US20140011428A1 - Toy Having Point-of-View Video Recording and Editing - Google Patents

Toy Having Point-of-View Video Recording and Editing Download PDF

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Publication number
US20140011428A1
US20140011428A1 US11/873,682 US87368207A US2014011428A1 US 20140011428 A1 US20140011428 A1 US 20140011428A1 US 87368207 A US87368207 A US 87368207A US 2014011428 A1 US2014011428 A1 US 2014011428A1
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Prior art keywords
toy
video information
recording device
user
playback module
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US11/873,682
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Mark Barthold
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Mattel Inc
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Mattel Inc
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Priority to US11/873,682 priority Critical patent/US20140011428A1/en
Assigned to MATTEL, INC. reassignment MATTEL, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: BARTHOLD, MARK
Publication of US20140011428A1 publication Critical patent/US20140011428A1/en
Abandoned legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H3/00Dolls
    • A63H3/003Dolls specially adapted for a particular function not connected with dolls
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H17/00Toy vehicles, e.g. with self-drive; ; Cranes, winches or the like; Accessories therefor
    • A63H17/26Details; Accessories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H2200/00Computerized interactive toys, e.g. dolls

Definitions

  • Plug and play features are popular for use in toys and gaming devices enjoyed by children since they do not require user installation of device drivers. Such features allow for simplification of systems so that young users may more easily operate such systems. Young users also enjoy imitating adult activities, such as through film making and editing.
  • the present disclosure relates generally to a toy system configured for video recording and editing. More specifically, it relates to a toy which can record video from the point-of-view (POV) of the toy, and the resulting video may be edited.
  • POV point-of-view
  • FIG. 1A illustrates an exemplary toy system including an action figure having a recording device and a playback module.
  • FIGS. 1B-1F illustrate different exemplary uses of the toy system.
  • FIG. 2A illustrates an exemplary toy system including a vehicle having a recording device and a playback module.
  • FIG. 2B illustrates an exemplary use of some of the components of the toy system of FIG. 2A .
  • FIG. 2C illustrates an exemplary point of view from the toy vehicle of FIG. 2A .
  • FIG. 3 illustrates an exemplary action figure including a recording device in the form of a backpack.
  • FIG. 4 illustrates an exemplary playback module in the form of a joystick.
  • FIGS. 5A and 5B illustrate an exemplary action figure including a recording device that may be coupled to a wing structure.
  • FIG. 6 illustrates a rear view of the recording device of FIG. 5A including a selector for a variety of recording modes.
  • FIG. 7 illustrates a front view of an embodiment of a wing structure that can be used with the action figure of FIG. 5A .
  • FIGS. 8 and 9 illustrate the removal and coupling of a recording device relative to a toy and an playback module, respectively.
  • FIG. 10 illustrates an exemplary playback module for use with the recording device of FIGS. 5A-5B and 6 .
  • FIGS. 11 and 12 illustrate alternative playback modules for use with recording devices.
  • FIG. 13 illustrates a toy action figure disposed in a toy vehicle.
  • FIG. 14 illustrates an exemplary view showing a timeline.
  • FIG. 15 illustrates a schematic block diagram showing an embodiment of a toy system.
  • FIG. 1A illustrates an exemplary toy system 10 including a toy 12 having a recording device 14 and a playback module or device 16 .
  • the toy 12 is an action FIG. 18 .
  • FIG. 2A illustrates an exemplary toy system 110 including a toy 112 having a recording device 114 and a playback module 116 .
  • toy 112 is a toy vehicle 120 .
  • the toy systems facilitate the creation of point-of-view cartoons that can be generic and/or character specific.
  • the generated material can be related to a character, such as the Batman character.
  • the toy system can be used to record multiple point-of-view movies with easy to use playback features that enable a user to view and listen to the recorded material.
  • the toy system facilitates the capturing of up close action of firing weapons, night vision, overlay graphics, etc. The result is that a user can instantly view a created point-of-view video or cartoon that includes voice over animated and audible effects.
  • video video information
  • visual information and “visual images” are used interchangeably herein to represent any photographs, video, or other imagery.
  • Recording device 14 may be mounted to or embedded within any suitable toy, including, but not limited to, an action figure, vehicle, or attachable accessory, such as may be configured to mount to toys, furniture, users, pets, and the like.
  • the recording device may be configured to resemble an article of clothing, toy accessory, vehicle accessory, and the like.
  • the toy may take the form of an action FIG. 18 , as shown in FIG. 1A , a vehicle 120 , as shown in FIG. 2A , or any other suitable form.
  • action FIG. 18 includes a camera 22 mounted adjacent the action figure's head so as to record a point-of-view for the action figure.
  • the action figure can be an articulated action figure, and in one implementation, the figure can be approximately ten inches tall.
  • the action figure includes a camera 22 which can be built-in or integrally formed with the FIG. 18 .
  • the camera 22 can be formed separately from the FIG. 18 and coupled thereto.
  • the action FIG. 18 may also include a microphone that is integrally formed with the action FIG. 18 or formed separately and coupled to the FIG. 18 .
  • the microphone can be configured to record “built in” figure sounds along with the voice of the user.
  • the action figure is configured for integrated point-of-view action features. The action figure is thus configured to record up-close video action during play with the figure.
  • the camera is mounted to provide a point-of-view of the driver of the vehicle, such as through the windshield.
  • the toy system 110 includes a toy 112 that in this embodiment resembles a toy vehicle 120 .
  • the toy vehicle 120 can resemble a race car vehicle and a camera can be built into the vehicle 120 .
  • the vehicle 120 includes an electronic system that has a controller or processor, a memory unit, visual output devices (such as LEDs), micro switches and/or motion sensors, and software and programming components.
  • the micro switches and/or motion sensors are configured to be contacted by a user or to sense movement of the vehicle 120 and provide an appropriate input or signal to the controller.
  • various sound effects such as racing or crashing sounds, are associated with the video that is recorded by the camera and stored in the memory on the vehicle 120 .
  • the LEDs can be used to indicate the available space remaining in memory in which video content can be recorded. When the memory is filling up, additional LEDs can be illuminated.
  • the toy vehicle 120 can include a connection port 114 that can be used to electronically connect the toy vehicle 120 to a playback module 116 .
  • the toy system 110 includes a playback module 116 as well.
  • the playback module 116 includes a base portion 130 with a recessed area 132 and a connection port 134 .
  • the recessed area 132 is configured to receive a portion of the toy vehicle 120 to facilitate the coupling of the toy vehicle 120 to the connection port 134 .
  • the base portion 130 is configured so that the toy vehicle 120 can be “parked” on the base portion 130 to facilitate playback of a video.
  • the connection port 134 may be a standard plug-type connection that is electrically connected to an electronic system in the playback module 116 and that can be connected to the toy vehicle 120 .
  • the electronic system includes a controller or processor, a memory unit, and software and programming.
  • a communication link 150 Connected to the electronic system is a communication link 150 , which in this embodiment is a cable 152 and a set of standard audio/visual jacks 154 .
  • the communication link 150 is configured to be plugged into any device that has connections that is configured to receive the jacks 154 .
  • FIG. 2B an exemplary use of the toy vehicle 120 is illustrated.
  • a user 160 can place the toy vehicle 120 on a track 162 to cause a particular movement of the toy vehicle 120 .
  • the track 162 illustrated in FIG. 2B is exemplary and the track 162 can have any shape or configuration.
  • the audio and/or visual recording devices associated with the toy vehicle 120 can be activated prior to the toy vehicle 120 being placed on the track.
  • FIG. 2C an exemplary point-of-view from the perspective of the toy vehicle 120 is illustrated. As shown, in this example, as the toy vehicle 120 approaches the end of the track 162 , the view 164 of what is beyond the end of the track 162 can be seen.
  • Various objects 166 in front of the vehicle 120 can be seen from the perspective of a character inside the toy vehicle 120 .
  • FIGS. 3 , 5 and 6 Additional exemplary toys including recording devices are shown in FIGS. 3 , 5 and 6 .
  • the toy of FIG. 3 illustrates a recording device in the form of a backpack 24 mounted to the back of the action figure.
  • the toy of FIG. 5A illustrates a recording device 214 coupled to a wing structure 26 that includes wing portions 27 A and 27 B and configured to be mounted to the back of the action FIG. 18 .
  • the wing portions 27 A and 27 B can be moved to deployed positions for use with the toy action FIG. 18 .
  • Recording device 14 may be any suitable device configured to record video of a toy, such as a solid state camera with a memory chip.
  • the camera may include a plurality of buttons or other suitable controllers to stop and start recording, record still images, change recording modes, and the like.
  • the camera may include a microphone to record audio during play with the toy and/or filter out ambient sounds.
  • the recording device may include a selector for a variety of recording modes 28 that affect video recording and/or later editing.
  • the wing structure 26 with wing portions 27 A and 27 B is illustrated.
  • the wing structure 26 includes a coupling portion 29 that can be coupled to the back of the action FIG. 18 .
  • the recording device 214 can be disconnected from the wing structure and pulled along the direction of arrow “A” in FIG. 8 .
  • the user can subsequently connect the recording device 214 to a playback module 216 by moving the recording device 214 along the direction of arrow “B” and inserting the connection 215 into a port on the playback module 216 as shown in FIG. 9 .
  • the connection 215 is fully inserted into the playback module 216 , the recording device 214 is electrically connected to the playback module 216 and any files saved in the memory of the recording device 214 can be accessed.
  • the recording device may be coupled to playback module 16 for viewing and/or editing of the recorded video.
  • Playback module 16 may be an easy to use device, such as a plug and play device with standard audio and video input jacks.
  • the toy system enables a user to record POV movies with an easy to use playback by making use of devices with standard audio/video (AV) input jacks. Therefore users may quickly create simple movies or mini clips with the instant gratification of easy playback on any video device, such as a television or computer monitor.
  • the playback module can be referred to as a video module as well.
  • the playback module is configured to plug into any standard audio/visual input.
  • the action figure is adapted to be connected to the playback module for playback of any recorded materials.
  • the recording device and/or playback module may be configured for wireless transmission.
  • the recording device may be coupled with a remote control vehicle and configured to provide wireless transmission of a recorded video to the playback module and/or a display device, such as a television or computer monitor.
  • the playback module may be configured for wireless transmission of video to a display device.
  • the recording device and/or playback module may be wirelessly controlled, such as by a suitable remote control.
  • the toy system may be configured to apply audio and video overlays to recorded video, such as automated “in camera effects” or direct user visual inputs, including, but not limited to, car crashes, weapon fire, night vision effects, caption balloons, and other overlay graphics and/or sounds.
  • the toy system captures up close video action and applies automated “in camera effects” or direct user visual inputs, such as those identified above.
  • assets 30 may include visual overlays, as shown in FIGS. 1B-1F , audio overlays, or a combination thereof. For example, a user may create a movie or cartoon complete with voice over, automated, or “dubbed in” audible sound effects.
