US20130331001A1 - Play System Representing a Character - Google Patents

Play System Representing a Character Download PDF

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Publication number
US20130331001A1
US20130331001A1 US13/535,450 US201213535450A US2013331001A1 US 20130331001 A1 US20130331001 A1 US 20130331001A1 US 201213535450 A US201213535450 A US 201213535450A US 2013331001 A1 US2013331001 A1 US 2013331001A1
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Prior art keywords
character
play
play unit
unit
computing device
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US13/535,450
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Eitan Lev
Mordechai Teicher
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Conduit Ltd
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Individual
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Priority to US13/535,450 priority Critical patent/US20130331001A1/en
Assigned to CONDUIT LTD. reassignment CONDUIT LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: LEV, EITAN, MR., TEICHER, MORDECHAI, MR.
Publication of US20130331001A1 publication Critical patent/US20130331001A1/en
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    • 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
    • A63H13/00Toy figures with self-moving parts, with or without movement of the toy as a whole
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H2200/00Computerized interactive toys, e.g. dolls

Definitions

  • the present invention relates to play systems and, more particularly, to computerized active devices embodying a character.
  • a character In entertainment, recreation, and amusement, a character is sometimes represented in an active device in order to simulate an autonomous being, either real or fictitious.
  • a specific appearance and/or personality is typically attributed to the character in order to convey the impression that the character possesses traits such as personality, individuality, self-awareness, freedom of choice, opinions, tendencies and preferences, habits, and other qualities commonly associated with intelligent life.
  • An active device which represents a character is designed and/or configured to actualize, in some fashion, one or more dynamic components of the appearance, traits, and/or personality of the character.
  • Characters are often represented by toys or as computerized beings, and as the capability and versatility of smart devices continue to expand, it is common to find a commercially popular character represented in a variety of different formats in different devices.
  • a single user may own several active devices that are capable of representing the same character. For example, a young user may have an action figure toy that represents a particular character, and also have a virtual simulation of the same character on a home computer and in a mobile telephone or similar device. When multiple devices simultaneously actively represent the same character, however, the identity of the character as a distinct individual may become blurred, and this could negatively impact the user's experience.
  • the present invention provides methods and apparatus for a play system having multiple physical play units for representing the same character, while establishing and preserving the impression that, independent of the physical play units, the character itself has a genuine and unique existence of its own, including intangible aspects, like a consciousness or “soul”.
  • Embodiments of the invention accomplish this by ensuring that the character is dynamically represented in at most one of the user's play units at any given time.
  • disabled play unit may continue to represent a static component of the character, but does not fully represent the character dynamically, so that the user can tangibly identify the current “live” unit with the active dynamic components as being “the character”.
  • a “play unit” is a distinct physical device embodying a character.
  • a play unit is a dedicated computerized toy representing the character.
  • a play unit is a general purpose computing device, such as a mobile telephone, that includes programming for representing the character.
  • an “action” includes any physical expression of a play unit that signals or depicts a tangible act by a character represented by the play unit, including, but not limited to mechanical, visual, and audible expressions.
  • a “reaction” includes an action by a play unit in response to external stimulus, as well as a modification of behaviors of the play unit triggered by external stimulus.
  • “behaviors” include manners, mannerisms, habits, or styles of action and/or responsiveness of a character.
  • a “computing device” includes any programmable physical device with data processing capabilities, tangible non-transient data storage and a data communication device or comparable data communication component.
  • a play unit includes suitable input and/or output devices by which the play unit can interface with the user.
  • a play unit also has one or more physical actualizers for detecting and producing physical motion, visible images, and sounds.
  • Non-limiting examples of input/output and actualizer devices include: microphones; speakers; cameras; lights, screens, and other visual displays; buttons, switches, and/or keys in a keypad or keyboard; physical sensors and transducers, such as pressure sensors, strain gauges, magnetic sensors, capacitive sensors, thermometers, accelerometers, navigation chips, compasses, and gyroscopes; and electric motors and electric actuators for producing and/or controlling mechanical motion.
  • a play unit is a computerized doll that serves as a physical effigy of a character represented by the play unit.
  • the physical effigy typically exhibits static components of the character.
  • the doll contains one or more physical actuators for performing mechanical motion constituting one or more actions of the character.
  • certain embodiments of the invention define a “character” 100 as encompassing both static components 110 and dynamic components 120 .
  • Static components 110 are typically related to a physical appearance or a perceived physical appearance, and are substantially constant in time.
  • Dynamic components 120 are time-varying, and involve different elements of character and personality. For this reason, it is dynamic elements 120 which best convey the sense of a “live” character, and which must be orchestrated properly in a play system with multiple play units representing the same character.
  • dynamic components 120 include a set of actions 122 , a set of reactions 124 , and a set of behaviors 126 .
  • actions 122 , reactions 124 , and behaviors 126 interact in a variety of ways according to these embodiments.
  • behaviors 126 have effects 126 A on actions 122 as well as effects 126 B on reactions 124 .
  • Reactions 124 include action initiators 124 A in response to external stimulus, as well as modifications 124 B of behaviors as triggered by external stimulus.
  • actions are initiated by a character without direct external stimuli, whereas reactions are made by a character in response to dynamic external stimuli given to the character.
  • Both action and reaction as exhibited by these embodiments are separate traits of characters.
  • a kung fu character might kick an opponent character as an action, but would block a punch as a reaction to the opponent character's attack.
