WO2001069830A2 - Networked interactive toy system - Google Patents

Networked interactive toy system Download PDF

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Publication number
WO2001069830A2
WO2001069830A2 PCT/IL2001/000248 IL0100248W WO0169830A2 WO 2001069830 A2 WO2001069830 A2 WO 2001069830A2 IL 0100248 W IL0100248 W IL 0100248W WO 0169830 A2 WO0169830 A2 WO 0169830A2
Authority
WO
WIPO (PCT)
Prior art keywords
toy
user
toys
content
interactive
Prior art date
Application number
PCT/IL2001/000248
Other languages
French (fr)
Other versions
WO2001069830A3 (en
Inventor
Oz Gabai
Jacob Gabai
Nimrod Sandlerman
Nathan Weiss
Susan Eve Vecht-Lifschitz
Zvika Pfeffer
Original Assignee
Creator Ltd.
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 Creator Ltd. filed Critical Creator Ltd.
Priority to AU42713/01A priority Critical patent/AU4271301A/en
Publication of WO2001069830A2 publication Critical patent/WO2001069830A2/en
Publication of WO2001069830A3 publication Critical patent/WO2001069830A3/en

Links

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
    • A63H30/00Remote-control arrangements specially adapted for toys, e.g. for toy vehicles
    • A63H30/02Electrical arrangements
    • A63H30/04Electrical arrangements using wireless transmission
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • A63F9/183Question-and-answer games electric
    • 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 toys, in general, and particularly to toys used in conjunction with a computer system.
  • PCT/IL98/00224 (WO 98/52667); PCT/IL98/00225 (WO 98/53567); PCT/IL98/00392 (WO 98/52667); PCT/IL98/00225 (WO 98/53567); PCT/IL98/00392 (WO 98/52667); PCT/IL98/00225 (WO 98/53567); PCT/IL98/00392 (WO 98/52667); PCT/IL98/00225 (WO 98/53567); PCT/IL98/00392 (WO
  • PCT/IL99/00271 (WO 99/60358); PCT/IL99/00637 (WO 00/31613); PCT/IL00/00130 (WO
  • the present invention seeks to provide improved computerized toys and methods of operation and generation suitable therefor.
  • affiliated sites that reference a web-surfer to a merchant (e-commerce) site receives a commission on the sale made by the merchant site. Most commissions range between 5% and 15%.
  • the advantage to the merchant is that it does not have to pay for the advertisement as the affiliated site does the advertising at no charge (except for the commission).
  • the advantage to the affiliated site is that for a "small site" (relatively not so popular) it is easier to sign an affiliation agreement than to sell advertising space.
  • Toys which are controlled by integrated or remote computer circuitry and that are capable of providing sensory input and output including speech, movement, and voice input are known. Such toys generally fall within the following categories:
  • Toys controlled by integrated computer circuitry Such toys are relatively expensive and have a limited flexibility of operation in that such toys either support only preprogrammed operational modes or should be periodically reprogrammed for different operational modes.
  • One example of such a toy is Computerized LEGOTM in which modular elements having a computer control module are assembled for operation independent from external computer control. Computerized LEGOTM does not support remote computer control during operation, rather programming instructions are downloaded to the Computerized LEGOTM elements prior to operation.
  • Another example of such a toy is Microsoft BARNEYTM which provides both operation independent from external computer control as well as optional external computer control by wireless communication but without transfer of audio signals. In external computer control mode the external computer instructs the toy to produce sounds stored in a memory assembled with the toy.
  • Toys controlled by external computer circuitry where the toy is connected to the external computer via a digital port, such as the parallel or serial ports, and digital signals are used for communication between the toy and the external computer.
  • Such toys are relatively expensive in that they require integrated digital-to-analog conversion circuitry for converting digital signals received from the external computer in order to communicate with its peripherals using analog signals, and/or analog-to-digital conversion circuitry for converting analog signals received from the toy's peripherals into digital signals in order to communicate with the external computer.
  • An example of such a toy is described in U.S. Patent Number 5,746,602 which describes a toy connected to the digital ports of an external computer. The digital signals are converted to and from analog signals at the toy.
  • Toys controlled by external computer circuitry where the toy is connected to the external computer via an analog port, such as the speaker and microphone ports of a sound card, and analog signals are used for communication between the toy and the external computer.
  • analog ports such as the speaker and microphone ports of a sound card
  • analog signals are used for communication between the toy and the external computer.
  • Such toys do not provide for sophisticated control of doll peripherals other than to provide output via speaker and input via microphone.
  • An example of such a toy is described in U.S. Patent Number 5,636,994.
  • Toys controlled wirelessfy by external computer circuitry where wireless interface and communications circuitry are connected to analog and/or digital ports of the external computer.
  • Such toys are relatively expensive as they require wireless communications circuitry as well as digital-to-analog and analog-to-digital converters. Examples of such toys include a toy described in applicant/assignee's U.S. Patent Number 5,752,880, as well as Microsoft BARNEY described above.
  • a toy which connects via a connector assembled with the toy to interface circuitry connected to a digital port of a computer, where both the computer and the interface circuitry are external to the toy.
  • the connection between the toy and the interface circuitry may be by wire, cable, or any known tethered means of communication known in the art, wireless or any known untethered means of communication known in the art, or any combination of such communications means.
  • Communication between the external computer and the toy are via analog signals, while control signals and audio signals sent between the computer and the interface circuitry are digital, the interface circuitry being connected to the computer's digital ports, such as serial (RS-232, USB) or parallel ports.
  • the interface circuitry converts digital signals received from the computer into analog signals to be sent to the toy, and converts analog signals received from the toy into digital signals to be input to the computer via the digital port.
  • Analog signals may be used to emulate digital signals by transmitting or withholding an analog signal, resulting in a binary effect.
  • the toy may be equipped with one or more peripherals, including a speaker, a microphone, switches, sensors, motors, etc. Where multiple peripherals are provided they are configured in a star topology, with one or more wires connecting each peripheral to a hub within the toy. Either the interface circuitry or the hub may include a multiplexer for one- peripheral-at-a-time support.
  • the toy may operate in free-standing mode under the control of a microprocessor assembled with the toy when the toy is not connected to the interface circuitry, with the toy reverting to the control of the external computer when the toy is reconnected to the external computer.
  • the present invention is believed to be advantageous over the prior art in that there is no need for expensive digital control and signal conversion circuitry to be assembled with the computer-controlled toy.
  • the interface circuitry may be used with multiple computer-controlled toys, thereby reducing the unit cost per toy.
  • a talking object control system operative in conjunction with a talking object and a computer, the system including a cable configured to be connected to the talking object, and talking object interface circuitry external to the talking object and connected to a digital port of the computer and operative to convert digital signals output from the digital port into analog audio signals and to transmit the analog signals via the cable to the talking object for output via a speaker associated with the talking object, thereby to imbue the talking object with a capacity to emit audio output.
  • analog signals include speech signals and the audio output includes spoken messages.
  • analog signals are transmitted via cable from the interface circuitry to the talking object.
  • analog signals are transmitted wirelessly from the interface circuitry to the talking object.
  • system also includes a talking object having a speaker.
  • the talking object includes a microphone and the interface circuitry is operative to convert analog signals collected by the microphone into digital signals and to input the digital signals to the computer via the digital port.
  • the talking object includes at least one motor imbuing the talking object with at least one motion capacity.
  • the talking object interface circuitry includes talking object motion interface circuitry operative to receive a digital motion command from the computer and transmit a corresponding motion control signal via the cable to the talking object, thereby to imbue the talking object with a motion capacity.
  • the talking object includes an audio memory storing at least one audio message, thereby to imbue the talking object with two modes of audio output including a first mode capacity to emit audio messages originating from the audio memory and a second mode capacity to emit audio messages originating from the computer.
  • the talking object includes at least one sensor and the interface circuitry is operative to receive sensory information collected by the sensor, convert the sensory mformation into digital signals, and input the digital signals to the computer via the digital port.
  • the senor collects sensory information indicative of human proximity to the talking object.
  • connection of the cable to the talking object causes termination of the first mode of audio output and actuates the second mode of audio output.
  • system also includes a population of talking objects each having a speaker and each including a connector configured to be connected to the cable.
  • the population of talking objects includes a plurality of different talking object configurations.
  • a talking object operative in conjunction with. a computer and including a speaker and a connector configured to be connected to the computer, and to feed to the speaker audio signals received from the computer, thereby to generate a talking object having a wireless and hence unobstructed mode of play and a wired, computer-controlled mode of play.
  • connection of the talking object to the computer actuates the wired, computer-controlled mode of play.
  • the talking object also includes talking object interface circuitry external to the talking object and connected to a digital port of the computer and operative to convert digital signals output from the digital port into analog audio signals and to transmit the analog signals via the connector to the talking object for output via the speaker.
  • a talking object control system operative in conjunction with a computer and including a talking object including a speaker, and a connector configured to be connected to the computer via a wired connection, and to feed to the speaker audio signals received from the computer, thereby to generate a talking object having a wireless and hence unobstructed mode of play and a wired, computer-controlled mode of play.
  • a talking object operative in conjunction with a computer and including a talking object including a speaker, and a connector configured to be connected to a computer via a wired connection and to feed to the speaker, audio data received from the computer, thereby to generate a talking object having a tethered mode of play and an untethered, computer-controlled mode of play.
  • a talking object system operative in conjunction with a computer and including at least one talking object including a speaker, and a connector configured to be connected to a computer and to receive audio signals therefrom, thereby to generate a talking object having an untethered mode of play and a tethered, computer-controlled mode of play.
  • the talking object system also includes talking object interface circuitry to the talking object and connected to a digital port of the computer and operative to convert digital signals output from the digital port into analog audio signals and to transmit the analog signals via the connector to the talking object for output via the speaker.
  • the at least one talking object includes a population of talking objects each having a speaker and each including a connector configured to be connected to an identical cable.
  • the population of talking objects includes a plurality of different talking object configurations.
  • a talking and listening object including a body, a speaker operative to emit audio contents received from an audio source, a microphone operative to provide collected audio to a speech recognition unit, and a visual cuer operative to provide a user with a visual cue indicating that the speech recognition unit is currently able to receive input.
  • the talking and listening object also includes a speech recognition unit.
  • the talking and listening object also includes an audio source.
  • the speech recognition unit resides in a computer.
  • the audio source resides in a computer.
  • the visual cue includes a color change of at least one part of the body.
  • the visual cue includes a motion performed by at least one part of the body.
  • a talking and listening object including a body, a microphone operative to provide collected audio contents to a speaker-adaptive speech recognition unit, an entertaining trainer including an audio source operative to orally present a training session having play content and being operative to improve the speech recognition capabilities of the speaker-adaptive speech recognition unit, specifically for each individual user, and a speaker emitting audio contents received from the entertaining trainer.
  • the talking and listening object also includes a speaker-adaptive speech recognition unit residing in a computer and operatively associated with the microphone.
  • the entertaining trainer resides in a computer.
  • the entertaining trainer includes a computer game.
  • the body includes a toy.
  • the computer game includes a child-oriented computer game.
  • a talking and listening object including a body, a microphone operative to provide collected audio contents to a speech recognition unit, an entertaining trainer including an audio source operative to orally present a training session having play content and being operative to train a user to utter recognizable responses, and a speaker emitting audio contents received from the entertaining trainer.
  • the trainer is operative to utter at least one model of a recognizable response and to prompt the user to reproduce the recognizable response.
  • a talking and listening object including a body, a microphone operative to provide collected audio contents to a speech recognition unit, an entertaining trainer including an audio source operative to orally present a training session having play content and being operative to train a user to utter recognizable responses, a speaker emitting audio contents received from the entertaining trainer, and a user response analyzer receiving collected audio contents from the microphone and operative to diagnose a deficiency in user utterances and to command the speaker to emit a user-correcting message appropriate to the diagnosed deficiency.
  • the analyzer is operative to diagnose deficient volume of user utterances.
  • the analyzer is operative to diagnose deficient timing of user utterances.
  • the analyzer is operative to diagnose deficient contents of user utterances by comparing the user utterance to predefined keywords which the user's utterance is expected to contain.
  • a talking and listening object including a body, a microphone operative to provide collected audio contents to a speech recognition unit, an entertaining trainer including an audio source operative to orally present a training session having play content and being operative to train a user to utter recognizable responses, a speaker emitting audio contents received from the entertaining trainer, and a user response analyzer receiving collected audio contents from the microphone and operative to identify at least one characteristic of a user utterances that could be improved, and to command the speaker to emit a user-correcting message appropriate to the required improvement of the characteristic.
  • the analyzer is operative to identify inappropriate volume of user utterances.
  • the analyzer is operative to identify inappropriate timing of user utterances. Further in accordance with a preferred embodiment of the present invention the analyzer is operative to identify improvable characteristics of user utterances by comparing the user utterance to predefined keywords which the user's utterance is expected to contain.
  • a communicating object control system operative in conjunction with a communicating object and a computer, the system including a cable configured ' to be com ected to the talking object, object interface .
  • the audio signals include speech signals and the audio output includes spoken messages.
  • the communicating object includes a microphone and the interface circuitry is operative to convert analog signals collected by the microphone into digital signals and to input the digital signals to the computer via the digital port.
  • the communicating object includes at least one motor imbuing the communicating object with at least one motion capacity.
  • the communicating object interface circuitry includes communicating object motion interface circuitry operative to receive a digital motion command from the computer and transmit a corresponding motion control signal via the cable to the communicating object, thereby to imbue the commivnicating object with a motion capacity.
  • the communicating object includes at least one sensor and the interface circuitry is operative to receive sensory information collected by the sensor, convert the sensory information into digital signals, and input the digital signals to the computer via the digital port.
  • the senor collects sensory information indicative of human proximity to the talking object.
  • talking object is intended to include objects capable of producing any type of sound such as, but not limited to, music, speech and special sound effects, and is not intended to be limited to objects which actually produce speech.
  • talking objects include fanciful figures or other figures with amusement value, such as toys and dolls, as well as any object designed for human interaction for entertainment and/or education purposes.
  • Proxy Servers can be used to filter access to certain types of websites.
  • Microsoft Internet Explorer version 5 has a Content Advisor filter that allows parents to specify which sites and types of sites a child Internet browser can access: http://www.microsoft.com/windows/Ie/Features/ContentAdv/default.asp.
  • a preferred embodiment of this invention describes a the use of an interactive toy for the development of language skills in an individual.
  • the toy can be used as an aid to the initial learning of native language in young, children, infants and babies.
  • the toy can be used to aid the learning of more advanced language skills in older children and adults (and also children).
  • the toy can also be used to help redevelop speech after loss due to lost trauma, concussion, accidents, Alzheimer's disease,' amnesia, and the like.
  • the toy can also be used to aid in the teaching of a second or foreign language in an individual.
  • Full length digital movies may be downloaded from the Internet as can music with CD quality (currently using MP3 or similar compression schemes) as well as a wide range of e-commerce activities.
  • Computers in subscribers' homes are capable of controlling this content. For example they are capable of pausing, rewinding or fast-forwarding a movie.
  • Interactive Television systems such as, for example the system provided by Scientific- Atlanta Inc.
  • Interactive Television systems give viewers a convenient way to interact with programs and advertisements while they continue to watch TV.
  • a remote control unit By clicking a remote control unit during an enhanced program or by use of a cordless keyboard or mouse, a viewer can access program — related mformation such as weather, news, sports updates, trivia and interactive games.
  • a viewer may also request product samples, product descriptions, coupons and other free offers from advertisers as well as using e-commerce facilities to make purchases online.
  • a viewer may use a mouse, keyboard or simply a remote unit to send and receive email and even ran any computer application by using programs installed on a server accessible via the interactive television network (which, in fact, connects to the Internet).
  • Interactive Television systems typically use a device called a set-top box which is connected to a viewer's television set and to the cable provider's network.
  • the network connection is usually via a coaxial cable although there are systems in which telephone lines are used for outgoing data and coaxial cables for incoming data. Satellite communication as well as fiber optic cables are often utilized as part of the infrastructure of these systems and, in the future, individual homes may be provided with connectivity to fiber optic or other extremely high bandwidth communication lines.
  • An Interactive TV set-top box is equipped with a microprocessor or other computer chip which controls both signals f om the service provider and signals coming from a viewer and meant to control entertainment content. Incoming signals are typically received via a remote control unit but may also be received by a cordless keyboard and/or mouse.
  • Set-top boxes are typically provided with serial or USB (Universal Serial Bus) interfaces to enable connection of other electronic devices to the set- top box.
  • Another preferred embodiment of the present invention relates to the use of Interactive toys in general and Networked Interactive toys in particular to purchase goods and/or services or to offer goods and services for sale via an online (web based) auction system.
  • the toy acts as an intermediary in the auction system - either as an auctioneer or as a facilitator and aid to the seller or purchaser.
  • the toy (via the server to which it is connected) organizes a volume purchase arrangement in which sellers are given the opportunity to bid for the opportunity to supply such products to users at the lowest possible price.
  • a toy i.e. the computer, server and database to which the toy is connected
  • use some or all of the information about the user and about some or all other users on the Interactive Toy System (which is either directly given to the system by the user or determined from all earlier experiences of the toy with the user) to help the user determine which products to put up for bid, which products to bid on and at what price to bid.
  • the toy entices the user to use the auction system by suggesting it as a game which the user can play with the toy.
  • the toy aids the user in the choice of product on which to bid as well as the choice of price to bid.
  • the toy aids the user in the choice of product and price by treating it as a game such as a guessing game or word matching game.
  • the toy can suggest that the prize of any other game will be the fun experience of bidding in the auction system.
  • the toy aids in auctioning either new or used goods.
  • Users may offer goods auction with or without a reserve (minimum) price.
  • a real-time auction which may be open or closed (i.e. limited participation). (For example maybe only 6yr olds can participate.)
  • some of many of the toys can act as auctioneers.
  • the toys of many members of the community can ask their users - choice of likely candidates can be made using user profiles - whether they have a particular item which they would like to auction off. This can be presented as a game. "We know you have item X, would you like to auction it! I'll play the auctioneer! (says the toy).
  • Toy uses its relationship with child to aid in process of suggesting and finding appropriate items and to encourage user to participate in auction.
  • Toy uses speech - both speech recognition, text to speech and pre-prepared speech files to communicate with user.
  • Toy uses other sensors such as touch, sight, light sensing etc. to communicate with user.
  • the community of toys aids user to find product since it motivates other users to help given user find products.
  • Database of all activities is added to user profiles and to database of transactions.
  • Interactive toys in general and Networked Interactive toys in particular search for information on the World Wide Web or on any other network or computer system which contains searchable information. Information is retrieved either from an existing database or, alternatively, users are asked if they know the requested information, preferably via their interactive toys.
  • This information can either be simply a reference to further information (such as the location of a web site to which the computer can immediately go via its web browser) or contain the actual information content requeste.
  • This search for information uses information about the user in an essential way to narrow the search and weed out irrelevant information.
  • a toy i.e. the computer, server and database to which the toy is connected
  • the toy entices the user to use the search system by suggesting it as a game which the user can play with the toy.
  • the toy aids the user in the search process by treating it as a game such as a guessing game or word matching game.
  • the toy can suggest that the prize of any other game will be the fun experience of searching for some information or product or service of interest to the user.
  • the toy helps in choosing categories for the search by knowing the interests of the user. The user is able to bypass this personalized information if necessary.
  • Toy uses speech - both speech recognition, text to speech and pre-prepared speech files to communicate with user.
  • Toy uses other sensors such as touch, sight, light sensing etc. to communicate with user.
  • the community of toys aids search since it motivates other users to help given user find product or information.
  • User is offered incentives (in the form of points, free content or discounts) to listen to advertising as part of the experience.
  • Database of all activities is added to user profiles and to database of searches.
  • toys plays an important role in the functioning of the toy system since it greatly expands the toy networks database. If, for example, a toy is playing a game with a user or users and requires some further information not on the database, it can search the web for this information.
  • Interactive toys in general and Networked Interactive toys in particular are used to purchase goods and/or services via a "reverse auction" system.
  • a purchaser sets the price he is willing to pay for a particular product and then finds a supplier who is willing to supply the product at the requested price.
  • Still other preferred embodiments and features of the present invention include one, some or all of the following:
  • a system whereby a user uses his toy to search for a particular product or one of several products at a predetermined price.
  • a toy i.e. the computer, server and database to which the toy is connected
  • a toy which uses some or all of the mformation about the user and about some or all other users on the Interactive Toy System (which is either directly given to the system by the user or detemxined from all earlier experiences of the toy with the user) to help the user determine which product to purchase and what price to suggest.
  • a toy which entices the user to use the reverse auction system by suggesting it as a game which the user can play with the toy.
  • a toy which aids the user in the choice of product to purchase as well as the choice of price.
  • a toy which aids the user in the choice of product and price by treating it as a game such as a guessing game or word matching game.
  • a toy which aids in selling either new or used goods.
  • New or used goods are sold by commercial suppliers who preset their minimum price and update it whenever the wish to do so.
  • a supplier may also be queried directly by the server to further determine whether he is willing to sell at the given price.
  • Toy also offers for sale content for the toy itself or other toys or accessories for the given toy.
  • Products can be either sold by one user to another or a product can be bartered for another product.
  • Toy can search for items for the user by asking other members of the community of toys if they have such an item to sell or barter.
  • the toys of many members of the community can ask their users - choice of likely candidates can be made using user profiles - whether they have such and item to barter or sell.
  • Toys can ask their users if they know another person or commercial establishment which has said item for sale/barter.
  • Toy uses its relationship with child to aid in process of suggesting and finding appropriate items and to encourage user to participate in reverse auction activities.
  • Toy uses speech - both speech recognition, text to speech and previously prepared speech files to communicate with user.
  • Toy uses other sensors such as touch, sight, light sensing etc. to communicate with user.
  • Database of all activities is added to user profiles and to database of transactions.
  • a toy acts as an intermediary in a purchasing/selling system, either as a salesman or as a facilitator and aid to the seller or purchaser.
  • the toy (via the server to which it is connected) organizes a purchase arrangement in which sellers are given the opportunity to supply such products to users, preferably via an interactive toy server.
  • the interactive toy server may charge commission for such services rendered via a toy.
  • a system whereby a user uses his toy to put products up for sale via Internet and/or standard media sales.
  • a toy i.e. the computer, server and database to which the toy is connected
  • a toy entices its user to use the sell/purchase system by suggesting it as a game, which the user can play with the toy.
  • a toy aids the user in the choice of product on which- to buy/sell as well as the choice of price to buy/sell.
  • a toy aids the user in the choice of product and price by treating it as a game such as a guessing game or word matching game.
  • the toy aids in buying/selling either new or used goods.
  • a user tells his toy that he as a given amount of money and wants a particular item. Toy then helps user find an item, for sale, which may be available within the user's price range. 12. User tells toy that he has a given amount of money and wants to buy one of several. Toy helps suggest one or more items on which to bid.
  • Commuriity of toys may set up a real-time sale/auction which may be open or closed (i.e. limited participation). (For example maybe only 6yr olds can participate.)
  • Toys of many members of the community can ask their users - choice of likely candidates can be made using user profiles - whether they have a particular item which they would like to sell/auction off. This can be presented as a game. "We know you have item X, would you like to sell/auction it! I'll play the auctioneer! (says the toy).
  • Toy uses its relationship with child/user to aid in process of suggesting and finding appropriate items and to encourage user to participate in sale or auction.
  • a toy preferably uses speech and speech recognition, text to speech and pre- prepared speech files to communicate with user.
  • a toy preferably uses other sensors such as touch, sight, light sensing etc. to communicate with its user.
  • a user is offered incentives (in the form of points, free content or discounts) to listen to advertising as part of the experience.
  • a database of all activities is added to user profiles and to database of transactions.
  • a life experience of a toy is enhanced by the sale/auction experience giving the toy more unique personality.
  • a talking object control system is operative in conjunction with a talking object and a computer.
  • the system includes a cable configured to be connected to the talking object, and talking object interface circuitry external to the talking object and connected to a digital port of the computer. It is operative to convert digital signals output from the digital port into analog audio signals and to transmit the analog signals via the cable to the talking object for output via a speaker associated with the talking object, thereby to imbue the talking object with a capacity to emit audio output.
  • wireless communication is achieved by providing toys with a cellular, or other, mobile phone, or with some or all of the hardware contained in a cellular phone.
  • Toys and similar portable devices are used to convey promotional and advertising material to users, preferable in verbally interactive form, encourage the users to visit shops.
  • Another preferred embodiment of the present invention describes a multipoint, adaptable, context-based system of filters system for securely preventing transmission and receipt of inappropriate content over an interactive computer-based network, particularly a network of interactive toys. These filters filter out unacceptable speech and other undesired inputs, and prevent undesired outputs to the interactive toys.
  • Another preferred embodiment of the present invention employs networked interactive toys to correct human behavior.
  • Interactive toys have distinct advantages over humans, in that they can help in the same way as a human, yet remain inanimate and discreet. A toy accompanies his user and is available for being contacted, without appearing as an intrusion or invasion of user privacy.
  • a system of networked interactive toys (as described in this document) is used for purposes of Research and Development (R&D) in a variety of fields of research. Research may be either in areas directly related to the interactive toy network or in areas of interest other establishments of academic and/or commercial orientation.
  • a system of networked interactive toys are used to obtain information from users which, together with other information collected by the Interactive Toy System (ITS) or collected by other means, may be used to enhance the entertainment, educational and commercial value of such toys.
  • ITS Interactive Toy System
  • T-Commerce is a process by which a consumer, preferably a child, uses a toy to buy something.
  • the object bought may be a physical product, content, service, etc.
  • the buyer is a child and is legally not accountable financially.
  • the point of sale is a toy and the interaction is preferably verbal, and the process may have several parts that take place in different places at different times.
  • the entity the provides the budget for the child is usually a parent but may also be a grand parent, a relative or a friend of the family or the child offering a gift, a charity organization, a commercial sponsor by way of a gift, a prize or a promotion, etc.
  • a preferred embodiment of the present invention describes use of interactive networked toys as diaries and personal organizers for their users. These may employ user voice recognition systems, and user voice toy-activation. These may further employ user voice-authorization purchase of items.
  • Another preferred embodiment of the present invention describes one action purchase employing networked interactive toys.
  • This may be user voice-activated, user motion activated, or the like.
  • This system employs activation using voice recognition and preferably one- word-purchase.
  • This utilizes organizational structure of networked toy systems and all ' personal information and associated security systems to enable toy users to perform purchases, preferably, one-word purchases.
  • a toy user embarks on his shopping experience and his access to items is limited by pre-authorized access and spending limits (credit limits). These are based his personal history (age, financial situation, payment scheme, segment entitlement, and the like) He embarks on his shopping not only with pre-authorization, but also with interactive toy server (I.T.S.) pre-approval for his shopping
  • This invention further allows a user to change his mind and cancel the purchase, but such a user may be penalized, and may be prevented from recurrent changing of mind/decision.
  • Another preferred embodiment of the present invention describes the application of a network of interactive toys to supporting teaching and learning systems, providing individualized "tailor-made” courses to suit their users learning capacity, rate, and level, and adding another dimension of learning for toy users.
  • Networked interactive toys provide and aid teaching for users individually, in classes, with and without a computer medium.
  • the interactive toy server charges providers of learning and teaching content commission for providing such products and services to their toy users.
  • a network of interactive toys is applied to providing a method and service of gambling.
  • This may be gambling for real money or for points or for imaginary money or any combination thereof. This is preferably pre-authorized by a user to suit his income bracket, age, and the like.
  • networked interactive toys are used and applied as a verbal directory inquiry service.
  • This service may act in similar way to yellow pages in finding phone, facsimile, address, and other details of individuals, businesses, and services.
  • Directory inquiry services may be operated either by verbal word recognition, or by spelling out the required verbal inputs(s).
  • An interactive toy is preferably able to dial/call the required numbers, and/or activate computer printer system to print out lists.
  • An interactive toy is preferably able to place orders, buy products and services as requested by a user, having dialed one or more required telephone/fax numbers, or sent electronic mail or by any other information transfer technologies.
  • Another preferred embodiment of the present invention comprises networked interactive toys that are used to play music, preferably of high quality, to users in addition to other types of content provided thus enhancing the entertainment, educational and commercial value of a system of such toys.
  • a preferred embodiment of this invention describes use of networked interactive toys in providing medical services to their users.
  • These services include, but are not limited to, real-time parameter measurement, wired or wireless relaying of information to and from medical centers, doctors and the like, systemic diagnoses with or without medical doctor intervention. They also include connecting to Internet sites, medical centers, help-lines, computer servers and databases and the like, biofeedback systems, preventative medicine and the like, marketing and promoting medical and health services and the like.
  • Interactive toys are equipped with tools for parameter measurement, as well as safety, security, and alarm systems, to enable their users to play with/use these toys without fear of losing anonymity, medical injury, or being left alone when urgent medical help is required.
  • a preferred invention of the present invention uses of Interactive toys in general and Networked Interactive toys in particular to assist toy users in developing, implementing and adhering to health & exercise program/s selected and designed to meet the user's individual needs and goals.
  • the Toy may act both as a coach and as a trainer in order to achieve these goals.
  • a further preferred embodiment of this invention describes the application of networked interactive toys in acting as a headhunting service, and as providing and employment agency service.
  • a system of networked interactive toys is used for the purposes of interactive verbal advertising.
  • Interactive verbal advertising occurs, for example, when an advertiser (in this case an ineractive toy) presents his "sales pitch" using recorded, simulated, computer generated or other verbal means in such a way that the content of the advertiser's speech and/or his other actions depends on the toy user's response to some or all of his previous speech and/or actions.
  • the toy thus gives the impression of interacting with the user in a manner similar to but more powerful than that of an actual human salesman.
  • the toy advertiser has may also use the reactions of other users to his "sales pitch" to modify his sales strategy.
  • Another preferred embodiment of the present invention describes a networked interactive changeable form toy whereby changes of toy content correspond to changes in the configuration of toy parts.
  • Another preferred embodiment of the present invention uses systems to download Internet content to talking units, to produce a "Classic" range of dolls.
  • a further preferred embodiment of this invention describes the application of networked interactive toys in acting to provide products and services to aid disabled and handicapped people.
  • Still another preferred embodiment of this invention describes the application of networked interactive toys in providing users with items, preferably on a "pay-per-item" basis.
  • Yet another preferred embodiment of the present invention comprises networked interactive toys that may be "cloned” in the sense that their "personality” may be transferred from one physical to another toy or to a "virtual toy” comprising an animated form of said toy appearing on a computer or other such screen.
  • the ability to clone toys enhances both the entertainment value and the commercial value of a network of such toys.
  • Another preferred embodiment of the present invention relates to the use of Interactive toys in general and Networked Interactive toys in particular to send users to or to interface with, online shopping sites which may use, in addition to traditional forms of payment such as credit cards, a point system.
  • Credit points may be purchased or may be given to the user or may be won by the user.
  • This system is ideal for use by people who do not have credit cards or who do not wish to use them. Such people include children (whose parents may purchase credit points for them) and people with mental handicaps or any person who finds it either better or more enjoyable to use credit points instead of money.
  • Still another further preferred embodiment of this invention describes the application of networked interactive toys in raising money for charities, providing charitable services and in aiding commumcation between charity suppliers and receivers.
  • a further preferred embodiment of the present invention relates to a touch sensor for hair, fur or any kind of hair-like device attached to an interactive toy that is used in order to indicate that a user has touched the toy's hair in a certain way.
  • the hair-sensor described by this invention in planned for a networked interactive toy as detailed below, it is appreciated that this hair sensor may be used for any electronically controlled toy with any mechanism for responding for input from such a hair sensor.
  • networked interactive toys are used to track the location of users while they are, for example, on a trip and to guide them in a variety of ways that enhance the education, entertainment and commercial value of such toys.
  • interactive toys in action as tour-guides can be used to enhance cooperation between sites of tourism all over the world and a system of such toys. These toys can be further used to collect information on travel trends and tourism that is of value to other establishments involved in such fields.
  • Another preferred • embodiment of the present invention comprises a networked system of interactive toys that are used in order to visually recognize their users and/or their users' motions and/or other objects in a variety of ways which enhance the entertainment and commercial value of such toys.
  • toys help their users to create digital films using a video camera mounted on a toy, and to send such films on a network for the purpose of entertainment or surveillance.
