WO2012142936A1 - Electronic interactive toy device - Google Patents

Electronic interactive toy device Download PDF

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Publication number
WO2012142936A1
WO2012142936A1 PCT/CN2012/074183 CN2012074183W WO2012142936A1 WO 2012142936 A1 WO2012142936 A1 WO 2012142936A1 CN 2012074183 W CN2012074183 W CN 2012074183W WO 2012142936 A1 WO2012142936 A1 WO 2012142936A1
Authority
WO
WIPO (PCT)
Prior art keywords
electronic
signal
information
wireless
independent individual
Prior art date
Application number
PCT/CN2012/074183
Other languages
French (fr)
Chinese (zh)
Inventor
徐菲
黄新凯
Original Assignee
玩具概念有限公司
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
Priority claimed from CN2011100986905A external-priority patent/CN102743877A/en
Priority claimed from CN201110173816.0A external-priority patent/CN102836549B/en
Priority claimed from CN2011102739762A external-priority patent/CN102872598A/en
Priority claimed from CN2011102739616A external-priority patent/CN102881198A/en
Application filed by 玩具概念有限公司 filed Critical 玩具概念有限公司
Publication of WO2012142936A1 publication Critical patent/WO2012142936A1/en
Priority to US14/056,940 priority Critical patent/US20140045406A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H30/00Remote-control arrangements specially adapted for toys, e.g. for toy vehicles
    • A63H30/02Electrical arrangements
    • A63H30/04Electrical arrangements using wireless transmission
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H30/00Remote-control arrangements specially adapted for toys, e.g. for toy vehicles
    • A63H30/02Electrical arrangements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H2200/00Computerized interactive toys, e.g. dolls

Definitions

  • the invention relates to an interactive toy, in particular to an electronic interactive toy device comprising a plurality of independent individuals and an interactive method thereof.
  • What the present invention is to achieve is to realize interaction between different toy individuals in position, voice, state or information in a toy body, in particular, to realize the position of the toy in a toy system composed of a plurality of free and independent individuals.
  • the interaction of voice, state and information that is, the realization of the "machine-machine" interactive mode, this interactive function not only reflects the higher level of intelligence of the toy, but also provides more gameplay and more for the player. Fun, it provides players with a new play experience and product choices. Summary of the invention
  • the technical problem to be solved by the present invention is to provide an electronic interactive toy device composed of a plurality of independent bodies and an interactive method thereof for the technical deficiencies of the above-mentioned existing products, so that different individuals can interact with each other and enhance the toy.
  • the level of intelligence is to provide an electronic interactive toy device composed of a plurality of independent bodies and an interactive method thereof for the technical deficiencies of the above-mentioned existing products, so that different individuals can interact with each other and enhance the toy.
  • an embodiment of the present invention provides an electronic interactive toy device, including a first independent individual and a second independent individual, the first independent individual includes a signal sending device, and the second independent individual includes a controller.
  • a unit and a signal receiving device the signal receiving device receives a signal transmitted by the signal transmitting device, and the controller unit controls the second independent individual to perform a related interactive reaction according to the signal received by the signal receiving device;
  • the signal transmitting device includes a first independent individual interaction signal transmitting device and an interactive signal triggering device, when the interactive signal triggering device is triggered, the first independent individual interaction signal transmitting device sends an interaction signal, and the controller unit receives the The interaction signal controls the second independent individual to make an interactive interaction.
  • the first independent individual interaction signal sending device includes a first independent individual electronic navigation device
  • the interactive signal triggering device includes an electronic navigation trigger device
  • the interaction signal includes a first independent individual.
  • the second independent individual further includes an electric drive device controlled by the controller unit, the second independent individual being operable to achieve a positional interaction with the first independent individual via the electric drive device;
  • the second independent individual includes an electronic pet
  • the signal receiving device includes a wireless positioning device
  • the first independent individual electronic navigation device transmits the first independent individual wireless navigation signal
  • the wireless positioning device receives the first independent individual wireless navigation signal and implements wireless positioning of the first independent individual.
  • the electronic interactive toy device of the embodiment of the present invention further includes a third independent individual, the third independent individual includes a third independent individual remote control switch controlled by the electronic pet, and can transmit a third independent individual wireless navigation signal a third independent individual electronic navigation device; and
  • the electronic pet includes a wireless calling device that can call the third independent individual; when the electronic pet sends a calling signal, the third independent individual remote control switch can be triggered, thereby triggering the third independent individual electronic navigation device Transmitting the third independent individual wireless navigation signal;
  • the wireless positioning device may perform positioning on the third independent individual according to the third independent individual wireless navigation signal, and may leave or approach the third independent individual through the electric drive device.
  • the first independent individual includes a pet house, and the electronic pet includes a wireless calling device capable of issuing a calling signal;
  • the electronic navigation triggering device includes a third remote control switch, and when the wireless calling device sends a call signal, the third remote control switch may be triggered, thereby triggering the third electronic navigation device to send a third wireless navigation signal;
  • the wireless positioning device may perform positioning on the pet house according to the third wireless navigation signal, and may leave or approach the pet house by the electric drive device.
  • the pet house includes a human-machine dialogue device, a timing device, and a work schedule for the electronic pet living in the pet house; and the electronic pet includes an electronic device controlled by the pet house schedule Executing means for causing the electronic pet to perform activities according to the content of the schedule; and
  • the pet house may issue an "out of office” command to the electronic pet, and at the same time, the third wireless navigation signal may also be sent by the third electronic navigation device.
  • the electronic execution device may cause the electronic pet to move within a range of the surrounding area of the pet house based on the orientation information provided by the wireless positioning device;
  • the pet house may issue a "home” command to the electronic pet, and at the same time, the third wireless device may also be sent by the third electronic navigation device.
  • the navigation signal, and the electronic execution device can locate the pet house by the wireless positioning device, and then the electronic pet can be returned to the pet house by the electric drive device.
  • the first independent individual interaction signal transmitting device and the interactive signal triggering device comprise a first interactive signal transmitting device and a first interactive signal triggering device, and a second interactive signal transmitting device and a second An interactive signal triggering device, the first independent entity comprising:
  • a logic setting unit configured to include setting information about correlation logic between the first and second encoding information
  • a voice output unit configured to output the first and second voice information
  • the first and second interaction signal triggering devices trigger the first and second interaction signal transmitting devices to send the first and second encoding information
  • the controller unit passes the
  • the signal receiving device reads the first and second encoding information respectively, and then respectively plays the first and second voice information corresponding to the first and second encoding information by using the voice output unit, and the most
  • the rear controller unit refers to the setting information about the correlation logic between the first and second encoding information through the logic setting unit, and controls the corresponding result of the output logic setting information.
  • the first independent individual includes a shooting device, and the second independent individual includes an electronic pet;
  • the first independent individual interaction signal transmitting device includes a first wireless transmitting device, which can transmit a wireless signal, the first wireless signal including transmission state information of the shooting device;
  • the first independent individual interaction signal transmitting device includes a second wireless transmitting device that can transmit a second wireless signal, where the second wireless signal includes pointing state information of the shooting device;
  • the signal receiving device includes a first wireless receiving device that can receive the first wireless signal and acquire transmission state information of the shooting device from the first wireless signal;
  • the signal receiving device includes a second wireless receiving device that can receive the second wireless signal and obtain pointing state information of the shooting device from the second wireless signal;
  • the controller unit includes a hit interaction unit, and the hit interaction unit is activated when the transmission status information and the pointing status information are simultaneously confirmed;
  • the controller unit includes a non-hit interaction unit, and the non-hit interaction unit is activated when only the transmission status information is confirmed and the pointing status information is not confirmed;
  • the interactive signal triggering device includes a trigger or a firing trigger switch.
  • the first wireless signal and the second wireless signal are two wireless signals that are different in propagation speed and encoded by the same or related;
  • the electronic pet includes a shooting distance calculation unit that calculates a distance from the shooting device according to a phase time difference between the received first wireless signal and the second wireless signal.
  • the invention also provides an interactive method for an electronic interactive toy device, comprising:
  • the first independent individual interaction signal transmitting device transmits an interaction signal when the interaction signal triggering device of the first independent individual is triggered; the second independent individual signal receiving device receives the interaction signal, the controller unit Controlling, by the interaction signal received by the signal receiving device, the second independent individual to make a relevant interactive reaction.
  • the first independent individual interaction signal sending device includes a first independent individual electronic navigation device
  • the interaction signal triggering device includes an electronic navigation trigger device
  • the interaction signal includes a first independent individual.
  • the second independent individual further includes an electric drive device controlled by the controller unit, the second independent individual being operable to achieve positional interaction with the first independent individual by the electric drive device;
  • the two independent individuals include an electronic pet, and the signal receiving device includes a wireless positioning device;
  • the first independent individual electronic navigation device transmits the first independent individual wireless navigation signal
  • the wireless positioning device receives the first independent individual wireless navigation signal and implements a The wireless positioning of the first independent individual.
  • a voice information storage comprising first and second voice information corresponding to the first and second encoded information
  • a logic setting unit configured to include setting information about correlation logic between the first and second encoding information
  • a voice output unit configured to output the first and second voice information
  • the first and second interactive signal triggering devices trigger the first and second interactive signal transmitting devices to send the first and second encoded information when the information card or the information card socket is used;
  • the controller unit reads the first and second encoding information by using the signal receiving device, and then respectively plays the first and second corresponding to the first and second encoding information by using the voice output unit. Voice information, finally the controller unit refers to the setting information about the related logic between the first and second encoding information through the logic setting unit, and controls the corresponding result of the output logic setting information.
  • the first independent individual includes a shooting device, and the second independent individual includes an electronic pet;
  • the first independent individual interaction signal sending device includes a first wireless transmitting device, and may send the first a wireless signal, the first wireless signal including transmission state information of the shooting device;
  • the first independent individual interaction signal transmitting device includes a second wireless transmitting device that can transmit a second wireless signal, where the second wireless signal includes pointing state information of the shooting device;
  • the signal receiving device includes a first wireless receiving device that can receive the first wireless signal and acquire transmission state information of the shooting device from the first wireless signal;
  • the signal receiving device includes a second wireless receiving device that can receive the second wireless signal and obtain pointing state information of the shooting device from the second wireless signal;
  • the controller unit includes a hit interaction unit, and the hit interaction unit is activated when the transmission status information and the pointing status information are simultaneously confirmed;
  • the controller unit includes a non-hit interaction unit, and the non-hit interaction unit is activated when only the transmission status information is confirmed and the pointing status information is not confirmed;
  • the interactive signal triggering device includes a trigger or a firing trigger switch.
  • the invention has the beneficial effects that: it is a brand-new device and technology for realizing "machine-machine" interaction between toys, and the device and technology can realize functions that cannot be realized by traditional products, and not only reflects the high toy.
  • the level of intelligence but also provides more play and more fun for the players.
  • FIG. 1 is a schematic diagram of an electronic interactive toy device having a plurality of independent individuals according to an embodiment of the present invention
  • FIG. 2 is a basic block diagram of an electronic interactive toy device for automatic croquet according to an embodiment of the present invention
  • FIG. 3 is an expanded block diagram of an electronic interactive toy device for automatic croquet according to an embodiment of the present invention
  • FIG. 4 is a block diagram of an electronic interactive toy device for anthropomorphic residence according to a second embodiment of the present invention.
  • FIG. 5 is a block diagram of an electronic interactive toy device for anthropomorphic gatekeeper according to a third embodiment of the present invention.
  • FIG. 6 is a flow chart of a method for realizing interaction between individuals in an electronic interactive toy device of a plurality of independent individuals according to an embodiment of the present invention
  • FIG. 7A is a method for implementing question and answer learning including an electronic pet and a circular orbit in the fourth embodiment of the present invention
  • FIG. 7B is a block diagram showing the functional structure of an electronic interactive toy device for implementing question-and-answer learning including an electronic pet and a circular track according to Embodiment 4 of the present invention
  • FIG. 7C is a flowchart of a method for implementing question-and-answer learning entertainment in an electronic interactive toy device according to Embodiment 4 of the present invention
  • FIG. 8 is a related to an electronic interactive toy device including an electronic pet and a circulating track according to Embodiment 4 of the present invention
  • FIG. 9 is a schematic diagram of an electronic interactive toy device for realizing a guessing game including an electronic pet and a loop track according to a fifth embodiment of the present invention
  • FIG. 10 is an electronic diagram related to the realization of a guessing game including an electronic pet and a loop track according to Embodiment 5 of the present invention
  • Block diagram of the functional structure of the interactive toy device
  • FIG. 11 is a flowchart of a method for implementing a guessing game in an electronic interactive toy device according to Embodiment 5 of the present invention.
  • FIG. 12 is a flow chart showing a method for implementing a guessing game in an electronic interactive toy device including an electronic pet and a circulating track according to Embodiment 5 of the present invention
  • FIG. 13A is a schematic diagram of an electronic interactive toy device implementing a shooting game according to Embodiment 6 of the present invention.
  • FIG. 13B is a block diagram of an electronic interactive toy device implementing a shooting game according to Embodiment 6 of the present invention.
  • 13C is a flow chart of a method for implementing interactive electronic hunting in a toy including an electronic pet and a shooting device according to Embodiment 6 of the present invention. detailed description
  • FIG. 1 is a schematic diagram of an electronic interactive toy having a plurality of independent individuals in an embodiment of the present invention.
  • 10 is the first independent individual (toy ball)
  • 20 is the second independent individual (electronic pet, the figure is an electronic snail)
  • 30 is the third independent individual (remote control)
  • 40 is the fourth independent individual. (pet house).
  • the first independent individual includes a signal transmitting device
  • the second independent individual includes a controller unit and a signal receiving device
  • the signal receiving device can receive the signal transmitted by the signal transmitting device
  • the controller unit controls the second independent individual to make a signal according to the signal received by the signal receiving device.
  • the toy ball When playing, the toy ball can be thrown.
  • the electronic pet can instantly detect the position of the toy ball and search and track the toy ball.
  • the toy ball can be captured and the toy ball can be brought back.
  • At the player/remote control or bring it back to the pet house.
  • there are more ways to play such as sending control commands through the remote control, making the electronic pet come over or returning to the pet house, or entering the daily schedule of the electronic pet in the pet house, so that the electronic pet can be set according to a preset schedule. Content activities, etc.
  • Figure 1 shows a set of anthropomorphic electronic pet toys, including multiple independent individuals. There is no mechanical connection between individuals, but individuals can interact with each other.
  • the signal transmitting device may include a first independent individual interaction signal transmitting device and an interactive signal triggering device.
  • the first independent individual interaction signal transmitting device may send the interaction signal, and then the controller unit may receive the interaction according to the interaction.
  • the signal controls the second independent individual to make an relevant interaction.
  • the first independent individual interaction signal sending device may comprise a first independent individual electronic navigation device
  • the interaction signal triggering device may comprise an electronic navigation trigger device
  • the interaction signal may comprise a first independent individual wireless navigation signal
  • a power drive device controlled by the controller unit may be included, the second independent individual may implement positional interaction with the first independent individual through the electric drive device;
  • the signal receiving device includes a wireless positioning device; when the electronic navigation trigger device is triggered, The first independent individual electronic navigation device transmits the first independent individual wireless navigation signal, and the wireless positioning device receives the first independent individual wireless navigation signal and implements wireless positioning of the first independent individual.
  • FIG. 2 this is a basic block diagram of an electronic interactive toy device for automatic croquet according to the first embodiment of the present invention.
  • 10 is a toy ball
  • 20 is an electronic pet
  • 10 includes an acceleration switch (electronic navigation trigger device).
  • the acceleration switch is triggered, and a toy is triggered.
  • a first electronic navigation device (a first independent individual electronic navigation device) in the ball, and transmitting, by the device, a first wireless navigation signal 12 (a first independent individual wireless navigation signal, which is an interactive signal), the signal being used by the electronic pet 20
  • the wireless positioning device receives and processes, and positions the position of the toy ball 10, and then the electronic pet 20 can travel to the toy ball through the electric drive device controlled by the controller unit to complete the toy ball Position tracking, and the interaction between the two in position.
  • the first wireless control signal 22 can also be sent to the toy ball 10 through the first wireless control device, and the signal acts on the first remote control switch of the toy ball, and acts on the first through the switch.
  • the electronic navigation device stops the transmission of the first wireless navigation signal. In this case, we can say that the first remote control switch is controlled by the first wireless control device, or the electronic navigation device of the toy ball is controlled by the electronic pet in the system.
  • FIG. 3 this is an expanded block diagram of an electronic interactive toy device for automatic croquet according to an embodiment of the present invention.
  • the electronic pet has an object capturing device and a wireless calling device. After the electronic pet successfully captures the toy ball through the capturing device, the wireless calling device can call/search other nearby interactive functions.
  • the device which has an interactive function, is independent of the first independent individual (toy ball) and the second independent individual (electronic pet), so it is referred to as a third independent individual.
  • the third independent individual can include a third independent individual remote control switch controlled by the electronic pet, and a third independent individual electronic navigation device that can transmit the third independent individual wireless navigation signal.
  • the wireless calling device of the electronic pet can call the third independent individual; when the electronic pet sends the calling signal, the third independent individual remote control switch can be triggered, thereby triggering the third independent individual electronic navigation device to send the third independent individual wireless navigation signal (interactive signal).
  • the wireless positioning device of the electronic pet can perform positioning on the third independent individual according to the third independent individual wireless navigation signal, and can leave or approach the third independent individual through the electric drive device.
  • Called in this embodiment is a remote control device 30 (a third independent individual, referred to as a remote control).
  • the remote control is usually placed next to the player.
  • the electronic pet calls the remote control and positions the remote control. Then, bringing the toy ball back to the remote control is equivalent to returning it to the player, thus achieving automatic ⁇ The function of the ball.
  • the remote controller 30 includes a second remote control switch (a third independent individual remote control switch), and the remote control switch is controlled by the electronic pet's wireless calling device, that is, when the remote controller receives the wireless call signal 24, the second remote control switch Being triggered, and then triggering the second electronic navigation device (the third independent individual electronic navigation device) to transmit the second wireless navigation signal (the third independent individual electronic navigation signal) 33, and the electronic pet 20 receives the second wireless navigation signal Realize the positioning of the remote control and pass the power controlled by the controller
  • the drive is close to the remote control.
  • the second remote control switch of the remote controller can be triggered by the wireless calling device, so that the second electronic navigation device stops transmitting the second wireless navigation signal to release the occupied signal space and save energy.
  • the remote controller 30 further includes a button and a remote control unit, and can send other control commands to the electronic pet, such as bringing the electronic pet to the remote controller or leaving the remote controller.
  • the first independent individual may be a pet house.
  • 20 is an electronic pet
  • 40 is a pet house
  • the electronic pet can send a wireless call signal 24 to the pet house through the wireless calling device, and a third remote control switch (electronic navigation trigger device) acting on the pet house through 24, and then the third The remote control switch acts on the third electronic navigation device, and sends the third wireless navigation signal 42 to the electronic pet through the navigation device, so that the electronic pet can locate the pet house through the wireless positioning device, and can correctly leave or return to the pet house, or Activities within the designated range centered on the pet house.
  • the pet house also includes a man-machine dialogue device and a timing device.
  • the player can input the control instruction of the electronic pet through the human-machine dialogue device, or arrange a personalized work schedule for the electronic pet, for example, when to get up, a few
  • the control commands related to this schedule can be sent wirelessly (ie, wireless control signal 48) and act on the controller's electronic control of the electronic pet.
  • the electronic pet can operate according to the relevant instructions, so that the activities related to the schedule can be realized.
  • the electronic pet 20 can also interact with the toy ball 10 as in the first embodiment.
  • the acceleration switch is triggered, and the first electronic navigation device in the toy ball is further triggered, and the first wireless navigation signal 12 is transmitted through the device, the signal being used by the electronic pet 20
  • the wireless positioning device receives and processes, and positions the position of the toy ball 10, and then the electronic pet 20 can travel to the toy ball through the electric drive device and capture the toy ball through the object capturing device.
  • the electronic pet can also send the first wireless control signal 22 to the toy ball 10 through the first wireless control device, the signal acts on the first remote control switch of the toy ball, and acts on the first electronic navigation device through the switch and stops the first The transmission of a wireless navigation signal.
  • the pet house can be called by the calling device to send the wireless navigation signal to the pet house, so that the electronic pet can smoothly return the toy ball to the pet house.
  • FIG. 5 this is a block diagram of an anthropomorphic gatekeeper electronic interactive toy device according to a third embodiment of the present invention, which includes a toy ball 10 (first independent individual) and an electronic pet 20 (second independent individual). And the electronic goal 50.
  • the toy ball includes an acceleration switch, a first electronic navigation device, and a first remote control switch
  • the electronic pet includes a first wireless control device, a wireless positioning device, an electric drive device, and an object capture device, in the present embodiment.
  • it is required to have a quick response capability, so that the toy ball can be captured during the movement of the toy ball, and the toy ball is prevented from entering the electronic goal 50 by the electronic pet.
  • the player needs to shoot at the speed as fast as possible and at the wrong angle.
  • the electronic pet will be guarded on the front of the electronic goal and will capture the toy ball as fast as possible. .
  • the ball-induction display device of the electronic goal is triggered and the number of goals is displayed.
  • the electronic pet can act on the fourth remote control switch of the electronic goal by transmitting the wireless call signal 26 to the wireless calling device, and trigger the fourth electronic navigation device to send the fourth wireless navigation signal 58.
  • the positioning of the fourth wireless navigation signal knows the position of the electronic goal so that it can be properly guarded in the correct position, and can return to the original guard position even after the ball is thrown.
  • the remote controller 30 can also be added to the toy to achieve more functions.
  • the composition of the remote controller 30 can be referred to the foregoing FIG.
  • the electronic pet can take the captured toy ball to the remote control/player and then return to the front of the electronic goal, so that the player can repeatedly shoot, increasing the game's confrontation and fun.
  • FIG. 6 this is an embodiment of the present invention for realizing the interaction between individuals in an electronic interactive toy of a plurality of independent individuals.
  • Method flow chart which is a general summary of the electronic interactive toy device described in the above Figure f5.
  • the method described in FIG. 6 includes first, second, and third independent individuals, and there is no physical connection between the individuals, and the toy device consisting of three independent individuals: the toy ball, the electronic pet, and the remote controller are similar.
  • the structure and reference to the schematic diagrams and block diagrams shown in FIGS. 1 to 5 can be referred to.
  • Related methods for achieving location interaction between the three independent individuals include the following steps:
  • Step S601 is to trigger the first electronic navigation device of the first independent individual to send the first wireless navigation signal
  • Step S602 The second independent entity performs positioning on the first independent individual based on the first wireless navigation signal.
  • Step S603 is that the second independent individual approaches the first independent individual based on the positioning of the first independent individual;
  • Step S604 performing capture on the first independent individual for the second independent individual
  • Step S605 The second independent individual causes the first independent individual to stop transmitting the first wireless navigation signal
  • Step S606 calling the third independent individual for the second independent individual
  • Step S607 The third independent individual sends the second wireless navigation signal by using the second electronic navigation device.
  • Step S608 Performing, for the second independent entity, the positioning of the third independent individual based on the second wireless navigation signal
  • Step S609 The second independent individual delivers the first independent individual to the third independent individual based on the positioning of the third independent individual;
  • Step S610 the second independent individual causes the third independent individual to stop transmitting the second wireless navigation signal.
  • the first independent individual interaction signal transmitting device and the interactive signal triggering device may include a first interactive signal transmitting device and a first interactive signal triggering device, and a second interactive signal transmitting device and a second
  • the interactive signal triggering device, the first independent individual may include:
  • a voice information storage comprising first and second voice information corresponding to the first and second encoded information
  • a logic setting unit configured to include setting information about correlation logic between the first and second encoded information
  • a voice output unit which can output first and second voice information
  • the first and second interaction signal triggering devices may trigger the first and second interaction signal transmitting devices to send First and second encoding information
  • the controller unit respectively reads the first and second encoding information by using the signal receiving device, and then respectively plays the first and second voice information corresponding to the first and second encoding information by using the voice output unit
  • the controller unit refers to the setting information about the related logic between the first and second encoding information through the logic setting unit, and controls the corresponding result of the output logic setting information, thereby realizing the first and second independent individuals Interaction on voice or information.
  • the first and second encoded information may be digitally encoded information; the voice information storage and logic setting unit may be a non-volatile memory; and the controller unit may be a micro-control Or microprocessor.
  • the second individual can have the design of the model train.
  • the first interactive signal transmitting device and the first interactive signal triggering device may be disposed on the first information card or the first information card socket, and the second interactive signal transmitting device and the second interactive signal triggering device may be configured on the second information card Or the second information card socket.
  • FIG. 7A this is a schematic diagram of an electronic interactive toy device for question-and-answer learning including an electronic pet and a loop track according to Embodiment 4 of the present invention, which is a development, improvement and new application of the above system.
  • the first player is the questioner and the second player is the answerer;
  • the first information card includes the first placard, and the second information card includes the second placard, the first card socket
  • the first information card socket includes a second placard socket;
  • the voice information memory further includes fourth voice information including a positive third voice information and a negative representation; a voice output unit, and an output unit
  • the third and fourth voice information are described.
  • the learning machine ie, the electronic interactive toy device of the question-and-answer learning
  • the learning machine is usually used by two people at the same time, and learns in a question-and-answer manner. It simulates the relationship between teachers and students (or parents and children) in the real environment, and integrates learning and entertainment. It is a new electronic learning model.
  • 70 is an electronic pet (in the present embodiment, there is a model design of a model train), and the electronic pet is adapted to travel on the circulation track 77, and sequentially passes through the first literacy socket 73 and the second literacy card socket 75.
  • the asker teacher
  • the answerer student
  • the second literacy card socket 75 the questioner and the respondent
  • the lyrics held by the questioner/answeror can be identical (for example, both sides have "lions" ", Tiger Tiger", “Horse” three cards, can also be different.
  • the embodiment of the present invention requires that the association logic of the two be established in advance, for example, the card of the hypothetical is a lion, a tiger, a horse, and the card of the answer is a lion, a tiger.
  • the horse character, the lion pattern and the lion character are related, and the lion pattern has no correlation with the tiger and Ma Wenyu, and the associated logic/correlation of other cards can be analogized.
  • the questioner can pick one of the N placards (hereinafter referred to as the first literacy card) and insert it into the first placard socket.
  • the first literacy card hereinafter referred to as the first literacy card
  • the lion will be shown.
  • the first placard 71 of the pattern is inserted into the first placard socket 73 (in the actual product, both the questioner and the answerer can only see their literate card face and cannot see each other's literacy card face, For example, flipping the literacy card and inserting it into the placard socket, this is a non-public way of playing cards.
  • the electronic pet 70 will automatically start (this can be seen as the first interactive signal trigger device is triggered, so that the interaction
  • the signal transmitting device sends an interactive signal and causes the second independent individual to interact with it and moves along the track to 73.
  • the first a coded information When it passes through 73, it reads the encoded information contained in the first literacy card 71 (hereinafter referred to as the first a coded information), and will play out the voice information related to the lion (first coded information) (for example, a lion's squeak, etc., the voice information associated with the first coded information is referred to as the first voice message), and then the electronic 70 was automatically 'stop and wait for the answer' answers / reactions.
  • first a coded information the encoded information contained in the first literacy card 71
  • the voice information related to the lion for example, a lion's squeak, etc., the voice information associated with the first coded information is referred to as the first voice message
  • the answerer can not see the face content of the first literacy card at the second literacy card socket 75, and can only be based on the voice associated with the first literacy card when the electronic pet passes the first literacy card.
  • the information is used to determine the content of the placard.