  • FIGS. 1B-1F some exemplary uses of the toy system 10 are illustrated.
  • a user 40 can manipulate an action FIG. 18 to trigger a variety of animated overlay playback effects 42 .
  • the effects can be triggered by detected motion of the FIG. 18 and/or user actuation of buttons or switches on the FIG. 18 .
  • the toy system 10 can record for a period of time and obtain video 50 . In one implementation, the toy system 10 can record approximately 15 to 30 seconds of up close action.
  • the toy system 10 can be configured to capture night vision, in which a character 62 can be seen.
  • simulated weapons of the action FIG. 18 can appear to “come to life” with attack action by overlays 72 .
  • playback of a recorded video can include animated effects therewith, which may include various assets 30 .
  • the toy system may include several different operational modes, such as recording modes 28 , that determine the type of assets that are available during editing and/or recording. For example, a user may actuate a sensor on the recording device to indicate that the user wishes to begin a flight sequence. Editing of the subsequent video clip will therefore trigger access to one or more assets related to flying.
  • recording modes 28 that determine the type of assets that are available during editing and/or recording. For example, a user may actuate a sensor on the recording device to indicate that the user wishes to begin a flight sequence. Editing of the subsequent video clip will therefore trigger access to one or more assets related to flying.
  • the assets may be recorded by a user at another time or provided to a user in the form of an electronic library.
  • the libraries may be themed, such as to match a type of toy, a season of the year, a location, or the recording mode 28 chosen by the user when the video was recorded.
  • the library may include additional video clips from commercial movies or cartoons related to toy 12 or 112 that may be incorporated into the video recorded by the user.
  • users have complete access to all available libraries, such as through a menu system.
  • users must earn access to each library or a portion thereof.
  • the recorded movie may be incorporated into a game in which players earn points for use of the library assets.
  • a rating system may assign points to a user, such as based on the length of the assembled video, the quantity of editing assets used, and the like. Points may allow a user to purchase or win additional toy system features, such as special editing assets.
  • a microphone may be available, either as part of the recording device or playback module. Microphone input may be recorded to add additional sound effects to an existing movie clip or the library for future use. The microphone input may be altered to imitate various voices.
  • Toys 12 and 112 may include instant gratification effects, such as lights and sound that are activated during traditional play with the toy.
  • various features of the toys may light up in response to sensors, such as pressure sensors mounted in the toys, or while recording devices 14 and 114 are activated.
  • Toys 12 and 112 may include sensors, such as switches, to activate features that may trigger activation of assets 30 .
  • a user may activate a switch that indicates the toy is firing a weapon.
  • the resulting movie may include a video overlay and suitable sound effects for a variety of weapons.
  • Sensors may also be activated by interaction with other devices.
  • a user may have two or more toys that interact, such as by firing weapons at each other.
  • the toy with the recording device may include a light or sound sensor that is activated upon receiving a signal from the other toy to indicate the toy has been fired upon. A corresponding movie overlay could then be added upon playback.
  • Playback modules 16 and 116 may include various controllers.
  • the playback module may include a directional pad (D-pad) that includes a button for each direction in which a user may move through various menu options or across a video screen.
  • playback module 116 includes a control portion 136 that has buttons 138 and 140 that can be pressed by a user as desired.
  • playback module 16 may be provided in the form of a joystick 32 , as shown in FIG. 4 , which is suitably configured to receive the recording device of FIG. 3 .
  • FIG. 10 illustrates another exemplary playback module 216 suitable to receive the recording device 214 with camera 222 as illustrated in FIGS. 5A-5B and 6 .
  • the recording device 214 can include a plug-in type connection 215 that facilitates the electrical connection between the recording device 214 and a playback module 216 .
  • a connection 224 such as a wire or cable, can be used to connect the playback module 216 to a visual display device 230 , such as a television.
  • the playback module 216 includes a body 217 with handle portions 219 A and 219 B that can be gripped by a user. Various controls and buttons can be provided on the body 217 to allow a user to edit and view recorded video and visual images.
  • FIG. 11 another embodiment of a playback module 250 is illustrated with a recording device 214 coupled thereto.
  • FIG. 12 another embodiment of a playback module 260 is illustrated with a recording device 214 coupled thereto.
  • the playback module 260 includes a communication link 262 , such as a cable, that connects the playback module 260 to a visual display device.
  • the video may be automatically uploaded to an editing and/or viewing device, such as through a USB connection or wireless transmission.
  • a timeline may be shown on the bottom of the viewing screen to assist in the editing process. Any combination of editing controls may be provided as is suitable for the experience level or age of a user.
  • the playback module may be configured to connect to a computer.
  • a user may edit the recording using the computer or transfer the created movies to the computer, such as to email them to friends. Users may exchange individual assets or entire libraries with one another.
  • the toy system may be fabricated from any suitable material, or combination of materials, such as plastic, foamed plastic, wood, cardboard, pressed paper, metal, or the like.
  • a suitable material may be selected to provide a desirable combination of weight, strength, durability, cost, manufacturability, appearance, safety, and the like.
  • the recording device may be mounted in or on a toy action FIG. 18 .
  • a user may actuate a record feature and maneuver the toy, such as by fighting with another toy.
  • the toy 12 may be plugged into a playback module 16 or 216 to connect the recording device to a viewing device, such as a television.
  • the user may then play the video and view the movement of the action FIG. 18 as seen from the point-of-view of the action FIG. 18 .
  • Audio and video features may be added to the recorded movie, for example based on the orientation of the action FIG. 18 . For example, if the action FIG. 18 is knocked over then a video overlay may show the action FIG. 18 being punched or seeing stars.
  • the recording device may be mounted in a toy vehicle 120 .
  • a user actuates a record feature and maneuvers the toy 112 , such as by pushing the toy vehicle 120 down a ramp to jump over or collide with various obstacles, such as a pet.
  • the vehicle 120 may be plugged into a playback module 116 , such as in the form of a car port, to connect the recording device to a viewing device, such as a television.
  • the user may then play the video and view the movement of the toy vehicle 120 as seen through the vehicle's windshield. Audio and video features may be added to the recorded movie, such as based on the orientation or speed of the vehicle 120 . For example, if the vehicle 120 overturns then a video overlay may show the windshield cracking and an audio overlay may include the sound of glass breaking.
  • the speed of the vehicle 120 as detected by an internal sensor, may affect the volume of audio overlays of engine sounds.
  • the toy system 10 is configured to provide instant viewing of created POV cartoons complete with voice over, automated or “dubbed in” audible sound effects.
  • the action FIG. 18 may include a microphone, speakers, LEDs, sensors, and a camera with a solid state built in memory and playback controls.
  • a POV action camera provides a means or way to create simple movies (mini-clips) and the ease of an “instant gratification” of playback.
  • An action figure, vehicle or “attachable accessory” is outfitted with a solid state camera and “memory” chip to provide the user with a POV experience as if the user is “seeing all the action through the eyes of your toys.”
  • a user can take a vehicle outfitted with the POV device, hit record, and push the vehicle over a ramp into a stack of cups.
  • the vehicle can tumble and come to a rest.
  • the user can subsequently take the vehicle and plug it into its car port which is hooked up to a visual display device, such as a television or TV, with a connection, such as audio and video jacks.
  • a play button When the user presses a play button, the user can see the action as it was viewed from the vehicle, such as through the windshield of the vehicle.
  • the toy vehicle is configured to recognize or sense that the vehicle is rolling and engine sounds can be generated and heard.
  • a graphic video overlay such as an overlay of a windshield cracking, can be displayed. While the vehicle is tumbling, the toy system can generate corresponding audible outputs, such as crashing sounds.
  • One exemplary feature is that simple edit controls could be used to try out and incorporate into a movie.
  • a user can interact with a control element, such as a D-pad, to call up menus of graphic overlay effects or sound effects clips. After selecting an effect, the user can press a play button on the current movie clip, and “punch in” or insert real time the particular effect.
  • a sound detecting device such as a microphone, could be provided to pick up ambient sounds, real time voice over or external “punched in” vocals and/or sound effects while editing a mini-clip or video.
  • the toy system includes an electronic control system with several sensors or switches that are configured to provide inputs based on the play with the toy.
  • a user can activate the various sensors or switches to provide inputs.
  • the toy can “self activate” play back effects based on what the toy detects.
  • the toy incorporates “detectors” to determine what the toy is doing.
  • the detectors or sensors can be configured to determine many types of play activities, including but not limited to, whether the toy vehicle is rolling or moving, whether the action figure received a punch from another figure, and whether a toy plane is taking an aggressive turn or doing a loop.
  • the toy could include switches that are activated on the device while recording is occurring to enhance play, such as lowering a targeting visor on an action figure that would let you see an animated graphic overlay of a heads up display in the playback of the video. If the user is flying a plane and a switch is activated (such as a switch that is associated with activating a toy's afterburners), a visual output showing a fuel gauge going down on screen can be displayed during playback.
  • play could also be extended by the POV action cam interacting with other external devices.
  • a toy figure can be manipulated so that it is firing a laser at a toy figure with the POV device (via a pin point LED or a white light source).
  • the POV device is configured to read or detect that light is coming in and could produce the desired playback effect to support that action taken upon it.
  • a speaker and/or visual output devices such as LEDs, could be built-in into the POV action cam device to provide a user with some instant gratification indication that there are enhanced effects occurring for playback.
  • the camera module may include some primary features, including a camera with a minimum 30 fps refresh rate, a solid state built in memory, an audio/video output source, and playback controls (such as record, play, fast forward, rewind, stop, and pause).
  • a camera module may also include secondary features, including real time AV edit controls (audio punch in/audition or on-screen graphic punch in), a microphone for external audio input, a piezo element, such as a piezoelectric switch, that can be used as impact sensor, one or more sensors that can provide multi-plane motion detection, infrared (IR) and or light detection, a speaker, and/or LEDs.
  • an exemplary toy system includes an action figure having a digital camera and a plug-n-play television module to view recorded movie clips.
  • the POV system allows a user to see what an action figure sees when the user plays with the figure.
  • a user can make quick movies from the action figure's point-of-view and add visual and/or audible effects.
  • a user can play with the action figure, plug the camera into a TV module, edit the recorded material, and display the result to others.
  • a user can make funny videos and play cool mini-games with the footage that is shot and recorded from the toy figure's point-of-view.
  • the toy FIG. 18 can be configured to resemble a Batman character with a POV camera mounted on the toy figure's back.
  • the camera can be mounted onto the back of an action figure with a fitted backpack for that figure.
  • the camera is a basic imager, with a power supply and either an embedded memory or a secure digital card memory solution.
  • the camera also has a standard lens and can be used as a regular digital video camera if the user wishes.
  • the TV or playback module contains all the editing capabilities, logic, software, and other components and elements needed to edit and play with the captured footage.
  • the playback module can be a plug-n-play device that is not used for capturing the footage, and can be left by and/or coupled to a visual display device, such as a TV, when capturing video with a recording device.
