensor sensing one of the toy figures and identify the toy figure sensed by each identified sensor and to generate a unique sound response based upon the state of the toy playset including the identity of any sensor sensing a toy figure and the identity of each of the toy figures being sensed.
In yet another aspect, the invention is a playset comprising: a plurality of separate and uniquely individual toy figures, each figure having a different and distinct appearance and bearing encoding uniquely identifying the figure; a first sensor configured to sense the encoding of any one of the plurality of toy figures appropriately positioned with respect to the first sensor; a processor/sound synthesizer coupled with the first sensor, the processor/sound synthesizer being programmed to identify the toy figure sensed by the first sensor and to generate a unique sound response which is different for each different toy figure sensed by the first sensor.
Brief Descrintion of the Drawings
The foregoing summary, as well as the following detailed description of preferred embodiments, will be better understood when read in conjunction with the appended drawings. For the purpose of illustrating the invention, there is shown in the drawings, embodiments which are presently preferred. It should be understood, however, that the invention is not limited to the specific instrumentalities, arrangements and methods disclosed.In the drawings, which are diagrammatic:
Fig. 1 is a front perspective view of a toy dollhouse of the present invention;
Fig. 2 is a perspective view of the central level of the dollhouse of Fig. 1 behind the center column of the dollhouse;
Fig. 3 is a plan view of the lower left front floor socket in the house of the Figs. 1 and 2;
Fig. 4 is a cross-sectional view taken along lines 4-4 of Fig 3;
Fig. 5 depicts three separate and uniquely individual toy figures used with the house of Figs. 1 and 2 to form the playset;
Fig. 6 is a bottom plan view of one of the toy figures;
Fig. 7 is a cross-sectional elevational view of the mating of the toy figure of Fig. 6 with the floor socket of
Figs. 3 and 4; and
Figs. 8a and 8b are schematic diagrams of the electronics of the house.
Detailed Description of Preferred Embodiments
Certain terminology is used in the following description for convenience only and is not intended to be limiting. For example, the words "right", "left", "lower" and "upper" designate directions in the figures to which reference is being made. The words "inwardly" and "outwardly" refer to directions towards and away from, respectively, the geometric center of the figure device or parts being designated. The terminology includes the words above specifically mentioned, derivatives thereof and words of similar import.
The essential components of the preferred playset of the present invention are a dollhouse 12, which is best seen in Fig. 1, and a plurality, preferably at least three, separate and uniquely individual toy figures 14, 16 and 18, which are best seen in Fig. 5. The figures are female and male adults 16, 18 and an adolescent female 14 but could be any living or imaginary human or non-human creatures. Each has a different and distinct appearance so they may be recognized by the player(s) as different characters.
Collectively dollhouse 12 and figures 14, 16 and 18 define the preferred playset of the present invention.
Dollhouse 12 has a conventional layout with two rooms on the first floor and two additional rooms on the second floor. A hollow base 20 of the structure 12 defines and constitutes the first floor of the dollhouse 12. It also houses some of the control and sound elements. A second, horizontal panel 22 supported above the base 20 defines and forms the second floor. A cover 23, seen in Fig. 2, attached to the lower side of panel 22 houses with the panel 22 more of the control and sound elements. A battery power supply 70, preferably provided by 4 dry cell batteries 72 are both indicated in phantom housed in a furniture element 74 of the dollhouse 12.
According to an important aspect of the invention, a plurality of figure stations in the form of sockets 31 through 37 are provided at scattered locations throughout the dollhouse 12. The sockets 31-37 are formed into the upper surfaces of the base 20 and second panel 22 and are indicated diagrammatically in Figs. 1 and 2 to illustrate their location. A first socket 31 is located at the left front edge of the base 20 in an area constituting the front door of the dollhouse 12. A second socket 32 is located behind socket 31 in the same room. Sockets 33 and 34 are located in the lower right room, which may be a kitchen, for example. Two more sockets 35 and 36 are located in the second panel 22 in the upper right room while a seventh socket 37 is located in the second panel 22 in the left upper room.The particular number and placement of stations such as sockets 31-37 are not critical to the invention. However, as will be seen, the greater the number of stations available, the greater the number of sound generation options provided.
Each of the sockets 31-37 preferably has a separate sensor associated with it. Each sensor is configured to sense encoding provided on each of the toy figures 14, 16, 18 when any one of those figures 14, 16, 18 is appropriately positioned with respect to the sensor. In the present embodiment of the invention, each toy figure 14, 16, 18 is appropriately positioned with respect to a sensor by being matingly inserted into any one of the sockets 31-37 associated with the sensor.
The preferred construction of the sensor associated with socket 31 is illustrated in Figs. 3-4. Preferably socket 31 (and each other socket 32-37) has a generally bulls-eye shaped configuration defined by a series of recessed, concentric circular grooves 310, 312, 314, 316 and 318, which are recessed into the upper surface of base 20. These grooves are defined and separated by a series of spaced rings 311, 313, 315, 317 and 319, which are concentric with one another and the grooves. The rings project upwards sufficiently to define the grooves but remain slightly recessed into base 20.
Innermost ring 311 preferably is sized to receive, support and retain a magnetically attracted insert such as a steel slug 320.
Preferably, the sensor beneath socket 31 is provided collectively by four mechanical switches 41-44, which are partially exposed through and lie beneath the socket 31. The three innermost switches 41, 42 and 43 are provided to uniquely identify each of the three toy figures 14, 16 and 18.
The fourth, outermost switch 44, is provided to determine the direction in which the figure 14, 16, 18 is facing when it is received in the socket 31.
Switches 41-44 may be provided in a variety of ways.