  • an interactive toy builds a relationship with its user, builds a database of information about its user, and uses that information to present a sales promotion scenario individualized to its user.
  • Another preferred embodiment of the present invention describes a networked interactive doll with a fanciful feminine appearance and extensive mobility of body parts, whereby content changes in correspondence to toy movement.
  • a further preferred embodiment of the present invention includes an authoring tool that allows time synchronized script writing of actions for an interactive toy whereby: 1) Toy hardware limitations are talcen into account; and 2) A simulator is provided whereby toy synchronized speech and motion may be previewed.
  • a further preferred embodiment of the present invention contains a user interface for Networked Interactive Toys.
  • Interactive toys preferably have sensors and actuators which allow tactile, kinetic and other forms of interaction with a user.
  • Interactive toys are preferably connected to at least one interactive toy server which is preferably connected to entertainment, education and sales promotion servers possibly via Internet communication systems utilizing, for example, telephone lines, coaxial cables, satellite or other broadband systems.
  • Interactive toys are preferably connected to a computing device such as a home computer or an Interactive Television set-top box via a wireless link.
  • Still another preferred embodiment of the present invention comprises an integrated system of home entertainment and home automation in which one or more interactive toys participates in and/or provides control of household devices including entertainment media, appliances and other electrically controlled household devices.
  • interactive toys When used in conjunction with the aforementioned system are further described below.
  • a further preferred embodiment of this invention comprises a user manual for an interactive development environment (I.D.E.). This allows any company or individual or other who wishes to provide content to objects such as toys employing such "Living Object” technology to create and test scripts, and other forms of content for these objects.
  • I.D.E. interactive development environment
  • a still further preferred embodiment of the present invention comprises an outline and screenshots of client software for toys incorporating "Tiving objects' technology.”
  • This software which may reside on a user's local computer, or on a Web server includes s Shop and a Users' Club in which commercial and other services are provided to users.
  • a toy system including: a plurality of toys, at least some of which have differing content filtering relevant characteristics, the plurality of toys being adapted for communication along a computer network, at least one content communication filter cooperating with at least some of the plurality of toys and being operative to govern the content of at least part of the communication of the plurality of toys along the computer network, the at least one content communication filter applying at least one content filtration criterion which is at least partially a function of at least one of the differing content filtering relevant characteristics.
  • a toy system wherein the at least one content communication filter governs the content received by at least one of the plurality of toys along the computer network. Additionally, in accordance with a preferred embodiment of the present invention there is provided a toy system, wherein the at least one content communication filter governs the content transmitted by at least one of the plurality of toys along the computer network.
  • the at least one content communication filter includes a plurality of content communication filters, each cooperating with at least one the plurality of toys.
  • the at least one content communication filter applies at least one content filtration criterion which is at least partially a function of dynamic content characteristics.
  • the at least one content communication filter applies at least one content filtration criterion which is at least partially determined by an operator of at least part of the system.
  • the at least one content communication filter applies at least one content filtration criterion, which is at least partially determined in an interactive manner.
  • a toy system wherein the at least one content communication filter is operative to filter content relating to toy speech.
  • a toy system wherein the at least one content communication filter is operative to filter content relating to physical actions of a toy.
  • a toy system wherein the at least one content filtration criterion is at least partially a function of the geographical location of the toy.
  • a toy system wherein the at least one content filtration criterion is at least partially a fimction of the cultural milieu in which the toy is resident.
  • the at least one content filtration criterion is at least partially a function of at least content filtering relevant characteristics of a transmitting toy transmitting the content and of at least one receiving toy, receiving the content.
  • the at least one content filtration criterion is at least partially a function of at least one characteristic of a user of the at least one receiving toy, receiving the content.
  • the at least one content filtration criterion is at least partially a function of at least one characteristic of a user of a transmitting toy, transmitting the content.
  • the at least one content filtration criterion is at least partially a function of at least one characteristic both of a user of the at least one receiving toy, receiving the content and of a user of at least one transmitting toy, transmitting the content.
  • a toy system including: a plurality of toys, at least some of which have local databases associated therewith, at least one correlation database in communication with the local databases and being operative to store correlated, non-toy specific information based on information received from a plurality of the local databases.
  • a toy system wherein the local databases are located within individual computers external to and communicating with the individual toys.
  • a toy system wherein the at least one correlation database communicates with the local databases in a manner such that not all of information stored in the local databases is made available to the at least one correlation database.
  • a toy system wherein at least some individual toy identification information stored in the local databases is not made available to the at least one correlation database. Still further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein no individual toy identification information stored in the local databases is made available to the at least one correlation database.
  • the local databases store information relating to individual users of the plurality of toys, including individual user identification information.
  • a toy system wherein information relating to individual users of the plurality of toys, excluding individual user identification information, is made available to the at least one correlation database.
  • the plurality of toys includes at least one toy having user interaction characteristics which change over time.
  • a toy system wherein the information received from the individual databases is correlated with changes in the user interaction characteristics.
  • a toy system wherein the information received from the individual databases relates to individual user activities.
  • a toy system wherein the individual user activities include user physical activities and user speech.
  • a toy system wherein the user activities having commercial significance are correlated with activities of the at least one toy having user interaction characteristics which change over time.
  • a toy system wherein the user interaction characteristics change over time in response to toy motivation inputs received by the at least one toy over a computer cornmunication network. Still further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one correlation database contains information correlating the user interaction characteristics with the individual user activities.
  • Fig. 1 is a block diagram of a computer communicating with a toy(s), a network, or a series of networks, in which communication may be achieved by a cell phone or hardware- containing cellular phone technology connecting a user to a server or Internet Service Provider;
  • Figs. 2-4 are simplified flowcharts of toys with sensors sensing sound, vibration, touch, heat, light, motion, vision, or a combination thereof;
  • Figs. 5-6 are pictorial illustrations of an Interactive Toy System which encourages users to bring a toy to a target destination;
  • Fig. 7 is a simplified flowchart illustrating a toy's interactive responsive advertising to a user
  • Fig. 8 is a simplified flowchart illustrating an interactive toy employing other toy and their users in the system as part of a sales force;
  • Fig. 9 is a simplified pictorial illustration of a computer-controlled talking object system constructed and operative in accordance with a preferred embodiment of the present invention.
  • Fig. 10 is a simplified pictorial illustration of a computer-controlled talking object system constracted and operative in accordance with another preferred embodiment of the present invention.
  • Fig. 11 is a simplified pictorial illustration of a computer-controlled talking object system constructed and operative in accordance with another preferred embodiment of the present invention.
  • Fig. 12 is a simplified pictorial illustration of the computer-controlled talking object of Fig. 10 showing a connector and a controller in greater detail;
  • Fig. 13 is a simplified pictorial illustration of the computer-controlled talking object of Fig. 9 showing a connector in greater detail;
  • Fig. 14 is a simplified pictorial illustration of the computer-controlled talking object of Fig. 11 showing a multiplexing connector in greater detail;
  • Fig. 15 is a simplified block diagram of the interface circuitry of Fig. 9, constructed and operative in accordance with a preferred embodiment of the present invention
  • Fig. 16 is a simplified block diagram of the interface circuitry of Fig. 11, constructed and operative in accordance with a preferred embodiment of the present invention
  • Fig. 17 is a simplified flow illustration of modes of operation of the computer- controlled talking object system of Fig. 9, the method operative in accordance with a preferred embodiment of the present invention
  • Fig. 18 is a simplified flow illustration of submodes of operation relating to processing digital signal data received via the serial or parallel port of a computer to which the interface circuitry of Fig. 15 is connected, the method operative in accordance with a preferred embodiment of the present invention
  • Fig. 19 is a simplified flow illustration of submodes of operation relating to processing digital signal data received via the serial or parallel port of a computer to which the interface circuitry of Fig. 16 is connected, the method being operative in accordance with a preferred embodiment of the present invention
  • Fig. 20 is a simplified flow illustration of a timer method useful in understanding the methods of Figs. 19 and 20, the timer method being operative in accordance with a preferred embodiment of the present invention
  • Fig. 21 is a simplified pictorial diagram of three configurations of the computer- controlled talking object of Fig. 9, constructed and operative in accordance with a preferred embodiment of the present invention
  • Fig. 22 is a simplified pictorial diagram of the three computer-controlled talking objects of Fig. 21, illustrating their ability to be serially connected, via a cable or multiplex cable, to interface circuitry and a computer in accordance with a preferred embodiment of the present invention
  • Fig. 23 is a simplified operational flow chart of an entertaining trainer system for the entertaining training of a child user of a computer-controlled talking object, constructed and operative in accordance with a preferred embodiment of the present invention
  • Fig. 24 is a simplified pictorial illustration of a computer-controlled talking object system, showing an entertaining trainer, constructed and operative in accordance with a preferred embodiment of the present invention
  • Fig. 25 is a block diagram of an interactive toy containing a celular phone contacting a phone network, which, in turn, contacts a global network such as the Internet;
  • Fig. 26 is a block diagram of an interactive toy equipped with an LCD screen for viewing information or transferring information to the user via sound or motion
  • Fig. 27 is a pictorial illustration of a child using a direct link to his computer while at home and a cellular network, while away from home;
  • Fig. 28 is a pictorial illustration of hardware used in the situation in which a child uses a direct link to his computer while at home and a cellular network while away from home;
  • Fig. 29 is a simplified flowchart illustrating the connection between an interactive toy server and various other system computer connections and communications;
  • Fig. 30 is a block diagram illustrating a decision process in a case where an interactive cell phone toy links up to a computer system or communicates via a cellular system;
  • Fig. 31 is an illustration whereby one or more computers interact with one or more • interactive toys
  • Fig. 32 illustrates interactive toys providing gaming and advertising mformation for their users after receiving input from remote game and advertising servers;
  • Fig. 33 is a pictorial illustration depicting a user's susceptibility to advertising campaigns selling peripheral material related to his interactive toy;
  • Fig. 34 is a flow illustration of an interactive toy directing a user to frequent an establishment or utilize new products
  • Fig. 35 is an illustration of the system involved in which the interactive toy directs the user to utilize a new product
  • Fig. 36 is an illustration of the system involved in which the interactive toy influences the user to frequent a particular store and encourage a purchase;
  • Fig. 37 is a pictorial illustration of an interactive toy updating its server system with relevant information connected to the user's preferences, likes and dislikes, and responses to the system's advertising campaigns;
  • Fig. 38 is a pictorial illustration demonstrating the main parts of an Interactive Toy System (I.T.S.), comprising one or more interactive toys at various locations connected to one or many computers, which, in turn, may or may not be connected to a local area network;
  • I.T.S. Interactive Toy System
  • Fig. 39 is a simplified flowchart depicting the main parts of an Interactive Toy System (I.T.S.);
  • Fig. 40 is an illustration of an interactive toy equipped with video cameras to send or receive messages to the network
  • Fig. 41 is a block diagram illustrating the relationship between the computer, the toy controller, and the radio base station whereby the connection between the computer and the radio base station is made through the sound board;
  • Fig. 42 is a block diagram illustrating the relationship between the computer, the toy controller, and the radio base station whereby the connection between the computer and the radio base station is made through the through the computer's serial or parallel ports;
  • Fig. 43 is a simplified flowchart of one or more interactive toys communicating via cellular phones and contacting providers and various Internet sites;
  • Fig. 44 is a simplified flowchart illustrating that an interactive toy may be equipped with one or more speakers, microphones, sensors and actuators, which control the motion of the toy;
  • Fig. 45 is a simplified flowchart illustrating the interactions between an interactive toy and its surroundings
  • Fig. 46 is a block diagram of the hardware described in Fig. 45;
  • Figs. 47A and 47B are illustrations of one possible way in which an interactive doll markets products to a user and her friend, and pushes "have alike” and “be alike” concepts;
  • Figs. 48A and 48B are pictorial illustrations of the ability of an Interactive Toy System to perform and register a swap of interactive toys between two parties, and to credit/debit users according to the value of difference in "product received-product given";
  • Figs. 49A-49B are pictorial illustrations depicting the use of characterization in marketing media products such as movie tickets;
  • Fig. 50 is a pictorial illustration depicting an interactive doll entertaining and providing music upon request, and responding interactively;
  • Fig. 51 is a pictorial illustration demonstrating one function of an interactive toy, such as simulating human emotional attachment
  • Fig. 52 is an illustration of a sample personalization screen in which the user's characteristics and preferences are conveyed to the computer via the computer terminal;
  • Figs. 53-56 are block diagrams illustrating the main processes that take place in the various advertising/toy and game/marketing/advertising/ and maintenance systems in distributing the relevant content and advertising materials to their users;
  • Fig. 57 is a block diagram showing the use of a password in identifying and locating the user by the toy with the use of a personal password;
  • Fig. 58 is a block diagram illustrating that a computer filter determines whether incoming content is suitable for transmission;
  • Figs. 59-60 are block diagrams showing the functioning of a computer filter and the associated alarms which are activated in the event that the received input does not conform to preconceived input information;
  • Fig. 61 is a block diagram illustrating that inappropriate content received by a user can effect the receipt of future content by the same sender
  • Fig. 62 is a block diagram illustrating a system's database mapping, segmenting, and slicing by criteria such as user and sender's history and toy profile;
  • Fig. 63 is a simplified flowchart illustrating the placement of filters between content or entertainment providers and one or more ITS systems, and from the ITS systems to one or more users;
  • Fig. 64 is a block diagram illustrating the placement of filters between content or entertainment providers and one or more ITS systems, at places within ITS systems, and from the ITS systems to one or more users;
  • Fig. 65 illustrates a message displayed by the computer screen regarding the appropriateness of the content delivered from the entertainment provider
  • Fig. 66 is a simplified flowchart depicting the specific locations of where filters may be employed in preventing inappropriate information being received in an ITS;
  • Fig. 67 illustrates a computer screen, in which initial settings for the teaching of a language can be entered for a particular user
  • Fig. 68 is a simplified block diagram of a set up screen, in which personal details of a user can be entered;
  • Figs. 69A-69C are simplified flowcharts illustrating a method of language presentation by the toy
  • Figs. 70A-70D are simplified flowcharts illustrating a further example of language presentation
  • Fig. 71 is a simplified flowchart illustrating an example of random play for learning three animal names in English
  • Fig. 72 is a block diagram illustrating an interactive toy adapting to one or several users according to their language abilities, and may or may not identify them according to their voice;
  • Fig. 73 is block diagram illustrating a toy's sensing mechanism in determining whether his user is asleep
  • Fig. 74 is a pictorial illustration of the function and interaction of the user and the interactive toy in assisting the user to stop smoking;
  • Fig. 75 illustrates the fimction and interactions of the user and the interactive toy in assisting the user in overcoming negative behavior patterns;
  • Fig. 76 is a pictorial illustration of the interactions of the user and the interactive toy in assisting the user (a spoilt child) by distracting and redirecting his attention away from a desired object or toy by evaluating the user's own voice pattern and receiving input from the I.T.S;
  • Fig. 77 illustrates the function and interactions of the user and the interactive toy in assisting the user in overcoming negative eating patterns
  • Fig. 78 illustrates the division of a community of users into representative test groups
  • Fig. 79 is simplified flowchart illustrating the use of test groups illustrated in Fig. 78 for the purpose of R&D;
  • Fig. 80 is a simplified flowchart illustrating the testing of a number of speech recognition techniques
  • Fig. 81 is a simplified flowchart illustrating examples of research into problem detection in voice recognition
  • Fig. 82 is a block diagram illustrating an example of research on toy hardware, determining the nature of typical hardware malfunctions
  • Fig. 83 is a schematic illustration depicting an example of research on methods of teaching, and how such research may be useful in measuring the long-term contribution of education content to users in comparison to other users (or non-users);
  • Fig. 84 is a block diagram of an example of entertainment research whereby a toy collects information on the context of watching television programs;
  • Fig. 85 is a block diagram depicting the interaction between the user and the interactive toy and the opportunity to perform research on traffic habits;
  • Fig. 86 is a schematic representation of a basic structure of a database for use with Networked Interactive Toys, including the location of its various components;
  • Fig. 87 is a simplified flowchart illustrating several examples of types of events for which information may be sent, after a toy-to-user interaction, to a database on a server;
  • Fig. 88 is a block diagram illustrating an example of a procedure for handling information, which has been collected in the course of a relatively short period of time;
  • Fig. 89 illustrates a possible procedure by which an analysis of a record of events can be used to update a record of user information
  • Fig. 90 illustrates the basic parts of a personal record of user information
  • Fig. 91 is a simplified flowchart illustrating an example of analysis of information about user habits that is collected over a large number of users
  • Fig. 92 is a pictorial illustration depicting a typical record of toy life history
  • Fig. 93 is a simplified flowchart illustrating an example of using a record of toy travels
  • Fig. 94 is an illustration of an example of a database for content providers
  • Fig. 95 illustrates a possible structure of a commercial database
  • Fig. 96 illustrates the database input to a security unit
  • Fig. 97 illustrates the possible location of a private database
  • Fig. 98 is a block diagram illustrating the use of a private database
  • Fig. 99 is a pictorial illustration of a preferred implementation of the present invention showing the network configuration and the main players;
  • Fig. 100 is a simplified flowchart of a preferred implementation of the present invention illustrating data flow between the major parties
  • Fig. 101 is a pictorial illustration of a toy equipped with a toy control device
  • Figs. 102-103 are block diagrams of the toy control device and the computer radio interface where the computer radio interface is connected to the computer via an analogue sound board or a digital peripheral port;
  • Figs. 104-105 present screen displays for setting up a user account
  • Fig. 106 A is an illustration of three independent user accounts for music content
  • Fig. 106B is a block diagram illustrating the tree-like linking of vendor-specific user accounts linked to a master user account
  • Fig. 106C is a block diagram depicting a user account linked to three financial provider accounts, all providing music content
  • Fig. 107 presents a screen display for managing a financial provider account of a preferred embodiment of the present invention
  • Fig. 108 illustrates the numerous ways in which an interactive toy may access information
  • Figs-. 109A, 109B and 109C are block diagrams illustrating typical conversations between toy and user whereby the toy encourages the user to be entertained, order food, purchase tickets for movies and the like;
  • Fig. 110 is a block diagram illustrating a toy verbally reminding its user of meetings and other itinerary items
  • Fig. I l l is a block diagram depicting an example of a toy's function in helping a user to access diary or other information
  • Fig. 112 is a block diagram illustrating an example of a "one-word-buy" (O.W.B.) flowchart
  • Figs. 113A, 113B and 113C are block diagrams illustrating a typical one- word-buy routine employing an interactive networked toy and an Internet computer;
  • Figs. 114A, 114B and 114C are block diagrams illustrating a toy's vocalization of the mapping of fields of potential purchase for a user
  • Figs. 115-116 are simplified block diagrams demonstrating the purchase routine involved when a user's voice and password have been authorized by an Interactive Toy System
  • Fig. 117 is a block diagram illustrating a typical authorization subroutine
  • Fig. 118 is a block diagram depicting a one-word-stop-transaction when a user does not want to purchase an item
  • Fig. 119 depicts a typical screen, which an Interactive Toy System sends to a user, based upon fields of pre-authorized purchase;
  • Fig. 120 illustrates a screen provided by an Interactive Toy System showing a user his maximal limit for one transaction (transaction limit);
  • Fig. 121 illustrates examples of the numerous ways in which an interactive toy may access information from, and communicate with purchase/item supplier and toy user(s);
  • Fig. 122 is a simplified flowchart illustrating examples of volume purchase and auction using the current invention
  • Fig. 123 is a simplified flowchart of an "auction party". in which only a limited number of users participate; the toys inform the users of what is occurring in the on-line auction and allows the users to adjust their bids;
  • Fig. 124 is an illustration of an auction game
  • Fig. 125 is a block diagram illustrating the auction and volume purchase experience enhances the (virtual) "life experience" of the Interactive Toy and thus intensifies the uniqueness of each individual toy;
  • Fig. 126 is a flow illustration of an interactive toy initiating a purchase in a reverse auction
  • Fig. 127 is a flow illustration of a toy obtaining information via other toys
  • Fig. 128 is a simplified block diagram demonstrating the interaction between the user with a search engine via his toy, or alternatively via the computer directly;
  • Fig. 129 is a simplified flowchart illustrating that each toy is a member of a community of toys;
  • Fig. 130 illustrates that a community of toys greatly enhances the search experience
  • Fig. 131 is a block diagram depicting an example of a search activity and the interaction between the user and the toy;
  • Fig. 132 depicts the interaction via the network between the server, entertainment provider, mobile communication system, and the toy;
  • Fig. 133 is a simplified flowchart illustrating an example of the interactions involved between user and the toy in the reverse auction system
  • Fig. 134 is a block diagram illustrating the reverse auction system
  • Fig. 135 is a simplified flowchart illustrating the toy (via its computer and/or server) helping the user narrow his selection in a purchase and then search for either suppliers or other users who have specific items for sale;
  • Fig. 136 is a simplified flowchart illustrating the interactions involved in purchasing an item
  • Fig. 137 is a simplified flowchart demonstrating a game that can be played involving the price of a particular item
  • Fig. 138 is a block diagram illustrating a game a toy can play with the user and suggests, as a prize, that the toy will find the user some item which the toy ICDOWS that the user might want, at a price the user can afford;
  • Fig. 139 is a simplified flowchart depicting the user's initiation of the reverse auction activity
  • Fig. 140 illustrates the numerous ways in which an interactive toy may access information
  • Fig. 141 is a block diagram depicting the interactive toy server (I.T.S.) assisting the user in learning;
  • Fig. 142 is a pictorial illustration demonstrating an interactive toy server (I.T.S.) controlling learning courses for users;
  • I.T.S. interactive toy server
  • Fig. 143 is a representation of an Action Panel of an action sound synchronizer in accordance with a preferred embodiment of the present invention.
  • Fig. 144 is a representation the main construction panel of an action sound synchronizer in accordance with a preferred embodiment of the present invention.
  • Fig. 145 demonstrates an example of the classic authors/characters doll in action
  • Fig. 146 is a typical list of interactive networked toy diary functions
  • Fig. 147 is a pictorial illustration of the Internet server responsible for the network of interactive toys
  • Fig. 148 A demonstrates a technological overview of an interactive toy system
  • Fig 148B is a pictorial illustration demonstrating that Integrated Development Environment and Hardware are combined to create the Internet server responsible for the networked interactive toys;
  • Fig. 149 illustrates the numerous ways in which an interactive toy may access information
  • Figs. 150A-150B depict simplified flowcharts that illustrate the interaction between user and toy
  • Fig. 151 is a block diagram illustrating an example of an interactive toy's conversation ⁇ with its user in trying to find its user's person search;
  • Fig. 152 illustrates a system in which the community of interactive toys passes information one to/from the other;
  • Fig. 153 is a pictorial illustration of the numerous ways in which an interactive toy may access "yellow page" information
  • Fig. 154 is a block diagram illustrating an example of a toy persuading its user to upgrade his personal computer;
  • Fig. 155 is a block diagram depicting an example of the procedure involved in upgrading a user's personal computer
  • Fig. 156 is a block diagram depicting an example of an interactive search and the choice of musical content
  • Fig. 157 is a block diagram illustrating an example of an Interactive Song Contest
  • Fig. 158 is an illustration depicting a user listening to a "rock concert" performed by interactive toys
  • Fig. 159 is a simplified flowchart illustrating an example of an interactive game with music
  • Fig. 160 illustrates the provision of musical content in a controlled manner
  • Fig. 161 is a block diagram of an interactive toy acting as a music instructor
  • Fig. 162 illustrates a typical interactive networked toy doctor
  • Fig. 163 is a pictorial illustration of a typical "working environment" for a toy doctor
  • Fig. 164 is a block diagram illustrating a typical user-toy doctor interaction
  • Fig. 165 depicts a simplified flowchart illustrating that whenever an interactive toy server provides services, purchases items or information for the user, it may receive commission from the service providers;
  • Fig. 166 illustrates the numerous ways in which an interactive toy may access information either directly or indirectly;
  • Fig. 167 is a block diagram illustrating a typical method in which a toy provides its user with information such as employment information;
  • Fig. 168 is a block diagram demonstrating the interaction between user and interactive toy in purchasing via the Internet;
  • Fig. 169 is a block diagram depicting a toy advertising products interactively
  • Fig. 170 illustrates a game between a user and a toy that advertises a product
  • Fig. 171 is a block diagram demonstrating a toy's response to an external situation and advertises a product
  • Fig. 172 is a simplified flowchart illustrating the interaction between a shopper and a toy at a shopping center that represents a famous media character
  • Fig. 173 is a block diagram illustrating context-based interactive advertising
  • Fig. 174 is an illustration of a toy responding to an external situation such as music being played at the background, and advertising a product;
  • Fig. 175 is a block diagram depicting a user's personal profile being developed by monitoring the history of a user's purchases and responses to advertising;
  • Fig. 176 is a pictorial illustration a toy helping its user to assemble toy parts into a valid configuration
  • Fig. 177 is an illustration of various personalities or characters being depicted by a configuration of toy parts
  • Fig. 178 is a simplified flowchart illustrating the correspondence between a toy character and aspects of toy behavior, and the interaction between a toy and its user;
  • Fig. 179 is a simplified flowchart demonstrating the attitude typical to a "vicious" character"
  • Fig. 180 is a block diagram illustrating of an interaction between a toy and its user where a toy changes its character in accordance with the direction from which its user approaches it;
  • Fig. 181 is a block diagram depicting a toy changing character in response to its user's emotional state
  • Fig. 182 is a block diagram demonstrating a toy assuming various characters in the course of delivering educational content
  • Figs. 183-184 illustrate a series of LED 's, photoreceptors, and other components located in the toy;
  • Fig. 185 illustrates how motion in the toy is achieved
  • Fig. 186 is a pictorial illustration of how toy parts can be assembled in various ways and into various configurations
  • Fig. 187 is a block diagram demonstrating the interaction between the toy and user in locating an item the user wants to purchase;
  • Fig. 188 depicts examples from the Classical Collections of interactive toys
  • Fig. 189 is a pictorial illustration demonstrating a user receiving a lesson in history via his interactive toy
  • Fig. 190 illustrates that multiple toys, even from different collections, and can interact completely;
  • Fig. 191 describes the numerous ways in which an interactive toy may access mformation
  • Fig. 192 is a pictorial illustration demonstrating the typical features of a walking interactive toy
  • Fig. 193 is a simplified flowchart describing a typical method in which an interactive toy provides special services for the disabled users;
  • Fig. 194 illustrates an interactive toy accessing information either directly or indirectly on a "pay-per-item" basis
  • Fig. 195 illustrates a typical method by which a networked interactive toy provides items to its user employing a "pay-per-item" system
  • Fig. 196 is a simplified flowchart demonstrating a typical method by which a networked interactive toy finds a suitable diet for its user;
  • Fig. 197 is a block diagram illustrating the typical interaction of a toy in persuading a user to keep to his diet regime;
  • Fig. 198 is an illustration depicting a toy's personality represented as a block within a toy's body
  • Fig. 199 is a pictorial illustration of a toy's personality being cloned onto an animated computer image ("virtual cloning");
  • Fig 200 illustrates the difference between regular and merged clones
  • Fig. 201 is a simplified flowchart demonstrating the blending of a regular and a merged clone
  • Fig. 202 illustrates that when users exchange toys with one another, concomitantly, the toys exchange personalities with one another;
  • Fig. 203 is a simplified flowchart illustrating how a user clones a new personality into a toy that is already in his/her possession;
  • Fig. 204 illustrates an example of slicing a toy's personality
  • Fig. 205 illustrates the use of credit points with pre-approved budgets assigned by parents, guardians or by the user himself for various kinds of items to be purchased;
  • Fig. 206 is a pictorial illustration of a computer screen for point purchases
  • Fig. 207 is a block diagram illustrating the interaction of the toy and user where the toy discovers the interests of the user and suggests websites that the user should visit;
  • Fig. 208 illustrates the numerous ways in which an interactive toy may access information such as a suitable charity
  • Fig. 209 depicts a typical case in which an Interactive Toy System matches a volunteer's offer to a suitable charity
  • Fig. 210 is an illustration describing the method that charities receive money on a pay-as-you-eam basis from charity donors via a toy and I.T.S.;
  • Fig. 211 illustrates examples of stroking a toy's hair
  • Fig. 212 is a block diagram depicting the way a hair sensor in the toy is used with additional sensors;
  • Fig. 213 is a block diagram illustrating various examples of using a special comb with a hair sensor
  • Fig. 214 is a block diagram demonstrating an episode of an interactive story with a hair sensor
  • Fig. 215 is a schematic representation illustrating examples of location and direction tracking using mobile communication
  • Figs. 216A and 216B are simplified flowcharts illustrating the procedure involved in choosing a website to visit
  • Fig. 217 illustrates a toy tour-guide combining commentary and entertainment
  • Fig. 218 is block diagram demonstrating a toy tour-guide acting as a translator
  • Fig. 219 is a block diagram illustrating a trip planning procedure for a family
  • Fig 220 is a simplified flowchart demonstrating the ability of a toy to recognize that a person has entered a room
  • Fig. 221 is a simplified flowchart depicting the ability of a toy to recognize the posture of the user;
  • Fig. 222 is a simplified flowchart illustrating motion recognition of a user by a toy
  • Fig. 223 is a block diagram depicting motion and color recognition by a toy using a database record of relevant information
  • Fig. 224A depicts a user receiving an interactive toy as a gift
  • Fig. 224B illustrates a user's parent activating a toy
  • Fig. 224C illustrates the situation after registration is complete and the toy is functional
  • Fig. 225 is a simplified flow chart demonstrating example of a script which is designed to introduce a toy to a user and to give the impression that the toy has humanlike feelings;
  • Fig. 226 illustrates a user registration screen
  • Fig. 227 depicts an example of the interaction and dialog that builds a relationship between a user and a toy
  • Fig. 228 depicts an example of building a relationship between a user and a toy by doing things together
  • Fig. 229 illustrates the interactions involved between a user and a toy that are used to develop a friendship
  • Fig. 230 is a pictorial illustration of two users enjoying the interaction of their toys
  • Fig. 231 is a simplified flowchart illustrating that multi-user communication is established when a toy "visits" the base computer of another toy;
  • Fig. 232 illustrates the use of information from a conversation between a toy and a user in developing a relationship
  • Fig. 233 illustrates the use of a conversation between a user and a friend by a toy to purchase a new item
  • Fig. 234 illustrates a toy assisting a user in getting what it needs by listening for key words and responding to them;
  • Fig. 235 is an illustration of the kind of information that may be collected by a user's toy and placed in a user information database;
  • Figs. 236A and 236B illustrate examples of three methods of acquiring information by either registration, a direct script, or an indirect subtle script
  • Fig 237 depicts a toy obtaining information regarding a user's friends
  • Figs. 238A and 238B illustrate a user's likes and dislikes being determined in a context sensitive way
  • Fig. 239 is a pictorial illustration depicting the updating of personal information about the user when the user and the toy visit a well-known location;
  • Fig. 240 illustrates the use of an environment database combined with a sales promotion database may design a sales promotion scenario
  • Figs. 241 A and 241B demonstrate the selling of a different product to different toys
  • Fig 242 is a block diagram illustrating that information from the user interaction database may be combined with information from a sales promotion database to advertise an item;
  • Fig. 243 illustrates the inclusion of a brand item in a script
  • Figs. 244A and 244B demonstrate that a toy is employed to attract a user to visit a web site
  • Figs. 245A and 245B depicts the employment of an interactive toy in sending a user into a store
  • Fig 246 is a pictorial illustration of a child in a Burger Boy restaurant, and the restaurant has a point-of-sales talking burger;
  • Figs. 247A and 247B illustrate the use of an interactive toy in sending a user to a aj or theme park
  • Fig. 248A and Fig. 248B demonstrate a method by which a toy and a toy server system track sales information
  • Fig. 249 illustrates that sales promotion information for a single user may be combined from the information of many users into a multi-user summary for each promoter
  • Fig. 250 is an illustration of a sample report that may be sent by the Interactive Toy Server to a given sales promoter for the purposes of billing;
  • Fig. 251 demonstrates that learned from previous advertisements with a single user can be used to improve future advertisements
  • Fig. 252 is a simplified flowchart illustrating that the database on all users may be combined to improve advertisement success on a particular user
  • Fig. 253 demonstrates that profiles on a user's friends may be used to enhance effectiveness of advertising
  • Fig. 254 illustrates that advertising with an interactive toy can be embedded in a game played between the toy and a user
  • Fig. 255 depicts that a toy can promote sales without using verbal expression
  • Fig. 256 illustrates that an advertisement on a television may be synchronized with a user's toy to provide more effective advertising
  • Fig. 257 demonstrates that a toy can send a user to the computer screen for a visual presentation of a commercial message
  • Fig. 258 A is a pictorial illustration of an interactive toy helping a user deal with a difficult situation and, at the same time, promote the sale of a gift;
  • Fig. 258B is a block diagram representing the illustration of Fig. 258 A;
  • Fig. 259 illustrates the system described by the current invention
  • Fig. 260 is a simplified diagram of the system of a preferred embodiment of the present invention.
