WO2009095663A1 - Interactive toy - Google Patents

Interactive toy Download PDF

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Publication number
WO2009095663A1
WO2009095663A1 PCT/GB2009/000239 GB2009000239W WO2009095663A1 WO 2009095663 A1 WO2009095663 A1 WO 2009095663A1 GB 2009000239 W GB2009000239 W GB 2009000239W WO 2009095663 A1 WO2009095663 A1 WO 2009095663A1
Authority
WO
WIPO (PCT)
Prior art keywords
processor
sensor output
interactive toy
toy
output
Prior art date
Application number
PCT/GB2009/000239
Other languages
French (fr)
Inventor
Omri Rothschild
Original Assignee
All In 1 Products Limited
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by All In 1 Products Limited filed Critical All In 1 Products Limited
Publication of WO2009095663A1 publication Critical patent/WO2009095663A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H3/00Dolls
    • A63H3/28Arrangements of sound-producing means in dolls; Means in dolls for producing sounds
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H5/00Musical or noise- producing devices for additional toy effects other than acoustical
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H2200/00Computerized interactive toys, e.g. dolls

Definitions

  • the present invention relates to an interactive toy, in particular to a soft toy which provides feedback in response to a user's actions.
  • Interactive toys which provide a response when a user, particularly a child, moves the toy from one orientation to another.
  • toys are known in which sound or speech is generated when the orientation of the toy is changed.
  • US 4,318,245 describes a doll having a synthesizer for producing speech sounds. The doll can only detect two general orientations, upright and head down, and plays each of the speech sounds sequentially.
  • US4809335, US6193580 and US2002/0102908 all disclose toys, e.g. a ball, a doll or pushchair, having sensors which indicate motion, orientation and/or inclination and sound generators which generate sound outputs dependent on the sensor output. The sound generation occurs solely in response to sensor outputs. No sounds are generated in advance of sensed motion.
  • WOOl/19473 discloses a toy with a vibration sensor which can sense motion and frequency of change of direction of motion, to indicate e.g. hard shaking of the toy.
  • the vibration sensor cannot distinguish between different directions of motion, just how frequently the direction changes.
  • the motion is monitored over a pre-determined time period and if vibrations over a period equal or exceed a present threshold then a randomiser is activated.
  • the randomiser selects an audible output to be output by a sound generator from a store of recorded audible outputs.
  • the frequency of motion can affect the operation of the randomiser, with e.g. "hard shaking” causing the randomiser to select from a sub-set of the total set of recorded audible outputs .
  • US6210278 discloses a toy with a plurality of manually operable inputs; it has no motion sensor indicating motion, orientation and/or inclination of the toy as a whole.
  • the toy outputs via a sound generator an audible instruction to a player to operate one of the inputs and then a processor monitors whether the correct input is operated by the player and whether the input is generated within a preset time period.
  • Each generated instruction is an instruction to operate a single input only, rather than a sequence of inputs .
  • the present invention provides an interactive toy comprising: a body, having located therein: an electrical sensor which senses movement of the body as a whole and has an output; an electronic memory having a plurality of stored sounds ; an electrical sound generator; and an electronic processor which receives the sensor output and controls the sound generator to play stored sounds selected from the memory by the processor; and characterised in that the processor operates by controlling the sound generator to issue an audible instruction selected by the processor from sounds stored by the electronic memory, which instruction has an expected sensor output associated therewith; the processor compares the received sensor output with the expected sensor output; and the processor next controls the sound generator to play a further stored sound selected from the memory by the processor, the selection of the further sound file varying in dependence on whether the received sensor output matches the expected sensor output .
  • Figure 1 is a perspective view of the toy of the present invention.
  • Figure 2 is a schematic view of a movement sensor located in the toy of Figure 1.
  • Figure 1 shows a toy 1.
  • the toy 1 is a soft toy (plush toy) , which may be in the form of an animal, human, or cartoon character, or may have any exterior shape or decoration.
  • the toy 1 is sized to be easily picked up and manipulated by a child.
  • the toy 1 has a body 2, to which may be attached limbs 4 and a head 6 to resemble an animal, doll or cartoon character.
  • the toy 1 is used to play an interactive game with a user.
  • the toy 1 plays a pre-recorded sound, in particular, speech, instructing the user to move or position the toy 1 in a particular way.
  • the toy 1 plays further pre-recorded speech or sounds in response.
  • the toy 1 then proceeds to play further audible instructions, and the process is repeated.
  • the electronics module 10 is located within the body 2.
  • the electronics module 10 preferably comprises the following connected components: a processor 12, a sensor 16, and a sound generation means comprising a memory 14 and a loud speaker 18. These components are powered by a power supply 20.
  • the components are shown located on a board 22 (but may be dispersed in the body 2) .
  • the sensor 16 detects movement and orientation along two non-parallel axes which together define a plane. One axis is marked as A-A in the Figure and the second axis is marked as C-C and is perpendicular to the first axis A-A.
  • the sensor 16 can detect translational movement along the axes A-A and C-C and tilting about a further axis B-B, perpendicular to both axes A-A and B-B.
  • the sensor 16 detects motion of the body 2 as a whole, rather than motion of the limbs 4 and head 2 relative to the body 2.
  • the sensor records translational motion or tilting of the body 2 as a whole, i.e. as an integer.
  • the sensor 16 comprises a ball bearing (200 in Figure 2) in a cross tube (cruciform tube) , which is shown as 201 in Figure 2.
