WO2009023012A1 - Conception et construction personnalisées et interactives de véhicule de jeu - Google Patents

Conception et construction personnalisées et interactives de véhicule de jeu Download PDF

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Publication number
WO2009023012A1
WO2009023012A1 PCT/US2007/018323 US2007018323W WO2009023012A1 WO 2009023012 A1 WO2009023012 A1 WO 2009023012A1 US 2007018323 W US2007018323 W US 2007018323W WO 2009023012 A1 WO2009023012 A1 WO 2009023012A1
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WIPO (PCT)
Prior art keywords
child
car
design
assembly
store
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Application number
PCT/US2007/018323
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English (en)
Inventor
Nasir Wajihuddin
Original Assignee
Nasir Wajihuddin
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Nasir Wajihuddin filed Critical Nasir Wajihuddin
Priority to PCT/US2007/018323 priority Critical patent/WO2009023012A1/fr
Publication of WO2009023012A1 publication Critical patent/WO2009023012A1/fr

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising

Definitions

  • the field of this invention is toy vehicles, and more particularly, a method and system for an interactive custom design and building of a toy vehicle.
  • the present invention is a method and system for allowing a child of the age of approximately four to approximately 14 to interactively design and build a customized toy car that is approximately 6 to 10 inches long. The entire process takes place on site in an actual store.
  • the method and system can be presented in different levels of sophistication depending upon the age of the child.
  • the child enters a retail store (such as a store in a mall) and designs the car on a computer by making selections on the computer.
  • a retail store such as a store in a mall
  • designs the car on a computer by making selections on the computer.
  • the designing and the building occur in the store.
  • the total time for creating the customized car is approximately half an hour or less.
  • the creation of the car occurs at an assembly line in the store that can be viewed by the child.
  • the child Based on software, the child enters personal data at the computer terminal in the store and begins making design choices.
  • the child is at a computer terminal connected to the internet.
  • the computer terminal can be outside the store.
  • the child then selects the style of the vehicle, such as racing car, muscle car of the '60s, futuristic car, 1930s hot rod, etc. Then the child selects the model or brand of the car or vehicle. Then in one preferred embodiment he selects the color and decals, then he selects the front end and lights and then the rear end and lights. Then the child selects the door type (e.g. standard, suicide, gull wing, switchblade, etc), then in certain embodiments he chooses the width of the car.
  • the style of the vehicle such as racing car, muscle car of the '60s, futuristic car, 1930s hot rod, etc.
  • the child selects the model or brand of the car or vehicle.
  • the color and decals then he selects the front end and lights and then the rear end and lights.
  • the child selects the door type (e.g. standard, suicide, gull wing, switchblade, etc), then in certain embodiments he chooses the width of the car.
  • the child selects the height, the wheels, tires, the engine, the muffler, then the hood, then the interior (including seat belts and drivers), then the spoiler (an air deflector to prevent the car from lifting off the ground or to reduce drag).
  • the child names the vehicle and chooses a logo in the front, chooses a registration and vanity plate, chooses attachments (overhead lights, cladding, running board, emergency lights) and accessories (including action figures in or around the car).
  • the child sees actual robotic arms picking up parts of the car and assembling them into a car, as well as painting and cutting parts of the car in the assembly line.
  • During the assembly process there is a paint shop and it uses non-hazardous paint applied in a non-hazardous manner.
  • gravity chutes for sending wheels or other parts down.
  • AGVs automated guided vehicles
  • the child has the option to walk over to the assembly line and touch and move certain assembly line objects to thereby make additional design choices or substitute design choices of interesting items such as engine, doors and wheels.
  • the entire building process is designed to be interactive to maximize the child's enjoyment and identification with the product.
  • the child makes certain design choices at the computer and then actually sees with his own eyes these components being assembled into the car. More importantly, the child sees how these components are assembled into the car.
  • the child then also makes additional design choices during the assembly by touching and feeling the components. For example, the child might pull a lever at the assembly line and a component slips down into place or a robotic hand slips down to install a component into place.
  • the child can touch a button at the assembly line and a laser which cuts the shape of the floor of the chassis, is activated or inactivated.
  • by touching the tires or engine can thereby cause a particular style of tire or engine to be selected. The child therefore feels involved as the vehicle is being installed.
  • the child can touch the components just before or after they are assembled.