  • the camera whether formed with or separate from a vehicle or figure, can be plugged into the playback module to upload the video for editing.
  • the playback module is a joystick-like device to simplify the editing, and can be used to play the mini-games.
  • FIG. 4 illustrates a TV module joystick with POV camera plugged in or connected thereto.
  • the interface for the POV is configured to be simple and intuitive for young children to use.
  • the video uploads on its own when the camera is plugged in to the playback module, and editing can begin right after the camera is plugged in.
  • the user sees a typical editing timeline at the bottom of the screen.
  • the timeline allows the user to place and control all the different effects.
  • the user can choose one of the title screens to place at the beginning of their video.
  • the user can also add still overlays to their video, sound overlays, and moving overlays.
  • the user can choose the placement of the effects and move them if desired by using the timeline.
  • the playback module can have a menu and buttons to allow the user to scroll through effects menus with ease.
  • a fight mode there are three modes of real-time effects that are available while capturing video: a fight mode, a flight mode, and a vehicle mode.
  • the camera When the camera is in the fight mode, the camera captures video with no overlay.
  • the recording unit When in the flight mode, the recording unit captures video and instantly overlays clouds and flying effects to simulate the figure flying through the air.
  • the unit When in the vehicle mode, the unit will capture video and overlay a cockpit scene to simulate that the video was captured while a figure was driving the vehicle.
  • FIG. 13 illustrates a Batman FIG. 300 in cockpit 312 of Bat Tank toy vehicle 310 .
  • a cockpit graphic similar to cockpit 312 can be overlaid on the recorded footage to show the view of the Batman character driving the vehicle 310 when footage was taken.
  • some real time effects and mini-games can occur when the video is played with in the free-sky mode.
  • the user can use the joystick to shoot and perform certain real time effects while watching a video.
  • the user can also choose to play one of three different mini-games on top of the video that has been recorded as the video is played.
  • a few of the high scores, such as three, for each mini-game is saved in memory for later reference.
  • the toy system has a minimal loading time and as a result, enables children to experience instant pay-off and return by being able to watch their creation very quickly on a television. Children will be able to store a limited amount of their creations in the unit for later replays.
  • children may use an upgraded video card on their computer and connect the playback module to their computer and capture the created video clips.
  • the created video clips can be saved and stored for distribution, such as by emailing.
  • a toy system may include video editing capability. Accordingly, the toy system can be used as a video comic creator for a character, and in particular, based on the point of view of the character.
  • the playback module can be connected to a visual display device, such as a television, and powered.
  • FIG. 1 An exemplary opening sequence that can be used with a toy system is now described.
  • a Batman figure starts running and jumps off a high skyscraper.
  • the figure then does a free dive, a cape pops out, and the figure falls at a super fast rate of speed.
  • the Batman figure starts to level off into a dark alley and the screen slowly fades to black, revealing the Batman logo.
  • the Batman logo can morph or animate into a POV system logo opening screen in an action-packed dramatic way.
  • the opening sequence ends at a POV main screen.
  • all shots or images are stop motion shots using the Batman figure that is provided with the POV toy system.
  • Various structures, including a city landscape, a skyscraper roof, and an alley set can be constructed for the creation of an opening sequence.
  • the main screen of the POV system is where the play starts. Users can choose from three options at this screen: (1) create video comic, (2) manage comics, and (3) assets. The option choices are displayed on the screen and one can be selected by a user by using a joystick (by moving it up or down) and then pressing any of the buttons to provide an input. In the background, behind the choices and on-screen details, a scene of a Batman action figure jumping into the Batmobile and speeding away can be viewed by users.
  • the particular mode of operation selected by a user will depend on what a user would like to accomplish. For example, if a user would like to create a video comic with new video footage that has just been shot, or just play with the video footage in a free play mode, then the user can select the “Create Video Comic” option. If the user would like to view, edit, and/or delete video comics that the user has already created and saved, or manage files stored in the memory of the camera, then the user can choose the “Manage Comics” option. If the user would like to view the asset library/unlocked items, the Help section, or view the high scores from the mini-games, then the user may choose the “Assets” option at the main screen.
  • the Create Video Comic screen users are presented with two options. One option is “Create Video Comic” and the other option is “Free Play.” Users must choose one of the options to continue play. In the background, behind the choices and on-screen cache details, users will see another scene of a Batman action figure jumping out of the Batmobile as it drifts to a stop, and after Batman does a dramatic, acrobatic flip sequence towards some enemies in the shadows, the screen fades to black.
  • each video clip can be labeled by the mode in which it was shot (such as a Batman mode, a Batwing mode, or a Batmobile mode) and the number in which it is, if more than one video was taken in that mode.
  • the names of the stored files can vary.
  • Creating a video comic with the video that was selected is intuitive and begins with a title screen. After a video has been selected to create a video comic, the next screen will ask the user to pick a title image for their comic from a selection of video comic covers shown on the screen. This title image is an image that will be shown for a short period of time, such as three seconds, at the beginning of the video comic that is being created. Users can navigate and select picture with TV or playback module controls. After a title screen is selected, the user can begin adding sounds, images, and video overlays to the selected video.
  • overlays such as the visual overlays described above
  • users can add overlays with playback module controls.
  • on the playback module is a D-pad and three overlay buttons.
  • the overlay buttons can be for: (1) a sound byte, (2) a still image, and (3) a video image.
  • An overlay can be added while the video is running by pressing a corresponding sound, still, or video overlay button. Once an overlay button is pressed, the catalog of those overlay assets will be shown. Referring to FIG. 14 , an exemplary view 400 of an image is illustrated.
  • a user can select which asset the user would like to use from their available library, and choose from several different on-screen positions 420 , 422 , and 424 of the overlay (see FIG. 14 ). When a positioning is selected, the overlay is overlaid on the video at location.
  • a timeline bar 410 displayed at the bottom of the screen (see FIG. 14 ).
  • a timeline bar can extend substantially the width of the screen.
  • the full timeline bar represents the length of the clip, and a bar or object 416 tracks the current viewing point of the whole video.
  • the timeline bar 410 is a visual representation of where the user or viewer is in the video clip.
  • the timeline 410 is also used for a visual representation of where and what overlays have been added to the video clip.
  • the overlays can be shown on the timeline as a colored box.
  • the boxes representing the overlays can be as long as the overlay is. Sound, still, and video overlays are each represented by a different colored box on the timeline.
  • the overlay boxes always remain in the same location across the timeline, 1st, 2nd, or 3rd from the bottom.
  • the locations of the overlay boxes can vary, such as boxes 417 , 418 , 419 as shown in FIG. 14 .
  • users can start adding overlays. After an overlay is selected and added, the video will resume from the beginning of the last overlay that has been selected. Users can fill the entire timeline with overlays if desired. Sound overlays and still overlays can be added in the same time zone or area within the clip being created. In one embodiment, video overlays have their own sound byte associated with them, so sounds may not be layered with some video overlays. Users can rewind their video to the beginning of the video and watch the video as it develops. The users can add more overlays to their video after they repeatedly watch the video, fine-tuning their creation. The users can also use the timeline 410 to edit their video.
  • a user can press down on the D-pad and the user can edit the comic on the timeline 410 .
  • Users can press an actuator or button on the left or right to navigate in a corresponding direction from overlay to overlay along the timeline 410 .
  • Users can choose an overlay, and delete it, or move its position forward or backwards along the timeline 410 .
  • users can then press up to return to the original video edit mode. Users can rewind and view the changes they have made on the timeline 410 , and even add more overlays if they desire.
  • the user may click finish and obtain a rating on the video comic from a simulated character, such as Commissioner Gordon.
  • Commissioner Gordon gives a rating to each video that is created. The rating can be based on any type of factor or factors.
  • the ratings can be used by a user to earn Gotham points.
  • Gotham points can be later used or redeemed in the Assets section to acquire new assets to be used in editing this or other videos. The higher the rating received by user, the more Gotham points are earned by the user.
  • Gotham points can be saved into the user's Assets section after each new comic receives a rating.
  • users will only have limited assets that the users can utilize with the videos that have been recorded.
  • assets are defined as image, sound, and video overlays that can be used to create comics and other visual outputs.
  • the user can go into the Assets section and purchase or acquire new assets using the points that have been received.
  • these new assets or overlays may be related to adversaries, Batman, Bat equipment, and special effects. Users can earn additional Gotham points to acquire all assets.
  • These purchased assets are saved in the user's library (memory associated with the user's playback module), and will be available for later use.
  • the secret assets can only be found after a single video comic is made or created that uses every asset that is then available, after all of the assets have all been purchased. This achievement using the POV toy system results in the reward for the user of three special assets that are available for later use by the user.
  • the secret assets can be three different sidekick assets, and after they have been earned, the user will have the full library of overlays for use.
  • the user can save the created video comic for later playback. Users can hit or select the menu button to return to the main screen. However, first a prompt will appear and ask the user if the user would like to save the created video comic. If a user selects no, the created video comic will be deleted, and the user will be directed back to the main menu. If a user selects yes, the video comic is saved in the unit in a conventional memory unit, and can be named in any manner. For example, the saved filed can be named using the date it was created and the rating that it received. The video comics can be accessed later through the Manage Comics section.
  • toy system unit's memory is full when a user selects the Create Video Comic section, a window prompt appears telling the user that memory is full, and then the unit will directly go to the Manage Comics section, where all video comics are stored. At this point, the user can select the Edit Comics section, and then either the “delete selected” option or the “delete all” option.
  • the video clip is automatically deleted from the camera. If the camera becomes full when the user is filming or recording, the user must plug or connect the camera to a playback module, go to the Manage Comics section, and choose the Camera section. At this point, the user can choose and delete movie clips directly from the memory of the camera.
  • Free Path This option is chosen if a user wants to play with the recorded footage, rather than create a carefully scripted video comic.
  • the Free Play option the user can select from a list that shows icons representing the footage that is stored in the camera's memory. The user can choose one of the stored clips with which to play.
  • the user may be asked to choose three different real time effects from a list of available effects.
  • Some effects may include, but are not limited to, Bat Bombs, explosions, Batarangs, missiles, lasers, trapping nets, and shooting discs, etc.
  • each of the selected effects is assigned to one of the three buttons on the playback module.
  • users can hit or actuate the buttons on the D-pad to launch effects in real time, effectively shooting and exploding items in the video. Users can also use the D-pad to move the effects around, or to shoot around the screen.
  • users may select any number of effects that can subsequently be added to a video clip.
  • Mini-Game mode of operation is described. Once all the effects have been selected and utilized by the user, the user will earn and open the Mini-Games section. Once the Mini-Game section has been unlocked, it will always be accessible for the user from the Free Play menu.
  • three different mini-games may be played on top of captured footage. A user may select the video clip that the user wants to play on top of, and that footage will be looped as the mini-game is played. Once the video clip has been selected, the user can then select one of the games to play.