  • actions include, but are not limited to: motion, both real (such as a tangible mechanical motion) and virtual (such as visual effects via video or graphical renditions), of the character and/or parts of the character's body; audio effects, including audible sounds emanating from the character, such as speech or other vocalizations.
  • actions relate to objects and features, both real and virtual, that are distinct from the character, such as objects and features of the character's environment.
  • examples of reactions include, but are not limited to: actions in response to external stimulus from the character's environment, both real and virtual; actions in response to (simulated) internal stimulus of the character itself; modifications of the character's behaviors as triggered by external stimulus from the character's environment; and modifications of the character's behaviors as triggered by (simulated) internal stimulus of the character itself.
  • a character may respond to a question or command from the user with an action representing an answer to the question or a carrying out of the command; a character may express a desire to eat in response to a (simulated) hunger condition; or may become talkative or quiet, playful or sullen, etc., in reaction to external or (simulated) internal conditions.
  • examples of behaviors include, but are not limited to: manners or styles of speech or motion; sensitivity to stimulus; habits, tendencies, attitudes, and so forth, which are associated with the personality of the character. Behaviors govern and modify the manner or style of actions and reactions, as well as other behaviors themselves. In non-limiting examples, one character may exhibit a behavior that encourages speech—such a behavior might be considered “talkative”; whereas another character may exhibit a behavior that discourages speech—such a behavior might be considered “reserved”. Still other characters may exhibit behaviors of humorousness, aggressiveness, bravado, sensitivity, and so forth.
  • not all character components are explicitly present.
  • only actions 122 and reactions 124 are present.
  • behaviors 126 are implicit in actions 122 and reactions 124 and are static.
  • the character may be a pet kitten, whose dynamic actions 122 are inherently playful, frisky, and otherwise typical of a juvenile feline—and non-changing.
  • the actions and reactions of such a character are limited and constant, so that behaviors 126 may be implicit without having to be executed per se.
  • only actions 122 and behaviors 126 are present. In these embodiments, actions 122 vary in time according to behaviors 126 without responding to any particular stimuli.
  • At least one action 122 is present in a play unit, even if reactions 124 and behaviors 126 are not present.
  • at least one action 122 is a tangible action including autonomous physical motion of at least a part of the play unit.
  • character actions are virtual, such as by a virtual character in a virtual environment on a display screen.
  • a play unit that forms part of a play system of a user, the play system representing a character
  • the play unit including: (a) a character dynamic component that performs at least one action of the character, the action selected from a group consisting of: (i) an audio effect, (ii) a visual effect, and (iii) a mechanical motion; (b) a communication device for communicating with other play units of the play system; and (c) a computing device operative to: (i) control the character dynamic component, (ii) enable the character dynamic component upon receiving an enabling signal via the communication device, and (iii) send an enabling signal via the communication device upon disabling the character dynamic component.
  • a play system representing a character including a first play unit and a second play unit, the first play unit including: (a) a character dynamic component that performs at least one action of the character, the action selected from a group consisting of: (i) an audio effect, (ii) a visual effect, and (iii) a mechanical motion; and (b) a computing device operative to: (i) control the character dynamic component; (ii) enable the character dynamic component upon receiving an enabling signal from the second play unit, and (iii) send an enabling signal to the second play unit upon disabling the character dynamic component.
  • a computing device product for coordinating a first play unit representing a character with a second play unit representing the character, the play units each operative to execute at least one character dynamic component
  • the computing device product including tangible non-transient device-readable data storage that includes a set of executable commands for the computing device, which commands, when executed by the computing device, cause the computing device to perform: (a) receiving a user command; and (b) in response to the user command: (i) disabling the at least one character dynamic component in the first play unit; and (ii) enabling the at least one character dynamic component in the second play unit.
  • FIG. 1A conceptually illustrates components of a character according to embodiments of the invention.
  • FIG. 1B conceptually illustrates relationships between components of dynamic components of a character.
  • FIG. 2 is a conceptual block diagram of a play unit in a play system according to an embodiment of the invention.
  • FIG. 3 illustrates exemplary types of play units according to certain embodiments of the invention.
  • FIG. 4 illustrates transfer of enabled status from a currently-enabled play unit to a currently-disabled play unit according to certain embodiments of the invention.
  • FIG. 5 illustrates a method according to certain embodiments of the invention.
  • FIG. 2 is a conceptual block diagram of a play system 200 that includes a plurality of play units 210 according to certain embodiments of the invention.
  • Each play unit 210 includes a computing device 220 which features: a processor 228 ; a tangible device-writable and device-readable non-transient data storage device 240 which includes a program storage area 242 ; a user interface 226 , which includes the drivers for devices and components that perform user input/output operations, including, but not limited to: user input devices such as buttons, switches, touch-sensitive devices, microphones, speakers, cameras, and display screens; a data communication device 224 , or comparable data communication component for communicating with other play units of system 200 ; and optionally general functionalities 232 which are unrelated to a character, such as functionalities of a mobile telephone, text messaging or photography.
  • physical actualizers 290 are controlled by computing device 220 and input environmental stimulus into computing device 220 .
  • Non-limiting examples of physical actualizers include electric motors for physically animating a play unit; cameras for simulating visual recognition; microphones and speakers for speech interaction; and display screens for virtual characters and environments.
  • play unit 210 receives a user command via user interface 226 .
  • play unit 210 receives a user command via communication device 224 , wherein the command was sent from another play unit.
