US20070087655A1 - Interleaving story toy - Google Patents
Interleaving story toy Download PDFInfo
- Publication number
- US20070087655A1 US20070087655A1 US11/255,055 US25505505A US2007087655A1 US 20070087655 A1 US20070087655 A1 US 20070087655A1 US 25505505 A US25505505 A US 25505505A US 2007087655 A1 US2007087655 A1 US 2007087655A1
- Authority
- US
- United States
- Prior art keywords
- story
- clothing
- interval
- clothing article
- toy
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63H—TOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
- A63H3/00—Dolls
- A63H3/28—Arrangements of sound-producing means in dolls; Means in dolls for producing sounds
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63H—TOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
- A63H3/00—Dolls
- A63H3/36—Details; Accessories
- A63H3/52—Dolls' houses, furniture or other equipment; Dolls' clothing or footwear
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63H—TOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
- A63H2200/00—Computerized interactive toys, e.g. dolls
Definitions
- FIGS. 1A-1C are perspective views of a toy in accordance one embodiment of the present description, and depicted as wearing different clothing articles.
- FIG. 2 illustrates one example of operations of a toy in accordance with one embodiment of the present description.
- FIG. 3 is a partial cut away view illustrating interior components of the toy of FIGS. 1A-1C .
- FIG. 4 is a schematic diagram illustrating selection of alternative story parts in a narrative sequence of a story.
- FIGS. 5A-5C are schematic diagrams illustrating sensor operation to identify different clothing items placed on the doll head of FIGS. 1A-1C .
- FIGS. 6A-6C illustrate different sensor actuation device placements for different clothing items.
- FIG. 7 is a schematic diagram of a controller for the toy of FIGS. 1A-1C .
- FIGS. 1A-1C illustrate one example of an electronic toy 10 which may be operated to play digital recordings of a story in accordance with one embodiment of the description provided herein, As described in greater detail below, in response to various user selections, portions of the story being played by the toy 10 may change as the story is being played in a predetermined narrative sequence comprising a beginning part, followed by at least one intermediate part, and ending with an end part.
- the toy 10 includes a doll 12 in the shape of an animal such as a rabbit. It is appreciated that the doll 12 may have other shapes including human and other animal shapes. It is further appreciated that the toy 10 may have the overall shape of other objects such as trees and flowers and inanimate objects such as books, houses and automobiles, for example, as well as entirely fanciful shapes.
- FIG. 2 illustrates one example of operations of a toy, such as the toy 10 in response to user selections.
- a user selection for a toy is identified (block 20 ) in a beginning interval.
- the doll 12 has three different hats, a clown hat 22 a, a firefighter's hat 22 b and a cowboy hat 22 c, as shown in FIGS. 1A, 1B and 1 C, respectively.
- a first user selection may be made by placing the clown hat 22 a on the head 24 of the doll 12 as shown in FIG. 1A .
- This selection by the user may be identified by a controller 30 which may be disposed within the body 32 of the doll 12 , as schematically represented in FIG. 3 .
- the doll 12 may have a plurality of sensors 40 disposed in the head 24 of the doll 12 and positioned to sense placement of a particular hat of the hats 22 a, 22 b, 22 c of the head 24 of the doll 12 . Signals output by the sensors 40 may be input by the controller 30 to identify the particular hat 22 a, 22 b, 22 c placed on the head of the doll 12 . It is appreciated that sensors may be used to detect user selection of other types of clothing articles and accessories for the doll 12 .
- FIG. 4 is a timeline depicting a plurality of time intervals 44 a - 44 e in a chronological sequence.
- the sequence of intervals 44 a - 44 e occurs in connection with the playing of a story in an ordered narrative sequence of story parts indicated as “Chapter 1, Chapter 2 . . . etc.”
- the Chapter 1 story part is directed to the introduction of a character.
- the Chapter 2 story part is directed to a description of the story setting.
- the Chapter 3 story part is directed to an action taken by a character.
- the Chapter 4 story part is directed to a problem resulting from an action.
- the Chapter 5 story part is directed to a resolution of a problem.
- the story parts are played in narrative sequential order, starting with a beginning story part, that is, Chapter 1, followed by intermediate story parts, that is, Chapters 2, 3, . . . , in order, and ending with an end story party, that is, Chapter 5, in this example.
- the narrative sequence of this embodiment is introduction of a character, followed by a description of the story setting, followed by action taken by a character, followed by a problem resulting from a character's action, followed by a resolution of that problem. It is appreciated that other narrative sequences may be utilized in other embodiments.
- a first or beginning interval 44 a for identifying a user selection may be initiated by, for example, turning on the toy 10 .
- the toy 10 may be turned on by closing a suitable switch, for example, to apply power from a batter pack 48 or other suitable power source, to the controller 30 . It is appreciated that other events may be utilized to initiate a beginning interval for identifying a user selection.
- a beginning or introductory part of a story may be played (block 50 ) wherein the beginning part relates to the selection identified in the beginning interval.
- the user may initially select the clown hat 22 a by placing the clown hat 22 a on the doll 12 as shown in FIG. 1A .
- the controller 30 may identify this user selection and in response, select and playback an introductory story part which relates to a clown.
- Such an introductory story part relating to a clown is schematically represented in the timeline of FIG. 4 by a story segment or part 52 a. Selection of the story part 52 a for playback is represented by the tail 54 of an arrow 56 .
- the user may initially select the firefighter hat 22 b as shown in FIG. 1B . If so, during the beginning interval 44 a, the controller 30 may identify this user selection and in response, select and playback a beginning or introductory story part which relates to a firefighter. Such a beginning story part relating to a firefighter is schematically represented in the timeline of FIG. 4 by a story segment or part 52 b.
- the user may initially select the cowboy hat 22 c as shown in FIG. 1C . If so, during the beginning interval 44 a, the controller 30 may identify this user selection and in response, select and playback an introductory story part which relates to a cowboy. Such an introductory story part relating to a cowboy is schematically represented in the timeline of FIG. 4 by a story segment or part 52 c.
- beginning story parts 52 a, 52 b, 52 c form a class of beginning story parts designated as the “Chapter 1” class in FIG. 4 , in which the subject matter of each Chapter 1 story part 52 a, 52 b, 52 c of the Chapter 1 class is a common portion of the narrative sequence.
- the common subject matter of a story part of the Chapter 1 class introduces a character. It is appreciated that a Chapter 1 class may be directed to other types of common subject matter.