  • a ball bearing 200 When the ball bearing 200 reaches one of the four ends 202 7 203, 204, 205 of the cross, it engages a pair of electrical contacts (206, 207; 208, 209; 210, 211; 212, 213) to complete an electrical circuit and thus its position is recorded by the processor 12.
  • the ball bearing 200 responds to a force on it, which may be due to up, down, left or right movement of the toy 1 as a whole, or may be due to gravity when the toy 1 is stationary.
  • the four arms 220, 221, 222, 223 of the cross extend vertically up and down, and laterally left and right.
  • The. arms 220, 222 both extend along the axis A-A with their own axes coincident with axis A-A.
  • the arms 203, 205 both extend along the axis C-C, with their own axes coincident with axis C-C.
  • the cruciform tube has curved junction surfaces joining each arm 220, 221, 222, 223, to its adjacent arms so that the ball bearing 200 can move freely between the arms 220, 221, 222, 223 when a force is applied.
  • the sensor 16 detects movement in an up, down, left and right direction; i.e. along the first and second axes A-A and C-C.
  • the sensor 16 can also produce an output of 'no contact', when the ball bearing 200 is centred and not in engagement with any of the contacts at the four ends 202, 203, 204, 205 of the uniform tube. This occurs when the cross tube lies on a horizontal plane.
  • the arms in which the ball bearing rolls are preferably inclined away from the centre of the tube relative to the plane containing the axes A-A and C-C, so that the ball bearing moves under gravity to the centre of the cruciform tube when the cruciform tube lies on a horizontal plane, with the axes A-A and C-C extending generally in a parallel horizontal plane.
  • the sensor 16 output will indicate this by the 'no contact' signal.
  • the toy 1 preferably only has a single movement/orientation sensor 16.
  • the processor 12 receives signals from the sensor 16 as to the current movement/orientation of the toy 1.
  • the processor 12 executes a program, retrieving the required sound data from the memory 14 and playing it through the loud speaker 18 to play a game.
  • the memory 14 stores a plurality of sets of sound data, preferably in the form of sets of pre-recorded speech.
  • the memory 14 stores speech data forming a plurality of instruction speeches, stating the required position/movement of the toy 1.
  • the stored speech data also comprises a plurality of response speeches, stating a response to a correct and an incorrect position/movement of the toy 1.
  • Each of the movements/ orientations have an instruction speech and a response speech associated with it, so that following a particular instruction, there is a particular response speech if the toy is correctly positioned/moved as instructed.
  • a different response speech is played if the toy is not correctly positioned/moved as instructed.
  • Different instructions each have their own responses which are preferably unique to that instruction. Alternatively, one or more responses may be shared by different movements/orientations .
  • the memory 14 may also store sound data providing an introductory speech explaining the rules of the game, and terminating speech, including the provision of the final score .
  • the sensor output is one of a number of discrete values indicating the position of the ball bearing 200.
  • the processor 12 may receive the output from the sensor 16 over a pre-determined period of time. The output from the sensor 16 may change in this period, i.e. may output more than one of the possible output value (i.e. Up, Down, Left, Right) .
  • the processor 12 interprets the sensor 16 output as one of several movements/orientations. At least one of the recognised movements is identified by more than one tilt sensor 16 output. Preferably, at least one of the recognised movements is identified by two or more, three or more, four or more, or higher numbers, of changes in the sensor output.
  • the variation in sensor output i.e.
  • a change between Up, Down, Left, Right, (and optionally no contact) may be in a pre-determined period of time or may be a set number of variations.
  • two or more, the majority, or all of the recognised movements are identified by more than one sensor 16 output.
  • a particular movement can be associated with a key condition to be met in order to be recognised by the processor 12, in which case the processor 12 will not require a fixed order or sequence of sensor 16 outputs in order to recognise the movement, so long as the key condition is met.
  • the processor 12 may determine that an orientation is achieved by the absence of one or more sensor outputs .
  • the sensor output corresponding with a stored sound may be two or more signals repeated a number of times, for example Up and Down signals within 0.6 seconds.
  • the sensor output corresponding with a stored sound may be one or more of a set of allowable signals, the total number of allowable signals in any order defining a movement.
  • the set may be Left, Right and Down, which are a sub-set of the possible signals.
  • a sensor output having six of any these signals e.g. Left twice, Right twice and Down twice, or Left twice and Down four times) would correspond with a stored sound. This allows flexibility in the movement of the toy 1 to meet the spoken instruction, and so makes it easier for the user to successfully move or orientate the toy.
  • the pre-determined period of time may be different for different instructions.
  • the pre-determined time may be associated with the preceding sound instruction, such that the period of time used by the processor to receive and identify the sensor output is selected according to the instruction.
  • the apparatus can operate with the processor 12 instructing the output of an audible command to execute a plurality of actions requiring movement of the toy as a whole in a particular direction.
  • the apparatus can monitor, from the output of the cruciform sensor, whether the commanded motions are executed by the player and whether they are executed in a correct order (and in some games also within a time period selected by the processor and associated with the sequence of movements) . If the sensed sequence of movements is incorrect (or not completed in time) then a "fail" audio file output is instructed by the processor.
  • the "fail” output could be a "try again” output, in which case the sequence of commands would be repeated and the player would try again; if the player fails e.g.