  • the content of the first literate card is determined to be related to the lion according to the squeak of the lion, so the second literacy card held on hand ("Lion" The lion ") 72 is inserted into the second literacy card socket 75, at which time the electronic pet 70' will be restarted again (this can be seen as a second interactive signal triggering device being triggered, causing the interactive signal transmitting device to send an interactive signal and
  • the second independent individual interacts with it and travels along the track to the second literacy card socket 75, and then reads the encoded information contained in the second literacy card 72 (hereinafter referred to as the second encoded information) and plays The pronunciation of the Lion lion (this voice information corresponding to the second coded information is called the second voice message), because the Lion lion text is related to the lion pattern, it can be judged that the answer is yes , So the system will play out device Cheers (that is, affirmative voice information, referred to herein as the third voice message); if the answerer is not inserted into the 75
  • FIG. 7B this is a functional block diagram of the question-and-answer electronic interactive toy device including the electronic pet and the circulating track according to the fourth embodiment of the present invention, which is a further description of the system device shown in FIG. 7A.
  • 70 is an electronic pet
  • 71 is a first literacy card, and can be combined and separated with the first literacy card socket 73
  • 72 is a second literacy card, which can be combined and separated with the second literacy card socket 75.
  • a control unit 78 that can be placed on the electronic pet or can be placed outside the electronic pet as an independent control unit.
  • the electronic pet 70, the first literacy card socket 73, the second literacy card socket 75, and the control unit 78 of the fourth embodiment of the present invention in FIG. 7B are connected by a control bus 76, but can also be wirelessly used in practical applications.
  • the way to connect depending on the needs of the application.
  • the proximity switch in the figure is an interactive signal triggering device
  • the information reading control unit is a signal transmitting device (a first independent individual interactive signal transmitting device) that can transmit an interactive signal.
  • the proximity switch and the information reading control unit can also be disposed on the literacy card instead of the literacy card socket, and then wirelessly transmit information between the numeracy card and the control component 78, thereby Interaction between positional or voice information is achieved between the second independent individual.
  • the electronic pet 70 in the figure comprises a train control unit, an electric drive device, a travel speed adjusting device and a directional signal transmitting device, and the directional signal transmitting device can transmit a wireless trigger signal to one side of the track to enable literacy on one side of the track.
  • the proximity switch on the card socket triggers and thereby causes the information to be read into the control unit to effect reading of the encoded information of the placard (this is also the case where the interactive signal triggering device is triggered to transmit the interactive signal).
  • the encoded information of the literacy card is transmitted via bus 76 to a controller unit in 78 (the controller unit can receive the interactive signal via a signal receiving device), and the controller unit decodes the encoded information And taking out the voice information corresponding to the encoded information from the voice information memory, and then playing the voice information through the voice output unit, thereby realizing the first independent individual (literate card) and the second independent individual (train) Interaction between location and voice information.
  • the voice information memory (which can be used by non-volatile memory, such as ROM, EEPR0M, FLASH, etc.) contains all the placard-related voice information and other related information held by the questioner and the respondent.
  • the voice information for FIG. 7B, at least includes first voice information (lion hum) and second voice information (literal pronunciation of Lion lion) corresponding to the first encoded information, and third voice information representing affirmation (cheering) Sound) and the fourth voice message (beep) that represents negation. Also included in FIG.
  • 7B is an associated logic setting unit (logic setting unit) in which information on the relevance of all literacy cards held by the questioner and the respondent is pre-set, for example, assuming There are three literacy cards, which are lion, tiger, and horse patterns, and correspond to the first, third, and fifth coded information, and the respondent also has three literacy cards, which are lion, tiger, and horse characters, corresponding to the second. Four or six coding information. In this case, the first and second encoded information, the third and fourth encoded information, the fifth and sixth encoded information have a correlation, and the other intersected encoded information has no correlation. These correlation data can be preset in the associated logic setting unit when the product is shipped from the factory, and the associated if setting unit can be used as a non-volatile memory in the application.
  • logic setting unit logic setting unit
  • the core unit of control unit 78 is a controller unit that can be actuated by a microcontroller, microprocessor or other digital logic controller.
  • the controller unit reads the first encoding information, and then plays the first through the voice output unit.
  • the control unit waits for the respondent to respond to the first voice information; when the answerer performs the judgment according to the first voice information, and holds from the Find meaning in N literacy cards
  • the controller reads the second encoding information, and then plays the second encoding information through the voice output unit.
  • the second voice information is further; the controller further checks the setting information about the correlation between the first and second encoding information in the association logic setting unit, and plays the third voice information if the two encoding information is related, if two The fourth voice information is played regardless of the encoded information, thereby completing the electronically controlled question-and-answer learning process.
  • the two function module units of the learning rhythm control unit and the answer arbitration unit can be specifically separated.
  • the electronic pet 70 will restart driving and then pass the second literacy card and read the second encoding information, and then play the second encoding through the voice output unit.
  • the second voice information corresponding to the information.
  • the answer arbitration unit may refer to the first and second coded information in the association logic setting unit.
  • Sexual setting information if the two encoding information is related, the answer is correctly judged and the third voice information is played. If the two encoding information is irrelevant, the answer is incorrectly judged and the fourth voice information is played, thereby completing the question of electronic control. An answer to the learning process.
  • FIG. 7C is a flowchart of a method for implementing interactive question-and-answer learning in an electronic interactive toy learning machine according to Embodiment 4 of the present invention, which is a general summary of the system described in FIG. 7A and FIG. 7B, and specifically includes the following steps:
  • step S702 is to read the first literacy card into the learning machine. First encoding information;
  • Step S703 The learning machine finds a preset first voice information related to the first encoding information in a memory; Step S704: playing the first voice information for the learning machine;
  • Step S706 The respondent inserts the second literacy card into the second literacy card socket
  • Step S707 reading, by the learning machine, the second encoding information of the second literacy card
  • Step S708 The learning machine finds a preset second voice information related to the second coded information in a memory; Step S709: playing the second voice information for the learning machine;
  • Step S710 the learning machine finds, in the association logic setting unit, a preset information about whether the first encoding information and the second encoding information are related, and if the two encoding information are related, the answer is correctly determined.
  • the third voice information is played, and if the two coded information are irrelevant, the answer error is judged and the fourth voice information is played, thereby completing the whole process of the question-and-answer learning controlled by the program.
  • the first and second encoded information are digitally encoded information
  • the memory and the associated logical setting unit are non-volatile memories.
  • FIG. 8 is a diagram showing a method for implementing question-and-answer learning in an electronic interactive toy learning machine including an electronic pet and a circulating track according to Embodiment 4 of the present invention.
  • the method flow chart is a more detailed summary and summary of the system devices described in FIG. 7A and FIG. 7B, and specifically includes the following steps:
  • step S802 automatically starts and exercises to the first electronic pet Literacy card;
  • Step S803 reading, by the learning machine, the first coded information in the first literacy card
  • Step S804 the learning machine finds, in the memory, a preset first voice information related to the first coded information
  • Step S805 playing the first voice information for the learning machine
  • Step S806 the electronic pet passes the first literacy card and stops driving;
  • Step S808 The answerer inserts the second literacy card into the second literacy card socket
  • Step S809 restarting the electronic pet and exercising to the second literacy card
  • Step S810 reading, by the learning machine, the second encoding information of the second literacy card
  • Step S811 the learning machine finds, in the memory, a preset second voice information related to the second coded information
  • Step S812 playing the second voice information for the learning machine
  • Step S813 the learning machine finds, in the association logic setting unit, a preset information about whether the first encoding information and the second encoding information are related, and if the two encoding information are related, the correct answer is determined. Playing the third voice information, if the two coded information are irrelevant, making an incorrect answer and playing the fourth voice message;
  • Step S814 is that the electronic pet stops over the second literacy card and stops at an appropriate position, thereby completing the whole process of the question-and-answer learning controlled by the program.
  • the first and second encoding information are digital encoding information
  • the memory and associated logic setting unit are non-volatile memory
  • the electronic pet has a model train. The design of the shape.
  • the first information card includes a first game card
  • the second information card includes a second game card
  • the N game cards are three game cards, which are respectively "stone”, “scissors", and "cloth”;
  • the information is stone gram scissors, scissors gram cloth, and cloth stone.
  • the first information card socket includes a first game card socket
  • the second information card socket includes a second game card socket
  • the second independent individual further includes a first display device corresponding to the first player; and corresponding to the second player Second display device.
  • the guessing game of the embodiment of the present invention follows the traditional concepts of "stone”, “scissors” and “cloth”, and also adopts the rules of the game with stone gram scissors, scissors gram cloth, and then cloth stone, but the difference is this
  • the embodiment of the invention adopts an electronic interactive toy game machine to publicize the result and judge the win or lose, which is more fair (because the two parties both open the card after the card is finished, there will be no disputes of first playing and then playing cards), and also More interesting and interesting, it is a brand new guessing game machine.
  • 90 is an electronic pet, and the electronic pet travels on the circulation track 97 and passes through the first card socket 93 and the second card socket 95 in sequence.
  • the first player sits at the first card socket 93
  • the second player sits at the second card socket 95
  • the first and second players each hold a pair.
  • Game cards each deck contains three specific game cards, namely "stone”, “scissors” and "cloth”.
  • the first player and the second player respectively hold three game cards of 91A, 91B, 91C, and 92A, 92B, and 92C.
  • the first and second players respectively pick one of the three playing cards they hold and insert them into the playing card socket in a non-public manner (in Figure 9, the cards of both sides can be seen. The face is for the convenience of explaining the situation of the two sides playing cards. In actual use, the game cards can be flipped and inserted into the game card sockets, so that the other party can not see the cards.
  • the first player inserts the first playing card "stone" 91A into the first playing card socket 93
  • the second player inserts the second playing card "scissors" 92B into the second playing card socket 95. in.
  • the electronic pet 90 will automatically start and pass the track 97 through the first playing card socket 93 (it can be considered that the interactive signal triggering device is triggered and sends an interactive signal, thereby making the first The interaction between the second independent individual), when it passes through 93, reads the first encoded information contained in the first playing card 91A, and plays the stone-related voice information (for example, similar to stone blasting) The sound or the pronunciation of "stone", the voice information related to the first encoded information is referred to as the first voice information), and then the electronic pet will travel along the track through the second playing card socket 95 and read into the second game.
  • the second encoded information in the card 92B plays the voice information related to the scissors (for example, the sound of the scissors to cut things or the pronunciation of the "scissors", and the voice information corresponding to the second encoded information is become the second voice information. ). Since the "stone" is "scissors" in the game rules, it can be determined that the first player wins, and the first display 96 associated with the first player will display the first player winning information or display the score, and The second player-related second display 98 may display a second player failure message or display a score. Finally, the electronic pet will return to the original place of departure, thus completing the entire process of playing an electronic guessing game. In practical applications, it is also possible to use a display to display the winning points of both sides. The principle is the same, and will not be described here.
  • FIG. 10 this is a functional block diagram of an electronic interactive toy device for realizing a guessing game including an electronic pet and a loop track according to Embodiment 5 of the present invention, which is a further description of the system device shown in FIG.
  • 90 is an electronic pet
  • 91A is a first playing card, and can be combined and separated with the first playing card socket 93
  • 92B is a second playing card, which can be combined and separated with the second playing card socket 95.
  • a control unit 98 that can be placed on the electronic pet or can be placed outside of the electronic pet as a separate control unit.
  • the electronic pet 90, the first playing card socket 93, the second playing card socket 95, and the control unit 98 of the fifth embodiment of the present invention shown in FIG. 10 are connected by a control bus 96, but may be used in practical applications. Connect wirelessly, depending on the needs of the application. For example, the proximity switch and the information reading control unit may be disposed on the playing card instead of the playing card socket, and then wirelessly transfer information between the playing card and the control unit 98, thereby being used by the first and second independent individuals. Interact between location or voice information.
  • the electronic pet 90 in the figure includes a train control unit, an electric drive device, a travel speed adjusting device and a directional signal transmitting device, and the directional signal transmitting device can transmit a wireless trigger signal to one side of the track to make a game set on one side of the track.
  • the proximity switch on the card socket triggers, and thus the information is read into the control unit to enable reading of the encoded information of the playing card, which is also a situation in which the interactive signal triggering device is triggered to realize the transmission of the interactive signal.
  • the encoded information is transmitted to the controller unit in 98 via the bus 96, the controller unit decodes the encoded information, and extracts the voice information corresponding to the encoded information from the voice information memory, and then outputs the voice through the voice.
  • the unit plays the voice information.
  • the voice information memory (which can be used by non-volatile memory, such as ROM, EEPR0M, FLASH, etc.) contains all the game card-related voice information and other voice information, which is at least included in FIG. There are first voice information (e.g., stone related information) corresponding to the first encoded information and second voice information (e.g., information related to the scissors). Also included in FIG.
  • a win-and-loss logic setting unit (logic setting unit), in which information of all game card winning and losing logics, such as stone (first encoded information) gram scissors, is pre-set in the winning and losing logic setting unit ( Second coded information), scissors (second coded information), cloth (third coded information), and cloth (third coded information) Gram stone (first coded information).
  • the information of the above-mentioned winning and losing logic may be preset in the winning and losing logic setting unit when the product is shipped from the factory, and the winning and losing logic setting unit may be used by the non-volatile memory in the application.
  • the core unit of control unit 98 is a controller unit that can be actuated by a microcontroller, microprocessor or other digital logic controller.
  • the controller unit When the first and second playing cards are respectively inserted into the first and second playing card sockets by the first and second playing cards, the controller unit respectively reads the first and the second And encoding, by the voice output unit, the first and second voice information corresponding to the first and second encoded information, and finally the controller unit refers to the The winning and losing logic setting information of the first and second encoding information, and displaying the winning points of the two sides by the first and second display devices, thereby realizing the whole process of the interactive electronic guessing game.
  • the game tempo control unit causes the electronic pet to follow the The track travels past the first playing card and reads the first encoded information, and then plays the first voice information corresponding to the first encoded information through the voice output unit, and then the game tempo control unit makes The electronic pet travels through the second literacy card and reads the second encoded information, and then plays the second voice information corresponding to the second encoded information through the voice output unit;
  • the winning and losing arbitration unit may refer to the winning and losing logic setting of the first and second encoded information by using the winning and losing logic setting unit. The information is determined, and the winning points of both sides are displayed through the first and second display devices, thereby realizing the whole process of the interactive electronic guessing game.
  • Step S1102 inserting, by the first player, the first playing card into a first playing card socket
  • Step S1104 inserting, by the second player, the second playing card into the second playing card socket;
  • Step S1105 reading, by the gaming machine, the first encoding information in the first playing card
  • Step S1106 the game machine finds a preset first voice information related to the first coded information in a memory;
  • Step S1107 playing the first voice information for the game machine;
  • Step S1108 reading, by the gaming machine, the second encoding information in the second playing card
  • Step S1109 the game machine finds a preset second voice information related to the second coded information in a memory;
  • Step S1110 playing the second voice information for the game machine;
  • Step S1111 the game machine finds, in the win/loss logic setting unit, a preset information about the first and second encoded information winning and losing logic, and determines the winning points of the two parties according to the winning and losing logic;
  • Step S1112 displaying, by the display device, the winning points of the first and second players by the display device, thereby implementing program control. The whole process of guessing game entertainment.
  • the memory and the win-and-loss logic setting unit are non-volatile memories;
  • the N game cards are three game cards, which are respectively "stone”, “scissors”, and "cloth”.
  • the setting information of the winning and losing logic is stone gram scissors, scissors gram cloth, and cloth stone.
  • FIG. 12 it is a flowchart of a method for implementing guessing game entertainment in an electronic interactive toy device including an electronic pet and a circulating track according to Embodiment 5 of the present invention, which is described in FIG. 9 and FIG. 10 above.
  • Another general summary of the system device specifically includes the following steps:
  • Step S1202 inserting, by the first player, the first playing card into a first playing card socket
  • Step S1204 inserting, by the second player, the second playing card into the second playing card socket
  • Step S1205 automatically starting and exercising the electronic pet to the first playing card
  • Step S1206 reading, by the gaming machine, the first encoded information in the first playing card
  • Step S1207 the game machine finds a preset first voice information related to the first coded information in a memory;
  • Step S1208 playing the first voice information for the game machine;
  • Step S1209 the electronic pet passes over the first playing card and moves to the second playing card
  • Step S1210 reading, by the game machine, second encoding information of the second playing card
  • Step S1211 the game machine finds a preset second voice information related to the second coded information in the memory; Step S1212: playing the second voice information for the game machine;
  • Step S1213 the game machine finds preset information about the winning and losing logic of the first and second encoding information in the winning and losing logic setting unit, and determines the winning points of the two parties according to the winning and losing logic;
  • Step S1214 displaying, by the display device, the winning points information of the first and second players by the display device;
  • Step S1215 the electronic pet moves over the second playing card and moves to the appropriate position to stop, thereby implementing the whole process of the game-controlled guessing game entertainment.
  • the first and second encoded information are digitally encoded information
  • the memory and the winning and losing logic setting unit are non-volatile memories
  • the electronic pet has a model train design
  • the N game cards are 3 game cards, which are respectively "stone”, “scissors”, and “cloth”
  • the winning and losing logic setting information is stone gram scissors, scissors gram cloth, and cloth stone.
  • FIG. 13A this is a schematic diagram of an electronic interactive toy device for implementing a shooting game according to Embodiment 6 of the present invention. Since the embodiment of the present invention includes a toy gun (first independent individual) and an electronic pet (second independent individual), it can also be called a hunting game.
  • 131 is a toy gun (shooting device), which can send two types of wireless signals 132, 138, as an electronic pet 133 (prey, using electronic mouse as an example, the basic principle is applicable to any mobile toy) with simulation
  • the characteristics of the mouse, like to hide in the dark area under the chair 135 (furniture), and the light 137 generated by the lamp 136 is active in the light and dark junction area formed under the furniture, and its specific function, composition, and implementation are as follows. Referring to FIG. 13B again, this is a block diagram of an electronic shooting interactive toy device according to Embodiment 6 of the present invention.
  • 131 is a shooting device (first independent individual), 133 is an electronic pet (second independent individual), 131 can emit a wireless signal 138 (ray) with directivity, and when 131 is aligned 133, 133 can receive The wireless signal 138 can exhibit a state response that is hit, thereby achieving an interactive function between the two.
  • the difference from the conventional electronic shooting toy is that the shooting target of the embodiment of the present invention can not only show the state reaction of being hit when being shot, but also exhibits when being fired but not hit.
  • the state of the target that has not been hit, that is, the shooting object (electronic pet) 133 of the embodiment of the present invention has both a shooting state detecting function (detecting whether or not a shooting device is transmitting) and a pointing state detecting function (detecting whether or not the shooting device is aim).
  • the shooting device 131 includes a signal transmitting device, or a first independent individual interactive signal transmitting device, which includes two wireless transmitting devices, namely, a first wireless transmitting device and a second Wireless transmitter.
  • the first wireless signal 132 transmitted by the first wireless transmitting device is a shooting state wireless signal, and the signal has no directivity (such as sound waves, ultrasonic waves, electromagnetic waves, alternating magnetic fields, etc.), as long as the shooting device transmits (ie, the signal in the figure)
  • the launch control unit is triggered, such as pulling a trigger, etc.
  • a first wireless signal is sent to enable the electronic pet 133, which is within the effective range, to know the launch status of the shooting device.
  • another wireless transmitting device that is, the second wireless transmitting device, emits a second wireless signal 138, which is a pointing state wireless signal (ie, an aiming state), the signal having directivity (eg, directional emitted infrared signal, laser) Signal, etc.
  • a second wireless signal 138 which is a pointing state wireless signal (ie, an aiming state)
  • the signal having directivity eg, directional emitted infrared signal, laser
  • the electronic pet 133 can receive and confirm this pointing state.
  • the first and second wireless transmitting devices are all controlled by a signal transmitting control unit, and the signal transmitting control unit is usually triggered by a trigger (trigger switch) on the toy gun, so it can also be said that the shooting device 131
  • the first independent individual interaction signal sending device and the interaction signal triggering device are included, and when the interaction signal triggering device is triggered, the first independent individual interaction signal transmitting device may send an interaction signal.
  • the first wireless signal and the second wireless signal are two different signals, and the first wireless signal has a wider coverage than the second wireless signal, and generally has a 360-degree coverage.
  • the electronic pet 133 includes a signal receiving device, and the signal receiving device includes a first wireless receiving device and a second wireless receiving device, and the first wireless signal and the second wireless signal are respectively received.
  • the shooting device is in a transmitting state. If the electronic pet also receives the second wireless signal at the same time, the shooting is directed to the electronic pet, that is, The electronic pet was hit. In some special cases, the electronic pet 133 may only receive the second wireless signal without receiving the first wireless signal.
  • the 133 may be regarded as being hit or treated as something. Did not happen.
  • it can be used for laser aiming of electronic pets, that is, the player can launch the laser beam after aligning with the electronic pet, so that the electronic pet can be accurately shot.
  • This function is implemented by the laser aiming control unit in the figure.
  • the laser aiming control unit can usually be triggered by gently pressing the trigger (for example, by pressing half), at which time the transmitting device will only transmit the second wireless signal (the second wireless signal is only used for laser aiming).
  • the first wireless signal is sent, and the first wireless signal is sent only when the signal transmission control unit is triggered (eg, the trigger is fully pressed).
  • the first and second wireless signals are mainly set for the interaction function between the first and second independent individuals, and thus may be referred to as an interactive signal, and the electronic pet mainly performs an interactive reaction according to the interactive signal.
  • the embodiment of the present invention is different from the conventional electronic shooting toy in that the shooting object of the embodiment of the present invention can know the distance of the shooting.
  • the shooting device 131 has a signal code modulation unit, which can be the same Acting on the first wireless transmitting device and the second wireless transmitting device, so that the first wireless signal and the second wireless signal can be simultaneously transmitted and have the same (or related) signal encoding mode (for example, performing 0, 1 switching modulation or transmitting signals) FM, AM, etc.).
  • the first and second wireless signals are received by the first wireless receiving device and the second wireless receiving device of 133, and the shooting state detecting unit and the pointing state detecting unit determine whether the electronic pet is fired and whether it is hit. in.
  • the distance calculating unit calculates the distance between 131 and 133 according to the time difference between the received first and second wireless signals, because the first wireless signal 132 (ultrasonic signal, propagation speed is 340 m/sec) and the second wireless
  • the propagation speed of signal 138 infrared signal or laser signal, propagation speed is 300,000 km/s
  • 132, 138 can be homogenously modulated such that 132, 138 have the same phase in 131.
  • the two sets of signals received and demodulated in 133 produce a phase time difference (delay of the signal waveform over time), at which point the firing distance calculation unit can conveniently rely on this phase.
  • the time difference calculates the distance between 133 and 131.
  • the shooting target of the embodiment of the present invention can obtain more information than the shooting target of the conventional shooting toy, for example, whether or not it is shot, and whether it is hit, and also knows the distance of the shooting.
  • the electronic pets that are the target of shooting can make different anthropomorphic interactions according to different situations, which will make the toys more interesting and interesting. For example, when an electronic pet is fired but not hit, a response to escape can be made; for example, when an electronic pet is hit, a reaction can be made, and information such as a transmission distance can be given by a voice or a display device.
  • These interactive functions are specifically implemented by the interactive reaction control unit (control unit unit) in 133, the hit interaction unit, the non-hit interaction unit, the distance information output device, the electric drive device, and the like.
  • the hit interaction unit is activated; and when the electronic pet is not hit (the transmission status information is confirmed and the status information is not confirmed) ), the untouched interactive unit is activated.
  • the embodiment of the present invention is described by taking a mouse (electronic pet) as a shooting target as an example.
  • the light source intensity sensor and the hesitation behavior control unit are included in the figure 133, so that 133 can look for darkness. Hiding, and making tentative activities at the junction of light and weak, simulating the hesitation of mice.
  • an obstacle detecting device in 133 which can detect obstacles in front to avoid collision with obstacles during traveling, or to change the direction of travel after collision.
  • the 131 also includes an electronic pet remote control unit and a game mode selection unit.
  • the player can remotely control the electronic pet power switch on the shooting device, or call (summon) the electronic pet.
  • Shoot out because electronic pets may hide in the shadows, summon them to shoot and simulate the game of "hunting".
  • a set of toys may include multiple electronic pets.
  • the player summons all the electronic pets to shoot by calling function, which can be used for shooting games, and can be shot at one time. This kind of gameplay is challenging, because an electronic pet will escape when it is shot, and it will take a quick eye to hit more electronic pets.
  • the game mode selection unit you can select the reaction after the electronic pet is shot.
  • the electronic pet remote control unit on the shooting device is used to resurrect and replay all the electronic pets that have been hit (hit).
  • Information related to the emission status information of the shooting device, electronic pet remote control information, game mode selection information, and the like may be transmitted by the first wireless transmitting device.
  • 131 may generate a corresponding instruction code through the signal code modulation unit, and send it through the first wireless transmitting device. Sending out, then the first wireless receiving device of 133 can receive the signal and decode the relevant instruction code, and finally the relevant instruction information is transmitted to the interactive reaction control unit, so that the electronic pet can perform corresponding interactive reaction to achieve The interactive function described in the embodiment of the present invention.
  • the electronic pet since a plurality of different status information or control commands are included in one wireless signal, the electronic pet sometimes cannot determine the emission state or the pointing state of the shooting device only by receiving the wireless signal, and sometimes it is necessary to The signal can be confirmed by a decoding analysis.
  • Step 1301 The shooting device sends a call instruction to the electronic pet through a first wireless signal to cause the electronic pet to leave the hiding place. Since the electronic pet of the embodiment of the present invention has darkness, it usually hides in a dark corner, and the player sends a call (call) command through the shooting device to make the electronic pet run out, which will cause the player to produce a "hunting". feel.
  • Step 1302 is to trigger a laser aiming control unit in the shooting device. This can be achieved by tapping the trigger (for example, halfway down).
  • Step 1303 Send a second wireless signal to the shooting device.
  • the second wireless signal is transmitted as an aiming signal.
  • the second wireless signal should be a visible light signal with directivity.
  • the red laser signal is often used as the second wireless signal.
  • Step 1304 is to trigger a signal transmission control unit in the shooting device. This is usually done by pressing the trigger of the firing device (for example, by pulling the trigger).
  • Step 1305 is to send the first wireless signal and the second wireless signal to the shooting device.
  • the first wireless signal is mainly used to indicate the transmitting state of the transmitting device, the signal is usually not directional, and the vicinity of the shooting device should be able to receive (or be detected); and the second wireless signal It is used to reflect the pointing state of the launching device, and this signal can only be received (or detected) by the shooting device.
  • Step 1306 The electronic pet detects, in real time, whether the first wireless signal and the second wireless signal are present in the area where the electronic pet is located, that is, whether to transmit and whether to be targeted. In some cases, further analysis of the signal is required to give confirmation.
  • Step 1307 is to perform an interaction reaction that is hit if the electronic pet simultaneously detects the first wireless signal and the second wireless signal. That is, if the electronic pet detects the first wireless signal and the second wireless signal at the same time, it indicates that the electronic pet is hit (in some cases, the signal needs to be further analyzed) Acknowledgment), whereby the electronic pet implements a predetermined interactive response (eg, pretend) associated with the hit.
  • a predetermined interactive response eg, pretend
  • Step 1308 if the electronic pet detects only the first wireless signal and fails to detect the second wireless signal, performing an unhooked interaction reaction, that is, the electronic pet is not hit. (In some cases, further analysis of the signal is required to confirm), so that the electronic pet implements a pre-set interaction that is not associated with a hit (e.g., escape).
  • a hit e.g., escape
  • Step 1309 the shooting device sends a resurrection command to the electronic pet by using a first wireless signal to resurrect the hit electronic pet and return to the original hiding place.
  • the electronic pet must be able to receive wireless control commands from the transmitting device and have a path memory function so that the electronic pet can escape to its original hiding place.
  • Electronic pet This is a main device of the embodiment of the present invention.
  • an electronic snail, an electronic mouse, or the like is mainly used as an example to describe the technical method of the present invention.
  • the electronic pet may be a toy of various appearances, such as a kitten, a puppy, a bear, a penguin, a sea lion, a seal, etc., or a trolley, a boat, and other movable objects.
  • the shape in addition to the carousel, rotating music box and other objects.