  • play unit 210 has both user interface 226 and communication device 224 , to receive user commands from either user interface 226 or communication device 224 , as well as send a user command entered via user interface 226 to another play unit via communication device 224 .
  • embodiments of the invention provide user interface 226 for accepting user interactions with play unit 210 when a character dynamic component 120 is enabled.
  • computing device 220 of play unit 210 executes character dynamic components 120 , by specifically executing actions 122 , reactions 124 , and behaviors 126 .
  • computing device 220 executes character dynamic components by virtue of processor 228 executing instructions in program storage 242 which cause computing device 220 to execute one or more character dynamic components 120 .
  • Play unit character dynamic components 120 are varied and depend on the nature of the character represented by the play unit. As a non-limiting example, a user who is a young child may choose a character representing a pet. A popular character dynamic component 120 for a pet character is to express hunger or a desire to eat a treat, to which the user responds by offering the character an appropriate food.
  • a doll play unit in the enabled state could express a desire to eat, such as by making certain sounds or assuming certain postures indicative of a desire to eat. The user could then transfer the character to another play unit, such as a tablet computer, by a signal entered at one of the play units. When the transfer is complete, the doll will have disabled status and the tablet computer's play unit implementation will have enabled status.
  • the user can then feed the pet character in the virtual environment of the tablet computer, where the graphical representation of the pet character can be portrayed as eating the virtual food given to it by the user. Later, when the user transfers the pet character back to the doll play unit, the doll play unit can express appreciation to the user for the food, such as by making certain sounds or assuming certain postures indicative of appreciation.
  • character dynamic components 120 pertain only to the character and are distinct from general functionalities 232 of play unit 210 ( FIG. 2 ). In these embodiments, disabling and enabling character dynamic components 120 does not affect general functionalities 232 , which may be enabled and disabled independently of enabling and disabling of character dynamic components 120 .
  • play unit 210 has a settable and readable status 280 which is either enabled or disabled.
  • the default status of a play unit is disabled. If, for any reason, the status of a play unit is not set or is not settable, then by default the status of that play unit is preferably disabled. Likewise, if a play unit is currently not operational (e.g., no electrical power is furnished), then that play unit is considered to have a disabled status.
  • the term “enabled play unit” denotes a play unit having enabled status; and the term “disabled play unit” denotes a play unit having disabled status.
  • status 280 is stored in data storage 240 .
  • all of character dynamic components 120 are enabled.
  • at least one character dynamic component 120 is disabled.
  • a disabled play unit has all dynamic character components 120 disabled.
  • status 280 is set to enabled when play unit 210 receives an enabling signal, and is set to disabled when a character dynamic component 120 is disabled.
  • no more than one play unit of a play system can have enabled status at any given time.
  • it is necessary to change the status of the currently-enabled play unit to disabled either before setting the disabled play unit to enabled status, or simultaneously therewith.
  • the term “simultaneously” denotes that the setting changes of the currently-enabled play unit to disabled status and the setting of a currently disabled play unit to enabled status both take place within a time span that is small compared to a time interval that is discernable to the user.
  • At most only a single one of play units 210 of play system 200 have all of character dynamic components 120 enabled at any given time. In this manner, at most only a single one of play units 210 of play system 200 dynamically represents the complete character.
  • FIG. 3 illustrates different play unit kinds 210 K according to certain embodiments of the invention.
  • a general-purpose computing device 210 C can be programmed to function as a play unit. Such devices include, but are not limited to: personal computers; workstations; smart terminals; handheld computing devices with graphical user interfaces, such as tablet computers and smart phones; programmable electronic games; and the like.
  • a dedicated multimedia device 210 M may include a multimedia device that represents a single character only.
  • a computerized doll 210 D may include action figures, robotic toys, and other forms of interactive smart toys.
  • character dynamic components 120 are necessarily available in the different play units of a play system.
  • doll play unit 210 D may have real physical motion capabilities which computing device play unit 210 C lacks.
  • the virtual environment of computing device play unit 210 C may offer character dynamic components 120 which are not offered by doll play unit 210 D, such as the ability to transform or morph into a completely different visual form, or offer telephony functionalities as part of character dynamic components 120 .
  • a user of play system 200 can issue a command to a play unit 210 of play system 200 to change the currently-enabled play unit to a different play unit of play system 200 , and thereby change the unit which dynamically represents the complete character, in such a manner as to insure that, at most, only one single play unit represents the complete character at any given time, i.e., a character having dynamic components as well as static components.
  • FIG. 4 illustrates a transfer 270 of enabled status from a currently-enabled play unit 210 A to a currently-disabled play unit 210 X.
  • transfer 270 is accomplished by simultaneously performing an enabling action 270 E on play unit 210 ⁇ and a disabling action 270 D on play unit 210 A.
  • play unit 210 X has enabled status and play unit 210 has disabled status.
  • transfer is reversible and enabled status may be transferred repeatedly back and forth among multiple play units of the same play system. This is illustrated in FIG.
  • the enabling and/or disabling actions are preformed is response to signals sent by one play unit to another.
  • the signals are sent to the respective play units by a device that is not a play unit.
  • an enabled play unit sends an enabling signal to another (disabled) play unit while disabling itself.
  • a disabled play unit enables itself while sending a disabling signal to another (enabled) play unit.