In a preferred construction depicted in Figs. 3 and 4, switches 41-44 are formed collectively by a one-piece elastomeric pad 400, the outer circumference of which is indicated in phantom in Fig. 3 and a printed circuit board 420, also indicated in phantom in Fig. 3, which lies under pad 400. The elastomeric pad 400 preferably includes four, identically shaped, upwardly projecting, slightly conical hollow members 401-404. Each member 401-404 is received in a suitably configured recess formed on the underside of the base 20 beneath socket 31 in a manner to be partially exposed in the bottom of one of the socket grooves 310, 312, 314 and 316, respectively. Referring to Fig. 4, carbonized, electrically conductive rubber plugs 405 and 407 are secured on the lower side of upwardly projecting conical members 401 and 403, respectively.Similar plugs (not depicted) are provided under members 402 and 404. The panel 400 preferably is formed so as to bias the conical members 401-404 and their conductive plugs away from the underlying printed circuit board 420 by the provision of conical webs like webs 406 and 408 supporting members 401 and 403. Circuit board 420 includes four sets of interleaved conductors, one set 421, 422 of which is located under conical member 401 and another set 423, 424 of which is located under conical member 403. Similar sets (not depicted) similarly lie under the other two conical members 402, 404.
Operation of the socket 31 and switches 41-44 will be better understood when considered in connection with Fig.
6, which is a bottom plan view of base 14' of the toy figure 14. Each toy figure 14, 16, 18 is provided with a preferably circular base configured to mate with each of the sockets 31-37. The base 14' of toy figure 14 preferably is provided with a series of downwardly extending projections, which are defined and separated by upwardly recessed grooves and indentations. An outer, downwardly extending annular projection or ring 440 is sized and shaped to be received in outermost groove 318 of socket 31. A groove 441 separates ring 440 from a second, partially annular projection or ring 442. Partial ring 442 is concentric with outermost ring 440 and is sized and shaped and positioned to be received in groove 316. Projection 442 is a "direction" ring of toy figure 14 and indicates the direction in which the toy figure 14 is facing.Preferably projection 442 has a uniform height over an arc of about 150' of the toy figure 14, centered on the rear side of the figure. Preferably, the projection 442 continues towards the front of the figure 14 from either side of the uniform height sector for about 30', while receding into the base 14'. This tapering of the ends of the projection 442 enable the figure to be rotated in the socket 31 without becoming caught on the projecting portion of switch 44. Partial ring 442 defines two adjoining grooves 441, 443, which extend over a sector of about 210' and merge together along a 150' arc centered at the front of the toy figure base.
At the center of the base 14' of toy figure 14, a set of concentrically positioned, downwardly extending projections, indicated generally at 450, are provided. Projections 450 are sized and positioned to receive, support and retain a magnetic disk 449.
The mating of the base 14' of toy figure 14 and socket 31 is depicted in Fig. 7. Permanent magnet 449 is positioned to oppose and be attracted to steel plug 320, which is fixedly secured in socket 31. The construction of the bases of toy figures 16 and 18 are identical to the base of toy figure 14 described thus far.
Each figure 14, 16, 18 is mechanically encoded with its own unique identity by the provision of yet another downwardly extending, uniquely positioned, annular projection or ring. This "identification" ring of toy figure 14 is indicated at 444. Ring 444 immediately surrounds permanent magnet 449 and projections 450. Identification ring 444 extends sufficiently far beyond the set of projections 450 to be able to engage and depress conical member 401 of switch 41 whenever the base 14' of figure 14 is placed in socket 31 with the magnet 449 contacting plug 320. Directional ring 442 will contact conical member 404 of switch 44 only if the toy figure 14 is facing into the house and away from what would be the front door of the house 12.Each of the other two toy figures 16 and 18 is similarly uniquely encoded by its own uniquely positioned, downwardly extending ring 446 and 448, respectively, which are indicated in phantom in Fig. 7 and which are sized and spaced to be received in grooves 312 and 314, respectively, where they will depress the conical members 402 and 403 of switches 42 and 43, respectively.
Activation force of each of the switches 41-44 is controlled by the thickness and the height of the conical webs 406 and 408 supporting each of the more cylindrical, conical members 401 and 403, respectively. Preferably, each of the switches 41-44 is provided with a relatively low activation force of about 30 grams. No more than two of the switches 41-44 can be activated at any time by any of the toy figures 14, 16 and 18: one of the identifier switches 41-43 and the directional switch 44 of socket 31. Therefore, a total downward force of at least 60 grams is required. Preferably, the magnet 449 in each toy figure 14, 16, 18 exerts magnetic attraction force greater than 200 grams so as to tend to draw the toy figure from the user's hand and pull the base of the toy figure into the socket. This assists the user in correctly seating the figure in the socket.
Preferably, sockets 32-37 and their associated sensors (not depicted) are identical to socket 31 and its sensor (the multi-switch array 41-44), except that socket 31 is the only one of the seven sockets 31-37 which includes the fourth, directional switch 44. It will be appreciated that any or all of the remaining sockets 32-37 could be provided with such a directional switch 44 and that the directional switch 44 could be eliminated from all of the sockets, including socket 31, if desired, for greater simplification.
House 12 is further preferably provided with four, individual, momentary contact switches 46-49 at various locations in the house 12. Switch 46 on the lower central column of the house may be used to generate a doorbell sound effect. Switch 47 in the lower left room may be used to generate a different sound, for example, a telephone sound effect. Switch 48 in the lower right hand room may be used for generating yet a third, different sound effect, for example a water running sound to mimic the use of the kitchen sink or some other typical kitchen sound. Momentary contact switch 49 is used to turn on and off, a light bulb 50 which is preferably mounted between second panel 22 and cover 23.Bulb 50 preferably illuminates a translucent hemisphere 52 on cover 23, which forms a part of the ceiling of the first floor of the dollhouse 12, and a translucent replica of a dollhouse 54 on the second floor of the house 12. Also indicated in Fig. 2 are louvres 69 which cover a speaker 68 (depicted in Fig. 8b), which is also mounted between second panel 22 and cover 23.