  • FIG. 1 is a schematic of one preferred embodiment of the method and system of the present invention
  • FIG. 2 is a schematic of a second preferred embodiment of the method and system of the present invention.
  • FIG. 3 is a perspective view of a child making design choices at a computer terminal to implement the method and system of the present invention.
  • FIG. 4 is a fragmentary perspective view of a generic assembly line used in the method and system of the present invention.
  • the present invention is a method and system for allowing a child of the age of approximately four to approximately 14 to interactively design and build a customized toy car that is approximately 6 to 10 inches long.
  • the toy car can be as long as approximately 20 inches or longer or can be less than 6 inches.
  • the entire process takes place on site in an actual store.
  • the method and system 10 can be presented in different levels of sophistication depending upon the age of the child. For children closer to age 14, the software would be at its maximum sophistication and would contain as many features as possible. For children closer to age 4 the software would be a younger version that leaves out design selections that relates to many details of the car.
  • a computer input terminal 20 inside a store has an interactive design software that offers a series of design choices relating to a design of a toy car, the design software permitting a child to make design choices that trigger an ordering of components and an assembly of the toy car, this assembly commencing while or just after the child interacts with the software and is completed within approximately a half hour of a first design choice.
  • the method and system further provides an assembly line 30 inside the store for the building of the toy car in the store wherein the child can see the assembly of components and can physically see how said components are assembled, the assembly line permitting a child to physically touch and move assembly line objects to make certain additional design choices or substitute design choices at an assembly installation point, the assembly line simulating an assembly line for a real car.
  • additional design choices as used herein is broad enough to mean additional design choices and/or substitute design choices.
  • the assembly line in the present invention incorporates principles that are used in assembly lines for real cars.
  • the assembly is set up in a manner that maximizes its "uptime". In particular, this is accomplished as follows: ⁇ having line as set of discrete sub-lines - so, if one station breaks down, employees can manually perform that operation, while keeping the remainder of the line in motion
  • preventive maintenance scheduled for each location; each location gets preventive maintenance visit by technical people or mechanics
  • the assembly line in the present invention interacts with the design selections that are made and the inventory and ordering of parts in response to the design choices that are made. Furthermore, it is an assembly line to build a toy car approximately eight inches long rather than a real car fifteen to twenty feet long.
  • the line uses new principles not used in the assembly of real cars, e.g. building redundancy into the line (e.g., a parallel line - so, if one goes down, the other line is still running).
  • FIG. 1 there are arrows from the box titled "Design Toy Car at Computer" to only certain points in the box depicting the assembly line, it should be clear that in accordance with the present invention the child can actually go to any and all points in the assembly line or he can go to fewer than all points in the assembly line. In addition, it should be clear that in accordance with the system and method of the present invention the child can skip points in the assembly line that are in the middle of the assembly line, not just at the beginning or the end of the assembly line.
  • the physical layout of the store determines or at least significantly affects the physical layout of the assembly line.
  • the assembly line itself can accommodate a multiplicity of shapes. This is because the parts of the assembly line have standardized modular connections that allow the parts to be oriented in a variety of ways, as necessary to accommodate the physical layout of the store. So for example, the same system can be laid out in a linear fashion or in an L-shaped fashion.
  • the assembly line can also be laid out in a circular pattern, a zig-zag configuration or any other configuration.
  • the child enters a retail store (in one embodiment such stores would be in a mall) and designs the car on a computer by making selections on the computer.
  • a retail store in one embodiment such stores would be in a mall
  • designs the car on a computer by making selections on the computer.
  • the car already starts getting built.
  • the car starts getting built right after the design process.
  • the designing and the building occur in the store.
  • the total time for creating the customized car is approximately half an hour or less.
  • the creation of the car occurs at an assembly line in the store that can be viewed by the child.
  • store or “retail store” as used herein is intended to refer broadly to any physically location and it need not be an actual store. It can even be a mobile physical location such the back of a truck.
  • the cars does not start getting built until after the child completes the design process at the computer terminal.
  • the child Based on software that incorporates a simplified version of CAD/CAM drawings, the child enters personal data at the computer terminal in the store, then inputs design choices. In an alternative embodiment, the child inputs the design selections at a computer terminal connected to the internet. In such a case, the computer terminal can be outside the store.