  • Acceleration switch A generalized concept that can be triggered as long as there are changes in speed, angle, etc., including acceleration sensor, vibration switch, gravity switch, tilt switch, scroll switch, G-Sen SO r, 3D-Sen S or etc. .
  • Motion detection sensor In fact, it is also an acceleration switch. Refer to the definition and discussion of the above acceleration switch.
  • Electronic navigation device A device that can transmit wireless navigation signals, including ultrasonic (or sonic) transmitters, infrared (or light) transmitters, alternating magnetic field transmitters, radio frequency transmitters, microwave transmitters, and the like.
  • Wireless positioning device A device capable of positioning a signal source according to a wireless navigation signal sent by an electronic navigation device, the device needs to be paired with a corresponding electronic navigation device, and can determine the signal source according to the change of the signal strength received at different positions. Position, the signal source can also be judged according to the signal difference between the two left and right wireless receivers, and the distance of the signal source can be calculated according to the time difference of the received wireless signals (such as radio waves + ultrasonic waves) with different transmission speeds. .
  • Radio network controller radio control signals, including an infrared control signal, the ultrasonic control signal, alternating magnetic field control signal, a radio frequency control signal, the microwave control signal, etc., relevant signal may be modulated and encoded signals, for example, 315MH z can be sent, 433MHz, 868MH z, 915MHz, 2. 4GHz the control signal, and may be a non-modulated uncoded signal, for example, a magnetic field having a certain signal strength and the like.
  • control button in the remote control device and the electronic portion of the remote control device for transmitting the remote control command are referred to, and the circuit and function of the electronic portion can be referred to the aforementioned wireless control device.
  • Wireless calling device A device having a configuration/function similar to that of the aforementioned wireless control device can be combined with the wireless control device in design, and even the electronic navigation device, the wireless control device, and the wireless calling device can be combined in the same electronic circuit.
  • Remote control switch An electronic switch controlled by a wireless control device or a wireless calling device that can be turned on remotely or remotely.
  • the remote control switch can further act on the electronic navigation device to cause the electronic navigation device to turn on the wireless navigation signal or to cause the electronic navigation device to turn off and stop the transmission of the wireless navigation signal.
  • Proximity switch can be regarded as a kind of interactive signal triggering device. When the second independent individual approaches, the proximity switch can be triggered to realize the position, voice or information state between the first and second independent individuals. interactive.
  • Trigger or launch trigger It can be seen as a type of interactive signal trigger. When the trigger is pressed or the trigger switch is triggered, an interactive signal can be sent to enable state interaction between the electronic pet and the shooting device.
  • Electric drive device The use of electric power to generate mechanical motion, for example, by electric power (motor) to enable the electronic pet to travel, walk, crawl, roll, slide, and the like.
  • Object capture device It can be captured by mechanical devices, such as robots, shovel, clips, etc. It can also be captured by electric power, for example, by electromagnet or negative pressure.
  • Man-machine dialogue device including input device, output device, display device, etc., can input time and other parameters, can also input control commands, and display related content, including electronic pet status.
  • the schedule of the embodiment of the present invention can be input by the user through the human-machine dialogue device in the pet house, and is a timing device. Driven.
  • the work schedule of the embodiment of the present invention includes a wireless transmitting device and a control command related to the work schedule.
  • the structure and function of the wireless transmitting device may refer to the aforementioned "wireless control device” or "wireless calling device”.
  • the sensing device can be optically sensed or electronically sensed; the display device can be displayed on the LCD or LED.
  • sounding devices can also be added to enhance sound effects and entertainment.

Abstract

An electronic interactive toy device includes a first independent individual (10, 131) and a second independent individual (20, 133). The first independent individual (10, 131) includes a signal sending device and the second independent individual (20, 133) includes a controller unit and a signal receiving device, with the signal receiving device receiving the signal sent by the signal sending device, which includes an interactive signal sending device and an interactive signal trigger device of the first independent individual (10, 131). When the interactive signal trigger device is triggered, the interactive signal sending device of the first independent individual (10, 131) sends out an interactive signal, then the controller unit controls the second independent individual (20, 133) to perform an associated interactive response according to the received interactive signal.

Description

电子互动玩具装置  Electronic interactive toy device
技术领域 Technical field
本发明涉及一种互动玩具, 特别是一种包括复数个独立个体的电子互动玩具装置及其互动方法。 背景技术  The invention relates to an interactive toy, in particular to an electronic interactive toy device comprising a plurality of independent individuals and an interactive method thereof. Background technique
目前市场上的电子玩具多是独立操作或遥控操作的, 也有部分智能玩具具备互动功能, 但这些互动功能 一般都表现在玩具对人的触摸产生反应或于语说音问答方面, 是一种 "人一机"互动模式。  At present, most of the electronic toys on the market are operated independently or remotely. Some smart toys also have interactive functions, but these interactive functions are generally expressed in the toy's response to human touch or in the question and answer. One machine "interactive mode.
而本发明要实现的, 是在一套玩具体中实现不同玩具个体间于位置、 语音、 状态或信息上的互动, 特别 是在多个自由独立个体组成的玩具体系中实现玩具间于位置、 语音、 状态及信息上的互动, 即实现 "机一机" 互动模式, 这种互动功能不但体现了玩具的较高智能水平,书同时也为玩者提供更多的玩法及带来更多的乐趣, 其为玩者提供了一种全新的玩乐体验及产品选择。 发明内容  What the present invention is to achieve is to realize interaction between different toy individuals in position, voice, state or information in a toy body, in particular, to realize the position of the toy in a toy system composed of a plurality of free and independent individuals. The interaction of voice, state and information, that is, the realization of the "machine-machine" interactive mode, this interactive function not only reflects the higher level of intelligence of the toy, but also provides more gameplay and more for the player. Fun, it provides players with a new play experience and product choices. Summary of the invention
本发明所要解决的技术问题在于, 针对上述现有产品技术上的不足, 提供一种由复数个独立体组成的电 子互动玩具装置及其互动方法, 使不同个体之间可以相关互动, 提升了玩具的智能化水平。  The technical problem to be solved by the present invention is to provide an electronic interactive toy device composed of a plurality of independent bodies and an interactive method thereof for the technical deficiencies of the above-mentioned existing products, so that different individuals can interact with each other and enhance the toy. The level of intelligence.
为解决上述技术问题, 本发明实施例提供了一种电子互动玩具装置, 包括第一独立个体和第二独立个体, 所述第一独立个体包括信号发送装置, 所述第二独立个体包括控制器单元及信号接收装置, 所述信号接收装置 接收所述信号发送装置发送的信号, 所述控制器单元根据所述信号接收装置接收的信号控制所述第二独立个体 作出相关互动反应; 其中所述信号发送装置包括第一独立个体互动信号发送装置及互动信号触发装置, 当所述 互动信号触发装置被触发时, 所述第一独立个体互动信号发送装置发送互动信号, 所述控制器单元根据接收的 所述互动信号控制所述第二独立个体作出相关互动反应。  In order to solve the above technical problem, an embodiment of the present invention provides an electronic interactive toy device, including a first independent individual and a second independent individual, the first independent individual includes a signal sending device, and the second independent individual includes a controller. a unit and a signal receiving device, the signal receiving device receives a signal transmitted by the signal transmitting device, and the controller unit controls the second independent individual to perform a related interactive reaction according to the signal received by the signal receiving device; The signal transmitting device includes a first independent individual interaction signal transmitting device and an interactive signal triggering device, when the interactive signal triggering device is triggered, the first independent individual interaction signal transmitting device sends an interaction signal, and the controller unit receives the The interaction signal controls the second independent individual to make an interactive interaction.
本发明实施例的电子互动玩具装置, 所述第一独立个体互动信号发送装置包括第一独立个体电子导航装 置, 所述互动信号触发装置包括电子导航触发装置, 所述互动信号包括第一独立个体无线导航信号;  In the electronic interactive toy device of the embodiment of the present invention, the first independent individual interaction signal sending device includes a first independent individual electronic navigation device, the interactive signal triggering device includes an electronic navigation trigger device, and the interaction signal includes a first independent individual. Wireless navigation signal;
所述第二独立个体还包括受控于所述控制器单元的电力驱动装置, 所述第二独立个体可通过所述电力驱 动装置实现对所述第一独立个体的位置互动; 及  The second independent individual further includes an electric drive device controlled by the controller unit, the second independent individual being operable to achieve a positional interaction with the first independent individual via the electric drive device;
所述第二独立个体包括电子宠物, 所述信号接收装置包括无线定位装置; 当所述电子导航触发装置被触 发时, 所述第一独立个体电子导航装置发送所述第一独立个体无线导航信号, 所述无线定位装置接收所述第一 独立个体无线导航信号并实现对所述第一独立个体的无线定位。  The second independent individual includes an electronic pet, the signal receiving device includes a wireless positioning device; and when the electronic navigation trigger device is triggered, the first independent individual electronic navigation device transmits the first independent individual wireless navigation signal And the wireless positioning device receives the first independent individual wireless navigation signal and implements wireless positioning of the first independent individual.
本发明实施例的电子互动玩具装置, 还包括第三独立个体, 所述第三独立个体包括有受控于所述电子宠 物的第三独立个体遥控开关, 以及可发送第三独立个体无线导航信号的第三独立个体电子导航装置; 及  The electronic interactive toy device of the embodiment of the present invention further includes a third independent individual, the third independent individual includes a third independent individual remote control switch controlled by the electronic pet, and can transmit a third independent individual wireless navigation signal a third independent individual electronic navigation device; and
所述电子宠物包括无线呼唤装置, 可呼唤所述第三独立个体; 当所述电子宠物发出呼唤信号时, 可触发 所述第三独立个体遥控开关, 进而触发所述第三独立个体电子导航装置发送所述第三独立个体无线导航信号; 所述无线定位装置, 可根据所述第三独立个体无线导航信号对所述第三独立个体实施定位, 并可通过所 述电力驱动装置离开或接近所述第三独立个体。 The electronic pet includes a wireless calling device that can call the third independent individual; when the electronic pet sends a calling signal, the third independent individual remote control switch can be triggered, thereby triggering the third independent individual electronic navigation device Transmitting the third independent individual wireless navigation signal; The wireless positioning device may perform positioning on the third independent individual according to the third independent individual wireless navigation signal, and may leave or approach the third independent individual through the electric drive device.
本发明实施例的电子互动玩具装置, 所述第一独立个体包括宠物屋, 所述电子宠物包括可发出呼唤信号 的无线呼唤装置;  In the electronic interactive toy device of the embodiment of the present invention, the first independent individual includes a pet house, and the electronic pet includes a wireless calling device capable of issuing a calling signal;
所述电子导航触发装置包括第三遥控开关, 当所述无线呼唤装置发出呼唤信号时, 可触发所述第三遥控 开关, 进而触发所述第三电子导航装置发送第三无线导航信号;  The electronic navigation triggering device includes a third remote control switch, and when the wireless calling device sends a call signal, the third remote control switch may be triggered, thereby triggering the third electronic navigation device to send a third wireless navigation signal;
所述无线定位装置, 可根据所述第三无线导航信号对所述宠物屋实施定位, 并可通过所述电力驱动装置 离开或接近所述宠物屋。  The wireless positioning device may perform positioning on the pet house according to the third wireless navigation signal, and may leave or approach the pet house by the electric drive device.
所述宠物屋包括人机对话装置、 定时装置, 可为居住于所述宠物屋的所述电子宠物制定作息时间表; 及 所述电子宠物包括有受控于所述宠物屋作息时间表的电子执行装置, 可令所述电子宠物按所述作息时间 表的内容进行活动; 并且  The pet house includes a human-machine dialogue device, a timing device, and a work schedule for the electronic pet living in the pet house; and the electronic pet includes an electronic device controlled by the pet house schedule Executing means for causing the electronic pet to perform activities according to the content of the schedule; and
当所述作息时间表内容为 "外出"时, 所述宠物屋可对所述电子宠物发出 "外出"指令, 以此同时还可 通过所述第三电子导航装置发送所述第三无线导航信号, 以及所述电子执行装置可基于所述无线定位装置提供 的方位信息令所述电子宠物于所述宠物屋周边范围内活动;  When the content of the schedule is "out", the pet house may issue an "out of office" command to the electronic pet, and at the same time, the third wireless navigation signal may also be sent by the third electronic navigation device. And the electronic execution device may cause the electronic pet to move within a range of the surrounding area of the pet house based on the orientation information provided by the wireless positioning device;
当所述作息时间表内容为 "归家"时, 所述宠物屋可对所述电子宠物发出 "归家"指令, 以此同时还可 通过所述第三电子导航装置发送所述第三无线导航信号, 以及所述电子执行装置可通过所述无线定位装置对所 述宠物屋进行定位, 然后可通过所述电力驱动装置令所述电子宠物返回所述宠物屋。  When the content of the schedule is "home", the pet house may issue a "home" command to the electronic pet, and at the same time, the third wireless device may also be sent by the third electronic navigation device. The navigation signal, and the electronic execution device, can locate the pet house by the wireless positioning device, and then the electronic pet can be returned to the pet house by the electric drive device.
本发明实施例的电子互动玩具装置,所述第一独立个体互动信号发送装置及互动信号触发装置包括第一互 动信号发送装置及第一互动信号触发装置, 以及第二互动信号发送装置及第二互动信号触发装置, 所述第一独 立个体包括:  In the electronic interactive toy device of the embodiment of the present invention, the first independent individual interaction signal transmitting device and the interactive signal triggering device comprise a first interactive signal transmitting device and a first interactive signal triggering device, and a second interactive signal transmitting device and a second An interactive signal triggering device, the first independent entity comprising:
第一信息牌插座, 供所述第一玩者使用, 可与所述由第一玩者持有的 N个 (N>=2 ) 信息牌的任何一个实施 组合与分离;  a first information card socket for use by the first player to be combined and separated from any one of the N (N>=2) information cards held by the first player;
第二信息牌插座, 供所述第二玩者使用, 可与所述由第二玩者持有的 N个 (N>=2 ) 信息牌的任何一个实施 组合与分离;  a second information card socket for use by the second player to be combined and separated from any one of the N (N>=2) information cards held by the second player;
第一信息牌, 包含第一编码信息, 所述第一信息牌为第一玩者持有的 N个 (N>=2 ) 信息牌中的其中一个; 第二信息牌, 包含第二编码信息, 所述第二信息牌为第二玩者持有的 N个 (N>=2 ) 信息牌中的其中一个; 所述第二独立个体还包括- 语音信息存储器, 包含有与所述第一、 第二编码信息相对应的第一、 第二语音信息;  The first information card includes first encoding information, the first information card is one of N (N>=2) information cards held by the first player; the second information card includes the second encoding information The second information card is one of N (N>=2) information cards held by the second player; the second independent individual further includes a voice information memory, including the first And first and second voice information corresponding to the second coded information;
逻辑设定单元, 包含有关于所述第一、 第二编码信息之间相关逻辑的设定信息;  a logic setting unit, configured to include setting information about correlation logic between the first and second encoding information;
语音输出单元, 可输出所述第一、 第二语音信息;  a voice output unit, configured to output the first and second voice information;
当所述第一、 第二信息牌分别由所述第一、 第二玩者插入到所述第一、 第二信息牌插座, 或当所述第二独 立个体经过所述第一、 第二信息牌或信息牌插座时, 所述第一、 第二互动信号触发装置触发所述第一、 第二互 动信号发送装置发送所述第一、 第二编码信息, 所述控制器单元通过所述信号接收装置分别读入所述第一、 第 二编码信息, 然后通过所述语音输出单元分别播放所述第一、 第二编码信息所对应的第一、 第二语音信息, 最 后控制器单元通过所述逻辑设定单元查阅关于所述第一、 第二编码信息之间相关逻辑的设定信息, 及控制输出 逻辑设定信息的对应结果。 When the first and second information cards are respectively inserted into the first and second information card sockets by the first and second players, or when the second independent individual passes the first and second When the information card or the information card socket is used, the first and second interaction signal triggering devices trigger the first and second interaction signal transmitting devices to send the first and second encoding information, and the controller unit passes the The signal receiving device reads the first and second encoding information respectively, and then respectively plays the first and second voice information corresponding to the first and second encoding information by using the voice output unit, and the most The rear controller unit refers to the setting information about the correlation logic between the first and second encoding information through the logic setting unit, and controls the corresponding result of the output logic setting information.
本发明实施例的电子互动玩具装置, 所述第一独立个体包括射击装置, 所述第二独立个体包括电子宠物; 所述第一独立个体互动信号发送装置包括第一无线发射装置, 可发送第一无线信号, 所述第一无线信号 包含射击装置的发射状态信息; 及  In the electronic interactive toy device of the embodiment of the present invention, the first independent individual includes a shooting device, and the second independent individual includes an electronic pet; the first independent individual interaction signal transmitting device includes a first wireless transmitting device, which can transmit a wireless signal, the first wireless signal including transmission state information of the shooting device;
所述第一独立个体互动信号发送装置包括第二无线发射装置, 可发送第二无线信号, 所述第二无线信号 包含射击装置的指向状态信息; 及  The first independent individual interaction signal transmitting device includes a second wireless transmitting device that can transmit a second wireless signal, where the second wireless signal includes pointing state information of the shooting device;
所述信号接收装置包括第一无线接收装置, 可接收所述第一无线信号, 并从所述第一无线信号中获取所 述射击装置的发射状态信息; 及  The signal receiving device includes a first wireless receiving device that can receive the first wireless signal and acquire transmission state information of the shooting device from the first wireless signal;
所述信号接收装置包括第二无线接收装置, 可接收所述第二无线信号, 并从所述第二无线信号中获取所 述射击装置的指向状态信息; 及  The signal receiving device includes a second wireless receiving device that can receive the second wireless signal and obtain pointing state information of the shooting device from the second wireless signal;
所述控制器单元包括被击中互动单元, 当所述发射状态信息及指向状态信息同时被确认时, 所述被击中 互动单元被激活; 及  The controller unit includes a hit interaction unit, and the hit interaction unit is activated when the transmission status information and the pointing status information are simultaneously confirmed;
所述控制器单元包括未被击中互动单元, 当只有所述发射状态信息被确认而所述指向状态信息未被确认 时, 所述未被击中互动单元被激活;  The controller unit includes a non-hit interaction unit, and the non-hit interaction unit is activated when only the transmission status information is confirmed and the pointing status information is not confirmed;
所述互动信号触发装置包括扳机或发射触发开关。  The interactive signal triggering device includes a trigger or a firing trigger switch.
本发明实施例的电子互动玩具装置, 所述第一无线信号及第二无线信号为两种传播速度不相同的, 经相 同或相关编码的无线信号; 及  In the electronic interactive toy device of the embodiment of the present invention, the first wireless signal and the second wireless signal are two wireless signals that are different in propagation speed and encoded by the same or related;
所述电子宠物包括射击距离运算单元, 可根据接收到的第一无线信号及第二无线信号的相位时间差计算 出与所述射击装置之间的距离。  The electronic pet includes a shooting distance calculation unit that calculates a distance from the shooting device according to a phase time difference between the received first wireless signal and the second wireless signal.
本发明还提供了一种电子互动玩具装置的互动方法, 包括:  The invention also provides an interactive method for an electronic interactive toy device, comprising:
当所述第一独立个体的互动信号触发装置被触发时, 所述第一独立个体互动信号发送装置发送互动信号; 所述第二独立个体信号接收装置接收所述互动信号, 所述控制器单元根据所述信号接收装置接收的互动 信号控制所述第二独立个体作出相关互动反应。  The first independent individual interaction signal transmitting device transmits an interaction signal when the interaction signal triggering device of the first independent individual is triggered; the second independent individual signal receiving device receives the interaction signal, the controller unit Controlling, by the interaction signal received by the signal receiving device, the second independent individual to make a relevant interactive reaction.
在本发明实施例的互动方法中, 所述第一独立个体互动信号发送装置包括第一独立个体电子导航装置, 所述互动信号触发装置包括电子导航触发装置, 所述互动信号包括第一独立个体无线导航信号;  In the interaction method of the embodiment of the present invention, the first independent individual interaction signal sending device includes a first independent individual electronic navigation device, the interaction signal triggering device includes an electronic navigation trigger device, and the interaction signal includes a first independent individual. Wireless navigation signal;
所述第二独立个体还包括受控于所述控制器单元的电力驱动装置, 所述第二独立个体可通过所述电力驱 动装置实现对所述第一独立个体的位置互动; 及所述第二独立个体包括电子宠物, 所述信号接收装置包括无线 定位装置;  The second independent individual further includes an electric drive device controlled by the controller unit, the second independent individual being operable to achieve positional interaction with the first independent individual by the electric drive device; The two independent individuals include an electronic pet, and the signal receiving device includes a wireless positioning device;
当所述电子导航触发装置被触发时, 所述第一独立个体电子导航装置发送所述第一独立个体无线导航信 号, 所述无线定位装置接收所述第一独立个体无线导航信号并实现对所述第一独立个体的无线定位。  When the electronic navigation triggering device is triggered, the first independent individual electronic navigation device transmits the first independent individual wireless navigation signal, and the wireless positioning device receives the first independent individual wireless navigation signal and implements a The wireless positioning of the first independent individual.
在本发明实施例的互动方法中,所述第一独立个体互动信号发送装置及互动信号触发装置包括第一互动信 号发送装置及第一互动信号触发装置, 以及第二互动信号发送装置及第二互动信号触发装置, 所述第一独立个 体包括- 第一信息牌插座, 供所述第一玩者使用, 可与所述由第一玩者持有的 N个 (N〉=2 ) 信息牌的任何一个实施 组合与分离; In the interaction method of the embodiment of the present invention, the first independent individual interaction signal sending device and the interaction signal triggering device comprise a first interactive signal transmitting device and a first interactive signal triggering device, and a second interactive signal transmitting device and a second An interactive signal triggering device, the first independent individual comprising - a first information card socket for use by the first player to be combined and separated from any one of the N (N>=2) information cards held by the first player;
第二信息牌插座, 供所述第二玩者使用, 可与所述由第二玩者持有的 N个 (N>=2 ) 信息牌的任何一个实施 组合与分离;  a second information card socket for use by the second player to be combined and separated from any one of the N (N>=2) information cards held by the second player;
第一信息牌, 包含第一编码信息, 所述第一信息牌为第一玩者持有的 N个 (N>=2 ) 信息牌中的其中一个; 第二信息牌, 包含第二编码信息, 所述第二信息牌为第二玩者持有的 N个 (N>=2 ) 信息牌中的其中一个; 所述第二独立个体还包括:  The first information card includes first encoding information, the first information card is one of N (N>=2) information cards held by the first player; the second information card includes the second encoding information The second information card is one of N (N>=2) information cards held by the second player; the second independent entity further includes:
语音信息存储器, 包含有与所述第一、 第二编码信息相对应的第一、 第二语音信息;  a voice information storage, comprising first and second voice information corresponding to the first and second encoded information;
逻辑设定单元, 包含有关于所述第一、 第二编码信息之间相关逻辑的设定信息;  a logic setting unit, configured to include setting information about correlation logic between the first and second encoding information;
语音输出单元, 可输出所述第一、 第二语音信息;  a voice output unit, configured to output the first and second voice information;
当所述第一、 第二信息牌分别由所述第一、 第二玩者插入到所述第一、 第二信息牌插座, 或当所述第二独 立个体经过所述第一、 第二信息牌或信息牌插座时, 所述第一、 第二互动信号触发装置触发所述第一、 第二互 动信号发送装置发送所述第一、 第二编码信息;  When the first and second information cards are respectively inserted into the first and second information card sockets by the first and second players, or when the second independent individual passes the first and second The first and second interactive signal triggering devices trigger the first and second interactive signal transmitting devices to send the first and second encoded information when the information card or the information card socket is used;
所述控制器单元通过所述信号接收装置分别读入所述第一、第二编码信息,然后通过所述语音输出单元分 别播放所述第一、 第二编码信息所对应的第一、 第二语音信息, 最后控制器单元通过所述逻辑设定单元查阅关 于所述第一、 第二编码信息之间相关逻辑的设定信息, 及控制输出逻辑设定信息的对应结果。  The controller unit reads the first and second encoding information by using the signal receiving device, and then respectively plays the first and second corresponding to the first and second encoding information by using the voice output unit. Voice information, finally the controller unit refers to the setting information about the related logic between the first and second encoding information through the logic setting unit, and controls the corresponding result of the output logic setting information.
在本发明实施例的互动方法中, 所述第一独立个体包括射击装置, 所述第二独立个体包括电子宠物; 所述第一独立个体互动信号发送装置包括第一无线发射装置, 可发送第一无线信号, 所述第一无线信号 包含射击装置的发射状态信息; 及  In the interaction method of the embodiment of the present invention, the first independent individual includes a shooting device, and the second independent individual includes an electronic pet; the first independent individual interaction signal sending device includes a first wireless transmitting device, and may send the first a wireless signal, the first wireless signal including transmission state information of the shooting device;
所述第一独立个体互动信号发送装置包括第二无线发射装置, 可发送第二无线信号, 所述第二无线信号 包含射击装置的指向状态信息; 及  The first independent individual interaction signal transmitting device includes a second wireless transmitting device that can transmit a second wireless signal, where the second wireless signal includes pointing state information of the shooting device;
所述信号接收装置包括第一无线接收装置, 可接收所述第一无线信号, 并从所述第一无线信号中获取所 述射击装置的发射状态信息; 及  The signal receiving device includes a first wireless receiving device that can receive the first wireless signal and acquire transmission state information of the shooting device from the first wireless signal;
所述信号接收装置包括第二无线接收装置, 可接收所述第二无线信号, 并从所述第二无线信号中获取所 述射击装置的指向状态信息; 及  The signal receiving device includes a second wireless receiving device that can receive the second wireless signal and obtain pointing state information of the shooting device from the second wireless signal;
所述控制器单元包括被击中互动单元, 当所述发射状态信息及指向状态信息同时被确认时, 所述被击中 互动单元被激活; 及  The controller unit includes a hit interaction unit, and the hit interaction unit is activated when the transmission status information and the pointing status information are simultaneously confirmed;
所述控制器单元包括未被击中互动单元, 当只有所述发射状态信息被确认而所述指向状态信息未被确认 时, 所述未被击中互动单元被激活;  The controller unit includes a non-hit interaction unit, and the non-hit interaction unit is activated when only the transmission status information is confirmed and the pointing status information is not confirmed;
所述互动信号触发装置包括扳机或发射触发开关。  The interactive signal triggering device includes a trigger or a firing trigger switch.