Figs. 8a and 8b show the major components of a preferred control and sound generation system of the dollhouse 12. These include a combined controller/synthesizer 60, which is coupled with a speech memory unit 62 and a pair of shift registers 64 and 66. More particularly, controller/synthesizer 60 is preferably a Texas Instruments
TSPSOC10 Programmable Linear Predictive Coding-12 Speech
Synthesizer with 8-bit microprocessor. Speech memory unit 62 is preferably a Texas Instruments TSP60C18 Speech ROM. Shift register 64 if preferably a CD4021 8-Stage, Parallel
Input/Serial Output Shift Register. Shift register 66 is preferably a CD4094 8-Bit, Serial Input/Parallel Output Shift
Register/Latch with Tri-state Outputs.
The preferred Texas Instrument controller/synthesizer 60 includes an 8-bit processor, 128
Byte/8-Bit RAM and 8R Byte/8-Bit ROM which are encoded with an operating program and a table of code sets, each set corresponding to one predetermined ("scripted") sound response of the unit 12 to the depression of any of the momentary switches 46-48 and/or the insertion of one or more of the toy figures 14, 16 and/or 18 into sockets 31-37. The preferred
Texas Instrument speech memory unit 62 includes 256k bit ROM encoded with data for approximately 254 separate scripted responses, each of which may be a sound effect or a single word, multi-word phrase, monologue, dialogue or conversation, all with or without sound effects.
The preferred TSP50C10 and TSP60C18 can be emulated using a Texas Instrument TSE50C10 with a 256k bit EPROM, a
Texas Instrument TSP60C20 with a 74HC139 two-to-four line decoder/demultiplexer configured as an address decoder, two 74HC164 8-bit parallel out/serial in shift registers for input/output expansion of the TSE chip, and a 74S04 with a 9.6
Mhz quartz crystal used as an oscillator for the TSE chip. A 9.6 Mhz resonator 61 may be used in place of the crystal with the preferred TSP50C10 chip.
The controller/synthesizer 60 stores and retrieves the code sets used to identify a series of the scripted sounds stored in the memory 62. The series of scripted sounds are serially processed to provide a unique sound response based upon the state of the dollhouse 12. When reqyested by the controller/synthesizer 60, memory 62 outputs to the controller/synthesizer 60, the sound data constituting the scripted sound(s) requested. The controller/synthesizer 60 then processes and synthesizes the sound data into two-wire signals which are output via pins DA1 and DA2 through an array of four transistors Q1-Q4 to a suitable speaker 68.
Controller/synthesizer 60 controls the operation of the dollhouse 12, in part through shift registers 64 and 66.
Shift register 64 is used to sense the state of the dollhouse momentary switches 46-49 and the state of the sensor switches associated with the sockets 31-37 while shift register 66 is used in conjunction with shift register 64 to activate the sets of switches associated with each of the sockets 31-37 of the dollhouse and to illuminate the light bulb 50. More particularly, shift register 64 stores the values at register locations P1-P8, which represent the state of each of the momentary switches 46-49, the presence (or absence) of any of the toy figures 14, 16 and 18 in any selected one of the sockets 31-37 and the direction of any figure which may be positioned in socket 31, if socket 31 is the one selected socket.These values are then fed serially over data line Q8 from the shift register 64 to input line A5 of the controller/synthesizer 60 when serially clocked from the shift register 64 via its the CK input line. Shift register 66 receives a series of 8 data bits on its D input line from processor/synthesizer 60 and loads them serially into latch positions QO-Q7 under the control of clock pulses on its CK line. After the positions Q0-Q7 are loaded, they are simultaneously outputted on lines S1-S7 and L PWR in parallel in response to a strobe signal on the STR line of the register 66.
Lines S1-S7 each extend from latch positions QO-Q6, respectively, to the sets of the paired contacts provided in each of the switches located at each of the sockets 31-37, respectively. For example, line S1, when high, presents six volts at each of the switches 41-44 located at socket 31. If any of the three identifier switches 41-44 is being depressed, the interleaved pairs of electrodes associated with the depressed switch will be shorted and current will flow through the shorted switch into one of the three toy figure status lines F1, F2, F3, thereby identifying which of the toy figures 14, 16 or 18 is in the socket 31 and is closing the switch 41, 42 or 43, respectively. The orientation of that toy figure in socket 31 is further signaled through the state of switch 44 via the DIR line.Status lines F1-F3 and DIR extend to positions P5-P8 of shift register 64. The states of lines
F1-F3 and DIR are "sensed", in the first shift register 64 by being loaded into the positions PS-PS when shift register 64 is strobed. Status lines M1-M4 are also provided to positions
P1-P4 of shift register 64 to "sense" and store the state of each of the momentary contact switches 46-49.
Preferably, the processor/synthesizer 60 uses the second shift register 66 to separately energize each of the sockets 31-37 in a predetermined order and, senses the depression of any of the character identification switches (e.g. 41-43) located at the socket being energized through the figure status lines F1-F3. In this way, the controller/synthesizer 60 identifies each toy figure 14, 16 and 18 mounted in the house 12, the particular socket 31-37 in which that toy figure is inserted and the order in which they were inserted.
Microprocessor/synthesizer 60 can be used to generate a seven-place code 70: CeSeCpSpClSlT The first six places of the code 70 represent three character identification ("C") and switch ("S") location pairs. These identify each character 14, 16 and/or 78 received in one of the sockets and designate which of the sockets 31-37 a particular character is received in. The seventh place represents a time of day code (AM or PM). The seventh place is also used to control the state of the light 50: AM represents an off state of the light 50 while PM represents its on state.