- one of the alternative beginning story parts 52 a, 52 b, 52 c may be selected from the Chapter 1 class of story parts and played back as “Chapter 1” of the ordered narrative sequence of the story being played.
- alternative story parts may also be selected and substituted in real time, in response to user selections, as the story is played while maintaining the narrative sequence.
- a user selection for a toy is identified (block 60 ) in an intermediate interval, such as the intermediate interval 44 b.
- the interval 44 b for identifying a user selection may be initiated during, for example, the playback of the beginning story part, that is, the Chapter 1 class story part, in this example. It is appreciated that other events may be utilized to initiate an intermediate interval for identifying a user selection.
- an intermediate part of a story may be played (block 62 ) wherein the intermediate part relates to the selection identified in the intermediate interval 44 b.
- the controller 30 may identify this user selection and in response, select and playback an intermediate story part which relates to a firefighter.
- Such an intermediate story part relating to a firefighter is schematically represented in the timeline of FIG. 4 by a story part 70 b.
- Selection of the story part 70 b for playback as the Chapter 2 story part of the story is represented by the tail 72 of an arrow 74 .
- the Chapter 2 story part may describe a story setting relating to firefighters.
- the playback of story segment 70 b as the Chapter 2 story part of the story may begin following the termination of the playback of the story part 52 a as the Chapter 1 story part of the story. It is appreciated that in other embodiments, playback of a story segment may be terminated prior to completion of that story segment, depending upon the particular application.
- the user may elect to keep the clown's hat 22 a on as shown in FIG. 1A . If so, during the intermediate interval 44 b, the controller 30 may identify this user selection and in response, select and playback an intermediate story part which relates to a clown as the Chapter 2 story part of the story.
- Such an intermediate story part relating to a clown is schematically represented in the timeline of FIG. 4 by a story part 70 a.
- the Chapter 2 story part may describe a story setting relating to clowns.
- the user may initially select the cowboy hat 22 c as shown in FIG. 1C . If so, during the intermediate interval 44 b, the controller 30 may identify this user selection and in response, select and playback an intermediate story part which relates to a cowboy as the Chapter 2 story part of the story.
- Such an intermediate story part relating to a cowboy is schematically represented in the timeline of FIG. 4 by a story part 70 c.
- the Chapter 2 story part may describe a story setting relating to cowboys.
- the collection of intermediate story parts 70 a, 70 b, 70 c form a class of intermediate story parts designated as the “Chapter 2” class in FIG. 4 , in which the subject matter of each Chapter 2 story part 70 a, 70 b, 70 c of the Chapter 2 class is a common portion of the narrative sequence.
- the common subject matter of a story part of the Chapter 2 class describes a story setting. It is appreciated that a Chapter 2 class may be directed to other types of common subject matter.
- one of the alternative intermediate story parts 70 a, 70 b, 70 c may be selected from the Chapter 2 class of story parts and played back as “Chapter 2” of the ordered narrative sequence of the story being played.
- the remaining intermediate story parts for intermediate Chapters 3 and 4 may be selected and played back in narrative sequential order in a manner similar to that described above.
- the user has elected to keep the firefighter hat 22 b on the doll as identified in the next interval 44 c of the chronologically ordered sequence of time intervals.
- the next story part selected and played is story part 80 b as represented by tail 82 of an arrow 84 .
- Chapter 3 of the story is provided by story segment 80 b which relates to a firefighter hat.
- the Chapter 3 story part may describe action taken by a firefighter.
- intermediate story parts 80 a, 80 b, 80 c form a class of intermediate story parts designated as the “Chapter 3” class in FIG. 4 , in which the subject matter of each Chapter 3 story part 80 a, 80 b, 80 c of the Chapter 3 class is a common portion of the narrative sequence, that is, the description of an action taken by a character. It is appreciated that a Chapter 3 class may be directed to other types of common subject matter.
- one of the alternative intermediate story parts 80 a, 80 b, 80 c may be selected from the Chapter 3 class of story parts and played back as “Chapter 3” of the ordered narrative sequence of the story being played.
- the user elects to remove the firefighter hat 22 b and replace it with a clown hat 22 a which is identified in the next interval 44 d of the chronologically ordered sequence of time intervals.
- the next story part selected and played is story part 90 a as represented by tail 92 of an arrow 94 .
- Chapter 4 of the story is provided by story segment 90 a which relates to a clown hat.
- the Chapter 4 story part may describe a problem resulting from an action related to a clown.
- the collection of intermediate story parts 90 a, 90 b, 90 c form a class of intermediate story parts designated as the “Chapter 4” class in FIG. 4 , in which the subject matter of each Chapter 4 story part 90 a, 90 b, 90 c of the Chapter 4 class is a common portion of the narrative sequence, that is, a problem resulting from action taken by a character. It is appreciated that a Chapter 4 class may be directed to other types of common subject matter.
- one of the alternative intermediate story parts 90 a, 90 b, 90 c may be selected from the Chapter 4 class of story parts and played back as “Chapter 4” of the ordered narrative sequence of the story being played.
- the story has three intermediate story parts as presented by Chapters 2, 3 and 4. It is appreciated that a story may have a greater or lesser number of intermediate story parts in a narrative sequence, depending upon the particular application.
- a user selection for a toy is identified (block 100 ) in an end interval, such as the end interval 44 e.
- the interval 44 e for identifying a user selection may be initiated during, for example, the playback of the last intermediate story part, that is, the Chapter 4 class story part, in this example. It is appreciated that other events may be utilized to initiate an end interval for identifying a user selection.
- an end part of a story may be played (block 102 ) wherein the end part relates to the selection identified in the end interval 44 e.
- the user may elect to subsequently select the cowboy hat 22 c by removing the clown hat 22 a and replacing it with the cowboy hat 22 c as shown in FIG. 1C .
- the controller 30 may identify this user selection and in response, select and playback an end story part which relates to a cowboy.
- Such an end story part relating to a cowboy is schematically represented in the timeline of FIG. 4 by a story part 110 c. Selection of the story part 110 c for playback as the Chapter 5 story part of the story is represented by the head 112 of the arrow 94 .
- the Chapter 5 story part may describe a resolution of a problem relating to a cowboy.
- end story parts 110 a, 110 b, 110 c form a class of end story parts designated as the “Chapter 5” class in FIG. 4 , in which the subject matter of each Chapter 5 story part 110 a, 110 b, 110 c of the Chapter 5 class is a common portion of the narrative sequence, that is, resolution of a problem. It is appreciated that a Chapter 5 class may be directed to other types of common subject matter.