  • Input from an "inventory module” affects the available design choices.
  • a real-time inventory system keeps track of the inventory at the location, and locks out design choices that customer should not make since it would not be possible for the customer to have such a design manufactured.
  • there is lock-out Of certain parts - for example, if car has engine with a super-charger that would vertically jut out of the engine bay, car hoods are locked out unless the selected car hood has a large aperture to allow engine to jut out.
  • the lock-out features may not apply.
  • the child is advised that once they make certain design selections they cannot change their mind. However, in another preferred embodiment the child has some ability to reverse a choice — for example the child can go back one level of choice. In an alternative embodiment the child may be able to go back more than one level of choice.
  • Ordering the parts means, in a preferred embodiment, that the parts physically arrive at the assembly line location from a near by location either located within the store or located out of the store. Another reason for having this restriction is to avoid blockages arising from a child not keeping an adequate pace in his or her design selections.
  • the software has a built-in pace for design selection so that if the child does not make a design selection within an appropriate time (and in certain embodiments if there is a backlog as a result of that) then the computer software will make a design choice for them.
  • the performance characteristics of a toy car we are really speaking about the performance characteristics of the real car that the toy is supposed to be a replica of. These characteristics can include - the no. of miles per gallon, the ability to achieve a certain speed.
  • the performance characteristics are a function of certain design choices, like the selection of the spoiler, the tires, the type of engine, and the ground clearance.
  • the method and system of the present invention allows a child to design and build a car that achieves certain performance characteristics. This also includes the performance characteristics of the features that the child chooses to incorporate in the vehicle at the "imagination station" referred to below.
  • the child then selects the style of the vehicle, such as racing car, muscle car of the '60s, futuristic car, 1930s hot rod, etc. Then the child selects the model or brand of the car or vehicle. The child, in a preferred embodiment, then selects the color of the vehicle and the application, if any, of decals.
  • the decal placement operation could be automated or it can be conducted by human workers. The level of participation by the child in the decal placement operation can vary.
  • the next design choice is that the child selects the front end and lights and then the rear end and lights.
  • lights there can be different fog lights, colored underbody lights, interior lights, strips of lights on the side of the car. These lights can have a variety of colors and a variety of flashing sequences.
  • the child then selects the door type (e.g. standard, suicide, gull wing, switchblade, etc). Then in certain embodiments he chooses the width of the car.
  • the door type e.g. standard, suicide, gull wing, switchblade, etc.
  • the child then selects the hood, the height, the wheels, tires with different tread patterns, the engine (for example, V8, hybrid, super-charged, nitrous oxide system), the muffler, then the interior.
  • the child may choose a sound chip that contains an audio of how the car will sound based on its engine.
  • the interior can includes seats, dashboard, gear shifter, seat belts, and other components. It also includes color, materials and style/design options.
  • the child can observe how these parts are integrated into the body of the car.
  • the child can also audio test components to have more information in make choices.
  • the child chooses the spoiler (an air deflector to prevent the car from lifting off the ground).
  • the software incorporates a virtual wind tunnel that allows the child to set the aerodynamics. For example, the impact of different types of spoilers or the impact of different angles that spoilers are set at can be viewed and then selected. Both on the computer and at the assembly line, the drag can be tested based on a particular setting of the angle of the spoiler with a visualization demonstration involving air/smoke.
  • the child by moving assembly line objects can design a flying car by adding wings, or can design a special security car by adding security features, or can incorporate childhood action figures into the car as passengers or otherwise. Furthermore, the child can select different wing configurations, different space travel engines, armor, ray guns etc.
  • Body mating placement of the body of the car into rest of the car
  • car bodies that have already been colored (e.g., black, red, blue), are matched to parts that have also been colored, that customer wants to have put on bodies.
  • the body and/or parts are paintable. Body and/or parts flow into paint station which uses UV or other technology to rapidly cure paint and has air suction/dissipation and other safety processes or thee body and/or parts are covered by decals.
  • the child has both of these two options - the one in the preferred embodiment and the one in the alternative embodiment.
  • there is an electro-plating operation for some parts e.g., bumpers and logos.
  • the software and/or assembly line also permits the child to select that the toy vehicle will undergo a car wash.
  • the child names the vehicle and chooses a logo in the front, chooses a registration and vanity plate, chooses attachments (overhead lights, cladding, running board, emergency lights) and accessories.