  • the mini-games involve simple overlaid graphics games. In the first game, for example, the Joker character can pop out in one of six locations on screen, and users will have a short time to highlight his location and fire at him. As the game progresses, the Joker moves faster and is trickier and more difficult to predict.
  • the top three mini-game high scores from each game, are saved and accessible for viewing in the Options menu.
  • a user may choose the “View Comics” section when the user wants to watch or show someone else a video comic that they created.
  • a list of all of the created and saved video comics appears and the user can pick and watch one or more comics as many times as desired.
  • the users can also select any of the functionalities of play all, repeat, or repeat all when controlling the playback of a recorded video.
  • a user may choose the “Edit Comics” section when the user wants to make changes to a video comic the user has created, or to delete one or more saved comics from memory.
  • a user can choose a created and saved comic from memory and the user can then either edit or delete the clip. If a user chooses to delete a video, the selected video comic will be removed from memory. If a user chooses “Edit Video Comic,” the user is presented with the chance to rework overlays and the timeline, just as in the “Create Comic” mode. The user will then be prompted to rewrite/save the newly edited video comic to the unit's memory.
  • a user may choose the “Camera” section if the user would like to manually delete video clips and raw footage from the camera and in particular, the memory of the camera. If a user needs the memory for new footage, or simply does not want to keep the video that has been shot, the user may access the “Camera” section to delete files from camera.
  • a list of video clips on the camera is displayed to the user or users, and they can delete one or more files using delete selected, or delete all functionalities.
  • the “Assets” section or screen is described.
  • a user is presented with three options: (1) Asset Library/Unlocked Items, (2) Help Section, and (3) Mini-Game High Scores. The user must choose one of the three options to continue play.
  • the user will see another scene of a Batman action figure jumping out of the Batwing after it just landed, the Batman figure quickly throws some Batarangs at the viewer as screen fades to black.
  • the Asset Library displays all of the assets available to the user, including but not limited to, the Bruce Wayne overlays, the Adversary overlays, the Batman overlays, the special Sidekick overlays, all of the real-time weapons from the Free Play mode, and the three mini-games from the Free Play mode.
  • the assets that the user has not unlocked yet will be unavailable and will appear shadowed out, but still visible.
  • the Asset Library screen may also be configured to show a bar graph representing units of Gotham points available to the user to purchase any locked assets. A user can navigate through the available assets and select particular assets for purchase, with the proper amount of Gotham points. Purchased assets can be shown in full color, while locked items remain shadowed out until purchased. In other embodiments, other indicators or visual indicia may be used to designate whether an asset has been acquired and is accessible.
  • the Help section is where users go when they are confused about something in the product or the user are having difficulty.
  • the Help section contains explanations as to how to perform different functions using the toy system.
  • the Help section may contain information on how to create and save video comics properly, how to best edit and add overlays, and how to unlock unavailable assets.
  • there may be a “Shooting Tips” section for optimum filming.
  • the Shooting Tips section can provide users with tips on how to minimize shaking when filming, how to use lighting better, and how to set up a basic scene. In other embodiments, additional tips and directions may be provided.
  • high scores for the mini-games of the toy system may be stored.
  • the top three highest scores for each of the three mini-games can be viewed from this section.
  • the toy system 500 includes a recording device 510 and a toy 530 .
  • the toy 530 and the recording device 510 can be integrally formed or separately formed and coupled together.
  • toy 530 can have any form or configuration (action figure, vehicle, etc.).
  • the toy 530 can have output devices 532 , such as a speaker or LEDs, and input devices 534 , such as contact switches and internal or motion sensors.
  • the input devices 534 can be manipulated by a user or automatically sensing changes in play.
  • the recording device 510 can include a controller or processor and software operating thereon.
  • the device 510 includes a power source 518 , such as batteries or other cells, a memory unit 520 , which can be removable or integral, and an output generating system 522 .
  • the output generating system 522 may include visual output devices and/or audible output devices.
  • the recording device 510 can include an audible recording device 514 , such as a microphone, and a visual recording device 516 , such a camera, that captures single or still shots and continuous shots.
  • the recording device 510 includes a communication port 524 that is configured to allow the recording device 510 to communicate with the playback module 540 .
  • the toy 530 is configured so that the input devices 534 are located within the toy 530 .
  • the input devices 534 may be contained within or coupled to the recording device 510 , which is also coupled to the toy 530 .
  • the playback module 540 can include a controller 542 with a memory unit 550 and a power source 552 .
  • the playback module 540 includes controls or actuators 546 , such as buttons or switches, that can be manipulated by a user to control the operations of the playback module 540 .
  • the module 540 can include a communication port 544 that is configured to communicate, either wirelessly or in connection with, the communication port 524 of the recording device 510 .
  • the playback module 540 also includes a communication link 548 , which can be a cable, a wireless, or other type of connection, that is configured for communication with a communication link 562 of a visual display device 560 , such as a television.
  • a user can play with the toy 530 , record audio and/or visual events with the recording device 510 , couple the recording device 540 to the playback module 540 to edit the recorded content and to play the content on the visual display device 560 .

Landscapes

  • Television Signal Processing For Recording (AREA)

Abstract

Toy systems configured to record and edit video are disclosed. In some embodiments, the toy system includes a recording device or module and a playback module. In some embodiments, the toy system includes an action figure with a camera coupled thereto. In some embodiments, the toy system includes a toy vehicle with a camera positioned to record video through the windshield.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application claims priority to U.S. Provisional Patent Application Ser. No. 60/852,483, entitled “Toy Having Point-of-View Video Recording and Editing,” filed Oct. 17, 2006, Attorney Docket No. MAT 3Z098P, the disclosure of which is incorporated herein by reference in its entirety.
  • BACKGROUND
  • Plug and play features are popular for use in toys and gaming devices enjoyed by children since they do not require user installation of device drivers. Such features allow for simplification of systems so that young users may more easily operate such systems. Young users also enjoy imitating adult activities, such as through film making and editing.
  • Toys incorporating recording or video editing are found in U.S. Pat. Nos. 5,481,257, 6,264,521, 6,547,624, 6,692,329, 6,733,360, 6,752,720, and 6,811,492 and U.S. Patent Application Publication No. 2005/0020359, the disclosures of which are incorporated herein by reference.
  • Toys incorporating accessories, such as backpacks, are found in U.S. Pat. Nos. 5,073,140 and 5,147,237 and International Publication Nos. WO/012285 and WO/0156676, the disclosures of which are incorporated herein by reference.
  • SUMMARY
  • The present disclosure relates generally to a toy system configured for video recording and editing. More specifically, it relates to a toy which can record video from the point-of-view (POV) of the toy, and the resulting video may be edited.
  • The advantages of the present invention will be understood more readily after a consideration of the drawings and the Detailed Description.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1A illustrates an exemplary toy system including an action figure having a recording device and a playback module.
  • FIGS. 1B-1F illustrate different exemplary uses of the toy system.
  • FIG. 2A illustrates an exemplary toy system including a vehicle having a recording device and a playback module.
  • FIG. 2B illustrates an exemplary use of some of the components of the toy system of FIG. 2A.
  • FIG. 2C illustrates an exemplary point of view from the toy vehicle of FIG. 2A.
  • FIG. 3 illustrates an exemplary action figure including a recording device in the form of a backpack.
  • FIG. 4 illustrates an exemplary playback module in the form of a joystick.
  • FIGS. 5A and 5B illustrate an exemplary action figure including a recording device that may be coupled to a wing structure.
  • FIG. 6 illustrates a rear view of the recording device of FIG. 5A including a selector for a variety of recording modes.
  • FIG. 7 illustrates a front view of an embodiment of a wing structure that can be used with the action figure of FIG. 5A.
  • FIGS. 8 and 9 illustrate the removal and coupling of a recording device relative to a toy and an playback module, respectively.
  • FIG. 10 illustrates an exemplary playback module for use with the recording device of FIGS. 5A-5B and 6.
  • FIGS. 11 and 12 illustrate alternative playback modules for use with recording devices.
  • FIG. 13 illustrates a toy action figure disposed in a toy vehicle.
  • FIG. 14 illustrates an exemplary view showing a timeline.
  • FIG. 15 illustrates a schematic block diagram showing an embodiment of a toy system.
  • DETAILED DESCRIPTION
  • Point-of-view recording devices allow a user to see the environment and action through the “eyes” of a toy. FIG. 1A illustrates an exemplary toy system 10 including a toy 12 having a recording device 14 and a playback module or device 16. In this embodiment, the toy 12 is an action FIG. 18. Similarly, FIG. 2A illustrates an exemplary toy system 110 including a toy 112 having a recording device 114 and a playback module 116. In this embodiment, toy 112 is a toy vehicle 120. These systems allow a user to record video taken from the toy's point of view while playing with the toy and thereby extend the entertainment value of the toy. As described below, the toy systems facilitate the creation of point-of-view cartoons that can be generic and/or character specific. In one implementation, the generated material can be related to a character, such as the Batman character. The toy system can be used to record multiple point-of-view movies with easy to use playback features that enable a user to view and listen to the recorded material. The toy system facilitates the capturing of up close action of firing weapons, night vision, overlay graphics, etc. The result is that a user can instantly view a created point-of-view video or cartoon that includes voice over animated and audible effects. The terms “video,” “video information,” “visual information,” and “visual images” are used interchangeably herein to represent any photographs, video, or other imagery.
  • Recording device 14 may be mounted to or embedded within any suitable toy, including, but not limited to, an action figure, vehicle, or attachable accessory, such as may be configured to mount to toys, furniture, users, pets, and the like. For example, the recording device may be configured to resemble an article of clothing, toy accessory, vehicle accessory, and the like. The toy may take the form of an action FIG. 18, as shown in FIG. 1A, a vehicle 120, as shown in FIG. 2A, or any other suitable form. In the exemplary device of FIG. 1A, action FIG. 18 includes a camera 22 mounted adjacent the action figure's head so as to record a point-of-view for the action figure. The action FIG. 18 can be an articulated action figure, and in one implementation, the figure can be approximately ten inches tall. In one embodiment, the action figure includes a camera 22 which can be built-in or integrally formed with the FIG. 18. In another embodiment, the camera 22 can be formed separately from the FIG. 18 and coupled thereto. The action FIG. 18 may also include a microphone that is integrally formed with the action FIG. 18 or formed separately and coupled to the FIG. 18. The microphone can be configured to record “built in” figure sounds along with the voice of the user. With the audible and/or visual recording devices, the action figure is configured for integrated point-of-view action features. The action figure is thus configured to record up-close video action during play with the figure.