本发明具有的有益效果在于: 它是一种全新的于玩具间实现 "机一机"互动的装置及技术, 这种装置及 技术可以实现传统产品无法实现的功能, 不但体现了玩具较高的智能水平, 同时也为玩者提供更多的玩法及 带来更大的乐趣。 附图说明 The invention has the beneficial effects that: it is a brand-new device and technology for realizing "machine-machine" interaction between toys, and the device and technology can realize functions that cannot be realized by traditional products, and not only reflects the high toy. The level of intelligence, but also provides more play and more fun for the players. DRAWINGS
图 1是本发明实施例具有复数个独立个体的电子互动玩具装置示意图;  1 is a schematic diagram of an electronic interactive toy device having a plurality of independent individuals according to an embodiment of the present invention;
图 2是本发明实施例一自动捡球的电子互动玩具装置基本方框图;  2 is a basic block diagram of an electronic interactive toy device for automatic croquet according to an embodiment of the present invention;
图 3是本发明实施例一自动捡球的电子互动玩具装置扩展方框图;  3 is an expanded block diagram of an electronic interactive toy device for automatic croquet according to an embodiment of the present invention;
图 4是本发明实施例二的拟人化居住的电子互动玩具装置方框图;  4 is a block diagram of an electronic interactive toy device for anthropomorphic residence according to a second embodiment of the present invention;
图 5是本发明实施例三的拟人化守门的电子互动玩具装置方框图;  5 is a block diagram of an electronic interactive toy device for anthropomorphic gatekeeper according to a third embodiment of the present invention;
图 6是本发明实施例于复数个独立个体的电子互动玩具装置中实现个体间位置互动的方法流程图; 图 7A是本发明实施例四的一种包括电子宠物、 循环轨道的实现问答式学习的电子互动玩具装置示意图; 图 7B是本发明实施例四相关的包括电子宠物、循环轨道的实现问答式学习的电子互动玩具装置功能结构 方框图;  6 is a flow chart of a method for realizing interaction between individuals in an electronic interactive toy device of a plurality of independent individuals according to an embodiment of the present invention; FIG. 7A is a method for implementing question and answer learning including an electronic pet and a circular orbit in the fourth embodiment of the present invention; FIG. 7B is a block diagram showing the functional structure of an electronic interactive toy device for implementing question-and-answer learning including an electronic pet and a circular track according to Embodiment 4 of the present invention;
图 7C是本发明实施例四相关的于电子互动玩具装置机中实现问答式学习娱乐的方法流程图; 图 8是本发明实施例四相关的于包括电子宠物、 循环轨道的电子互动玩具装置中实现问答式学习娱乐的 方法流程图;  7C is a flowchart of a method for implementing question-and-answer learning entertainment in an electronic interactive toy device according to Embodiment 4 of the present invention; FIG. 8 is a related to an electronic interactive toy device including an electronic pet and a circulating track according to Embodiment 4 of the present invention; A flow chart of a method for implementing question and answer learning and entertainment;
图 9是本发明实施例五的一种包括电子宠物、 循环轨道的实现猜拳游戏的电子互动玩具装置示意图; 图 10是本发明实施例五相关的包括电子宠物、循环轨道的实现猜拳游戏的电子互动玩具装置功能结构方 框图;  FIG. 9 is a schematic diagram of an electronic interactive toy device for realizing a guessing game including an electronic pet and a loop track according to a fifth embodiment of the present invention; FIG. 10 is an electronic diagram related to the realization of a guessing game including an electronic pet and a loop track according to Embodiment 5 of the present invention; Block diagram of the functional structure of the interactive toy device;
图 11是本发明实施例五相关的于电子互动玩具装置中实现猜拳游戏的方法流程图;  11 is a flowchart of a method for implementing a guessing game in an electronic interactive toy device according to Embodiment 5 of the present invention;
图 12是本发明实施例五相关的于包括电子宠物、循环轨道的电子互动玩具装置中实现猜拳游戏的方法流 程图;  FIG. 12 is a flow chart showing a method for implementing a guessing game in an electronic interactive toy device including an electronic pet and a circulating track according to Embodiment 5 of the present invention; FIG.
图 13A是本发明实施例六的电子互动玩具装置实现射击游戏的示意图;  13A is a schematic diagram of an electronic interactive toy device implementing a shooting game according to Embodiment 6 of the present invention;
图 13B是本发明实施例六的电子互动玩具装置实现射击游戏的方框图;  13B is a block diagram of an electronic interactive toy device implementing a shooting game according to Embodiment 6 of the present invention;
图 13C是本发明实施例六的于包括电子宠物及射击装置的玩具中实现互动式电子狩猎的方法流程图。 具体实施方式  13C is a flow chart of a method for implementing interactive electronic hunting in a toy including an electronic pet and a shooting device according to Embodiment 6 of the present invention. detailed description
下面结合附图对本发明作进一歩的描述。 请参照图 1所示, 这是本发明实施例具有复数个独立个体的电 子互动玩具示意图。 在图 1中, 10为第一独立个体(玩具球), 20为第二独立个体(电子宠物, 图中为电子蜗 牛), 30为第三独立个体 (遥控器), 40为第四独立个体 (宠物屋)。 第一独立个体包括信号发送装置, 第二 独立个体包括控制器单元及信号接收装置, 信号接收装置可以接收信号发送装置发送的信号, 控制器单元根 据信号接收装置接收的信号控制第二独立个体作出相关互动反应。 在玩耍时, 可将玩具球抛出, 电子宠物可 即时探测到玩具球的位置并对玩具球进行搜索跟踪, 当电子宠物成功找到玩具球时, 可对玩具球实施捕捉并 将玩具球带回玩耍者处 /遥控器处, 或将其带回到宠物屋去。 当然还可以有更多的玩法, 例如通过遥控器发送 控制指令, 令电子宠物过来或返回宠物屋, 或在宠物屋中输入电子宠物的日常作息时间表, 令电子宠物按预 先设置的时间表的内容进行活动等。 简单来说, 图 1所示的是一套拟人化的电子宠物玩具, 包括有多个独立 个体, 个体之间没有机械连接, 然而个体之间却可互动, 是一套智能化的电子互动玩具。 信号发送装置可以包括第一独立个体互动信号发送装置及互动信号触发装置, 当互动信号触发装置被触 发时, 第一独立个体互动信号发送装置可以发送互动信号, 而后控制器单元可以根据接收的互动信号控制第二 独立个体作出相关互动反应。 The present invention will be further described below in conjunction with the accompanying drawings. Referring to FIG. 1, this is a schematic diagram of an electronic interactive toy having a plurality of independent individuals in an embodiment of the present invention. In Fig. 1, 10 is the first independent individual (toy ball), 20 is the second independent individual (electronic pet, the figure is an electronic snail), 30 is the third independent individual (remote control), and 40 is the fourth independent individual. (pet house). The first independent individual includes a signal transmitting device, the second independent individual includes a controller unit and a signal receiving device, the signal receiving device can receive the signal transmitted by the signal transmitting device, and the controller unit controls the second independent individual to make a signal according to the signal received by the signal receiving device. Related interactions. When playing, the toy ball can be thrown. The electronic pet can instantly detect the position of the toy ball and search and track the toy ball. When the electronic pet successfully finds the toy ball, the toy ball can be captured and the toy ball can be brought back. At the player/remote control, or bring it back to the pet house. Of course, there are more ways to play, such as sending control commands through the remote control, making the electronic pet come over or returning to the pet house, or entering the daily schedule of the electronic pet in the pet house, so that the electronic pet can be set according to a preset schedule. Content activities, etc. To put it simply, Figure 1 shows a set of anthropomorphic electronic pet toys, including multiple independent individuals. There is no mechanical connection between individuals, but individuals can interact with each other. It is an intelligent electronic interactive toy. . The signal transmitting device may include a first independent individual interaction signal transmitting device and an interactive signal triggering device. When the interactive signal triggering device is triggered, the first independent individual interaction signal transmitting device may send the interaction signal, and then the controller unit may receive the interaction according to the interaction. The signal controls the second independent individual to make an relevant interaction.
相关互动反应例如可以是位置互动。 在位置互动中, 第一独立个体互动信号发送装置可以包括第一独立 个体电子导航装置, 互动信号触发装置可以包括电子导航触发装置, 互动信号可以包括第一独立个体无线导航 信号; 第二独立个体还可以包括受控于控制器单元的电力驱动装置, 第二独立个体可通过电力驱动装置实现对 第一独立个体的位置互动; 信号接收装置包括无线定位装置; 当电子导航触发装置被触发时, 第一独立个体电 子导航装置发送第一独立个体无线导航信号, 无线定位装置接收第一独立个体无线导航信号并实现对第一独立 个体的无线定位。  Related interactions can be, for example, location interactions. In the location interaction, the first independent individual interaction signal sending device may comprise a first independent individual electronic navigation device, the interaction signal triggering device may comprise an electronic navigation trigger device, the interaction signal may comprise a first independent individual wireless navigation signal; A power drive device controlled by the controller unit may be included, the second independent individual may implement positional interaction with the first independent individual through the electric drive device; the signal receiving device includes a wireless positioning device; when the electronic navigation trigger device is triggered, The first independent individual electronic navigation device transmits the first independent individual wireless navigation signal, and the wireless positioning device receives the first independent individual wireless navigation signal and implements wireless positioning of the first independent individual.
下面请再参照图 2所示, 这是本发明实施例一的自动捡球的电子互动玩具装置的基本方框图。图中 10为 玩具球, 20为电子宠物,在 10中包括有一个加速度开关(电子导航触发装置),当玩具球 10被抛掷或滚动时, 加速度开关就会被触发, 并会进一歩触发玩具球中的第一电子导航装置(第一独立个体电子导航装置), 并通 过该装置发送第一无线导航信号 12 (第一独立个体无线导航信号, 为一互动信号), 该信号被电子宠物 20的 无线定位装置 (信号接收装置) 接收及处理, 并对玩具球 10的位置进行定位, 然后电子宠物 20可通过受控 于控制器单元的电力驱动装置行驶至靠近玩具球处, 完成对玩具球的定位跟踪, 并实现了两者于位置上的互 动功能。 当电子宠物成功寻获玩具球后, 还可通过第一无线控制装置向玩具球 10发送第一无线控制信号 22, 该信号作用于玩具球的第一遥控开关, 并通过该开关作用于第一电子导航装置并停止第一无线导航信号的发 送。 在这种情况下, 我们可以说第一遥控开关受控于第一无线控制装置, 或玩具球的电子导航装置受控于系 统中的电子宠物。  Referring to FIG. 2 again, this is a basic block diagram of an electronic interactive toy device for automatic croquet according to the first embodiment of the present invention. In the figure, 10 is a toy ball, 20 is an electronic pet, and 10 includes an acceleration switch (electronic navigation trigger device). When the toy ball 10 is thrown or rolled, the acceleration switch is triggered, and a toy is triggered. a first electronic navigation device (a first independent individual electronic navigation device) in the ball, and transmitting, by the device, a first wireless navigation signal 12 (a first independent individual wireless navigation signal, which is an interactive signal), the signal being used by the electronic pet 20 The wireless positioning device (signal receiving device) receives and processes, and positions the position of the toy ball 10, and then the electronic pet 20 can travel to the toy ball through the electric drive device controlled by the controller unit to complete the toy ball Position tracking, and the interaction between the two in position. After the electronic pet successfully finds the toy ball, the first wireless control signal 22 can also be sent to the toy ball 10 through the first wireless control device, and the signal acts on the first remote control switch of the toy ball, and acts on the first through the switch. The electronic navigation device stops the transmission of the first wireless navigation signal. In this case, we can say that the first remote control switch is controlled by the first wireless control device, or the electronic navigation device of the toy ball is controlled by the electronic pet in the system.
下面请再参照图 3所示, 这是本发明实施例一自动捡球的电子互动玩具装置的扩展方框图。与图 2相比, 电子宠物多了一个物体捕捉装置及无线呼唤装置, 当电子宠物通过捕捉装置成功对玩具球实施捕捉之后, 可 通过所述的无线呼唤装置呼叫 /搜寻附近其它具有互动功能的装置,该具有互动功能的装置独立于第一独立个 体 (玩具球) 和第二独立个体(电子宠物) 之外, 故称其为第三独立个体。 第三独立个体可以包括有受控于 电子宠物的第三独立个体遥控开关, 以及可发送第三独立个体无线导航信号的第三独立个体电子导航装置。  Referring to FIG. 3 again, this is an expanded block diagram of an electronic interactive toy device for automatic croquet according to an embodiment of the present invention. Compared with FIG. 2, the electronic pet has an object capturing device and a wireless calling device. After the electronic pet successfully captures the toy ball through the capturing device, the wireless calling device can call/search other nearby interactive functions. The device, which has an interactive function, is independent of the first independent individual (toy ball) and the second independent individual (electronic pet), so it is referred to as a third independent individual. The third independent individual can include a third independent individual remote control switch controlled by the electronic pet, and a third independent individual electronic navigation device that can transmit the third independent individual wireless navigation signal.
电子宠物的无线呼唤装置可呼唤第三独立个体; 当电子宠物发出呼唤信号时, 可触发第三独立个体遥控 开关, 进而触发第三独立个体电子导航装置发送第三独立个体无线导航信号(互动信号); 电子宠物的无线定 位装置可根据第三独立个体无线导航信号对第三独立个体实施定位, 并可通过电力驱动装置离开或接近第三 独立个体。  The wireless calling device of the electronic pet can call the third independent individual; when the electronic pet sends the calling signal, the third independent individual remote control switch can be triggered, thereby triggering the third independent individual electronic navigation device to send the third independent individual wireless navigation signal (interactive signal The wireless positioning device of the electronic pet can perform positioning on the third independent individual according to the third independent individual wireless navigation signal, and can leave or approach the third independent individual through the electric drive device.
在本实施例中被呼叫的是遥控器装置 30 (第三独立个体, 简称遥控器)。 在实际玩耍中, 遥控器通常都 被放置于玩耍者的身边, 电子宠物呼唤遥控器并对遥控器定位, 然后将玩具球带回遥控器处便等同于交还给 玩耍者, 从而实现了自动捡球的功能。 图中遥控器 30包括有第二遥控开关 (第三独立个体遥控开关), 该遥 控开关受控于电子宠物的无线呼唤装置, 即当遥控器接收到无线呼叫信号 24后, 第二遥控开关便被触发, 继 而触发第二电子导航装置 (第三独立个体电子导航装置) 发送第二无线导航信号 (第三独立个体电子导航信 号) 33, 电子宠物 20便是通过对第二无线导航信号的接收实现对遥控器的定位, 并通过受控于控制器的电力 驱动装置接近遥控器。 当电子宠物到达遥控器位置后, 还可通过无线呼唤装置触发遥控器的第二遥控开关, 令第二电子导航装置停止发送第二无线导航信号, 以释放出占据的信号空间并节省能源。在遥控器 30中还包 括有按键及遥控单元, 可对电子宠物发送其它控制指令, 例如令电子宠物过来遥控器处或离开遥控器等。 Called in this embodiment is a remote control device 30 (a third independent individual, referred to as a remote control). In actual play, the remote control is usually placed next to the player. The electronic pet calls the remote control and positions the remote control. Then, bringing the toy ball back to the remote control is equivalent to returning it to the player, thus achieving automatic 捡The function of the ball. The remote controller 30 includes a second remote control switch (a third independent individual remote control switch), and the remote control switch is controlled by the electronic pet's wireless calling device, that is, when the remote controller receives the wireless call signal 24, the second remote control switch Being triggered, and then triggering the second electronic navigation device (the third independent individual electronic navigation device) to transmit the second wireless navigation signal (the third independent individual electronic navigation signal) 33, and the electronic pet 20 receives the second wireless navigation signal Realize the positioning of the remote control and pass the power controlled by the controller The drive is close to the remote control. After the electronic pet arrives at the remote controller position, the second remote control switch of the remote controller can be triggered by the wireless calling device, so that the second electronic navigation device stops transmitting the second wireless navigation signal to release the occupied signal space and save energy. The remote controller 30 further includes a button and a remote control unit, and can send other control commands to the electronic pet, such as bringing the electronic pet to the remote controller or leaving the remote controller.
下面请再参照图 4所示, 这是本发明实施例二的拟人化居住的电子互动玩具装置方框图。在本实施例中, 第一独立个体可以是宠物屋。 图中 20为电子宠物, 40为宠物屋, 电子宠物可通过无线呼唤装置发送无线呼叫 信号 24给宠物屋, 并通过 24作用于宠物屋的第三遥控开关(电子导航触发装置), 然后第三遥控开关作用于 第三电子导航装置, 并通过该导航装置发送第三无线导航信号 42给电子宠物, 这样电子宠物便可通过无线定 位装置对宠物屋进行定位, 可以正确离开或返回宠物屋, 或以宠物屋为中心的指定范围内活动。 在宠物屋中 还包括有人机对话装置、 定时装置, 玩者可通过人机对话装置输入电子宠物的控制指令, 或给电子宠物安排 一个具有个性化的作息时间表, 例如几点钟起床, 几点钟出门, 几点钟回家, 几点钟睡觉等, 与这个作息时 间表相关的控制指令可以通过无线方式发出 (即无线控制信号 48 ) 并作用于电子宠物的受控于控制器的电子 执行装置上, 令电子宠物可以根据有关指令进行操作, 从而使作息时间表相关的活动能得以实现。  Referring to FIG. 4 again, this is a block diagram of an electronic interactive toy device for anthropomorphic residence according to the second embodiment of the present invention. In this embodiment, the first independent individual may be a pet house. In the figure, 20 is an electronic pet, 40 is a pet house, and the electronic pet can send a wireless call signal 24 to the pet house through the wireless calling device, and a third remote control switch (electronic navigation trigger device) acting on the pet house through 24, and then the third The remote control switch acts on the third electronic navigation device, and sends the third wireless navigation signal 42 to the electronic pet through the navigation device, so that the electronic pet can locate the pet house through the wireless positioning device, and can correctly leave or return to the pet house, or Activities within the designated range centered on the pet house. The pet house also includes a man-machine dialogue device and a timing device. The player can input the control instruction of the electronic pet through the human-machine dialogue device, or arrange a personalized work schedule for the electronic pet, for example, when to get up, a few When the clock goes out, when does it go home, when does it go to sleep, etc., the control commands related to this schedule can be sent wirelessly (ie, wireless control signal 48) and act on the controller's electronic control of the electronic pet. On the execution device, the electronic pet can operate according to the relevant instructions, so that the activities related to the schedule can be realized.
在实施例二中, 电子宠物 20同样可以与实施例一一样与玩具球 10进行互动, 具体可参照前述图 3所示。 例如当玩具球 10被抛掷或滚动时, 加速度开关就会被触发, 并会进一步触发玩具球中的第一电子导航装置, 并通过该装置发送第一无线导航信号 12, 该信号被电子宠物 20的无线定位装置接收及处理, 并对玩具球 10 的位置进行定位, 然后电子宠物 20可通过电力驱动装置行驶至靠近玩具球处, 并通过物体捕捉装置对玩具球 进行捕捉。这时电子宠物还可通过第一无线控制装置向玩具球 10发送第一无线控制信号 22,该信号作用于玩 具球的第一遥控开关, 并通过该开关作用于第一电子导航装置并停止第一无线导航信号的发送。 然后还可以 通过呼唤装置呼唤宠物屋, 令宠物屋发送无线导航信号, 使电子宠物可以顺利带玩具球返回宠物屋。  In the second embodiment, the electronic pet 20 can also interact with the toy ball 10 as in the first embodiment. For details, refer to FIG. 3 described above. For example, when the toy ball 10 is thrown or rolled, the acceleration switch is triggered, and the first electronic navigation device in the toy ball is further triggered, and the first wireless navigation signal 12 is transmitted through the device, the signal being used by the electronic pet 20 The wireless positioning device receives and processes, and positions the position of the toy ball 10, and then the electronic pet 20 can travel to the toy ball through the electric drive device and capture the toy ball through the object capturing device. At this time, the electronic pet can also send the first wireless control signal 22 to the toy ball 10 through the first wireless control device, the signal acts on the first remote control switch of the toy ball, and acts on the first electronic navigation device through the switch and stops the first The transmission of a wireless navigation signal. Then, the pet house can be called by the calling device to send the wireless navigation signal to the pet house, so that the electronic pet can smoothly return the toy ball to the pet house.
下面请再参照图 5所示, 这是本发明实施例三的拟人化守门的电子互动玩具装置方框图, 图中包括有玩 具球 10 (第一独立个体), 电子宠物 20 (第二独立个体) 及电子球门 50。 和前述的图例一样, 玩具球包括有 加速度开关、 第一电子导航装置、 第一遥控开关, 而电子宠物包括有第一无线控制装置、 无线定位装置、 电 力驱动装置和物体捕捉装置, 在本实施例中电子宠物需具有快捷的反应能力, 以便能在玩具球运动的过程中 对玩具球实施捕捉, 尽量防止玩具球越过电子宠物而进入电子球门 50内得分。这是一个拟人化守门的对抗性 游戏, 玩耍者需用尽量快的速度及尽量偏的角度射门, 而电子宠物会在电子球门的正面把守, 并会用尽量快 的速度实施对玩具球的捕捉。 当玩耍者成功将玩具球射进球门时, 电子球门的入球感应显示装置便会被触发, 并对入球数目进行显示。在本发明实施例中, 电子宠物可通过对无线呼唤装置发送无线呼唤信号 26来作用于 电子球门的第四遥控开关, 并触发第四电子导航装置来发送第四无线导航信号 58, 电子宠物通过对第四无线 导航信号的定位知道电子球门的位置, 使其可以正确把守在正确的位置上, 即使在扑球之后仍能重新返回原 来的把守位置。  Referring to FIG. 5 again, this is a block diagram of an anthropomorphic gatekeeper electronic interactive toy device according to a third embodiment of the present invention, which includes a toy ball 10 (first independent individual) and an electronic pet 20 (second independent individual). And the electronic goal 50. As with the foregoing illustration, the toy ball includes an acceleration switch, a first electronic navigation device, and a first remote control switch, and the electronic pet includes a first wireless control device, a wireless positioning device, an electric drive device, and an object capture device, in the present embodiment. In the case of an electronic pet, it is required to have a quick response capability, so that the toy ball can be captured during the movement of the toy ball, and the toy ball is prevented from entering the electronic goal 50 by the electronic pet. This is a confrontational game with anthropomorphic goalkeeper. The player needs to shoot at the speed as fast as possible and at the wrong angle. The electronic pet will be guarded on the front of the electronic goal and will capture the toy ball as fast as possible. . When the player successfully shoots the toy ball into the goal, the ball-induction display device of the electronic goal is triggered and the number of goals is displayed. In the embodiment of the present invention, the electronic pet can act on the fourth remote control switch of the electronic goal by transmitting the wireless call signal 26 to the wireless calling device, and trigger the fourth electronic navigation device to send the fourth wireless navigation signal 58. The positioning of the fourth wireless navigation signal knows the position of the electronic goal so that it can be properly guarded in the correct position, and can return to the original guard position even after the ball is thrown.
在实施例三中, 同样可以将遥控器 30增加到玩具中以实现更多的功能, 有关遥控器 30的组成可参考前 述图 3所示。在这种情况下, 电子宠物可以将捕获的玩具球带到遥控器 /玩耍者处,然后再返回到电子球门前, 令玩耍者可反复射门, 增加游戏的对抗性及乐趣。  In the third embodiment, the remote controller 30 can also be added to the toy to achieve more functions. The composition of the remote controller 30 can be referred to the foregoing FIG. In this case, the electronic pet can take the captured toy ball to the remote control/player and then return to the front of the electronic goal, so that the player can repeatedly shoot, increasing the game's confrontation and fun.
下面请再参照图 6所示, 这是本发明实施例的于复数个独立个体的电子互动玩具中实现个体间位置互动 的方法流程图, 这是对前述图 f 5所述电子互动玩具装置的一个概括性总结。 图 6所述的方法中包括有第一、 第二、 第三独立个体, 个体之间没有实体连接, 与前述的玩具球、 电子宠物、 遥控器三个独立个体组成的玩 具装置具有相类似的情形, 其结构可参考图 1~5所述的示意图及方框图。 有关的于所述三个独立个体间实现 位置互动的方法, 包括以下的歩骤: Referring to FIG. 6 again, this is an embodiment of the present invention for realizing the interaction between individuals in an electronic interactive toy of a plurality of independent individuals. Method flow chart, which is a general summary of the electronic interactive toy device described in the above Figure f5. The method described in FIG. 6 includes first, second, and third independent individuals, and there is no physical connection between the individuals, and the toy device consisting of three independent individuals: the toy ball, the electronic pet, and the remote controller are similar. For the structure, the structure and reference to the schematic diagrams and block diagrams shown in FIGS. 1 to 5 can be referred to. Related methods for achieving location interaction between the three independent individuals include the following steps:
步骤 S601为触发所述第一独立个体的第一电子导航装置令其发送第一无线导航信号;  Step S601 is to trigger the first electronic navigation device of the first independent individual to send the first wireless navigation signal;
步骤 S602为所述第二独立个体基于所述第一无线导航信号对所述第一独立个体实施定位;  Step S602: The second independent entity performs positioning on the first independent individual based on the first wireless navigation signal.
歩骤 S603为所述第二独立个体基于对所述第一独立个体的定位接近所述第一独立个体;  Step S603 is that the second independent individual approaches the first independent individual based on the positioning of the first independent individual;
步骤 S604为所述第二独立个体对所述第一独立个体实施捕捉;  Step S604: performing capture on the first independent individual for the second independent individual;
歩骤 S605为所述第二独立个体令所述第一独立个体停止所述第一无线导航信号发送;  Step S605: The second independent individual causes the first independent individual to stop transmitting the first wireless navigation signal;
步骤 S606为所述第二独立个体呼唤所述第三独立个体;  Step S606, calling the third independent individual for the second independent individual;
步骤 S607为所述第三独立个体通过第二电子导航装置发送第二无线导航信号;  Step S607: The third independent individual sends the second wireless navigation signal by using the second electronic navigation device.
歩骤 S608为所述第二独立个体基于所述第二无线导航信号实施对所述第三独立个体定位;  Step S608: Performing, for the second independent entity, the positioning of the third independent individual based on the second wireless navigation signal;
步骤 S609 为所述第二独立个体基于所述第三独立个体的定位将所述第一独立个体运送到所述第三独立 个体处;  Step S609: The second independent individual delivers the first independent individual to the third independent individual based on the positioning of the third independent individual;
步骤 S610为所述第二独立个体令所述第三独立个体停止所述第二无线导航信号发送。  Step S610, the second independent individual causes the third independent individual to stop transmitting the second wireless navigation signal.
本发明实施例的电子互动玩具装置, 其第一独立个体互动信号发送装置及互动信号触发装置可以包括第 一互动信号发送装置及第一互动信号触发装置, 以及第二互动信号发送装置及第二互动信号触发装置, 第一 独立个体可以包括:  In the electronic interactive toy device of the embodiment of the present invention, the first independent individual interaction signal transmitting device and the interactive signal triggering device may include a first interactive signal transmitting device and a first interactive signal triggering device, and a second interactive signal transmitting device and a second The interactive signal triggering device, the first independent individual may include:
第一信息牌插座, 供第一玩者使用, 可与由第一玩者持有的 N个 (N>=2 ) 信息牌的任何一个实施组合与 分离;  The first information card socket, for use by the first player, can be combined and separated from any of the N (N>=2) information cards held by the first player;
第二信息牌插座, 供第二玩者使用, 可与由第二玩者持有的 N个 (N>=2 ) 信息牌的任何一个实施组合与 分离;  The second information card socket, for use by the second player, can be combined and separated from any of the N (N>=2) information cards held by the second player;
第一信息牌, 包含第一编码信息, 第一信息牌为第一玩者持有的 N个 (N>=2 ) 信息牌中的其中一个; 第二信息牌, 包含第二编码信息, 第二信息牌为第二玩者持有的 N个 (N>=2 ) 信息牌中的其中一个; 第二独立个体还可以包括:  The first information card includes first encoding information, the first information card is one of N (N>=2) information cards held by the first player; the second information card includes second encoding information, The second information card is one of N (N>=2) information cards held by the second player; the second independent individual may further include:
语音信息存储器, 包含有与第一、 第二编码信息相对应的第一、 第二语音信息;  a voice information storage, comprising first and second voice information corresponding to the first and second encoded information;
逻辑设定单元, 包含有关于第一、 第二编码信息之间相关逻辑的设定信息;  a logic setting unit, configured to include setting information about correlation logic between the first and second encoded information;
语音输出单元, 可输出第一、 第二语音信息;  a voice output unit, which can output first and second voice information;
当第一、 第二信息牌分别由第一、 第二玩者插入到第一、 第二信息牌插座时, 第一、 第二互动信号触发 装置可以触发第一、 第二互动信号发送装置发送第一、 第二编码信息, 控制器单元通过信号接收装置分别读 入第一、 第二编码信息, 然后通过语音输出单元分别播放第一、 第二编码信息所对应的第一、 第二语音信息, 最后控制器单元通过逻辑设定单元查阅关于第一、 第二编码信息之间相关逻辑的设定信息, 及控制输出逻辑 设定信息的对应结果, 从而实现第一、 第二独立个体之间于语音或信息上的互动。 其中, 第一、 第二编码信 息可以为数字编码信息; 语音信息存储器及逻辑设定单元可以为非易失性存储器; 控制器单元可以为微控制 器或微处理器。 第二独立个体可以具有模型火车的造型设计。 至于第一互动信号发送装置及第一互动信号触 发装置可配置于第一信息牌或第一信息牌插座上, 而第二互动信号发送装置及第二互动信号触发装置可配置 于第二信息牌或第二信息牌插座上。 When the first and second information cards are respectively inserted into the first and second information card sockets by the first and second players, the first and second interaction signal triggering devices may trigger the first and second interaction signal transmitting devices to send First and second encoding information, the controller unit respectively reads the first and second encoding information by using the signal receiving device, and then respectively plays the first and second voice information corresponding to the first and second encoding information by using the voice output unit Finally, the controller unit refers to the setting information about the related logic between the first and second encoding information through the logic setting unit, and controls the corresponding result of the output logic setting information, thereby realizing the first and second independent individuals Interaction on voice or information. The first and second encoded information may be digitally encoded information; the voice information storage and logic setting unit may be a non-volatile memory; and the controller unit may be a micro-control Or microprocessor. The second individual can have the design of the model train. The first interactive signal transmitting device and the first interactive signal triggering device may be disposed on the first information card or the first information card socket, and the second interactive signal transmitting device and the second interactive signal triggering device may be configured on the second information card Or the second information card socket.