- one of the alternative end story parts 110 a, 110 b, 110 c may be selected from the Chapter 5 class of story parts and played back as “Chapter 5” of the ordered narrative sequence of the story being played.
- a complete story from beginning to end may be told by the toy 10 as represented by the arrows 56 , 74 , 84 and 94 .
- the story may be told in narrative sequence, beginning at the first chapter, Chapter 1, continuing through Chapters 2, 3 and 4 in order and ending with the final chapter, Chapter 5.
- the number of story lines may vary depending upon the number of story segments or chapters, and the number of choices for each segment or chapter.
- the narrative sequence of Chapters 1-5 is introduction of a character, followed by a description of the story setting, followed by action taken by a character, followed by a problem resulting from a character's action, followed by a resolution of a problem.
- the story part selected for each chapter may be selected from a class of story parts in which each story part of the class may relate to a common portion of the narrative sequence.
- the story part selected from a particular class relates both to the clothing article selected by the user for that portion of the story as well as to the particular portion of the narrative sequence for that class.
- the various story parts of each class for each Chapter may be worded in a generic fashion such that a story part for one Chapter relating to one user selection may be substituted with another story part from the same class for that Chapter but for a different user selection and yet maintain a degree of narrative continuity as the story progresses from Chapter to Chapter in sequence notwithstanding changes in the clothing article user selections.
- the lengths of the story parts of each chapter class are depicted in FIG. 4 has have the same duration. It is appreciated that story parts of a particular class may vary within a class such that a story part for one user selection may have a longer duration than the story part for a different user but within the same class of story parts. It is further appreciated that the placements and durations of the various intervals for sending user selections may vary, depending upon the particular application.
- the sensors 40 may include a plurality of magnetically actuated switches 120 a, 120 b, 120 c ( FIG. 3 ) which may be uniquely positioned on the body of the doll 12 to provide data indicating to the controller 30 the placement of a clothing article on the doll 12 and the identity of the particular clothing item.
- FIG. 5A is a schematic diagram showing the sensor switches 120 a, 12 b, 120 c disposed in three separate, unique locations on the head 24 of the doll 12 .
- each hat 22 a, 22 b, 22 c may have a sensor activator such as a magnet 130 a, 130 b, 130 c, respectively, disposed in a separate, unique location of the associated hat, as shown in FIGS.
- the clown hat 22 a may have a magnet 130 a disposed in the rear of the clown hat 22 a, positioned to be in close physical proximity to the similarly rear positioned sensor switch 120 a of the doll 12 , when the clown hat 22 a is placed on the head 24 of the doll 12 as schematically represented in FIG. 5A .
- the magnet 130 a is sufficiently close to the sensor switch 120 a to close the sensor switch 120 a when the clown hat 22 a is placed on the clown head 24 .
- the magnet 130 a is sufficiently far from the other sensor switches 120 b, 120 c to not actuate the switches 120 b, 120 c.
- the controller 30 can detect by the closure of one of the switches 120 a, 120 b, 120 c that a hat has been placed on the head 24 of the doll 12 . Furthermore, the controller 30 can identify the hat as the clown hat 22 a if the closed sensor switch is sensor switch 120 a.
- the firefighter hat 22 b may have a magnet 130 b disposed on one side of the firefighter hat 22 b, to be positioned to be in close physical proximity to the similarly side positioned sensor switch 120 b of the doll 12 , when the firefighter hat 22 b is placed on the head 24 of the doll 12 as schematically represented in FIG. 5B .
- the magnet 130 b is sufficiently close to the sensor switch 120 b to close the sensor switch 120 b when the firefighter hat 22 b is placed on the clown head 24 .
- the magnet 130 b is sufficiently far from the other sensor switches 120 a, 120 c to not actuate the switches 120 a, 120 c.
- the controller 30 can identify the hat placed on the doll as the firefighter hat 22 b if the closed sensor switch is sensor switch 120 b.
- the cowboy hat 22 c may be identified by the sensor switch 120 c as depicted in FIG. 5C by placing the cowboy hat magnet 130 c in a unique position such as the other side of the hat 22 c to actuate a correspondingly uniquely positioned sensor magnet 120 c.
- other types of sensors and sensor activators may be used to identify clothing articles being placed on the doll 12 .
- the locations of the sensors and sensor actuators may vary, depending upon the particular application.
- FIG. 7 illustrates one example of a computing environment which may be used with the described embodiments.
- the controller 30 may comprise a computer 202 which includes a processor 204 (such as one or more central processing units (CPU)), a basic input/output system (BIOS) 206 including code executed by the processor 204 to initialize and control various computer 202 components (e.g., input sensor circuits, and music and speech synthesizer output circuits) during a boot sequence.
- a processor 204 such as one or more central processing units (CPU)
- BIOS basic input/output system
- the computer components may include a keyboard, display screen, disk drives, serial communications, etc.
- the computer 202 includes a memory 208 , comprising one or more volatile memory devices, such as volatile random access memory (RAM), in which an operating system 210 , an application 211 , and one or more drivers 212 , such as a device driver interfacing with an attached device 214 a, 214 b . . . 214 n, may be loaded into the memory 208 implementing a runtime environment.
- RAM volatile random access memory
- the memory 208 may further include nonvolatile memory (e.g., a flash memory, Electronically Erasable Programmable Memory (EEPROM), optical disk drives, magnetic disk drives etc.) for storing data such as application data, story part data, speech data and music data.
- nonvolatile memory e.g., a flash memory, Electronically Erasable Programmable Memory (EEPROM), optical disk drives, magnetic disk drives etc.
- the nonvolatile memory may in one embodiment, be removable or updateable to permit substitute application data, story part data, speech data or music data to be provided to the computer 202 .
- Each device 214 a, 214 b, . . . 214 n may comprise any type of Input/Output (I/O) device internal or external to the body 32 of the toy 10 , such as the input sensors 40 , music and speech synthesizer circuits etc. As shown in FIG. 3 , audio circuits including speech and music synthesizer circuits may have an output speaker 220 which may be disposed inside the body 32 of the doll 12 or in an exterior location.
- I/O Input/Output
- the devices 214 a, 214 b, . . . 214 n may comprise a hard disk drive, or a video chipset, for example which may be integrated on the computer 202 motherboard or on an expansion card inserted in an expansion slot on the computer 202 motherboard.
- the BIOS 206 may be implemented in firmware in a non-volatile memory device on the computer 202 motherboard, such as a Flash memory, Read Only Memory (ROM), Programmable ROM (PROM), etc.