  • In the exemplary toy of FIG. 2A, the camera is mounted to provide a point-of-view of the driver of the vehicle, such as through the windshield. Referring to FIG. 2A, the toy system 110 includes a toy 112 that in this embodiment resembles a toy vehicle 120. In one embodiment, the toy vehicle 120 can resemble a race car vehicle and a camera can be built into the vehicle 120. The vehicle 120 includes an electronic system that has a controller or processor, a memory unit, visual output devices (such as LEDs), micro switches and/or motion sensors, and software and programming components. The micro switches and/or motion sensors are configured to be contacted by a user or to sense movement of the vehicle 120 and provide an appropriate input or signal to the controller. As described in greater detail below, based on the signals received from the switches or sensors, various sound effects, such as racing or crashing sounds, are associated with the video that is recorded by the camera and stored in the memory on the vehicle 120. The LEDs can be used to indicate the available space remaining in memory in which video content can be recorded. When the memory is filling up, additional LEDs can be illuminated. The toy vehicle 120 can include a connection port 114 that can be used to electronically connect the toy vehicle 120 to a playback module 116.
  • The toy system 110 includes a playback module 116 as well. In this embodiment, the playback module 116 includes a base portion 130 with a recessed area 132 and a connection port 134. The recessed area 132 is configured to receive a portion of the toy vehicle 120 to facilitate the coupling of the toy vehicle 120 to the connection port 134. In this embodiment, the base portion 130 is configured so that the toy vehicle 120 can be “parked” on the base portion 130 to facilitate playback of a video. The connection port 134 may be a standard plug-type connection that is electrically connected to an electronic system in the playback module 116 and that can be connected to the toy vehicle 120. The electronic system includes a controller or processor, a memory unit, and software and programming. Connected to the electronic system is a communication link 150, which in this embodiment is a cable 152 and a set of standard audio/visual jacks 154. The communication link 150 is configured to be plugged into any device that has connections that is configured to receive the jacks 154.
  • Referring to FIG. 2B, an exemplary use of the toy vehicle 120 is illustrated. As shown, a user 160 can place the toy vehicle 120 on a track 162 to cause a particular movement of the toy vehicle 120. The track 162 illustrated in FIG. 2B is exemplary and the track 162 can have any shape or configuration. The audio and/or visual recording devices associated with the toy vehicle 120 can be activated prior to the toy vehicle 120 being placed on the track. Referring to FIG. 2C, an exemplary point-of-view from the perspective of the toy vehicle 120 is illustrated. As shown, in this example, as the toy vehicle 120 approaches the end of the track 162, the view 164 of what is beyond the end of the track 162 can be seen. Various objects 166 in front of the vehicle 120 can be seen from the perspective of a character inside the toy vehicle 120.
  • Additional exemplary toys including recording devices are shown in FIGS. 3, 5 and 6. The toy of FIG. 3 illustrates a recording device in the form of a backpack 24 mounted to the back of the action figure. The toy of FIG. 5A illustrates a recording device 214 coupled to a wing structure 26 that includes wing portions 27A and 27B and configured to be mounted to the back of the action FIG. 18. As shown in FIG. 5B, the wing portions 27A and 27B can be moved to deployed positions for use with the toy action FIG. 18.
  • Recording device 14 may be any suitable device configured to record video of a toy, such as a solid state camera with a memory chip. The camera may include a plurality of buttons or other suitable controllers to stop and start recording, record still images, change recording modes, and the like. The camera may include a microphone to record audio during play with the toy and/or filter out ambient sounds. As shown in FIG. 6, the recording device may include a selector for a variety of recording modes 28 that affect video recording and/or later editing.
  • Referring to FIG. 7, the wing structure 26 with wing portions 27A and 27B is illustrated. The wing structure 26 includes a coupling portion 29 that can be coupled to the back of the action FIG. 18. When the user wants to remove the recording device 214 from the wing structure 26, the recording device 214 can be disconnected from the wing structure and pulled along the direction of arrow “A” in FIG. 8. The user can subsequently connect the recording device 214 to a playback module 216 by moving the recording device 214 along the direction of arrow “B” and inserting the connection 215 into a port on the playback module 216 as shown in FIG. 9. When the connection 215 is fully inserted into the playback module 216, the recording device 214 is electrically connected to the playback module 216 and any files saved in the memory of the recording device 214 can be accessed.
  • The recording device may be coupled to playback module 16 for viewing and/or editing of the recorded video. Playback module 16 may be an easy to use device, such as a plug and play device with standard audio and video input jacks. The toy system enables a user to record POV movies with an easy to use playback by making use of devices with standard audio/video (AV) input jacks. Therefore users may quickly create simple movies or mini clips with the instant gratification of easy playback on any video device, such as a television or computer monitor. The playback module can be referred to as a video module as well. In one embodiment, the playback module is configured to plug into any standard audio/visual input. The action figure is adapted to be connected to the playback module for playback of any recorded materials.
  • The recording device and/or playback module may be configured for wireless transmission. For example, the recording device may be coupled with a remote control vehicle and configured to provide wireless transmission of a recorded video to the playback module and/or a display device, such as a television or computer monitor. Similarly, the playback module may be configured for wireless transmission of video to a display device. The recording device and/or playback module may be wirelessly controlled, such as by a suitable remote control.
  • The toy system may be configured to apply audio and video overlays to recorded video, such as automated “in camera effects” or direct user visual inputs, including, but not limited to, car crashes, weapon fire, night vision effects, caption balloons, and other overlay graphics and/or sounds. The toy system captures up close video action and applies automated “in camera effects” or direct user visual inputs, such as those identified above. These editing features, further referred to as assets 30, may include visual overlays, as shown in FIGS. 1B-1F, audio overlays, or a combination thereof. For example, a user may create a movie or cartoon complete with voice over, automated, or “dubbed in” audible sound effects.
  • Referring to FIGS. 1B-1F, some exemplary uses of the toy system 10 are illustrated. As shown in FIG. 1B, a user 40 can manipulate an action FIG. 18 to trigger a variety of animated overlay playback effects 42. The effects can be triggered by detected motion of the FIG. 18 and/or user actuation of buttons or switches on the FIG. 18. As shown in FIG. 1C, the toy system 10 can record for a period of time and obtain video 50. In one implementation, the toy system 10 can record approximately 15 to 30 seconds of up close action. As shown in the image 60 in FIG. 1D, the toy system 10 can be configured to capture night vision, in which a character 62 can be seen. As shown in the image 70 in FIG. 1E, simulated weapons of the action FIG. 18 can appear to “come to life” with attack action by overlays 72. As shown in the image 80 in FIG. 1F, playback of a recorded video can include animated effects therewith, which may include various assets 30.
  • The toy system may include several different operational modes, such as recording modes 28, that determine the type of assets that are available during editing and/or recording. For example, a user may actuate a sensor on the recording device to indicate that the user wishes to begin a flight sequence. Editing of the subsequent video clip will therefore trigger access to one or more assets related to flying.
  • The assets may be recorded by a user at another time or provided to a user in the form of an electronic library. The libraries may be themed, such as to match a type of toy, a season of the year, a location, or the recording mode 28 chosen by the user when the video was recorded. The library may include additional video clips from commercial movies or cartoons related to toy 12 or 112 that may be incorporated into the video recorded by the user. In some versions of the toy system, users have complete access to all available libraries, such as through a menu system. In other versions of the toy systems, users must earn access to each library or a portion thereof. For example, the recorded movie may be incorporated into a game in which players earn points for use of the library assets. In such a system, a game may require specific use of the assets. A rating system may assign points to a user, such as based on the length of the assembled video, the quantity of editing assets used, and the like. Points may allow a user to purchase or win additional toy system features, such as special editing assets.
  • A microphone may be available, either as part of the recording device or playback module. Microphone input may be recorded to add additional sound effects to an existing movie clip or the library for future use. The microphone input may be altered to imitate various voices.
  • Toys 12 and 112 may include instant gratification effects, such as lights and sound that are activated during traditional play with the toy. For example, various features of the toys may light up in response to sensors, such as pressure sensors mounted in the toys, or while recording devices 14 and 114 are activated.
  • Toys 12 and 112 may include sensors, such as switches, to activate features that may trigger activation of assets 30. For example, a user may activate a switch that indicates the toy is firing a weapon. The resulting movie may include a video overlay and suitable sound effects for a variety of weapons. Sensors may also be activated by interaction with other devices. For example, a user may have two or more toys that interact, such as by firing weapons at each other. The toy with the recording device may include a light or sound sensor that is activated upon receiving a signal from the other toy to indicate the toy has been fired upon. A corresponding movie overlay could then be added upon playback.
  • Playback modules 16 and 116 may include various controllers. For example, the playback module may include a directional pad (D-pad) that includes a button for each direction in which a user may move through various menu options or across a video screen. Referring to FIG. 2A, playback module 116 includes a control portion 136 that has buttons 138 and 140 that can be pressed by a user as desired. In some versions, playback module 16 may be provided in the form of a joystick 32, as shown in FIG. 4, which is suitably configured to receive the recording device of FIG. 3. FIG. 10 illustrates another exemplary playback module 216 suitable to receive the recording device 214 with camera 222 as illustrated in FIGS. 5A-5B and 6. The recording device 214 can include a plug-in type connection 215 that facilitates the electrical connection between the recording device 214 and a playback module 216. As shown, a connection 224, such as a wire or cable, can be used to connect the playback module 216 to a visual display device 230, such as a television. The playback module 216 includes a body 217 with handle portions 219A and 219B that can be gripped by a user. Various controls and buttons can be provided on the body 217 to allow a user to edit and view recorded video and visual images.
  • Referring to FIG. 11, another embodiment of a playback module 250 is illustrated with a recording device 214 coupled thereto. Referring to FIG. 12, another embodiment of a playback module 260 is illustrated with a recording device 214 coupled thereto. The playback module 260 includes a communication link 262, such as a cable, that connects the playback module 260 to a visual display device.
  • The video may be automatically uploaded to an editing and/or viewing device, such as through a USB connection or wireless transmission. A timeline may be shown on the bottom of the viewing screen to assist in the editing process. Any combination of editing controls may be provided as is suitable for the experience level or age of a user.
  • In one configuration, the playback module may be configured to connect to a computer. In such a configuration, a user may edit the recording using the computer or transfer the created movies to the computer, such as to email them to friends. Users may exchange individual assets or entire libraries with one another.
  • The toy system may be fabricated from any suitable material, or combination of materials, such as plastic, foamed plastic, wood, cardboard, pressed paper, metal, or the like. A suitable material may be selected to provide a desirable combination of weight, strength, durability, cost, manufacturability, appearance, safety, and the like.
  • In the exemplary version of toy system 10 shown in FIGS. 1A and 3-12, the recording device may be mounted in or on a toy action FIG. 18. A user may actuate a record feature and maneuver the toy, such as by fighting with another toy. The toy 12 may be plugged into a playback module 16 or 216 to connect the recording device to a viewing device, such as a television. The user may then play the video and view the movement of the action FIG. 18 as seen from the point-of-view of the action FIG. 18. Audio and video features may be added to the recorded movie, for example based on the orientation of the action FIG. 18. For example, if the action FIG. 18 is knocked over then a video overlay may show the action FIG. 18 being punched or seeing stars.