下面请再参照图 7A所示, 这是本发明实施例四的一种包括电子宠物、循环轨道的问答式学习的电子互动 玩具装置的示意图, 是对上述系统的一个发展、 提高及新应用。 本实施例的电子互动玩具装置, 第一玩者为 问者, 第二玩者为答者; 第一信息牌包括第一识字牌, 第二信息牌包括第二识字牌, 第一信息牌插座包括第 一识字牌插座, 第二信息牌插座包括第二识字牌插座; 语音信息存储器还包括包含有代表肯定的第三语音信 息及代表否定的第四语音信息; 语音输出单元, 还可输出所述第三及第四语音信息。 与传统学习机通常由单 人使用的情况不同, 本发明实施例的学习机 (即问答式学习的电子互动玩具装置) 通常由两个人同时使用, 并且会釆用一问一答的方式学习, 模拟了真实环境中老师与学生 (或家长与小孩) 的关系, 并且将学习和娱 乐融为一体, 是一种全新的电子化学习模式。  Referring to FIG. 7A again, this is a schematic diagram of an electronic interactive toy device for question-and-answer learning including an electronic pet and a loop track according to Embodiment 4 of the present invention, which is a development, improvement and new application of the above system. In the electronic interactive toy device of the embodiment, the first player is the questioner and the second player is the answerer; the first information card includes the first placard, and the second information card includes the second placard, the first card socket The first information card socket includes a second placard socket; the voice information memory further includes fourth voice information including a positive third voice information and a negative representation; a voice output unit, and an output unit The third and fourth voice information are described. Unlike the case where the conventional learning machine is usually used by a single person, the learning machine (ie, the electronic interactive toy device of the question-and-answer learning) of the embodiment of the present invention is usually used by two people at the same time, and learns in a question-and-answer manner. It simulates the relationship between teachers and students (or parents and children) in the real environment, and integrates learning and entertainment. It is a new electronic learning model.
图中 70为电子宠物(在本实施例中具有模型火车的造型设计),所述电子宠物适合于循环轨道 77上行驶, 并依次经过第一识字插座 73及第二识字牌插座 75。 在实际学习 /玩耍过程中, 问者 (老师) 将坐在靠近第一 识字牌插座 73处, 而答者 (学生) 则坐在靠近第二识字牌插座 75处, 问者和答者手里各拿着一副识字牌, 每副识字牌均包含有 N个(N>=2 )特定的识字牌, 问者 /答者持有的识字牌可以完全一样(例如双方都拥有 "狮 子 l ion"、 "老虎 Tiger "、 "马 Horse "三张牌), 也可以有所不同。 对于两副牌的牌面内容不同的情况, 本发 明实施例要求能事先建立起两者的关联逻辑, 例如假设问者的牌为狮子、 老虎、 马图案, 而答者的牌为狮子、 老虎、 马文字, 则狮子图案和狮子文字有相关性, 而狮子图案和老虎、 马文宇没有相关性, 其它各牌的关联 逻辑 /相关性可依次类推。  In the figure, 70 is an electronic pet (in the present embodiment, there is a model design of a model train), and the electronic pet is adapted to travel on the circulation track 77, and sequentially passes through the first literacy socket 73 and the second literacy card socket 75. During the actual learning/playing process, the asker (teacher) will sit close to the first placard socket 73, and the answerer (student) will sit close to the second literacy card socket 75, the questioner and the respondent Each holding a literacy card, each literacy card contains N (N>=2) specific literacy cards, and the lyrics held by the questioner/answeror can be identical (for example, both sides have "lions" ", Tiger Tiger", "Horse" three cards, can also be different. For the case where the card contents of the two decks are different, the embodiment of the present invention requires that the association logic of the two be established in advance, for example, the card of the hypothetical is a lion, a tiger, a horse, and the card of the answer is a lion, a tiger. The horse character, the lion pattern and the lion character are related, and the lion pattern has no correlation with the tiger and Ma Wenyu, and the associated logic/correlation of other cards can be analogized.
在实际学习 /玩耍时, 问者可从 N个识字牌中挑出其中一个(下面称之为第一识字牌)插入到第一识字牌 插座中,在图 7A中显示的是将带有狮子图案的第一识字牌 71插入到第一识字牌插座 73之中(在实际产品中, 问者和答者都只能看到自己的识字牌牌面而看不到对方的识字牌牌面, 例如将识字牌翻转再插入到识字牌插 座之中, 这是一种非公开的出牌方式), 这时电子宠物 70会自动起动 (这可以看作为第一互动信号触发装置 被触发, 令互动信号发送装置发送互动信号, 并令第二独立个体与之互动)并沿轨道行使至 73处, 当其经过 73处时会读入包含在第一识字牌 71内的编码信息 (以下称为第一编码信息), 并会播放出与狮子(第一编码 信息)相关的语音信息(例如发出狮子的吼声等,这个与第一编码信息相关的语音信息被称为第一语音信息), 然后电子宠物会自动在 70' 处停下来等待答者的回答 /反应。 在实际产品中, 答者在第二识字牌插座 75处是 看不到第一识字牌的牌面内容的, 只可以根据电子宠物经过第一识字牌时发出的与第一识字牌相关的语音信 息来判断识字牌的内容,在图 7A的实施例中是根据所述狮子的吼声来判断第一识字牌的内容应该是与狮子有 关, 因此将手头上持有的第二识字牌 ("Lion狮子") 72插入到第二识字牌插座 75之中, 这时电子宠物 70 ' 会再重新起动 (这可以看作为第二互动信号触发装置被触发, 令互动信号发送装置发送互动信号, 并令第二 独立个体与之产生互动) 并沿轨道行驶至第二识字牌插座 75处, 然后再读入包含在第二识字牌 72内的编码 信息 (以下称为第二编码信息), 并会播放出 Lion狮子的读音 (这个与第二编码信息相对应的语音信息被称 为第二语音信息), 由于 Lion狮子文字与狮子图案相关, 由此可判断答者是答对了, 因此系统装置会播放出 欢呼声 (即肯定的语音信息, 这里被称为第三语音信息); 倘若答者之前插入到 75中的不是 "L10n狮子"而 是 "Tiger老虎"的话, 则电子宠物经过 75时便会播放出 "Tiger老虎"的读音, 系统装置会判断答错了, 并会播放出嘘声 (即否定的语音信息, 在这里称之为第四语音信息)。 最后, 电子宠物会在 70处停下来, 从 而完成了一问一答的学习 /玩耍的全过程。 During actual learning/playing, the questioner can pick one of the N placards (hereinafter referred to as the first literacy card) and insert it into the first placard socket. In Figure 7A, the lion will be shown. The first placard 71 of the pattern is inserted into the first placard socket 73 (in the actual product, both the questioner and the answerer can only see their literate card face and cannot see each other's literacy card face, For example, flipping the literacy card and inserting it into the placard socket, this is a non-public way of playing cards. At this time, the electronic pet 70 will automatically start (this can be seen as the first interactive signal trigger device is triggered, so that the interaction The signal transmitting device sends an interactive signal and causes the second independent individual to interact with it and moves along the track to 73. When it passes through 73, it reads the encoded information contained in the first literacy card 71 (hereinafter referred to as the first a coded information), and will play out the voice information related to the lion (first coded information) (for example, a lion's squeak, etc., the voice information associated with the first coded information is referred to as the first voice message), and then the electronic 70 was automatically 'stop and wait for the answer' answers / reactions. In the actual product, the answerer can not see the face content of the first literacy card at the second literacy card socket 75, and can only be based on the voice associated with the first literacy card when the electronic pet passes the first literacy card. The information is used to determine the content of the placard. In the embodiment of FIG. 7A, the content of the first literate card is determined to be related to the lion according to the squeak of the lion, so the second literacy card held on hand ("Lion" The lion ") 72 is inserted into the second literacy card socket 75, at which time the electronic pet 70' will be restarted again (this can be seen as a second interactive signal triggering device being triggered, causing the interactive signal transmitting device to send an interactive signal and The second independent individual interacts with it and travels along the track to the second literacy card socket 75, and then reads the encoded information contained in the second literacy card 72 (hereinafter referred to as the second encoded information) and plays The pronunciation of the Lion lion (this voice information corresponding to the second coded information is called the second voice message), because the Lion lion text is related to the lion pattern, it can be judged that the answer is yes , So the system will play out device Cheers (that is, affirmative voice information, referred to herein as the third voice message); if the answerer is not inserted into the 75 in the "L 10 n lion" but "Tiger Tiger", then the electronic pet passes 75 hours. The pronunciation of "Tiger Tiger" will be played, and the system device will judge the wrong answer and will play a click (ie, negative voice information, referred to herein as the fourth voice message). Finally, the electronic pet will stop at 70 to complete the whole process of learning/playing.
下面请再参照图 7B所示,这是本发明实施例四相关的包括电子宠物、循环轨道的问答式电子互动玩具装 置的功能结构方框图, 是对图 7A所示系统装置的进一步说明。 图中 70为电子宠物, 71为第一识字牌, 可以 与第一识字牌插座 73实施组合与分离, 72为第二识字牌, 可以与第二识字牌插座 75实施组合与分离。 在图 中包括有一个控制部件 78, 该部件可以设置于电子宠物上, 也可以设置于电子宠物之外, 成为一个独立的控 制部件。 图 7B中本发明实施例四的电子宠物 70, 第一识字牌插座 73, 第二识字牌插座 75, 以及控制部件 78 是通过控制总线 76进行信号连接的, 不过在实际应用中也可通过无线方式进行连接, 视乎应用的需要而定。 图中的接近开关是一个互动信号触发装置, 信息读入控制单元则是一个信号发送装置 (第一独立个体互动信 号发送装置), 可发送互动信号。在实际应用中也可以将接近开关及信息读入控制单元设置在识字牌而非识字 牌插座上, 然后再通过无线方式在识宇牌与控制部件 78之间进行信息传输, 从而于第一、 第二独立个体之间 实现位置或语音信息上的互动。  Referring to FIG. 7B again, this is a functional block diagram of the question-and-answer electronic interactive toy device including the electronic pet and the circulating track according to the fourth embodiment of the present invention, which is a further description of the system device shown in FIG. 7A. In the figure, 70 is an electronic pet, 71 is a first literacy card, and can be combined and separated with the first literacy card socket 73, and 72 is a second literacy card, which can be combined and separated with the second literacy card socket 75. Included in the figure is a control unit 78 that can be placed on the electronic pet or can be placed outside the electronic pet as an independent control unit. The electronic pet 70, the first literacy card socket 73, the second literacy card socket 75, and the control unit 78 of the fourth embodiment of the present invention in FIG. 7B are connected by a control bus 76, but can also be wirelessly used in practical applications. The way to connect, depending on the needs of the application. The proximity switch in the figure is an interactive signal triggering device, and the information reading control unit is a signal transmitting device (a first independent individual interactive signal transmitting device) that can transmit an interactive signal. In practical applications, the proximity switch and the information reading control unit can also be disposed on the literacy card instead of the literacy card socket, and then wirelessly transmit information between the numeracy card and the control component 78, thereby Interaction between positional or voice information is achieved between the second independent individual.
图中的电子宠物 70包括有火车控制单元、 电力驱动装置、行驶速度调节装置及定向信号发射装置, 所述 定向信号发射装置可向轨道一侧发射无线触发信号, 使设置于轨道一侧的识字牌插座上的接近开关触发, 并 由此令信息读入控制单元实现对识字牌的编码信息的读取 (这也是一种互动信号触发装置被触发, 从而发送 互动信号的情形)。所述识字牌的编码信息通过总线 76传送至 78中的控制器单元(所述控制器单元可通过信 号接收装置接收所述的互动信号), 所述控制器单元会对所述编码信息进行解码, 并从语音信息存储器中取出 与所述编码信息相对应的语音信息,然后通过语音输出单元播放所述的语音信息,从而实现第一独立个体(识 字牌) 与第二独立个体 (火车) 之间于位置及语音信息上的互动。  The electronic pet 70 in the figure comprises a train control unit, an electric drive device, a travel speed adjusting device and a directional signal transmitting device, and the directional signal transmitting device can transmit a wireless trigger signal to one side of the track to enable literacy on one side of the track. The proximity switch on the card socket triggers and thereby causes the information to be read into the control unit to effect reading of the encoded information of the placard (this is also the case where the interactive signal triggering device is triggered to transmit the interactive signal). The encoded information of the literacy card is transmitted via bus 76 to a controller unit in 78 (the controller unit can receive the interactive signal via a signal receiving device), and the controller unit decodes the encoded information And taking out the voice information corresponding to the encoded information from the voice information memory, and then playing the voice information through the voice output unit, thereby realizing the first independent individual (literate card) and the second independent individual (train) Interaction between location and voice information.
在实际应用中, 所述的语音信息存储器(可用非易失性存储器, 例如 R0M、 EEPR0M、 FLASH等来担当)包 含有问者及答者持有的所有识字牌相关的语音信息及其它相关的语音信息,对于图 7B来说最少包含有与第一 编码信息相对应的第一语音信息(狮子吼声)及第二语音信息(Lion狮子的文字读音), 以及代表肯定的第三 语音信息 (欢呼声) 及代表否定的第四语音信息 (嘘声)。 在图 7B中还包含有关联逻辑设定单元(逻辑设定 单元), 在所述关联逻辑设定单元中预设有问者及答者持有的所有识字牌相关性的信息, 例如假设问者有三张 识字牌, 分别为狮子、 老虎、 马图案, 并对应于第一、 三、 五编码信息, 而答者也有三张识字牌, 分别为狮 子、 老虎、 马文字, 对应于第二、 四、 六编码信息。 在这种情况下, 第一与第二编码信息、 第三与第四编码 信息、 第五与第六编码信息具有相关性, 而其它交叉的编码信息则无相关性。 上述这些相关性资料可在产品 出厂时预设于关联逻辑设定单元中, 而这个关联 if辑设定单元在应用上可用非易失性存储器来担当。  In practical applications, the voice information memory (which can be used by non-volatile memory, such as ROM, EEPR0M, FLASH, etc.) contains all the placard-related voice information and other related information held by the questioner and the respondent. The voice information, for FIG. 7B, at least includes first voice information (lion hum) and second voice information (literal pronunciation of Lion lion) corresponding to the first encoded information, and third voice information representing affirmation (cheering) Sound) and the fourth voice message (beep) that represents negation. Also included in FIG. 7B is an associated logic setting unit (logic setting unit) in which information on the relevance of all literacy cards held by the questioner and the respondent is pre-set, for example, assuming There are three literacy cards, which are lion, tiger, and horse patterns, and correspond to the first, third, and fifth coded information, and the respondent also has three literacy cards, which are lion, tiger, and horse characters, corresponding to the second. Four or six coding information. In this case, the first and second encoded information, the third and fourth encoded information, the fifth and sixth encoded information have a correlation, and the other intersected encoded information has no correlation. These correlation data can be preset in the associated logic setting unit when the product is shipped from the factory, and the associated if setting unit can be used as a non-volatile memory in the application.
控制部件 78的核心单元为控制器单元, 可用微控制器、微处理器或其它数字逻辑控制器来担当。 当所述 第一识字牌 71由问者插入到所述第一识字牌插座 73时, 所述控制器单元会读入所述第一编码信息, 然后通 过所述语音输出单元播放所述第一编码信息所对应的第一语音信息, 接着所述控制单元会等待答者对所述第 一语音信息作出的反应; 当所述答者根据所述第一语音信息进行判断, 并从其持有的 N个识字牌中找出意义 最接近的第二识字牌 72并插入所述第二识字牌插座 75时, 所述控制器会读入所述第二编码信息, 然后通过 所述语音输出单元播放所述第二编码信息所对应的第二语音信息; 最后控制器还会于关联逻辑设定单元中查 阅关于所述第一、 第二编码信息相关性的设定信息, 若两编码信息相关则播放第三语音信息, 若两编码信息 无关则播放第四语音信息, 从而完成由电子控制的一问一答的学习过程。 The core unit of control unit 78 is a controller unit that can be actuated by a microcontroller, microprocessor or other digital logic controller. When the first literacy card 71 is inserted into the first literacy card socket 73 by the questioner, the controller unit reads the first encoding information, and then plays the first through the voice output unit. Corresponding to the first voice information corresponding to the information, and then the control unit waits for the respondent to respond to the first voice information; when the answerer performs the judgment according to the first voice information, and holds from the Find meaning in N literacy cards When the second literacy card 72 is inserted and inserted into the second literacy card socket 75, the controller reads the second encoding information, and then plays the second encoding information through the voice output unit. The second voice information is further; the controller further checks the setting information about the correlation between the first and second encoding information in the association logic setting unit, and plays the third voice information if the two encoding information is related, if two The fourth voice information is played regardless of the encoded information, thereby completing the electronically controlled question-and-answer learning process.
如果将上述控制器单元的功能进行细分, 则又可具体分出学习节奏控制单元和答案仲裁单元两个功能模 块单元来。 当问者将所述第一识字牌 71插入到所述第一识字牌插座 73时, 所述学习节奏控制单元会令电子 宠物沿所述轨道 77行驶经过所述第一识字牌 71并读入所述第一编码信息, 然后通过所述语音输出单元播放 所述第一编码信息所对应的第一语音信息,接着所述学习节奏控制单元令电子宠物 70停止运行并等待答者对 所述第一语音信息作出的反应; 当所述答者根据所述第一语音信息进行判断, 并从 N个 (N>=2 ) 识字牌中找 出意义最接近的第二识字牌 72并插入到所述第二识字牌插座 75时,所述电子宠物 70会重新起动行驶然后经 过所述第二识字牌并读入所述第二编码信息, 然后再通过所述语音输出单元播放所述第二编码信息所对应的 第二语音信息。  If the functions of the above controller unit are subdivided, the two function module units of the learning rhythm control unit and the answer arbitration unit can be specifically separated. When the questioner inserts the first literacy card 71 into the first literacy card socket 73, the learning tempo control unit causes the electronic pet to travel along the track 77 through the first literacy card 71 and read in Transmitting, by the voice output unit, the first voice information corresponding to the first coded information, and then the learning tempo control unit stops the electronic pet 70 from running and waits for the answerer to a response made by the voice information; when the answerer makes a judgment according to the first voice information, and finds the second literacy card 72 having the closest meaning from the N (N>=2) literacy cards and inserts into the office When the second literacy card socket 75 is described, the electronic pet 70 will restart driving and then pass the second literacy card and read the second encoding information, and then play the second encoding through the voice output unit. The second voice information corresponding to the information.
至于答案仲裁单元的功能为, 当所述第一编码信息及第二编码信息被读入之后, 所述答案仲裁单元会于 关联逻辑设定单元中查阅关于所述第一、 第二编码信息相关性的设定信息, 若两编码信息相关则作出答案正 确的判断并播放第三语音信息, 若两编码信息无关则作出答案错误的判断并播放第四语音信息, 从而完成由 电子控制的一问一答的学习过程。  As for the function of the answer arbitration unit, after the first coded information and the second coded information are read in, the answer arbitration unit may refer to the first and second coded information in the association logic setting unit. Sexual setting information, if the two encoding information is related, the answer is correctly judged and the third voice information is played. If the two encoding information is irrelevant, the answer is incorrectly judged and the fourth voice information is played, thereby completing the question of electronic control. An answer to the learning process.
图 7C 是本发明实施例四相关的于电子互动玩具学习机中实现互动式问答式学习的方法流程图, 是对图 7A、 图 7B所述系统的一个概括性总结, 具体包括以下步骤:  FIG. 7C is a flowchart of a method for implementing interactive question-and-answer learning in an electronic interactive toy learning machine according to Embodiment 4 of the present invention, which is a general summary of the system described in FIG. 7A and FIG. 7B, and specifically includes the following steps:
步骤 S701为问者将其持有的 N个 (N>=2 ) 识字牌中选择第一识字牌插入第一识字牌插座中; 步骤 S702为所述学习机读入所述第一识字牌中的第一编码信息;  Step S701 is to insert a first literacy card into the first literacy card socket among the N (N>=2) literacy cards held by the questioner; step S702 is to read the first literacy card into the learning machine. First encoding information;
步骤 S703为所述学习机于存储器中找出预设的与所述第一编码信息相关的第一语音信息; 歩骤 S704为所述学习机播放所述第一语音信息;  Step S703: The learning machine finds a preset first voice information related to the first encoding information in a memory; Step S704: playing the first voice information for the learning machine;
步骤 S705为答者依据所述播放的第一语音信息进行判断, 并从其持有的 N个(N>=2 )识字牌中找出含义 最接近的第二识字牌;  Step S705: the respondent performs the judgment according to the played first voice information, and finds the second literacy card with the closest meaning from the N (N>=2) literacy cards held by the respondent;
歩骤 S706为答者将所述第二识字牌插入第二识字牌插座中;  Step S706: The respondent inserts the second literacy card into the second literacy card socket;
步骤 S707为所述学习机读入所述第二识字牌的第二编码信息;  Step S707: reading, by the learning machine, the second encoding information of the second literacy card;
歩骤 S708为所述学习机于存储器中找出预设的与所述第二编码信息相关的第二语音信息; 步骤 S709为所述学习机播放所述第二语音信息;  Step S708: The learning machine finds a preset second voice information related to the second coded information in a memory; Step S709: playing the second voice information for the learning machine;
步骤 S710 为所述学习机于关联逻辑设定单元中找出预设的关于所述第一编码信息与所述第二编码信息 是否相关的信息, 若两编码信息相关则作出答案正确的判断并播放第三语音信息, 若两编码信息无关则作出 答案错误的判断并播放第四语音信息, 从而完成由程序控制的一问一答的学习全过程。  Step S710, the learning machine finds, in the association logic setting unit, a preset information about whether the first encoding information and the second encoding information are related, and if the two encoding information are related, the answer is correctly determined. The third voice information is played, and if the two coded information are irrelevant, the answer error is judged and the fourth voice information is played, thereby completing the whole process of the question-and-answer learning controlled by the program.
在上述图 7C所述的问答式学习方法中, 所述第一、第二编码信息为数字编码信息, 所述存储器及关联逻 辑设定单元为非易失性存储器。  In the question-and-answer learning method described in FIG. 7C above, the first and second encoded information are digitally encoded information, and the memory and the associated logical setting unit are non-volatile memories.
图 8是本发明实施例四相关的于包括电子宠物、 循环轨道的电子互动玩具学习机中实现问答式学习的方 法流程图, 是对图 7A、 图 7B所述系统装置的一个更详尽的概括和总结, 具体包括以下步骤: FIG. 8 is a diagram showing a method for implementing question-and-answer learning in an electronic interactive toy learning machine including an electronic pet and a circulating track according to Embodiment 4 of the present invention. The method flow chart is a more detailed summary and summary of the system devices described in FIG. 7A and FIG. 7B, and specifically includes the following steps:
步骤 S801为问者将其持有的 N个 (N>=2 ) 识字牌中选择第一识字牌插入第一识字牌插座中; 步骤 S802为所述电子宠物自动起动并行使至所述第一识字牌处;  Step S801 is to insert a first literacy card into the first literacy card socket of the N (N>=2) literacy cards held by the applicant; step S802 automatically starts and exercises to the first electronic pet Literacy card;
歩骤 S803为所述学习机读入第一识字牌中的第一编码信息;  Step S803: reading, by the learning machine, the first coded information in the first literacy card;
步骤 S804为所述学习机于存储器中找出预设的与所述第一编码信息相关的第一语音信息;  Step S804, the learning machine finds, in the memory, a preset first voice information related to the first coded information;
步骤 S805为所述学习机播放所述第一语音信息;  Step S805: playing the first voice information for the learning machine;
歩骤 S806为所述电子宠物越过所述第一识字牌并停止行驶;  Step S806, the electronic pet passes the first literacy card and stops driving;
步骤 S807为答者依据所述播放的第一语音信息进行判断, 并从其持有的 N个(N>=2 )识字牌中找出含义 最接近的第二识字牌;  Step S807 is to determine, according to the played first voice information, and find the second literacy card with the closest meaning from the N (N>=2) literacy cards held by the respondent;
步骤 S808为答者将所述第二识字牌插入所述第二识字牌插座中;  Step S808: The answerer inserts the second literacy card into the second literacy card socket;
步骤 S809为所述电子宠物重新起动并行使至所述第二识字牌处;  Step S809: restarting the electronic pet and exercising to the second literacy card;
歩骤 S810为所述学习机读入所述第二识字牌的第二编码信息;  Step S810: reading, by the learning machine, the second encoding information of the second literacy card;
步骤 S811为所述学习机于存储器中找出预设的与所述第二编码信息相关的第二语音信息;  Step S811, the learning machine finds, in the memory, a preset second voice information related to the second coded information;
歩骤 S812为所述学习机播放所述第二语音信息;  Step S812: playing the second voice information for the learning machine;
步骤 S813 为所述学习机于关联逻辑设定单元中找出预设的关于所述第一编码信息与所述第二编码信息 是否相关的信息, 若两编码信息相关则作出答案正确的判断并播放第三语音信息, 若两编码信息无关则作出 答案错误的判断并播放第四语音信息;  Step S813, the learning machine finds, in the association logic setting unit, a preset information about whether the first encoding information and the second encoding information are related, and if the two encoding information are related, the correct answer is determined. Playing the third voice information, if the two coded information are irrelevant, making an incorrect answer and playing the fourth voice message;
步骤 S814为所述电子宠物越过所述第二识字牌并于适当位置停下来,从而完成由程序控制的一问一答的 学习全过程。  Step S814 is that the electronic pet stops over the second literacy card and stops at an appropriate position, thereby completing the whole process of the question-and-answer learning controlled by the program.
在上述图 8所述的问答式学习方法中, 所述第一、 第二编码信息为数字编码信息, 所述存储器及关联逻 辑设定单元为非易失性存储器, 所述电子宠物具有模型火车的造型设计。  In the question-and-answer learning method described in FIG. 8, the first and second encoding information are digital encoding information, the memory and associated logic setting unit are non-volatile memory, and the electronic pet has a model train. The design of the shape.