  • the child can also be provided with an owners' manual (in CD and/or online version).
  • other paperwork and details are provided to the child to simulate the real world experience of purchasing a car. For example, a Vin number and a manifest or window sticker may be provided. This information is stored as part of the customer profile information. This data is generated to keep track of the car and its customer association.
  • a customer (i.e. the child) and car profile can be generated from information supplied by the child at the retail store, and by details on toy car created by/for the child and accessories purchased by /for the child.
  • the child has the ability to conduct testing on the car.
  • the child can test the electronics (lights, sounds), the alignment, the horsepower (even though the horsepower is only theoretical since it is a non-working engines).
  • a quality report is generated in certain preferred embodiments.
  • the toy car When the toy car is ready for provision to the child, in a preferred embodiment it simply rolls off the assembly line and the child takes it. Then the keys to the toy car are handed to the child along with the other papers of ownership. In one preferred embodiment, on or about the point of transfer of the physical car to the child, individuals cheer and/or clap or else a taped sound of cheering/clapping is played.
  • the software itself generates prompts for the design choice to be made at each step of the design process.
  • the design software places on the screen a list of different types of a particular component and asks for the child to select one of the choices for that car component.
  • the software allows the child to visualize what would the car look like if the child selects each choice.
  • the design selection choices that have been listed above occur in that particular order, in other preferred embodiments, the actual order of the above choices may vary somewhat or a great deal. The only limitation of the order is that the selection of a part that presupposes the existence of another part should come after the other part has been selected. Furthermore, particular design choices can be eliminated and it is certainly contemplated by the present invention that fewer than all of the design choices can be used or some additional choices added.
  • the method and system of the present invention also includes displaying an image of a car incorporating the design choices at each step of a design process and permitting simultaneous viewing of different cars incorporating different design choices for a particular component.
  • the software causes the design choices to permit instant visualization of in progress vehicle having the new design choice plus the previously selected choices, but the software permits the child to simultaneously see on a single screen a multitude of vehicles each having a different design selection for a particular component.
  • the software features more than one view (or side by side comparison) on screen of different choices i.e,. customer can see visual of their design with side by side comparison of more than "one"" design.
  • FIG. 3 shows a child making design choices by viewing a side by side comparison of toy cars one of which has a spoiler and the other of which does not.
  • the design selection system that the child interacts on the computer with may itself offer suggestions at some or all of the design selection junctures. After the process of designing the car has begun by the child's selections at a terminal in the store, robots, robotic arms or human workers operating in an assembly line actually build the car.
  • the operator can control the speed of the assembly line — slower or faster.
  • the system may make adjustments in the speed based on the customer traffic. For example, when a particular location is busy, the assembly line can be sped up to increase customer throughput. Conversely, when a location is slow, it can slow the speed down to create an impression of being busy.
  • the child sees actual robotic arms picking up parts of the car and assembling them into a car, as well as painting and cutting parts of the car in the assembly line. In addition, there is bolting, welding using power tools.
  • a paint shop where you paint the body of the car. It uses non-hazardous paint applied in a non-hazardous manner. Alternatively, you have already painted bodies with various colors.
  • the laser cutting operation can be real or it can merely be a simulated laser-cutting operation for a theatrical effect.
  • the assembly line also includes overhead conveyors, in addition to other mechanisms, to transport inventory to specific locations for specific assembly line operations. This all occurs in the store.
  • the child can make other design choices involving the selection of a particular component, for example, the engine, doors, wheels, or other interesting car components, at the actual location where that component is to be installed.
  • assembly line objects such as levers, buttons, joy sticks, triggers, and other interactive devices at various stations along the assembly line, the child thereby activates certain processes and physically participates in the assembly of the car and the design of the car at the assembly point. This enhances the feeling of participation and the enjoyment enormously.
  • the software also provides output of the design choices of the child to a "demand analysis” module.
  • This module allows analysis of customer desires, and is used for ordering new inventory or planning new types of designs.
  • the assembly process is structured so that some of the design choices occur near the actual point of the assembly line where that part is to be assembled and installed. This serves to increase the feelings of participation and involvement by the child in the building process. For example, if the assembly line is fifty feet long and the 40 foot point is where the wheels are assembled, then the design choices associated with the selection of the wheels occur just before or near the point in the assembly line where the wheels are installed into the car. The child has the ability to make design choices relating to the wheels that were not previously made on the computer or else to actually reverse a previously made choice and substitute a different design choice.