  • In the exemplary version of toy system 110 shown in FIG. 2, the recording device may be mounted in a toy vehicle 120. A user actuates a record feature and maneuvers the toy 112, such as by pushing the toy vehicle 120 down a ramp to jump over or collide with various obstacles, such as a pet. The vehicle 120 may be plugged into a playback module 116, such as in the form of a car port, to connect the recording device to a viewing device, such as a television. The user may then play the video and view the movement of the toy vehicle 120 as seen through the vehicle's windshield. Audio and video features may be added to the recorded movie, such as based on the orientation or speed of the vehicle 120. For example, if the vehicle 120 overturns then a video overlay may show the windshield cracking and an audio overlay may include the sound of glass breaking. The speed of the vehicle 120, as detected by an internal sensor, may affect the volume of audio overlays of engine sounds.
  • In an exemplary toy system including an action FIG. 18 having a point-of-view action camera, the toy system 10 is configured to provide instant viewing of created POV cartoons complete with voice over, automated or “dubbed in” audible sound effects. The action FIG. 18 may include a microphone, speakers, LEDs, sensors, and a camera with a solid state built in memory and playback controls.
  • As described above, a POV action camera provides a means or way to create simple movies (mini-clips) and the ease of an “instant gratification” of playback. An action figure, vehicle or “attachable accessory” is outfitted with a solid state camera and “memory” chip to provide the user with a POV experience as if the user is “seeing all the action through the eyes of your toys.” These elements are combined with the ability to plug in and playback on any device with audio/video input jacks or other type of connection. This arrangement provides an alternative to play with a computer and facilitates such play with a user interface.
  • In one implementation, a user can take a vehicle outfitted with the POV device, hit record, and push the vehicle over a ramp into a stack of cups. The vehicle can tumble and come to a rest. The user can subsequently take the vehicle and plug it into its car port which is hooked up to a visual display device, such as a television or TV, with a connection, such as audio and video jacks. When the user presses a play button, the user can see the action as it was viewed from the vehicle, such as through the windshield of the vehicle. In one embodiment, the toy vehicle is configured to recognize or sense that the vehicle is rolling and engine sounds can be generated and heard. As the vehicle crashes through the cups, a graphic video overlay, such as an overlay of a windshield cracking, can be displayed. While the vehicle is tumbling, the toy system can generate corresponding audible outputs, such as crashing sounds. When the vehicle finally comes to rest, there could be more playback graphics to simulate a crunched hood with steam coming out of the front of the vehicle.
  • In some implementations, other features can be added to the toy or toy system to provide the user with AV input control and to allow the toy to interact with other external accessories. Some of the features are described below.
  • One exemplary feature is that simple edit controls could be used to try out and incorporate into a movie. A user can interact with a control element, such as a D-pad, to call up menus of graphic overlay effects or sound effects clips. After selecting an effect, the user can press a play button on the current movie clip, and “punch in” or insert real time the particular effect. In addition, a sound detecting device, such as a microphone, could be provided to pick up ambient sounds, real time voice over or external “punched in” vocals and/or sound effects while editing a mini-clip or video.
  • The toy system includes an electronic control system with several sensors or switches that are configured to provide inputs based on the play with the toy. In one implementation, a user can activate the various sensors or switches to provide inputs. In another implementation, the toy can “self activate” play back effects based on what the toy detects. In this implementation, in order to “self activate” play back effects, the toy incorporates “detectors” to determine what the toy is doing. For example, the detectors or sensors can be configured to determine many types of play activities, including but not limited to, whether the toy vehicle is rolling or moving, whether the action figure received a punch from another figure, and whether a toy plane is taking an aggressive turn or doing a loop. The toy could include switches that are activated on the device while recording is occurring to enhance play, such as lowering a targeting visor on an action figure that would let you see an animated graphic overlay of a heads up display in the playback of the video. If the user is flying a plane and a switch is activated (such as a switch that is associated with activating a toy's afterburners), a visual output showing a fuel gauge going down on screen can be displayed during playback.
  • In some embodiments, play could also be extended by the POV action cam interacting with other external devices. For example, a toy figure can be manipulated so that it is firing a laser at a toy figure with the POV device (via a pin point LED or a white light source). The POV device is configured to read or detect that light is coming in and could produce the desired playback effect to support that action taken upon it. In some embodiments, a speaker and/or visual output devices, such as LEDs, could be built-in into the POV action cam device to provide a user with some instant gratification indication that there are enhanced effects occurring for playback.
  • In one embodiment, the camera module may include some primary features, including a camera with a minimum 30 fps refresh rate, a solid state built in memory, an audio/video output source, and playback controls (such as record, play, fast forward, rewind, stop, and pause). A camera module may also include secondary features, including real time AV edit controls (audio punch in/audition or on-screen graphic punch in), a microphone for external audio input, a piezo element, such as a piezoelectric switch, that can be used as impact sensor, one or more sensors that can provide multi-plane motion detection, infrared (IR) and or light detection, a speaker, and/or LEDs.
  • In one implementation, an exemplary toy system includes an action figure having a digital camera and a plug-n-play television module to view recorded movie clips. The POV system allows a user to see what an action figure sees when the user plays with the figure. With the POV system, a user can make quick movies from the action figure's point-of-view and add visual and/or audible effects. A user can play with the action figure, plug the camera into a TV module, edit the recorded material, and display the result to others. A user can make funny videos and play cool mini-games with the footage that is shot and recorded from the toy figure's point-of-view. As shown in FIG. 3, the toy FIG. 18 can be configured to resemble a Batman character with a POV camera mounted on the toy figure's back.
  • In one embodiment, the camera can be mounted onto the back of an action figure with a fitted backpack for that figure. The camera is a basic imager, with a power supply and either an embedded memory or a secure digital card memory solution. The camera also has a standard lens and can be used as a regular digital video camera if the user wishes.
  • In one embodiment, the TV or playback module contains all the editing capabilities, logic, software, and other components and elements needed to edit and play with the captured footage. The playback module can be a plug-n-play device that is not used for capturing the footage, and can be left by and/or coupled to a visual display device, such as a TV, when capturing video with a recording device. The camera, whether formed with or separate from a vehicle or figure, can be plugged into the playback module to upload the video for editing. In one embodiment, the playback module is a joystick-like device to simplify the editing, and can be used to play the mini-games. FIG. 4 illustrates a TV module joystick with POV camera plugged in or connected thereto.
  • In one embodiment, the interface for the POV is configured to be simple and intuitive for young children to use. The video uploads on its own when the camera is plugged in to the playback module, and editing can begin right after the camera is plugged in. When editing the videos, the user sees a typical editing timeline at the bottom of the screen. The timeline allows the user to place and control all the different effects. The user can choose one of the title screens to place at the beginning of their video. The user can also add still overlays to their video, sound overlays, and moving overlays. The user can choose the placement of the effects and move them if desired by using the timeline. The playback module can have a menu and buttons to allow the user to scroll through effects menus with ease.
  • In one embodiment, there are three modes of real-time effects that are available while capturing video: a fight mode, a flight mode, and a vehicle mode. When the camera is in the fight mode, the camera captures video with no overlay. When in the flight mode, the recording unit captures video and instantly overlays clouds and flying effects to simulate the figure flying through the air. When in the vehicle mode, the unit will capture video and overlay a cockpit scene to simulate that the video was captured while a figure was driving the vehicle.
  • FIG. 13 illustrates a Batman FIG. 300 in cockpit 312 of Bat Tank toy vehicle 310. After or during the recording of video footage, a cockpit graphic similar to cockpit 312 can be overlaid on the recorded footage to show the view of the Batman character driving the vehicle 310 when footage was taken.
  • In one embodiment, some real time effects and mini-games can occur when the video is played with in the free-sky mode. In the free-sky mode, the user can use the joystick to shoot and perform certain real time effects while watching a video. The user can also choose to play one of three different mini-games on top of the video that has been recorded as the video is played. In one embodiment, in the free-sky mode, a few of the high scores, such as three, for each mini-game is saved in memory for later reference.
  • The toy system has a minimal loading time and as a result, enables children to experience instant pay-off and return by being able to watch their creation very quickly on a television. Children will be able to store a limited amount of their creations in the unit for later replays. In one implementation, children may use an upgraded video card on their computer and connect the playback module to their computer and capture the created video clips. The created video clips can be saved and stored for distribution, such as by emailing.
  • As previously discussed, a toy system may include video editing capability. Accordingly, the toy system can be used as a video comic creator for a character, and in particular, based on the point of view of the character.
  • An exemplary user interface or on-screen flow outline is described. After a user has captured video clips and the camera has been connected to or plugged into a television or playback module, the playback module can be connected to a visual display device, such as a television, and powered.
  • An exemplary opening sequence that can be used with a toy system is now described. At the start of this sequence, it is dusk and a Batman figure starts running and jumps off a high skyscraper. The figure then does a free dive, a cape pops out, and the figure falls at a super fast rate of speed. The Batman figure starts to level off into a dark alley and the screen slowly fades to black, revealing the Batman logo. The Batman logo can morph or animate into a POV system logo opening screen in an action-packed dramatic way. The opening sequence ends at a POV main screen. In this implementation, all shots or images are stop motion shots using the Batman figure that is provided with the POV toy system. Various structures, including a city landscape, a skyscraper roof, and an alley set can be constructed for the creation of an opening sequence.
  • In one embodiment, the main screen of the POV system is where the play starts. Users can choose from three options at this screen: (1) create video comic, (2) manage comics, and (3) assets. The option choices are displayed on the screen and one can be selected by a user by using a joystick (by moving it up or down) and then pressing any of the buttons to provide an input. In the background, behind the choices and on-screen details, a scene of a Batman action figure jumping into the Batmobile and speeding away can be viewed by users.
  • The particular mode of operation selected by a user will depend on what a user would like to accomplish. For example, if a user would like to create a video comic with new video footage that has just been shot, or just play with the video footage in a free play mode, then the user can select the “Create Video Comic” option. If the user would like to view, edit, and/or delete video comics that the user has already created and saved, or manage files stored in the memory of the camera, then the user can choose the “Manage Comics” option. If the user would like to view the asset library/unlocked items, the Help section, or view the high scores from the mini-games, then the user may choose the “Assets” option at the main screen.
  • In one embodiment, at the Create Video Comic screen, users are presented with two options. One option is “Create Video Comic” and the other option is “Free Play.” Users must choose one of the options to continue play. In the background, behind the choices and on-screen cache details, users will see another scene of a Batman action figure jumping out of the Batmobile as it drifts to a stop, and after Batman does a dramatic, acrobatic flip sequence towards some enemies in the shadows, the screen fades to black.