  • status 280 is implemented by a hardware register which is settable and readable by processor 228 of computing device 220 ; in another embodiment, status 280 is implemented as a value in a specified location in data storage 240 which is settable and readable by program control, e.g. as a digital flag.
  • a currently-disabled play unit can be used to transfer enabled status to itself from the currently-enabled play unit.
  • the currently-disabled play unit is enabled at the same time as a currently-enabled play unit is disabled.
  • a currently-enabled play unit can be used to transfer enabled status from itself to a currently-disabled play unit.
  • the currently-enabled play unit is disabled at the same time as it sends an enabling signal to the currently-disabled play unit.
  • status 280 is an implementation feature that is transparent to the user. That is, the user does not relate to the play units in terms of their “status”, but rather conceives the various play units as different incarnations or venues for the same single character to inhabit at different times and under different circumstances.
  • FIG. 5 illustrates an operation method according to certain embodiments of the invention for transferring enabled status from a first currently-enabled play unit 504 to a second currently-disabled play unit 512 .
  • a user transfer command 503 is received in a step 501 .
  • user transfer command 503 is received by a first play unit 504 .
  • user transfer command 503 is received by another play unit, such as a second play unit 512 .
  • a status 507 of play unit 504 is set to disabled, and in a step 509 at least one character dynamic component 511 of play unit 504 is disabled. In an embodiment of the invention, all of character dynamic components 511 are disabled.
  • a status 515 of play unit 512 is set to enabled, and in a step 517 at least one character dynamic component 519 of play unit 512 is enabled. In certain embodiments of the invention, all of character dynamic components 519 are enabled.
  • a further embodiment of the invention provides a product for use with a computing device for performing the foregoing method or variants thereof.
  • a product for a computing device includes a set of executable commands for performing the method on a computing device, wherein the executable commands are contained within a tangible device-readable non-transient data storage medium including, but not limited to: data media such as magnetic media and optical media; computer memory; semiconductor memory storage; flash memory storage; data storage devices and hardware components; and the tangible non-transient storage devices of a remote computing device or communication network; such that when the executable commands of the product are executed, the product causes the computing device to perform the method.
  • a tangible device-readable non-transient data storage medium including, but not limited to: data media such as magnetic media and optical media; computer memory; semiconductor memory storage; flash memory storage; data storage devices and hardware components; and the tangible non-transient storage devices of a remote computing device or communication network; such that when the executable commands of the product are executed, the product causes the computing device to perform the method.

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Abstract

Methods and apparatus for a play system representing a character, including multiple distinct physical play units for representing the same character simultaneously, while establishing and preserving the impression that, independent of the physical play units, the character itself has a genuine and unique existence of its own. The invention provides for this property of the play system by permitting only a single play unit to fully represent the dynamic components of the character at any given time. Enabled status can be reversibly transferred from one play unit to another by user command.

Description

    CROSS REFERENCE TO RELATED APPLICATIONS
  • This application claims the benefits of U.S. provisional patent application 61/658,346 filed on 11 Jun. 2012, which is incorporated by reference as if set forth herein.
  • FIELD
  • The present invention relates to play systems and, more particularly, to computerized active devices embodying a character.
  • BACKGROUND
  • In entertainment, recreation, and amusement, a character is sometimes represented in an active device in order to simulate an autonomous being, either real or fictitious. A specific appearance and/or personality is typically attributed to the character in order to convey the impression that the character possesses traits such as personality, individuality, self-awareness, freedom of choice, opinions, tendencies and preferences, habits, and other qualities commonly associated with intelligent life. An active device which represents a character is designed and/or configured to actualize, in some fashion, one or more dynamic components of the appearance, traits, and/or personality of the character.
  • Characters are often represented by toys or as computerized beings, and as the capability and versatility of smart devices continue to expand, it is common to find a commercially popular character represented in a variety of different formats in different devices.
  • A single user may own several active devices that are capable of representing the same character. For example, a young user may have an action figure toy that represents a particular character, and also have a virtual simulation of the same character on a home computer and in a mobile telephone or similar device. When multiple devices simultaneously actively represent the same character, however, the identity of the character as a distinct individual may become blurred, and this could negatively impact the user's experience.
  • Accordingly, it is desirable to have systems and methods which coordinate multiple active devices in such a way to preserve and enhance the individual aspect of a character, irrespective of the multiplicity of the devices which embody the character. This goal is met by the present invention.
  • SUMMARY
  • The present invention provides methods and apparatus for a play system having multiple physical play units for representing the same character, while establishing and preserving the impression that, independent of the physical play units, the character itself has a genuine and unique existence of its own, including intangible aspects, like a consciousness or “soul”.
  • Embodiments of the invention accomplish this by ensuring that the character is dynamically represented in at most one of the user's play units at any given time. According to certain embodiments of the invention, disabled play unit may continue to represent a static component of the character, but does not fully represent the character dynamically, so that the user can tangibly identify the current “live” unit with the active dynamic components as being “the character”.
  • DEFINITIONS
  • In embodiments of the invention, a “play unit” is a distinct physical device embodying a character. In an embodiment of the invention, a play unit is a dedicated computerized toy representing the character. In another embodiment, a play unit is a general purpose computing device, such as a mobile telephone, that includes programming for representing the character.
  • In certain embodiments of the invention, an “action” includes any physical expression of a play unit that signals or depicts a tangible act by a character represented by the play unit, including, but not limited to mechanical, visual, and audible expressions.