  • Fig. ' 261 is a diagram describing the employment of an Interactive Toy in changing the content of a movie, advertisement or other Interactive Television content;
  • Fig. 262 illustrates that a toy is an active participant in an Interactive Television program — in this case an advertisement for new doll clothes;
  • Fig. 263 is a pictorial representation of the interaction between a toy, a user's computer, and the Internet;
  • Fig. 264 illustrates a situation in which the toy is connected via a wireless link to a home (or office or other) computer with a direct wireless link, but that the commands for operation of the computer come either partially or entirely from one or more computers on a network;
  • Fig. 265 demonstrates a basic method of connecting a toy to computers on a network using a standard phone line
  • Fig. 266 demonstrates the basic components of an RF unit
  • Fig. 267 is a block diagram demonstrating that the controller contacts one or more servers on the Internet which are programmed to respond to such a contact by providing the internet address of one or more computers which control the toy's operation;
  • Fig. 268 is a schematic illustration of a system wherein one or more computers control toys roaming within a defined space;
  • Fig. 269 depicts an example of a Web Television System provides a medium for connecting Interactive Toys to a network, such as the Internet;
  • Figs. 270A-270B illustrate the general principle behind the method of connecting a toy to a network such as the Internet;
  • Fig. 271 illustrates that the cellular connection can be implemented using a standard toy controller for connecting a toy to a local PC
  • Fig. 272 is a pictorial illustration demonstrating that a networked interactive toy is connected to a "set-top box" by providing an RF link between a toy and a set-top box within RF range of a toy;
  • Fig. 273 is a block diagram illustrating a toy's response to motion and sensor's indications
  • Fig. 274 is a block diagram demonstrating a conversation between a toy and a user about diet
  • Fig. 275 is a block diagram illustrating that a conversation between a user and a doll can begin with one topic, change to a second topic, and progress to a third topic unrelated to the first;
  • Fig. 276 is a simplified flowchart illustrating a doll's response to being dressed up in a specific type of clothing
  • Fig. 277 is a simplified flowchart depicting an example of an interactive doll helping its user to send and receive e-mails;
  • Fig. 278 illustrates a personal computer system under toy control that comprises a script- writing environment
  • Fig. 279 illustrates an example of a graphic, display of a synchronized. time-line
  • Fig. 280A is a pictorial illustration depicting the exterior structure of a Smart Alex type of toy; , •
  • Fig. 280B is a pictorial illustration demonstrating the interior structure of a SmartAlex type of toy
  • Fig. 281 is a pictorial illustration depicting the rotational motor of a SmartAlex type of toy
  • Fig. 282 is a pictorial representation of a computer screen display for authoring tool
  • Fig. 283 illustrates an example for a procedure for generating, previewing and editing a synchronized time-line file of toy speech and motion
  • Fig. 284 illustrates an example of a synchronized script for a race starter
  • Fig. 285 is a pictorial representation of a computer screen display of an authoring tool in accordance with another embodiment of this invention.
  • Fig. 286 is a representation of an Installation computer screen
  • Fig. 287 is a representation of a Setup computer screen
  • Fig. 288 is a representation of a Toy Connection computer screen
  • Figs 289A-289B are pictorial illustrations of the user interface of Interactive Toys
  • Fig. 290 is a representation of a Toy Check computer screen
  • Fig. 291 is a representation of a Player screen
  • Fig. 292 is a representation of a Plan and Play screen
  • Figs. 293A-293B are representations of a Registration computer screen
  • Fig. 294 is a representation of an Interests computer screen on which the user checks personal preferences
  • Fig. 295 illustrates an Internet Library screen which permits the user to download content such as jokes, stories, songs, and games from the appropriate Internet server;
  • Fig. 296 is an illustration of a Mail computer screen, which allows the user to either send or receive mail;
  • Fig. 297 illustrates that the user can access a personal Address Book from the Inbox screen
  • Figs. 298A-298B illustrate the Address book computer screens in which the user may accept or block messages by adding or removing the names of friends and their toys listed;
  • Fig. 299 is a pictorial representation of a Send Mail computer screen
  • Fig. 300 is a representation of a Get Mail computer screen
  • Fig. 301 is a representation of a Send Mail computer screen that allows for playing at a predetermined date and time;
  • Fig. 302 is a block diagram that illustrates a Home Automation System described by the present invention.
  • Fig. 303 is a pictorial representation of a household appliance controlled by a home personal computer
  • Fig: 304 illustrates that a cable TV set-top box is used for connecting a variety of household appliances to a computer on a network
  • Fig. 305 illustrates that a home automation system with one or more interactive toys comprises both a TV set-top box and a home personal computer;
  • Fig. 306 illustrates that a networked interactive toy is preferably connected to database records such as a record of weather reports that allow the toy to control household appliances more efficiently;
  • Fig. 307 demonstrates that an interactive toy function within a home automation system in accordance with a database record of its user's profile
  • Fig. 308 is a box diagram illustrating that an interactive toy functions as an interface for controlling household appliances that is especially attuned to the needs of children;
  • Fig. 309 is a box diagram illustrating that an interactive toy collects information about their users in the course of diverse interaction with them that enables the toy to provide incentives for handling household appliances in a personalized way;
  • Fig. 310 illustrates that an interactive toy can activate a household appliance and advertises products related to the appliance
  • Fig. 311 is a pictorial illustration of interactive toys connecting to a network in a variety of ways
  • Fig. 312 illustrates the actions of a self-recharging toy
  • Fig. 313 is a pictorial illustration of a socket-device for a self-recharging toy that is sensitive to the safety needs of children;
  • Fig. 314 illustrates an example of a security method that is provided for verifying that a toy is plugged into the socket before recharging takes place
  • Fig. 315 is a simple flowchart describing an example of complete self-recharging procedure
  • Fig. 316 is a simplified flowchart illustration of the functionality of a content communication filter
  • Fig. 317 is a simplified flowchart illustration of the functionality of a content communication filter governing the content transmitted along a computer network by an interactive toy;
  • Fig. 318 is a simplified flowchart illustration of a multi-point content filtration process
  • Fig. 319 is a simplified flowchart illustration of an adaptive content filtration process
  • Fig. 320 is a simplified flowchart illustration of the functionality of a content filtration criterion determined in an interactive manner
  • Fig. 321 is a simplified table illustration of a keyword database record used in conjunction with a content filtration criterion, which is a function of dynamic content characteristics;
  • Fig. 322 is a simplified flowchart illustration of the functionality of a toy-motion filter
  • Fig. 323 is a simplified flowchart illustration of the functionality of a content filter filtering content according to cultural milieu
  • Fig. 324 is a simplified table illustration in the context of Fig. 323 showing a database record of filtration keywords utilized content filtration according to cultural milieu;
  • Fig. 325 is a simplified flowchart illustration of the functionality of a content filter filtering content according to characteristics of a transmitting and a receiving toy;
  • Fig. 326 is a simplified table illustration in the context of Fig. 325 showing a database record of filtration keywords utilized in content filtration content according to characteristics of a transmitting and a receiving toy;
  • Fig. 327 is a simplified flowchart illustration of the functionality of content filter filtering content according to characteristics of a sending user and a receiving user;
  • Fig. 328 is a simplified flowchart illustration in the context of Fig. 327 showing a database record of filtration levels determined according to according to characteristics of a sending user and a receiving user;
  • Fig. 329 is a simplified block diagram illustration of a toy system comprising a plurality of toys having local databases associated therewith and a correlation database in communication with said local databases in accordance with a preferred embodiment of the present invention
  • Fig. 330 is a simplified table illustration in the context of Fig. 329 showing a local database record located within an individual toy;
  • Fig. 331 is a simplified table illustration in the context of Fig. 329 showing a content database record
  • Fig. 332 is a simplified table illustration in the context of Fig. 329 showing a correlation database record
  • Fig. 333 is a simplified flowchart illustration in the context of Figs. 329, 330, 331 and 332 showing the information correlation functionality of the system of Fig. 329;
  • Fig. 334 is a simplified flowchart illustration of the functionality of toy having user interaction characteristics which change over time;
  • Fig. 335 is a simplified flowchart illustration in the context of Fig. 334 showing a central database obtaining information from local databases;
  • Fig. 336 is a simplified table illustration in the context of Fig. 335 showing a database record comprising correlated data
  • Fig. 337 is a simplified flowchart illustration in the context Fig. 336 showing the functionality of toy motivation inputs sent to toy according to correlated data in a central database; DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
  • toys by their very nature, are designed to entertain children and adults so that even in their current form, toys are a type of entertainment medium. Even inanimate toys can form a relationship with a user that may even take the form of "bonding". This bonding enhances the creative play of a user, which may be a child, and allows users to imagine that a toy has certain human (or superhuman or animal or alien or other) characteristics. Thus toys entertain users by focusing their imaginative play on certain characters or characteristics.
  • Inanimate toys are, however, limited in their abilities. First of all they entertain mostly by harnessing a user's imagination. Furthermore the entertainment is usually very localized since toys which are actually at the same location as users can only entertain users. The actual content of the entertainment is either wholly or partially predetermined by the designer/manufacturer of the toy. It may also be derived from the imagination of one or more users and/or their playmates.
  • interactive networked toys allow one or more users' toys to become a mechanism for passive entertainment, in which a user is passively entertained by actions of one or more toys.
  • Interactive networked toys may or may not also provide active entertainment, in which a user participates interactively in the content of the entertainment provided by the toys.
  • Entertainment may be a combination or active and passive forms.
  • the content for entertainment is provided in a wide variety of ways. It may either follow the model of the television in which a single distant provider provides content or, alternatively, the origin of the content may be distributed among many providers and many users throughout a network. Content may or may not be provide both by network and by one or more single sources.
  • Such content can be individualized for each user, since the delivery of content is computer controlled.
  • entertainment (which may include games) may or may not be local (i.e. played by one or more users situated at the same location), or it may be entirely global (i.e. the content being determined by a possibly complex interaction of all users and providers on such a system).
  • Such a feature is made possible by interconnectivity of all toys and providers on one or more suitable networks, such as the Internet.
  • Entertainment content may or may not be totally predetermined, or it may or may not evolve dynamically, based on its previous history, and upon inputs of one or many of users of such systems. >
  • a further purpose of this invention is to have in place a system, which utilizes this new medium for commercial purposes.
  • entertainment media such as, but not limited to, television, movies, and theatre, have enormous commercial possibilities.
  • Commercial applications include charges for providing content, advertising, merchandising and many others.
  • T-Commerce hinting to "Toy commerce”
  • T-Commerce includes both traditional methods for generating revenue from an entertainment medium, and many new opportunities unique to the novel interactive toy medium.
  • the commercial opportunities of T-Commerce include, but are not limited to, charges for content, advertising, providing discount coupons, encouraging a user to visit a particular store, and possibly bring his toy to the store, as well as using the relationship of user(s) with the toy(s).
  • the toy which may or may not be a doll or a cuddly stuffed animal, provides ⁇ ser(s) patriotism to one or more particular products.
  • the system described by this invention comprises a multitude of interactive toys (to be described in detail below). These toys are individually placed at a "site" which may be a home, an office, a retail store, a shopping mall, an entertainment outlet (such as an amusement park), or at any other location. Each such site contains either one or many computers (or, alternatively, any other computing device such as a Web-TV or a Web-Cable controller which allows connection to another computer on a network), which may or may not be connected by a local network. Each such site also contains one or many toys, each of which may or may not be connected via any form of wireless communication (including, but not limited to radio and infrared), with one or more of the computers at the site. It is desirable and preferable that each toy uses one such site and one computer on this site as its "home base".
  • each computer at a site communicates with one or more toys, and is connected to a network or to a series of interconnected networks.
  • Such a computer may have software running on it, which can utilize one or more networks, in order to perform the various functions described in this document.
  • a diagrammatic representation of the system is shown in Fig. 1.
  • each toy can be a guest at any other site.
  • sites have computers running the aforementioned software.
  • An individual toy on such a network may or may not contain hardware, which allows it to roam between different sites. If such hardware exists it could be connected to any wireless network (such as the cellular or the satellite network) which currently exists or which may exist in the future using the standard technology for connecting to this network. This allows such a toy to function with full capabilities when away from its home base (either by containing a powerful processor of its own or by connecting through the aforementioned networks to a central server or to the user's "home” computer). Such an interactive toy may only function with limited capabilities, in order to reduce cost to its user.
  • a roaming toy may update its home base with all newly acquired information upon its return, or, if possible, at some convenient time while the toy is roving.
  • the toy may also contain hardware (such as, for example, any light sensitive device, which could be used as a bar code scanner,) which would allow it to interact with standard equipment in a retail outlet such as a cash register. This feature allows a toy to send information about its user's purchase to the system's server, which would enable the store, or other outlet, to be charged a fee since such a toy "brought a user to a store or other outlet".
  • Such a system contains one or more servers whose main purpose is to serve the global community of toys.
  • a server may serve many functions including, but not limited to, providing support to the local computers, providing new content for the toys, providing technical support for the toys, and providing software support and upgrades.
  • Such a server may serve many other functions including providing an online store and user's club and, most important of all, coordinating all the commercial concerns of such a system.
  • One or more servers receive information and content from users and provide content and information to users by means of one of the networks described above.
  • such a system contains one or more Entertainment Providers which may be individuals, companies or any other entities which provide any form of entertainment content, which may include educational or commercial content, to one or many of the toys on the system.
  • This content is either provided directly by the Entertainment Provider to a user via any public network, or is provided to one or more aforementioned servers (either via a public network or by a secure private line or by any other means).
  • content is provided via a server, it is preferable that content is processed by the server, and then sent to the consumer via a public network.
  • Interactive toy systems further contain retail outlets (which may be actual stores, online stores or other forms of sales outlets) which sell the interactive toys, as well as entertainment content on physical media and any other related items.
  • retail outlets which may be actual stores, online stores or other forms of sales outlets
  • One or more Entertainment Providers provide Entertainment content. This content serves two purposes. The first is to entertain the user/users via their toy/toys, and the second is to derive the commercial benefit, which arises from the provision of this entertainment.
  • the various kinds of interactive toys have unique properties. These features are described below.
  • the second is a unique and complex security system whose key feature is an extensive network of adaptable, multi-point context based content filters. This system is also described further below.
  • Each toy in such a system contains a wireless transmitter and receiver (though some versions of the toy may contain only a transmitter or only a receiver). (The use of wireless communication is intended to make the use of the toy more convenient though in an unusual case in which wire communication is more useful, this could be used as well for all or part of the system.)
  • Each toy may or may not contain a mechanical system, which allows physical motion of parts of the toy and/or motion of the toy as a whole.
  • Each toy may or may not contain one or more sensors which may include sensors of sound (preferably one or more microphones), vibrations, touch, heat, light, motion, vision or any other sensor or combination of sensors. It is preferred that each toy contains an audio speaker or a system of such speakers. All these components are included in the toy in order to allow the toy to act as closely as possible as a human, an animal, any other living being or any imagined living being (such as an alien, a cartoon character or a science fiction character).
  • Figs. 2, 3 and 4 show, diagrammatically, some of these sensors and some of the hardware involved.
  • each toy have a unique electronic identification code so that it may be uniquely identified by the computer system which runs our entertainment system.
  • Interactive toys on the system may have a variety of capabilities, ranging from simply receiving and playing sounds, to providing full portable functionality. This allows toys to be bought in a wide variety of price ranges.
  • a "top of the line” version of the toy might also have one or more video or other cameras which would provide vision capabilities for the toy.
  • a toy includes but is not limited to the conventional definition of a toy so that it may include any object into which some form of the "Living Object” technology can be included. This may include home appliances or any inanimate object. Such objects can either be used alone, or they can be used in conjunction with more conventional toys to enhance the entertainment quality of the toy. For example, an adult who enjoys talking to himself, may want to put this technology into a mirror, and then carry on conversations with "himself, using either prepared scripts or some currently existing or future "Artificial Intelligence” technology. This is designed to simulate human response to a user's statements and to make the user think that he is speaking with another human.
  • One first solution relies on the concept of modular toys.
  • a user may purchase many outer shells containing some of the mechanical and electronic devices needed to perform its various tasks, but as much as possible of the mechanical and electrical machinery as well as the core communication and processing unit is transferable from toy to toy.
  • Our system also provides for the possibility of manufacturing relatively inexpensive toys with limited capabilities.
  • a small toy with only a wireless receiving unit and a speaker would be able to entertain its user in conjunction with a more sophisticated "owner-toy" and the host computer.
  • Intermediate complexities of toys are also envisioned.
  • some form of portable object such as a necklace or belt could contain limited capabilities such as wireless communication, speech and hearing and it could be placed on conventional toys, which already exist in the home and transferred from one to the other. This would allow users to "bring to life" the various objects such as stuffed animals, which they already have in their home.
  • the host computer or possibly one of the other toys in the system, would be responsible for coordinating the identities of the various toys.
  • each site contain one or more toys with the capability to receive input from the user and that this input is used to recognize one or many characteristics of the user.
  • This mformation is then passed on to a computer, which may or may not pass some or all of this information to a main server for further processing, storage or for contribution to a database of profiles of people's behavior, both commercial and otherwise.
  • Such information may or may not be used for other purposes, including but not limited to enhancing the security of the system using the context based filtering method described later in this document.
  • "Pattern matching" technology including, but not limited to, technology which uses neural networks for predicting market trends and other business needs may or may not be used to monitor trends in the toy's user's behavior.
  • Such system technology may or may not receive as input direct active interactions of a user and his toy(s) (such as in the case of speech, touch or information about the changes in physical location of the toy).
  • Such system technology may or may not receive as input passive actions of users. For example, in the case of listening or possibly seeing what is happening in the user's room and correlating it with other input such as, for example, temperature, time of day, lighting and many other possible inputs).
  • This information can be added to a server's database.
  • This database application is discussed further in a later section of this document.
  • one or more toys, a site's computer (or computers), or one or more servers may provide a mechanism by which a toy can leam from its own previous experiences, or from those of other toys and/or users. This may or may not be accomplished using currently available Artificial Intelligence technology, and the aforementioned pattern matching ability, or other techniques, which may be developed in the future.
  • Artificial Intelligence technology with the aid of voice recognition and "text to speech” technology may or may not be used to allow entertaining non-scripted speech interaction between one or more users, and one or more toys which may either be in a single location or distributed throughout the network. This level of voice recognition and interactivity will require the latest technology in echo cancellation so that the toy can understand the user while the toy itself is speaking.
  • toys on a network may or may not have the capability to communicate with a wireless network such as, but not limited to, one or more existing cellular networks or satellite networks.
  • a cellular phone or hardware-containing cellular phone technology connects a user to any server or Internet Service Provider on the cellular phone network. Any one of these servers or a user's home computer, when connected to a network may or may not be the server for the toy's functions. This is shown diagramatically in Fig. 1.
  • the toy When the toy is within range of one of a system's sites, it may or may not switch from using this global wireless network to using a local computer at the site.
  • a toy with this capability would also be capable of using all the features of Mobile Commerce and such a system's server, or any other server, could provide remote computer services to the user.
  • a remote toy could also help direct a user to a specific retail or service location, such as the nearest Fast Food Restaurant, or the like, or the nearest movie theatre, showing a particular movie.
  • Such a system encourages users to bring their toys to specific locations, in order to obtain discounts.
  • Such an interactive toy system receives a fee or commission for bringing each and every user to each and every retail or service establishment.
  • Fig. 5 and Fig. 6 show this pictorially.
  • a further advantage of mobile capability is the ability to track the location of users remotely. This proves usefiil when one or more toys or their users are lost. Furthermore, in cases where relatives and/or friends, are concerned about the location of a user, or in any other circumstances. This feature proves very useful.
  • toys described above need a significant amount of electrical (or other forms) of power for their operation.
  • the batteries (or other mobile power supply) which are used in toys last for a very limited amount of time. It is preferred; those one or more toys in such a system contain a "power management" scheme, whose purpose is to minimize the power used by toys.
  • This power management scheme may or may not cause toys to turn off automatically when they have not been used for a certain period of time.
  • toys run in a mode requiring reduced power consumption, under certain predetermined (or possibly programmable) circumstances.
  • toys may be plugged into a charger some time, just as a cordless phone is plugged into a charger when not in use.
  • a toy while plugged into a charger, may or may not function fully including, possibly, the ability to detect motion and sound and respond to a person entering a room, or any other toy capabilities.
  • the toy may or may not contain a "wake up on signal” system which rums on a local computer when that toy receives a signal (much as current "wake up on ring” systems for modems operate). This allows users' families to turn their home computers off, yet still allows users to play with their toys.
  • one or more toys entertain users by interacting with them through one or more toy communication mechanisms or structures. These include microphones, one or more audio speakers, motors or other devices causing motion of the toy, as well as any other mechanisms, and especially by voice input.
  • Interactive toys respond to user inputs. They respond to input in a way determined by the hardware and software on each specific toy, as well as by software on one or more host computers. Their response includes, but is not limited to sound (including voice), motion and light.
  • Responses may or may not be generated either by predetermined scripts, or by entertainment content, provided via one or more networks.
  • Some form of computer program such as currently available "Artificial Intelligence” programs may also provide them. These parse user input for content, and use this to determine output, or by some local or global game with predetermined, or adaptable rules which is played by one or more users on the network. In one application of this, two users who are possibly located at a great distance from each other could simply use the toy as an intermediary to carry out a conversation.
  • interactive toys be part of a global entertainment network.
  • the best way to imderstand such a system is to draw an analogy with traditional entertainment, such as television.
  • traditional entertainment such as television.
  • content providers which provide content to the television station.
  • the television station may also produce some of the content on its own. This content is then transmitted to the user's television, which provides the entertainment to the user who is watching the television.
  • content providers of entertainment of various kinds for use with interactive toys in such a system.
  • These or other entertainment providers may or may not provide their entertainment directly to a user's computer through one or more networks, or, preferably, provide their content to such a system's server, which then passes it on to user(s).
  • an entertainment provider can design content, which affects the entire community of toys directly and can adapt content interactively, in response to the input of one or more members of this community.
  • software may or may not be provided to users, so users may or may not write their own content.
  • the entertainment provided by content providers may be very broad in its possible types. Some of the many possibilities are discussed below.
  • One possible content includes predetermined interactive scripts written by a content provider, which may or may not make use of the specific characters of each toy, which is being animated.
  • Disney could write a script for one or many conversations (including physical actions) which would be appropriate to a toy such as a Mickey Mouse doll.
  • the provider could enhance this script or any other kind of content discussed below.
  • a provider could employ any one of the many Artificial Intelligence programs currently available on the market or any future applications. These are designed to provide a computer with the ability to have conversations (or any other form of interaction) with a human being in such a way that the computer responds as much as possible as a human.
  • One or more users are then able to hold a conversation (or other interaction) with one or more toys without using a predetermined script. This is extended to any other program, which is written and defines toy response as a function of user (s) inputs that of other toys in one or more system.
  • content providers provide clips of movies or plays, either by purely audio means, or by combining audio and other possible movements of toy(s).
  • This form of entertainment is greatly enhanced when one or more users have many interactive toys, even when some are limited in their abilities, or if some are modular in nature, as discussed in the previous section.
  • one or more content providers may have the various toys act out one or more scenes of a movie or a play.
  • technology of interactive toys is improved, they may be able to design a play whose actors are a collection of toys.
  • the entertainment value improves yet further, if some of the toys are inanimate objects, such as toy cars or furniture, are controlled by one or more content providers, thus providing props for the play. Allowing many users on a network to see such entertainment simultaneously may further enhance this multi-usr, multi-toy entertainment approach.
  • a related application of this is to turn a collection of dolls into a full entertainment center. Further enhancement occurs when users' response to such a play would affect further development of the play.
  • books and movies on CD-ROM which use this technique. In such a case, this is done online while one or more content providers send content, and the response of one or many users affect the progress of the play for all other viewers.
  • this is done online while one or more content providers send content, and the response of one or many users affect the progress of the play for all other viewers.
  • the scene could be changed for everyone, thus giving one user a feeling for what is happening globally.
  • a further possibility is that of character animation which can take several forms.
  • one or more users purchase a particular character whose content provider programs or scripts animate features and personalities.
  • the aforementioned modular technology is useful and preferable for this purpose in that reduces cost to consumers.
  • Specific characters may or may not be designed by special request, although this is quite expensive.
  • the animated character may or may not be a character (either human, animal, alien or other). This may or may not be from a movie, television show, play or other famous, real or fictitious entertainment figure. It may also be any other publicly known personality, possibly a sports figure, a religious leader, or a historical figure.
  • this may or may not include a figure of oneself, or a family member, or friend, or, in fact any character human, or otherwise of one's imagination.
  • Content is then provided to animate these characters in either a passive or, preferably, in an interactive way to simulate the characters, which they represent.
  • Such an interactive toy system may or may not be used to simulate live performances such as, but not limited to, sports games.
  • a sports club or a bar purchases a set of figures representing two or more sports teams (note: too expensive for most individual users to purchase). These figures each contain the Living Toys technology.
  • various cameras may be used to generate images. These are analyzed to determine the motion of the various parts of each player on the field, as well as the motion of the ball or any other objects used in a game. This information is passed on to one or more user computers using a network, and then passed on to various toys representing the sports players.
  • a suitable arrangement would then allow the toy players, balls and any other objects in the game, to move around on an artificially designed field.
  • a feedback mechanism allowing the reactions of the crowds at home to affect the play of the players (probably though cheers and other crowd comments) could be incorporated.
  • Interconnectivity of all toys on one or more network provides unique opportunity for multi-player interactive gaming.
  • the multi-player nature of these games may or may not range from being very localized (i.e. just among friends) or it can be global in nature, thus joining users from different cultures and countries in a global game.
  • a user sends his toy on a trip to one or more far away lands, in search of one or more users with certain characteristics.
  • a toy in response to certain criteria set up by the producers of the game, may decide to do this on its own. It will then return from this virtlial trip with some or all of the characteristics and/or experiences of some or all of these toys.
  • Such a game may be designed so that this trip is presented to user(s) as a "party" or other social or business gathering to which the toy has gone.
  • the results of this party or meeting can then be presented to user (s) (possibly by animating the meeting with more than one toy) and the results (including users' interaction) are then used to decide on new and exciting adventures.
  • Such a game may or may not be an educational experience, as a toy is visiting interesting lands and cultures and finding out the actual properties of people in that area. Education applications of this technology are discussed further below.
  • One or more interactive toy systems provide a unique gaming opportunity for adults.
  • a game could may or may not lead a user to get another job, meet a new mate, make new business contacts, move to a new place in the world, meet a group of people with different lifestyles or to make many other such changes in an adult's life.
  • Interactive toy systems hold several advantages in administering such a game.
  • the Interactive Toy System is aware of many of the characteristics and habits of its users. Such information is obtained both by asking users for information, and by passively observing users' habits. These habits are analyzed using either a pattern matching program, such as is available for analyzing business trends, or by any other means.
  • information is collected by the Interactive Toy System using the special relationship created between an animated characters chosen by users, and those users. These relationships are also utilized to help convince users to follow the instructions of their toys.
  • an Interactive Toy System knowing that a male and a female user are basically compatible and that they both like a particular play, may offer them tickets to this play and give them seats together.
  • the system may also, for example, provide them with a discount coupon for a restaurant which might only be valid if both halves of the coupon (the half given to the male and the half given to the female) are used together (or if both toys are present). This increases the possibility that such a pair would meet.
  • the Interactive Toy System analyzes the results of the meeting by communicating with the users, and uses this information to design further adventures for that pair.
  • Various content providers may design different games with this or other themes.
  • Interactive toys may also be used as one or more diaries, organizers and reminders. Much of this functionality parallels the standard electronic diaries, organizers and reminders, and uses toy speech capability, possibly with text to speech technology, to pass the reminders to the user. Entry of items in the diary, organizer or reminder can be done either via the user's computer or via the toy itself, using speech recognition, for all or part of this process. This system has several advantages over traditional electronic organizers and reminders especially when applied to users.
  • a user is much more likely to listen to a reminder by his Mickey Mouse, than a reminder by even an animated character on a computer screen.
  • a sophisticated version of an interactive toy includes a video camera. This may or may not be able to check whether the child did what he was supposed to do.
  • the toy may or may not reward the child for compliance by providing coupons or other commercial benefits.
  • the diary, organizer or reminder can also be used for advertising purposes by adding reminders and notices as dictated by the advertisers. Thus, for example. The user could be reminded about the release date of a new movie or about the expiration of a major sale of airline tickets.
  • One of the most valuable services provided by the traditional entertainment media is Education.
  • Television, radio, theater, and cinema provide a significant amount of educational content.
  • Interactive toys provide a unique opportunity for a variety of types of education especially for (but not limited to) children who are favorably influenced by their special relationship with certain toys with special personalities.
  • One form of educational content is the teaching of academic subjects in an interesting and personalized way. Thus, for example, a user, or his/her parents, or anyone else, may purchase an educational package on Mathematics, Science, History or even religion, all at various levels, and for various ages.
  • a toy can offer a user a prize, in exchange for the correct answer to some math questions. It is preferable for the prize to be commercial in nature. It may or may not be a coupon (or points) to buy more content for a toy. It may or may not be a coupon to go to a store or other outlet, and buy some product or service. This advertises one or more products/services, and may or may not encourage a user's family/fiends to accompany him to that store/outlet.
  • a further advantage of an Interactive Toy System is that the leading world experts on any given subject can provide the content for any of these courses.
  • These courses may or may not be very flexible and unstructured in nature.
  • a course in Geography may include a virtual visit to the land or city in question to meet some of the toys or toy users who "live” there and learn from them about life in that particular place.
  • a particularly important educational application of interactive toys is in language education.
  • language courses prepared by leading world experts can be applied to users' toys, and may teach these courses in an animated, personalized and interactive way.
  • an Interactive Toy System allows language to be taught to infants and babies in a very subtle way.
  • a toy could teach a child an interesting word in a foreign language. That toy then persuades the child to show his parents that he knows this word.
  • the interactive toy encourages the parent to tell friends about this wonderful toy. This, in turn, will increase not only sales of the toy and related entertainment content, but also all advertising revenue resulting from the toy, as will be described in detail in the next section.
  • Another educational role of toys in general and toys in particular is in role-modeling good behavior.
  • content is provided which teaches proper behavior under various circumstances, or which explains to a user interactively, why stealing, hitting, cheating or other behavior is wrong.
  • This content may or may not be individualized for different cultures.
  • one toy teaches environmental awareness, whereas another role models or teaches some cultural or religious behavior.
  • Interactive toys Another educational application of interactive toys, which is related to the toy as a role model, is called “Corrective Toy”.
  • a content module which is designed to "correct” user behavior.
  • Interactive toys thus act, in a limited manner, as counselors, consultants or psychologists who use any available techniques such as, but not limited to, behavior modification techniques to help users to correct their inappropriate behavior.
  • T-Commerce provides all the commercial opportunities of the traditional entertainment media. The most basic or these applications is charging for content. It costs money to go and see a play or a movie and PAY-TV is increasing in popularity. Subscription to Cable TV is, in fact, simply a charge for a package of content. T-Commerce utilizes this method, as well by charging for content by purchases at physical stores, at web stores, directly through entertainment providers, or by a prepaid subscription.
  • a full range of e-commerce applications is made possible employing interactive toy systems, due to network interconnectivity of the community of toys.
  • one or more web sites and users' clubs are provided on the Intemet. These are designed to inform and entertain users, and also offer many products and services for sale (including entertainment and other content).
  • Interactive toy system users may or may not be children and/or parents. Parents may allow their children to spend money at the site. Parents maintain control over the total amount by prepaying for content, and allowing the children to use the credits as they see fit. Children or other users may also earn credits by listening to or responding to advertising, or by doing well in certain games, educational or otherwise. Access may also be provided to other web sites and advertising may appear on the system's web site so that the web site has the potential of providing a full-service e-commerce center.