The seven place code 70 not only indicates which characters are located in which sockets, it can be used to indicate the order in which those characters were received in the indicated socket. For example, the fifth and sixth places of the code can identify the last ("l") or most recent character (C1) to be positioned in a socket and the socket in in which it is received. The third and fourth places can represent the character positioned prior to the last character (Cp) and the socket (Sp) in which it is received. The first and second places can represent the earliest ("e") positioned character (Ce) of three positioned characters and the socket (Se) in which it was received.Each switch place ("S") can have eight potential values: one each for sockets 32-37 and two for socket 31 indicating whether or not the directional switch 44 in that socket 31 is being depressed by the figure received in the socket 31. Each character place ("C") in the code 70 can represent four potential values, one for each of the three toy figures 14, 16 and 18 and a fourth if no figure is present in that particular socket. Thus, the location and arrival order of up to three characters indicated by the first six character and socket places (CiSi) of the code 70 can be represented by only fifteen bits. The seventh place (T) of the code 60 requires only a single sixteenth bit to indicate time of day (AM or PM).
Preferably, three areas of the RAM memory of the controller/synthesizer 60 are dedicated to storing each character/switch pair of places in a list. Character/switch pairs are placed into a first "rightmost" memory position as each toy figure 14, 16 or 18 is added to the dollhouse 12.
When subsequent characters are added to the dollhouse 12, the earlier generated character/location pairs are shifted "left" to adjoining dedicated memory areas while the most recent character/switch pair is loaded into the rightmost position.
As each toy figure is removed from a socket, its character/socket pair is deleted from the three memory areas and any earlier character/switch pair still remaining appropriately shifted right. The output from the three dedicated memory areas plus the state of the light switch 49, which has its own separate memory location, can be combined to generate the seven place code 70.
The provision of the seven place code 70, or some similar code, permits a set of codes (a "script") of sound effect(s) /monologue/dialogue/conversation to be identified, which is appropriate for the characters present in the order of their arrival at their indicated location(s) and is different from the scripts for each other possible value of the code. The aforesaid code 70 can be used to generate literally thousands of potential character/switch/time combinations, each of which could be used to identify the "script" of an appropriate sound response, if sufficient capacity were provided to store the codes needed to generate each scripted response. Because storage capacity may be limited in a toy to control its cost, the seven place code can be shrunk to a level which conforms to the available script data storage capacity in the dollhouse. 12.
One way to reduce the possible number of different script codes is to ignore the presence of the earliest positioned character of three positioned characters or, more preferably, to ignore the particular switch being activated by the earliest of the three positioned characters and having that character merely contribute a stock response to any other dialogue, regardless of its position within the house 12.
This effectively ignores the second place (Se) of code 70. In addition, it is not necessary to distinguish between AM and PM conversations for each possible code combination. In the preferred embodiment 12, over 700 different sound responses (sound effects and situational monologues, dialogues and conversations with and without sound effects) have been scripted.
Figs. 8a and 8b further disclose the means by which the dollhouse 12 turns itself on. Transistors Q5 and Q6 provide power to the controller/synthesizer 60. Transistor Q6 is activated by the depression of any of the momentary contact switches 46 through 49. In addition, Q6 may be turned on by the insertion of any of the toy figures 14, 16 and 18 into any of the sockets 31-37. Each of the character status lines
F1-F3 is coupled through switches in each socket 31-37 directly to the battery power supply "Vbatt" of the unit 12.
When any toy figure 14, 16, 18 is newly inserted into any one of the sockets 31-37, the battery power supply Vbatt is passed through the closed identifier switch (e.g. 41-43), through one of the lines F1, F2 or F3 and the one capacitor C9, C8 or C7, respectively, coupled with the closed switch. Vbatt is preferably at least 6 volts, which is sufficient to permit the connected capacitors C7-C9 to pass a current, momentarily turning on transistor Q6, which turns on Q5. Q5 supplies Vsw to processor/controller 60, memory 62 and transistors Q1-Q4.
Once the controller/synthesizer 60 has been turned on, it will continue to maintain a high level signal on its own line A6 keeping transistor Q6 turned on for a predetermined period of time, for example three minutes. The microprocessor/synthesizer 60 will continually re-initialize the three minute period each time one of the momentary contact switches 46-49 is depressed during a silent period or a toy figure 14, 16, 18 is added to, switched or removed from one of the sockets 31-37.
Operation of the device 12 will now be described.
Assuming the processor/synthesizer 60 is initially in a shut down mode, depressing one of the momentary contact switches 46-49 or inserting one of the figures 12, 14, 16 into one of the sockets 31-37 will cause a current to be presented to transistor Q5, which will turn on transistor Q6 supplying power (Vsw) to the processor/synthesizer 60, memory 62 and an audio circuit including speaker 68. Processor/synthesizer 60 "wakes up" in response to Vsw and initially sets its I/O lines, as the use of its various lines for input and output are controlled by the program. It further resets a time out "timer", within the program, which is a decremented counter in the program designed to be counted down in preferably about three minutes under normal operation of the program. The timer controls the state of output line A6.Before the timer times out, output line A6 is set high to maintain a flow of current to the processor/synthesizer 60 through transistors Q5 and Q6. Immediately thereafter, the lines Q0-Q7 of shift register 66 are all set high to minimize the power changes in the dollhouse 12 during power up. The processor/synthesizer 60 strobes the shift register 64 through its line P/S to store the values present at locations P1-P8. The processor/synthesizer 60 clocks from the shift register 64 the values stored from lines P1-P4 until it encounters a high level value. The identity (P1-P4) of the momentary switch 46-49 generating the first high level value found is saved.
The processor/synthesizer 60 thereafter enters a delay mode for approximately 0.6 seconds to allow all lines within the dollhouse 12 to stabilize.
The processor/synthesizer 60 next reads the state of the sensor switches at all sockets 31-37, in sequence, and, based upon the readings, initially loads into its memory certain variables used in subsequent processing. Three variables (LNCHD, LNMOM, LNDAD) are provided to store the current station location (i.e. 1-8) of each toy figure 14, 16 and 18, respectively. Station locations 1-8 correspond to either direction in socket 31 and sockets 32-37, respectively.