下面请再参照图 9所示, 这是本发明实施例五的一种包括电子宠物、 循环轨道的实现猜拳游戏的电子互 动玩具示意图, 是对上述系统的一个发展、 提高和新应用。 其中, 第一信息牌包括第一游戏牌, 第二信息牌 包括第二游戏牌, N个游戏牌为 3个游戏牌, 分别为 "石头"、 "剪刀"、 "布 "; 相关逻辑的设定信息为石头克 剪刀、 剪刀克布、 布克石头。 第一信息牌插座包括第一游戏牌插座, 第二信息牌插座包括第二游戏牌插座, 第二独立个体还包括与第一玩者相应的第一显示器装置; 及与第二玩者相应的第二显示器装置。 本发明实施 例的猜拳游戏沿用了 "石头"、 "剪刀"、 "布" 的传统概念, 也采用了与石头克剪刀, 剪刀克布, 再由布克石 头的游戏规则, 但不同的是本发明实施例采用了电子互动玩具游戏机的方式来公开结果及判断输赢, 显得更 公平(因为等双方都出完牌才开牌, 不会有先出牌、 后出牌的争议), 同时也更生动有趣, 是一种全新的猜拳 游戏机产品。  Referring to FIG. 9 again, this is a schematic diagram of an electronic interactive toy for realizing a guessing game including an electronic pet and a circular track according to the fifth embodiment of the present invention, which is a development, improvement and new application of the above system. The first information card includes a first game card, the second information card includes a second game card, and the N game cards are three game cards, which are respectively "stone", "scissors", and "cloth"; The information is stone gram scissors, scissors gram cloth, and cloth stone. The first information card socket includes a first game card socket, the second information card socket includes a second game card socket, the second independent individual further includes a first display device corresponding to the first player; and corresponding to the second player Second display device. The guessing game of the embodiment of the present invention follows the traditional concepts of "stone", "scissors" and "cloth", and also adopts the rules of the game with stone gram scissors, scissors gram cloth, and then cloth stone, but the difference is this The embodiment of the invention adopts an electronic interactive toy game machine to publicize the result and judge the win or lose, which is more fair (because the two parties both open the card after the card is finished, there will be no disputes of first playing and then playing cards), and also More interesting and interesting, it is a brand new guessing game machine.
图中 90为电子宠物, 所述电子宠物于循环轨道 97上行驶, 并依次经过第一游戏牌插座 93及第二游戏牌 插座 95。在实际玩耍过程中, 第一玩者坐在第一游戏牌插座 93处, 而第二玩者则坐在第二游戏牌插座 95处, 第一、第二玩者手里各持有一副游戏牌, 每副游戏牌具体包含有 3个特定的游戏牌, 分别为 "石头"、 "剪刀"、 "布"。 具体来说第一玩者及第二玩者分别持有 91A、 91B、 91C及 92A、 92B、 92C各三张游戏牌。 在玩耍时, 第一、 第二玩者分别从其持有的 3个游戏牌中挑出其中一个以非公开方式插入到游戏牌插座 之中 (在图 9中之所以能看到双方的牌面是为了方便说明双方出牌的情况, 在实际使用时可以将游戏牌翻转 之后再插入到游戏牌插座之中, 这样就不让对方看到自己的牌面了)。 在图 9中是第一玩者将第一游戏牌 "石 头" 91A插入到第一游戏牌插座 93中, 而第二玩者将第二游戏牌 "剪刀" 92B插入到第二游戏牌插座 95中。 当第一、 第二游戏牌都出完之后, 电子宠物 90会自动起动并沿轨道 97经过第一游戏牌插座 93处(可以认为 是互动信号触发装置被触发并发送互动信号, 从而令第一、 第二独立个体之间实现互动), 当其经过 93处时 会读入包含在第一游戏牌 91A内的第一编码信息, 并会播放出与石头相关的语音信息 (例如类似石头爆破的 声音或发出 "石头"的读音, 这个与第一编码信息相关的语音信息被称为第一语音信息), 然后电子宠物会沿 轨道再行经第二游戏牌插座 95并读入包含在第二游戏牌 92B内的第二编码信息,并会播放出与剪刀相关的语 音信息 (例如剪刀剪东西的声音或发出 "剪刀"的读音, 这个与第二编码信息对应的语音信息被成为第二语 音信息)。 由于在游戏规则中 "石头"克 "剪刀", 因此可以判定第一玩者胜出, 这时与第一玩者相关的第一 显示器 96会显示第一玩者获胜的信息或显示得分, 而与第二玩者相关的第二显示器 98会显示第二玩者失败 的信息或显示失分。 最后, 电子宠物会返回原来出发的地方, 从而完成了一个电子化猜拳游戏玩乐的全过程。 在实际应用中, 也可以用一个显示器显示双方的输赢得分, 其原理是一样的, 这里将不再赘述。 In the figure, 90 is an electronic pet, and the electronic pet travels on the circulation track 97 and passes through the first card socket 93 and the second card socket 95 in sequence. In the actual play, the first player sits at the first card socket 93, and the second player sits at the second card socket 95, and the first and second players each hold a pair. Game cards, each deck contains three specific game cards, namely "stone", "scissors" and "cloth". Specifically, the first player and the second player respectively hold three game cards of 91A, 91B, 91C, and 92A, 92B, and 92C. During play, the first and second players respectively pick one of the three playing cards they hold and insert them into the playing card socket in a non-public manner (in Figure 9, the cards of both sides can be seen. The face is for the convenience of explaining the situation of the two sides playing cards. In actual use, the game cards can be flipped and inserted into the game card sockets, so that the other party can not see the cards. In Fig. 9, the first player inserts the first playing card "stone" 91A into the first playing card socket 93, and the second player inserts the second playing card "scissors" 92B into the second playing card socket 95. in. After the first and second playing cards are finished, the electronic pet 90 will automatically start and pass the track 97 through the first playing card socket 93 (it can be considered that the interactive signal triggering device is triggered and sends an interactive signal, thereby making the first The interaction between the second independent individual), when it passes through 93, reads the first encoded information contained in the first playing card 91A, and plays the stone-related voice information (for example, similar to stone blasting) The sound or the pronunciation of "stone", the voice information related to the first encoded information is referred to as the first voice information), and then the electronic pet will travel along the track through the second playing card socket 95 and read into the second game. The second encoded information in the card 92B, and plays the voice information related to the scissors (for example, the sound of the scissors to cut things or the pronunciation of the "scissors", and the voice information corresponding to the second encoded information is become the second voice information. ). Since the "stone" is "scissors" in the game rules, it can be determined that the first player wins, and the first display 96 associated with the first player will display the first player winning information or display the score, and The second player-related second display 98 may display a second player failure message or display a score. Finally, the electronic pet will return to the original place of departure, thus completing the entire process of playing an electronic guessing game. In practical applications, it is also possible to use a display to display the winning points of both sides. The principle is the same, and will not be described here.
下面请再参照图 10所示,这是本发明实施例五相关的包括电子宠物、循环轨道的实现猜拳游戏的电子互 动玩具装置的功能结构方框图, 是对图 9所述系统装置的进一步说明。 图中 90为电子宠物, 91A为第一游戏 牌, 可以与第一游戏牌插座 93实施组合与分离, 92B为第二游戏牌, 可以与第二游戏牌插座 95实施组合与分 离。 在图中包括有一个控制部件 98, 该部件可以设置于电子宠物上, 也可以设置于电子宠物之外, 成为一个 独立的控制部件。 图 10所示的本发明实施例五的电子宠物 90, 第一游戏牌插座 93, 第二识游戏牌插座 95, 以及控制部件 98是通过控制总线 96进行信号连接, 不过在实际应用中也可通过无线方式进行连接, 视乎应 用的需要而定。 例如可以将接近开关及信息读入控制单元设置在游戏牌而非游戏牌插座上, 然后再通过无线 方式在游戏牌与控制部件 98之间进行信息传输, 从而于第一、第二独立个体之间实现位置或语音信息上的互 动。  Referring to FIG. 10 again, this is a functional block diagram of an electronic interactive toy device for realizing a guessing game including an electronic pet and a loop track according to Embodiment 5 of the present invention, which is a further description of the system device shown in FIG. In the figure, 90 is an electronic pet, 91A is a first playing card, and can be combined and separated with the first playing card socket 93, and 92B is a second playing card, which can be combined and separated with the second playing card socket 95. Included in the figure is a control unit 98 that can be placed on the electronic pet or can be placed outside of the electronic pet as a separate control unit. The electronic pet 90, the first playing card socket 93, the second playing card socket 95, and the control unit 98 of the fifth embodiment of the present invention shown in FIG. 10 are connected by a control bus 96, but may be used in practical applications. Connect wirelessly, depending on the needs of the application. For example, the proximity switch and the information reading control unit may be disposed on the playing card instead of the playing card socket, and then wirelessly transfer information between the playing card and the control unit 98, thereby being used by the first and second independent individuals. Interact between location or voice information.
图中的电子宠物 90包括有火车控制单元、 电力驱动装置、行驶速度调节装置及定向信号发射装置, 所述 定向信号发射装置可向轨道一侧发射无线触发信号, 使设置于轨道一侧的游戏牌插座上的接近开关触发, 并 由此令信息读入控制单元实现对游戏牌的编码信息的读取, 这也是一种互动信号触发装置被触发, 从而实现 互动信号被发送的情形。 所述编码信息通过总线 96传送至 98中的控制器单元, 所述控制器单元会对编码信 息进行解码, 并从语音信息存储器中取出与所述编码信息相对应的语音信息, 然后通过语音输出单元播放所 述的语音信息。  The electronic pet 90 in the figure includes a train control unit, an electric drive device, a travel speed adjusting device and a directional signal transmitting device, and the directional signal transmitting device can transmit a wireless trigger signal to one side of the track to make a game set on one side of the track. The proximity switch on the card socket triggers, and thus the information is read into the control unit to enable reading of the encoded information of the playing card, which is also a situation in which the interactive signal triggering device is triggered to realize the transmission of the interactive signal. The encoded information is transmitted to the controller unit in 98 via the bus 96, the controller unit decodes the encoded information, and extracts the voice information corresponding to the encoded information from the voice information memory, and then outputs the voice through the voice. The unit plays the voice information.
在实际应用中, 所述的语音信息存储器(可用非易失性存储器, 例如 R0M、 EEPR0M、 FLASH等来担当)包 含有所有游戏牌相关的语音信息及其它语音信息,对于图 10来说最少包含有与第一编码信息相对应的第一语 音信息 (例如与石头相关的信息) 及第二语音信息 (例如与剪刀相关的信息)。 在图 10中还包含有输赢逻辑 设定单元(逻辑设定单元), 在所述输赢逻辑设定单元中预设有所有游戏牌输赢逻辑的信息, 例如石头(第一 编码信息) 克剪刀 (第二编码信息), 剪刀 (第二编码信息) 克布(第三编码信息), 再由布(第三编码信息) 克石头(第一编码信息)。 上述这些输赢逻辑的信息可在产品出厂时预设于所述输赢逻辑设定单元中, 而这个 输赢逻辑设定单元在应用上可用非易失性存储器来担当。 In practical applications, the voice information memory (which can be used by non-volatile memory, such as ROM, EEPR0M, FLASH, etc.) contains all the game card-related voice information and other voice information, which is at least included in FIG. There are first voice information (e.g., stone related information) corresponding to the first encoded information and second voice information (e.g., information related to the scissors). Also included in FIG. 10 is a win-and-loss logic setting unit (logic setting unit), in which information of all game card winning and losing logics, such as stone (first encoded information) gram scissors, is pre-set in the winning and losing logic setting unit ( Second coded information), scissors (second coded information), cloth (third coded information), and cloth (third coded information) Gram stone (first coded information). The information of the above-mentioned winning and losing logic may be preset in the winning and losing logic setting unit when the product is shipped from the factory, and the winning and losing logic setting unit may be used by the non-volatile memory in the application.
控制部件 98的核心单元为控制器单元, 可用微控制器、微处理器或其它数字逻辑控制器来担当。 当所述 第一、 第二游戏牌分别由所述第一、 第二玩者插入到所述第一、 第二游戏牌插座时, 所述控制器单元会分别 读入所述第一、 第二编码信息, 然后通过所述语音输出单元分别播放所述第一、 第二编码信息所对应的第一、 第二语音信息, 最后控制器单元会通过所述输赢逻辑设定单元查阅关于所述第一、 第二编码信息的输赢逻辑 设定信息, 并通过所述第一、 第二显示器装置显示双方的输赢得分, 从而实现互动的电子化猜拳游戏的全过 程。  The core unit of control unit 98 is a controller unit that can be actuated by a microcontroller, microprocessor or other digital logic controller. When the first and second playing cards are respectively inserted into the first and second playing card sockets by the first and second playing cards, the controller unit respectively reads the first and the second And encoding, by the voice output unit, the first and second voice information corresponding to the first and second encoded information, and finally the controller unit refers to the The winning and losing logic setting information of the first and second encoding information, and displaying the winning points of the two sides by the first and second display devices, thereby realizing the whole process of the interactive electronic guessing game.
如果将上述的控制器单元功能进行细分, 又可具体分出游戏节奏控制单元和输赢仲裁单元两个功能模块 单元。 当所述第一、 第二玩者将所述第一、 第二游戏牌 91A、 92B插入到所述第一、 第二游戏牌插座后, 所述 游戏节奏控制单元令所述电子宠物沿所述轨道行驶经过所述第一游戏牌并读入所述第一编码信息, 然后通过 所述语音输出单元播放所述第一编码信息所对应的第一语音信息, 接着所述游戏节奏控制单元令电子宠物行 驶经过所述第二识字牌并读入所述第二编码信息, 然后再通过所述语音输出单元播放所述第二编码信息所对 应的第二语音信息;  If the above-mentioned controller unit functions are subdivided, two functional module units of the game rhythm control unit and the win-win arbitration unit can be specifically separated. After the first and second players insert the first and second playing cards 91A, 92B into the first and second playing card sockets, the game tempo control unit causes the electronic pet to follow the The track travels past the first playing card and reads the first encoded information, and then plays the first voice information corresponding to the first encoded information through the voice output unit, and then the game tempo control unit makes The electronic pet travels through the second literacy card and reads the second encoded information, and then plays the second voice information corresponding to the second encoded information through the voice output unit;
至于输赢仲裁单元, 则当所述第一、 第二编码信息被读入之后, 所述输赢仲裁单元会通过所述输赢逻辑 设定单元查阅关于所述第一、 第二编码信息的输赢逻辑设定信息, 并通过第一、 第二显示器装置显示双方的 输赢得分, 从而实现互动的电子化猜拳游戏的全过程。  As for the winning and losing arbitration unit, after the first and second encoded information are read in, the winning and losing arbitration unit may refer to the winning and losing logic setting of the first and second encoded information by using the winning and losing logic setting unit. The information is determined, and the winning points of both sides are displayed through the first and second display devices, thereby realizing the whole process of the interactive electronic guessing game.
下面请再参考图 11所示,这是本发明实施例五相关的于电子互动玩具装置中实现猜拳游戏娱乐的方法流 程图, 是对上述图 9、 图 10所述系统装置的一个概括性的总结, 具体包括以下步骤- 步骤 S1101为第一玩者于其持有的 N个 (N>=2 ) 游戏牌中抽取出第一游戏牌, 所述第一游戏牌包含第一 编码信息;  Referring to FIG. 11 again, it is a flowchart of a method for implementing the guessing game entertainment in the electronic interactive toy device according to the fifth embodiment of the present invention, which is a generalized view of the system device described above in FIG. 9 and FIG. The summary includes the following steps: Step S1101: extracting, by the first player, the first playing card in the N (N>=2) playing cards held by the first player, the first playing card including the first encoding information;
歩骤 S1102为所述第一玩者将所述第一游戏牌插入第一游戏牌插座中;  Step S1102: inserting, by the first player, the first playing card into a first playing card socket;
步骤 S1103为第二玩者于其持有的 N个 (N>=2 ) 游戏牌中抽取出第二游戏牌, 所述第二游戏牌包含第二 编码信息;  Step S1103: extracting, by the second player, a second playing card in the N (N>=2) playing cards held by the second player, the second playing card containing the second encoded information;
歩骤 S1104为所述第二玩者将所述第二游戏牌插入第二游戏牌插座中;  Step S1104: inserting, by the second player, the second playing card into the second playing card socket;
步骤 S1105为所述游戏机读入所述第一游戏牌中的所述第一编码信息;  Step S1105: reading, by the gaming machine, the first encoding information in the first playing card;
歩骤 S1106为所述游戏机于存储器中找出预设的与所述第一编码信息相关的第一语音信息; 步骤 S1107为所述游戏机播放所述第一语音信息;  Step S1106: the game machine finds a preset first voice information related to the first coded information in a memory; Step S1107: playing the first voice information for the game machine;
步骤 S1108为所述游戏机读入所述第二游戏牌中的所述第二编码信息;  Step S1108: reading, by the gaming machine, the second encoding information in the second playing card;
歩骤 S1109为所述游戏机于存储器中找出预设的与所述第二编码信息相关的第二语音信息; 步骤 S1110为所述游戏机播放所述第二语音信息;  Step S1109: the game machine finds a preset second voice information related to the second coded information in a memory; Step S1110: playing the second voice information for the game machine;
歩骤 S1111为所述游戏机于输赢逻辑设定单元中找出预设的关于所述第一、 第二编码信息输赢逻辑的信 息, 根据所述输赢逻辑判断双方的输赢得分;  Step S1111: the game machine finds, in the win/loss logic setting unit, a preset information about the first and second encoded information winning and losing logic, and determines the winning points of the two parties according to the winning and losing logic;
步骤 S1112为所述游戏机通过显示器装置显示所述第一、 第二玩者的输赢得分, 从而实现由程序控制的 猜拳游戏娱乐的全过程。 Step S1112: displaying, by the display device, the winning points of the first and second players by the display device, thereby implementing program control. The whole process of guessing game entertainment.
在上述图 11所述的方法中, 所述存储器及输赢逻辑设定单元为非易失性存储器; 所述 N个游戏牌为 3个 游戏牌, 分别为 "石头"、 "剪刀"、 "布 "; 所述输赢逻辑的设定信息为石头克剪刀、 剪刀克布、 布克石头。  In the method described above, the memory and the win-and-loss logic setting unit are non-volatile memories; the N game cards are three game cards, which are respectively "stone", "scissors", and "cloth". The setting information of the winning and losing logic is stone gram scissors, scissors gram cloth, and cloth stone.
下面请再参照图 12所示, 这是本发明实施例五相关的于包括电子宠物、循环轨道的电子互动玩具装置中 实现猜拳游戏娱乐的方法流程图, 是对上述图 9、 图 10所述系统装置的又一个概括性的总结, 具体包括以下 步骤:  Referring to FIG. 12 again, it is a flowchart of a method for implementing guessing game entertainment in an electronic interactive toy device including an electronic pet and a circulating track according to Embodiment 5 of the present invention, which is described in FIG. 9 and FIG. 10 above. Another general summary of the system device specifically includes the following steps:
歩骤 S1201为第一玩者从其持有的 N个 (N>=2 ) 游戏牌中抽取出第一游戏牌, 所述游戏牌包含第一编码 fn息  Step S1201: The first player extracts a first game card from the N (N>=2) game cards held by the first player, and the game card includes the first code fn
歩骤 S1202为所述第一玩者将所述第一游戏牌插入第一游戏牌插座中;  Step S1202, inserting, by the first player, the first playing card into a first playing card socket;
步骤 S1203为第二玩者从其持有的 Ν个 (Ν>=2 ) 游戏牌中抽取出第二游戏牌, 所述游戏牌包含第二编码 fn息  Step S1203: The second player extracts a second playing card from the one (其>=2) playing card held by the second player, the playing card includes the second encoding fn
歩骤 S1204为所述第二玩者将所述第二游戏牌插入第二游戏牌插座中;  Step S1204, inserting, by the second player, the second playing card into the second playing card socket;
步骤 S1205为所述电子宠物自动起动并行使至所述第一游戏牌处;  Step S1205: automatically starting and exercising the electronic pet to the first playing card;
歩骤 S1206为所述游戏机读入所述第一游戏牌中的第一编码信息;  Step S1206: reading, by the gaming machine, the first encoded information in the first playing card;
步骤 S1207为所述游戏机于存储器中找出预设的与所述第一编码信息相关的第一语音信息; 步骤 S1208为所述游戏机播放所述第一语音信息;  Step S1207: the game machine finds a preset first voice information related to the first coded information in a memory; Step S1208: playing the first voice information for the game machine;
歩骤 S1209为所述电子宠物越过所述第一游戏牌并行使至所述第二游戏牌处;  Step S1209: the electronic pet passes over the first playing card and moves to the second playing card;
步骤 S1210为所述游戏机读入第二游戏牌的第二编码信息;  Step S1210: reading, by the game machine, second encoding information of the second playing card;
步骤 S1211为所述游戏机于存储器中找出预设的与所述第二编码信息相关的第二语音信息; 步骤 S1212为所述游戏机播放所述第二语音信息;  Step S1211: the game machine finds a preset second voice information related to the second coded information in the memory; Step S1212: playing the second voice information for the game machine;
步骤 S1213为所述游戏机于输赢逻辑设定单元中找出预设的有关所述第一、 第二编码信息的输赢逻辑的 信息, 并根据所述输赢逻辑判断双方的输赢得分;  Step S1213: the game machine finds preset information about the winning and losing logic of the first and second encoding information in the winning and losing logic setting unit, and determines the winning points of the two parties according to the winning and losing logic;
步骤 S1214为所述游戏机通过显示器装置显示所述第一、 第二玩者的输赢得分信息;  Step S1214: displaying, by the display device, the winning points information of the first and second players by the display device;
步骤 S1215为所述电子宠物越过所述第二游戏牌并行使至适当位置停下来, 从而实现由程序控制的猜拳 游戏娱乐的全过程。  Step S1215: the electronic pet moves over the second playing card and moves to the appropriate position to stop, thereby implementing the whole process of the game-controlled guessing game entertainment.
在上述图 12所述的方法中, 所述第一、第二编码信息为数字编码信息; 所述存储器及输赢逻辑设定单元 为非易失性存储器; 所述电子宠物具有模型火车的造型设计; 所述 N个游戏牌为 3个游戏牌,分别为 "石头"、 "剪刀"、 "布 "; 所述输赢逻辑设定信息为石头克剪刀、 剪刀克布、 布克石头。  In the method described in FIG. 12, the first and second encoded information are digitally encoded information; the memory and the winning and losing logic setting unit are non-volatile memories; and the electronic pet has a model train design The N game cards are 3 game cards, which are respectively "stone", "scissors", and "cloth"; the winning and losing logic setting information is stone gram scissors, scissors gram cloth, and cloth stone.
下面请再参照图 13A所示, 这是本发明实施例六的实现射击游戏的电子互动玩具装置示意图。 由于本发 明实施例包含有玩具枪 (第一独立个体) 和电子宠物 (第二独立个体), 因此又可以称为狩猎游戏。 图中 131 为玩具枪(射击装置), 可发送两种无线信号 132、 138, 作为射击对象的电子宠物 133 (猎物, 以电子老鼠为 例进行说明, 其基本原理适用于任何机动玩具)具有模拟化的老鼠特性, 喜欢躲藏在椅子 135 (家具)下的阴 暗区域, 并在灯 136产生的光线 137于家具下方形成的明暗交界区域活动, 其具体功能、 组成、 实施方式见 下述所示。 下面请再参照图 13B所示, 这是本发明实施例六的电子射击互动玩具装置方框图。 图中 131为射击装置 (第一独立个体), 133为电子宠物(第二独立个体), 131可发射具有指向性的无线信号 138 (射线), 当 131 对准 133发射时, 133可接收到所述的无线信号 138, 并可表现出被击中的状态反应, 从而实现两者之间的互 动功能。 Referring to FIG. 13A again, this is a schematic diagram of an electronic interactive toy device for implementing a shooting game according to Embodiment 6 of the present invention. Since the embodiment of the present invention includes a toy gun (first independent individual) and an electronic pet (second independent individual), it can also be called a hunting game. In the figure, 131 is a toy gun (shooting device), which can send two types of wireless signals 132, 138, as an electronic pet 133 (prey, using electronic mouse as an example, the basic principle is applicable to any mobile toy) with simulation The characteristics of the mouse, like to hide in the dark area under the chair 135 (furniture), and the light 137 generated by the lamp 136 is active in the light and dark junction area formed under the furniture, and its specific function, composition, and implementation are as follows. Referring to FIG. 13B again, this is a block diagram of an electronic shooting interactive toy device according to Embodiment 6 of the present invention. In the figure, 131 is a shooting device (first independent individual), 133 is an electronic pet (second independent individual), 131 can emit a wireless signal 138 (ray) with directivity, and when 131 is aligned 133, 133 can receive The wireless signal 138 can exhibit a state response that is hit, thereby achieving an interactive function between the two.
与传统电子射击玩具的不同之处在于, 本发明实施例的射击目标不但在被射中时能表现出被击中的状态 反应, 其同时还能在被射击但没有被击中时, 表现出未被击中的状态反应, 也就是说本发明实施例的射击对 象(电子宠物) 133同时具有射击状态检测功能(检测是否有射击装置进行发射)及指向状态检测功能(检测 是否被射击装置所瞄准)。  The difference from the conventional electronic shooting toy is that the shooting target of the embodiment of the present invention can not only show the state reaction of being hit when being shot, but also exhibits when being fired but not hit. The state of the target that has not been hit, that is, the shooting object (electronic pet) 133 of the embodiment of the present invention has both a shooting state detecting function (detecting whether or not a shooting device is transmitting) and a pointing state detecting function (detecting whether or not the shooting device is aim).
为了能实现上述的功能, 在本发明实施例中射击装置 131包括信号发送装置, 或称为第一独立个体互动 信号发送装置, 其包括两个无线发射装置, 即第一无线发射装置及第二无线发射装置。 其中第一无线发射装 置发射的第一无线信号 132为射击状态无线信号, 这个信号没有方向性(例如声波、 超声波、 电磁波、 交变 磁场等信号), 只要射击装置进行发射 (即图中的信号发射控制单元被触发, 例如扣动扳机等), 便会发出第 一无线信号, 令处于有效范围内的射击目标即电子宠物 133能知道射击装置的发射状态。 以此同时另一个无 线发射装置, 即第二无线发射装置会发出第二无线信号 138, 该信号为指向状态无线信号 (即瞄准状态), 这 个信号具有方向性(例如定向发射的红外线信号、 激光信号等), 只有射击装置枪口对准射击目标, 以及射击 目标处于射程范围之内, 电子宠物 133才能接收及确认这个指向状态。 上述第一、 第二无线发射装置均由信 号发射控制单元来控制的, 而所述信号发射控制单元通常是由玩具枪上的扳机 (触发开关) 来触发的, 因此 也可以说是射击装置 131包含第一独立个体互动信号发送装置及互动信号触发装置, 当所述互动信号触发装 置被触发时, 所述第一独立个体互动信号发送装置可发送互动信号。  In order to achieve the above functions, in the embodiment of the present invention, the shooting device 131 includes a signal transmitting device, or a first independent individual interactive signal transmitting device, which includes two wireless transmitting devices, namely, a first wireless transmitting device and a second Wireless transmitter. The first wireless signal 132 transmitted by the first wireless transmitting device is a shooting state wireless signal, and the signal has no directivity (such as sound waves, ultrasonic waves, electromagnetic waves, alternating magnetic fields, etc.), as long as the shooting device transmits (ie, the signal in the figure) When the launch control unit is triggered, such as pulling a trigger, etc., a first wireless signal is sent to enable the electronic pet 133, which is within the effective range, to know the launch status of the shooting device. At the same time, another wireless transmitting device, that is, the second wireless transmitting device, emits a second wireless signal 138, which is a pointing state wireless signal (ie, an aiming state), the signal having directivity (eg, directional emitted infrared signal, laser) Signal, etc., only when the shooting device muzzle is aimed at the shooting target, and the shooting target is within the range, the electronic pet 133 can receive and confirm this pointing state. The first and second wireless transmitting devices are all controlled by a signal transmitting control unit, and the signal transmitting control unit is usually triggered by a trigger (trigger switch) on the toy gun, so it can also be said that the shooting device 131 The first independent individual interaction signal sending device and the interaction signal triggering device are included, and when the interaction signal triggering device is triggered, the first independent individual interaction signal transmitting device may send an interaction signal.