  • the selection of the engine should be timed so that it occurs soon before the engine is installed on the assembly line.
  • the entire building process is designed to be interactive to maximize the child's enjoyment and identification with the product. For example, the child makes certain design choices at the computer and then actually sees with his own eyes these components being assembled into the car. More importantly, the child sees how these components are assembled into the car. The child then also makes additional design choices during the assembly by touching and/or seeing the components. For example, with respect to the drive train, i.e. the shocks, axles, brakes, wheels and tires, the child's design choices are also located at the point on the assembly line where these components are installed.
  • the child can further participate by pulling trigger/pushing buttons to operate "tools” e.g., installing bolts using power drills, or checking a tire's air pressure using a pressure gauge.
  • the child might pull a lever at the assembly line and a component slips down into place or a robotic hand slips down to install a component into place.
  • the child can touch a button at the assembly line and a laser which cuts the shape of the floor of the chassis, is activated or inactivated.
  • by touching the tires or engine can thereby cause a particular style of tire or engine to be selected. The child therefore feels involved as the vehicle is being installed.
  • the child can touch the components just after they are assembled.
  • components of the toy car can be made available at stations along the assembly line for the child to pick up and feel in order to make the relevant design choice.
  • a small engine can be located at the point in the assembly line where the engine is installed for the child to pick up and feel.
  • the entire operation is designed to be applicable to a retail operation of any shaped store since the assembly line is modular and can be shaped to suit a long and narrow store or a wide and short store. To prevent breakdown there is redundancy built into the system, i.e. parallel tracks.
  • the process is not only customized and interactive but also has important educational aspects. For example, at various stations in the assembly line and/or at various points in the design process within the software, educational content can be inserted to explain the process, the product and the design choices.
  • This educational material can be provided via video loops, interactive kiosks and/or signage.
  • the method and system of the present invention genuinely makes the young child feel like they have designed and built and own a real car. The fact that in reality it is a toy car and not a real car is in effect not noticed or at least comes to be psychologically irrelevant to the child.
  • One feature of the operation is material resource planning, which means if inventory is low or running out, then that design choice is automatically eliminated by the software.
  • material resource planning means if inventory is low or running out, then that design choice is automatically eliminated by the software.
  • real time information on inventory levels of individual parts at station locations is fed into the design CAD/CAM system (with CAD/CAM locking out design choices for which there is no inventory), and is fed into demand analysis and inventory ordering systems.
  • Another feature is that the system can speed consumers through at peak hours by speeding up the entire assembly line or a portion of the assembly line.
  • Another feature is that in order to make the system work at an optimum level, in one preferred embodiment, there is a high degree of common/modular parts. This is necessary to keep inventory down while creating high level of perceived consumer choices via mix and match approach. So, for example the "nose cone” component can fit into multiple car designs or models, as can “a winged spoiler”, “lights”, “engine hood” and “interior”. "Quick customization” may be made available for customers with limited time or for customers who may not wish to repeat the entire experience and may wish to bypass certain operations.
  • the child can bypass multiple operations to reduce time. This is for the child who wants shortened experience (partially built cars at different points in the factory).
  • the designing part occurs with the child at home interacting on a computer with a web site on the Internet and then comes in to get the car (or has it shipped).
  • This alternative embodiment is not as desirable as the preferred embodiment and loses an important amount of personal touch but it can still provide a lot of satisfaction to the child.
  • 3D car/accessories can be translated into a "digital version" for use in PC games and online activities.
  • the digital car is similar to or has likeness of the 3D car built at location. Information would be stored in a database for access by the child.
  • Another extension of the present invention is the ability to take the car that he designed and use it in other contexts, such as video games or PC games including on the World Wide Web.
  • the child conducts digital activities with the digital car (which, as indicated, is in itself based on the 3D car). These digital car/accessories serve as the basis for, or support of, these digital activities. Results of these digital activities are stored in a database. For example, the child takes the digital car and then (typically from home or outside of the store) "enhances" this car by adding more detail, more parts or more capabilities into the digital car.
  • This enhancement is based on content available from a digital resource such as a website and greatly contributes to a deeper knowledge about the car product.