Another variable "OLDNUM" is set to a number equal to one less than the total number of toy figures identified as being present in the sockets 31-37. For example, if two toy figures are sensed, OLDNUM is set equal to 1. Lastly, a variable "LIST COPY", which corresponds to the first six places of code 70, is loaded with a figure code and station code for all but one of the toy figures found present in the sockets 31-37.
The places in the LIST COPY variable will be time ordered in future cycles of the program but initially a random time ordering is used. If only one figure 14, 16 or 18 is present, zeroes are loaded in LIST COPY. If two toy figures are present, the figure code and station code of one of the two figures is loaded into LIST COPY. If three figures are present, figure codes and station codes for two of the three figures are loaded into LIST COPY, without regard to the actual order the figures were previously inserted into the sockets 31-37.
Next, the processor/synthesizer 60 handles any momentary switch depressions which were previously identified.
If one of the momentary contact switches 46-49 were being depressed to wake up processor/synthesizer 60, and if the identity of that switch was saved during the earlier step, that switch 46-49 is now identified from the stored switch identification. If the switch was one for generating a sound effect (i.e. switches 46-48), the processor/synthesizer 60 skips ahead in the program to a subset of sound generating steps and generates the sound effect in a manner to be described, and then returns. If light switch 49 was identified, the processor/synthesizer 60 switches the time variable T from a low to a high value so that the light 50 will be powered by shift register 66 during subsequent processing steps. Each time the depression of switch 49 is thereafter sensed, the processor/synthesizer 60 reverses the state of variable T.After generating the sound effect or inverting the state of the time variable T, the processor/synthesizer 60 then resets the time out timer and once again sequentially reads the values P1-P4 through shift register 64 to determine if any of the momentary switches 46-49 is currently depressed. Again, the identity of the first switch (46-49) encountered, which is being depressed, is stored for future processing.
The processor/synthesizer 60 next determines the status of the toy figures 14, 16 or 18 in the dollhouse 12 to generate an appropriate sound response based upon the figures present and their locations. Processor/synthesizer 60 uses shift register 66 to energize the switches constituting the sensor associated with each socket 31-37, in series, and determines the presence of any particular figure in the socket by the state of the F1-F3 lines and an orientation of the figure, if it is in socket 31, by the state of the DIR line.
For bounce protection, the processor/synthesizer 60 preferably reads the status of each socket many times in succession and, preferably proceeds to read the status of the next socket only after the status of the socket being read has remained unchanged for at least 250 read cycles. If a figure is identified as being present in a particular socket, the station code for that socket is loaded into the appropriate location variable, LNCHD, LNMOM or LNDAD, and another variable, NEWNUM, is incremented. After reading all sockets 31-37, the total number of figures determined to be present is indicated by variable NEWNUM.
The processor/synthesizer 60 now determines whether there has been any change in the status of the toy figures.
Initially, it checks to see if NEWNUM is equal to OLDNUM, the number of characters previously identified as being present in the last interim cycle of the program. If the number of toy figures remains equal, the processor/synthesizer 60 compares the current locations of each sensed toy figure (LNCHD, etc.) with the previous location stored for that figure in the COPY
LIST variable. If the locations remain the same, it means there has been no sensed movement of any of the figures. The program jumps forward to decrement the time out timer and then returns to handling any momentary switch depression previously stored. The program proceeds forward as previously described to "read" the state of the sockets 31-37 and again compare the status of the figures sensed with the stored values. If the figure/station locations (LNCHD, etc.) are not identical to the locations of figures previously stored, indicating movement of one or more of the figures (i.e.
removal of one figure and its insertion in a separate station), a new variable LIST is created storing the current figure/socket (character/station) values. Because of the processing speed of the program, it is unlikely that more than one figure will be moved between consecutive cycles. The one moved figure is considered by the program to be the last moved figure in the time ordering of the figure/station values in the LIST variable.
If the new number of figures identified (NEWNUM) is greater than old number of figures (OLDNUM) stored, which will always be the case during start up, a new variable LIST is created by adding the new figure/station values to the appropriate end (i.e. right end) of the existing LIST COPY variable and shifting the positions of the existing values appropriately (i.e. to the left) to reflect the status of the newly added figure as the last or most recently added figure (i.e. C1S1).
If NEWNUM is less than OLDNUM, a new LIST variable is prepared by deleting the figure/station values of the removed figure from the LIST variable and shifting the remaining figure/station values appropriately (i.e. to the right).
If the dollhouse 12 has undergone a change in status of the toy figures, e.g. the addition of a figure, the movement of a figure from one socket to another or a combination of the above, the processor/synthesizer 60 will proceed to generate an appropriate sound response. The LIST variable is first stored as the new LIST COPY variable for use in the next cycle. To generate a response, the program generates a response code variable from the LIST variable.
Where the LIST variable constitutes the first six places of code 70, for example, the second place of the code representing the station identification of the earliest to be inserted of the three toy figures, is deleted leaving a five place response code constituting elements CCpSpC1S1 c P S1 of code 70. The processor/synthesizer 60 then matches the five place response code with an appropriate address code in its memory.
When it identifies the appropriate address code in its memory, it removes and leads into a buffer, a set of one or more individual sound codes which are associated with the address code in the memory. The sound codes correspond to particular sounds, word, phrases, sound effects, etc. stored in the speech memory 62. The sound codes are read sequentially to the speech memory 62, which returns the appropriate sound data to the processor/synthesizer 60. The processor/synthesizer 60 temporarily stores, then manipulates and converts the sound data into a two-line analog signal which is transmitted through the DAl, DA2 output lines.