  • After the user selects the “Create Video Comic” section from the Create Video Comic screen, the user will be brought or directed to a new page that shows icons representing the footage in the camera's memory. The recorded video clips can be stored or archived and arranged in any manner. In one implementation, each video clip can be labeled by the mode in which it was shot (such as a Batman mode, a Batwing mode, or a Batmobile mode) and the number in which it is, if more than one video was taken in that mode. As a result, users may see a list such as Batman.1, Batman.2, Batwing.1, Batmobile.1, Batmobile.2, etc. In other embodiments, the names of the stored files can vary.
  • Users can select the video they would like to use to create their comics. Users can navigate through a list of video clips with a D-pad or other manipulatable device, and use any button to select the video with which to begin. If the video was shot in Batman mode, then the video that is stored is just the raw video that was recorded. If the video was shot in Batwing mode, then clouds and flying atmosphere effects are already overlaid on the video so that it looks as if the video was taken while flying. If the video was shot in Batmobile mode, then a cockpit and windscreen effect is overlaid on the video so that it looks as if the video was shot from the perspective of a person or character driving the Batmobile. Once users pick a clip, the play begins.
  • Creating a video comic with the video that was selected is intuitive and begins with a title screen. After a video has been selected to create a video comic, the next screen will ask the user to pick a title image for their comic from a selection of video comic covers shown on the screen. This title image is an image that will be shown for a short period of time, such as three seconds, at the beginning of the video comic that is being created. Users can navigate and select picture with TV or playback module controls. After a title screen is selected, the user can begin adding sounds, images, and video overlays to the selected video.
  • When the video starts running, it begins with the three seconds of title screen that was selected by the user. After the title screen section, overlays, such as the visual overlays described above, can be added. In one implementation, users can add overlays with playback module controls. In one embodiment, on the playback module is a D-pad and three overlay buttons. The overlay buttons can be for: (1) a sound byte, (2) a still image, and (3) a video image. An overlay can be added while the video is running by pressing a corresponding sound, still, or video overlay button. Once an overlay button is pressed, the catalog of those overlay assets will be shown. Referring to FIG. 14, an exemplary view 400 of an image is illustrated. A user can select which asset the user would like to use from their available library, and choose from several different on- screen positions 420, 422, and 424 of the overlay (see FIG. 14). When a positioning is selected, the overlay is overlaid on the video at location.
  • While the video is running, there is a timeline bar 410 displayed at the bottom of the screen (see FIG. 14). As shown in FIG. 14, a timeline bar can extend substantially the width of the screen. The full timeline bar, from start 412 to end 414, represents the length of the clip, and a bar or object 416 tracks the current viewing point of the whole video. The timeline bar 410 is a visual representation of where the user or viewer is in the video clip. The timeline 410 is also used for a visual representation of where and what overlays have been added to the video clip. In one implementation, the overlays can be shown on the timeline as a colored box. The boxes representing the overlays can be as long as the overlay is. Sound, still, and video overlays are each represented by a different colored box on the timeline. In one embodiment, the overlay boxes always remain in the same location across the timeline, 1st, 2nd, or 3rd from the bottom. In other embodiments, the locations of the overlay boxes can vary, such as boxes 417, 418, 419 as shown in FIG. 14.
  • As the video plays, users can start adding overlays. After an overlay is selected and added, the video will resume from the beginning of the last overlay that has been selected. Users can fill the entire timeline with overlays if desired. Sound overlays and still overlays can be added in the same time zone or area within the clip being created. In one embodiment, video overlays have their own sound byte associated with them, so sounds may not be layered with some video overlays. Users can rewind their video to the beginning of the video and watch the video as it develops. The users can add more overlays to their video after they repeatedly watch the video, fine-tuning their creation. The users can also use the timeline 410 to edit their video.
  • If a user has added an overlay to a video clip, and the user would like to remove the overlay, or move the location of an overlay, the user can press down on the D-pad and the user can edit the comic on the timeline 410. Users can press an actuator or button on the left or right to navigate in a corresponding direction from overlay to overlay along the timeline 410. Users can choose an overlay, and delete it, or move its position forward or backwards along the timeline 410. In one embodiment, users can then press up to return to the original video edit mode. Users can rewind and view the changes they have made on the timeline 410, and even add more overlays if they desire.
  • After the user is satisfied with the overlays and the way in which the video comic appears, the user may click finish and obtain a rating on the video comic from a simulated character, such as Commissioner Gordon. In one embodiment, Commissioner Gordon gives a rating to each video that is created. The rating can be based on any type of factor or factors. In one implementation, the longer the comic video is as well as the more assets that are used, the higher the rating of the video clip will be. In one implementation, the ratings can be used by a user to earn Gotham points. Gotham points can be later used or redeemed in the Assets section to acquire new assets to be used in editing this or other videos. The higher the rating received by user, the more Gotham points are earned by the user. Gotham points can be saved into the user's Assets section after each new comic receives a rating.
  • In one implementation, for the first video comics created, users will only have limited assets that the users can utilize with the videos that have been recorded. For example, initially, users may have only Bruce Wayne assets with which the users can add and edit their video. Assets are defined as image, sound, and video overlays that can be used to create comics and other visual outputs. After the user has created some video comics that have received ratings as described above, the user can go into the Assets section and purchase or acquire new assets using the points that have been received. In one embodiment, these new assets or overlays may be related to adversaries, Batman, Bat equipment, and special effects. Users can earn additional Gotham points to acquire all assets. These purchased assets are saved in the user's library (memory associated with the user's playback module), and will be available for later use.
  • In one embodiment, there may be hidden or secret assets in addition to those generally available to the users. For example, there may be three secret assets that can be earned or achieved. In one implementation, the secret assets can only be found after a single video comic is made or created that uses every asset that is then available, after all of the assets have all been purchased. This achievement using the POV toy system results in the reward for the user of three special assets that are available for later use by the user. In one embodiment, the secret assets can be three different sidekick assets, and after they have been earned, the user will have the full library of overlays for use.
  • After the newly created video comic has been rated and Gotham points earned, the user can save the created video comic for later playback. Users can hit or select the menu button to return to the main screen. However, first a prompt will appear and ask the user if the user would like to save the created video comic. If a user selects no, the created video comic will be deleted, and the user will be directed back to the main menu. If a user selects yes, the video comic is saved in the unit in a conventional memory unit, and can be named in any manner. For example, the saved filed can be named using the date it was created and the rating that it received. The video comics can be accessed later through the Manage Comics section.
  • If the toy system unit's memory is full when a user selects the Create Video Comic section, a window prompt appears telling the user that memory is full, and then the unit will directly go to the Manage Comics section, where all video comics are stored. At this point, the user can select the Edit Comics section, and then either the “delete selected” option or the “delete all” option.
  • Once a video clip has been used to make a video comic that gets saved into the Manage Comics section, the video clip is automatically deleted from the camera. If the camera becomes full when the user is filming or recording, the user must plug or connect the camera to a playback module, go to the Manage Comics section, and choose the Camera section. At this point, the user can choose and delete movie clips directly from the memory of the camera.
  • Now the “Free Path” option is described. This option is chosen if a user wants to play with the recorded footage, rather than create a carefully scripted video comic. Once the Free Play option is selected, the user can select from a list that shows icons representing the footage that is stored in the camera's memory. The user can choose one of the stored clips with which to play.
  • In one implementation, the user may be asked to choose three different real time effects from a list of available effects. Some effects may include, but are not limited to, Bat Bombs, explosions, Batarangs, missiles, lasers, trapping nets, and shooting discs, etc. Once three effects are chosen by the user, each of the selected effects is assigned to one of the three buttons on the playback module. As the video plays, users can hit or actuate the buttons on the D-pad to launch effects in real time, effectively shooting and exploding items in the video. Users can also use the D-pad to move the effects around, or to shoot around the screen. In other implementations, users may select any number of effects that can subsequently be added to a video clip.
  • Now the “Mini-Game” mode of operation is described. Once all the effects have been selected and utilized by the user, the user will earn and open the Mini-Games section. Once the Mini-Game section has been unlocked, it will always be accessible for the user from the Free Play menu. In one embodiment, three different mini-games may be played on top of captured footage. A user may select the video clip that the user wants to play on top of, and that footage will be looped as the mini-game is played. Once the video clip has been selected, the user can then select one of the games to play. The mini-games involve simple overlaid graphics games. In the first game, for example, the Joker character can pop out in one of six locations on screen, and users will have a short time to highlight his location and fire at him. As the game progresses, the Joker moves faster and is trickier and more difficult to predict. The top three mini-game high scores from each game, are saved and accessible for viewing in the Options menu.
  • Now the “Manage Comics” screen is described. At the Manage Comics screen, users are presented with three options: (1) View Comics, (2) Edit Comics, and (3) Camera. A user must select one of the options to continue play. In the background, behind the choices and on-screen details, users will see another scene of a Batman action figure jumping into the Batwing, and the Batwing taking off and blasting away out of the frame as it fades to black.
  • Now the “View Comics” section is described. A user may choose the “View Comics” section when the user wants to watch or show someone else a video comic that they created. A list of all of the created and saved video comics appears and the user can pick and watch one or more comics as many times as desired. The users can also select any of the functionalities of play all, repeat, or repeat all when controlling the playback of a recorded video.
  • Now the “Edit Comics” section is described. A user may choose the “Edit Comics” section when the user wants to make changes to a video comic the user has created, or to delete one or more saved comics from memory. A user can choose a created and saved comic from memory and the user can then either edit or delete the clip. If a user chooses to delete a video, the selected video comic will be removed from memory. If a user chooses “Edit Video Comic,” the user is presented with the chance to rework overlays and the timeline, just as in the “Create Comic” mode. The user will then be prompted to rewrite/save the newly edited video comic to the unit's memory.
  • Now the “Camera” section is described. A user may choose the “Camera” section if the user would like to manually delete video clips and raw footage from the camera and in particular, the memory of the camera. If a user needs the memory for new footage, or simply does not want to keep the video that has been shot, the user may access the “Camera” section to delete files from camera. A list of video clips on the camera is displayed to the user or users, and they can delete one or more files using delete selected, or delete all functionalities.
  • Now the “Assets” section or screen is described. In one embodiment, at the “Assets” screen, a user is presented with three options: (1) Asset Library/Unlocked Items, (2) Help Section, and (3) Mini-Game High Scores. The user must choose one of the three options to continue play. In the background, behind the choices and on-screen details, the user will see another scene of a Batman action figure jumping out of the Batwing after it just landed, the Batman figure quickly throws some Batarangs at the viewer as screen fades to black.
  • First the Asset Library/Unlocked Items option is described. The Asset Library displays all of the assets available to the user, including but not limited to, the Bruce Wayne overlays, the Adversary overlays, the Batman overlays, the special Sidekick overlays, all of the real-time weapons from the Free Play mode, and the three mini-games from the Free Play mode. The assets that the user has not unlocked yet will be unavailable and will appear shadowed out, but still visible. The Asset Library screen may also be configured to show a bar graph representing units of Gotham points available to the user to purchase any locked assets. A user can navigate through the available assets and select particular assets for purchase, with the proper amount of Gotham points. Purchased assets can be shown in full color, while locked items remain shadowed out until purchased. In other embodiments, other indicators or visual indicia may be used to designate whether an asset has been acquired and is accessible.