  • In certain embodiments of the invention, a “reaction” includes an action by a play unit in response to external stimulus, as well as a modification of behaviors of the play unit triggered by external stimulus.
  • In certain embodiments of the invention, “behaviors” include manners, mannerisms, habits, or styles of action and/or responsiveness of a character.
  • In certain embodiments of the invention, a “computing device” includes any programmable physical device with data processing capabilities, tangible non-transient data storage and a data communication device or comparable data communication component. In connection with an embedded computing device, a play unit includes suitable input and/or output devices by which the play unit can interface with the user. According to certain embodiments of the invention, a play unit also has one or more physical actualizers for detecting and producing physical motion, visible images, and sounds. Non-limiting examples of input/output and actualizer devices include: microphones; speakers; cameras; lights, screens, and other visual displays; buttons, switches, and/or keys in a keypad or keyboard; physical sensors and transducers, such as pressure sensors, strain gauges, magnetic sensors, capacitive sensors, thermometers, accelerometers, navigation chips, compasses, and gyroscopes; and electric motors and electric actuators for producing and/or controlling mechanical motion.
  • In certain embodiments of the invention, a play unit is a computerized doll that serves as a physical effigy of a character represented by the play unit. The physical effigy typically exhibits static components of the character. In an embodiment of the invention, the doll contains one or more physical actuators for performing mechanical motion constituting one or more actions of the character.
  • The Components of a Character
  • As illustrated in FIG. 1A, certain embodiments of the invention define a “character” 100 as encompassing both static components 110 and dynamic components 120. Static components 110 are typically related to a physical appearance or a perceived physical appearance, and are substantially constant in time. Dynamic components 120, however, are time-varying, and involve different elements of character and personality. For this reason, it is dynamic elements 120 which best convey the sense of a “live” character, and which must be orchestrated properly in a play system with multiple play units representing the same character.
  • According to certain embodiments of the invention, dynamic components 120 include a set of actions 122, a set of reactions 124, and a set of behaviors 126. As illustrated in FIG. 1B, actions 122, reactions 124, and behaviors 126 interact in a variety of ways according to these embodiments. In particular, behaviors 126 have effects 126A on actions 122 as well as effects 126B on reactions 124. Reactions 124 include action initiators 124A in response to external stimulus, as well as modifications 124B of behaviors as triggered by external stimulus.
  • According to various embodiments of the invention, actions are initiated by a character without direct external stimuli, whereas reactions are made by a character in response to dynamic external stimuli given to the character. Both action and reaction as exhibited by these embodiments are separate traits of characters. In a non-limiting example, a kung fu character might kick an opponent character as an action, but would block a punch as a reaction to the opponent character's attack.
  • According to embodiments of the invention, actions include, but are not limited to: motion, both real (such as a tangible mechanical motion) and virtual (such as visual effects via video or graphical renditions), of the character and/or parts of the character's body; audio effects, including audible sounds emanating from the character, such as speech or other vocalizations. In some embodiments of the invention, actions relate to objects and features, both real and virtual, that are distinct from the character, such as objects and features of the character's environment.
  • According to embodiments of the invention, examples of reactions include, but are not limited to: actions in response to external stimulus from the character's environment, both real and virtual; actions in response to (simulated) internal stimulus of the character itself; modifications of the character's behaviors as triggered by external stimulus from the character's environment; and modifications of the character's behaviors as triggered by (simulated) internal stimulus of the character itself. In non-limiting examples: a character may respond to a question or command from the user with an action representing an answer to the question or a carrying out of the command; a character may express a desire to eat in response to a (simulated) hunger condition; or may become talkative or quiet, playful or sullen, etc., in reaction to external or (simulated) internal conditions.
  • According to embodiments of the invention, examples of behaviors include, but are not limited to: manners or styles of speech or motion; sensitivity to stimulus; habits, tendencies, attitudes, and so forth, which are associated with the personality of the character. Behaviors govern and modify the manner or style of actions and reactions, as well as other behaviors themselves. In non-limiting examples, one character may exhibit a behavior that encourages speech—such a behavior might be considered “talkative”; whereas another character may exhibit a behavior that discourages speech—such a behavior might be considered “reserved”. Still other characters may exhibit behaviors of humorousness, aggressiveness, bravado, sensitivity, and so forth.
  • In certain embodiments of the invention, not all character components are explicitly present. In some embodiments, only actions 122 and reactions 124 are present. In these embodiments, behaviors 126 are implicit in actions 122 and reactions 124 and are static. In a non-limiting example, the character may be a pet kitten, whose dynamic actions 122 are inherently playful, frisky, and otherwise typical of a juvenile feline—and non-changing. In this case, the actions and reactions of such a character are limited and constant, so that behaviors 126 may be implicit without having to be executed per se. In other embodiments, only actions 122 and behaviors 126 are present. In these embodiments, actions 122 vary in time according to behaviors 126 without responding to any particular stimuli.
  • In some embodiments of the invention, at least one action 122 is present in a play unit, even if reactions 124 and behaviors 126 are not present. In certain embodiments, at least one action 122 is a tangible action including autonomous physical motion of at least a part of the play unit. In other embodiments, character actions are virtual, such as by a virtual character in a virtual environment on a display screen.