For example, a response code "32712" may represent the earliest figure to be inserted (character 3), the second figure to be inserted and the station number assigned to the socket it is in (character 2, station 7), and the most recently inserted figure and its socket station number (character 1, station 1). The code 32712 thus may represent toy figure 18 (character 3) at any location in the house, toy figure 16 (character 2) located at socket 36 and toy figure 14 (character 1) located in socket 31 and facing into the room.
The address identified by response code 32712 may have stored with it in the memory of the synthesizer/processor 60, one or more sound codes for a scripted sound response, for example, sound codes: 001/008/123/137/212. These sound codes may correspond to the following response: (sound effect: door slam)/(child:) "I'm back"/(Mother:) "Hello, dear"/ "How was your day?"/(Father:) "Hi, Dear."
If, for some reason, the processor/synthesizer 60 is unable to make a match between the response code determined by the processor/synthesizer 60 with the address codes stored in its memory, the program simply proceeds as if a sound response were made.
If the processor/synthesizer 60 is responding to the sensed depressing of a sound effect switch (46-48), it is preferably programmed to retrieve an appropriate sound code from a special memory location, rather than search all address codes, which is fed directly to memory 62. It then processes the sound data received frown memory 62 and produces the analog, two-wire signal for the sound effect on output lines
DAl, DA2.
If handling a sound effect generation, the program returns directly to the beginning of the program, as was previously indicated. If sound(s) was (were) generated in response to a change in the figures, the program next resets the time out timer and then immediately decrements the timer.
If, when determining the status of the dollhouse 12, the processor/synthesizer 60 found the status of the characters and their locations to have been unchanged from the previous cycle, the program preferably skips the steps of determining whether the new number of figures identified is greater than or less than the old number and any of the intervening steps associated with generating a sound response and re-enters the program between the step when the time out (countdown) timer is reset and when it is decremented so that the program will continue to decrement the time out timer while the status of the dollhouse 12 remains unchanged.
After decrementing the time out timer, that timer is examined to see if it has timed out. If the timer has not timed out, the program returns to the step of handling the momentary switch depression which was sensed in the last cycle and repeats the foregoing cycle, performing the foregoing steps. If the time out timer has fully decremented, the processor/synthesizer 60 sets the latch positions Q0-Q6 to a high level, delays for three seconds and then sets I/O line A6 to a low value. This terminates the current to transistor Q6 which, in turn, turns off transistor Q5, turning off processor/synthesizer 60 and memory 62 and turns off the output enable line (O/E), which causes positions Q0-Q7 to assume a floating state. Positions QO-Q7 are pulled to Vbatt by resistors R18-R24.
While a dollhouse 12 is presently preferred as the activity structure portion of playset 10, it will be appreciated that a variety of other play structures could be used with the present invention. The structures could include buildings, fortresses, stages and stage sets and other static structures, including terrain layouts, and various types of vehicles, including but not limited to aircraft, ships, boats, spacecraft, etc. The present invention lends itself to use with virtually any play structure which may be provided for use with toy figures.
While the sensors of the present invention are provided by sets of mechanical contact switches, it will be appreciated that other types of sensors and other types of encoding could be used to uniquely identify each toy figure or sets of figures and to encode a unique identity to each character (or set of characters). Such encoding and sensing may be accomplished magnetically, electrically, optically, inductively and electromechanically and in other ways. The microprocessor/synthesizer can be provided by coupling together individual components or, if sufficient quantities of the products are intended to be generated as is the present case, by custom designed and fabricated, integrated circuits with permanently stored software.
While a preferred embodiment has been described and various modifications hereto suggested, still other changes and variations to the invention will occur to those of ordinary skill in the art. Accordingly, the present invention is not limited to either the preferred embodiment of the invention or the specific modifications suggested, but rather is defined by the scope over the appended claims.
Claims (14)
1. A playset comprising:
a play structure;
a plurality of separate and uniquely individual toy figures, each figure having a different and distinct appearance and bearing unique encoding identifying and distinguishing the figure from other figures of the plurality;
a plurality of sensors positioned at scattered locations on the play structure, each of the sensors being configured to sense the encoding on any one of the plurality of toy figures when the one toy figure is appropriately positioned with respect to the sensor;;
a processor/synthesizer coupled with each of the sensors and programmed to sense and at least identify each sensor sensing one of the toy figures and identify the toy figure sensed by each identified sensor and to generate a unique sound response based upon the state of the toy playset including the identity of any sensor sensing a toy figure and the identity of each of the toy figures being sensed.
2. The playset of claim 1 wherein the processor/synthesizer is programmed to respond to the sensing of up to at least three individual toy figures.
3. The playset of claim 2 further comprising a plurality of manually actuatable switches on the activity structure coupled with the processor/synthesizer, the processor/synthesizer being programmed to respond to the state of the manually actuatable switches as well as to the identity of the sensors sensing toy figures and the identities of the toy figures being sensed when generating the unique sound response.
4. The playset of claim 1 further comprising at least one manually actuatable switch on the toy structure having at least two possible states and being coupled with the processor/synthesizer and the processor/synthesizer being programmed to respond to the first switch state as well as to the plurality of sensors and the identity of any sensed toy figures and to generate different unique sound responses in response to each different state of the one actuatable switch.
5. The playset of claim 1 further comprising at least one manually actuatable switch on the activity structure coupled with the processor/synthesizer, the processor/synthesizer being programmed to generate one unique sound response in response to actuation of the one switch.
6. The playset of claim 1 wherein at least one sensor is further configured to sense an orientation of the appropriately positioned toy figure.
7. The playset of claim 6 wherein the processor/synthesizer is programmed to generate different unique sound responses for each different orientation of the one toy figure sensed by the at least one sensor.
8. A playset comprising:
a plurality of separate and uniquely individual toy figures, each figure having a different and distinct appearance and bearing encoding uniquely identifying the figure;
a first sensor configured to sense the encoding of any one of the plurality of toy figures appropriately positioned with respect to the first sensor;
a processor/sound synthesizer coupled with the first sensor, the processor/sound synthesizer being programmed to identify the toy figure sensed by the first sensor and to generate a unique sound response which is different for each different toy figure sensed by the first sensor.