  • a "game over" audio file output would be output and the game reset to a start condition. If the player is successful then the processor 12 will instruct a new sequence of commands, in number one greater than the number of commands of the previous sequence . The commands of each sequence will be randomly generated.
  • the movements/orientations of the body 2 are determined by the processor 12 from five different states of the sensor output: "left” contacts (212, 213), “right” contacts (208, 209), “up” contacts (206, 207), “down” contacts (210, 211) and “no contacts” .
  • Examples of expected sensor outputs associated with audible commands are:
  • This arrangement allows a relatively simple and inexpensive sensor to detect a wide range of movements. In particular, it is not necessary to use a more complicated sensor, or additional sensor, to detect movement in three- dimensions. It has been found that detecting translational movement in only two-dimensions, and using the above algorithm and sensor orientation, is sufficient to detect several different movements.
  • the game play could include instructing the player to move with the toy. For instance the user could be instructed to: jump while holding the toy; or lie down while holding the toy. These commands could be in addition to commands to e.g.: hold the toy upside down; then hold the right way up; then swing the toy from side to side.
  • the processor 12 can be programmed so that it "ignores" repeats of the actions; e.g.
  • the processor can be set to await the next "different” sensor output indicating a change in motion of the toy, so that repeated jumps will not trigger a “fail output” and instead a “fail” output will result only if the next "different” sensor output is not as expected.
  • the sensor 16 can detect direction of translational movement (at least up/down and left/right) and so commands requiring a direction of movement can be given.
  • the toy 1 may play a version of the well known game "Simon Says” .
  • the aim is to follow the instructions given when preceded by the words
  • the toy 1 may first play an introductory speech setting out the rules.
  • the processor 12 randomly selects whether to start an instruction with "Simon Says" (or equivalent) , with the chances skewed to start the majority of instructions with "Simon Says”.
  • the processor 12 also randomly selects one of the instructions requesting a particular movement/orientation.
  • the selected speech is retrieved from the memory 14 and played through the loud speaker.
  • the user then moves or orientates the toy 1 as a whole if the spoken instruction was preceded by "Simon Says", and does not move the toy 1 if not preceded by "Simon Says”.
  • the output (s) from the tilt sensor 16 are received by the processor over a period of time or until a set number of output values are received. If the processor 12 determines that the monitored sensor output matches the expected sensor output, an associated response speech data is retrieved from the memory 14 and played through the loud speaker 18. The processor 12 adds one to a count of how many successful movements/orientations have been made, in order to keep score. The score count is stored in the memory 14.
  • the toy 1 preferably repeats the original instruction speech.
  • the toy i plays the terminating speech, including the score count retrieved from the memory 14.
  • the toy 1 may then continue by playing the introductory speech, and starting again as above.
  • the toy can be used as an aid to an exercise regime of the owner.
  • the user would hold the toy and then be instructed to then e.g. jog on the spot holding the toy.
  • the sensor would detect the jogging motion.
  • the processor 12 would command jogging for a period of time and if the sensor indicates that a user has stopped prematurely then audible commands to "keep jogging" would be issued.
  • Arm exercises would be instructed with the user holding the toy in the relevant hand and the sensor again monitoring movement of the toy. Commands to step from right to left or move an arm from left to right would be associated with a monitoring process looking for suitable outputs from the sensor.
  • the intensity of the workout could be monitored by the frequency of the change of output of the sensors; e.g. a commanded intensity of jogging could be associated with a minimum (and/or maximum) frequency which would be monitored by the processor 12 which would cause the sound generator to issue suitable instructions when the frequency drops below the present minimum (and/or exceeds the present maximum) . Additionally or alternatively the processor 12 could run a fitness test by monitoring sensor output over time, e.g. in the manner known for a pedometer, to give an indication of the amount of movement of the user.
  • the toy could be configured as a martial arts (e.g. karate) trainer.
  • the toy would be held in a hand (or secured to a hand, arm or leg) and then the user instructed via the sound system (acting under control of the processor 12) to perform a sequence of actions corresponding to a known martial arts movement.
  • the sensor would provide the processor 12 with an indication of the actions performed and the processor 12 can verify whether the sensed movements correspond to the sequence of action previously instructed thereby and then issue a "success" or "try again” message via the sound generator.
  • the sensor 16 has been described as sensing movement in two non-parallel directions. Alternatively, the sensor may only detect tilt in one direction. In particular, the sensor may only produce an Up and Down output corresponding to movement in the vertical direction.
  • the instruction speeches and response speeches are preferably spoken words. Alternatively, they may be sounds (i.e. not speech) which indicate an instruction for a particular movement or orientation, or that a correct or incorrect movement or orientation was made.
  • the electronic module has been described as located in the body.
  • the body may be any part of the toy which moves with movement of the toy as a whole.
  • the body may therefore include a head or leg if that provides an indication of how the whole toy is being moved or orientated.
  • the sensor as described above is preferred due to its low cost. Alternatively, any other type of sensor may be used which can detect movement and orientation.