  • Therefore, according to an embodiment of the present invention, there is provided a play unit that forms part of a play system of a user, the play system representing a character, the play unit including: (a) a character dynamic component that performs at least one action of the character, the action selected from a group consisting of: (i) an audio effect, (ii) a visual effect, and (iii) a mechanical motion; (b) a communication device for communicating with other play units of the play system; and (c) a computing device operative to: (i) control the character dynamic component, (ii) enable the character dynamic component upon receiving an enabling signal via the communication device, and (iii) send an enabling signal via the communication device upon disabling the character dynamic component.
  • Also, according to another embodiment of the present invention there is provided a play system representing a character, the play system including a first play unit and a second play unit, the first play unit including: (a) a character dynamic component that performs at least one action of the character, the action selected from a group consisting of: (i) an audio effect, (ii) a visual effect, and (iii) a mechanical motion; and (b) a computing device operative to: (i) control the character dynamic component; (ii) enable the character dynamic component upon receiving an enabling signal from the second play unit, and (iii) send an enabling signal to the second play unit upon disabling the character dynamic component.
  • In addition, according to still another embodiment of the present invention there is provided a computing device product for coordinating a first play unit representing a character with a second play unit representing the character, the play units each operative to execute at least one character dynamic component, the computing device product including tangible non-transient device-readable data storage that includes a set of executable commands for the computing device, which commands, when executed by the computing device, cause the computing device to perform: (a) receiving a user command; and (b) in response to the user command: (i) disabling the at least one character dynamic component in the first play unit; and (ii) enabling the at least one character dynamic component in the second play unit.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The present invention will be more fully understood from the following detailed description of the embodiments thereof, taken together with the drawings in which:
  • FIG. 1A conceptually illustrates components of a character according to embodiments of the invention.
  • FIG. 1B conceptually illustrates relationships between components of dynamic components of a character.
  • FIG. 2 is a conceptual block diagram of a play unit in a play system according to an embodiment of the invention.
  • FIG. 3 illustrates exemplary types of play units according to certain embodiments of the invention.
  • FIG. 4 illustrates transfer of enabled status from a currently-enabled play unit to a currently-disabled play unit according to certain embodiments of the invention.
  • FIG. 5 illustrates a method according to certain embodiments of the invention.
  • For clarity of illustration, some elements in the drawings are shown as sub-elements of higher-level elements. It is understood, however, that such grouping of elements into higher-level elements is non-limiting, and that there exist alternate embodiments of the invention in which elements are grouped differently, and embodiments of the invention in which the elements are not grouped at all.
  • DETAILED DESCRIPTION
  • The principles and operation of a play system according to embodiments of the present invention may be understood with reference to the drawings and the accompanying description.
  • FIG. 2 is a conceptual block diagram of a play system 200 that includes a plurality of play units 210 according to certain embodiments of the invention. Each play unit 210 includes a computing device 220 which features: a processor 228; a tangible device-writable and device-readable non-transient data storage device 240 which includes a program storage area 242; a user interface 226, which includes the drivers for devices and components that perform user input/output operations, including, but not limited to: user input devices such as buttons, switches, touch-sensitive devices, microphones, speakers, cameras, and display screens; a data communication device 224, or comparable data communication component for communicating with other play units of system 200; and optionally general functionalities 232 which are unrelated to a character, such as functionalities of a mobile telephone, text messaging or photography.
  • In certain embodiments of the invention, physical actualizers 290 are controlled by computing device 220 and input environmental stimulus into computing device 220. Non-limiting examples of physical actualizers include electric motors for physically animating a play unit; cameras for simulating visual recognition; microphones and speakers for speech interaction; and display screens for virtual characters and environments.
  • In certain embodiments of the invention, play unit 210 receives a user command via user interface 226. In other embodiments, play unit 210 receives a user command via communication device 224, wherein the command was sent from another play unit. In still other embodiments, play unit 210 has both user interface 226 and communication device 224, to receive user commands from either user interface 226 or communication device 224, as well as send a user command entered via user interface 226 to another play unit via communication device 224.
  • In addition to accepting user commands to enable and disable character dynamic components via user interface 226, embodiments of the invention provide user interface 226 for accepting user interactions with play unit 210 when a character dynamic component 120 is enabled.
  • Character Dynamic Components
  • According to certain embodiments of the invention, as shown in FIG. 2, computing device 220 of play unit 210 executes character dynamic components 120, by specifically executing actions 122, reactions 124, and behaviors 126. In specific embodiments, computing device 220 executes character dynamic components by virtue of processor 228 executing instructions in program storage 242 which cause computing device 220 to execute one or more character dynamic components 120.
  • Play unit character dynamic components 120 are varied and depend on the nature of the character represented by the play unit. As a non-limiting example, a user who is a young child may choose a character representing a pet. A popular character dynamic component 120 for a pet character is to express hunger or a desire to eat a treat, to which the user responds by offering the character an appropriate food. In an embodiment of the invention, a doll play unit in the enabled state could express a desire to eat, such as by making certain sounds or assuming certain postures indicative of a desire to eat. The user could then transfer the character to another play unit, such as a tablet computer, by a signal entered at one of the play units. When the transfer is complete, the doll will have disabled status and the tablet computer's play unit implementation will have enabled status. The user can then feed the pet character in the virtual environment of the tablet computer, where the graphical representation of the pet character can be portrayed as eating the virtual food given to it by the user. Later, when the user transfers the pet character back to the doll play unit, the doll play unit can express appreciation to the user for the food, such as by making certain sounds or assuming certain postures indicative of appreciation.
  • Similar transfers can be made in other embodiments of the invention, such as for fighting characters, sports characters, and so forth.