  • Next the “Help” section is described. The Help section is where users go when they are confused about something in the product or the user are having difficulty. The Help section contains explanations as to how to perform different functions using the toy system. For example, the Help section may contain information on how to create and save video comics properly, how to best edit and add overlays, and how to unlock unavailable assets. In addition, there may be a “Shooting Tips” section for optimum filming. The Shooting Tips section can provide users with tips on how to minimize shaking when filming, how to use lighting better, and how to set up a basic scene. In other embodiments, additional tips and directions may be provided.
  • As previously mentioned, high scores for the mini-games of the toy system may be stored. In one implementation, the top three highest scores for each of the three mini-games can be viewed from this section.
  • Referring to FIG. 15, an exemplary embodiment of a toy system that can be used with the functionality as described above is illustrated. In this embodiment, the toy system 500 includes a recording device 510 and a toy 530. The toy 530 and the recording device 510 can be integrally formed or separately formed and coupled together. As described above, toy 530 can have any form or configuration (action figure, vehicle, etc.). The toy 530 can have output devices 532, such as a speaker or LEDs, and input devices 534, such as contact switches and internal or motion sensors. The input devices 534 can be manipulated by a user or automatically sensing changes in play.
  • In this embodiment, the recording device 510 can include a controller or processor and software operating thereon. The device 510 includes a power source 518, such as batteries or other cells, a memory unit 520, which can be removable or integral, and an output generating system 522. The output generating system 522 may include visual output devices and/or audible output devices. The recording device 510 can include an audible recording device 514, such as a microphone, and a visual recording device 516, such a camera, that captures single or still shots and continuous shots. The recording device 510 includes a communication port 524 that is configured to allow the recording device 510 to communicate with the playback module 540. In one embodiment, the toy 530 is configured so that the input devices 534 are located within the toy 530. In an alternative embodiment, the input devices 534 may be contained within or coupled to the recording device 510, which is also coupled to the toy 530.
  • In this embodiment, the playback module 540 can include a controller 542 with a memory unit 550 and a power source 552. The playback module 540 includes controls or actuators 546, such as buttons or switches, that can be manipulated by a user to control the operations of the playback module 540. The module 540 can include a communication port 544 that is configured to communicate, either wirelessly or in connection with, the communication port 524 of the recording device 510. The playback module 540 also includes a communication link 548, which can be a cable, a wireless, or other type of connection, that is configured for communication with a communication link 562 of a visual display device 560, such as a television. Thus, a user can play with the toy 530, record audio and/or visual events with the recording device 510, couple the recording device 540 to the playback module 540 to edit the recorded content and to play the content on the visual display device 560.
  • While the invention has been shown and described in detail and with reference to the foregoing operational principles and embodiments, it will be apparent to one skilled in the art that various changes and modifications can be made therein without departing from the spirit and scope of the invention. Thus, it is intended that the present invention covers the modifications and variations of this invention provided they come within the scope of the appended claims and their equivalents.

Claims (20)

1. A toy system, comprising:
an action figure including a body;
a recording device, the recording device being configured to be coupled to the action figure body, the recording device also being configured to record and then, after cessation of recording, store video information; and
a playback module, the playback module being configured to be coupled to the recording device, the playback module being configured to be coupled to a visual display device on which the recorded video information can be displayed, and the playback module being configured to enable a user to, after cessation of recording, review and edit the recorded video information.
2. The toy system of claim 1, wherein the toy action figure includes a backpack coupled to the body, and the recording device is formed as part of the backpack.
3. The toy system of claim 1, wherein the recording device is a camera with a memory unit.
4. The toy system of claim 1, wherein the recording device includes a memory unit in which recorded video information can be stored, the playback module can access recorded video information in the memory unit and output the recorded video information to the visual display device.
5. (canceled)
6. The toy system of claim 1, wherein the recording device includes an audible recording device, the audible recording device being configured to record sounds around the action figure.
7. The toy system of claim 1, wherein the playback module is wirelessly coupled to the visual display device.
8. The toy system of claim 1, wherein the playback module includes a plurality of overlays that can be added to the recorded video information, the overlays being selectively locatable by a user at different locations on the recorded video information.
9. The toy system of claim 8, wherein the overlays are selectively locatable at different points in time during the recorded video information.
10. A toy system, comprising:
an action figure including a body;
a recording device, the recording device being configured to be coupled to the action figure body, the recording device also being configured to record video information; and
a playback module, the playback module being configured to be coupled to the recording device, the playback module being configured to be coupled to a visual display device on which the recorded video information can be displayed, and wherein the playback module includes controls that facilitate editing of the recorded video information, the controls enabling a user to move to a particular point in time and insert an overlay at that location.
11. A toy system for recording and editing video information, comprising:
a toy;
a recording device, the recording device being coupled to the toy and configured to record video information, the recording device including a memory unit in which video information can be stored, wherein one of the toy and the recording device includes a sensor that detects particular movements of the toy, and the recording device identifies an overlay to be inserted on currently recorded video information based on detected movements; and
a playback module, the playback module being operably coupleable to the recording device, the playback module being configured to access recorded video information stored on the recording device, the playback module being configured to communicate with a visual display device so that video information is displayed on the visual display device.
12. (canceled)
13. A toy system for recording and editing video information, comprising:
a toy;
a recording device, the recording device being coupled to the toy and configured to record video information, the recording device including a memory unit in which video information can be stored, a plurality of modes of operation, and an overlay that is inserted is determined based on a selected mode of operation; and
a playback module, the playback module being operably coupleable to the recording device, the playback module being configured to access recorded video information stored on the recording device, the playback module being configured to communicate with a visual display device so that video information is displayed on the visual display device.
14. The toy system of claim 11, wherein the playback module includes controls for the accessing and editing of the video information, and the playback module facilitates the insertion of an overlay by a user on the video information.
15. The toy system of claim 11, wherein the recording device includes a visual recording device and an audible recording device, the visual recording device being configured to record video information during play with the toy, and the audible recording device being configured to record audible information during play with the toy.
16. The toy system of claim 11, wherein the memory unit of the recording device includes a plurality of assets, and only some of the assets are initially available to a user.
17. The toy system of claim 16, wherein the assets that are initially unavailable become available after a user integrates all of the initially available assets into recorded video information.
18. The toy system of claim 11, wherein the toy is an action figure and the recording device is removably coupled to the action figure.
19. A toy system, comprising:
a toy;
a first device for recording video information relating to play with the toy, the first device including a memory unit in which the recorded video information can be stored, the memory unit including a plurality of assets that can be integrated with recorded video information;
a second device for retrieving and editing the recorded video information, the second device being coupleable to the first device, configured to be connected to a visual display device so that the recorded video information is displayed, and including controls for accessing and editing the video information so that a user can access recorded video information and edit the video through at least one of the following steps:
inserting an overlay on the video information; and
selecting one of the plurality of assets, and integrating the selected asset with the recorded video information at a particular location.
20. The toy system of claim 19, wherein the toy is a toy action figure, the first device is removably coupleable to the toy action figure, and the first device is configured to record audio information relating to play with the toy.
US11/873,682 2006-10-17 2007-10-17 Toy Having Point-of-View Video Recording and Editing Abandoned US20140011428A1 (en)

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US20150220663A1 (en) * 2014-01-31 2015-08-06 Jonathan Capriola Computer-interactive building system
US20150238854A1 (en) * 2014-02-26 2015-08-27 Disney Enterprises, Inc. Storytelling environment: interactive devices with integrated memory component
US9272228B2 (en) * 2014-07-01 2016-03-01 Disney Enterprises, Inc. Full-duplex, wireless control system for interactive costumed characters
US20170239441A1 (en) * 2016-02-24 2017-08-24 Incept, Llc Method of making an enhanced flexibility neurovascular catheter
US10297269B2 (en) 2015-09-24 2019-05-21 Dolby Laboratories Licensing Corporation Automatic calculation of gains for mixing narration into pre-recorded content
US20190388785A1 (en) * 2018-06-26 2019-12-26 Sony Interactive Entertainment Inc. Systems and methods to provide audible output based on section of content being presented

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US20090276708A1 (en) * 2008-04-06 2009-11-05 Smith Patrick W Systems And Methods For Classifying Recorded Information
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US11386929B2 (en) * 2008-04-06 2022-07-12 Axon Enterprise, Inc. Systems and methods for incident recording
US10872636B2 (en) * 2008-04-06 2020-12-22 Axon Enterprise, Inc. Systems and methods for incident recording
US10269384B2 (en) 2008-04-06 2019-04-23 Taser International, Inc. Systems and methods for a recorder user interface
US10446183B2 (en) 2008-04-06 2019-10-15 Taser International, Inc. Systems and methods for a recorder user interface
US20110181739A1 (en) * 2010-01-28 2011-07-28 Canon Kabushiki Kaisha Information processing apparatus, method for displaying live view image, and storage medium storing program therefor
US9001217B2 (en) * 2010-01-28 2015-04-07 Canon Kabushiki Kaisha Information processing apparatus, method for displaying live view image, and storage medium storing program therefor
US20140349721A1 (en) * 2013-05-23 2014-11-27 Disney Enterprises, Inc. Unlocking of digital content based on geo-location of objects
US9764229B2 (en) * 2013-05-23 2017-09-19 Disney Enterprises, Inc. Unlocking of digital content based on geo-location of objects
US20150220663A1 (en) * 2014-01-31 2015-08-06 Jonathan Capriola Computer-interactive building system
US20150238854A1 (en) * 2014-02-26 2015-08-27 Disney Enterprises, Inc. Storytelling environment: interactive devices with integrated memory component
US9770651B2 (en) * 2014-02-26 2017-09-26 Disney Enterprises, Inc. Storytelling environment: interactive devices with integrated memory component
US9272228B2 (en) * 2014-07-01 2016-03-01 Disney Enterprises, Inc. Full-duplex, wireless control system for interactive costumed characters
US10297269B2 (en) 2015-09-24 2019-05-21 Dolby Laboratories Licensing Corporation Automatic calculation of gains for mixing narration into pre-recorded content
US20170239441A1 (en) * 2016-02-24 2017-08-24 Incept, Llc Method of making an enhanced flexibility neurovascular catheter
US20190388785A1 (en) * 2018-06-26 2019-12-26 Sony Interactive Entertainment Inc. Systems and methods to provide audible output based on section of content being presented
US10661173B2 (en) * 2018-06-26 2020-05-26 Sony Interactive Entertainment Inc. Systems and methods to provide audible output based on section of content being presented
US11559741B2 (en) 2018-06-26 2023-01-24 Sony Interactive Entertainment Inc. Systems and methods to provide audible output based on section of content being presented

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