- the BIOS 206 code indicates the sequence of the boot operations.
- the operating system 210 may comprise a suitable operating system, such as a Microsoft® Windows® operating system, LinuxTM, Apple® Macintosh®, etc.
- the controller 30 including the computer 202 are disposed within the body 32 of the doll 12 .
- the controller 30 may comprise any computing device known in the art, such as a mainframe, server, personal computer, workstation, laptop, handheld computer, telephony device, network appliance, virtualization device, programmable or dedicated circuit, etc. Any suitable CPU or processor 204 or operating system may be used.
- the described operations may be implemented as a method, apparatus or article of manufacture using standard programming and/or engineering techniques to produce software, firmware, hardware, or any combination thereof.
- article of manufacture refers to code or logic implemented in a tangible medium, where such tangible medium may comprise hardware logic (e.g., an integrated circuit chip, Programmable Gate Array (PGA), Application Specific Integrated Circuit (ASIC), etc.) or a computer readable medium, such as magnetic storage medium (e.g., hard disk drives, floppy disks, tape, etc.), optical storage (CD-ROMs, optical disks, etc.), volatile and non-volatile memory devices (e.g., EEPROMs, ROMs, PROMs, RAMs, DRAMs, SRAMs, firmware, programmable logic, etc.).
- hardware logic e.g., an integrated circuit chip, Programmable Gate Array (PGA), Application Specific Integrated Circuit (ASIC), etc.
- a computer readable medium such as magnetic storage medium (e.g., hard disk drives, floppy disks
- Code in the computer readable medium is accessed and executed by a processor.
- the tangible medium in which the code or logic is encoded may also comprise transmission signals propagating through space or a transmission media, such as an optical fiber, copper wire, etc.
- the transmission signal in which the code or logic is encoded may further comprise a wireless signal, satellite transmission, radio waves, infrared signals, Bluetooth, etc.
- the transmission signal in which the code or logic is encoded is capable of being transmitted by a transmitting station and received by a receiving station, where the code or logic encoded in the transmission signal may be decoded and stored in hardware or a computer readable medium at the receiving and transmitting stations or devices.
- the “article of manufacture” may comprise a combination of hardware and software components in which the code is embodied, processed, and executed. Of course, those skilled in the art will recognize that many modifications may be made to this configuration without departing from the scope of the present description, and that the article of manufacture may comprise any suitable information bearing medium.
Abstract
Description
-
FIGS. 1A-1C are perspective views of a toy in accordance one embodiment of the present description, and depicted as wearing different clothing articles. -
FIG. 2 illustrates one example of operations of a toy in accordance with one embodiment of the present description. -
FIG. 3 is a partial cut away view illustrating interior components of the toy ofFIGS. 1A-1C . -
FIG. 4 is a schematic diagram illustrating selection of alternative story parts in a narrative sequence of a story. -
FIGS. 5A-5C are schematic diagrams illustrating sensor operation to identify different clothing items placed on the doll head ofFIGS. 1A-1C . -
FIGS. 6A-6C illustrate different sensor actuation device placements for different clothing items. -
FIG. 7 is a schematic diagram of a controller for the toy ofFIGS. 1A-1C . - In the following description, reference is made to the accompanying drawings which form a part hereof and which illustrate several embodiments. It is understood that other embodiments may be utilized and structural and operational changes may be made without departing from the scope of the descriptions provided.
-
FIGS. 1A-1C illustrate one example of anelectronic toy 10 which may be operated to play digital recordings of a story in accordance with one embodiment of the description provided herein, As described in greater detail below, in response to various user selections, portions of the story being played by thetoy 10 may change as the story is being played in a predetermined narrative sequence comprising a beginning part, followed by at least one intermediate part, and ending with an end part. - In the embodiment of
FIGS. 1A-1C , thetoy 10 includes adoll 12 in the shape of an animal such as a rabbit. It is appreciated that thedoll 12 may have other shapes including human and other animal shapes. It is further appreciated that thetoy 10 may have the overall shape of other objects such as trees and flowers and inanimate objects such as books, houses and automobiles, for example, as well as entirely fanciful shapes. -
FIG. 2 illustrates one example of operations of a toy, such as thetoy 10 in response to user selections. In one operation, a user selection for a toy is identified (block 20) in a beginning interval. In the illustrated embodiment, thedoll 12 has three different hats, aclown hat 22 a, a firefighter's hat 22 b and acowboy hat 22 c, as shown inFIGS. 1A, 1B and 1C, respectively. As described in greater detail below, a first user selection may be made by placing theclown hat 22 a on thehead 24 of thedoll 12 as shown inFIG. 1A . This selection by the user may be identified by acontroller 30 which may be disposed within thebody 32 of thedoll 12, as schematically represented inFIG. 3 . Thedoll 12 may have a plurality ofsensors 40 disposed in thehead 24 of thedoll 12 and positioned to sense placement of a particular hat of thehats head 24 of thedoll 12. Signals output by thesensors 40 may be input by thecontroller 30 to identify theparticular hat doll 12. It is appreciated that sensors may be used to detect user selection of other types of clothing articles and accessories for thedoll 12. -
FIG. 4 is a timeline depicting a plurality of time intervals 44 a-44 e in a chronological sequence. The sequence of intervals 44 a-44 e occurs in connection with the playing of a story in an ordered narrative sequence of story parts indicated as “Chapter 1,Chapter 2 . . . etc.” In the illustrated embodiment, theChapter 1 story part is directed to the introduction of a character. TheChapter 2 story part is directed to a description of the story setting. TheChapter 3 story part is directed to an action taken by a character. TheChapter 4 story part is directed to a problem resulting from an action. TheChapter 5 story part is directed to a resolution of a problem. In the illustrated embodiment, the story parts are played in narrative sequential order, starting with a beginning story part, that is,Chapter 1, followed by intermediate story parts, that is,Chapters Chapter 5, in this example. Thus, the narrative sequence of this embodiment is introduction of a character, followed by a description of the story setting, followed by action taken by a character, followed by a problem resulting from a character's action, followed by a resolution of that problem. It is appreciated that other narrative sequences may be utilized in other embodiments. - A first or beginning