Abstract

With reference to Figure 1, the present invention provides an interactive toy (1) comprising: a body (2); a sensor (16) which senses movement of the body (2) as a whole and has an output; an electronic memory (14) having a plurality of stored sounds; a sound generator (18); and a processor (12). The processor (12) receives the sensor output. The processor (12) controls the sound generator (18) to issue an audible instruction selected by the processor (12) from the sounds stored by the memory (14). The audible instruction has an expected sensor output associated therewith. The processor (12) compares the received sensor output with the expected sensor output. Then the processor (12) controls the sound generator (18) to play a further sound selected from the memory (14) by the processor. The selection of the further sound varies in dependence on whether the received sensor output matches the expected sensor output.

Description

INTERACTIVE TOY
The present invention relates to an interactive toy, in particular to a soft toy which provides feedback in response to a user's actions.
Interactive toys are known which provide a response when a user, particularly a child, moves the toy from one orientation to another. In particular, toys are known in which sound or speech is generated when the orientation of the toy is changed. For example, US 4,318,245 describes a doll having a synthesizer for producing speech sounds. The doll can only detect two general orientations, upright and head down, and plays each of the speech sounds sequentially.
US4809335, US6193580 and US2002/0102908 all disclose toys, e.g. a ball, a doll or pushchair, having sensors which indicate motion, orientation and/or inclination and sound generators which generate sound outputs dependent on the sensor output. The sound generation occurs solely in response to sensor outputs. No sounds are generated in advance of sensed motion.
WOOl/19473 discloses a toy with a vibration sensor which can sense motion and frequency of change of direction of motion, to indicate e.g. hard shaking of the toy. The vibration sensor cannot distinguish between different directions of motion, just how frequently the direction changes. The motion is monitored over a pre-determined time period and if vibrations over a period equal or exceed a present threshold then a randomiser is activated. The randomiser selects an audible output to be output by a sound generator from a store of recorded audible outputs. The frequency of motion can affect the operation of the randomiser, with e.g. "hard shaking" causing the randomiser to select from a sub-set of the total set of recorded audible outputs .
US6210278 discloses a toy with a plurality of manually operable inputs; it has no motion sensor indicating motion, orientation and/or inclination of the toy as a whole. The toy outputs via a sound generator an audible instruction to a player to operate one of the inputs and then a processor monitors whether the correct input is operated by the player and whether the input is generated within a preset time period. Each generated instruction is an instruction to operate a single input only, rather than a sequence of inputs .
The present invention provides an interactive toy comprising: a body, having located therein: an electrical sensor which senses movement of the body as a whole and has an output; an electronic memory having a plurality of stored sounds ; an electrical sound generator; and an electronic processor which receives the sensor output and controls the sound generator to play stored sounds selected from the memory by the processor; and characterised in that the processor operates by controlling the sound generator to issue an audible instruction selected by the processor from sounds stored by the electronic memory, which instruction has an expected sensor output associated therewith; the processor compares the received sensor output with the expected sensor output; and the processor next controls the sound generator to play a further stored sound selected from the memory by the processor, the selection of the further sound file varying in dependence on whether the received sensor output matches the expected sensor output .
The present invention will now be described, by way of example only, with reference to the following drawings, in which:
Figure 1 is a perspective view of the toy of the present invention.
Figure 2 is a schematic view of a movement sensor located in the toy of Figure 1.
Figure 1 shows a toy 1. The toy 1 is a soft toy (plush toy) , which may be in the form of an animal, human, or cartoon character, or may have any exterior shape or decoration. The toy 1 is sized to be easily picked up and manipulated by a child.
The toy 1 has a body 2, to which may be attached limbs 4 and a head 6 to resemble an animal, doll or cartoon character.
The toy 1 is used to play an interactive game with a user. The toy 1 plays a pre-recorded sound, in particular, speech, instructing the user to move or position the toy 1 in a particular way. When the user does so, the toy 1 plays further pre-recorded speech or sounds in response. The toy 1 then proceeds to play further audible instructions, and the process is repeated.