  • the e-commerce shopping experience is enhanced if shopping is done via one or more toys, rather than users sitting at their computers.
  • a user may ask his toy(s) what books are available for his age on dinosaurs.
  • the toy may respond by saying that there are too many to list. It may offer to print the long list or ask the user to be more specific.
  • the toy might suggest a few books to the user and ask if he wants to purchase it and give him some options of suppliers. Of course the parents would have toe involved if the purchaser is a young child.
  • the T-commerce equivalent of "one click shopping" is that a user asks his toy to see if "Amazon” has a particular book, and then authorize him to buy it. It is possible and even preferable to secure the purchase using a voiceprint.
  • a mobile toy is able to order theatre tickets, pay for parking, order restaurants and do anything which an internet enabled cellular phone can do either using the voice technology described in the previous paragraph or by providing a toy with a small LCD or other monitor. This may be integrated into toys in an entertaining way, either openly or hidden behind some part of the toy. Thus all M-Commerce applications become T- Commerce applications.
  • Networked interactive toys provide a unique opportunity for commercial utilization of this entertainment medium.
  • a child, teenager, or adult's interactive toy is absolutely unique in its role and in its abilities as an advertiser. Such a toy may be characterized as an "interactive and responsive advertiser".
  • Fig. 7 shows an example of interactive responsive advertising.
  • a toy advertises by simply presenting a user with a predetermined advertisement, which the toy animates for user entertainment. Though this is similar to advertising on television and other media, it has the unique feature that the user has developed a relationship with his toy(s) and he is thus much more likely to be influenced by advertising.
  • a major advantage of toys as advertisers is provided by the unique database, which interactive toy servers have accumulated.
  • the interactive toy system knows the basis characteristics of users, such as age, gender, nationality, location, and interests, simply by a registration procedure, which is preferable for receiving support.
  • an advanced version of this system is constructed, in which one or more toys study user behaviors, and develop a profile of each and every user. Toys thus becomes extremely well informed salesmen who know all about the habits and behaviors of users, and can thus advertise the products, which users are most likely to buy.
  • Toys may or may not ask a user whether he bought a product, or, preferably, use one of the tracking techniques, described below, to track user purchases. Furthermore, since toys are networked, a toy may track it user's reaction to a specific purchase as time progresses, and use this information to plan further advertising strategy for sales in the user's area, or in other parts of the world. Powerful sales and profiling systems develop in which buying habits and product satisfaction can carefully be tracked as a function of many parameters. Thus, such systems may decide that a certain ethnic group with a certain income level with users in a given age group buys a particular product at a certain rate.
  • An interactive toy server system in this is that the information in the profile is much more specific and personal than profiles developed by other means. Standard pattern matching technology used for analyzing business trends can be used to analyze these profiles.
  • An interactive toy may typically function as an interactive and responsive advertiser. It reacts to known features of the user as derived from its database and advertises accordingly. It reacts to the answers to the questions, which it asks the user and it reacts to trends and behaviors, which it notices from the user using the aforementioned pattern matching technology.
  • the toy in our system can be viewed as a "super salesman". Besides knowing everything about its user, a toy also knows everything about all the other users on the system. Thus, in a virtual sense, the various toys can have a "sales ' meeting" in which they combine all their knowledge about sales and create new strategies and techniques for selling to certain kinds of people and groups of people.
  • toys can also create fads and trends, and thus direct the users' shopping in a more significant way.
  • a toy may or may not also be used as a negotiator, and it can thus serve a useful educational fimction by teaching users the skills of negotiation.
  • Negotiation could be requesting that the seller sell at a lower price due to limitations of a particular user's budget, or it could take a more proactive role modeled after current sites such as priceline.com.
  • the idea is that a user asks his toy to find a certain product at a certain price, and the toy (virtually) scans a network, and finds out whether any sellers are willing to sell for that price.
  • the Interactive Toy System also helps users buy and sell used items.
  • a user is looking for. a particular type of used Doll, then some or all of the toys in the system can ask their users whether they have such a Doll, which they would like to sell.
  • a server preferably charges the buyer and/or the seller a fee for negotiating the deal. This can be extended to online auctions or any other kind of online sales strategy.
  • Fig. 8 shows how the system uses other users and their toys as part of the sales force.
  • Toys' advertising takes many forms. It may either advertise a product directly as mentioned previously, or, in addition, it may direct advertising to its own needs. Thus, for example, if a toy's batteries are ranning out, it could suggest to its user that the batteries be replaced by a specific brand. A toy could advertise products appropriate to its personality. For example, Barbie-type doll could advertise cosmetics.
  • Toys may advertise other toys (either Living Objects or ordinary toys) and insist that they need these other toys to make them happy.
  • a toy may suggest that its user should go and see some new movie, and possibly provide a discount coupon for the movie.
  • a toy may advertise any product or service in a user specific manner. Alternately, a toy may attract its user or his/her parents to go to the system's web site or to the advertiser's web site. If a toy attracts its user to an advertiser's web site, the Interactive Toy System charges a fee to that web site in exchange for attracting the customer to that site.
  • a toy may encourage a child and his family to go to a particular store to purchase a particular item.
  • the toy may offer a user a coupon or it might insist that the specific user (a certain child) take the toy to the store in order to receive a discount.
  • This latter method would empower that child in his family since the family needs to take that child to the store in order to get the discount.
  • the presence of that specific child may be verified using a voiceprint.
  • the presence of that toy at the store has significant commercial value, since the toy, when connected to the store's system (assuming they have the Living Objects software installed) informs the server that a purchase was made. This is a consequence of following advice of the toy, and thus allows an I.T.S to charge a fee.
  • a mechanism is provided for tracking the future purchases of that user's family at that store, which arise as a direct result of the toy's initial advertising.
  • An additional advantage of having a user's toy at the store physically is that other customers in the store will see the toy and will see it getting a discount, and they will be encouraged to purchase a toy themselves. This leads to an increase in the number of users, and thus the value of an I.T.S system.
  • many stores may have Living Object toys as well as "point of sale” items. These stores preferably act as salesmen for Living Object toys.
  • a user who brings his/her toy to a store may be provided with content, which allows interaction of such a user's toy with the point of sale toys thus providing an enhanced shopping experience.
  • Games may have embedded advertising. Users may be sent to certain movies, restaurants, or other establishments as part of a game. In the case of strategy games, users may be given some prize for doing well in the game. It is even conceivable that if the game were large enough, the prize may be very large. Thus, for example, every user pays a few dollars to play a long and interesting game, and one or more winners may win millions of dollars.
  • a network of toys provides an opportunity for the creation of a unique database of consumer information. As the use of toys in such a network increases, this database will increase in size and complexity, and eventually construction of detailed profiles of consumers will be possible. This database and consumer profiles contained therein are of significant commercial value.
  • the collection of information about a user begins when he registers his toy on an interactive toy system's server. Users are encouraged to register, and are offered free support services an online shop and club, as well as other online services in exchange for registering their toys. During registration, certain basic information about each user is requested, (some of which may be preferable for registration) including but not limited to gender, age, cultural background, school grade (for a child), level of education and occupation (for an adult), hobbies and interests. This information is stored in an online database.
  • Information in such a database may be updated whenever a user interacts in any way with his toy, or whenever a user performs any action at the system's online server's web site. It is preferred that not all such information be stored in a database, but rather that such a database is selective about which information is relevant and is stored.
  • such a database stores information about all commercial activities, which one or more users performs via one or more toys or via the system's web site. This includes all requests for commercial information and all purchases (and returns of goods) that can be tracked by toys.
  • Various methods of tracking the commercial activity of users have been discussed previously in this document. These include but are not limited to direct purchase requests through toys, purchases with coupons provided by toys, and purchases in which a certain toy was physically brought to a store (possibly in exchange for that user receiving a discount or other benefit).
  • Such a database is initially used to choose suitable advertising for any given user. Since it is preferred that all advertising include some form of encouragement (such as a discount) for use of a toy in a purchase, it is possible to track whether ' a specific advertisement or form of advertisement was effective in selling a particular item to a particular user. This information, correlated with the personal information of the user, provides a powerful profile of consumer response to advertising.
  • the ability to track the effectiveness of advertising is enhanced dramatically by utilization of the unique personal relationship that will, in many cases, develop between a toy and its user. Such a user may, in many cases, be willing to "tell" his toy(s) whether he enjoyed the advertisement and whether he intends to purchase the item. It is then possible to know not only whether the item was purchased, but also whether there was an initial intention to purchase. The information about initial intention, combined with information about an actual purchase, may be combined with a question to that specific user as to why that purchase was not made. The answer may be, for example, be that the parents were unwilling to spend the sum of money preferable for that specific purchase.
  • the relationship of a user with his toy may also be used to study user satisfaction with their purchase. After a purchase is made, a user might be asked whether he enjoys the purchase. This question may be asked several times possibly days or weeks apart. Information about user satisfaction is thus gathered as time progresses. Thus, for example, it may be possible to determine the length of time a child is interested in a particular toy before becoming bored with it. This information is, as usual, correlated with the personal information about every individual user.
  • toys in the system have the ability to function while they are away from their base station, and even whilst traveling. They communicate with the server via a mobile communication network.
  • This network has the ability to track the location of the user and suggest products and services relevant to the location and other personal information about a specific user.
  • An Interactive Toy System has the capability of tracking user location and storing this information. It is more likely that users will be willing to release this information than would be the case for users of cellular phones, as toys use this information to suggest products and services to their users. These products and services may have significant discounts, relevant to the current location of the user. In order to reduce user resistance of use and storage of such information, there is an option available to store this information in a less personalized manner. In such a case, user identity remains anonymous but only certain properties of the user such as, for example, age, gender and interests, are correlated with the movements of a user with his toy.
  • Toys provide a very effective method of market research about existing and future products. If, for example, a company would like to know whether a certain product would be accepted in a certain type of market, the company can arrange for the toys to ask questions to their users to leam about whether they would like such a product. Again the user's relationship with the toy plays a preferable role here as well as the existing information in the database about user's interests and consumer related habits. The possibility that the toy is active even when its user is not interacting with it was discussed in previous sections. In this case, a toy may be passively “listening" to activities in a room, and, if equipped with light sensing or video camera equipment it may also be “watching” these activities. A toy may thus "leam" about activities of its user and his family, for example, by interjecting at certain points and asking about the type of game that they are playing.
  • an interactive toy system's database may be greatly enhanced if its information is shared with other commercial or any other database.
  • an interactive toy system can benefit from receiving information about the users of cellular phones, not all of who will have toys, and the cellular phone companies benefit from receiving information from such an interactive toy system database.
  • Such a database contains information received using one or many of the unique possibilities described above.
  • R and D The unique information retrieval ability of a network of toys that was detailed above has a further exciting application as a tool for Research and Development (R and D). It is possible to perform R and D in areas directly related to the functioning of toys in an interactive toy system. For example, research and development in, but not limited to, speech recognition, text to speech processing and shape recognition in computerized "vision". This R and D may be extremely useful for all commercial and other applications of these subjects. It is further possible to use a network of toys to do R and D in areas with other direct commercial applications such as, but not limited to, marketing, sales and advertising.
  • Speech processing both voice recognition and text to speech, are areas which have very active R and D programs and which still require much work.
  • Speech processing both voice recognition and text to speech, are areas which have very active R and D programs and which still require much work.
  • Interactive toy networks provide a unique opportunity for such tests.
  • users with different ages, languages, education levels and personalities. They listen to their toys and respond to them.
  • responses of that user is stored and may be quantified (as to whether it is one of a variety of suitable responses).
  • a user speaks bis computer's attempts to understand this speech can be recorded and tested by asking him further questions, which are designed to determine whether the speech was correctly understood.
  • An interactive toy network system provides an opportunity for aiding this research by allowing a multitude of users to carry on such conversations with their toys.
  • toys When toys respond to a user, the user's reaction to that toy's statement may be analyzed to determine whether that toy spoke in a reasonably human manner. Thus, for example, a user's response of "what did you say! would indicate a failure of the toy to communicate in such a case. This information is then used to improve the Artificial Intelligence system.
  • toys in such an interactive toy system are used for education, a huge opportunity for all forms of research into education exists here. This includes research into which educational techniques are more effective, as well as, research to determine how children leam and develop.
  • the toys can also be used to give informal tests to users, either standardized or individualized, as a researcher may see fit.
  • Some toys in such a system may have the ability to leam from their environment.
  • a toy may begin with a very limited vocabulary of words and phrases (possibly containing no words) and may attempt to repeat words and phrases that it hears. It may gauge user response its or other toy's phrases.
  • a toy acts in a similar way to a baby that is learning to speak.
  • a researcher may design such a learning system to suit his theory of how humans leam speech and then test this theory out on the toys to see how much the toys can leam using the given method.
  • the network of toys described in this document requires an excellent security system.
  • such network contains a database of user information including highly confidential personal information and commercial information including possibly credit card and bank information.
  • user information including highly confidential personal information and commercial information including possibly credit card and bank information.
  • commercial information including possibly credit card and bank information.
  • credit card information including possibly credit card and bank information.
  • All this information needs to be secured.
  • Inappropriate content includes primarily speech and action, which are either obscene or age inappropriate, but may also include unwanted inappropriate or unauthorized commercial content.
  • speech and action which are either obscene or age inappropriate, but may also include unwanted inappropriate or unauthorized commercial content.
  • an advertiser may try to send an advertisement to a user without proper authorization or which the user has specifically requested he not received.
  • Fake scripts can be particularly dangerous. Imagine, for example, that due to a security violation, all toys say something threatened to all the children on the system at a particular moment. The reaction to such an event could harm the operation of such a system significantly, and causes damage to the system users. .
  • the security system for such a network begins with the usual tight security of a properly secured computer system. All servers are behind "firewalls" which allow very limited and controlled access through the network. It is preferred that the database itself be stored on a device that, is physically read-only so that it cannot be modified except by replacing the actual physical device.
  • the network may contain one or more private secure lines connecting the content providers to one or more servers, or connecting any other two sensitive parts of such a system to each other.
  • the idea is to set up a network of filters, at many points in the network, which filter content.
  • the content that is filtered includes both text and non-text content and will include sound files (which are filtered using voice recognition or using direct filtering of certain sound bites) as well as commands for actions to be taken by the toy.
  • a key feature of such filters is that they are context based. In other words, one may utilize a system's unique ability of having detailed information about who the sender and the receiver are supposed to be, and about who the receiver actually is. Thus one may know that this content is intended to be communicated between fancified figures such as well known cartoon figure and a plush toy or between two robot toys. The supposed age of the sending and receiving users is also known. This information enhances the filters. For example one may filter out a case in which a plush toy sends a robot toy information about wars! Thus, besides simply having a security system based on user authentication, user content authentication may be based on the context of the message.
  • such a security system be adaptable. This means that it responds to its detailed knowledge of the current state of the system, and its users. Thus, for example, one can set up a system of alerts. So, for example, if there is no reason to be particularly concerned about exceptional security risks, the system might be on a low alert, which causes some default level of filtering to be used. However if the system is known to have been under attack, or if part of the system has been attacked with attempts to send inappropriate content, then the alert level can be changed. This may apply to all or in parts of this network, and both the general security and the filtering may be increased as preferable.
  • a filter which is placed at some point in the network receives input which includes the content itself together with information about the supposed sender and the intended recipient and the supposed type of content. It then queries the database on the server for characteristic features of sender and receiver (such as thee age of the user, personality of the toy, habits and interests of the user etc.) and requests further information about the type of content expected.
  • the database also knows the full history of alerts and security violations on the system as well as the experience of other parts of the system with such content. Thus, for example, suppose that a given user receives inappropriate content that is caught by one of the filters on his system.
  • the system then informs the server that then updates the filter engine and, if preferred, it may disallow content from that particular sender until the situation is cleared.
  • the filter checks the current level of any alerts that exists and then decides whether the content should be passed. If it passes the content then the system just continues. If it decides that the content should not be passed it rejects the content and sends the content to the server with all the information it has about the incident.
  • the server decides whether to set an alarm. If it decides not to set an alarm it still stores all information about the incident. If an alarm is set, the server decides based on the history of all previous alarms whether there is a pattern to be concerned about and thus decides which filters are to be modified, at what level and for how long.
  • the server sends off the alarm codes to the affected filters and then decides whether human intervention is needed, whether users should be informed and whether users should be urged to reset their system. In a serious case users may have to be informed by telephone or mail if their network connection is consistently down.
  • filters be placed at many points on such a network especially between the content providers and the system's server, at points within the server's system, between the server and the user and within the user's software on his computer.
  • One of the key points to place a filter is at the final stage between a user's computer and the transmission unit that transmits the content to his toy. This final check can be incorporated in the hardware of the transmission unit to avoid any external tampering. This provides a final check for fake content.
  • One traditional method for securing content is the coding of information to make sure that the information sent is the one being received (this is often called an electronic signature). This is not sufficient in this case since one can imagine a scenario in which a person working for a content provider is paid by a competitor to send false information. His signature is accepted despite the improper content of the information.
  • This invention provides several methods to avoid this problem. First of all such a network of filters may filter out this unwanted information. Secondly it is possible to minimize the damage caused by this scenario by informing the user when he opens up the content that it comes directly from the content provider. The rest of the system is properly secured so that it is known that the user is receiving the content in its original form. Thus the content provider will be blamed for the inappropriate content rather than those responsible for the system's server.
  • the content relates to a game being played then the previous results of the game can be used to help verify the content.
  • the level of filtering is configurable by a user, so that if, for example, a child user's parents want to user Furby to obtain some material appropriate to Darth Vader that they would be able to do so. Thus, with the parent's permission, a child could use one toy to represent another toy with a totally different personality.
  • Fig. 9 is a simplified pictorial illustration of a computer-controlled talking object system constracted and operative in accordance with a preferred ' embodiment of the present invention.
  • a talking object 100 such as a teddy bear
  • Connector 110 is typically connected to toy control device 190, alternatively described herein as interface circuitry 190, via a cable 200 which includes one wire for each peripheral in talking object 100 and a ground wire.
  • Interface circuitry 190 typically receives power from a power supply 210.
  • Interface circuitry 190 typically connects to a computer 220 via a digital port 230, typically a serial, parallel, or USB port.
  • Computer 220 typically controls talking object 100 by sending digital signals via digital port 230 to interface circuitry 190.
  • Interface circuitry 190 typically converts the. digital signal into an analog signal and transmits the analog signal to connector 110 where the signal is then routed to the peripheral for which the signal is intended.
  • Fig. 10 is a simplified pictorial illustration of a computer-controlled talking object system constructed and operative in accordance with another preferred embodiment of the present invention.
  • the system of Fig. 10 is similar to the system of Fig. 9 with the exception that talking object 100 additionally includes a freestanding controller 240.
  • Controller 240 typically includes a microprocessor and a memory (not shown) for controlling talking object 100 and its peripherals when communication between talking object 100 and computer 220 has not yet been established or has been lost, such as when connector 110 becomes disconnected from either cable 200 or interface circuitry 190.
  • controller 240 preferably ceases to control talking object 100, and control of talking object 100 reverts to computer 220.
  • Fig. 11 is a simplified pictorial illustration of a computer-controlled talking object system constracted and operative in accordance with another preferred embodiment of the present invention.
  • the system of Fig. 11 is similar to the system of Fig. 9 with the exception that connector 110 has been replaced with a multiplexing connector 250 and cable 200 has been replaced with a multiplex cable 260.
  • Cable 260 typically includes one signal wire and one control wire for communications to talking object 100, one signal wire and one control wire for communications from talking object 100, and a ground wire.
  • Connector 250 typically ' receives a signal via the signal wire and the control wire from interface circuitry 190, with the control signal indicating to connector 250 the peripheral for which the signal received via the signal wire is intended, and passes the signal to the peripheral indicated. Conversely, when connector 250 receives a signal from a peripheral, connector 250 passes the signal to interface circuitry 190 along with a control signal indicating the peripheral from which the signal was received.
  • Connector 110 typically includes a cable connection assembly 270 which accommodates the connection between connector 110 and cable 200.
  • Connector 110 also typically includes a junction 280 which serves as a hub for peripherals 140, 150, 170, 175 and 180 and associated connections to controller 240.
  • Connector 110 typically includes cable connection assembly 270 as in Fig. 12 from which connections split off to each of peripherals 140, 150, 170, 175 and 180.
  • Connector 250 typically includes cable connection assembly 270 as in Fig. 12, as well as a rotary-type mutliplexer 290 which selectively provides a pass-through connection for a signal and control signal, received via cable 260, between interface circuitry 190 (Fig. 11) and any one of peripherals 140, 150, 170, 175 and 180.
  • Fig. 15 is a simplified block diagram of interface circuitry 190 of Fig. 9, constructed and operative in accordance with a preferred embodiment of the present invention.
  • interface circuitry 190 preferably includes a microprocessor 300, a read-only memory 302, and a random access memory 304.
  • a digital connector 306 is provided for connecting interface circuitry 190 to a digital port of a computer, such as an RS-232, parallel, or USB port, and a digital interface 308 is provided for direct interface with connector 306.
  • a digital-to-analog converter 310 is provided for receiving digital signals from the computer via interface 308 and connector 306, converting the signal to an analog signal, and preferably amplifying the analog signal at a power amplifier 312 before sending the analog signal via a cable, or toy cord, connector 314 and over cable 200.
  • Microprocessor 300 also preferably controls an actuator driver 316 for communicating toy movement control. Digitally sensed inputs from the toy may be received at a sensor interface 318 for processing at microprocessor 300 and/or computer input via interface 308 and connector 306.
  • Analog inputs from the toy may be received at an amplifier 320 and converted to a digital signal at an analog-to-digital converter 322.
  • Interface circuitry 190 is typically powered by a power supply 210, which may be any conventional power supply, such as AC or DC.
  • FIG. 16 is a simplified block diagram of interface circuitry 190 of Fig. 11, constracted and operative in accordance with a preferred embodiment of the present invention.
  • the block diagram of Fig. 16 is similar to that of Fig. 15 with the exception that interface circuitry 190 additionally includes a multiplexing switch 330 as well as a multiplexing switch driver 332.
  • Switch 330 preferably provides output to one peripheral at a time along a first channel, identifying the target peripheral by sending a control signal along a second channel.
  • Switch 330 similarly multiplexes inputs to interface circuitry 190 from multiple input peripherals.
  • Fig. 17 is a simplified flow, illustration of modes of operation of the computer-controlled talking object system of Fig. 9 in view of the simplified block diagram of interface circuitry 190 of Figs. 15 and 16, the method operative in accordance with a preferred embodiment of the present invention.
  • interface circuitry 190 preferably operates in any of the following ways: 1.
  • Interface circuitry 190 receives a digital signal via the serial or parallel port of a computer to which interface circuitry 190 is connected. The data received is then processed as described hereinbelow with reference to Figs. 18 and 19.
  • Interface circuitry 190 provides a digital signal via the serial or parallel port of a computer to which interface circuitry 190 is connected. Data is moved from an output buffer in memory 304 to interface 308 and output via connector 306 for as long as transmission of output is required.
  • Microprocessor 300 instructs analog to digital converter 322 to convert an incoming analog signal to a digital representation and place the result in an output buffer of memory 304.
  • Microprocessor 300 instructs digital to analog converter 310 to convert digital data contained in an input buffer of memory 304 to an analog representation for transmission via cable 200.
  • Microprocessor 300 maintains a timer function and triggers a time-related process, described hereinbelow with reference to Fig. 20.
  • Fig. 18 is a simplified flow illustration of submodes of operation relating to processing digital signal data received via the serial or parallel port of a computer to which interface circuitry 190 of Fig. 15 is connected, the method operative in accordance with a preferred embodiment of the present invention.
  • interface circuitry 190 preferably operates in any of the following ways:
  • the digital data is converted by digital-to-analog conversion to be played as audio output until an end-of-file (EOF) signal is received, whereupon playing is ceased.
  • EEF end-of-file
  • the digital signal data represents an instruction to begin the playing process of step a).
  • the digital signal data represents an instruction to begin audio recording at a peripheral of a talking object to which interface circuitry 190. is connected. Recording begins and continues, with a timer process being set to determine the period of audio input.
  • the digital signal data represents an instruction to begin receiving sensor input at a peripheral of a talking object to which interface circuitry 190 is connected.
  • the sensor state is detected, and the sensor information is assembled and sent to the computer to which interface circuitry 190 is connected.
  • the digital signal data represents an instruction to actuate a peripheral of a talking object to which interface circuitry 190 is connected.
  • the actuation process is chosen, the peripheral is actuated, and a timer process is set to determine the period of actuation.
  • Fig. 19 is a simplified flow illustration of submodes of operation relating to processing digital signal data received via the serial or parallel port of a computer to which interface circuitry 190 of Fig. 16 is connected, the method operative in accordance with a preferred embodiment of the present invention.
  • the method of Fig. 19 is similar to the method of Fig. 18 and additionally accommodates the multiplexing capabilities described hereinabove with reference to Fig. 16.
  • the submodes are as follows:
  • a command is received to begin playing audio output, causing multiplexing switch 330 to prepare to output via a speaker peripheral and receive digital data for conversion at digital-to-analog converter 310, whereupon the play process begins.
  • a command is received to begin audio recording, causing multiplexing switch 330 to prepare to receive input via a microphone peripheral and receive an analog signal for conversion at analog-to-digital converter 322, whereupon the recording process begins, with a timer process being set to determine the period of audio input.
  • a command is received to begin receiving sensor input, causing multiplexing switch 330 to choose a desired peripheral for sensor input and receive sensor input via sensor interface 318, whereupon the sensor state is detected, and the sensor information is assembled and sent to the computer to which interface circuitry 190 is connected.
  • a command is received to actuate a peripheral, causing multiplexing switch 330 to choose a desired peripheral for actuation and provide actuation control via actuator driver 316, whereupon the actuation process is chosen, the peripheral is actuated, and a timer process is set to determine the period of actuation.
  • Fig. 20 is a simplified flow illustration of a timer method useful in understanding the methods of Figs. 18 and 19, the timer method operative in accordance with a preferred embodiment of the present invention.
  • a predetermined time period is set and the actuation or recording ceases upon expiration of the allotted time.
  • an end-of-file signal is sent to the computer to which interface circuitry 190 is connected.
  • Fig. 21 is a simplified pictorial diagram of three configurations of the computer-controlled talking object 100, constracted and operative in accordance with a preferred embodiment of the present invention.
  • Each configuration of the computer-controlled talking object 100 typically includes a connector 110 which connects via cable 200 to the interface circuitry 190 and the computer 220.
  • the cable 200 can optionally be removed from one computer-controlled talking object's 100 connector 110, and can be subsequently reconnected to the connector 110 of a different computer-controlled talking object 100.
  • Fig. 22 is a simplified pictorial diagram of the three computer-controlled talking object of Fig. 21, illustrating their ability to be serially connected, via cable 200, to interface circuitry 190 and computer 220 in accordance with a preferred embodiment of the present invention. This allows the serial use of multiple computer-controlled talking objects 100 after the purchase of a single cable 200 and a single interface circuitry device 190.
  • a preferred embodiment of the present invention also includes a speech recognition unit, preferably incorporated as software within the computer 220. This provides the computer-controlled talking object with the appearance of also being a listening and interactive object.
  • the computer-controlled talking object 100 typically includes a microphone 140 operative to provide collected audio content, via the cable 110 or the multiplex cable 260, to the speaker-adaptive speech recognition unit, and a visual cuer operative to provide a user with a visual cue indicating that the speech recognition unit is currently able to receive input.
  • the visual cue may include a color change of at least one part of the body of the computer- controlled object 100, a motion performed by at least one part of said body, or the emission or extinguishing of at least one light in or on said body.
  • Fig. 24 is a simplified pictorial illustration of a computer-controlled talking object system, showing an entertaining trainer 185, constructed and operative in accordance with a preferred embodiment of the present invention.
  • the entertaining trainer preferably includes an audio source operative to orally present a training session having play content and is operative to train a child user to alter his/her speech characteristics.
  • the computer-controlled talking object 100 is operative to collect sensory information indicative of human proximity to the toy. If the motion/proximity sensor 175, which may include an infra-red or Doppler radar capable of detecting motion of large enough objects, does not detect human proximity to the toy within a predetermined time window, the entertaining trainer is preferably not operative.
  • FIG. 23 is a simplified operational flow chart of an entertaining trainer system for the entertaining training of a child user of the computer- controlled talking object 100, constructed and operative in accordance with a preferred embodiment of the present invention.
  • a child user of a computer-controlled talking object may speak in such a manner that his/her speech is not recognized by the speech recognition unit. For example, the child user may be speaking too quickly, too slowly, too loudly, too quietly, too far away from the object or at the wrong time.
  • speech recognition is typically used to identify the child user's response to a question presented by the toy.
  • the child user is preferably trained to use one, and only one, of the (key)words suggested by the toy, to speak loudly, at the appropriate time window, in the direction of the toy, etc., to improve the ability of the speech recognition unit to recognize the speech of said child user, and hence to improve the child user's interaction with the computer-controlled talking object.
  • the entertaining trainer preferably initially sets the training at the highest level 1502.
  • the various training levels are typically set to reflect different ages, intellectual abilities, and developmental levels of child users, and their familiarity with such child/toy interactions.
  • the trainer selects a phrase for the current training level 1504, plays the phrase 1506, prompts the child user for a response 1508 which is recorded 1510. If a specified (key) ord response to the selected phrase 1504 is recognized 1512 by the speech recognition unit, the trainer plays "thank you! 1514. If the current level of training is the highest level 1516, an EOF signal is received, whereupon the training is halted 1518. If the current level is not the highest level, the trainer sets the training level to the next highest level 1520, and the training interaction is repeated.
  • the trainer checks for common 'mistakes' of child speech i.e. speaking too early, too late, too quietly etc., and by prompting the child user to provide verbal answers recognizable by the speech recognition unit, trains the child user to interact with the computer-controlled talking object.
  • the trainer plays an audio message asking the child user not to begin speaking until after a visual prompt "I do not understand, please do not talk before my eyes are lit! 1524.
  • the trainer plays an audio message asking the child user to begin speaking immediately after a visual prompt 1528.
  • the trainer plays an audio message asking the child user to use only one of the requested responses 1532.
  • the trainer plays an audio message asking the child user move closer to the object and to speak more loudly 1536. If none of the training prompts cause the user to say one of the specified (key)words recognized by the speech recognition unit, and if the training is not set at the lowest training level 1538, the trainer marks a failure and the training level is reduced 1540. If the training is set at the lowest training level, an EOF signal is received, whereupon the training is halted 1518.
  • the entertaining trainer is operative to diagnose and to help correct deficiencies in the speech of a child user.
  • the entertaining trainer typically includes an audio source operative to verbally present a training session having play content, a user response analyzer receiving collected audio contents from the microphone 140, and operative to diagnose a deficiency in user utterances and to command the speaker 150 to emit user-correcting messages appropriate to the diagnosed deficiency.
  • the entertaining trainer system typically requests the user / patient to pronounce selected phrases, detects pronunciation deficiencies and instructs the user how to modify and improve the pronunciation, while adding entertainment content, thus improving the verbal ability of the user.
  • the entertaining trainer is also operative, as an educational tool, to aid a child user in improving at least one characteristic of his/her speech.
  • Speech characteristics which typically can be improved include volume of speech, speed of speech, timing of speech and the formation of any sound, or combination of sounds, of difficulty to the child user.
  • the entertaining trainer includes an audio source operative to verbally present a training session having play content, and a user response analyzer receiving collected audio contents from the microphone 140 operative to detect characteristics of user utterances that could be improved and to command the speaker 150 to emit user-correcting messages appropriate to the diagnosed required improvement.
  • the entertaining trainer system typically requests the user to pronoimce selected phrases, detects pronunciation that may be improved, and instructs the user how to modify and improve the pronunciation, while adding entertainment content, thus improving the verbal ability of a child user.
  • wireless communication is achieved by providing toys with a cellular, or other, mobile phone, or with some or all of the hardware contained in a cellular phone.
  • toys are henceforth referred to as interactive cell-phone toys.
  • One or more interactive toys containing cellular phone dials a computer on a phone network, for example.
  • This may or may not be a central server of a cellular phone network; a central server dedicated to serving toys, one or more user's home computer, or any other computer, which is capable of connecting to a phone network. It is preferred that such a computer be then connected to a global network such as the Internet.