  • In certain embodiments of the invention, character dynamic components 120 pertain only to the character and are distinct from general functionalities 232 of play unit 210 (FIG. 2). In these embodiments, disabling and enabling character dynamic components 120 does not affect general functionalities 232, which may be enabled and disabled independently of enabling and disabling of character dynamic components 120.
  • Play Unit Status
  • With reference to FIG. 2, according to some embodiments of the invention, play unit 210 has a settable and readable status 280 which is either enabled or disabled. The default status of a play unit is disabled. If, for any reason, the status of a play unit is not set or is not settable, then by default the status of that play unit is preferably disabled. Likewise, if a play unit is currently not operational (e.g., no electrical power is furnished), then that play unit is considered to have a disabled status. The term “enabled play unit” denotes a play unit having enabled status; and the term “disabled play unit” denotes a play unit having disabled status. In certain embodiments of the invention, status 280 is stored in data storage 240.
  • According to certain embodiments of the invention, for an enabled play unit, all of character dynamic components 120 are enabled. In other embodiments of the invention, for a disabled play unit at least one character dynamic component 120 is disabled. In an embodiment of the invention, a disabled play unit has all dynamic character components 120 disabled. In another embodiment of the invention, status 280 is set to enabled when play unit 210 receives an enabling signal, and is set to disabled when a character dynamic component 120 is disabled.
  • According to embodiments of the invention, no more than one play unit of a play system can have enabled status at any given time. For example, in order to set disabled play unit to have enabled status, it is necessary to change the status of the currently-enabled play unit to disabled, either before setting the disabled play unit to enabled status, or simultaneously therewith. According to certain embodiments of the invention, in the context of changing the enabled play unit of a play system, the term “simultaneously” denotes that the setting changes of the currently-enabled play unit to disabled status and the setting of a currently disabled play unit to enabled status both take place within a time span that is small compared to a time interval that is discernable to the user.
  • Thus, preferably, at most only a single one of play units 210 of play system 200 have all of character dynamic components 120 enabled at any given time. In this manner, at most only a single one of play units 210 of play system 200 dynamically represents the complete character.
  • Play Unit Kinds
  • FIG. 3 illustrates different play unit kinds 210K according to certain embodiments of the invention. A general-purpose computing device 210C can be programmed to function as a play unit. Such devices include, but are not limited to: personal computers; workstations; smart terminals; handheld computing devices with graphical user interfaces, such as tablet computers and smart phones; programmable electronic games; and the like. A dedicated multimedia device 210M may include a multimedia device that represents a single character only. A computerized doll 210D may include action figures, robotic toys, and other forms of interactive smart toys.
  • In certain embodiments of the invention, not all character dynamic components 120 are necessarily available in the different play units of a play system. For example, doll play unit 210D may have real physical motion capabilities which computing device play unit 210C lacks. Conversely, however, the virtual environment of computing device play unit 210C may offer character dynamic components 120 which are not offered by doll play unit 210D, such as the ability to transform or morph into a completely different visual form, or offer telephony functionalities as part of character dynamic components 120.
  • Enabling and Disabling of Play Units
  • According to certain embodiments of the invention, a user of play system 200 can issue a command to a play unit 210 of play system 200 to change the currently-enabled play unit to a different play unit of play system 200, and thereby change the unit which dynamically represents the complete character, in such a manner as to insure that, at most, only one single play unit represents the complete character at any given time, i.e., a character having dynamic components as well as static components.
  • FIG. 4 illustrates a transfer 270 of enabled status from a currently-enabled play unit 210A to a currently-disabled play unit 210X. According to certain embodiments of the invention, transfer 270 is accomplished by simultaneously performing an enabling action 270E on play unit 210× and a disabling action 270D on play unit 210A. After transfer 270, play unit 210X has enabled status and play unit 210 has disabled status. According to additional embodiments of the invention, transfer is reversible and enabled status may be transferred repeatedly back and forth among multiple play units of the same play system. This is illustrated in FIG. 4 with a transfer 272, for which an enabling action 272E is performed on play unit 210A and a disabling action 272D is performed on play unit 210X. In some embodiments of the invention, the enabling and/or disabling actions are preformed is response to signals sent by one play unit to another. In other embodiments, the signals are sent to the respective play units by a device that is not a play unit. In a specific embodiment, an enabled play unit sends an enabling signal to another (disabled) play unit while disabling itself. In another specific embodiment, a disabled play unit enables itself while sending a disabling signal to another (enabled) play unit. It is reemphasized that, according to these embodiments, at most only one play unit of a play system has enabled status at any given time. In these embodiments, the terms “simultaneously” and “at the same given time” denote that a user cannot discern any time interval in which two play units are enabled.
  • In an embodiment of the invention, status 280 is implemented by a hardware register which is settable and readable by processor 228 of computing device 220; in another embodiment, status 280 is implemented as a value in a specified location in data storage 240 which is settable and readable by program control, e.g. as a digital flag.
  • According to an embodiment of the invention, a currently-disabled play unit can be used to transfer enabled status to itself from the currently-enabled play unit. In this embodiment, the currently-disabled play unit is enabled at the same time as a currently-enabled play unit is disabled. According to another embodiment, a currently-enabled play unit can be used to transfer enabled status from itself to a currently-disabled play unit. In this embodiment, the currently-enabled play unit is disabled at the same time as it sends an enabling signal to the currently-disabled play unit.