9. A playset comprising:
a play structure having at least two sensors located at different locations on the structure;
at least two toy figures, each having the appearance of a different character and each being configured to be sensed by either of the at least two sensors and uniquely identified when appropriately positioned with respect to each sensor;
a sound generator;
a memory storing date representing at least different human word sounds;
a processor coupled with the memory, the sound generator and each of the at least two sensors; and a stored program directing the processor to identify each toy figure being sensed by any of the at least two sensors and each of the at least two sensors sensing any of the at least two toy figures, to select a set of the word sounds from the memory based upon the state of the play set including the identities of each toy figure being sensed and the particular sensors sensing each sensed toy figure, the selected set of word sounds being unique to the particular combinations of sensed toy figures and sensors sensing the toy figures, and to audibly generate the word sounds of the selected set through the sound generator.
10. The playset of claim 9 wherein the set of word sounds is selected to provide a different monologue for each unique sensed toy figure and sensing sensor pair when only one toy figure is being sensed and wherein the set of word sounds are selected to provide a different dialogue for each unique set of sensed toy figure and sensing sensor pairs when the at least two toy figures are being sensed by the at least two sensors.
11. The playset of claim 10 wherein the stored program further directs the processor to identify the chronological order in which the at least two toy figures are appropriately positioned to be sensed by the at least two sensors and to select the set of word sounds based in part upon the chronological order in which the at least two toy figures are appropriately positioned to be sensed, the selected set of word sounds being unique to the particular combinations of sensed toy figures and sensors sensing the toy figures and the order in which the toy figures were appropriately positioned to be sensed.
12. A playset comprising:
a plurality of'toy figures, each toy figure having the appearance of a different character and each toy figure bearing encoding differentiating each toy figure from each remaining toy figure of the plurality;
a play structure including a plurality of receptacles, each receptacle interchangeably receiving any of the plurality of toy figures;
a sensor associated with each receptacle, each sensor being configured to sense the differentiating encoding of any toy figure received in the associated receptacle;
a memory storing data representing at least different human word sounds;
a sound generator;
a processor coupled with each sensor, the memory and the sound generator; and
a stored program directing the processor to identify as related pairs each toy figure being sensed and the receptacle receiving the sensed toy figure and to further identify the chronological order in which plural related pairs of sensed toy figures and receiving receptacles were created, to select a set of the word sounds unique to the identified related pairs and to the chronological order in which the identified related pairs were created and to audibly produce the word sounds of the selected set with the sound generator.
13. A playset comprising:
a play structure;
at least two toy figures each toy figure having
the appearance of a different character and each toy figure bearing encoding uniquely identifying the toy figure;
at least two sensors on the play structure at different locations, each sensor being configured to sense the encoding on any of the at least two toy figures at the sensor
location, at least one sensor being configured to further
sense a direction one toy figure is facing at the location of
the at least one sensor;
a sound generator;
a memory storing data representing at least different human word sounds;
a processor coupled with each of the at least two sensors, the sound generator and the memory; ;
and a stored program directing the processor to
identify as related pairs, each toy figure being sensed by the sensors and the sensor sensing each sensed toy figure and to further identify the direction any toy figure at the at least one sensor location is facing, to select a set of the word sounds unique to the identified related pairs and to the direction of the one toy figure at the at least one sensor location, and to produce the word sounds of the selected set with the sound generator.
14. A playset substantially as hereinbefore described or with reference to any of the accompanying drawings.
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US1222193A | 1993-02-02 | 1993-02-02 |
Publications (2)
Publication Number | Publication Date |
---|---|
GB9401775D0 GB9401775D0 (en) | 1994-03-23 |
GB2275207A true GB2275207A (en) | 1994-08-24 |
Family
ID=21753928
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GB9401775A Withdrawn GB2275207A (en) | 1993-02-02 | 1994-01-31 | Talking playset |
Country Status (3)
Country | Link |
---|---|
AU (1) | AU5483994A (en) |
CA (1) | CA2113329A1 (en) |
GB (1) | GB2275207A (en) |
Cited By (18)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2364254A (en) * | 2000-04-28 | 2002-01-23 | Thinking Technology Inc | Doll and doll activity centre |
GB2364930A (en) * | 2000-06-02 | 2002-02-13 | Tomy Co Ltd | Interactive toy |
GB2365364A (en) * | 2000-06-09 | 2002-02-20 | Tomy Co Ltd | Toy and information service system |
EP1231151A2 (en) * | 2001-02-05 | 2002-08-14 | Thinking Technology Inc. | Combination of a product packaging or a product and an electronic display |
EP1249807A2 (en) * | 2001-03-28 | 2002-10-16 | Nec Corporation | ID-tag-based explanation system |