根据上述的分析可以知道第一无线信号及第二无线信号为两种不同的信号, 第一无线信号与第二无线信 号相比具有更宽的覆盖范围, 通常具有 360度全方位的覆盖范围。 电子宠物 133包括有信号接收装置, 所述 信号接收装置包括第一无线接收装置及第二无线接收装置, 可分别接收上述第一无线信号及第二无线信号。 当电子宠物 133接收到第一无线信号时, 可知道射击装置处于发射状态, 如果此时电子宠物亦同时接收到第 二无线信号, 则说明这个射击是针对所述电子宠物的, 亦即是说所述电子宠物被击中了。 在某些特别情况下, 电子宠物 133可能只收到第二无线信号而没有收到第一无线信号, 在这种情况下, 133既可当作被击中处理, 也可当作什么事情都没有发生。 对于当作什么事情都没有发生的工作模式, 可用于对电子宠物进行激光瞄准 之用, 即是玩者可以在看到激光束对准电子宠物后再进行发射, 这样便可准确将电子宠物击中, 这个功能是 通过图中的激光瞄准控制单元来实现的。 激光瞄准控制单元通常可通过将扳机轻轻按下 (例如按下一半) 来 触发, 这时发射装置只会发送第二无线信号 (这时所述第二无线信号只作激光瞄准用途) 而不会发送第一无 线信号, 至于第一无线信号只会在信号发射控制单元被触发 (例如将扳机完全按下) 时才发送。 上述第一、 二无线信号主要是为了令第一、 第二独立个体间实现互动功能而设置的, 因此可称之为互动信号, 电子宠物 主要根据所述互动信号进行互动反应。  According to the above analysis, it can be known that the first wireless signal and the second wireless signal are two different signals, and the first wireless signal has a wider coverage than the second wireless signal, and generally has a 360-degree coverage. The electronic pet 133 includes a signal receiving device, and the signal receiving device includes a first wireless receiving device and a second wireless receiving device, and the first wireless signal and the second wireless signal are respectively received. When the electronic pet 133 receives the first wireless signal, it can be known that the shooting device is in a transmitting state. If the electronic pet also receives the second wireless signal at the same time, the shooting is directed to the electronic pet, that is, The electronic pet was hit. In some special cases, the electronic pet 133 may only receive the second wireless signal without receiving the first wireless signal. In this case, the 133 may be regarded as being hit or treated as something. Did not happen. For the working mode that does not happen, it can be used for laser aiming of electronic pets, that is, the player can launch the laser beam after aligning with the electronic pet, so that the electronic pet can be accurately shot. This function is implemented by the laser aiming control unit in the figure. The laser aiming control unit can usually be triggered by gently pressing the trigger (for example, by pressing half), at which time the transmitting device will only transmit the second wireless signal (the second wireless signal is only used for laser aiming). The first wireless signal is sent, and the first wireless signal is sent only when the signal transmission control unit is triggered (eg, the trigger is fully pressed). The first and second wireless signals are mainly set for the interaction function between the first and second independent individuals, and thus may be referred to as an interactive signal, and the electronic pet mainly performs an interactive reaction according to the interactive signal.
本发明实施例与传统电子射击玩具的不同之处还在于本发明实施例的射击对象可知道发射的距离。 为了 实现这个功能, 在射击装置 131 中除信号发射控制单元外, 还有一个信号编码调制单元, 所述调制单元可同 时作用于第一无线发射装置及第二无线发射装置,令第一无线信号及第二无线信号可同步发射并具有相同(或 相关) 的信号编码方式 (例如进行 0、 1开关调制或将信号调频、 调幅等)。 所述第一、 第二无线信号为 133 中的第一无线接收装置及第二无线接收装置所接收, 并通过射击状态检测单元及指向状态检测单元来判断电 子宠物是否被射击, 以及是否被击中。 当 133同时检测到第一、 第二无线信号 (或包含在第一、 第二无线信 号中的射击状态及指向状态信息被确认时), 说明电子宠物被击中了, 这时 133中的射击距离计算单元便会根 据接收到的第一、第二无线信号的时间差来计算 131与 133之间的距离,因为第一无线信号 132 (超声波信号, 传播速度为 340米 /秒) 与第二无线信号 138 (红外线信号或激光信号, 传播速度为 30万公里 /秒) 的传播速 度不同, 两个信号从 131到达 133的时间亦不相同。 为了更好对这个时间差进行检测, 可以对 132、 138进行 同歩调制, 使 132、 138在 131中具有相同的相位。 由于信号于空气中传输的延迟, 在 133中接收并解调出来 的两组信号便产生了相位时间差(信号波形于时间上的延迟), 这时射击距离计算单元便可很方便地根据这个 相位时间差计算出 133与 131之间的距离。 The embodiment of the present invention is different from the conventional electronic shooting toy in that the shooting object of the embodiment of the present invention can know the distance of the shooting. In order to achieve this function, in addition to the signal transmission control unit, the shooting device 131 has a signal code modulation unit, which can be the same Acting on the first wireless transmitting device and the second wireless transmitting device, so that the first wireless signal and the second wireless signal can be simultaneously transmitted and have the same (or related) signal encoding mode (for example, performing 0, 1 switching modulation or transmitting signals) FM, AM, etc.). The first and second wireless signals are received by the first wireless receiving device and the second wireless receiving device of 133, and the shooting state detecting unit and the pointing state detecting unit determine whether the electronic pet is fired and whether it is hit. in. When 133 detects the first and second wireless signals simultaneously (or the shooting state and the pointing state information included in the first and second wireless signals are confirmed), indicating that the electronic pet is hit, then the shooting in 133 The distance calculating unit calculates the distance between 131 and 133 according to the time difference between the received first and second wireless signals, because the first wireless signal 132 (ultrasonic signal, propagation speed is 340 m/sec) and the second wireless The propagation speed of signal 138 (infrared signal or laser signal, propagation speed is 300,000 km/s) is different, and the time when two signals reach 131 from 131 is also different. To better detect this time difference, 132, 138 can be homogenously modulated such that 132, 138 have the same phase in 131. Due to the delay in the transmission of the signal in the air, the two sets of signals received and demodulated in 133 produce a phase time difference (delay of the signal waveform over time), at which point the firing distance calculation unit can conveniently rely on this phase. The time difference calculates the distance between 133 and 131.
根据上述分析可以知道,本发明实施例的射击目标与传统射击玩具的射击目标相比可以获得更多的信息, 例如知道是否被射击, 以及是否被击中, 并且还以知道发射的距离等。 有了这些资讯, 作为射击目标的电子 宠物便可根据不同的情况作出不同的拟人化互动反应, 这样会令玩具更生动有趣。 例如当电子宠物被射击但 没有被击中时, 可以作出逃跑的反应; 又例如当电子宠物被击中时可以作出中弹的反应, 同时还可以通过语 音或显示装置给出发射距离等信息, 这些功能都是传统射击玩具无法实现的。 上述这些互动功能具体是通过 133中的互动反应控制单元 (控制器单元)、 被击中互动单元、 未被击中互动单元、 距离信息输出装置、 电力 驱动装置等来实现的。 当电子宠物被击中 (发射状态信息及指向状态信息均被确认) 时, 被击中互动单元被 激活;而当电子宠物未被击中时(发射状态信息被确认而指向状态信息未被确认),未被击中互动单元被激活。  According to the above analysis, it can be known that the shooting target of the embodiment of the present invention can obtain more information than the shooting target of the conventional shooting toy, for example, whether or not it is shot, and whether it is hit, and also knows the distance of the shooting. With this information, the electronic pets that are the target of shooting can make different anthropomorphic interactions according to different situations, which will make the toys more interesting and interesting. For example, when an electronic pet is fired but not hit, a response to escape can be made; for example, when an electronic pet is hit, a reaction can be made, and information such as a transmission distance can be given by a voice or a display device. These features are not possible with traditional shooting toys. These interactive functions are specifically implemented by the interactive reaction control unit (control unit unit) in 133, the hit interaction unit, the non-hit interaction unit, the distance information output device, the electric drive device, and the like. When the electronic pet is hit (both the transmission status information and the pointing status information are confirmed), the hit interaction unit is activated; and when the electronic pet is not hit (the transmission status information is confirmed and the status information is not confirmed) ), the untouched interactive unit is activated.
本发明实施例是以老鼠 (电子宠物) 作为射击目标为例进行说明的, 为了体现老鼠的特性 (行为仿真), 图中 133中还包括光线强度传感器及迟疑行为控制单元, 使 133可以寻找阴暗处躲藏, 并在光线强弱交界处 作试探性活动, 即模拟老鼠的迟疑行为。 在 133中还有一个路径记忆单元, 可在 133被射击但没有被击中时, 按原路逃回藏身处。 另外在 133中还有一个障碍物检测装置, 可检测前方的障碍物, 以避免在行进中与障碍 物发生碰撞, 或在碰撞后懂得改变行进的方向等。  The embodiment of the present invention is described by taking a mouse (electronic pet) as a shooting target as an example. In order to reflect the characteristics of the mouse (behavior simulation), the light source intensity sensor and the hesitation behavior control unit are included in the figure 133, so that 133 can look for darkness. Hiding, and making tentative activities at the junction of light and weak, simulating the hesitation of mice. There is also a path memory unit in 133 that can be escaping back to the hiding place when the 133 is fired but not hit. In addition, there is an obstacle detecting device in 133, which can detect obstacles in front to avoid collision with obstacles during traveling, or to change the direction of travel after collision.
为了使玩具有更多的功能选择及更方便使用,在 131中还包括有电子宠物遥控单元及游戏模式选择单元, 玩者可以在射击装置上遥控电子宠物电源开关, 或呼唤(召唤) 电子宠物出来射击, 因为电子宠物平时可能 会躲藏在阴暗处, 将其召唤出来射击可以模拟 "狩猎"的游戏。 另外还有一个情况就是一套玩具可能包括有 多个电子宠物, 玩者通过呼唤功能将所有电子宠物召唤出来射击, 这样可用于射击比赛, 看能一次击中几个。 这种玩法具有一定的挑战性, 因为一开枪电子宠物便会逃命, 要眼明手快才能击中更多的电子宠物。 至于游 戏模式选择单元, 可以选择电子宠物中枪之后的反应, 例如可以选择显示被击中信息后跑掉, 也可以选择中 枪之后倒地不动, 让玩者可以从容清点中枪的宠物个数(对于多宠物系统), 清点完之后再通过射击装置上的 电子宠物遥控单元, 令所有卧地 (被击中) 的电子宠物复活并重新再玩。  In order to make the toy more functional and more convenient to use, the 131 also includes an electronic pet remote control unit and a game mode selection unit. The player can remotely control the electronic pet power switch on the shooting device, or call (summon) the electronic pet. Shoot out, because electronic pets may hide in the shadows, summon them to shoot and simulate the game of "hunting". In addition, there is a case where a set of toys may include multiple electronic pets. The player summons all the electronic pets to shoot by calling function, which can be used for shooting games, and can be shot at one time. This kind of gameplay is challenging, because an electronic pet will escape when it is shot, and it will take a quick eye to hit more electronic pets. As for the game mode selection unit, you can select the reaction after the electronic pet is shot. For example, you can choose to display the hit information and then run away. You can also choose to stop the shot after the shot, so that the player can easily check the pets. The number (for multi-pet systems), after the inventory is completed, the electronic pet remote control unit on the shooting device is used to resurrect and replay all the electronic pets that have been hit (hit).
射击装置的发射状态信息、 电子宠物遥控信息、 游戏模式选择信息等相关的信息可通过第一无线发射装 置进行发射。在这种情况下, 131可通过信号编码调制单元产生相应的指令编码, 并通过第一无线发射装置发 送出去, 然后 133的第一无线接收装置可对信号进行接收及对有关指令编码进行解码, 最后相关的指令信息 会被传送到互动反应控制单元, 使电子宠物可以进行相应的互动反应, 以实现本发明实施例所述的互动功能。 在这种情况下, 由于在一个无线信号中包含有多个不同的状态信息或控制指令, 因此电子宠物有时不能仅靠 接收到无线信号就确定射击装置的发射状态或指向状态, 有时还需要对信号作进一歩的解码分析才能确认。 Information related to the emission status information of the shooting device, electronic pet remote control information, game mode selection information, and the like may be transmitted by the first wireless transmitting device. In this case, 131 may generate a corresponding instruction code through the signal code modulation unit, and send it through the first wireless transmitting device. Sending out, then the first wireless receiving device of 133 can receive the signal and decode the relevant instruction code, and finally the relevant instruction information is transmitted to the interactive reaction control unit, so that the electronic pet can perform corresponding interactive reaction to achieve The interactive function described in the embodiment of the present invention. In this case, since a plurality of different status information or control commands are included in one wireless signal, the electronic pet sometimes cannot determine the emission state or the pointing state of the shooting device only by receiving the wireless signal, and sometimes it is necessary to The signal can be confirmed by a decoding analysis.
下面请再参照图 13C所示, 这是本发明实施例六的于包括电子宠物及射击装置的玩具中实现互动式电子 狩猎的方法流程图, 这是对上述图 13A-B所述的本发明实施例六的一个概括性总结。 具体包括以下的步骤- 歩骤 1301为所述射击装置通过第一无线信号向所述电子宠物发送呼唤指令,令所述电子宠物离开其藏身 处。 由于本发明实施例的电子宠物具有趋暗性, 平常会躲藏在阴暗角落处, 玩者通过射击装置发送呼唤 (召 唤) 指令使电子宠物跑出来, 这样会令玩者产生一种 "狩猎" 的感觉。  Referring to FIG. 13C again, this is a flowchart of a method for implementing interactive electronic hunting in a toy including an electronic pet and a shooting device according to Embodiment 6 of the present invention, which is the invention described above with reference to FIGS. 13A-B. A general summary of the sixth embodiment. Specifically, the method includes the following steps: Step 1301: The shooting device sends a call instruction to the electronic pet through a first wireless signal to cause the electronic pet to leave the hiding place. Since the electronic pet of the embodiment of the present invention has darkness, it usually hides in a dark corner, and the player sends a call (call) command through the shooting device to make the electronic pet run out, which will cause the player to produce a "hunting". feel.
步骤 1302为于所述射击装置中触发激光瞄准控制单元。这可以通过轻按扳机(例如按下一半)来实现瞄 准功能。  Step 1302 is to trigger a laser aiming control unit in the shooting device. This can be achieved by tapping the trigger (for example, halfway down).
歩骤 1303为所述射击装置发送第二无线信号。在这里第二无线信号是作为瞄准信号来发射的,为了实现 这个目的, 第二无线信号应为具有指向性的可见光信号, 在实际应用中多用红色激光信号来做第二无线信号。  Step 1303: Send a second wireless signal to the shooting device. Here, the second wireless signal is transmitted as an aiming signal. To achieve this, the second wireless signal should be a visible light signal with directivity. In practical applications, the red laser signal is often used as the second wireless signal.
歩骤 1304为于所述射击装置中触发信号发射控制单元。通常是通过按下射击装置的扳机(例如扣下扳机) 来实现的。  Step 1304 is to trigger a signal transmission control unit in the shooting device. This is usually done by pressing the trigger of the firing device (for example, by pulling the trigger).
步骤 1305为所述射击装置发送第一无线信号及第二无线信号。在本发明实施例中, 第一无线信号主要用 来表明发射装置的发射状态, 所述信号通常没有方向性, 射击装置附近的地方应该都能接收到 (或检测到); 而第二无线信号则用来体现发射装置的指向状态, 只有射击装置瞄准的地方才能接收到 (或检测到) 这个信 号。  Step 1305 is to send the first wireless signal and the second wireless signal to the shooting device. In the embodiment of the present invention, the first wireless signal is mainly used to indicate the transmitting state of the transmitting device, the signal is usually not directional, and the vicinity of the shooting device should be able to receive (or be detected); and the second wireless signal It is used to reflect the pointing state of the launching device, and this signal can only be received (or detected) by the shooting device.
步骤 1306为所述电子宠物实时检测其所在区域是否有所述第一无线信号及所述第二无线信号存在,即是 否进行发射及是否被瞄准。 在某些情况下还需要对信号作进一步的分析才能给予确认。  Step 1306: The electronic pet detects, in real time, whether the first wireless signal and the second wireless signal are present in the area where the electronic pet is located, that is, whether to transmit and whether to be targeted. In some cases, further analysis of the signal is required to give confirmation.
歩骤 1307为若所述电子宠物同时检测到所述第一无线信号及所述第二无线信号,则实施被击中的互动反 应。 即是说若所述电子宠物同时检测到所述第一无线信号及所述第二无线信号, 就说明所述电子宠物被击中 了 (在某些情况下还需要对信号作进一步的分析才能确认), 因而所述电子宠物实施预先设定的与被击中相关 的互动反应 (例如装死)。  Step 1307 is to perform an interaction reaction that is hit if the electronic pet simultaneously detects the first wireless signal and the second wireless signal. That is, if the electronic pet detects the first wireless signal and the second wireless signal at the same time, it indicates that the electronic pet is hit (in some cases, the signal needs to be further analyzed) Acknowledgment), whereby the electronic pet implements a predetermined interactive response (eg, pretend) associated with the hit.
步骤 1308为若所述电子宠物只检测到所述第一无线信号而未能检测到所述第二无线信号,则实施未被击 中的互动反应, 即是说所述电子宠物未被击中 (在某些情况下还需要对信号作进一步的分析才能确认), 因而 所述电子宠物实施预先设定的与未被击中相关的互动反应(例如逃跑)。而传统射击玩具在未被击中情况下一 般都是没有反应的。  Step 1308, if the electronic pet detects only the first wireless signal and fails to detect the second wireless signal, performing an unhooked interaction reaction, that is, the electronic pet is not hit. (In some cases, further analysis of the signal is required to confirm), so that the electronic pet implements a pre-set interaction that is not associated with a hit (e.g., escape). Traditional shooting toys are generally unresponsive when they are not hit.
歩骤 1309为所述射击装置通过第一无线信号向所述电子宠物发送复活指令,令被击中的电子宠物复活并 返回原藏身处。 要实现相关的功能, 电子宠物必须能接收来自发射装置的无线控制指令, 并具有路径记忆功 能, 以便电子宠物能按原路逃回原来的藏身之处。  Step 1309: the shooting device sends a resurrection command to the electronic pet by using a first wireless signal to resurrect the hit electronic pet and return to the original hiding place. To achieve the relevant functions, the electronic pet must be able to receive wireless control commands from the transmitting device and have a path memory function so that the electronic pet can escape to its original hiding place.
上述图 1-6、 图 7A-C、 图 8-12、 图 13A-C对本发明的实施例作了相关的描述。为了加强理解及避免歧义, 下面对本发明实施例牵涉到的一些装置 /概念作进一步解析 /阐述如下: 电子宠物: 这是本发明实施例的主体装置, 在本发明实施例中主要用了电子蜗牛、 电子老鼠等为例对本 发明的技术方法进行了说明。 在实际应用中, 所述电子宠物可以是各种不同外观造型的玩具, 例如小猫、 小 狗、 小熊、 企鹅、 海狮、 海豹等, 也还可以是小车、 小船及其它可移动的各类物体造型, 此外还包括旋转木 马, 旋转音乐盒等物体。 The embodiments of the present invention have been described in relation to Figures 1-6, 7A-C, 8-12, and 13A-C above. In order to enhance understanding and avoid ambiguity, some devices/concepts involved in the embodiments of the present invention are further analyzed/illustrated as follows: Electronic pet: This is a main device of the embodiment of the present invention. In the embodiment of the present invention, an electronic snail, an electronic mouse, or the like is mainly used as an example to describe the technical method of the present invention. In practical applications, the electronic pet may be a toy of various appearances, such as a kitten, a puppy, a bear, a penguin, a sea lion, a seal, etc., or a trolley, a boat, and other movable objects. The shape, in addition to the carousel, rotating music box and other objects.
加速度开关: 一个广义的概念, 只要有速度、 角度等的变化便会被触发, 具体包括加速度传感器、 震动 开关、 重力开关、 倾侧开关、 滚动开关、 G-SenSOr、 3D-SenSor等。 Acceleration switch: A generalized concept that can be triggered as long as there are changes in speed, angle, etc., including acceleration sensor, vibration switch, gravity switch, tilt switch, scroll switch, G-Sen SO r, 3D-Sen S or etc. .
运动检测传感器: 事实上也是一个加速度开关, 可参照上述加速度开关的有关定义及论述。  Motion detection sensor: In fact, it is also an acceleration switch. Refer to the definition and discussion of the above acceleration switch.
电子导航装置: 可发送无线导航信号的装置, 包括超声波(或声波)发射器、 红外线 (或光波)发射器、 交变磁场发射器、 射频发射器、 微波发射器等装置。  Electronic navigation device: A device that can transmit wireless navigation signals, including ultrasonic (or sonic) transmitters, infrared (or light) transmitters, alternating magnetic field transmitters, radio frequency transmitters, microwave transmitters, and the like.
无线定位装置: 可根据电子导航装置发送的无线导航信号进行信号源定位的装置, 该装置需要与相应的 电子导航装置配对使用, 其可以根据不同位置接收到的信号强弱变化来判断信号源的位置, 也可以根据左右 两个无线接收器的信号差来判断信号源的方位, 还可以根据接收到的两种传送速度不同的无线信号 (例如无 线电波 +超声波) 的时间差来计算信号源的距离。  Wireless positioning device: A device capable of positioning a signal source according to a wireless navigation signal sent by an electronic navigation device, the device needs to be paired with a corresponding electronic navigation device, and can determine the signal source according to the change of the signal strength received at different positions. Position, the signal source can also be judged according to the signal difference between the two left and right wireless receivers, and the distance of the signal source can be calculated according to the time difference of the received wireless signals (such as radio waves + ultrasonic waves) with different transmission speeds. .
无线控制装置: 可发送无线控制信号, 包括红外线控制信号、 超声波控制信号、 交变磁场控制信号、 射 频控制信号、微波控制信号等,有关信号可以是经调制及经编码的信号,例如 315MHz、433MHz、868MHz、915MHz、 2. 4GHz的控制信号, 也可以是未经调制及无编码的信号, 例如具有一定强度的磁场信号等。 Radio network controller: radio control signals, including an infrared control signal, the ultrasonic control signal, alternating magnetic field control signal, a radio frequency control signal, the microwave control signal, etc., relevant signal may be modulated and encoded signals, for example, 315MH z can be sent, 433MHz, 868MH z, 915MHz, 2. 4GHz the control signal, and may be a non-modulated uncoded signal, for example, a magnetic field having a certain signal strength and the like.
按键及遥控单元: 这里特指遥控器装置中的控制按键, 以及遥控器装置中发送遥控指令的电子部分, 其 中所述电子部分的线路和功能可参照前述无线控制装置。  Keys and remote control unit: Here, the control button in the remote control device and the electronic portion of the remote control device for transmitting the remote control command are referred to, and the circuit and function of the electronic portion can be referred to the aforementioned wireless control device.
无线呼唤装置: 具有类似前述无线控制装置的构成 /功能之装置, 在设计上也可以与无线控制装置合并, 甚至将电子导航装置、 无线控制装置、 无线呼唤装置合并在同一个电子线路中。  Wireless calling device: A device having a configuration/function similar to that of the aforementioned wireless control device can be combined with the wireless control device in design, and even the electronic navigation device, the wireless control device, and the wireless calling device can be combined in the same electronic circuit.
遥控开关: 受无线控制装置或无线呼唤装置控制的一种电子开关, 可以被远程遥控打开, 也可以被远程 遥控关闭。 在本发明实施例中, 遥控开关可进一步作用于电子导航装置, 令电子导航装置打开发射无线导航 信号, 或令电子导航装置关闭并停止无线导航信号的发射。  Remote control switch: An electronic switch controlled by a wireless control device or a wireless calling device that can be turned on remotely or remotely. In an embodiment of the invention, the remote control switch can further act on the electronic navigation device to cause the electronic navigation device to turn on the wireless navigation signal or to cause the electronic navigation device to turn off and stop the transmission of the wireless navigation signal.
接近开关: 可以看作为互动信号触发装置的一种, 当第二独立个体接近时, 可令所述接近开关触发, 从 而实现第一、 第二独立个体之间于位置、 语音或信息状态上的互动。  Proximity switch: can be regarded as a kind of interactive signal triggering device. When the second independent individual approaches, the proximity switch can be triggered to realize the position, voice or information state between the first and second independent individuals. interactive.
扳机或发射触发装置: 可以看作为互动信号触发装置的一种, 当扳机按下或发射触发开关被触发时, 可 发送互动信号, 令电子宠物与射击装置之间实现状态上的互动。  Trigger or launch trigger: It can be seen as a type of interactive signal trigger. When the trigger is pressed or the trigger switch is triggered, an interactive signal can be sent to enable state interaction between the electronic pet and the shooting device.
电力驱动装置: 利用电力产生机械运动, 例如通过电力作用 (马达)使电子宠物实现行驶、 行走、爬行、 滚动、 滑动等运动。  Electric drive device: The use of electric power to generate mechanical motion, for example, by electric power (motor) to enable the electronic pet to travel, walk, crawl, roll, slide, and the like.
物体捕捉装置: 可以用机械性装置捕捉, 例如机械手、 铲、 夹等, 也可以通过电力作用来捕捉, 例如用 电磁铁、 负压等方式实施捕捉。  Object capture device: It can be captured by mechanical devices, such as robots, shovel, clips, etc. It can also be captured by electric power, for example, by electromagnet or negative pressure.
人机对话装置: 包括输入装置、 输出装置、 显示装置等, 可以输入时间等参数, 也可以输入控制指令, 以及显示相关的内容, 包括电子宠物状态等。  Man-machine dialogue device: including input device, output device, display device, etc., can input time and other parameters, can also input control commands, and display related content, including electronic pet status.
作息时间表: 本发明实施例的作息时间表可由使用者于宠物屋中通过人机对话装置输入, 并为定时装置 所驱动。 本发明实施例的作息时间表包括有无线发射装置及与作息时间表相关的控制指令, 其中无线发射装 置的结构和功能可参考前述的 "无线控制装置"或 "无线呼唤装置"。 Work schedule: The schedule of the embodiment of the present invention can be input by the user through the human-machine dialogue device in the pet house, and is a timing device. Driven. The work schedule of the embodiment of the present invention includes a wireless transmitting device and a control command related to the work schedule. The structure and function of the wireless transmitting device may refer to the aforementioned "wireless control device" or "wireless calling device".
入球感应显示装置: 感应装置可用光学感应, 也可以用电子感应; 而显示装置则可用 LCD显示, 也可用 LED显示。 在实际应用中还可以增加发声装置以增强音效及娱乐性等。  In-ball sensing display device: The sensing device can be optically sensed or electronically sensed; the display device can be displayed on the LCD or LED. In practical applications, sounding devices can also be added to enhance sound effects and entertainment.
同时以上本文所述的装置及方法仅是本发明的部分优选实施方式, 应当指出, 对于本领域的普通技术人 员来说, 在不脱离本发明原理的前提下, 还可以作若干改进和润饰, 这些改进和润饰也应视为本发明的保护 范围。  The apparatus and method described herein are only some of the preferred embodiments of the present invention, and it should be noted that those skilled in the art can make several improvements and refinements without departing from the principles of the present invention. These improvements and finishes should also be considered as protection of the present invention.

Claims

1、 一种电子互动玩具装置, 其特征在于, 包括第一独立个体和第二独立个体, 所述第一独立个体包括信 号发送装置, 所述第二独立个体包括控制器单元及信号接收装置, 所述信号接收装置接收所述信号发送装置发 送的信号, 所述控制器单元根据所述信号接收装置接收的信号控制所述第二独立个体作出相关互动反应; 其中 所述信号发送装置包括第一独立个体互动信号发送装置及互动信号触发装置, 当所述互动信号触发装置被触发 时, 所述第一独立个体互动信号发送装权置发送互动信号, 所述控制器单元根据接收的所述互动信号控制所述第 二独立个体作出相关互动反应。 An electronic interactive toy device, comprising: a first independent individual and a second independent individual, wherein the first independent individual comprises a signal transmitting device, and the second independent individual comprises a controller unit and a signal receiving device, The signal receiving device receives a signal transmitted by the signal transmitting device, and the controller unit controls the second independent individual to perform a related interactive reaction according to the signal received by the signal receiving device; wherein the signal transmitting device includes the first And the independent individual interaction signal sending device and the interaction signal triggering device, when the interaction signal triggering device is triggered, the first independent individual interaction signal sending the binding device to send the interaction signal, and the controller unit according to the received interaction The signal controls the second independent individual to make a relevant interactive response.