An electronics module 10 is located within the body 2. The electronics module 10 preferably comprises the following connected components: a processor 12, a sensor 16, and a sound generation means comprising a memory 14 and a loud speaker 18. These components are powered by a power supply 20. The components are shown located on a board 22 (but may be dispersed in the body 2) .
The sensor 16 detects movement and orientation along two non-parallel axes which together define a plane. One axis is marked as A-A in the Figure and the second axis is marked as C-C and is perpendicular to the first axis A-A. The sensor 16 can detect translational movement along the axes A-A and C-C and tilting about a further axis B-B, perpendicular to both axes A-A and B-B. The sensor 16 detects motion of the body 2 as a whole, rather than motion of the limbs 4 and head 2 relative to the body 2. The sensor records translational motion or tilting of the body 2 as a whole, i.e. as an integer.
The sensor 16 comprises a ball bearing (200 in Figure 2) in a cross tube (cruciform tube) , which is shown as 201 in Figure 2. When the ball bearing 200 reaches one of the four ends 2027 203, 204, 205 of the cross, it engages a pair of electrical contacts (206, 207; 208, 209; 210, 211; 212, 213) to complete an electrical circuit and thus its position is recorded by the processor 12. The ball bearing 200 responds to a force on it, which may be due to up, down, left or right movement of the toy 1 as a whole, or may be due to gravity when the toy 1 is stationary. When the toy 1 is in its upright position as shown in Figure 1, the four arms 220, 221, 222, 223 of the cross extend vertically up and down, and laterally left and right. The. arms 220, 222 both extend along the axis A-A with their own axes coincident with axis A-A. The arms 203, 205 both extend along the axis C-C, with their own axes coincident with axis C-C. The cruciform tube has curved junction surfaces joining each arm 220, 221, 222, 223, to its adjacent arms so that the ball bearing 200 can move freely between the arms 220, 221, 222, 223 when a force is applied.
When the body 2 is orientated as shown in Figure 1, the sensor 16 detects movement in an up, down, left and right direction; i.e. along the first and second axes A-A and C-C. The sensor 16 can also produce an output of 'no contact', when the ball bearing 200 is centred and not in engagement with any of the contacts at the four ends 202, 203, 204, 205 of the uniform tube. This occurs when the cross tube lies on a horizontal plane. The arms in which the ball bearing rolls are preferably inclined away from the centre of the tube relative to the plane containing the axes A-A and C-C, so that the ball bearing moves under gravity to the centre of the cruciform tube when the cruciform tube lies on a horizontal plane, with the axes A-A and C-C extending generally in a parallel horizontal plane. When the toy 1 is lying down on its back the sensor 16 output will indicate this by the 'no contact' signal. The toy 1 preferably only has a single movement/orientation sensor 16.
The processor 12 receives signals from the sensor 16 as to the current movement/orientation of the toy 1. The processor 12 executes a program, retrieving the required sound data from the memory 14 and playing it through the loud speaker 18 to play a game.
The memory 14 stores a plurality of sets of sound data, preferably in the form of sets of pre-recorded speech. The memory 14 stores speech data forming a plurality of instruction speeches, stating the required position/movement of the toy 1. The stored speech data also comprises a plurality of response speeches, stating a response to a correct and an incorrect position/movement of the toy 1. Each of the movements/ orientations have an instruction speech and a response speech associated with it, so that following a particular instruction, there is a particular response speech if the toy is correctly positioned/moved as instructed. A different response speech is played if the toy is not correctly positioned/moved as instructed. Different instructions each have their own responses which are preferably unique to that instruction. Alternatively, one or more responses may be shared by different movements/orientations .
The memory 14 may also store sound data providing an introductory speech explaining the rules of the game, and terminating speech, including the provision of the final score .
The sensor output is one of a number of discrete values indicating the position of the ball bearing 200. The processor 12 may receive the output from the sensor 16 over a pre-determined period of time. The output from the sensor 16 may change in this period, i.e. may output more than one of the possible output value (i.e. Up, Down, Left, Right) . The processor 12 interprets the sensor 16 output as one of several movements/orientations. At least one of the recognised movements is identified by more than one tilt sensor 16 output. Preferably, at least one of the recognised movements is identified by two or more, three or more, four or more, or higher numbers, of changes in the sensor output. The variation in sensor output, i.e. a change between Up, Down, Left, Right, (and optionally no contact) may be in a pre-determined period of time or may be a set number of variations. Preferably, two or more, the majority, or all of the recognised movements are identified by more than one sensor 16 output.