interval 44 a for identifying a user selection may be initiated by, for example, turning on thetoy 10. Thetoy 10 may be turned on by closing a suitable switch, for example, to apply power from abatter pack 48 or other suitable power source, to thecontroller 30. It is appreciated that other events may be utilized to initiate a beginning interval for identifying a user selection. - In response to identifying (block 20) a user selection in a beginning interval such as the
interval 44 a, a beginning or introductory part of a story may be played (block 50) wherein the beginning part relates to the selection identified in the beginning interval. Thus, for example, the user may initially select theclown hat 22 a by placing theclown hat 22 a on thedoll 12 as shown inFIG. 1A . During thebeginning interval 44 a, thecontroller 30 may identify this user selection and in response, select and playback an introductory story part which relates to a clown. Such an introductory story part relating to a clown is schematically represented in the timeline ofFIG. 4 by a story segment orpart 52 a. Selection of thestory part 52 a for playback is represented by thetail 54 of anarrow 56. - Alternatively, the user may initially select the
firefighter hat 22 b as shown inFIG. 1B . If so, during thebeginning interval 44 a, thecontroller 30 may identify this user selection and in response, select and playback a beginning or introductory story part which relates to a firefighter. Such a beginning story part relating to a firefighter is schematically represented in the timeline ofFIG. 4 by a story segment orpart 52 b. Alternatively, the user may initially select thecowboy hat 22 c as shown inFIG. 1C . If so, during thebeginning interval 44 a, thecontroller 30 may identify this user selection and in response, select and playback an introductory story part which relates to a cowboy. Such an introductory story part relating to a cowboy is schematically represented in the timeline ofFIG. 4 by a story segment orpart 52 c. - The collection of beginning
story parts Chapter 1” class inFIG. 4 , in which the subject matter of eachChapter 1story part Chapter 1 class is a common portion of the narrative sequence. In the illustrated embodiment, the common subject matter of a story part of theChapter 1 class introduces a character. It is appreciated that aChapter 1 class may be directed to other types of common subject matter. In accordance with one aspect, one of the alternative beginningstory parts Chapter 1 class of story parts and played back as “Chapter 1” of the ordered narrative sequence of the story being played. - In another aspect of the description provided herein, alternative story parts may also be selected and substituted in real time, in response to user selections, as the story is played while maintaining the narrative sequence. Thus, in another operation, a user selection for a toy is identified (block 60) in an intermediate interval, such as the
intermediate interval 44 b. In the illustrated embodiment, theinterval 44 b for identifying a user selection may be initiated during, for example, the playback of the beginning story part, that is, theChapter 1 class story part, in this example. It is appreciated that other events may be utilized to initiate an intermediate interval for identifying a user selection. - In response to identifying (block 60) a user selection in an intermediate interval such as the
interval 44 b, an intermediate part of a story may be played (block 62) wherein the intermediate part relates to the selection identified in theintermediate interval 44 b. Thus, for example, after the user initially selects theclown hat 22 a in the beginninginterval 44 a, the user may subsequently select thefirefighter hat 22 b by removing theclown hat 22 a and replacing it with the firefighter hat as shown inFIG. 1B . During theintermediate interval 44 b, thecontroller 30 may identify this user selection and in response, select and playback an intermediate story part which relates to a firefighter. Such an intermediate story part relating to a firefighter is schematically represented in the timeline ofFIG. 4 by a story part 70 b. Selection of the story part 70 b for playback as theChapter 2 story part of the story is represented by thetail 72 of anarrow 74. Thus, theChapter 2 story part may describe a story setting relating to firefighters. - In the illustrated embodiment, the playback of story segment 70 b as the
Chapter 2 story part of the story, may begin following the termination of the playback of thestory part 52 a as theChapter 1 story part of the story. It is appreciated that in other embodiments, playback of a story segment may be terminated prior to completion of that story segment, depending upon the particular application. - Alternatively, the user may elect to keep the clown's
hat 22 a on as shown inFIG. 1A . If so, during theintermediate interval 44 b, thecontroller 30 may identify this user selection and in response, select and playback an intermediate story part which relates to a clown as theChapter 2 story part of the story. Such an intermediate story part relating to a clown is schematically represented in the timeline ofFIG. 4 by astory part 70 a. Thus, theChapter 2 story part may describe a story setting relating to clowns. - Alternatively, the user may initially select the
cowboy hat 22 c as shown inFIG. 1C . If so, during theintermediate interval 44 b, thecontroller 30 may identify this user selection and in response, select and playback an intermediate story part which relates to a cowboy as theChapter 2 story part of the story. Such an intermediate story part relating to a cowboy is schematically represented in the timeline ofFIG. 4 by astory part 70 c. Thus, theChapter 2 story part may describe a story setting relating to cowboys. - The collection of
intermediate story parts Chapter 2” class inFIG. 4 , in which the subject matter of eachChapter 2story part Chapter 2 class is a common portion of the narrative sequence. In the illustrated embodiment, the common subject matter of a story part of theChapter 2 class describes a story setting. It is appreciated that aChapter 2 class may be directed to other types of common subject matter. In accordance with one aspect, one of the alternativeintermediate story parts Chapter 2 class of story parts and played back as “Chapter 2” of the ordered narrative sequence of the story being played. - The remaining intermediate story parts for
intermediate Chapters FIG. 4 , the user has elected to keep thefirefighter hat 22 b on the doll as identified in the next interval 44 c of the chronologically ordered sequence of time intervals. Hence, the next story part selected and played isstory part 80 b as represented bytail 82 of anarrow 84. Accordingly,Chapter 3 of the story is provided bystory segment 80 b which relates to a firefighter hat. Thus, theChapter 3 story part may describe action taken by a firefighter. - The collection of