  • a global network such as the Internet.
  • Such a configuration allows communication with other computers, and with other computer controlled interactive toys. This is shown schematically in Fig. 25.
  • an interactive cell phone toy contains a cell phone, which has direct Internet connections, and appropriate hardware.
  • An interactive toy may or may not be equipped with one or more speakers, microphones, sensors and actuators (solenoids, motors, and lights) and the like. These control the motion of the toy. Interaction with one or more users is mainly but not entirely verbal using speech recognition technology processed by the computer, which may or may not be remote from the toy.
  • An interactive toy may have a screen such as an LCD screen for viewing information or it may transfer information to the user through sound (possibly using text-to-speech technology) and motions.
  • An interactive toy may also be equipped with one or more video cameras, which can be used either passively to send pictures to the network or actively to identify the environment of the user using software on the computer.
  • Fig. 26 shows this schematically.
  • an interactive cell-phone toy has a keypad for input of phone numbers and other information though this function can also be performed using speech combined with voice recognition.
  • Interactive toys are built modularly, such that there will be different basic interior electronic components, reflecting the cost and range of functions of the toy as defined by design, producers and/or by toy users.
  • the exterior parts, "externals”, henceforth, are also modular. They can be removed, updated, and exchanged to suit user requirements. Externals are designed to envelop any of the modular inner component configurations.
  • interactive toy externals are "camouflaged" in ordinary objects such as a bicycle helmet or schoolbag.
  • the toy may have a casing of a known or unknown toy personality, or in a soft toy. In a preferred embodiment of this invention, such a toy can be tracked, both with respect to location and with respect to time.
  • an interactive cell-phone toy pushes commercial applications relevant to location/time and personal profile of the user.
  • the network system updates one or more user personal profiles based on those specific users' histories.
  • the interactive cell-phone toy can generate discounts or coupons, which can be used by its user(s) to the users' economic advantage.
  • an interactive cell-phone toy server can exchange information with a merchant database.
  • an interactive cell-phone toy can locate one or more users within the home -base, or when away from the home base.
  • an interactive cell-phone toy has an alarm system.
  • a cell-phone company database is used for personalization information. This may or may not be in exchange with the interactive toy Server Company.
  • such information provided by the Cell-phone Company provides interactive cell-phone toy users with family commercial packages.
  • such information provided by the cell phone Company provides interactive cell-phone toy users with discounts from the cellphone provider and or from the Cell-phone Company.
  • such information provided by the cell phone Company provides interactive cell-phone toy users with family commercial packages.
  • interactive cell-phone toys commimicate with one or more cell-phones.
  • an interactive cell phone toy may or may not contain hardware for communicating with any computer directly, once it is within range of this computer.
  • -Thus for example, when a user enters a home, an office, a store, a mall, an amusement park, or any other site, containing one or more networks of computers, which are equipped with a wireless transmitter and receiver, capable of communicating with such a toy, an interactive toy is be able to connect to the computer directly. This provides a more reliable link of an interactive toy to a computer, and also avoids the cost to toy users of using the cellular phone system.
  • Fig. 27 shows an artist's conception of a child using a direct link to his computer while at home and the cellular network, which away from home.
  • Fig. 28 shows a schematic of the hardware in this situation
  • Fig. 29 shows the connection between the interactive toy server at the present invention, for example, and the other system computer connections and communications.
  • Fig. 30 is a flow chart describing the decision process in a case where an interactive cell phone toy links up to a computer system or communicates via a cellular system.
  • interactive toys are connected to one or more computers with significant processing power.
  • Such a configuration greatly enhances the interactive ability of such a toy, since one or more powerful computers can aid is speech recognition, text-to-speech processing, intelligent speech (as is present in currently provided by software using "Artificial Intelligence"), and other functions of a toy requiring processing power.
  • the present invention further describes a configuration whereby one or more computers, interact with one or more interactive toys, and are part of a network of computers.
  • Such a configuration enhances the entertainment advantages of such a toy even more.
  • the first example of this is that two or more users can interact with each other through their toys. This interaction can be a voice conversation or it can involve the playing of games in which one toy processes information from its user and decides, based on this information and the rules of the game what information the second toy passes on to its user. In either case two toys, which might even be on opposite sides of the world, can communicate with each other.
  • Fig. 31 shows this pictorially.
  • Computer sends message to the computer connected to Toy B to tell Toy B to ask child B if he's interested in meeting a child from California.
  • Computer B does this at a later time when he is connected. Child B decides to ask Toy B to send Child A a joke about London or a song or a photo of some part of London.
  • an interactive cell-phone toy play a game with one or more users.
  • an interactive cell-phone toy can be linlced up to a computer game.
  • an interactive toy is equipped with a cellular phone or other mobile communicator allows the user to access this entertainment while he is mobile. Furthermore, the fact that a mobile phone is contained within an interactive toy greatly enhances the commercial utilization of the mobile phone.
  • a user has a relationship with his interactive toy (not only with a cuddly bear but also some amount of relationship with toy cars, and other figures, especially if they have "living" characteristics with speech and Artificial Intelligence. This makes it- easier to get an interactive toy user to use all the commercial material available by the cell-computer network.
  • Interactive toy systems are able utilize and apply all commercial applications of e- commerce and m-commerce such as purchases on the web, advertising, remote purchasing of products, remote download of emails etc.
  • Interactive toys can use speech recognition to parse user's speech and determine his likes and dislikes and advertise accordingly either to direct towards his "likes” or to try to change his opinion.
  • Figure 34 gives an example of how this works.
  • Fig. 34 shows other features: The ability to give discounts not only broadly but also under special circumstances. In that case it's trying to convince a customer to get back to Macdonald's by suggesting a new product and by offering a free (or discounted) trial. The system can keep track to avoid the user abusing this.
  • FIG. 34 Another feature described in Fig. 34, is the function of an interactive toy in sending its user to one or more stores.
  • Points can be earned in many ways including finding a treasure in a store (gets child into the store to look and then encourages purchase).
  • Interactive toy may have point of sale toys or just the computer but the child brings his toy to verify he was there.
  • An interactive toy server company bills advertiser for getting child to store. This is shown pictorially in Fig. 35.
  • Connection of interactive toys to a cell network enables both one or more interactive toy server company's database and one or more cell phone company's databases to be mutually informative and informed.
  • An interactive toy server company's database arises from user registration, as well as all the information which interactive toys get from their users: Response to questions about likes and dislikes in conversation, types of content requested, history of purchases and the like, Thus an interactive toy server company's database acquires much data.
  • Cell Phone Companies also have a huge database of its customers -not all have toys and the type of info is different. The sharing of these two or more databases can provide a huge commercial advantage in terms of profiling of customers, etc.
  • Database utilization helps personalize information both for an interactive toy server company in providing advertising and entertainment content, and for Cell Phone Companies in providing services and sales to their customers. (They could leam about who likes Hamburgers and the like, etc.).
  • Toy with cell phone can track the location and/or time of where a user is using currently available technology.
  • a child, or other user, with an interactive cell phone toy, who gets lost, can easily be tracked. The toy can meanwhile keep him calm since his toy is with him. Similarly, a lost cell-phone toy can be located, found and returned to its owner.
  • Toy with cell phone can track the location and/or time of where a user is using currently available technology.
  • the system can push commercial applications relevant to location, time, and personal profile of a user. For example, toy. Sends user to nearby places which are now open knowing that user likes them, or tries to persuade usr(s) that they should like them.
  • Fig. 37 describes how an interactive toy updates its user with relevant information, connected to the user location.
  • the network includes one, or preferably many, interactive toys each of which is placed at a "site" which may be a home, an office, a retail store, a shopping mall, an entertainment outlet (such as an amusement park) or at any other location.
  • a site which may be a home, an office, a retail store, a shopping mall, an entertainment outlet (such as an amusement park) or at any other location.
  • Each such site contains either one or many computers, which may or may not be connected by a local network, as well as one or many interactive toys.
  • Each toy may or may not be connected via any form of wireless communication (including, but not limited to radio and infrared) with one or more of the computers at the site (see Fig. 38). It is desirable and even preferable that each toy uses one such site and one computer on this site as its "home base".
  • Toys may or may not be equipped with one or more controllers with wireless communication with one or more computer systems.
  • Wireless communication wireless communication is achieved with a radio transmitter and receiver connecting a toy directly to a local computer or via cell phone or other.
  • Wireless communication may be achieved by providing toys with a cellular, or other, mobile phone, or with some or all of the hardware contained in a cellular phone, or with some other wireless systems.
  • One or more interactive toys containing wireless communicator dials a computer on a phone network, for example.
  • This may or may not be a central server of a cellular phone network; a central server dedicated to serving toys, one or more user's home computer, or any other computer, which is capable of connecting to a phone network. It is preferred that such a computer be then connected to a global network such as the Internet.
  • a global network such as the Internet.
  • an interactive cell -phone toy contains a cell phone, which has direct Internet connections, and appropriate hardware.
  • an interactive toy operates using batteries, which may or may not be rechargeable.
  • a toy may or may not be fully active when batteries are being recharged and/or it if the toy is plugged into a charger.
  • a toy operates using one or more solar panels.
  • Interactive toys have interactive speaking, listening and sensing functionality, as described in the above previous patent applications.
  • An interactive toy may or may not be equipped with one or more speakers, microphones, sensors and actuators (solenoids, motors, and lights) and the like. These control the motion of the toy. Interaction with one or more users is mainly but not entirely verbal using speech recognition technology processed by the computer, which may or may not be remote from the toy.
  • An interactive toy may have a screen such as an LCD screen for viewing information or it may transfer information to the user through sound (possibly using text-to-speech technology) and motions.
  • An interactive toy may also be equipped with one or more video cameras, which can be used either passively to send pictures to the network or actively to identify the environment of the user using software on the computer. Figs. 39 and 40 show this schematically.
  • an interactive toy has a keypad for input of phone numbers and other information though this function can also be performed using speech combined with voice recognition.
  • transaction of sales and/or services is performed employing voice recognition codes.
  • interactive toys are built modularly, such that there will be different basic interior electronic components, reflecting the cost and range of functions of the toy as defined by design, producers and/or by toy users.
  • the exterior parts, "externals”, henceforth, are also modular. They can be removed, updated, and exchanged to suit user requirements. Externals are designed to envelop any of the modular inner component configurations.
  • interactive toy externals are "camouflaged" in ordinary objects such as a bicycle helmet or schoolbag.
  • the toy may have a casing of a known or unknown toy personality, or in a soft toy.
  • An interactive toy may imitate one or more persona when talking- to its user.
  • I.T.S. Interactive Toy System
  • An I.T.S. server may or may not have a voice bank.
  • a server may allocate one or more voices to each toy.
  • the server may or may not push a toy to speak, at random times, and try to market produces, services and the like.
  • An interactive toy may or may not "stick to the conversation" of its user(s), or may intentionally change the subject, and/or add new elements to the currently running conversation.
  • An interactive toy may thus be able to push many products and or services, which were nothing to do with user conversation responses.
  • a toy promotes internet link-ups.
  • An interactive toy may urge its user(s) to link up to the Internet.
  • An I.T.S. may receive a commission each time one or more toys persuade user(s) to link up via one or more specific Internet service providers.
  • Interactive toy users may or may not receive benefits and bonuses for having linked up to the Internet via a specific service provider. These may or may not include, free information, pictures, text, games, offers, discounts, coupons, and the like.
  • content providers provide clips of movies or plays, either by purely audio means, or by combining audio and other possible movements of toy(s).
  • This fomi of entertainment is greatly enhanced when one or more users have many interactive toys, even when some are limited in their abilities, or if some are modular in nature, as discussed in the previous section.
  • one or more content -providers may have the various toys act out one or more scenes of a movie or a play.
  • technology of interactive toys is improved, they may be able to design a play whose actors are a collection of toys.
  • the entertainment value improves yet further, if some of the toys are inanimate objects, such as toy cars or furniture, are controlled by one or more content providers, thus providing props for the play. Allowing many users on a network to see such entertainment simultaneously may further enhance this multi-usr, multi-toy entertainment approach.
  • a related application of this is to turn a collection of popular toys such as " Barbie- type dolls" into a full entertainment center. Further enhancement occurs when users' response to such a play would affect further development of the play.
  • this is done online while one or more content providers send content, and the response of one or many users affect the progress of the play for all other viewers.
  • the content may be individualized for a particular user or it can be played as a global game or show.
  • character animation which can take several forms. In one form one or more users purchase a particular character whose content provider provides programs or scripts which animate features and personalities of specific characters.
  • the aforementioned modular technology is useful and even preferable for this purpose in that reduces cost to consumers.
  • Specific characters may or may not be designed by special request, although this is quite expensive.
  • the animated character may or may not be a character (either human, animal, alien or other). This may or may not be from a movie, television show, play or other famous, real or fictitious entertainment figure. It may also be any other publicly known personality, possibly a sports figure, a religious leader, or a historical figure.
  • this may or may not include a figure of oneself, or a family member, or friend, or, in fact any character human, or otherwise of one's imagination.
  • Content is then provided to animate these characters in either a passive or, preferably, in an interactive way to simulate the characters, which they represent.
  • Another form of character animation utilizes the imagination of the user to enhance the entertainment value.
  • a preferred method for achieving this would be to provide some mechanism for some or all of the active components of a toy to be put on an existing toy which were not designed with the Living Toy technology.
  • a necklace is designed containing a radio transmitter and receiver as well as a microphone and speaker. This is attached to any one of the user's existing toys.
  • a user animates a large number of his toys.
  • This kind of entertainment is enhanced by the Artificial Intelligence technology discussed above, since a user is able to hold conversations with his/her toys which may, for example, be having a (fictitious) dinner party. Interactions with other toys on one or more networks would make this even more exciting and entertaining.
  • Such an interactive toy system may or may not be used to simulate live performances such as, but not limited to, sports games.
  • a sports club or a bar purchases a set of figures representing two or more sports teams (note: too expensive for most individual users to purchase). These figures each contain the Living Toys technology.
  • Interactive toys may or may not have the hardware with which to send email to friends.
  • Interactive toys may or may not have the hardware with which to send voicemail to friends.
  • Interactive toys may or may not have the hardware with which to send email and/or voicemail to interactive toys.
  • a prefered embodiment of the present invention includes a point value system for toys, accessories, and information .
  • one or more interactive toy server companies create a points system for charging users.
  • one or more interactive toy server companies create a points system for rewarding users.
  • one or more ITS companies make points competition, whereby users are rewarded.
  • one or more ITS companies make points competition, whereby users with most points receive prizes. These prizes may or may not include meeting Hollywood stars, trips to Hollywood, Hollywood souvenirs, and the like.
  • one or more interactive toy server companies exchange interactive toys, and/or their externals, and/or their internals, and/or their accessories, for upgraded/downgraded toy models, and or for money, and/or for points.
  • one or more interactive toy server companies exchange used interactive toys, and/or their externals, and/or their internals, and/or their accessories, for upgraded/downgraded toy models, and/or for money, and/or for points.
  • each toy has a character, in order to support and enhance the personal touch of the toy.
  • the character can be an imaginative character (like a cartoon character) or a celebrity.
  • the entertainment content processed by the controlling computer is adapted to the persona of the toy.
  • an interactive toy can be re- personified or re-characterized, one or more times.
  • Re-characterization involves changing the externals of the toy, changing its voice personification, age, and gender capture, and entertainment.
  • each personification of each toy has one or more matching sets of personal belongings. These include clothes, shoes, bags, swimwear, accessories, and the like.
  • one or more users of and interactive toy with personification can purchase matching sets of personal belongings to suit owner age, gender, size, and the like. These include clothes, shoes, bags, swimwear, accessories, and the like.
  • a user and the interactive toy are dressed identically.
  • an interactive toy can be clipped onto the user garment, or placed in suitably designed user pouch, which may or may not be part of a user accessory or user garment. This is designed such that it is difficult to detach an interactive toy from a user, particularly for children, and this reduces the risk of losing an interactive toy.
  • a user identifies himself with his toy, typically as a part of the entertainment content.
  • One or more controlling computer host information about every user. The information is collected continuously concerning all entertainment content provided by one or more interactive toys. This personal information is analyzed, stored, and utilized by an interactive toy system (ITS) company to provide entertainment via each interactive toy to its user(s).
  • ITS interactive toy system
  • An interactive toy acts in a manner which encourages the user to become emotionally attached to it.
  • a user if a user becomes emotionally detached to an interactive doll, he can "get rid of it". In such a case, he can return it to the ITS company for upgraded/downgraded toy models, and/or for money, and/or for points.
  • a user can swap his interactive toy for another interactive toy, and/or internals, and/or externals, and/or accessories, and/or for upgraded/downgraded toy models, and/or for money, and/or for points to the ITS company.
  • This transaction may or may not be with parental consent, if the user is a child.
  • a user can swap his interactive toy internals and/or externals/ and or accessories for another interactive toy, and/or intemals, and/or externals, and or accessories, and/or for upgraded/downgraded toy models, and/or for money, and/or for points. This may or may not be with parental consent, if the user is a child.
  • One or more ITS companies register such swapping transactions employing email/ and/or voice recognition codes, and/or Internet transactions, and/or upon receipt of hard copy confirmations.
  • one or more users can swap their interactive toy(s) for another interactive toy, and/or internals, and/or externals, and/or accessories, and or for upgraded/downgraded toy models, and/or for money, and/or for points with one or more interactive toy users.
  • One or more ITS company may or may not debit and/ or credit the two parties in the swap transaction for or for money, and/or for points.
  • children can perform a swap, as mentioned above without parental consent provided that the two objects being swapped are of the same value +/- a percentage, which is pre-authorized by the parents, and the swap is registered by at least one ITS company.
  • children can perform a swap, as mentioned above, without parental consent.
  • the two objects being swapped are of the same value +/- a percentage, which is less than the percentage requiring parental authorization, and the swap is registered by at least one ITS company.
  • children cannot perform a swap, as mentioned above, even with parental consent. This is provided that the two objects being swapped are very different in value. This exclusion is to protect the user, normally children from being cheated or extorted.
  • toy provides entertainment.
  • This entertainment is selected on a basis of the personal history of a user.
  • the user's entertainment via the doll is thus based on his previous preferences, and with time, becomes more and more to Ins liking and preference. This feature further improves the personal touch of the toy.
  • Personalization namely the introduction of user characteristics and preferences to the computer, is typically performed via the computer terminal (or monitor).
  • the objective of the promotional and advertising materials provided by one or more interactive toys and their user(s) is to encourage users to want media products and/or services.
  • the promotional and advertising material is embedded within the entertainment content.
  • an interactive toy can tell a story of a prince and a princess throwing a feast, and mention a movie showing in the local cinema, or comics, books, dolls, CDs, videos, and the like about the same subject, on sale at the local mall.
  • interactive toy users receive discounts on media products and services purchased via an interactive toy.
  • interactive toy users receive discounts on media products and services, in exchange for persuading a friend to buy an interactive toy.
  • interactive toy users receive points, in exchange for persuading friends to buy media products or services via their interactive toys.
  • each toy portrays one or more images.
  • one or more interactive toys market Hollywood images, concepts, and personalities, or others. For example, marketing a "tough cowboy image” through imitation of John Wayne, Clint Eastwood or the like. For example, marketing “devoted dumb American wife syndrome” as in “the Stepford Wives”. For example marketing “adorable darling daughter” as in “Annie”. For example, marketing a "little boy lost” through imitation of Mowgli in “Jungle Book”. For example, marketing of "hung-up eccentric male” through imitation of Woody Allen, Rowan Atkinson, or the like.
  • each image markets products and services associated with image, and others.
  • one or more interactive toys market a "tough cowboy image” through imitation of John Wayne, Clint Eastwood, or the like, leads to marketing of cigarettes, jeans, cowboy boots, American holiday packages, and the like.
  • one or more interactive toys market "devoted dumb American wife syndrome” as in “the Stepford Wives, leads to marketing ladies fashions, household appliances, house cleaning equipment and materials, soft furnishing, hair dye colors and make-up products, food and recipes, and the like.
  • one or more interactive toys market "adorable darling daughter" as in “Annie” leads to marketing of children's clothes, educational packages, day and summer camps, and the like.
  • one or more interactive toys market of "hung-up eccentric male” through imitation of Woody Allen, Rowan Atkinson, or the like leads to marketing of "interactive corrective toys", dating services, alcoholic beverages, and the like.
  • one or more interactive toys market a "little boy lost” through imitation of Mowgli in "Jungle book” leads to marketing of safari tours, Disneyland tours, Disney products, boys' clothing and foot- ware, and the like.
  • toys push "be alike”and “have alike” concepts.
  • Interactive toys market personalities, or concepts or characters from Hollywood or from other media sources.
  • Interactive toys thus push users to "want to be like” and/or “want to have like” one or more images, personalities or concepts.
  • Interactive toys thus bring personalities, concepts, characters or images to the consciousness of toy users.
  • interactive toys market national and international flights and travel packages and the like.
  • interactive toys market national and international flights and travel packages and the like to individuals.
  • interactive toys market national and international flights and travel packages and the like to families and groups.
  • interactive toys market national and international flights and travel packages and the like to individuals at discounted prices to toy users.
  • interactive toys market national and international flights and travel packages and the like to families and groups at discounted prices to toy users.
  • interactive toys market national and international flights and travel packages and the like to individuals, families and groups at discounted prices to toy users in exchange for points.
  • interactive toys market every-day products with Hollywood/ other media wrapping.
  • Other examples include automobiles, fountain pens, or watches marketed as "James Bond” models.
  • Take-Away food marketed as Detective/cop food The purchase transaction of such products is performed directly by the user, or by the interactive toy.
  • Interactive toys may market branded sportswear, shoes, and equipment.
  • Interactive toys may market branded sportswear, shoes, and equipment as a media-famous brand.
  • an Interactive Toy System receives a commission or exchange deal for marketing and /or selling branded sportswear, shoes, and equipment, and the like.
  • interactive toys market and/or sell games, toys, and activities for adults and children.
  • interactive toys perform purchase transaction of any such products over the Internet, email, or other wireless communication on behalf or their user(s) .
  • interactive toys perform purchase transaction of such products over the Internet, email, or other wireless communication.
  • Interactive toys may or may not sell and/or market keep-fit equipment, programs, diets, and the like.
  • An interactive toy may or may not use its image as a health and sports promotion marketer/salesman. It may or may not use another persona' s voice or the like to market/sell such products and services.
  • an interactive toy server receives commission for clientele.
  • users and/or interactive toys perform purchase transactions of such products, and the ITS receives a commission for the transaction, typically 5-15%, of the transaction value.
  • an interactive toy is used as a game-boy.
  • a game-boy may be stand-alone, or in conjunction with a computer, or both.
  • a computer may be portable or home-based.
  • the game-boy downloads Hollywood games, or others.
  • Such games may or may not market other products and services.
  • interactive toys are used as monitors for sales and marketing trends.
  • One real advantage of an interactive toy server system in this is that the information in the profile is much more specific and personal than profiles developed by other means. Standard pattern matching technology used for analyzing business trends can be used to analyze these profiles.
  • An interactive toy is thus an interactive and responsive advertiser. It reacts to known features of the user as derived from its database and advertises accordingly. It reacts to the answers to the questions, which it asks the user and it reacts to trends and behaviors, which it notices from the user using the aforementioned pattern matching technology.
  • the toy in our system can be viewed as a "super salesman". Besides knowing everything about its user, a toy also knows everything about all the other users on the system. Thus, in a virtual sense, the various toys can have a "sales meeting" in which they combine all their knowledge about sales and create new strategies and techniques for selling to certain kinds of people and groups of people.
  • an interactive toy can be tracked, both with respect to location and with respect to time.
  • an interactive toy pushes commercial media applications relevant to location/time and personal profile of the user.
  • the network system updates one or more user personal profiles based on those specific users' histories.
  • the interactive toy can generate discounts or coupons, which can be used by its user(s) to the users' economic advantage at various media outlets, such as cinemas, concerts, theatres, or in the purchase of newspapers, electronic newspapers, Internet packages, and the like.
  • an interactive toy server can exchange infonnation with a media merchant database.
  • an interactive cell-phone toy can locate one or more users within the home -base, or when away from the home base.
  • an interactive toy has an alarm system.
  • a cell-phone company database is used for personalization information. This may or may not be in exchange with information from the Interactive Toy Server Company.
  • a media conglomerate or company links up to one or more Interactive Toy Server Companies.
  • Such a media conglomerate provides entertainment, services, entertainment products, media products, and the like.
  • one or more Interactive Toy Server Companies market services and products of a media conglomerate via interactive toys to interactive toy users.
  • Interactive Toy Server Companies receive a commission, typically 5- 15%, from the media conglomerate, on any transaction done via interactive toy and/or as a direct consequence of the pushing of one or more interactive toys.
  • an interactive cell phone toy may or may not contain hardware for communicating with any computer directly, once it is within range of this computer.
  • an interactive toy is be able to connect to the computer directly. This provides a more reliable link of an interactive toy to a computer, and also avoids the cost to toy users of using the cellular phone system.
  • An I.T.S. may or may not set up one or more clubs for interactive toy users. These may be local/national/intemational. Such clubs may or may not be sectored with respect to age, gender, and the like. Such clubs may or may not offer special deals to club members, and may or may not provide members with a membership card, which may or may not be in conjunction with a credit card (in a similar way to the large retail outlets and supermarkets). Special offers may include games, coupons, points, competitions, discounts, coupons, and the like.
  • Fig. 38 describes the main parts of an Interactive Toy System (I.T.S.) constracted and operative in accordance with a prefened embodiment of the present invention.
  • the system includes a toy or a similar device having a fanciful appearance.
  • the toy incorporates a controller that controls the peripheral components of the toy (see Fig. 39 below) and is in wireless communication, via a radio transceiver, with a home computer.
  • the toy controller can communicate with a mobile entertainment server via a mobile public communication network, such as a cellular network.
  • the toy controller can communicate with a local public server serving a store or a mall, via a local communication network such as a PCS service, CT3 network (such as DECT).
  • a toy can communicate with a controlling computer in the home, in the street and in the store or mall.
  • the controlling computer hosts the software that operates a toy and the content delivered via a toy to its user.
  • a user interacts with the entertainment content provided and processed by a controlling computer.
  • Content, or entertainment content in this respect includes games, information, education material, promotion and advertising materials, and the like.
  • Fig. 39 describes the main entities of the systems and the main commimications between them.
  • the main entities are:
  • the computer controlling the toy at the place where the toy is in the time of operation.
  • the computer of the entity that provides the entertainment content that the user has selected.
  • the computer of the entity that provides the promotional or advertising material to be communicated to the user with the selected content.
  • the network supervising computer (Of the present invention's maintenance server).
  • the system can track the whereabouts of the user whenever the toy is operative and in communication range with a controlling computer.
  • the controlling computers namely the home computer, the public mobile network computer and the store/mall computers, are synchronized by the network-supervising computer so that the user and her toy can roam between them.
  • Fig. 40 describes a possible implementation of the toy part of the present invention.
  • the toy includes sensors such as touch sensitive sensors, position sensors, motion sensors and light sensors, actuators such as motors and solenoids, speaker and microphone.
  • the controlling computer can transmit to the toy controller audio content, including speech, to be produced by the speaker and can receive from the toy controller audio, including speech, collected by the microphone.
  • the controlling computer can process the recorded audio by means of speech recognition software.
  • the controlling computer can therefore operate the toy and provide the user fully interactive content, comprising bi-directional verbal communication with motions and gestures of the toy.
  • Figs. 41 and 42 are block diagrams of the computer (600 and 730 respectively), the toy controller (630 and 820 respectively) and the radio base station (620 and 750 respectively). The two figures differ in the connection between the radio base station and the computer, where Fig. 41 describes a connection via a sound board and Fig. 42 describes a connection via the computer's serial or parallel ports.
  • Fig. 43 describes mobile interactive toys and their associated network.
  • One or more interactive toys containing cellular phone dials a computer on a phone network, for example.
  • This may or may not be a central server of a cellular phone network; a central server dedicated to serving toys, one or more user's home computer, or any other computer, which is capable of connecting to a phone network. It is prefened that such a computer be then connected to a global network such as the Internet.
  • a global network such as the Internet.
  • Such a configuration allows communication with other computers, and with other computer controlled interactive toys.
  • Fig. 44 shows schematically that an interactive toy may or may not be equipped with one or more speakers, microphones, sensors and actuators (solenoids, motors, and lights) and the like. These control the motion of the toy. Interaction with one or more users is mainly but not entirely verbal using speech recognition technology processed by the computer, which may or may not be remote from the toy.
  • An interactive toy may have a screen such as an LCD screen for viewing information or it may transfer information to the user through sound (possibly using text-to-speech technology) and motions.
  • An interactive toy may also be equipped with one or more video cameras, which can be used either passively to send pictures to the network or actively to identify the environment of the user using software on the computer.
  • Fig. 45 shows schematically interactions between an interactive toy and its sunoundings. It may use a direct link to its computer while at home, and a cellular network, which away from home.
  • Fig. 46 shows a schematic of the hardware in the- situation described in Fig. 45.
  • Fig. 47 describes one possible way in which an interactive Barbie-type doll doll markets products to a user and her friend, and pushes "have alike” and “be alike” concepts. An I.T.S. receives a commission for this type of transaction.
  • Fig. 48 portrays the ability of an I.T.S. to perform and register a swap of interactive toys between two parties, and to credit/debit users according to the value of difference in "product received-product given". This figure also portrays the idea of a point value system for all products/services. An I.T.S. may or may not receive a commission for this type of transaction.
  • Fig. 49 describes how characterization can be used to market Hollywood media products such as movie tickets. It further portrays the point system in place to provide positive reinforcement employing point rewarding for sales in order to boost sales.
  • Fig. 50 describes how an interactive doll can market products with/without “Hollywood wrappings", described in text above. This figure further describes "empowering of child” described in previous and concunent applications, as well as describing the ability of an interactive toy to order food over the web, to entertain, and provide music upon request, and to respond interactively.
  • Fig. 51 describes a function of an interactive toy in simulating human emotional attachment. It further portrays the potential of such a toy in persuading a user to change his mind, and invest in another interactive toy in exchange for points, as a preference to, and rather than swapping toys (lesser revenue). .
  • An I.T.S. receives a commission for this type of transaction.
  • Toys and similar portable devices are used to convey promotional and advertising material to users, preferable in verbally interactive form, encourage the users to visit shops.
  • the advantage of the present invention is that the toy becomes a personal companion of the user, typically a child.
  • each toy has a persona.
  • the persona can be an imaginative character (like a cartoon character) or a celebrity.
  • the entertainment content processed by the controlling computer is adapted to the persona of the toy.
  • the user identifies himself to the toy, typically as a part of the entertainment content.
  • the controlling computer hosts information about the user that is being collected continuously by all entertainment content. This personal information is used by the every entertainment content to further improve the personal touch of the toy.
  • Personalization namely the introduction of user characteristics and preferences to the computer, is typically performed via the computer terminal (or monitor).
  • Fig. 52 Presents a sample personalization screen.
  • Figs. 53 to 56 describe in a general form of flow charts the main processes that take place in the system to distribute the relevant content and advertising materials to the appropriate users.
  • the objective of the promotional and advertising materials provided by the toy to the user is to encourage the user to visit specific stores.
  • the promotional and advertising material is embedded within the entertainment content.
  • the toy can tell a story of a prince and a princess throwing a feast and mention a present the child can receive at the nearest food parlor.
  • the toy can complain that it is hungry and would like to eat the delicious hamburger available around the comer.
  • the content may include a game where points are collected and the user gets a prize.
  • Points can be earned in many ways including finding a treasure in a store (gets child into the store to look and then encourages purchase). Toy may have point of sale toys or just the computer but the child brings his toy to verify he was there, the system of the present invention bills advertiser for getting child to store.
  • the system and the service are deployed in the home, the street and the store (or mall) advertising is provided practically continuously and personally.
  • the system and the service are capable of "Advertise on the move” through the toy to the user (in verbal form) according to user profile, ' preferences, location, and buying pattern (personal and statistical characteristics).
  • the toy vendor, the content the present invention, the advertising agency and the service operator collect revenues from various sources such as the selling of advertising space or a commission on the sale made by the store.
  • a success can be defined as an actual sale and the revenues to the parties will be a commission on the sale.