A particular movement can be associated with a key condition to be met in order to be recognised by the processor 12, in which case the processor 12 will not require a fixed order or sequence of sensor 16 outputs in order to recognise the movement, so long as the key condition is met. The processor 12 may determine that an orientation is achieved by the absence of one or more sensor outputs .
The sensor output corresponding with a stored sound may be two or more signals repeated a number of times, for example Up and Down signals within 0.6 seconds. The sensor output corresponding with a stored sound may be one or more of a set of allowable signals, the total number of allowable signals in any order defining a movement. For example, the set may be Left, Right and Down, which are a sub-set of the possible signals. A sensor output having six of any these signals (e.g. Left twice, Right twice and Down twice, or Left twice and Down four times) would correspond with a stored sound. This allows flexibility in the movement of the toy 1 to meet the spoken instruction, and so makes it easier for the user to successfully move or orientate the toy.
The pre-determined period of time may be different for different instructions. The pre-determined time may be associated with the preceding sound instruction, such that the period of time used by the processor to receive and identify the sensor output is selected according to the instruction.
There may be any number of movements/orientations recognised by the processor, and preferably there are six. Alternatively, three, four, five, seven, eight or more movements and orientations may be recognised.
The apparatus can operate with the processor 12 instructing the output of an audible command to execute a plurality of actions requiring movement of the toy as a whole in a particular direction. The apparatus can monitor, from the output of the cruciform sensor, whether the commanded motions are executed by the player and whether they are executed in a correct order (and in some games also within a time period selected by the processor and associated with the sequence of movements) . If the sensed sequence of movements is incorrect (or not completed in time) then a "fail" audio file output is instructed by the processor. The "fail" output could be a "try again" output, in which case the sequence of commands would be repeated and the player would try again; if the player fails e.g. three times then a "game over" audio file output would be output and the game reset to a start condition. If the player is successful then the processor 12 will instruct a new sequence of commands, in number one greater than the number of commands of the previous sequence . The commands of each sequence will be randomly generated.
The movements/orientations of the body 2 are determined by the processor 12 from five different states of the sensor output: "left" contacts (212, 213), "right" contacts (208, 209), "up" contacts (206, 207), "down" contacts (210, 211) and "no contacts" . Examples of expected sensor outputs associated with audible commands are:
1) "Bounce/Jump" command - Up (contacts 206, 207) and Down (contacts 210, 211) contacted within 0.6 seconds of each other
2) "Dance" command - Left (contacts 212, 213), Right (contacts 208, 209) and/or Down (contacts 210, 211) contacted six times
3) "Upside Down" command - Up (contacts 206, 207) contacted for at least 1 second
4) "Sleep" command - No contact with Left (212, 213) or Right (208, 209) contacts, for at least 1 second 5) "Staying still" command - no change in contacts for 2 seconds
6) "Crazy" command - Up (206, 207) and/or Down (210, 211) contacts contacted four times within 0.5 seconds
This arrangement allows a relatively simple and inexpensive sensor to detect a wide range of movements. In particular, it is not necessary to use a more complicated sensor, or additional sensor, to detect movement in three- dimensions. It has been found that detecting translational movement in only two-dimensions, and using the above algorithm and sensor orientation, is sufficient to detect several different movements.
Since the sensor detects movement of the toy as a whole (rather than e.g. movement of limbs relative to a body of the toy) the game play could include instructing the player to move with the toy. For instance the user could be instructed to: jump while holding the toy; or lie down while holding the toy. These commands could be in addition to commands to e.g.: hold the toy upside down; then hold the right way up; then swing the toy from side to side. The processor 12 can be programmed so that it "ignores" repeats of the actions; e.g. once a "jump" has been recognised by repeatedly switching between engagement of contacts in opposed arms of the cruciform sensor then the processor can be set to await the next "different" sensor output indicating a change in motion of the toy, so that repeated jumps will not trigger a "fail output" and instead a "fail" output will result only if the next "different" sensor output is not as expected. The sensor 16 can detect direction of translational movement (at least up/down and left/right) and so commands requiring a direction of movement can be given.