  • the child takes the image of the digital car and stores it in their computer or puts it on their personal web pages for access by others.
  • the child participates in a digital game where they race the digital car and based on their race performance they accrue bonus points.
  • the child can also make modifications to the digital car out of the store (remotely) and then go in to the store to pick up the modified 3D car.
  • the present invention also contemplates connecting digital activities or digital car back to a physical location — the retail store.
  • the child's digital activities are the optional basis for or support of building a new car, buying accessories or modifying an existing 3D car at the location.
  • the digitally enhanced version is produced either in its entirety or partially at location — so, if the child had enhanced their digital version with a super-charger for extra engine power, the 3D version comes equipped with a super-charger.
  • the child comes to the location and redeems their bonus points accrued from e.g., online gaming successes in exchange for car parts or for a discount on their new 3D car.
  • Another optional aspect of the present invention is that when the assembly line in the retail store is shut down because of no customers at the time or because of down time, there is provided a motion- visual of cars being assembled (much like a toy train set). A toy car or a partially finished toy car would be put on a track and made to move along it like a toy train set moving to generate an impression of an assembly line having motion.
  • the child does not design most of the car by the computer in the store but rather starts the process by entering the model of the car and other basic limited design information about the car on the computer 20a to select the design of the car.
  • the computer printer will then generate "information" i.e., a blueprint or picture of the car and a parts list 50 — a printout of the parts needed for that model.
  • this printout of parts can be made available via computer or television monitors available at various points in the store where the parts are located.
  • the child then walks to a parts procurement location 60 corresponding to each of these parts in the parts list, within the store, and selects various the parts of the car.
  • the child then walks over to an assembly station 70 in the store where the car is assembled with the components he selected. Thus there is no assembly line.
  • the child needs not use the exact part listed in the parts list. Instead, the child has the option to substitute these parts with other parts at each parts location as he picks up the parts, e.g., wheels with raised white letters over wheels that did not have such letters
  • the blueprint may not provide a complete list of the parts - and child has to make choice of some parts by looking at them.
  • the child takes the parts to an assembly station or a set of assembly stations.
  • the parts are used to build the car.
  • the building of the car itself will generally be carried out by a location employee, with some assistance/input from the child.
  • the building of the car will use tools such as power screw drivers, cutters, and drills.
  • the child depending on their age and suitability, will be exposed to these tools.
  • certain portions of the car for example, the body of the car or decaling, may be prepared in advance and be in place when the child reaches the assembly station.
  • the design step is completely eliminated and the child starts the process by simply selecting parts of the car and then taking the selected components over to the assembly station to obtain a car based on the car components he or she selected.
  • the parts procurement points may be divided into sections to make it possible for the child to know where to go to get all the necessary parts for the car.

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Abstract

L'invention concerne un procédé et un système pour une construction personnalisée d'un véhicule de jeu dans un magasin. Un enfant fait des choix de conception sur un terminal informatique à l'intérieur du magasin qui utilise un logiciel de conception concernant une conception d'une voiture de jeu, le logiciel de conception permettant des choix de conception qui déclenchent une commande de composants et un assemblage de la voiture de jeu qui simule un assemblage réel de voiture, l'assemblage débutant pendant que l'enfant interagit avec le logiciel et se terminant approximativement une demi-heure après un premier choix de conception. La chaîne de montage située à l'intérieur du magasin permet à l'enfant de voir à la manière d'un spectacle l'assemblage des composants, et permet de participer à l'assemblage en déplaçant des objets de l'ensemble pour faire des choix de conception au niveau de points d'installation de composant. Les choix de conception comprennent le style, le modèle, la couleur, les extrémités avant et arrière, les lumières, les portes, le capot, la hauteur, les rouleaux, le moteur, le silencieux, l'intérieur, le becquet, le nom et le logo, et les fixations.
PCT/US2007/018323 2007-08-16 2007-08-16 Conception et construction personnalisées et interactives de véhicule de jeu WO2009023012A1 (fr)

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PCT/US2007/018323 WO2009023012A1 (fr) 2007-08-16 2007-08-16 Conception et construction personnalisées et interactives de véhicule de jeu

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US9236024B2 (en) 2011-12-06 2016-01-12 Glasses.Com Inc. Systems and methods for obtaining a pupillary distance measurement using a mobile computing device
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