  • the success can also be defined as the user entry to the store (or mall). To achieve this goal the user is identified at the store and to the store. Furthermore identifying the specific advertising and the content in which the advertising was embedded enables specific distribution of the advertising revenues between the parties.
  • the prime means to identify and locate the user is the toy that is in continuous communication with the system, in the home, in the street, and in the store or mall.
  • the toy is able to identify the child as a part of a "login game" where the child identifies itself to the toy, for example by saying a personal password as described in Fig. 57.
  • the system is able to locate the toy at all times by comparing signals received from the toy at two or more base stations. It is therefore advantageous to operate in store or mall wireless communication infrastructure, based on the proprietary technology of the present invention, rather than the use of a public cellular service.
  • the local (multiport) wireless technology is less costly (there is no need to pay for cellular air-time), more flexible (SMS messages can be much longer) and provides more accurate location (since it uses higher frequency band).
  • purchased products or services are identified and interests and successive buying possibilities are associated for further advertising and promotion.
  • SMS Short Message Service
  • Toy control commands can carry information to be displayed on the toy's display or carry text that the toy's processor can convert to speech by means of text-to-speech software.
  • the use of text to speech is particularly useful to communicate short personal advertising and promotional content. Specifically when the toy is located in proximity to the advertising subject, whether the toy is located in the street besides the store or by the local wireless system, in the store besides a particular shelf.
  • the toy can further provide personification of the communicated advertising to the personal of the toy.
  • display is particularly advantageous to provide the store personnel information about the toy owner, such as a personal code and personal privileges such as a "virtual coupon".
  • the information can be displayed in human readable manner (alphanumeric) or in computer readable manner such as barcode.
  • Other features of the present invention include:
  • the toy can provide the toy owner with discount coupons for particular items and particular stores. Coupons may be printed from a printer connected to the user's home computer.
  • Set Toy control device output pin to a digital level D.
  • Change Toy control device output pin to D for a period of time and then return to previous state.
  • T1,T2 time - 00-FF H
  • the Audio is sent to the Toy control device by the computer sound card and the Computer radio interface.
  • T1.T2 TIME 00-FF H (SEC)

Abstract

Networked interactive toys (100) have real time conversations with users using speech recognition. Toys (100) are connected to at least one interactive toy server which is connected to entertainment, education, sales promotion providers by internet communication systems. The connection may utilize telephone lines, cellular communication systems, coaxial cable, satellite, DSL or other broadband systems. Toys (100) may be connected by a wireless link to a computing device which provides internet connectivity. Content is provided to enable a user to form a relationship with the toy and is personalized for the user and their environment including location and time of use. The merge of Interactie Television techniques will enhance the content.

Description

NETWORKED INTERACTIVE TOY SYSTEM
CROSS-REFERENCE TO RELATED APPLICATIONS This application claims priority from the following co-pending US Provisional Applications:
60/189,914; 60/189,915; 60/189,916; 60/190,874; 60/191,300; 60/192,011 60/192,012; 60/192,013; 60/192,014; 60/193,697; 60/193,699; 60/193,702; 60/193,703 60/193,704; 60/195,861; 60/195,862; 60/195,863; 60/195,864; 60/195,865; 60/195,866 60/196,227; 60/197,573; 60/197,576; 60/197,577; 60/197,578; 60/197,579; 60/200,508 60/200,513; 60/200,639; 60/200,640; 60/200,641; 60/200,647; 60/203,175; 60/203,177 60/203,182; 60/203244; 60/204200; 60/204,201; 60/207,126; 60/207,128; 60/208,105 60/208,390; 60/208,391; 60/208,392; 60/209,471; 60/210,443; 60/210,445; 60/212,696 60/215,360; 60/216,237; 60/216,238; 60/217,357; 60/219,234; 60/220,276; 60/221 ,933 60/223,877; 60/227,112; 60/229,371; 60/229,648; 60/231,103; 60/231,105; 60/234,883 60/239,329; 60/250,332; 60/253,362; 60/254,699; and also from: a) a U.S. Provisional Application sent for filing on September 22, 2000; entitled "Networked interactive toy system as a conveyer and processor of personalized toy content"; and b) a U.S. Provisional Application sent for filing on February 9, 2001 ; entitled "Interactive toy applications".
FIELD OF THE INVENTION The present invention relates to toys, in general, and particularly to toys used in conjunction with a computer system.
BACKGROUND OF THE INVENTION
Toys used in conjunction with a computer system are well known in the art. The following patents are believed to represent the state of the art: U.S. Patent No. 5,746,602 to Kikinis entitled "PC Peripheral Interactive Doll"; US Patent No. 5,752,880 to Gabai et al. entitled "Interactive Doll"; U.S. Patent No. 6,022,273 to Gabai et al. entitled "Interactive Doll"; U.S. Patent No. 6,053,797 to Tsang entitled "Interactive Toy"; U.S. Patent No. 6,059,237 to Choi entitled "Interactive Toy Train"; U.S. Patent No. 6,064,854 to Peters et al. entitled "Computer assisted interactive entertainment/educational character goods"; U.S.
Patent No. 6,089,942 to Chan entitled "Interactive Toys"; U.S. Patent No. 6,149,490 to
Hampton entitled "Interactive Toy"; U.S. Patent No. 6,160,986 to Gabai et al. entitled
"Interactive Toy"; and U.S. Patent No. 6,075,195 to Gabai et al.
Computerized toys are also described in the following published PCT applications: PCT/IL96/00157 (WO 97/18871); PCT/IL98/00223 (WO 98/53456);
PCT/IL98/00224 (WO 98/52667); PCT/IL98/00225 (WO 98/53567); PCT/IL98/00392 (WO
99/08762); PCT/IL98/00406 (WO99/10065); PCT/IL99/00202 (WO99/54015);
PCT/IL99/00271 (WO 99/60358); PCT/IL99/00637 (WO 00/31613); PCT/IL00/00130 (WO
00/51697).
The disclosures of all publications mentioned in the specification and of the publications cited therein are hereby incorporated by reference.
SUMMARY OF THE INVENTION
The present invention seeks to provide improved computerized toys and methods of operation and generation suitable therefor.
One of the better accepted marketing solution concepts of recent years is the effectiveness and profitability resulting from retailers and manufacturers getting closer to their customers, getting to know them intimately and developing an on going dialogue with them. The most common terms given to this marketing concept are "Database Marketing" or "After-Marketing".
Traditionally, retailers and manufacturers have concentrated on creating customers. Over the past several years, many successful marketers have begun shifting emphasis from customers' "conquest" to an "after-marketing" strategy. After-marketing focuses on customer retention and generating additional revenue from a retailer's current customer base. This movement makes considerable sense, given the high cost of selling to new customers, the increased competition many retailers are now facing. Many retailers and manufacturers work hard and commit a significant portion of their resources to creating new customers. It is a well-established fact that the cost of winning a new customer is higher than retaining current customers. In fact, the cost of selling to new customers can be three to four times higher than selling to existing customers.
The benefits -of keeping a customer over time are well documented. Perhaps the biggest factor is the lifetime value each customer represents as they make repeat purchases over time. Research indicates that as a customers' relationship with a company lengthens, profits rise. Retailers can boost profits by almost 100% by retaining just 5% more of its customers.
Equally important is the reduced selling cost associated with selling to these existing customers. Focusing on customers and listening to them will tell retailers what to do with their current product offerings and what new products to introduce. Additionally, a customer focus will offer valuable insights into market trends, and provide the credibility and reference base needed to successfully sell old and new products alike. Other benefits derived from focusing on customers include important referrals, increased account penetration, and price premiums.
Research indicates that more than two-thirds of customers who quit using the products or services of a vendor do so because of an indifferent attitude toward them by the vendor. When customers are dissatisfied, only 4% complain to the vendor. The other 96% go quietly away, and 91% never come back. The same dissatisfied customers tell eight to ten people about vendor problems while satisfied customers only tell five people about their good experiences.
According to the Web affiliation method, affiliated sites that reference a web-surfer to a merchant (e-commerce) site receives a commission on the sale made by the merchant site. Most commissions range between 5% and 15%. The advantage to the merchant is that it does not have to pay for the advertisement as the affiliated site does the advertising at no charge (except for the commission). The advantage to the affiliated site is that for a "small site" (relatively not so popular) it is easier to sign an affiliation agreement than to sell advertising space.
Toys which are controlled by integrated or remote computer circuitry and that are capable of providing sensory input and output including speech, movement, and voice input are known. Such toys generally fall within the following categories:
Toys controlled by integrated computer circuitry. Such toys are relatively expensive and have a limited flexibility of operation in that such toys either support only preprogrammed operational modes or should be periodically reprogrammed for different operational modes. One example of such a toy is Computerized LEGO™ in which modular elements having a computer control module are assembled for operation independent from external computer control. Computerized LEGO™ does not support remote computer control during operation, rather programming instructions are downloaded to the Computerized LEGO™ elements prior to operation. Another example of such a toy is Microsoft BARNEY™ which provides both operation independent from external computer control as well as optional external computer control by wireless communication but without transfer of audio signals. In external computer control mode the external computer instructs the toy to produce sounds stored in a memory assembled with the toy.
Toys controlled by external computer circuitry where the toy is connected to the external computer via a digital port, such as the parallel or serial ports, and digital signals are used for communication between the toy and the external computer. Such toys are relatively expensive in that they require integrated digital-to-analog conversion circuitry for converting digital signals received from the external computer in order to communicate with its peripherals using analog signals, and/or analog-to-digital conversion circuitry for converting analog signals received from the toy's peripherals into digital signals in order to communicate with the external computer. An example of such a toy is described in U.S. Patent Number 5,746,602 which describes a toy connected to the digital ports of an external computer. The digital signals are converted to and from analog signals at the toy.
Toys controlled by external computer circuitry where the toy is connected to the external computer via an analog port, such as the speaker and microphone ports of a sound card, and analog signals are used for communication between the toy and the external computer. Such toys do not provide for sophisticated control of doll peripherals other than to provide output via speaker and input via microphone. An example of such a toy is described in U.S. Patent Number 5,636,994.
Toys controlled wirelessfy by external computer circuitry where wireless interface and communications circuitry are connected to analog and/or digital ports of the external computer. Such toys are relatively expensive as they require wireless communications circuitry as well as digital-to-analog and analog-to-digital converters. Examples of such toys include a toy described in applicant/assignee's U.S. Patent Number 5,752,880, as well as Microsoft BARNEY described above.
In a preferred embodiment of the present invention, a toy is provided which connects via a connector assembled with the toy to interface circuitry connected to a digital port of a computer, where both the computer and the interface circuitry are external to the toy. The connection between the toy and the interface circuitry may be by wire, cable, or any known tethered means of communication known in the art, wireless or any known untethered means of communication known in the art, or any combination of such communications means.
Communication between the external computer and the toy are via analog signals, while control signals and audio signals sent between the computer and the interface circuitry are digital, the interface circuitry being connected to the computer's digital ports, such as serial (RS-232, USB) or parallel ports. To accommodate communication between the computer and the toy, the interface circuitry converts digital signals received from the computer into analog signals to be sent to the toy, and converts analog signals received from the toy into digital signals to be input to the computer via the digital port. Analog signals may be used to emulate digital signals by transmitting or withholding an analog signal, resulting in a binary effect.
The toy may be equipped with one or more peripherals, including a speaker, a microphone, switches, sensors, motors, etc. Where multiple peripherals are provided they are configured in a star topology, with one or more wires connecting each peripheral to a hub within the toy. Either the interface circuitry or the hub may include a multiplexer for one- peripheral-at-a-time support. Optionally, the toy may operate in free-standing mode under the control of a microprocessor assembled with the toy when the toy is not connected to the interface circuitry, with the toy reverting to the control of the external computer when the toy is reconnected to the external computer.
The present invention is believed to be advantageous over the prior art in that there is no need for expensive digital control and signal conversion circuitry to be assembled with the computer-controlled toy. In addition, the interface circuitry may be used with multiple computer-controlled toys, thereby reducing the unit cost per toy.
There is thus provided in accordance with a preferred embodiment of the present invention a talking object control system operative in conjunction with a talking object and a computer, the system including a cable configured to be connected to the talking object, and talking object interface circuitry external to the talking object and connected to a digital port of the computer and operative to convert digital signals output from the digital port into analog audio signals and to transmit the analog signals via the cable to the talking object for output via a speaker associated with the talking object, thereby to imbue the talking object with a capacity to emit audio output.
Further in accordance with a preferred embodiment of the present invention the analog signals include speech signals and the audio output includes spoken messages.
Still further in accordance with a preferred embodiment of the present invention the analog signals are transmitted via cable from the interface circuitry to the talking object.
Additionally in accordance with a preferred embodiment of the present invention the analog signals are transmitted wirelessly from the interface circuitry to the talking object.
Further in accordance with a preferred embodiment of the present invention the system also includes a talking object having a speaker.
Still further in accordance with a preferred embodiment of the present invention the talking object includes a microphone and the interface circuitry is operative to convert analog signals collected by the microphone into digital signals and to input the digital signals to the computer via the digital port.
Additionally in accordance with a preferred embodiment of the present invention the talking object includes at least one motor imbuing the talking object with at least one motion capacity.
Further in accordance with a preferred embodiment of the present invention the talking object interface circuitry includes talking object motion interface circuitry operative to receive a digital motion command from the computer and transmit a corresponding motion control signal via the cable to the talking object, thereby to imbue the talking object with a motion capacity.
Still further in accordance with a preferred embodiment of the present invention the talking object includes an audio memory storing at least one audio message, thereby to imbue the talking object with two modes of audio output including a first mode capacity to emit audio messages originating from the audio memory and a second mode capacity to emit audio messages originating from the computer.
Additionally in accordance with a preferred embodiment of the present invention the talking object includes at least one sensor and the interface circuitry is operative to receive sensory information collected by the sensor, convert the sensory mformation into digital signals, and input the digital signals to the computer via the digital port.
Further in accordance with a preferred embodiment of the present invention the sensor collects sensory information indicative of human proximity to the talking object.
Still further in accordance with a preferred embodiment of the present invention connection of the cable to the talking object causes termination of the first mode of audio output and actuates the second mode of audio output.
Additionally in accordance with a preferred embodiment of the present invention the system also includes a population of talking objects each having a speaker and each including a connector configured to be connected to the cable.
Further in accordance with a preferred embodiment of the present invention the population of talking objects includes a plurality of different talking object configurations.
There is also provided in accordance with another preferred embodiment of the present invention a talking object operative in conjunction with. a computer and including a speaker and a connector configured to be connected to the computer, and to feed to the speaker audio signals received from the computer, thereby to generate a talking object having a wireless and hence unobstructed mode of play and a wired, computer-controlled mode of play.
Still further in accordance with a preferred embodiment of the present invention connection of the talking object to the computer actuates the wired, computer-controlled mode of play.
Additionally in accordance with a preferred embodiment of the present invention the talking object also includes talking object interface circuitry external to the talking object and connected to a digital port of the computer and operative to convert digital signals output from the digital port into analog audio signals and to transmit the analog signals via the connector to the talking object for output via the speaker.
There is also provided in accordance with another preferred embodiment of the present invention a talking object control system operative in conjunction with a computer and including a talking object including a speaker, and a connector configured to be connected to the computer via a wired connection, and to feed to the speaker audio signals received from the computer, thereby to generate a talking object having a wireless and hence unobstructed mode of play and a wired, computer-controlled mode of play.
There is further provided in accordance with another preferred embodiment of the present invention a talking object operative in conjunction with a computer and including a talking object including a speaker, and a connector configured to be connected to a computer via a wired connection and to feed to the speaker, audio data received from the computer, thereby to generate a talking object having a tethered mode of play and an untethered, computer-controlled mode of play.
There is additionally provided in accordance with another preferred embodiment of the present invention a talking object system operative in conjunction with a computer and including at least one talking object including a speaker, and a connector configured to be connected to a computer and to receive audio signals therefrom, thereby to generate a talking object having an untethered mode of play and a tethered, computer-controlled mode of play.
Further in accordance with a preferred embodiment of the present invention the talking object system also includes talking object interface circuitry to the talking object and connected to a digital port of the computer and operative to convert digital signals output from the digital port into analog audio signals and to transmit the analog signals via the connector to the talking object for output via the speaker.
Still further in accordance with a preferred embodiment of the present invention the at least one talking object includes a population of talking objects each having a speaker and each including a connector configured to be connected to an identical cable.
Additionally in accordance with a preferred embodiment of the present invention the population of talking objects includes a plurality of different talking object configurations.
There is also provided in accordance with another preferred embodiment of the present invention a talking and listening object including a body, a speaker operative to emit audio contents received from an audio source, a microphone operative to provide collected audio to a speech recognition unit, and a visual cuer operative to provide a user with a visual cue indicating that the speech recognition unit is currently able to receive input. Further in accordance with a preferred embodiment of the present invention the talking and listening object also includes a speech recognition unit.
Still further in accordance with a preferred embodiment of the present invention the talking and listening object also includes an audio source.
Additionally in accordance with a preferred embodiment of the present invention the speech recognition unit resides in a computer.
Further in accordance with a preferred embodiment of the present invention the audio source resides in a computer.
Still further in accordance with a preferred embodiment of the present invention the visual cue includes a color change of at least one part of the body.
Additionally in accordance with a preferred embodiment of the present invention the visual cue includes a motion performed by at least one part of the body.
There is also provided in accordance with another preferred embodiment of the present invention a talking and listening object including a body, a microphone operative to provide collected audio contents to a speaker-adaptive speech recognition unit, an entertaining trainer including an audio source operative to orally present a training session having play content and being operative to improve the speech recognition capabilities of the speaker-adaptive speech recognition unit, specifically for each individual user, and a speaker emitting audio contents received from the entertaining trainer.
Further in accordance with a preferred embodiment of the present invention the talking and listening object also includes a speaker-adaptive speech recognition unit residing in a computer and operatively associated with the microphone.
Still further in accordance with a preferred embodiment of the present invention the entertaining trainer resides in a computer.
Additionally in accordance with a preferred embodiment of the present invention the entertaining trainer includes a computer game.
Further in accordance with a preferred embodiment of the present invention the body includes a toy.
Still further in accordance with a preferred embodiment of the present invention the computer game includes a child-oriented computer game.
There is additionally provided in accordance with another preferred embodiment of the present invention a talking and listening object including a body, a microphone operative to provide collected audio contents to a speech recognition unit, an entertaining trainer including an audio source operative to orally present a training session having play content and being operative to train a user to utter recognizable responses, and a speaker emitting audio contents received from the entertaining trainer.
Further in accordance with a preferred embodiment of the present invention the trainer is operative to utter at least one model of a recognizable response and to prompt the user to reproduce the recognizable response.
There is also provided in accordance with another preferred embodiment of the present invention a talking and listening object including a body, a microphone operative to provide collected audio contents to a speech recognition unit, an entertaining trainer including an audio source operative to orally present a training session having play content and being operative to train a user to utter recognizable responses, a speaker emitting audio contents received from the entertaining trainer, and a user response analyzer receiving collected audio contents from the microphone and operative to diagnose a deficiency in user utterances and to command the speaker to emit a user-correcting message appropriate to the diagnosed deficiency.
Still further in accordance with a preferred embodiment of the present invention the analyzer is operative to diagnose deficient volume of user utterances.
Additionally in accordance with a preferred embodiment of the present invention the analyzer is operative to diagnose deficient timing of user utterances.
Further in accordance with a preferred embodiment of the present invention the analyzer is operative to diagnose deficient contents of user utterances by comparing the user utterance to predefined keywords which the user's utterance is expected to contain.
There is also provided in accordance with another preferred embodiment of the present invention a talking and listening object including a body, a microphone operative to provide collected audio contents to a speech recognition unit, an entertaining trainer including an audio source operative to orally present a training session having play content and being operative to train a user to utter recognizable responses, a speaker emitting audio contents received from the entertaining trainer, and a user response analyzer receiving collected audio contents from the microphone and operative to identify at least one characteristic of a user utterances that could be improved, and to command the speaker to emit a user-correcting message appropriate to the required improvement of the characteristic.
Still further in accordance with a preferred embodiment of the present invention the analyzer is operative to identify inappropriate volume of user utterances.
Additionally in accordance with a preferred embodiment of the present invention the analyzer is operative to identify inappropriate timing of user utterances. Further in accordance with a preferred embodiment of the present invention the analyzer is operative to identify improvable characteristics of user utterances by comparing the user utterance to predefined keywords which the user's utterance is expected to contain.
There is also provided in accordance with another preferred embodiment of the present invention a communicating object control system operative in conjunction with a communicating object and a computer, the system including a cable configured' to be com ected to the talking object, object interface . circuitry external to the communicating object and connected to a digital port of the computer and operative to convert digital signals output from the digital port into analog signals and to transmit the analog signals via the cable to the communicating object, the signals being operative to prompt some response from the communicating object, and speakers associated with the computer operative to provide an audio output from audio signals received from the sound card of the computer, thereby to imbue the communicating object system with a capacity to emit audio output.
Further in accordance with a preferred embodiment of the present invention the audio signals include speech signals and the audio output includes spoken messages.
Still further in accordance with a preferred embodiment of the present invention the communicating object includes a microphone and the interface circuitry is operative to convert analog signals collected by the microphone into digital signals and to input the digital signals to the computer via the digital port.
Additionally in accordance with a preferred embodiment of the present invention the communicating object includes at least one motor imbuing the communicating object with at least one motion capacity.
Further in accordance with a preferred embodiment of the present invention the communicating object interface circuitry includes communicating object motion interface circuitry operative to receive a digital motion command from the computer and transmit a corresponding motion control signal via the cable to the communicating object, thereby to imbue the commivnicating object with a motion capacity.
Still further in accordance with a preferred embodiment of the present invention the communicating object includes at least one sensor and the interface circuitry is operative to receive sensory information collected by the sensor, convert the sensory information into digital signals, and input the digital signals to the computer via the digital port.
Additionally in accordance with a preferred embodiment of the present invention the sensor collects sensory information indicative of human proximity to the talking object. It is appreciated throughout the specification and claims that the term "talking object" is intended to include objects capable of producing any type of sound such as, but not limited to, music, speech and special sound effects, and is not intended to be limited to objects which actually produce speech. Examples of talking objects include fanciful figures or other figures with amusement value, such as toys and dolls, as well as any object designed for human interaction for entertainment and/or education purposes.
A variety of mechanisms for providing security to networked computer systems are known, which include the use of firewalls, encryption and virus detection. Mechanisms exists that can prevent a user accessing certain types of information from a network such as the Internet. For example, Proxy Servers can be used to filter access to certain types of websites. Microsoft Internet Explorer version 5 has a Content Advisor filter that allows parents to specify which sites and types of sites a child Internet browser can access: http://www.microsoft.com/windows/Ie/Features/ContentAdv/default.asp.
One of the most serious problems that can occur because of widespread email usage is the sending of inappropriate and harassing material. eTrust Intrusion Detection (formerly SessionWall-3) by Computer Associates allows email content to be filtered for inappropriate content, and if necessary blocked. Such inappropriate content includes messages to or from corporate competitors, messages containing confidential information and messages that contain offensive language.
There exists a need in the art for improved and more focussed methods and mechanisms for preventing transfer of inappropriate content to users across a computer network such as the Internet, particularly if the user is a child user.
It is well known that an individual's ability to learn language is greatest as a child. Children often have close attachments to toys and speak to them.
Many individuals are with learning difficulties or have otherwise below average language abilities are often very sensitive about this issue. Using an interactive toy provides a non-intimidating environment for learning language.
(Even under ordinary circumstances - people may have hied to learn language via courses, video, computer programs etc. and are no motivated to try again. Learning from a toy or a doll - especially someone they can relate to may help them get motivated to learn the language and they will have someone like a person to relate to as they are learning.)
A preferred embodiment of this invention describes a the use of an interactive toy for the development of language skills in an individual. The toy can be used as an aid to the initial learning of native language in young, children, infants and babies. The toy can be used to aid the learning of more advanced language skills in older children and adults (and also children). The toy can also be used to help redevelop speech after loss due to lost trauma, concussion, accidents, Alzheimer's disease,' amnesia, and the like. The toy can also be used to aid in the teaching of a second or foreign language in an individual.
Computerized learning and teaching courses are known. Many packages exist for learning languages, mathematics, sciences, general knowledge, and the like. These are available on CD-ROM, TV, video, at web sites, learning courses at a distance, Open University courses, and the like.
The quantity, quality and diversity of learning courses available via these media are growing. It is anticipated that many kindergarten, school, college, training course, and university curricula will become available via these and other media in modularized standardized units. Students pay per module of learning using a credit/point system.
Computerized learning and teaching courses are known. Many packages exist for learning languages, mathematics, sciences, general knowledge, and the like. These are available on CD-ROM, TV, video, at web sites, learning courses at a distance, Open University courses, and the like.
The quantity, quality and diversity of learning courses available via these' media are growing. It is anticipated that many kindergarten, school, college, training course, and university curricula will become available via these and other media in modularized standardized units. Students pay per module of learning using a credit/point system.
Electronic diaries, which can be connected up to computer systems, are well known (Palm™ and the like) Verbal diaries employing voice recognition systems are known (US 5,602,963). Interactive toys have been described previously (US patent 5,752,880).
Computer card and gambling games are known. Recently, there has been upsurge in the number of Web sites on the Internet offering gambling. These may not be restricted by one's financial bracket, or one's ability to assess risks involved.
There are many ways for accessing product, service, residential, fax, and other information items via standard telephone company directory inquiries, telephone books and yellow pages, cellular telephone information services, internet Web-sites which provide information, CD-ROM packages, and the like.
Likewise, there are many known methods for dialing up services directly from computers, and/or from information services.
There are many parameters, which a medical doctor measures, analyses, and/or diagnoses in relation to the human body. Some of these are measured directly, such as temperature, blood pressure, metabolite concentration, and the like. Some of these are measured indirectly, and are consequential to human analysis of parameter measurement, such as heart function with respect to E.C.G., and brain fimction with respect to EEG, and the like.
There are many known sensors/ pieces of equipment, henceforth, tools, which can measure such parameters, and medical doctors use these tools to make diagnoses.
There are many known Internet Web sites which use a quantitative systematic determinative methodologies to lead Internet users to the required subset specialized field of medicine. For example, a user can start off with a broad medical definition, and the site will guide him to internal medicine (subset of general medicine) and from internal medicine to endocrinology (subset of internal medicine) and from endocrinology to specific hormone imbalance (subset of endocrinology).
Fitness is an intimate part of the spectrum of health and wellness. These issues have deep personal significance. People are often reluctant to share health mformation and/or initiate changes for fear of disapproval or discouragement from others. Demanding work and family schedules, frequent travel and/or relocation and lack of equipment or facilities severely limit access to the fitness resources individuals need to initiate and adhere to a regular exercise regimen. De-personalized solutions that keep emotional risks at bay- i.e. fitness videos, CD-ROMs and books- do not adapt to individual needs. They quickly become routine and fall by the wayside. Thus on the one hand people do not have the time or are not willing to expose themselves to using a human coach but on the other hand the use of videos etc. do not provide the personalized solutions offered by human coaches. Networked Interactive Toys as coaches and trainers are not known.
Agencies for finding specialized and unspecialized personnel are known. These agencies may advertise in newspapers, specialized journals, on the radio and the like. They may also try to hunt out specific people of known reputation and offer them one or more vacancies, which suit their credentials. Internet companies for finding personnel have recently become widespread. Similarly companies requiring personnel often advertise this on their Web-site.
However, there still are many occasions when an employer cannot find the right people to do the work, and people who are looking for work who do not know about positions available which might suit them. In other words, there is still a cornmunications problem in potential employers finding employees, and vice versa. There are many known tools and services available to the handicapped. These include hearing aids and accessories available to the hard of hearing, and deaf community, magnification systems, talking systems for the visually impaired, numerous gadgets for different types of disabilities, and the like.
There are many known products available on a pay-as-you-order basis. These include films and videos, which may be downloaded from the Internet, or via other electronic systems. Other items include music, MP3, games, Internet products, and the like.
Similarly, there are many known services, which are provided on a pay-per-item basis. These include wake-up services, advice services, information services, and the like.
There are many charities and charitable services worldwide. Many charities have Internet web sites. Sometimes, it is difficult to match the need of a poor person to the availability of the resources, and sometimes there is a problem in communication and transportation of resources to the needy, particularly in war and Third World areas.
In the past few years there has been a revolution in the manner in which entertainment, education and commerce is being delivered to homes. This is basically a result of the merging of two extremely powerful entertainment, education and commercial media namely television (including movies which have been integrated into television systems for several decades) and computer networks such as the Internet. The merging of these two systems has become possible due to the continuously improving bandwidth of communication systems which provide broadband analog and digital links to homes worldwide. On the one hand Cable Television systems provide television programming to homes worldwide by connecting televisions in homes to coaxial cables or to satellite dishes which then often use extremely broadband links such as fiber optic links to connect to the Cable Service Provider. On the other hand digital data networks are being installed in people's homes at a very high rate either by cable companies themselves using an upgraded digital infrastructure (for transmitting data on coaxial cables) or by telecommunication companies which use packet switching technologies to provide internet service to subscribers' homes.
Due to the merging of television and computer networks the distinction between browsing the internet and watching television programs and/or watching movies or commercials on television is being greatly reduced. Full length digital movies may be downloaded from the Internet as can music with CD quality (currently using MP3 or similar compression schemes) as well as a wide range of e-commerce activities.. Computers in subscribers' homes are capable of controlling this content. For example they are capable of pausing, rewinding or fast-forwarding a movie.
There are currently available worldwide a broad range of Interactive Television systems which merge computer and television technologies into an integrated solution. Interactive Television systems such as, for example the system provided by Scientific- Atlanta Inc.) give viewers a convenient way to interact with programs and advertisements while they continue to watch TV. By clicking a remote control unit during an enhanced program or by use of a cordless keyboard or mouse, a viewer can access program — related mformation such as weather, news, sports updates, trivia and interactive games. A viewer may also request product samples, product descriptions, coupons and other free offers from advertisers as well as using e-commerce facilities to make purchases online. In some systems (such as a system by Peach Networks) a viewer may use a mouse, keyboard or simply a remote unit to send and receive email and even ran any computer application by using programs installed on a server accessible via the interactive television network (which, in fact, connects to the Internet).
Interactive Television systems typically use a device called a set-top box which is connected to a viewer's television set and to the cable provider's network. The network connection is usually via a coaxial cable although there are systems in which telephone lines are used for outgoing data and coaxial cables for incoming data. Satellite communication as well as fiber optic cables are often utilized as part of the infrastructure of these systems and, in the future, individual homes may be provided with connectivity to fiber optic or other extremely high bandwidth communication lines. An Interactive TV set-top box is equipped with a microprocessor or other computer chip which controls both signals f om the service provider and signals coming from a viewer and meant to control entertainment content. Incoming signals are typically received via a remote control unit but may also be received by a cordless keyboard and/or mouse. Set-top boxes are typically provided with serial or USB (Universal Serial Bus) interfaces to enable connection of other electronic devices to the set- top box.
Another preferred embodiment of the present invention relates to the use of Interactive toys in general and Networked Interactive toys in particular to purchase goods and/or services or to offer goods and services for sale via an online (web based) auction system. The toy acts as an intermediary in the auction system - either as an auctioneer or as a facilitator and aid to the seller or purchaser. Alternatively in case many users wish to purchase the same or related items, the toy (via the server to which it is connected) organizes a volume purchase arrangement in which sellers are given the opportunity to bid for the opportunity to supply such products to users at the lowest possible price.
Preferred embodiments and features of the present invention include:
A system whereby a user uses his toy to put products up for sale via a web based auction;
A system whereby a user uses his toy to bid on items which have been put up for auction either by other toy users or by other persons or companies;
A system whereby interactive toys find many users interested in purchasing the same or similar items and then ask suppliers to bid for the right to supply the item at an attractive price;
A toy (i.e. the computer, server and database to which the toy is connected) use some or all of the information about the user and about some or all other users on the Interactive Toy System (which is either directly given to the system by the user or determined from all earlier experiences of the toy with the user) to help the user determine which products to put up for bid, which products to bid on and at what price to bid.
The toy entices the user to use the auction system by suggesting it as a game which the user can play with the toy.
The toy aids the user in the choice of product on which to bid as well as the choice of price to bid.
The toy aids the user in the choice of product and price by treating it as a game such as a guessing game or word matching game.