US6547629B1 (en) | 2001-05-15 | 2003-04-15 | Mattel, Inc. | Electronic toy and method of using the same |
GB2382957A (en) * | 2001-12-10 | 2003-06-11 | Innovision Res & Tech Plc | Detectable components and detection apparatus for detecting such components |
US7238026B2 (en) | 2004-11-04 | 2007-07-03 | Mattel, Inc. | Activity device |
EP1776990A3 (en) * | 2005-10-21 | 2007-09-19 | Patent Category Corporation | Interactive toy system |
US7469838B2 (en) | 2001-12-10 | 2008-12-30 | Brewster Kaleidoscope Llc | Detectable components and detection apparatus for detecting such components |
WO2009036411A2 (en) * | 2007-09-13 | 2009-03-19 | Learning Curve Brands, Inc. | Dollhouse and method of folding the dollhouse |
US7808385B2 (en) | 2005-10-21 | 2010-10-05 | Patent Category Corp. | Interactive clothing system |
US7909697B2 (en) | 2007-04-17 | 2011-03-22 | Patent Catefory Corp. | Hand-held interactive game |
US8098240B2 (en) | 2008-06-20 | 2012-01-17 | Mattel, Inc. | Capacitive touchpad and toy incorporating the same |
US8157611B2 (en) | 2005-10-21 | 2012-04-17 | Patent Category Corp. | Interactive toy system |
US8469766B2 (en) | 2005-10-21 | 2013-06-25 | Patent Category Corp. | Interactive toy system |
US8926395B2 (en) | 2007-11-28 | 2015-01-06 | Patent Category Corp. | System, method, and apparatus for interactive play |
WO2016023234A1 (en) * | 2014-08-15 | 2016-02-18 | Vtech Electronics, Ltd. | Electronic toy with radial independent connector and associated communication protocol |
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GB2227183A (en) * | 1988-12-30 | 1990-07-25 | Takara Co Ltd | Animated display apparatus |
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1994
- 1994-01-12 CA CA 2113329 patent/CA2113329A1/en not_active Abandoned
- 1994-01-31 GB GB9401775A patent/GB2275207A/en not_active Withdrawn
- 1994-02-01 AU AU54839/94A patent/AU5483994A/en not_active Abandoned
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US4484408A (en) * | 1982-07-29 | 1984-11-27 | Mattel, Inc. | Talking figure play set |
GB2227183A (en) * | 1988-12-30 | 1990-07-25 | Takara Co Ltd | Animated display apparatus |
Cited By (28)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2364254A (en) * | 2000-04-28 | 2002-01-23 | Thinking Technology Inc | Doll and doll activity centre |
GB2364930A (en) * | 2000-06-02 | 2002-02-13 | Tomy Co Ltd | Interactive toy |
GB2365364A (en) * | 2000-06-09 | 2002-02-20 | Tomy Co Ltd | Toy and information service system |
EP1231151A2 (en) * | 2001-02-05 | 2002-08-14 | Thinking Technology Inc. | Combination of a product packaging or a product and an electronic display |
EP1231151A3 (en) * | 2001-02-05 | 2004-01-02 | Thinking Technology Inc. | Combination of a product packaging or a product and an electronic display |
EP1249807A2 (en) * | 2001-03-28 | 2002-10-16 | Nec Corporation | ID-tag-based explanation system |
EP1249807A3 (en) * | 2001-03-28 | 2004-03-24 | Nec Corporation | ID-tag-based explanation system |
US6547629B1 (en) | 2001-05-15 | 2003-04-15 | Mattel, Inc. | Electronic toy and method of using the same |
US7469838B2 (en) | 2001-12-10 | 2008-12-30 | Brewster Kaleidoscope Llc | Detectable components and detection apparatus for detecting such components |
GB2382957A (en) * | 2001-12-10 | 2003-06-11 | Innovision Res & Tech Plc | Detectable components and detection apparatus for detecting such components |
US7238026B2 (en) | 2004-11-04 | 2007-07-03 | Mattel, Inc. | Activity device |
US7808385B2 (en) | 2005-10-21 | 2010-10-05 | Patent Category Corp. | Interactive clothing system |
US8157611B2 (en) | 2005-10-21 | 2012-04-17 | Patent Category Corp. | Interactive toy system |
US8469766B2 (en) | 2005-10-21 | 2013-06-25 | Patent Category Corp. | Interactive toy system |
EP1776990A3 (en) * | 2005-10-21 | 2007-09-19 | Patent Category Corporation | Interactive toy system |
US7982613B2 (en) | 2005-10-21 | 2011-07-19 | Patent Category Corp. | Interactive clothing system |
US7909697B2 (en) | 2007-04-17 | 2011-03-22 | Patent Catefory Corp. | Hand-held interactive game |
US9028293B2 (en) | 2007-09-13 | 2015-05-12 | Tomy International, Inc. | Dollhouse and method of folding the dollhouse |
US8303369B2 (en) | 2007-09-13 | 2012-11-06 | Tomy International, Inc. | Dollhouse and method of folding the dollhouse |
WO2009036411A3 (en) * | 2007-09-13 | 2009-05-14 | Learning Curve Brands Inc | Dollhouse and method of folding the dollhouse |
US8608529B2 (en) | 2007-09-13 | 2013-12-17 | Tomy International, Inc. | Dollhouse and method of folding the dollhouse |
WO2009036411A2 (en) * | 2007-09-13 | 2009-03-19 | Learning Curve Brands, Inc. | Dollhouse and method of folding the dollhouse |
US8926395B2 (en) | 2007-11-28 | 2015-01-06 | Patent Category Corp. | System, method, and apparatus for interactive play |
US8098240B2 (en) | 2008-06-20 | 2012-01-17 | Mattel, Inc. | Capacitive touchpad and toy incorporating the same |
US8400426B2 (en) | 2008-06-20 | 2013-03-19 | Mattel, Inc. | Capacitive touchpad and toy incorporating the same |
WO2016023234A1 (en) * | 2014-08-15 | 2016-02-18 | Vtech Electronics, Ltd. | Electronic toy with radial independent connector and associated communication protocol |
US10173142B2 (en) | 2014-08-15 | 2019-01-08 | Vtech Electronics, Ltd. | Electronic toy with radial independent connector and associated communication protocol |
US11305205B2 (en) | 2014-08-15 | 2022-04-19 | Vtech Electronics, Ltd. | Electronic toy with radial independent connector and associated communication protocol |
Also Published As
Publication number | Publication date |
---|---|
GB9401775D0 (en) | 1994-03-23 |
CA2113329A1 (en) | 1994-08-03 |
AU5483994A (en) | 1994-08-04 |
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WAP | Application withdrawn, taken to be withdrawn or refused ** after publication under section 16(1) |