  • In embodiments of the invention, status 280 is an implementation feature that is transparent to the user. That is, the user does not relate to the play units in terms of their “status”, but rather conceives the various play units as different incarnations or venues for the same single character to inhabit at different times and under different circumstances.
  • Operation
  • FIG. 5 illustrates an operation method according to certain embodiments of the invention for transferring enabled status from a first currently-enabled play unit 504 to a second currently-disabled play unit 512. When the method starts, a user transfer command 503 is received in a step 501. According to an embodiment of the invention, user transfer command 503 is received by a first play unit 504. In another embodiment, user transfer command 503 is received by another play unit, such as a second play unit 512.
  • In a step 505, a status 507 of play unit 504 is set to disabled, and in a step 509 at least one character dynamic component 511 of play unit 504 is disabled. In an embodiment of the invention, all of character dynamic components 511 are disabled.
  • In a step 513, a status 515 of play unit 512 is set to enabled, and in a step 517 at least one character dynamic component 519 of play unit 512 is enabled. In certain embodiments of the invention, all of character dynamic components 519 are enabled.
  • Computing Device Product
  • A further embodiment of the invention provides a product for use with a computing device for performing the foregoing method or variants thereof.
  • A product for a computing device according to this embodiment includes a set of executable commands for performing the method on a computing device, wherein the executable commands are contained within a tangible device-readable non-transient data storage medium including, but not limited to: data media such as magnetic media and optical media; computer memory; semiconductor memory storage; flash memory storage; data storage devices and hardware components; and the tangible non-transient storage devices of a remote computing device or communication network; such that when the executable commands of the product are executed, the product causes the computing device to perform the method.
  • While the invention has been described with respect to a limited number of embodiments, it will be appreciated that many variations, modifications and other applications of the invention may be made.

Claims (16)

What is claimed is:
1. A play unit that forms part of a play system of a user, the play system representing a character, the play unit comprising:
a character dynamic component that performs at least one action of the character, the action selected from a group consisting of:
an audio effect,
a visual effect, and
a mechanical motion;
a communication device for communicating with other play units of the play system; and
a computing device operative to:
control the character dynamic component;
enable the character dynamic component upon receiving an enabling signal via the communication device, and
send an enabling signal via the communication device upon disabling the character dynamic component.
2. The play unit of claim 1, wherein the computing device comprises a user interface for receiving user commands for at least one of:
interacting with the play unit when the character dynamic component is enabled;
disabling the character dynamic component; or
sending a request for the enabling signal, via the communication device, to an alternate play unit of the play system.
3. The play unit of claim 1, wherein the computing device comprises a device-writable and device-readable non-transient storage device that stores a status of the play unit, and wherein the status is set to enabled when receiving the enabling signal and is set to disabled when disabling the character dynamic component.
4. The play unit of claim 3 wherein the computing device is operative to control a plurality of character dynamic components, and wherein all character dynamic components are disabled when the play unit has disabled status.
5. The play unit of claim 1, wherein the play unit is a general-purpose computing device.
6. The play unit of claim 5, wherein the play unit is a handheld computing device that includes a graphical user interface.
7. The play unit of claim 1, embodied as a doll that serves as a physical effigy of the character.
8. The play unit of claim 7, wherein the doll comprises a physical actuator for performing a mechanical motion as an action of the character.
9. A play system representing a character, the play system comprising a first play unit and a second play unit, the first play unit including:
a character dynamic component that performs at least one action of the character, the action selected from a group consisting of:
an audio effect,
a visual effect, and
a mechanical motion; and
a computing device operative to:
control the character dynamic component;
enable the character dynamic component upon receiving an enabling signal from the second play unit, and
send an enabling signal to the second play unit upon disabling the character dynamic component.
10. The play system of claim 9, wherein the computing device of the first play unit comprises a user interface for receiving user commands for at least one of:
interacting with the first play unit when the character dynamic component is enabled;
disabling the character dynamic component; or
sending to the second play unit a request for the enabling signal.
11. The play system of claim 9, wherein the computing device of the first play unit comprises a device-writable and device-readable non-transient storage device that stores a status of the first play unit, and wherein the status is set to enabled when receiving the enabling signal from the second play unit and is set to disabled when disabling the character dynamic component.
12. The play system of claim 11, wherein the computing device of the first play unit is operative to control a plurality of character dynamic components, and wherein all character dynamic components are disabled when the respective play unit has disabled status.
13. The play system of claim 9, wherein the first play unit is a general-purpose computing device.
14. The play system of claim 13, wherein the general-purpose computing device is a handheld computing device that includes a graphical user interface.
15. The play system of claim 9, wherein the first play unit is embodied as a doll that serves as a physical effigy of the character.
16. The play system of claim 15, wherein the doll comprises a physical actuator for performing a mechanical motion as an action of the character.
US13/535,450 2012-06-11 2012-06-28 Play System Representing a Character Abandoned US20130331001A1 (en)

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Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20050176461A1 (en) * 2004-02-11 2005-08-11 Bozzone Stephen O. Modular communication system
US7068941B2 (en) * 1997-04-09 2006-06-27 Peter Sui Lun Fong Interactive talking dolls

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7068941B2 (en) * 1997-04-09 2006-06-27 Peter Sui Lun Fong Interactive talking dolls
US20050176461A1 (en) * 2004-02-11 2005-08-11 Bozzone Stephen O. Modular communication system

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