The toy can suggest that the prize of any other game will be the fun experience of bidding in the auction system.
The toy aids in auctioning either new or used goods.
Users, either on their own, or, preferably, via their toys may offer goods auction with or without a reserve (minimum) price.
User tells his toy that he as a given amount of money and wants a particular item. Toy then helps user find an item which is up for auction which may be available within the user's price range.
User tells toy that he has a given amount of money and wants to buy one of several. Toy helps suggest one or more items on which to bid.
Community of toys can set up a real-time auction which may be open or closed (i.e. limited participation). (For example maybe only 6yr olds can participate.) In a real time auction some of many of the toys can act as auctioneers. The toys of many members of the community can ask their users - choice of likely candidates can be made using user profiles - whether they have a particular item which they would like to auction off. This can be presented as a game. "We know you have item X, would you like to auction it! I'll play the auctioneer!" (says the toy).
Toy uses its relationship with child to aid in process of suggesting and finding appropriate items and to encourage user to participate in auction.
Toy aids users who do not like to or cannot use the internet via a computer terminal
Toy uses speech - both speech recognition, text to speech and pre-prepared speech files to communicate with user.
Toy uses other sensors such as touch, sight, light sensing etc. to communicate with user.
The community of toys aids user to find product since it motivates other users to help given user find products.
User is offered incentives (in the form of points, free content or discounts) to listen to advertising as part of the experience.
Database of all activities is added to user profiles and to database of transactions.
Life experience of toy is enhanced by the auction experience giving the toy more unique personality.
In a preferred embodiment of the present invention Interactive toys in general and Networked Interactive toys in particular search for information on the World Wide Web or on any other network or computer system which contains searchable information. Information is retrieved either from an existing database or, alternatively, users are asked if they know the requested information, preferably via their interactive toys.
Other preferred embodiments and features of the present invention include one, some or all of the following:
1. A system whereby a user uses his toy to search for products or information on the web. This information can either be simply a reference to further information (such as the location of a web site to which the computer can immediately go via its web browser) or contain the actual information content requeste.
2. This search for information uses information about the user in an essential way to narrow the search and weed out irrelevant information.
3. A toy (i.e. the computer, server and database to which the toy is connected) use some or all of the information about the user and about some or all other users on the Interactive Toy System (which is either directly given to the system by the user or determined from all earlier experiences of the toy with the user) to help the user formulate the search and to help the server find the most relevant result.
4. The toy entices the user to use the search system by suggesting it as a game which the user can play with the toy.
5. The toy aids the user in the search process by treating it as a game such as a guessing game or word matching game.
6. The toy can suggest that the prize of any other game will be the fun experience of searching for some information or product or service of interest to the user.
7. The toy helps in choosing categories for the search by knowing the interests of the user. The user is able to bypass this personalized information if necessary.
8. Community of toys can set up bulletin boards with information important to certain members of the community.
9. Toy uses its relationship with child to aid in process of suggesting and finding appropriate search results.
10. Toy aids users who do not like to or cannot use the internet via a computer terminal.
11. Toy uses speech - both speech recognition, text to speech and pre-prepared speech files to communicate with user.
12. Toy uses other sensors such as touch, sight, light sensing etc. to communicate with user.
13. The community of toys aids search since it motivates other users to help given user find product or information.
14. User is offered incentives (in the form of points, free content or discounts) to listen to advertising as part of the experience.
15. Database of all activities is added to user profiles and to database of searches.
16. Life experience of toy is enhanced by the search experience giving the toy more unique personality.
17. The search capability of toys plays an important role in the functioning of the toy system since it greatly expands the toy networks database. If, for example, a toy is playing a game with a user or users and requires some further information not on the database, it can search the web for this information.
In another preferred embodiment of the present invention Interactive toys in general and Networked Interactive toys in particular are used to purchase goods and/or services via a "reverse auction" system. In such a system a purchaser sets the price he is willing to pay for a particular product and then finds a supplier who is willing to supply the product at the requested price.
Still other preferred embodiments and features of the present invention include one, some or all of the following:
1. A system whereby a user uses his toy to search for a particular product or one of several products at a predetermined price.
2. A toy (i.e. the computer, server and database to which the toy is connected) which uses some or all of the mformation about the user and about some or all other users on the Interactive Toy System (which is either directly given to the system by the user or detemxined from all earlier experiences of the toy with the user) to help the user determine which product to purchase and what price to suggest.
3. A toy which entices the user to use the reverse auction system by suggesting it as a game which the user can play with the toy.
4. A toy which aids the user in the choice of product to purchase as well as the choice of price.
5. A toy which aids the user in the choice of product and price by treating it as a game such as a guessing game or word matching game.
6. A toy which suggest that the prize of any other game will be a fun experience finding something inexpensively by means of a reverse auction as described above.
7. A toy which aids in selling either new or used goods.
8. New or used goods are sold by commercial suppliers who preset their minimum price and update it whenever the wish to do so.
9. A supplier may also be queried directly by the server to further determine whether he is willing to sell at the given price.
10. Users either on their own or, preferably via their toys may offer goods for sale at a stated minimum price.
11. User tells his toy that he has a given amount of money and wants to buy a particular item. Toy then helps user find this item at given price.
12. User tells toy that he has a given amount of money and wants to buy one of several items at that price. Toy helps find one of given items at given price. 13. User tells toy that he has a given amount of money and wishes to buy anything or a gift with that amount of money. Toy suggests appropriate products using database of user and toy profile.
14. Toy also offers for sale content for the toy itself or other toys or accessories for the given toy.
15. Products can be either sold by one user to another or a product can be bartered for another product.
16. Toy can search for items for the user by asking other members of the community of toys if they have such an item to sell or barter.
17. The toys of many members of the community can ask their users - choice of likely candidates can be made using user profiles - whether they have such and item to barter or sell.
18. Toys can ask their users if they know another person or commercial establishment which has said item for sale/barter.
19. Toy uses its relationship with child to aid in process of suggesting and finding appropriate items and to encourage user to participate in reverse auction activities.
20. Toy aids users who do not like to or cannot use the internet via a computer terminal.
21. Toy uses speech - both speech recognition, text to speech and previously prepared speech files to communicate with user.
22. Toy uses other sensors such as touch, sight, light sensing etc. to communicate with user.
23. The commivnity of toys aids user to find product since it motivates other users to help given user find products.
24. User is offered incentives (in the form of points, free content or discounts) to listen to advertising as part of the experience.
25. Database of all activities is added to user profiles and to database of transactions.
26. Life experience of toy is enhanced by the reverse auction experience thus giving the toy more unique personality.
Another preferred embodiment of the present invention uses networked interactive toys in selling and/or purchasing items for their users. The sales/purchase may be via one or more of the following systems: Internet sales, newspaper and media sales, and the like. A toy acts as an intermediary in a purchasing/selling system, either as a salesman or as a facilitator and aid to the seller or purchaser. Alternatively in case many users wish to purchase the same or related items, the toy (via the server to which it is connected) organizes a purchase arrangement in which sellers are given the opportunity to supply such products to users, preferably via an interactive toy server. The interactive toy server may charge commission for such services rendered via a toy.
Additional preferred embodiments and features of the present invention include one, some or all of the following:
1. A system whereby a user uses his toy to put products up for sale via Internet and/or standard media sales.
2. A system whereby a user uses his toy purchase items which have been put up for sale either by other toy users or by other persons or companies.
3. A system whereby interactive toys find many users interested in purchasing the ' same or similar items and then ask suppliers for the right to supply the item at an attractive price.
4. A toy (i.e. the computer, server and database to which the toy is connected) use some or all of the information about the user and about some or all other users on the Interactive Toy System (which is either directly given to the system by the user or determined from all earlier experiences of the toy with the user) to help the user determine which products to sell, which products purchase and at what price to buy .
5. A toy entices its user to use the sell/purchase system by suggesting it as a game, which the user can play with the toy.
6. A toy aids the user in the choice of product on which- to buy/sell as well as the choice of price to buy/sell.
7. A toy aids the user in the choice of product and price by treating it as a game such as a guessing game or word matching game.
8. A toy suggests that the prize of any other game will be the fun experience of buying/selling in these systems.
9. The toy aids in buying/selling either new or used goods.
10. Users either on their own or, preferably via their toys may offer goods for sale with or without a reserve (minimum) price.
11. A user tells his toy that he as a given amount of money and wants a particular item. Toy then helps user find an item, for sale, which may be available within the user's price range. 12. User tells toy that he has a given amount of money and wants to buy one of several. Toy helps suggest one or more items on which to bid.
13. Commuriity of toys may set up a real-time sale/auction which may be open or closed (i.e. limited participation). (For example maybe only 6yr olds can participate.)
14. In a real time sale/auction some of many of the toys may act as auctioneers.
15. Toys of many members of the community can ask their users - choice of likely candidates can be made using user profiles - whether they have a particular item which they would like to sell/auction off. This can be presented as a game. "We know you have item X, would you like to sell/auction it! I'll play the auctioneer!" (says the toy).
16. Toy uses its relationship with child/user to aid in process of suggesting and finding appropriate items and to encourage user to participate in sale or auction.
17. Toy aids users who do not like to or cannot use the Internet via a computer terminal.
18. A toy preferably uses speech and speech recognition, text to speech and pre- prepared speech files to communicate with user.
19. A toy preferably uses other sensors such as touch, sight, light sensing etc. to communicate with its user.
20. The community of toys aids user to find product since it motivates other users to help given user find products.
21. A user is offered incentives (in the form of points, free content or discounts) to listen to advertising as part of the experience.
22. A database of all activities is added to user profiles and to database of transactions.
23. A life experience of a toy is enhanced by the sale/auction experience giving the toy more unique personality.
In a preferred embodiment of the present invention, a talking object control system is operative in conjunction with a talking object and a computer. The system includes a cable configured to be connected to the talking object, and talking object interface circuitry external to the talking object and connected to a digital port of the computer. It is operative to convert digital signals output from the digital port into analog audio signals and to transmit the analog signals via the cable to the talking object for output via a speaker associated with the talking object, thereby to imbue the talking object with a capacity to emit audio output.
In another preferred embodiment of the current invention, wireless communication is achieved by providing toys with a cellular, or other, mobile phone, or with some or all of the hardware contained in a cellular phone.
Another preferred embodiment of the present invention employs and alternative of the affiliation method used in the Web, that has been modified for real world stores (r-stores = real world stores; similarly to e-stores that are web based stores). Toys and similar portable devices are used to convey promotional and advertising material to users, preferable in verbally interactive form, encourage the users to visit shops.
Another preferred embodiment of the present invention describes a multipoint, adaptable, context-based system of filters system for securely preventing transmission and receipt of inappropriate content over an interactive computer-based network, particularly a network of interactive toys. These filters filter out unacceptable speech and other undesired inputs, and prevent undesired outputs to the interactive toys.
Another preferred embodiment of the present invention employs networked interactive toys to correct human behavior. Interactive toys have distinct advantages over humans, in that they can help in the same way as a human, yet remain inanimate and discreet. A toy accompanies his user and is available for being contacted, without appearing as an intrusion or invasion of user privacy.
In a preferred embodiment of the present invention a system of networked interactive toys (as described in this document) is used for purposes of Research and Development (R&D) in a variety of fields of research. Research may be either in areas directly related to the interactive toy network or in areas of interest other establishments of academic and/or commercial orientation.
In a preferred embodiment of the present invention, a system of networked interactive toys are used to obtain information from users which, together with other information collected by the Interactive Toy System (ITS) or collected by other means, may be used to enhance the entertainment, educational and commercial value of such toys. Furthermore the multitude of information collected which is related to individual users or to various categories of users makes the IT'S a powerful consumer database and profiling system which has commercial value even to commercial enterprises which are unrelated to the ITS since it contains information on users and their personal habits. T-Commerce is a process by which a consumer, preferably a child, uses a toy to buy something. The object bought may be a physical product, content, service, etc. The buyer is a child and is legally not accountable financially. The point of sale is a toy and the interaction is preferably verbal, and the process may have several parts that take place in different places at different times. The entity the provides the budget for the child is usually a parent but may also be a grand parent, a relative or a friend of the family or the child offering a gift, a charity organization, a commercial sponsor by way of a gift, a prize or a promotion, etc.
A preferred embodiment of the present invention describes use of interactive networked toys as diaries and personal organizers for their users. These may employ user voice recognition systems, and user voice toy-activation. These may further employ user voice-authorization purchase of items.
Another preferred embodiment of the present invention describes one action purchase employing networked interactive toys. This may be user voice-activated, user motion activated, or the like. This system employs activation using voice recognition and preferably one- word-purchase. This utilizes organizational structure of networked toy systems and all' personal information and associated security systems to enable toy users to perform purchases, preferably, one-word purchases. A toy user embarks on his shopping experience and his access to items is limited by pre-authorized access and spending limits (credit limits). These are based his personal history (age, financial situation, payment scheme, segment entitlement, and the like) He embarks on his shopping not only with pre-authorization, but also with interactive toy server (I.T.S.) pre-approval for his shopping
This invention further allows a user to change his mind and cancel the purchase, but such a user may be penalized, and may be prevented from recurrent changing of mind/decision.
Another preferred embodiment of the present invention describes the application of a network of interactive toys to supporting teaching and learning systems, providing individualized "tailor-made" courses to suit their users learning capacity, rate, and level, and adding another dimension of learning for toy users. Networked interactive toys provide and aid teaching for users individually, in classes, with and without a computer medium. The interactive toy server charges providers of learning and teaching content commission for providing such products and services to their toy users.
In a further preferred embodiment of the present invention, a network of interactive toys is applied to providing a method and service of gambling. This may be gambling for real money or for points or for imaginary money or any combination thereof. This is preferably pre-authorized by a user to suit his income bracket, age, and the like.
In another preferred embodiment of the present invention is networked interactive toys are used and applied as a verbal directory inquiry service. This service may act in similar way to yellow pages in finding phone, facsimile, address, and other details of individuals, businesses, and services.
Directory inquiry services may be operated either by verbal word recognition, or by spelling out the required verbal inputs(s). An interactive toy is preferably able to dial/call the required numbers, and/or activate computer printer system to print out lists. An interactive toy is preferably able to place orders, buy products and services as requested by a user, having dialed one or more required telephone/fax numbers, or sent electronic mail or by any other information transfer technologies.
Another preferred embodiment of the present invention comprises networked interactive toys that are used to play music, preferably of high quality, to users in addition to other types of content provided thus enhancing the entertainment, educational and commercial value of a system of such toys.
A preferred embodiment of this invention describes use of networked interactive toys in providing medical services to their users. These services include, but are not limited to, real-time parameter measurement, wired or wireless relaying of information to and from medical centers, doctors and the like, systemic diagnoses with or without medical doctor intervention. They also include connecting to Internet sites, medical centers, help-lines, computer servers and databases and the like, biofeedback systems, preventative medicine and the like, marketing and promoting medical and health services and the like.
Interactive toys are equipped with tools for parameter measurement, as well as safety, security, and alarm systems, to enable their users to play with/use these toys without fear of losing anonymity, medical injury, or being left alone when urgent medical help is required.
A preferred invention of the present invention uses of Interactive toys in general and Networked Interactive toys in particular to assist toy users in developing, implementing and adhering to health & exercise program/s selected and designed to meet the user's individual needs and goals. The Toy may act both as a coach and as a trainer in order to achieve these goals. A further preferred embodiment of this invention describes the application of networked interactive toys in acting as a headhunting service, and as providing and employment agency service.
In another preferred embodiment of the present invention, a system of networked interactive toys is used for the purposes of interactive verbal advertising. Interactive verbal advertising occurs, for example, when an advertiser (in this case an ineractive toy) presents his "sales pitch" using recorded, simulated, computer generated or other verbal means in such a way that the content of the advertiser's speech and/or his other actions depends on the toy user's response to some or all of his previous speech and/or actions. The toy thus gives the impression of interacting with the user in a manner similar to but more powerful than that of an actual human salesman. The toy advertiser has may also use the reactions of other users to his "sales pitch" to modify his sales strategy.
Another preferred embodiment of the present invention describes a networked interactive changeable form toy whereby changes of toy content correspond to changes in the configuration of toy parts.
Another preferred embodiment of the present invention uses systems to download Internet content to talking units, to produce a "Classic" range of dolls.
A further preferred embodiment of this invention describes the application of networked interactive toys in acting to provide products and services to aid disabled and handicapped people.
Still another preferred embodiment of this invention describes the application of networked interactive toys in providing users with items, preferably on a "pay-per-item" basis.
Yet another preferred embodiment of the present invention comprises networked interactive toys that may be "cloned" in the sense that their "personality" may be transferred from one physical to another toy or to a "virtual toy" comprising an animated form of said toy appearing on a computer or other such screen. The ability to clone toys enhances both the entertainment value and the commercial value of a network of such toys.
Another preferred embodiment of the present invention relates to the use of Interactive toys in general and Networked Interactive toys in particular to send users to or to interface with, online shopping sites which may use, in addition to traditional forms of payment such as credit cards, a point system. Credit points may be purchased or may be given to the user or may be won by the user. This system is ideal for use by people who do not have credit cards or who do not wish to use them. Such people include children (whose parents may purchase credit points for them) and people with mental handicaps or any person who finds it either better or more enjoyable to use credit points instead of money.
Still another further preferred embodiment of this invention describes the application of networked interactive toys in raising money for charities, providing charitable services and in aiding commumcation between charity suppliers and receivers.
A further preferred embodiment of the present invention relates to a touch sensor for hair, fur or any kind of hair-like device attached to an interactive toy that is used in order to indicate that a user has touched the toy's hair in a certain way. Although the hair-sensor described by this invention in planned for a networked interactive toy as detailed below, it is appreciated that this hair sensor may be used for any electronically controlled toy with any mechanism for responding for input from such a hair sensor.
In another preferred embodiment of the present invention networked interactive toys are used to track the location of users while they are, for example, on a trip and to guide them in a variety of ways that enhance the education, entertainment and commercial value of such toys. In addition, interactive toys in action as tour-guides can be used to enhance cooperation between sites of tourism all over the world and a system of such toys. These toys can be further used to collect information on travel trends and tourism that is of value to other establishments involved in such fields.
Another preferred • embodiment of the present invention comprises a networked system of interactive toys that are used in order to visually recognize their users and/or their users' motions and/or other objects in a variety of ways which enhance the entertainment and commercial value of such toys. As a secondary function, such toys help their users to create digital films using a video camera mounted on a toy, and to send such films on a network for the purpose of entertainment or surveillance.
In a further preferred embodiment of the present invention, an interactive toy builds a relationship with its user, builds a database of information about its user, and uses that information to present a sales promotion scenario individualized to its user.
Another preferred embodiment of the present invention describes a networked interactive doll with a fanciful feminine appearance and extensive mobility of body parts, whereby content changes in correspondence to toy movement.
In another preferred embodiment of the present invention includes an authoring tool that allows time synchronized script writing of actions for an interactive toy whereby: 1) Toy hardware limitations are talcen into account; and 2) A simulator is provided whereby toy synchronized speech and motion may be previewed. A further preferred embodiment of the present invention contains a user interface for Networked Interactive Toys. Interactive toys preferably have sensors and actuators which allow tactile, kinetic and other forms of interaction with a user. Interactive toys are preferably connected to at least one interactive toy server which is preferably connected to entertainment, education and sales promotion servers possibly via Internet communication systems utilizing, for example, telephone lines, coaxial cables, satellite or other broadband systems. Interactive toys are preferably connected to a computing device such as a home computer or an Interactive Television set-top box via a wireless link.
Still another preferred embodiment of the present invention comprises an integrated system of home entertainment and home automation in which one or more interactive toys participates in and/or provides control of household devices including entertainment media, appliances and other electrically controlled household devices. Commercial applications of interactive toys when used in conjunction with the aforementioned system are further described below.
A further preferred embodiment of this invention comprises a user manual for an interactive development environment (I.D.E.). This allows any company or individual or other who wishes to provide content to objects such as toys employing such "Living Object" technology to create and test scripts, and other forms of content for these objects.
A still further preferred embodiment of the present invention comprises an outline and screenshots of client software for toys incorporating "Tiving objects' technology." This software which may reside on a user's local computer, or on a Web server includes s Shop and a Users' Club in which commercial and other services are provided to users.
There is thus provided in accordance with a preferred embodiment of the present invention a toy system including: a plurality of toys, at least some of which have differing content filtering relevant characteristics, the plurality of toys being adapted for communication along a computer network, at least one content communication filter cooperating with at least some of the plurality of toys and being operative to govern the content of at least part of the communication of the plurality of toys along the computer network, the at least one content communication filter applying at least one content filtration criterion which is at least partially a function of at least one of the differing content filtering relevant characteristics.
Also in accordance with a preferred embodiment of the present invention there is provided a toy system, wherein the at least one content communication filter governs the content received by at least one of the plurality of toys along the computer network. Additionally, in accordance with a preferred embodiment of the present invention there is provided a toy system, wherein the at least one content communication filter governs the content transmitted by at least one of the plurality of toys along the computer network.
Further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one content communication filter includes a plurality of content communication filters, each cooperating with at least one the plurality of toys.
Yet further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one content communication filter applies at least one content filtration criterion which is at least partially a function of dynamic content characteristics.
Still further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one content communication filter applies at least one content filtration criterion which is at least partially determined by an operator of at least part of the system.
Moreover, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one content communication filter applies at least one content filtration criterion, which is at least partially determined in an interactive manner.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one content communication filter is operative to filter content relating to toy speech.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a toy system, wherein the at least one content communication filter is operative to filter content relating to physical actions of a toy.
Also, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one content filtration criterion is at least partially a function of the geographical location of the toy.
Further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one content filtration criterion is at least partially a fimction of the cultural milieu in which the toy is resident.
Further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one content filtration criterion is at least partially a function of at least content filtering relevant characteristics of a transmitting toy transmitting the content and of at least one receiving toy, receiving the content.
Yet further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one content filtration criterion is at least partially a function of at least one characteristic of a user of the at least one receiving toy, receiving the content.
Still further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one content filtration criterion is at least partially a function of at least one characteristic of a user of a transmitting toy, transmitting the content.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one content filtration criterion is at least partially a function of at least one characteristic both of a user of the at least one receiving toy, receiving the content and of a user of at least one transmitting toy, transmitting the content.
Moreover, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the content bears a digital signature confirming its origin.
There is thus provided in accordance with another preferred embodiment of the present invention a toy system including: a plurality of toys, at least some of which have local databases associated therewith, at least one correlation database in communication with the local databases and being operative to store correlated, non-toy specific information based on information received from a plurality of the local databases.
Also, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the local databases are located within individual toys.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the local databases are located within individual computers external to and communicating with the individual toys.
Further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one correlation database communicates with the local databases in a manner such that not all of information stored in the local databases is made available to the at least one correlation database.
Yet further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein at least some individual toy identification information stored in the local databases is not made available to the at least one correlation database. Still further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein no individual toy identification information stored in the local databases is made available to the at least one correlation database.
Moreover, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the local databases store information relating to individual users of the plurality of toys, including individual user identification information.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein information relating to individual users of the plurality of toys, excluding individual user identification information, is made available to the at least one correlation database.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the plurality of toys includes at least one toy having user interaction characteristics which change over time.
Also, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the information received from the individual databases is correlated with changes in the user interaction characteristics.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the information received from the individual databases relates to individual user activities.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the individual user activities include user physical activities and user speech.
Moreover, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the individual user activities include user activities having commercial significance.
Further, in accordance with a preferred embodiment of the present invention there is provided a toy system, wherein the user activities having commercial significance are correlated with activities of the at least one toy having user interaction characteristics which change over time.
Yet further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the user interaction characteristics change over time in response to toy motivation inputs received by the at least one toy over a computer cornmunication network. Still further, in accordance with a preferred embodiment of the present invention there is provided a toy system wherein the at least one correlation database contains information correlating the user interaction characteristics with the individual user activities.