In one mode of use, the toy 1 may play a version of the well known game "Simon Says" . In this game, the aim is to follow the instructions given when preceded by the words
"Simon Says". If the instruction is not preceded by the words "Simon Says" then the game is lost. In the present game, the name "Simon" may be replaced by the name of the character represented by the toy 1.
The toy 1 may first play an introductory speech setting out the rules. The processor 12 randomly selects whether to start an instruction with "Simon Says" (or equivalent) , with the chances skewed to start the majority of instructions with "Simon Says". The processor 12 also randomly selects one of the instructions requesting a particular movement/orientation. The selected speech is retrieved from the memory 14 and played through the loud speaker.
The user then moves or orientates the toy 1 as a whole if the spoken instruction was preceded by "Simon Says", and does not move the toy 1 if not preceded by "Simon Says". The output (s) from the tilt sensor 16 are received by the processor over a period of time or until a set number of output values are received. If the processor 12 determines that the monitored sensor output matches the expected sensor output, an associated response speech data is retrieved from the memory 14 and played through the loud speaker 18. The processor 12 adds one to a count of how many successful movements/orientations have been made, in order to keep score. The score count is stored in the memory 14.
If the instruction was preceded by "Simon Says" and a different one of the movements/orientations is detected from that required, the toy 1 preferably repeats the original instruction speech.
If the instruction was not preceded by "Simon Says", and a movement is detected, then the toy i plays the terminating speech, including the score count retrieved from the memory 14. The toy 1 may then continue by playing the introductory speech, and starting again as above.
In a different mode of operation, the toy can be used as an aid to an exercise regime of the owner. The user would hold the toy and then be instructed to then e.g. jog on the spot holding the toy. The sensor would detect the jogging motion. The processor 12 would command jogging for a period of time and if the sensor indicates that a user has stopped prematurely then audible commands to "keep jogging" would be issued. Arm exercises would be instructed with the user holding the toy in the relevant hand and the sensor again monitoring movement of the toy. Commands to step from right to left or move an arm from left to right would be associated with a monitoring process looking for suitable outputs from the sensor. The intensity of the workout could be monitored by the frequency of the change of output of the sensors; e.g. a commanded intensity of jogging could be associated with a minimum (and/or maximum) frequency which would be monitored by the processor 12 which would cause the sound generator to issue suitable instructions when the frequency drops below the present minimum (and/or exceeds the present maximum) . Additionally or alternatively the processor 12 could run a fitness test by monitoring sensor output over time, e.g. in the manner known for a pedometer, to give an indication of the amount of movement of the user.
In a further mode of operation, the toy could be configured as a martial arts (e.g. karate) trainer. The toy would be held in a hand (or secured to a hand, arm or leg) and then the user instructed via the sound system (acting under control of the processor 12) to perform a sequence of actions corresponding to a known martial arts movement. The sensor would provide the processor 12 with an indication of the actions performed and the processor 12 can verify whether the sensed movements correspond to the sequence of action previously instructed thereby and then issue a "success" or "try again" message via the sound generator.
The sensor 16 has been described as sensing movement in two non-parallel directions. Alternatively, the sensor may only detect tilt in one direction. In particular, the sensor may only produce an Up and Down output corresponding to movement in the vertical direction.
The instruction speeches and response speeches are preferably spoken words. Alternatively, they may be sounds (i.e. not speech) which indicate an instruction for a particular movement or orientation, or that a correct or incorrect movement or orientation was made.
The electronic module has been described as located in the body. The body may be any part of the toy which moves with movement of the toy as a whole. The body may therefore include a head or leg if that provides an indication of how the whole toy is being moved or orientated.
The sensor as described above is preferred due to its low cost. Alternatively, any other type of sensor may be used which can detect movement and orientation.