intermediate story parts Chapter 3” class inFIG. 4 , in which the subject matter of eachChapter 3story part Chapter 3 class is a common portion of the narrative sequence, that is, the description of an action taken by a character. It is appreciated that aChapter 3 class may be directed to other types of common subject matter. In accordance with one aspect, one of the alternativeintermediate story parts Chapter 3 class of story parts and played back as “Chapter 3” of the ordered narrative sequence of the story being played. - Next, in the example of
FIG. 4 , the user elects to remove thefirefighter hat 22 b and replace it with aclown hat 22 a which is identified in thenext interval 44 d of the chronologically ordered sequence of time intervals. Hence, the next story part selected and played isstory part 90 a as represented bytail 92 of anarrow 94. Accordingly,Chapter 4 of the story is provided bystory segment 90 a which relates to a clown hat. Thus, theChapter 4 story part may describe a problem resulting from an action related to a clown. - The collection of
intermediate story parts Chapter 4” class inFIG. 4 , in which the subject matter of eachChapter 4story part Chapter 4 class is a common portion of the narrative sequence, that is, a problem resulting from action taken by a character. It is appreciated that aChapter 4 class may be directed to other types of common subject matter. In accordance with one aspect, one of the alternativeintermediate story parts Chapter 4 class of story parts and played back as “Chapter 4” of the ordered narrative sequence of the story being played. - In the illustrated embodiment, the story has three intermediate story parts as presented by
Chapters - Following selection of the intermediate story parts in sequential order, in another operation, a user selection for a toy is identified (block 100) in an end interval, such as the
end interval 44 e. In the illustrated embodiment, theinterval 44 e for identifying a user selection may be initiated during, for example, the playback of the last intermediate story part, that is, theChapter 4 class story part, in this example. It is appreciated that other events may be utilized to initiate an end interval for identifying a user selection. - In response to identifying (block 100) a user selection in an intermediate interval such as the
interval 44 b, an end part of a story may be played (block 102) wherein the end part relates to the selection identified in theend interval 44 e. Thus, for example, the user may elect to subsequently select thecowboy hat 22 c by removing theclown hat 22 a and replacing it with thecowboy hat 22 c as shown inFIG. 1C . During theend interval 44 e, thecontroller 30 may identify this user selection and in response, select and playback an end story part which relates to a cowboy. Such an end story part relating to a cowboy is schematically represented in the timeline ofFIG. 4 by astory part 110 c. Selection of thestory part 110 c for playback as theChapter 5 story part of the story is represented by thehead 112 of thearrow 94. Thus, theChapter 5 story part may describe a resolution of a problem relating to a cowboy. - The collection of
end story parts Chapter 5” class inFIG. 4 , in which the subject matter of eachChapter 5story part Chapter 5 class is a common portion of the narrative sequence, that is, resolution of a problem. It is appreciated that aChapter 5 class may be directed to other types of common subject matter. In accordance with one aspect, one of the alternativeend story parts Chapter 5 class of story parts and played back as “Chapter 5” of the ordered narrative sequence of the story being played. - In this manner, a complete story from beginning to end may be told by the
toy 10 as represented by thearrows Chapter 1, continuing throughChapters Chapter 5. Thus, in the illustrated embodiment, there are 153 (3 to the 5th power) possible story lines resulting from 5 chapters and three choices for each chapter in accordance with the user selection of a hat. The number of story lines may vary depending upon the number of story segments or chapters, and the number of choices for each segment or chapter. In the illustrated embodiment, the narrative sequence of Chapters 1-5 is introduction of a character, followed by a description of the story setting, followed by action taken by a character, followed by a problem resulting from a character's action, followed by a resolution of a problem. While maintaining this narrative sequence, the story part selected for each chapter may be selected from a class of story parts in which each story part of the class may relate to a common portion of the narrative sequence. Thus, the story part selected from a particular class relates both to the clothing article selected by the user for that portion of the story as well as to the particular portion of the narrative sequence for that class. - In one embodiment, the various story parts of each class for each Chapter may be worded in a generic fashion such that a story part for one Chapter relating to one user selection may be substituted with another story part from the same class for that Chapter but for a different user selection and yet maintain a degree of narrative continuity as the story progresses from Chapter to Chapter in sequence notwithstanding changes in the clothing article user selections.
- In the illustrated embodiment, the lengths of the story parts of each chapter class are depicted in
FIG. 4 has have the same duration. It is appreciated that story parts of a particular class may vary within a class such that a story part for one user selection may have a longer duration than the story part for a different user but within the same class of story parts. It is further appreciated that the placements and durations of the various intervals for sending user selections may vary, depending upon the particular application. - In the illustrated embodiment, the
sensors 40 may include a plurality of magnetically actuatedswitches FIG. 3 ) which may be uniquely positioned on the body of thedoll 12 to provide data indicating to thecontroller 30 the placement of a clothing article on thedoll 12 and the identity of the particular clothing item. For example,FIG. 5A is a schematic diagram showing the sensor switches 120 a, 12 b, 120 c disposed in three separate, unique locations on thehead 24 of thedoll 12. Furthermore, eachhat magnet FIGS. 6 a, 6 b and 6 c, respectively. Thus, theclown hat 22 a may have amagnet 130 a disposed in the rear of theclown hat 22 a, positioned to be in close physical proximity to the similarly rear positionedsensor switch 120 a of thedoll 12, when theclown hat 22 a is placed on thehead 24 of thedoll 12 as schematically represented inFIG. 5A . Themagnet 130 a is sufficiently close to thesensor switch 120 a to close thesensor switch 120 a when theclown hat 22 a is placed on theclown head 24. Conversely themagnet 130 a is sufficiently far from theother sensor switches switches controller 30 can detect by the closure of one of theswitches head 24 of thedoll 12. Furthermore, thecontroller 30 can identify the hat as theclown hat 22 a if the closed sensor switch issensor switch 120 a. - Similarly, the