2、 如权利要求 1所述的电子互动玩具装置, 其特征在于, 所述第一独立个体互动信号发送装置包括第一 独立个体电子导航装置, 所述互动信号触发装置包括要电子导航触发装置, 所述互动信号包括第一独立个体无线 导航信号;  2. The electronic interactive toy device according to claim 1, wherein the first independent individual interaction signal transmitting device comprises a first independent individual electronic navigation device, and the interactive signal triggering device comprises an electronic navigation trigger device. The interaction signal includes a first independent individual wireless navigation signal;
所述第二独立个体还包括受控于所述控制器单元的电力驱动装置, 所述第二独立个体可通过所述电力驱 动装置实现对所述第一独立个体的位置互动; 及  The second independent individual further includes an electric drive device controlled by the controller unit, the second independent individual being operable to achieve a positional interaction with the first independent individual via the electric drive device;
所述第二独立个体包括电子宠物, 所述信号接收装置包括无线定位装置; 当所述电子导航触发装置被触 发时, 所述第一独立个体电子导航装置发送所述第一独立个体无线导航信号, 所述无线定位装置接收所述第一 独立个体无线导航信号并实现对所述第一独立个体的无线定位。  The second independent individual includes an electronic pet, the signal receiving device includes a wireless positioning device; and when the electronic navigation trigger device is triggered, the first independent individual electronic navigation device transmits the first independent individual wireless navigation signal And the wireless positioning device receives the first independent individual wireless navigation signal and implements wireless positioning of the first independent individual.
3、 如权利要求 2所述的电子互动玩具装置, 其特征在于, 所述第一独立个体包括玩具球, 所述第一独立 个体电子导航装置包括第一电子导航装置, 所述第一独立个体无线导航信号包括第一无线导航信号;  3. The electronic interactive toy device of claim 2, wherein the first independent individual comprises a toy ball, the first independent individual electronic navigation device comprises a first electronic navigation device, the first independent individual The wireless navigation signal includes a first wireless navigation signal;
所述电子导航触发装置包括加速度开关, 当所述玩具球被抛掷时, 可触发所述加速度开关, 并进而触发 所述第一电子导航装置发送第一无线导航信号; 及  The electronic navigation triggering device includes an acceleration switch that can trigger the acceleration switch when the toy ball is thrown, and then trigger the first electronic navigation device to transmit the first wireless navigation signal;
所述无线定位装置接收所述玩具球发送的所述第一无线导航信号并实现对所述玩具球的无线定位。 The wireless positioning device receives the first wireless navigation signal transmitted by the toy ball and implements wireless positioning of the toy ball.
4、 如权利要求 3所述的电子互动玩具装置, 其特征在于, 所述电子宠物包括第一无线控制装置, 所述玩 具球包括有受控于所述第一无线控制装置的第一遥控开关, 当所述玩具球被所述电子宠物成功寻获后, 所述电 子宠物可通过所述第一遥控开关停止所述第一无线导航信号发送。 4. The electronic interactive toy device of claim 3, wherein the electronic pet comprises a first wireless control device, the toy ball comprising a first remote control switch controlled by the first wireless control device After the toy ball is successfully found by the electronic pet, the electronic pet may stop transmitting the first wireless navigation signal by using the first remote control switch.
5、 如权利要求 3或 4所述的电子互动玩具装置, 其特征在于, 还包括电子球门, 所述电子球门包括入球感 应显示装置, 可感应入球并显示入球数目;  The electronic interactive toy device according to claim 3 or 4, further comprising an electronic goal, wherein the electronic goal comprises a ball sensing display device, which can sense the ball and display the number of balls;
所述电子宠物还包括有物体捕捉装置, 可根据所述第一无线导航信号对所述玩具球实施追踪及捕捉。 The electronic pet further includes an object capturing device that can track and capture the toy ball according to the first wireless navigation signal.
6、 如权利要求 5所述的电子互动玩具装置, 其特征在于, 所述电子球门包括有受控于所述电子宠物的第 四电子导航装置, 所述电子宠物包括有可发出呼唤信号的无线呼唤装置, 当所述电子宠物发出呼唤信号时, 所 述电子球门可通过所述第四电子导航装置发送第四无线导航信号,令所述电子宠物可对所述电子球门实施定位, 并可通过所述电力驱动装置于所述电子球门指定范围内活动。 6. The electronic interactive toy device of claim 5, wherein the electronic goal comprises a fourth electronic navigation device controlled by the electronic pet, the electronic pet comprising a wireless device capable of issuing a call signal a calling device, when the electronic pet sends a call signal, the electronic goal may send a fourth wireless navigation signal through the fourth electronic navigation device, so that the electronic pet can perform positioning on the electronic goal, and can pass The electric drive device is movable within a specified range of the electronic goal.
7、 如权利要求 3或 4所述的电子互动玩具装置, 其特征在于, 还包括第三独立个体, 所述第三独立个体包 括有受控于所述电子宠物的第三独立个体遥控开关, 以及可发送第三独立个体无线导航信号的第三独立个体电 子导航装置; 及 所述电子宠物包括无线呼唤装置, 可呼唤所述第三独立个体; 当所述电子宠物发出呼唤信号时, 可触发 所述第三独立个体遥控开关, 进而触发所述第三独立个体电子导航装置发送所述第三独立个体无线导航信号; 所述无线定位装置, 可根据所述第三独立个体无线导航信号对所述第三独立个体实施定位, 并可通过所 述电力驱动装置离开或接近所述第三独立个体。 The electronic interactive toy device according to claim 3 or 4, further comprising a third independent individual, wherein the third independent individual comprises a third independent individual remote control switch controlled by the electronic pet. And a third independent individual electronic navigation device that can transmit a third independent individual wireless navigation signal; and The electronic pet includes a wireless calling device that can call the third independent individual; when the electronic pet sends a calling signal, the third independent individual remote control switch can be triggered, thereby triggering the third independent individual electronic navigation device Transmitting the third independent individual wireless navigation signal; the wireless positioning device may perform positioning on the third independent individual according to the third independent individual wireless navigation signal, and may leave or approach the electrical drive device Said third independent individual.
8、 如权利要求 7所述的电子互动玩具装置, 其特征在于, 所述第三独立个体包括遥控器装置, 所述遥控 器装置包括按键及遥控单元, 所述第三独立个体电子导航装置包括第二电子导航装置; 所述第三独立个体电子 导航信号包括第二无线导航信号, 所述第三独立个体遥控开关包括有第二遥控开关, 当所述电子宠物发出呼唤 信号时, 可触发所述第二遥控开关, 进而触发所述第二电子导航装置发送所述第二无线导航信号; 及  8. The electronic interactive toy device of claim 7, wherein the third independent individual comprises a remote control device, the remote control device comprises a button and a remote control unit, and the third independent individual electronic navigation device comprises a second electronic navigation device; the third independent individual electronic navigation signal includes a second wireless navigation signal, the third independent individual remote control switch includes a second remote control switch, and when the electronic pet sends a call signal, the device can be triggered a second remote control switch, which in turn triggers the second electronic navigation device to transmit the second wireless navigation signal; and
所述电子宠物包括物体捕捉装置, 所述物体捕捉装置, 可根据所述第二无线导航信号对所述遥控器装置 实施定位, 并通过所述电力驱动装置将所述玩具球运送至所述遥控器装置处, 然后还可以通过所述第二遥控开 关停止所述第二无线导航信号的发送。  The electronic pet includes an object capturing device, and the object capturing device can perform positioning on the remote controller device according to the second wireless navigation signal, and transport the toy ball to the remote control by the electric driving device At the device, the transmission of the second wireless navigation signal can then be stopped by the second remote control switch.
9、 如权利要求 2所述的电子互动玩具装置, 其特征在于, 所述第一独立个体包括宠物屋, 所述电子宠物 包括可发出呼唤信号的无线呼唤装置;  The electronic interactive toy device according to claim 2, wherein the first independent individual comprises a pet house, and the electronic pet comprises a wireless calling device capable of issuing a calling signal;
所述电子导航触发装置包括第三遥控开关, 当所述无线呼唤装置发出呼唤信号时, 可触发所述第三遥控 开关, 进而触发所述第三电子导航装置发送第三无线导航信号;  The electronic navigation triggering device includes a third remote control switch, and when the wireless calling device sends a call signal, the third remote control switch may be triggered, thereby triggering the third electronic navigation device to send a third wireless navigation signal;
所述无线定位装置, 可根据所述第三无线导航信号对所述宠物屋实施定位, 并可通过所述电力驱动装置 离开或接近所述宠物屋。  The wireless positioning device may perform positioning on the pet house according to the third wireless navigation signal, and may leave or approach the pet house by the electric drive device.
10、 如权利要求 9所述的电子互动玩具装置, 其特征在于, 所述宠物屋包括人机对话装置、 定时装置, 可 为居住于所述宠物屋的所述电子宠物制定作息时间表; 及  The electronic interactive toy device according to claim 9, wherein the pet house comprises a human-machine dialogue device and a timing device, and a working schedule can be established for the electronic pet living in the pet house;
所述电子宠物包括有受控于所述宠物屋作息时间表的电子执行装置, 可令所述电子宠物按所述作息时间 表的内容进行活动; 并且  The electronic pet includes an electronic execution device controlled by the pet house schedule, and the electronic pet can be made to act according to the content of the schedule;
当所述作息时间表内容为 "外出"时, 所述宠物屋可对所述电子宠物发出 "外出"指令, 以此同时还可 通过所述第三电子导航装置发送所述第三无线导航信号, 以及所述电子执行装置可基于所述无线定位装置提供 的方位信息令所述电子宠物于所述宠物屋周边范围内活动;  When the content of the schedule is "out", the pet house may issue an "out of office" command to the electronic pet, and at the same time, the third wireless navigation signal may also be sent by the third electronic navigation device. And the electronic execution device may cause the electronic pet to move within a range of the surrounding area of the pet house based on the orientation information provided by the wireless positioning device;
当所述作息时间表内容为 "归家"时, 所述宠物屋可对所述电子宠物发出 "归家"指令, 以此同时还可 通过所述第三电子导航装置发送所述第三无线导航信号, 以及所述电子执行装置可通过所述无线定位装置对所 述宠物屋进行定位, 然后可通过所述电力驱动装置令所述电子宠物返回所述宠物屋。  When the content of the schedule is "home", the pet house may issue a "home" command to the electronic pet, and at the same time, the third wireless device may also be sent by the third electronic navigation device. The navigation signal, and the electronic execution device, can locate the pet house by the wireless positioning device, and then the electronic pet can be returned to the pet house by the electric drive device.
11、 如权利要求 9或 10所述的电子互动玩具装置, 其特征在于, 还包括玩具球, 所述玩具球包括加速度开 关及第一电子导航装置;  The electronic interactive toy device according to claim 9 or 10, further comprising a toy ball, wherein the toy ball comprises an acceleration switch and a first electronic navigation device;
当所述玩具球被抛掷时, 可触发所述加速度开关, 并进而触发所述第一电子导航装置发送第一无线导航 信号; 及  When the toy ball is thrown, the acceleration switch may be triggered, and then the first electronic navigation device is triggered to transmit the first wireless navigation signal; and
所述无线定位装置接收所述玩具球发送的所述第一无线导航信号并实现对所述玩具球的无线定位。 The wireless positioning device receives the first wireless navigation signal transmitted by the toy ball and implements wireless positioning of the toy ball.
12、 如权利要求 11所述的电子互动玩具装置, 其特征在于, 所述电子宠物包括第一无线控制装置, 所述 玩具球包括有受控于所述第一无线控制装置的第一遥控开关, 当所述玩具球被所述电子宠物成功寻获后, 所述 电子宠物可通过所述第一遥控开关停止所述第一无线导航信号发送。 12. The electronic interactive toy device of claim 11, wherein the electronic pet comprises a first wireless control device, the toy ball comprising a first remote control switch controlled by the first wireless control device After the toy ball is successfully found by the electronic pet, the electronic pet may stop transmitting the first wireless navigation signal by using the first remote control switch.
13、 如权利要求 1所述的电子互动玩具装置, 其特征在于, 所述第一独立个体互动信号发送装置及互动信 号触发装置包括第一互动信号发送装置及第一互动信号触发装置, 以及第二互动信号发送装置及第二互动信号 触发装置, 所述第一独立个体包括- 第一信息牌插座, 供所述第一玩者使用, 可与所述由第一玩者持有的 N个 (N>=2 ) 信息牌的任何一个实施 组合与分离;  The electronic interactive toy device according to claim 1, wherein the first independent individual interaction signal transmitting device and the interactive signal triggering device comprise a first interactive signal transmitting device and a first interactive signal triggering device, and a second interactive signal transmitting device and a second interactive signal triggering device, the first independent individual comprising: a first information card socket for use by the first player, and the N held by the first player (N>=2) any combination and separation of information cards;
第二信息牌插座, 供所述第二玩者使用, 可与所述由第二玩者持有的 N个 (N〉=2 ) 信息牌的任何一个实施 组合与分离;  a second information card socket for use by the second player to be combined and separated from any one of the N (N>=2) information cards held by the second player;
第一信息牌, 包含第一编码信息, 所述第一信息牌为第一玩者持有的 N个 (N>=2 ) 信息牌中的其中一个; 第二信息牌, 包含第二编码信息, 所述第二信息牌为第二玩者持有的 N个 (N>=2 ) 信息牌中的其中一个; 所述第二独立个体还包括:  The first information card includes first encoding information, the first information card is one of N (N>=2) information cards held by the first player; the second information card includes the second encoding information The second information card is one of N (N>=2) information cards held by the second player; the second independent entity further includes:
语音信息存储器, 包含有与所述第一、 第二编码信息相对应的第一、 第二语音信息;  a voice information storage, comprising first and second voice information corresponding to the first and second encoded information;
逻辑设定单元, 包含有关于所述第一、 第二编码信息之间相关逻辑的设定信息;  a logic setting unit, configured to include setting information about correlation logic between the first and second encoding information;
语音输出单元, 可输出所述第一、 第二语音信息;  a voice output unit, configured to output the first and second voice information;
当所述第一、 第二信息牌分别由所述第一、 第二玩者插入到所述第一、 第二信息牌插座, 或当所述第二独 立个体经过所述第一、 第二信息牌或信息牌插座时, 所述第一、 第二互动信号触发装置触发所述第一、 第二互 动信号发送装置发送所述第一、 第二编码信息, 所述控制器单元通过所述信号接收装置分别读入所述第一、 第 二编码信息, 然后通过所述语音输出单元分别播放所述第一、 第二编码信息所对应的第一、 第二语音信息, 最 后控制器单元通过所述逻辑设定单元查阅关于所述第一、 第二编码信息之间相关逻辑的设定信息, 及控制输出 逻辑设定信息的对应结果。  When the first and second information cards are respectively inserted into the first and second information card sockets by the first and second players, or when the second independent individual passes the first and second When the information card or the information card socket is used, the first and second interaction signal triggering devices trigger the first and second interaction signal transmitting devices to send the first and second encoding information, and the controller unit passes the The signal receiving device reads the first and second encoding information respectively, and then respectively plays the first and second voice information corresponding to the first and second encoding information by using the voice output unit, and finally the controller unit passes The logic setting unit refers to setting information about correlation logic between the first and second encoding information, and controls a corresponding result of outputting logic setting information.
14、 如权利要求 13所述的电子互动玩具装置, 其特征在于, 所述第一、 第二编码信息为数字编码信息; 所 述语音信息存储器及逻辑设定单元为非易失性存储器; 所述控制器单元为微控制器或微处理器。  The electronic interactive toy device according to claim 13, wherein the first and second encoded information are digitally encoded information; the voice information memory and the logic setting unit are non-volatile memories; The controller unit is a microcontroller or a microprocessor.
15、 如权利要求 14所述的电子互动玩具装置, 其特征在于, 所述第一信息牌包括第一游戏牌, 所述第二信 息牌包括第二游戏牌, 所述 N个游戏牌为 3个游戏牌, 分别为 "石头" 、 "剪刀" 、 "布" ; 所述相关逻辑的设 定信息为石头克剪刀、 剪刀克布、 布克石头; 所述第一信息牌插座包括第一游戏牌插座, 所述第二信息牌插座 包括第二游戏牌插座, 所述第二独立个体还包括与所述第一玩者相应的第一显示器装置; 及与所述第二玩者相 应的第二显示器装置。  The electronic interactive toy device according to claim 14, wherein the first information card comprises a first game card, the second information card comprises a second game card, and the N game cards are 3 Playing cards, respectively, are "stone", "scissors", "cloth"; the setting information of the related logic is stone gram scissors, scissors gram cloth, cloth stone; the first information card socket includes the first game a card socket, the second information card socket includes a second game card socket, the second independent individual further includes a first display device corresponding to the first player; and a second corresponding to the second player Two display devices.
16、 如权利要求 15所述的电子互动玩具装置, 其特征在于, 还包括循环轨道, 所述控制器单元包括游戏节 奏控制单元和输赢仲裁单元, 所述游戏节奏控制单元, 当所述第一、 第二玩者将所述第一、 第二游戏牌插入所 述第一、 第二游戏牌插座后, 所述游戏节奏控制单元令所述电子宠物沿所述轨道行驶经过所述第一游戏牌并读 入所述第一编码信息, 然后通过所述语音输出单元播放所述第一编码信息所对应的第一语音信息, 接着所述游 戏节奏控制单元令电子宠物行驶经过所述第二游戏牌并读入所述第二编码信息, 然后再通过所述语音输出单元 播放所述第二编码信息所对应的第二语音信息; 16. The electronic interactive toy apparatus according to claim 15, further comprising a loop track, said controller unit comprising a game rhythm control unit and a win-win arbitration unit, said game rhythm control unit, said first After the second player inserts the first and second playing cards into the first and second playing card sockets, the game rhythm control unit causes the electronic pet to travel along the track through the first game. And playing the first encoded information, and then playing the first voice information corresponding to the first encoded information by using the voice output unit, and then the The tempo control unit causes the electronic pet to travel through the second playing card and read the second encoded information, and then plays the second voice information corresponding to the second encoded information through the voice output unit;
所述输赢仲裁单元, 当所述第一、 第二编码信息被读入之后, 所述输赢仲裁单元会通过所述逻辑设定单元 査阅关于所述第一、 第二编码信息输赢逻辑的设定信息, 并通过第一、 第二显示器装置显示双方的输赢得分, 从而实现电子化猜拳信息的全过程。  The winning and losing arbitration unit, after the first and second encoded information are read in, the winning and losing arbitration unit may refer to the setting of the first and second encoded information winning and losing logic through the logic setting unit. The information is determined, and the winning points of both sides are displayed through the first and second display devices, thereby realizing the whole process of electronic guessing information.
17、 如权利要求 16所述的电子互动玩具装置, 其特征在于, 所述第一玩者为问者, 所述第二玩者为答者; 所述第一信息牌包括第一识字牌, 所述第二信息牌包括第二识字牌, 所述第一信息牌插座包括第一识字牌插座, 所述第二信息牌插座包括第二识字牌插座; 所述语音信息存储器还包括包含有代表肯定的第三语音信息及代表 否定的第四语音信息; 所述语音输出单元, 还可输出所述第三及第四语音信息。  The electronic interactive toy device according to claim 16, wherein the first player is a questioner and the second player is a respondent; the first information card includes a first literacy card. The second information card includes a second literacy card, the first information card socket includes a first literacy card socket, and the second information card socket includes a second literacy card socket; the voice information memory further includes a representative A positive third voice information and a fourth voice message representing a negative; the voice output unit may also output the third and fourth voice information.
18、 如权利要求 17所述的电子互动玩具装置, 其特征在于, 所述电子互动玩具装置还包括循环轨道, 所述 控制器单元包括学习节奏控制单元和答案仲裁单元, 所述学习节奏控制单元, 当问者将所述第一识字牌插入到 所述第一识字牌插座时, 所述学习节奏控制单元令电子宠物沿所述轨道行驶经过所述第一识字牌插座处并读入 所述第一编码信息, 然后通过所述语音输出单元播放所述第一编码信息所对应的第一语音信息, 接着所述学习 节奏控制单元令电子宠物停止运行并等待答者对所述第一语音信息作出的反应; 当所述答者根据所述第一语音 信息作出判断, 并从其持有的 N个 (N>=2 ) 识字牌中找出意义最接近的第二识字牌插入所述第二识字牌插座时, 所述电子宠物重新起动行驶然后经过所述第二识字牌并读入所述第二编码信息, 然后再通过所述语音输出单元 播放所述第二编码信息所对应的第二语音信息;  The electronic interactive toy device according to claim 17, wherein the electronic interactive toy device further comprises a loop track, the controller unit comprises a learning rhythm control unit and an answer arbitration unit, and the learning rhythm control unit When the questioner inserts the first literacy card into the first literacy card socket, the learning tempo control unit causes the electronic pet to travel along the track through the first literacy card socket and read in the First encoding information, then playing the first voice information corresponding to the first encoding information by the voice output unit, and then the learning tempo control unit stops the electronic pet from running and waits for the answering party to the first voice information a response; when the respondent makes a judgment based on the first voice information, and finds the second literacy card having the closest meaning from the N (N>=2) literacy cards held by the answerer The second liter card socket, the electronic pet restarts driving and then passes the second literacy card and reads the second encoded information, and then passes through the The second speech voice information output unit displays the information corresponding to the second encoding;
所述答案仲裁单元, 当所述第一编码信息及第二编码信息被读入之后,所述答案仲裁单元会于逻辑设定单 元中查阅关于所述第一、 第二编码信息相关逻辑的设定信息, 若两编码信息相关则作出答案正确的判断并播放 第三语音信息, 若两编码信息无关则作出答案错误的判断并播放第四语音信息, 从而完成由电子控制的一问一 答的学习过程。  The answer arbitration unit, after the first encoding information and the second encoding information are read in, the answer arbitration unit may refer to the setting of the first and second encoding information related logics in the logic setting unit. The information is determined, if the two encoded information are related, the correct answer is made and the third voice information is played. If the two encoded information are irrelevant, the answer is incorrectly judged and the fourth voice information is played, thereby completing the electronically controlled question and answer. learning process.
19、 如权利要求 13-18任一所述的电子互动玩具装置, 其特征在于, 所述第二独立个体具有模型火车的造 型设计。  19. An electronic interactive toy apparatus according to any of claims 13-18, wherein said second independent individual has a model design of a model train.
20、 如权利要求 1所述的电子互动玩具装置, 其特征在于, 所述第一独立个体包括射击装置, 所述第二独 立个体包括电子宠物;  20. The electronic interactive toy device of claim 1, wherein the first independent individual comprises a shooting device, and the second independent individual comprises an electronic pet;
所述第一独立个体互动信号发送装置包括第一无线发射装置, 可发送第一无线信号, 所述第一无线信号 包含射击装置的发射状态信息; 及  The first independent individual interaction signal transmitting device includes a first wireless transmitting device, and can transmit a first wireless signal, where the first wireless signal includes transmission state information of the shooting device;
所述第一独立个体互动信号发送装置包括第二无线发射装置, 可发送第二无线信号, 所述第二无线信号 包含射击装置的指向状态信息; 及  The first independent individual interaction signal transmitting device includes a second wireless transmitting device that can transmit a second wireless signal, where the second wireless signal includes pointing state information of the shooting device;
所述信号接收装置包括第一无线接收装置, 可接收所述第一无线信号, 并从所述第一无线信号中获取所 述射击装置的发射状态信息; 及  The signal receiving device includes a first wireless receiving device that can receive the first wireless signal and acquire transmission state information of the shooting device from the first wireless signal;
所述信号接收装置包括第二无线接收装置, 可接收所述第二无线信号, 并从所述第二无线信号中获取所 述射击装置的指向状态信息; 及 所述控制器单元包括被击中互动单元, 当所述发射状态信息及指向状态信息同时被确认时, 所述被击中 互动单元被激活; 及 The signal receiving device includes a second wireless receiving device, configured to receive the second wireless signal, and obtain pointing state information of the shooting device from the second wireless signal; The controller unit includes a hit interaction unit, and the hit interaction unit is activated when the transmit status information and the pointing status information are simultaneously confirmed;
所述控制器单元包括未被击中互动单元, 当只有所述发射状态信息被确认而所述指向状态信息未被确认 时, 所述未被击中互动单元被激活;  The controller unit includes a non-hit interaction unit, and the non-hit interaction unit is activated when only the transmission status information is confirmed and the pointing status information is not confirmed;
所述互动信号触发装置包括扳机或发射触发开关。  The interactive signal triggering device includes a trigger or a firing trigger switch.
21、 如权利要求 20所述的电子互动玩具装置, 其特征在于, 所述发射装置包括激光瞄准控制单元, 可令 所述发射装置单独发送第二无线信号以实现射击瞄准功能。  The electronic interactive toy device according to claim 20, wherein the transmitting device comprises a laser aiming control unit, and the transmitting device can separately transmit the second wireless signal to implement the shooting aiming function.
22、 如权利要求 20所述的电子互动玩具装置, 其特征在于, 所述第一无线信号及第二无线信号为两种传 播速度不相同的, 经相同或相关编码的无线信号; 及  The electronic interactive toy device according to claim 20, wherein the first wireless signal and the second wireless signal are two wireless signals that are different in propagation speed and are encoded by the same or related;
所述电子宠物包括射击距离运算单元, 可根据接收到的第一无线信号及第二无线信号的相位时间差计算 出与所述射击装置之间的距离。  The electronic pet includes a shooting distance calculation unit that calculates a distance from the shooting device according to a phase time difference between the received first wireless signal and the second wireless signal.
23、 如权利要求 20所述的电子互动玩具装置, 其特征在于, 所述电子宠物包括光线强度传感器, 令所述 电子宠物可以寻找阴暗处躲藏; 及  The electronic interactive toy device according to claim 20, wherein the electronic pet includes a light intensity sensor, so that the electronic pet can hide in a dark place;
所述电子宠物包括迟疑行为控制单元, 令所述电子宠物可于光暗交界处实施迟疑行为。  The electronic pet includes a hesitation behavior control unit that enables the electronic pet to perform hesitation at the light-dark junction.
24、 如权利要求 20所述的电子互动玩具装置, 其特征在于, 所述射击装置包括电子宠物遥控单元及游戏 模式选择单元, 所述电子宠物遥控单元及游戏模式选择单元可通过所述第一无线信号对所述电子宠物实施召唤 操作, 以及令电子宠物从死亡状态转化为死而复生状态。  The electronic interactive toy device according to claim 20, wherein the shooting device comprises an electronic pet remote control unit and a game mode selection unit, and the electronic pet remote control unit and the game mode selection unit can pass the first The wireless signal performs a summoning operation on the electronic pet, and converts the electronic pet from a dead state to a dead state.
25、 如权利要求 20所述的电子互动玩具装置, 其特征在于, 所述电子宠物包括路径记忆单元, 可于所述 未被击中互动单元被激活时, 令所述电子宠物逃回原藏身处。  The electronic interactive toy device according to claim 20, wherein the electronic pet comprises a path memory unit, and the electronic pet is allowed to escape to the original hiding body when the non-hitting interaction unit is activated. At the office.
PCT/CN2012/074183 2011-04-19 2012-04-17 Electronic interactive toy device WO2012142936A1 (en)

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CN2011100986905A CN102743877A (en) 2011-04-19 2011-04-19 Electronic interaction toy device and method
CN201110098690.5 2011-04-19
CN201110173816.0A CN102836549B (en) 2011-06-24 2011-06-24 Electronic interactive toy (shooting toy) device and method
CN201110173816.0 2011-06-24
CN2011102739762A CN102872598A (en) 2011-09-15 2011-09-15 Interactive train game machine toy device and interactive train game machine toy method
CN201110273976.2 2011-09-15
CN2011102739616A CN102881198A (en) 2011-09-15 2011-09-15 Interaction train learning machine toy device and method
CN201110273961.6 2011-09-15

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