Claims

1. An interactive toy comprising: a body, having located therein: an electrical sensor which senses movement of the body as a whole and has an output; an electronic memory having a plurality of stored sounds ; an electrical sound generator; and an electronic processor which receives the sensor output and controls the sound generator to play stored sounds selected from the memory by the processor; and characterised in that: the processor operates by controlling the sound generator to issue an audible instruction selected by the processor from sounds stored by the electronic memory, which instruction has an expected sensor output associated therewith; the processor compares a subsequently received sensor output with the expected sensor output; and the processor next controls the sound generator to play a further stored sound selected from the memory by the processor, the selection of the further sound file varying in dependence on whether the received sensor output matches the expected sensor output.
2. An interactive toy as claimed in claim 1 wherein the sensor senses direction of movement of the interactive toy.
3. An interactive toy as claimed in claim 2 wherein the sensor senses orientation of the interactive toy.
4. An interactive toy as claimed in any one of the preceding claims comprising timing means, wherein the electronic processor determines whether one or more change (s) in the sensor output occur within a preset time period and the selection of the further sound file varies in dependence on whether the change (s) has/have occurred within the present time period.
5. An interactive toy as claimed in any one of claims 1 to 4 wherein the audible instruction requires a sequence of movements of the interactive toy and the processor compares the sensor output with the expected sensor output to determine if a correct sequence of movements of the interactive toy has occured.
6. An interactive toy as claimed in claim 5 wherein the sequence of movements comprises at least a first movement in a first direction and a second movement in a second direction different to the first direction and the sensor output indicates whether the interactive toy is moved in the first and second directions.
7. An interactive toy as claimed in claim 5 or claim 6 wherein the audible instructions comprise both instructions to move the interactive toy and instructions which require no movement of the interactive toy and the processor determines by the comparison of the sensor output with the expected sensor output both whether required movements are made and also whether the interactive toy has been kept stationary when required. - IS -
8. An interactive toy as claimed in any one of claims 5 to 7 wherein when the processor determines that the correct sequence of movements has occurred then the processor subsequently controls the sound generator to play a further selected stored sound giving instructions for a second sequence of movements which number at least one more movement than the previously instructed sequence of movements and the processor then compares a next received sensor output with an expected sensor output for the second sequence of movements.
9. An interactive toy as claimed in claim 8 wherein when the processor determines a mismatch between the received sensor output and the expected sensor output then the controller will instruct the sound generator to repeat output of the previously output audible instructions.
10. An interactive toy as claimed in claim 9 wherein a set of instructions is repeated, when necessary, on a preset plurality of occasions, following which if the processor continues to find a mismatch between the sensor output and the expected sensor output then the processor will reset and will instruct the sound generator to output a new audible instruction selected from the memory.
11. The interactive toy as claimed in any one of the preceding claims wherein the sensor comprises a cruciform tube having a moveable element within the tube and contacts arranged at ends of four arms of the cruciform tube, the sensor output varying depending on which contact is engaged by the moveable element and/or whether any contact is engaged by the moveable element .
12. An interactive toy as claimed in claim 11 wherein the moveable element comprises a ball bearing.
13. An interactive toy as claimed in claim 11 or claim 12 wherein the arms of the cruciform tube are all inclined relative to the centre of the tube so that when the toy lies on a horizontal plane the ball bearing moves under gravity to the centre of the tube and the sensor output indicates that the ball bearing is not engaging any of the contacts.
14. An interactive toy as claimed in any one of the preceding claims wherein the processor can determine a frequency of movement of the interactive toy from the sensor output and wherein selection of the further sound file is varied in dependence on the determined frequency.
15. An interactive toy as claimed in claim 14 which has a mode of operation in which the processor establishes a minimum frequency and/or a maximum frequency of movement and the processor uses the sensor output to determine whether the frequency of movement is below the minimum frequency and/or above the maximum frequency and on such a determination controls the sound generator to output from the memory a stored sound selected by the processor.
PCT/GB2009/000239 2008-01-29 2009-01-29 Interactive toy WO2009095663A1 (en)

Applications Claiming Priority (2)

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GB0801595.0 2008-01-29
GB0801595A GB2458629B (en) 2008-01-29 2008-01-29 Interactive toy

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WO2009095663A1 true WO2009095663A1 (en) 2009-08-06

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US4318245A (en) * 1980-01-22 1982-03-09 The Quaker Oats Company Vocalizing apparatus
US4799171A (en) * 1983-06-20 1989-01-17 Kenner Parker Toys Inc. Talk back doll
US6215978B1 (en) * 1989-02-10 2001-04-10 Texas Instruments Incorporated Position-sensitive educational product
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GB2458629B (en) 2011-07-06
GB2458629A (en) 2009-09-30

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