firefighter hat 22 b may have amagnet 130 b disposed on one side of thefirefighter hat 22 b, to be positioned to be in close physical proximity to the similarly side positionedsensor switch 120 b of thedoll 12, when thefirefighter hat 22 b is placed on thehead 24 of thedoll 12 as schematically represented inFIG. 5B . Themagnet 130 b is sufficiently close to thesensor switch 120 b to close thesensor switch 120 b when thefirefighter hat 22 b is placed on theclown head 24. Conversely themagnet 130 b is sufficiently far from theother sensor switches switches controller 30 can identify the hat placed on the doll as thefirefighter hat 22 b if the closed sensor switch issensor switch 120 b. Thecowboy hat 22 c may be identified by thesensor switch 120 c as depicted inFIG. 5C by placing thecowboy hat magnet 130 c in a unique position such as the other side of thehat 22 c to actuate a correspondingly uniquely positionedsensor magnet 120 c. It is appreciated that other types of sensors and sensor activators may be used to identify clothing articles being placed on thedoll 12. It is further appreciate that the locations of the sensors and sensor actuators may vary, depending upon the particular application. -
FIG. 7 illustrates one example of a computing environment which may be used with the described embodiments. In this embodiment, thecontroller 30 may comprise acomputer 202 which includes a processor 204 (such as one or more central processing units (CPU)), a basic input/output system (BIOS) 206 including code executed by theprocessor 204 to initialize and controlvarious computer 202 components (e.g., input sensor circuits, and music and speech synthesizer output circuits) during a boot sequence. In alternative embodiments, the computer components may include a keyboard, display screen, disk drives, serial communications, etc.) Thecomputer 202 includes amemory 208, comprising one or more volatile memory devices, such as volatile random access memory (RAM), in which anoperating system 210, anapplication 211, and one ormore drivers 212, such as a device driver interfacing with an attacheddevice memory 208 implementing a runtime environment. In some applications, thememory 208 may further include nonvolatile memory (e.g., a flash memory, Electronically Erasable Programmable Memory (EEPROM), optical disk drives, magnetic disk drives etc.) for storing data such as application data, story part data, speech data and music data. The nonvolatile memory may in one embodiment, be removable or updateable to permit substitute application data, story part data, speech data or music data to be provided to thecomputer 202. - Each
device body 32 of thetoy 10, such as theinput sensors 40, music and speech synthesizer circuits etc. As shown inFIG. 3 , audio circuits including speech and music synthesizer circuits may have anoutput speaker 220 which may be disposed inside thebody 32 of thedoll 12 or in an exterior location. - In other embodiments, the
devices computer 202 motherboard or on an expansion card inserted in an expansion slot on thecomputer 202 motherboard. TheBIOS 206 may be implemented in firmware in a non-volatile memory device on thecomputer 202 motherboard, such as a Flash memory, Read Only Memory (ROM), Programmable ROM (PROM), etc. TheBIOS 206 code indicates the sequence of the boot operations. Theoperating system 210 may comprise a suitable operating system, such as a Microsoft® Windows® operating system, Linux™, Apple® Macintosh®, etc. (Microsoft and Windows are registered trademarks of Microsoft Corporation, Apple and Macintosh are registered trademarks of Apple Computer, Inc., and Linux is a trademark of Linus Torvalds). In the illustrated embodiment, thecontroller 30 including thecomputer 202 are disposed within thebody 32 of thedoll 12. However, it is appreciated that thecontroller 30 may comprise any computing device known in the art, such as a mainframe, server, personal computer, workstation, laptop, handheld computer, telephony device, network appliance, virtualization device, programmable or dedicated circuit, etc. Any suitable CPU orprocessor 204 or operating system may be used. - The described operations may be implemented as a method, apparatus or article of manufacture using standard programming and/or engineering techniques to produce software, firmware, hardware, or any combination thereof. The term “article of manufacture” as used herein refers to code or logic implemented in a tangible medium, where such tangible medium may comprise hardware logic (e.g., an integrated circuit chip, Programmable Gate Array (PGA), Application Specific Integrated Circuit (ASIC), etc.) or a computer readable medium, such as magnetic storage medium (e.g., hard disk drives, floppy disks, tape, etc.), optical storage (CD-ROMs, optical disks, etc.), volatile and non-volatile memory devices (e.g., EEPROMs, ROMs, PROMs, RAMs, DRAMs, SRAMs, firmware, programmable logic, etc.). Code in the computer readable medium is accessed and executed by a processor. The tangible medium in which the code or logic is encoded may also comprise transmission signals propagating through space or a transmission media, such as an optical fiber, copper wire, etc. The transmission signal in which the code or logic is encoded may further comprise a wireless signal, satellite transmission, radio waves, infrared signals, Bluetooth, etc. The transmission signal in which the code or logic is encoded is capable of being transmitted by a transmitting station and received by a receiving station, where the code or logic encoded in the transmission signal may be decoded and stored in hardware or a computer readable medium at the receiving and transmitting stations or devices. Additionally, the “article of manufacture” may comprise a combination of hardware and software components in which the code is embodied, processed, and executed. Of course, those skilled in the art will recognize that many modifications may be made to this configuration without departing from the scope of the present description, and that the article of manufacture may comprise any suitable information bearing medium.
- The foregoing description of various embodiments has been presented for the purposes of illustration. It is not intended to be exhaustive or to limit to the precise form disclosed. Many modifications and variations are possible in light of the above teaching.
Claims (31)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US11/255,055 US20070087655A1 (en) | 2005-10-19 | 2005-10-19 | Interleaving story toy |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US11/255,055 US20070087655A1 (en) | 2005-10-19 | 2005-10-19 | Interleaving story toy |
Publications (1)
Publication Number | Publication Date |
---|---|
US20070087655A1 true US20070087655A1 (en) | 2007-04-19 |
Family
ID=37948712
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US11/255,055 Abandoned US20070087655A1 (en) | 2005-10-19 | 2005-10-19 | Interleaving story toy |
Country Status (1)
Country | Link |
---|---|
US (1) | US20070087655A1 (en) |
Cited By (8)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20090163111A1 (en) * | 2007-12-20 | 2009-06-25 | Hallmark Card, Incorporated | Interactive toy with positional sensor |
WO2015073530A1 (en) * | 2013-11-12 | 2015-05-21 | Hallmark Cards, Incorporated | System and method for story assembly |
CN108352040A (en) * | 2015-11-26 | 2018-07-31 | 美泰克C&K株式会社 | The linkage of the content and external equipment based on scene of capital equipment |
EP3092043B1 (en) | 2014-01-09 | 2021-03-03 | Boxine GmbH | Toy |
US11045738B1 (en) * | 2016-12-13 | 2021-06-29 | Hasbro, Inc. | Motion and toy detecting body attachment |
US11213762B1 (en) * | 2019-06-25 | 2022-01-04 | Sylvia Towns | Customizable toy figure including a book |
US20220331706A1 (en) * | 2021-04-19 | 2022-10-20 | Amanda Huxta | Doll And Interchangeable Hat Assembly |
US20230404300A1 (en) * | 2022-05-22 | 2023-12-21 | Annette Bentley Smith | Bedsheet with children's story book, game and plush |
Citations (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5290198A (en) * | 1989-08-19 | 1994-03-01 | Yugen Kaisha Nakashou Giken | Nursing doll with sound means |
US5376038A (en) * | 1994-01-18 | 1994-12-27 | Toy Biz, Inc. | Doll with programmable speech activated by pressure on particular parts of head and body |
US5607336A (en) * | 1992-12-08 | 1997-03-04 | Steven Lebensfeld | Subject specific, word/phrase selectable message delivering doll or action figure |
US6171168B1 (en) * | 1998-08-24 | 2001-01-09 | Carterbench Product Development Limited | Sound and action key with recognition capabilities |
US6190174B1 (en) * | 1999-06-03 | 2001-02-20 | Kader Industrial Company Limited | Electronic story board |
US6554679B1 (en) * | 1999-01-29 | 2003-04-29 | Playmates Toys, Inc. | Interactive virtual character doll |
US6719604B2 (en) * | 2000-01-04 | 2004-04-13 | Thinking Technology, Inc. | Interactive dress-up toy |
-
2005
- 2005-10-19 US US11/255,055 patent/US20070087655A1/en not_active Abandoned
Patent Citations (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5290198A (en) * | 1989-08-19 | 1994-03-01 | Yugen Kaisha Nakashou Giken | Nursing doll with sound means |
US5607336A (en) * | 1992-12-08 | 1997-03-04 | Steven Lebensfeld | Subject specific, word/phrase selectable message delivering doll or action figure |
US5376038A (en) * | 1994-01-18 | 1994-12-27 | Toy Biz, Inc. | Doll with programmable speech activated by pressure on particular parts of head and body |
US6171168B1 (en) * | 1998-08-24 | 2001-01-09 | Carterbench Product Development Limited | Sound and action key with recognition capabilities |
US6554679B1 (en) * | 1999-01-29 | 2003-04-29 | Playmates Toys, Inc. | Interactive virtual character doll |
US6190174B1 (en) * | 1999-06-03 | 2001-02-20 | Kader Industrial Company Limited | Electronic story board |
US6719604B2 (en) * | 2000-01-04 | 2004-04-13 | Thinking Technology, Inc. | Interactive dress-up toy |
Cited By (11)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20090163111A1 (en) * | 2007-12-20 | 2009-06-25 | Hallmark Card, Incorporated | Interactive toy with positional sensor |
US8092271B2 (en) * | 2007-12-20 | 2012-01-10 | Hallmark Cards, Incorporated | Interactive toy with positional sensor |
WO2015073530A1 (en) * | 2013-11-12 | 2015-05-21 | Hallmark Cards, Incorporated | System and method for story assembly |
EP3092043B1 (en) | 2014-01-09 | 2021-03-03 | Boxine GmbH | Toy |
CN108352040A (en) * | 2015-11-26 | 2018-07-31 | 美泰克C&K株式会社 | The linkage of the content and external equipment based on scene of capital equipment |
US20180250596A1 (en) * | 2015-11-26 | 2018-09-06 | Mtek C&K Co.,Ltd. | Interworking between scenario-based content of main device and external device |
US11045738B1 (en) * | 2016-12-13 | 2021-06-29 | Hasbro, Inc. | Motion and toy detecting body attachment |
US11213762B1 (en) * | 2019-06-25 | 2022-01-04 | Sylvia Towns | Customizable toy figure including a book |
US20220331706A1 (en) * | 2021-04-19 | 2022-10-20 | Amanda Huxta | Doll And Interchangeable Hat Assembly |
US11484805B1 (en) * | 2021-04-19 | 2022-11-01 | Amanda Huxta | Doll and interchangeable hat assembly |
US20230404300A1 (en) * | 2022-05-22 | 2023-12-21 | Annette Bentley Smith | Bedsheet with children's story book, game and plush |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US20070087655A1 (en) | Interleaving story toy | |
US10503263B2 (en) | Systems and methods for Foley-style haptic content creation | |
US10258882B2 (en) | Recording companion | |
US6693515B2 (en) | Sequenced audio help label | |
US20150133023A1 (en) | System and method for story assembly | |
EP0715869A4 (en) | Game device and method of replaying game | |
ATE547793T1 (en) | RECEIVE TRICKPLAY COMMAND, CONTROL BLU-RAY APPLET WITH TRICKPLAY STATUS AND APPLET MANAGEMENT INFORMATION | |
US9235949B2 (en) | Point-of-sale integrated storage devices, systems for programming integrated storage devices, and methods for providing custom sounds to toys | |
EP1394791B9 (en) | Displaying an instructed position of a recording medium, defined by information processing unit, display method, program, recording medium and reproducing unit | |
JP2001046742A5 (en) | ||
CN105700675A (en) | video gameplay haptics | |
JP2019521440A (en) | Device and related method | |
CN101088085A (en) | Portable audio playback device and method for operation thereof | |
JPH0341800B2 (en) | ||
CN105094644B (en) | For the voice search method and system of application program | |
CN109410958A (en) | Phonetic prompt method, device and water dispenser | |
US20140292640A1 (en) | Computer readable medium having program recorded therein, information processing apparatus, information processing method, and information processing system | |
WO2008114271A8 (en) | Automatic controlled pre allotted parking system | |
US20100028842A1 (en) | Interactive Learning Toy | |
CN106506325A (en) | Picture sharing method and device | |
US20070084332A1 (en) | Crib toy | |
US8913871B2 (en) | Electronic device and playing method thereof | |
CN110882539A (en) | Animation display method and device, storage medium and electronic device | |
CN108228299A (en) | Display methods and electronic equipment | |
GB2296346A (en) | Alarm clock |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AS | Assignment |
Owner name: SMALL WORLD KIDS INC., CALIFORNIA Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:RIFKIN, ANDREW BRUCE;REEL/FRAME:017127/0175 Effective date: 20051013 |
|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |
|
AS | Assignment |
Owner name: SMALL WORLD TOYS ENTERPRISES LLC, NEW YORK Free format text: TRANSFER STATEMENT;ASSIGNORS:VALENS U.S. SPV I, LLC;VALENS OFFSHORE SPV II, CORP.;REEL/FRAME:023065/0001 Effective date: 20090630 Owner name: SMALL WORLD TOYS ENTERPRISES LLC,NEW YORK Free format text: TRANSFER STATEMENT;ASSIGNORS:VALENS U.S. SPV I, LLC;VALENS OFFSHORE SPV II, CORP.;REEL/FRAME:023065/0001 Effective date: 20090630 |
|
AS | Assignment |
Owner name: LV ADMINISTRATIVE SERVICES, INC., NEW YORK Free format text: INTELLECTUAL PROPERTY SECURITY AGREEMENT;ASSIGNOR:SMALL WORLD TOYS ENTERPRISES LLC;REEL/FRAME:023085/0951 Effective date: 20090630 Owner name: LV ADMINISTRATIVE SERVICES, INC.,NEW YORK Free format text: INTELLECTUAL PROPERTY SECURITY AGREEMENT;ASSIGNOR:SMALL WORLD TOYS ENTERPRISES LLC;REEL/FRAME:023085/0951 Effective date: 20090630 |
|
AS | Assignment |
Owner name: SMALL WORLD TOYS ENTERPRISES LLC, CALIFORNIA Free format text: RELEASE BY SECURED PARTY;ASSIGNOR:LV ADMINISTRATIVE SERVICES, INC.;REEL/FRAME:030681/0647 Effective date: 20130618 |