BRIEF DESCRIPTION OF THE DRAWINGS
The present invention will be understood and appreciated from the following detailed description, taken in conjunction with the drawings in which:
Fig. 1 is a block diagram of a computer communicating with a toy(s), a network, or a series of networks, in which communication may be achieved by a cell phone or hardware- containing cellular phone technology connecting a user to a server or Internet Service Provider;
Figs. 2-4 are simplified flowcharts of toys with sensors sensing sound, vibration, touch, heat, light, motion, vision, or a combination thereof;
Figs. 5-6 are pictorial illustrations of an Interactive Toy System which encourages users to bring a toy to a target destination;
Fig. 7 is a simplified flowchart illustrating a toy's interactive responsive advertising to a user;
Fig. 8 is a simplified flowchart illustrating an interactive toy employing other toy and their users in the system as part of a sales force;
Fig. 9 is a simplified pictorial illustration of a computer-controlled talking object system constructed and operative in accordance with a preferred embodiment of the present invention;
Fig. 10 is a simplified pictorial illustration of a computer-controlled talking object system constracted and operative in accordance with another preferred embodiment of the present invention;
Fig. 11 is a simplified pictorial illustration of a computer-controlled talking object system constructed and operative in accordance with another preferred embodiment of the present invention;
Fig. 12 is a simplified pictorial illustration of the computer-controlled talking object of Fig. 10 showing a connector and a controller in greater detail;
Fig. 13 is a simplified pictorial illustration of the computer-controlled talking object of Fig. 9 showing a connector in greater detail;
Fig. 14 is a simplified pictorial illustration of the computer-controlled talking object of Fig. 11 showing a multiplexing connector in greater detail;
Fig. 15 is a simplified block diagram of the interface circuitry of Fig. 9, constructed and operative in accordance with a preferred embodiment of the present invention; Fig. 16 is a simplified block diagram of the interface circuitry of Fig. 11, constructed and operative in accordance with a preferred embodiment of the present invention;
Fig. 17 is a simplified flow illustration of modes of operation of the computer- controlled talking object system of Fig. 9, the method operative in accordance with a preferred embodiment of the present invention;
Fig. 18 is a simplified flow illustration of submodes of operation relating to processing digital signal data received via the serial or parallel port of a computer to which the interface circuitry of Fig. 15 is connected, the method operative in accordance with a preferred embodiment of the present invention;
Fig. 19 is a simplified flow illustration of submodes of operation relating to processing digital signal data received via the serial or parallel port of a computer to which the interface circuitry of Fig. 16 is connected, the method being operative in accordance with a preferred embodiment of the present invention;
Fig. 20 is a simplified flow illustration of a timer method useful in understanding the methods of Figs. 19 and 20, the timer method being operative in accordance with a preferred embodiment of the present invention;
Fig. 21 is a simplified pictorial diagram of three configurations of the computer- controlled talking object of Fig. 9, constructed and operative in accordance with a preferred embodiment of the present invention;
Fig. 22 is a simplified pictorial diagram of the three computer-controlled talking objects of Fig. 21, illustrating their ability to be serially connected, via a cable or multiplex cable, to interface circuitry and a computer in accordance with a preferred embodiment of the present invention;
Fig. 23 is a simplified operational flow chart of an entertaining trainer system for the entertaining training of a child user of a computer-controlled talking object, constructed and operative in accordance with a preferred embodiment of the present invention;
Fig. 24 is a simplified pictorial illustration of a computer-controlled talking object system, showing an entertaining trainer, constructed and operative in accordance with a preferred embodiment of the present invention;
Fig. 25 is a block diagram of an interactive toy containing a celular phone contacting a phone network, which, in turn, contacts a global network such as the Internet;
Fig. 26 is a block diagram of an interactive toy equipped with an LCD screen for viewing information or transferring information to the user via sound or motion; Fig. 27 is a pictorial illustration of a child using a direct link to his computer while at home and a cellular network, while away from home;
Fig. 28 is a pictorial illustration of hardware used in the situation in which a child uses a direct link to his computer while at home and a cellular network while away from home;
Fig. 29 is a simplified flowchart illustrating the connection between an interactive toy server and various other system computer connections and communications;
Fig. 30 is a block diagram illustrating a decision process in a case where an interactive cell phone toy links up to a computer system or communicates via a cellular system;
Fig. 31 is an illustration whereby one or more computers interact with one or more interactive toys;
Fig. 32 illustrates interactive toys providing gaming and advertising mformation for their users after receiving input from remote game and advertising servers;
Fig. 33 is a pictorial illustration depicting a user's susceptibility to advertising campaigns selling peripheral material related to his interactive toy;
Fig. 34 is a flow illustration of an interactive toy directing a user to frequent an establishment or utilize new products;
Fig. 35 is an illustration of the system involved in which the interactive toy directs the user to utilize a new product;
Fig. 36 is an illustration of the system involved in which the interactive toy influences the user to frequent a particular store and encourage a purchase;
Fig. 37 is a pictorial illustration of an interactive toy updating its server system with relevant information connected to the user's preferences, likes and dislikes, and responses to the system's advertising campaigns;
Fig. 38 is a pictorial illustration demonstrating the main parts of an Interactive Toy System (I.T.S.), comprising one or more interactive toys at various locations connected to one or many computers, which, in turn, may or may not be connected to a local area network;
Fig. 39 is a simplified flowchart depicting the main parts of an Interactive Toy System (I.T.S.);
Fig. 40 is an illustration of an interactive toy equipped with video cameras to send or receive messages to the network; Fig. 41 is a block diagram illustrating the relationship between the computer, the toy controller, and the radio base station whereby the connection between the computer and the radio base station is made through the sound board;
Fig. 42 is a block diagram illustrating the relationship between the computer, the toy controller, and the radio base station whereby the connection between the computer and the radio base station is made through the through the computer's serial or parallel ports;
Fig. 43 is a simplified flowchart of one or more interactive toys communicating via cellular phones and contacting providers and various Internet sites;
Fig. 44 is a simplified flowchart illustrating that an interactive toy may be equipped with one or more speakers, microphones, sensors and actuators, which control the motion of the toy;
Fig. 45 is a simplified flowchart illustrating the interactions between an interactive toy and its surroundings;
Fig. 46 is a block diagram of the hardware described in Fig. 45;
Figs. 47A and 47B are illustrations of one possible way in which an interactive doll markets products to a user and her friend, and pushes "have alike" and "be alike" concepts;
Figs. 48A and 48B are pictorial illustrations of the ability of an Interactive Toy System to perform and register a swap of interactive toys between two parties, and to credit/debit users according to the value of difference in "product received-product given";
Figs. 49A-49B are pictorial illustrations depicting the use of characterization in marketing media products such as movie tickets;
Fig. 50 is a pictorial illustration depicting an interactive doll entertaining and providing music upon request, and responding interactively;
Fig. 51 is a pictorial illustration demonstrating one function of an interactive toy, such as simulating human emotional attachment;
Fig. 52 is an illustration of a sample personalization screen in which the user's characteristics and preferences are conveyed to the computer via the computer terminal;
Figs. 53-56 are block diagrams illustrating the main processes that take place in the various advertising/toy and game/marketing/advertising/ and maintenance systems in distributing the relevant content and advertising materials to their users;
Fig. 57 is a block diagram showing the use of a password in identifying and locating the user by the toy with the use of a personal password;
Fig. 58 is a block diagram illustrating that a computer filter determines whether incoming content is suitable for transmission; Figs. 59-60 are block diagrams showing the functioning of a computer filter and the associated alarms which are activated in the event that the received input does not conform to preconceived input information;
Fig. 61 is a block diagram illustrating that inappropriate content received by a user can effect the receipt of future content by the same sender;
Fig. 62 is a block diagram illustrating a system's database mapping, segmenting, and slicing by criteria such as user and sender's history and toy profile;
. Fig. 63 is a simplified flowchart illustrating the placement of filters between content or entertainment providers and one or more ITS systems, and from the ITS systems to one or more users;
Fig. 64 is a block diagram illustrating the placement of filters between content or entertainment providers and one or more ITS systems, at places within ITS systems, and from the ITS systems to one or more users;
Fig. 65 illustrates a message displayed by the computer screen regarding the appropriateness of the content delivered from the entertainment provider;
Fig. 66 is a simplified flowchart depicting the specific locations of where filters may be employed in preventing inappropriate information being received in an ITS;
Fig. 67 illustrates a computer screen, in which initial settings for the teaching of a language can be entered for a particular user;
Fig. 68 is a simplified block diagram of a set up screen, in which personal details of a user can be entered;
Figs. 69A-69C are simplified flowcharts illustrating a method of language presentation by the toy;
Figs. 70A-70D are simplified flowcharts illustrating a further example of language presentation;
Fig. 71 is a simplified flowchart illustrating an example of random play for learning three animal names in English;
Fig. 72 is a block diagram illustrating an interactive toy adapting to one or several users according to their language abilities, and may or may not identify them according to their voice;
Fig. 73 is block diagram illustrating a toy's sensing mechanism in determining whether his user is asleep;
Fig. 74 is a pictorial illustration of the function and interaction of the user and the interactive toy in assisting the user to stop smoking; Fig. 75 illustrates the fimction and interactions of the user and the interactive toy in assisting the user in overcoming negative behavior patterns;
Fig. 76 is a pictorial illustration of the interactions of the user and the interactive toy in assisting the user (a spoilt child) by distracting and redirecting his attention away from a desired object or toy by evaluating the user's own voice pattern and receiving input from the I.T.S;
Fig. 77 illustrates the function and interactions of the user and the interactive toy in assisting the user in overcoming negative eating patterns;
Fig. 78 illustrates the division of a community of users into representative test groups;
Fig. 79 is simplified flowchart illustrating the use of test groups illustrated in Fig. 78 for the purpose of R&D;
Fig. 80 is a simplified flowchart illustrating the testing of a number of speech recognition techniques;
Fig. 81 is a simplified flowchart illustrating examples of research into problem detection in voice recognition;
Fig. 82 is a block diagram illustrating an example of research on toy hardware, determining the nature of typical hardware malfunctions;
Fig. 83 is a schematic illustration depicting an example of research on methods of teaching, and how such research may be useful in measuring the long-term contribution of education content to users in comparison to other users (or non-users);
Fig. 84 is a block diagram of an example of entertainment research whereby a toy collects information on the context of watching television programs;
Fig. 85 is a block diagram depicting the interaction between the user and the interactive toy and the opportunity to perform research on traffic habits;
Fig. 86 is a schematic representation of a basic structure of a database for use with Networked Interactive Toys, including the location of its various components;
Fig. 87 is a simplified flowchart illustrating several examples of types of events for which information may be sent, after a toy-to-user interaction, to a database on a server;
Fig. 88 is a block diagram illustrating an example of a procedure for handling information, which has been collected in the course of a relatively short period of time;
Fig. 89 illustrates a possible procedure by which an analysis of a record of events can be used to update a record of user information;
Fig. 90 illustrates the basic parts of a personal record of user information; Fig. 91 is a simplified flowchart illustrating an example of analysis of information about user habits that is collected over a large number of users;
Fig. 92 is a pictorial illustration depicting a typical record of toy life history;
Fig. 93 is a simplified flowchart illustrating an example of using a record of toy travels;
Fig. 94 is an illustration of an example of a database for content providers;
Fig. 95 illustrates a possible structure of a commercial database;
Fig. 96 illustrates the database input to a security unit;
Fig. 97 illustrates the possible location of a private database;
Fig. 98 is a block diagram illustrating the use of a private database;
Fig. 99 is a pictorial illustration of a preferred implementation of the present invention showing the network configuration and the main players;
Fig. 100 is a simplified flowchart of a preferred implementation of the present invention illustrating data flow between the major parties;
Fig. 101 is a pictorial illustration of a toy equipped with a toy control device;
Figs. 102-103 are block diagrams of the toy control device and the computer radio interface where the computer radio interface is connected to the computer via an analogue sound board or a digital peripheral port;
Figs. 104-105 present screen displays for setting up a user account;
Fig. 106 A is an illustration of three independent user accounts for music content;
Fig. 106B is a block diagram illustrating the tree-like linking of vendor-specific user accounts linked to a master user account;
Fig. 106C is a block diagram depicting a user account linked to three financial provider accounts, all providing music content;
Fig. 107 presents a screen display for managing a financial provider account of a preferred embodiment of the present invention;
Fig. 108 illustrates the numerous ways in which an interactive toy may access information;
Figs-. 109A, 109B and 109C are block diagrams illustrating typical conversations between toy and user whereby the toy encourages the user to be entertained, order food, purchase tickets for movies and the like;
Fig. 110 is a block diagram illustrating a toy verbally reminding its user of meetings and other itinerary items; Fig. I l l is a block diagram depicting an example of a toy's function in helping a user to access diary or other information;
Fig. 112 is a block diagram illustrating an example of a "one-word-buy" (O.W.B.) flowchart;
Figs. 113A, 113B and 113C are block diagrams illustrating a typical one- word-buy routine employing an interactive networked toy and an Internet computer;
Figs. 114A, 114B and 114C are block diagrams illustrating a toy's vocalization of the mapping of fields of potential purchase for a user;
Figs. 115-116 are simplified block diagrams demonstrating the purchase routine involved when a user's voice and password have been authorized by an Interactive Toy System;
Fig. 117 is a block diagram illustrating a typical authorization subroutine;
Fig. 118 is a block diagram depicting a one-word-stop-transaction when a user does not want to purchase an item;
Fig. 119 depicts a typical screen, which an Interactive Toy System sends to a user, based upon fields of pre-authorized purchase;
Fig. 120 illustrates a screen provided by an Interactive Toy System showing a user his maximal limit for one transaction (transaction limit);
Fig. 121 illustrates examples of the numerous ways in which an interactive toy may access information from, and communicate with purchase/item supplier and toy user(s);
Fig. 122 is a simplified flowchart illustrating examples of volume purchase and auction using the current invention;
Fig. 123 is a simplified flowchart of an "auction party". in which only a limited number of users participate; the toys inform the users of what is occurring in the on-line auction and allows the users to adjust their bids;
Fig. 124 is an illustration of an auction game;
Fig. 125 is a block diagram illustrating the auction and volume purchase experience enhances the (virtual) "life experience" of the Interactive Toy and thus intensifies the uniqueness of each individual toy;
Fig. 126 is a flow illustration of an interactive toy initiating a purchase in a reverse auction;
Fig. 127 is a flow illustration of a toy obtaining information via other toys;
Fig. 128 is a simplified block diagram demonstrating the interaction between the user with a search engine via his toy, or alternatively via the computer directly; Fig. 129 is a simplified flowchart illustrating that each toy is a member of a community of toys;
Fig. 130 illustrates that a community of toys greatly enhances the search experience;
Fig. 131 is a block diagram depicting an example of a search activity and the interaction between the user and the toy;
Fig. 132 depicts the interaction via the network between the server, entertainment provider, mobile communication system, and the toy;
Fig. 133 is a simplified flowchart illustrating an example of the interactions involved between user and the toy in the reverse auction system;
Fig. 134 is a block diagram illustrating the reverse auction system;
Fig. 135 is a simplified flowchart illustrating the toy (via its computer and/or server) helping the user narrow his selection in a purchase and then search for either suppliers or other users who have specific items for sale;
Fig. 136 is a simplified flowchart illustrating the interactions involved in purchasing an item;
Fig. 137 is a simplified flowchart demonstrating a game that can be played involving the price of a particular item;
Fig. 138 is a block diagram illustrating a game a toy can play with the user and suggests, as a prize, that the toy will find the user some item which the toy ICDOWS that the user might want, at a price the user can afford;
Fig. 139 is a simplified flowchart depicting the user's initiation of the reverse auction activity;
Fig. 140 illustrates the numerous ways in which an interactive toy may access information;
Fig. 141 is a block diagram depicting the interactive toy server (I.T.S.) assisting the user in learning;
Fig. 142 is a pictorial illustration demonstrating an interactive toy server (I.T.S.) controlling learning courses for users;
Fig. 143 is a representation of an Action Panel of an action sound synchronizer in accordance with a preferred embodiment of the present invention;
Fig. 144 is a representation the main construction panel of an action sound synchronizer in accordance with a preferred embodiment of the present invention;
Fig. 145 demonstrates an example of the classic authors/characters doll in action;
Fig. 146 is a typical list of interactive networked toy diary functions; Fig. 147 is a pictorial illustration of the Internet server responsible for the network of interactive toys;
Fig. 148 A demonstrates a technological overview of an interactive toy system;
Fig 148B is a pictorial illustration demonstrating that Integrated Development Environment and Hardware are combined to create the Internet server responsible for the networked interactive toys;
Fig. 149 illustrates the numerous ways in which an interactive toy may access information;
Figs. 150A-150B depict simplified flowcharts that illustrate the interaction between user and toy;
Fig. 151 is a block diagram illustrating an example of an interactive toy's conversation~with its user in trying to find its user's person search;
Fig. 152 illustrates a system in which the community of interactive toys passes information one to/from the other;
Fig. 153 is a pictorial illustration of the numerous ways in which an interactive toy may access "yellow page" information;
Fig. 154 is a block diagram illustrating an example of a toy persuading its user to upgrade his personal computer;
Fig. 155 is a block diagram depicting an example of the procedure involved in upgrading a user's personal computer;
Fig. 156 is a block diagram depicting an example of an interactive search and the choice of musical content;
Fig. 157 is a block diagram illustrating an example of an Interactive Song Contest;
Fig. 158 is an illustration depicting a user listening to a "rock concert" performed by interactive toys;
Fig. 159 is a simplified flowchart illustrating an example of an interactive game with music;
Fig. 160 illustrates the provision of musical content in a controlled manner;
Fig. 161 is a block diagram of an interactive toy acting as a music instructor;
Fig. 162 illustrates a typical interactive networked toy doctor;
Fig. 163 is a pictorial illustration of a typical "working environment" for a toy doctor;
Fig. 164 is a block diagram illustrating a typical user-toy doctor interaction; Fig. 165 depicts a simplified flowchart illustrating that whenever an interactive toy server provides services, purchases items or information for the user, it may receive commission from the service providers;
Fig. 166 illustrates the numerous ways in which an interactive toy may access information either directly or indirectly;
Fig. 167 is a block diagram illustrating a typical method in which a toy provides its user with information such as employment information;
Fig. 168 is a block diagram demonstrating the interaction between user and interactive toy in purchasing via the Internet;
Fig. 169 is a block diagram depicting a toy advertising products interactively;
Fig. 170 illustrates a game between a user and a toy that advertises a product;
Fig. 171 is a block diagram demonstrating a toy's response to an external situation and advertises a product;
Fig. 172 is a simplified flowchart illustrating the interaction between a shopper and a toy at a shopping center that represents a famous media character;
Fig. 173 is a block diagram illustrating context-based interactive advertising;
Fig. 174 is an illustration of a toy responding to an external situation such as music being played at the background, and advertising a product;
Fig. 175 is a block diagram depicting a user's personal profile being developed by monitoring the history of a user's purchases and responses to advertising;
Fig. 176 is a pictorial illustration a toy helping its user to assemble toy parts into a valid configuration;
Fig. 177 is an illustration of various personalities or characters being depicted by a configuration of toy parts;
Fig. 178 is a simplified flowchart illustrating the correspondence between a toy character and aspects of toy behavior, and the interaction between a toy and its user;
Fig. 179 is a simplified flowchart demonstrating the attitude typical to a "vicious" character";
Fig. 180 is a block diagram illustrating of an interaction between a toy and its user where a toy changes its character in accordance with the direction from which its user approaches it;
Fig. 181 is a block diagram depicting a toy changing character in response to its user's emotional state; Fig. 182 is a block diagram demonstrating a toy assuming various characters in the course of delivering educational content;
Figs. 183-184 illustrate a series of LED 's, photoreceptors, and other components located in the toy;
Fig. 185 illustrates how motion in the toy is achieved;
Fig. 186 is a pictorial illustration of how toy parts can be assembled in various ways and into various configurations;
Fig. 187 is a block diagram demonstrating the interaction between the toy and user in locating an item the user wants to purchase;
Fig. 188 depicts examples from the Classical Collections of interactive toys;
Fig. 189 is a pictorial illustration demonstrating a user receiving a lesson in history via his interactive toy;
Fig. 190 illustrates that multiple toys, even from different collections, and can interact completely;
Fig. 191 describes the numerous ways in which an interactive toy may access mformation;
Fig. 192 is a pictorial illustration demonstrating the typical features of a walking interactive toy;
Fig. 193 is a simplified flowchart describing a typical method in which an interactive toy provides special services for the disabled users;
Fig. 194 illustrates an interactive toy accessing information either directly or indirectly on a "pay-per-item" basis;-
Fig. 195 illustrates a typical method by which a networked interactive toy provides items to its user employing a "pay-per-item" system;
Fig. 196 is a simplified flowchart demonstrating a typical method by which a networked interactive toy finds a suitable diet for its user;
Fig. 197 is a block diagram illustrating the typical interaction of a toy in persuading a user to keep to his diet regime;
Fig. 198 is an illustration depicting a toy's personality represented as a block within a toy's body;
Fig. 199 is a pictorial illustration of a toy's personality being cloned onto an animated computer image ("virtual cloning");
Fig 200 illustrates the difference between regular and merged clones; Fig. 201 is a simplified flowchart demonstrating the blending of a regular and a merged clone;
Fig. 202 illustrates that when users exchange toys with one another, concomitantly, the toys exchange personalities with one another;
Fig. 203 is a simplified flowchart illustrating how a user clones a new personality into a toy that is already in his/her possession;
Fig. 204 illustrates an example of slicing a toy's personality;
Fig. 205 illustrates the use of credit points with pre-approved budgets assigned by parents, guardians or by the user himself for various kinds of items to be purchased;
Fig. 206 is a pictorial illustration of a computer screen for point purchases;
Fig. 207 is a block diagram illustrating the interaction of the toy and user where the toy discovers the interests of the user and suggests websites that the user should visit;
Fig. 208 illustrates the numerous ways in which an interactive toy may access information such as a suitable charity;
Fig. 209 depicts a typical case in which an Interactive Toy System matches a volunteer's offer to a suitable charity;
Fig. 210 is an illustration describing the method that charities receive money on a pay-as-you-eam basis from charity donors via a toy and I.T.S.;
Fig. 211 illustrates examples of stroking a toy's hair;
Fig. 212 is a block diagram depicting the way a hair sensor in the toy is used with additional sensors;
Fig. 213 is a block diagram illustrating various examples of using a special comb with a hair sensor;
Fig. 214 is a block diagram demonstrating an episode of an interactive story with a hair sensor;
Fig. 215 is a schematic representation illustrating examples of location and direction tracking using mobile communication;
Figs. 216A and 216B are simplified flowcharts illustrating the procedure involved in choosing a website to visit;
Fig. 217 illustrates a toy tour-guide combining commentary and entertainment;
Fig. 218 is block diagram demonstrating a toy tour-guide acting as a translator;
Fig. 219 is a block diagram illustrating a trip planning procedure for a family;
Fig 220 is a simplified flowchart demonstrating the ability of a toy to recognize that a person has entered a room; Fig. 221 is a simplified flowchart depicting the ability of a toy to recognize the posture of the user;
Fig. 222 is a simplified flowchart illustrating motion recognition of a user by a toy;
Fig. 223 is a block diagram depicting motion and color recognition by a toy using a database record of relevant information;
Fig. 224A depicts a user receiving an interactive toy as a gift;
Fig. 224B illustrates a user's parent activating a toy;
Fig. 224C illustrates the situation after registration is complete and the toy is functional;
Fig. 225 is a simplified flow chart demonstrating example of a script which is designed to introduce a toy to a user and to give the impression that the toy has humanlike feelings;
Fig. 226 illustrates a user registration screen;
Fig. 227 depicts an example of the interaction and dialog that builds a relationship between a user and a toy;
Fig. 228 depicts an example of building a relationship between a user and a toy by doing things together;
Fig. 229 illustrates the interactions involved between a user and a toy that are used to develop a friendship;
Fig. 230 is a pictorial illustration of two users enjoying the interaction of their toys;
Fig. 231 is a simplified flowchart illustrating that multi-user communication is established when a toy "visits" the base computer of another toy;
Fig. 232 illustrates the use of information from a conversation between a toy and a user in developing a relationship;
Fig. 233 illustrates the use of a conversation between a user and a friend by a toy to purchase a new item;
Fig. 234 illustrates a toy assisting a user in getting what it needs by listening for key words and responding to them;
Fig. 235 is an illustration of the kind of information that may be collected by a user's toy and placed in a user information database;
Figs. 236A and 236B illustrate examples of three methods of acquiring information by either registration, a direct script, or an indirect subtle script;
Fig 237 depicts a toy obtaining information regarding a user's friends; Figs. 238A and 238B illustrate a user's likes and dislikes being determined in a context sensitive way;
Fig. 239 is a pictorial illustration depicting the updating of personal information about the user when the user and the toy visit a well-known location;
Fig. 240 illustrates the use of an environment database combined with a sales promotion database may design a sales promotion scenario;
Figs. 241 A and 241B demonstrate the selling of a different product to different toys;
Fig 242 is a block diagram illustrating that information from the user interaction database may be combined with information from a sales promotion database to advertise an item;
Fig. 243 illustrates the inclusion of a brand item in a script;
Figs. 244A and 244B demonstrate that a toy is employed to attract a user to visit a web site;
Figs. 245A and 245B depicts the employment of an interactive toy in sending a user into a store;
Fig 246 is a pictorial illustration of a child in a Burger Boy restaurant, and the restaurant has a point-of-sales talking burger;
Figs. 247A and 247B illustrate the use of an interactive toy in sending a user to a aj or theme park;
Fig. 248A and Fig. 248B demonstrate a method by which a toy and a toy server system track sales information;
Fig. 249 illustrates that sales promotion information for a single user may be combined from the information of many users into a multi-user summary for each promoter;
Fig. 250 is an illustration of a sample report that may be sent by the Interactive Toy Server to a given sales promoter for the purposes of billing;
Fig. 251 demonstrates that learned from previous advertisements with a single user can be used to improve future advertisements;
Fig. 252 is a simplified flowchart illustrating that the database on all users may be combined to improve advertisement success on a particular user;
Fig. 253 demonstrates that profiles on a user's friends may be used to enhance effectiveness of advertising;
Fig. 254 illustrates that advertising with an interactive toy can be embedded in a game played between the toy and a user;
Fig. 255 depicts that a toy can promote sales without using verbal expression; Fig. 256 illustrates that an advertisement on a television may be synchronized with a user's toy to provide more effective advertising;
Fig. 257 demonstrates that a toy can send a user to the computer screen for a visual presentation of a commercial message;
Fig. 258 A is a pictorial illustration of an interactive toy helping a user deal with a difficult situation and, at the same time, promote the sale of a gift;
Fig. 258B is a block diagram representing the illustration of Fig. 258 A;
Fig. 259 illustrates the system described by the current invention;
Fig. 260 is a simplified diagram of the system of a preferred embodiment of the present invention;
Fig. '261 is a diagram describing the employment of an Interactive Toy in changing the content of a movie, advertisement or other Interactive Television content;
Fig. 262 illustrates that a toy is an active participant in an Interactive Television program — in this case an advertisement for new doll clothes;
Fig. 263 is a pictorial representation of the interaction between a toy, a user's computer, and the Internet;
Fig. 264 illustrates a situation in which the toy is connected via a wireless link to a home (or office or other) computer with a direct wireless link, but that the commands for operation of the computer come either partially or entirely from one or more computers on a network;
Fig. 265 demonstrates a basic method of connecting a toy to computers on a network using a standard phone line;
Fig. 266 demonstrates the basic components of an RF unit;
Fig. 267 is a block diagram demonstrating that the controller contacts one or more servers on the Internet which are programmed to respond to such a contact by providing the internet address of one or more computers which control the toy's operation;
Fig. 268 is a schematic illustration of a system wherein one or more computers control toys roaming within a defined space;
Fig. 269 depicts an example of a Web Television System provides a medium for connecting Interactive Toys to a network, such as the Internet;
Figs. 270A-270B illustrate the general principle behind the method of connecting a toy to a network such as the Internet;
Fig. 271 illustrates that the cellular connection can be implemented using a standard toy controller for connecting a toy to a local PC; Fig. 272 is a pictorial illustration demonstrating that a networked interactive toy is connected to a "set-top box" by providing an RF link between a toy and a set-top box within RF range of a toy;
Fig. 273 is a block diagram illustrating a toy's response to motion and sensor's indications;
Fig. 274 is a block diagram demonstrating a conversation between a toy and a user about diet;
Fig. 275 is a block diagram illustrating that a conversation between a user and a doll can begin with one topic, change to a second topic, and progress to a third topic unrelated to the first;
Fig. 276 is a simplified flowchart illustrating a doll's response to being dressed up in a specific type of clothing;
Fig. 277 is a simplified flowchart depicting an example of an interactive doll helping its user to send and receive e-mails;
Fig. 278 illustrates a personal computer system under toy control that comprises a script- writing environment;
Fig. 279 illustrates an example of a graphic, display of a synchronized. time-line;
Fig. 280A is a pictorial illustration depicting the exterior structure of a Smart Alex type of toy; , •
Fig. 280B is a pictorial illustration demonstrating the interior structure of a SmartAlex type of toy;
Fig. 281 is a pictorial illustration depicting the rotational motor of a SmartAlex type of toy;
Fig. 282 is a pictorial representation of a computer screen display for authoring tool;
Fig. 283 illustrates an example for a procedure for generating, previewing and editing a synchronized time-line file of toy speech and motion;
Fig. 284 illustrates an example of a synchronized script for a race starter;
Fig. 285 is a pictorial representation of a computer screen display of an authoring tool in accordance with another embodiment of this invention;
Fig. 286 is a representation of an Installation computer screen;
Fig. 287 is a representation of a Setup computer screen;
Fig. 288 is a representation of a Toy Connection computer screen;
Figs 289A-289B are pictorial illustrations of the user interface of Interactive Toys;
Fig. 290 is a representation of a Toy Check computer screen; Fig. 291 is a representation of a Player screen;
Fig. 292 is a representation of a Plan and Play screen;
Figs. 293A-293B are representations of a Registration computer screen;
Fig. 294 is a representation of an Interests computer screen on which the user checks personal preferences;
Fig. 295 illustrates an Internet Library screen which permits the user to download content such as jokes, stories, songs, and games from the appropriate Internet server;
Fig. 296 is an illustration of a Mail computer screen, which allows the user to either send or receive mail;
Fig. 297 illustrates that the user can access a personal Address Book from the Inbox screen;
Figs. 298A-298B illustrate the Address book computer screens in which the user may accept or block messages by adding or removing the names of friends and their toys listed;
Fig. 299 is a pictorial representation of a Send Mail computer screen;
Fig. 300 is a representation of a Get Mail computer screen;
Fig. 301 is a representation of a Send Mail computer screen that allows for playing at a predetermined date and time;
Fig. 302 is a block diagram that illustrates a Home Automation System described by the present invention;
Fig. 303 is a pictorial representation of a household appliance controlled by a home personal computer;
Fig: 304 illustrates that a cable TV set-top box is used for connecting a variety of household appliances to a computer on a network;
Fig. 305 illustrates that a home automation system with one or more interactive toys comprises both a TV set-top box and a home personal computer;
Fig. 306 illustrates that a networked interactive toy is preferably connected to database records such as a record of weather reports that allow the toy to control household appliances more efficiently;
Fig. 307 demonstrates that an interactive toy function within a home automation system in accordance with a database record of its user's profile;
Fig. 308 is a box diagram illustrating that an interactive toy functions as an interface for controlling household appliances that is especially attuned to the needs of children; Fig. 309 is a box diagram illustrating that an interactive toy collects information about their users in the course of diverse interaction with them that enables the toy to provide incentives for handling household appliances in a personalized way;
Fig. 310 illustrates that an interactive toy can activate a household appliance and advertises products related to the appliance;
Fig. 311 is a pictorial illustration of interactive toys connecting to a network in a variety of ways;
Fig. 312 illustrates the actions of a self-recharging toy;
Fig. 313 is a pictorial illustration of a socket-device for a self-recharging toy that is sensitive to the safety needs of children;
Fig. 314 illustrates an example of a security method that is provided for verifying that a toy is plugged into the socket before recharging takes place;
Fig. 315 is a simple flowchart describing an example of complete self-recharging procedure;
Fig. 316 is a simplified flowchart illustration of the functionality of a content communication filter;
Fig. 317 is a simplified flowchart illustration of the functionality of a content communication filter governing the content transmitted along a computer network by an interactive toy;
Fig. 318 is a simplified flowchart illustration of a multi-point content filtration process;
Fig. 319 is a simplified flowchart illustration of an adaptive content filtration process;
Fig. 320 is a simplified flowchart illustration of the functionality of a content filtration criterion determined in an interactive manner;
Fig. 321 is a simplified table illustration of a keyword database record used in conjunction with a content filtration criterion, which is a function of dynamic content characteristics;
Fig. 322 is a simplified flowchart illustration of the functionality of a toy-motion filter;
Fig. 323 is a simplified flowchart illustration of the functionality of a content filter filtering content according to cultural milieu;
Fig. 324 is a simplified table illustration in the context of Fig. 323 showing a database record of filtration keywords utilized content filtration according to cultural milieu; Fig. 325 is a simplified flowchart illustration of the functionality of a content filter filtering content according to characteristics of a transmitting and a receiving toy;
Fig. 326 is a simplified table illustration in the context of Fig. 325 showing a database record of filtration keywords utilized in content filtration content according to characteristics of a transmitting and a receiving toy;
Fig. 327 is a simplified flowchart illustration of the functionality of content filter filtering content according to characteristics of a sending user and a receiving user;
Fig. 328 is a simplified flowchart illustration in the context of Fig. 327 showing a database record of filtration levels determined according to according to characteristics of a sending user and a receiving user;
Fig. 329 is a simplified block diagram illustration of a toy system comprising a plurality of toys having local databases associated therewith and a correlation database in communication with said local databases in accordance with a preferred embodiment of the present invention;
Fig. 330 is a simplified table illustration in the context of Fig. 329 showing a local database record located within an individual toy;
Fig. 331 is a simplified table illustration in the context of Fig. 329 showing a content database record;
Fig. 332 is a simplified table illustration in the context of Fig. 329 showing a correlation database record;
Fig. 333 is a simplified flowchart illustration in the context of Figs. 329, 330, 331 and 332 showing the information correlation functionality of the system of Fig. 329;
Fig. 334 is a simplified flowchart illustration of the functionality of toy having user interaction characteristics which change over time;
Fig. 335 is a simplified flowchart illustration in the context of Fig. 334 showing a central database obtaining information from local databases;
Fig. 336 is a simplified table illustration in the context of Fig. 335 showing a database record comprising correlated data;
Fig. 337 is a simplified flowchart illustration in the context Fig. 336 showing the functionality of toy motivation inputs sent to toy according to correlated data in a central database; DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
Toys, by their very nature, are designed to entertain children and adults so that even in their current form, toys are a type of entertainment medium. Even inanimate toys can form a relationship with a user that may even take the form of "bonding". This bonding enhances the creative play of a user, which may be a child, and allows users to imagine that a toy has certain human (or superhuman or animal or alien or other) characteristics. Thus toys entertain users by focusing their imaginative play on certain characters or characteristics.
Inanimate toys are, however, limited in their abilities. First of all they entertain mostly by harnessing a user's imagination. Furthermore the entertainment is usually very localized since toys which are actually at the same location as users can only entertain users. The actual content of the entertainment is either wholly or partially predetermined by the designer/manufacturer of the toy. It may also be derived from the imagination of one or more users and/or their playmates.
The purpose of the series of inventions described in this document is to apply the "Living Objects" computer controlled toy technology to totally change the way in which people are entertained by toys. Thus, interactive networked toys allow one or more users' toys to become a mechanism for passive entertainment, in which a user is passively entertained by actions of one or more toys. Interactive networked toys may or may not also provide active entertainment, in which a user participates interactively in the content of the entertainment provided by the toys. Entertainment may be a combination or active and passive forms.
The content for entertainment is provided in a wide variety of ways. It may either follow the model of the television in which a single distant provider provides content or, alternatively, the origin of the content may be distributed among many providers and many users throughout a network. Content may or may not be provide both by network and by one or more single sources.
In any of these cases, such content can be individualized for each user, since the delivery of content is computer controlled. Thus, entertainment (which may include games) may or may not be local (i.e. played by one or more users situated at the same location), or it may be entirely global (i.e. the content being determined by a possibly complex interaction of all users and providers on such a system). Such a feature is made possible by interconnectivity of all toys and providers on one or more suitable networks, such as the Internet. Entertainment content may or may not be totally predetermined, or it may or may not evolve dynamically, based on its previous history, and upon inputs of one or many of users of such systems. >
A further purpose of this invention is to have in place a system, which utilizes this new medium for commercial purposes. Currently, all entertainment media such as, but not limited to, television, movies, and theatre, have enormous commercial possibilities. Commercial applications include charges for providing content, advertising, merchandising and many others.
Besides providing an opportunity for each and every one of the traditional commercial possibilities, networked interactive toys provide several entirely new mechanisms for generating commercial revenue. These mechanisms are described in the sections below. This new system of commerce, based on computer controlled networked interactive toys, is called "T-Commerce" (hinting to "Toy commerce"). T-Commerce includes both traditional methods for generating revenue from an entertainment medium, and many new opportunities unique to the novel interactive toy medium.
The commercial opportunities of T-Commerce include, but are not limited to, charges for content, advertising, providing discount coupons, encouraging a user to visit a particular store, and possibly bring his toy to the store, as well as using the relationship of user(s) with the toy(s). The toy, which may or may not be a doll or a cuddly stuffed animal, provides ιιser(s) patriotism to one or more particular products.
The system described by this invention comprises a multitude of interactive toys (to be described in detail below). These toys are individually placed at a "site" which may be a home, an office, a retail store, a shopping mall, an entertainment outlet (such as an amusement park), or at any other location. Each such site contains either one or many computers (or, alternatively, any other computing device such as a Web-TV or a Web-Cable controller which allows connection to another computer on a network), which may or may not be connected by a local network. Each such site also contains one or many toys, each of which may or may not be connected via any form of wireless communication (including, but not limited to radio and infrared), with one or more of the computers at the site. It is desirable and preferable that each toy uses one such site and one computer on this site as its "home base".
It is preferred that each computer at a site communicates with one or more toys, and is connected to a network or to a series of interconnected networks. Such a computer may have software running on it, which can utilize one or more networks, in order to perform the various functions described in this document. A diagrammatic representation of the system is shown in Fig. 1.
It is preferred that each toy can be a guest at any other site. Such sites have computers running the aforementioned software. An individual toy on such a network may or may not contain hardware, which allows it to roam between different sites. If such hardware exists it could be connected to any wireless network (such as the cellular or the satellite network) which currently exists or which may exist in the future using the standard technology for connecting to this network. This allows such a toy to function with full capabilities when away from its home base (either by containing a powerful processor of its own or by connecting through the aforementioned networks to a central server or to the user's "home" computer). Such an interactive toy may only function with limited capabilities, in order to reduce cost to its user.
In most cases, a roaming toy may update its home base with all newly acquired information upon its return, or, if possible, at some convenient time while the toy is roving. The toy may also contain hardware (such as, for example, any light sensitive device, which could be used as a bar code scanner,) which would allow it to interact with standard equipment in a retail outlet such as a cash register. This feature allows a toy to send information about its user's purchase to the system's server, which would enable the store, or other outlet, to be charged a fee since such a toy "brought a user to a store or other outlet".
It is preferred that such a system contains one or more servers whose main purpose is to serve the global community of toys. Such a server may serve many functions including, but not limited to, providing support to the local computers, providing new content for the toys, providing technical support for the toys, and providing software support and upgrades.
Such a server may serve many other functions including providing an online store and user's club and, most important of all, coordinating all the commercial concerns of such a system. One or more servers receive information and content from users and provide content and information to users by means of one of the networks described above.
It is preferred that such a system contains one or more Entertainment Providers which may be individuals, companies or any other entities which provide any form of entertainment content, which may include educational or commercial content, to one or many of the toys on the system. This content is either provided directly by the Entertainment Provider to a user via any public network, or is provided to one or more aforementioned servers (either via a public network or by a secure private line or by any other means). When content is provided via a server, it is preferable that content is processed by the server, and then sent to the consumer via a public network.
Interactive toy systems further contain retail outlets (which may be actual stores, online stores or other forms of sales outlets) which sell the interactive toys, as well as entertainment content on physical media and any other related items.
The functioning of such a system is summarized as follows: One or more Entertainment Providers provide Entertainment content. This content serves two purposes. The first is to entertain the user/users via their toy/toys, and the second is to derive the commercial benefit, which arises from the provision of this entertainment.
This commercial benefit comes in several forms. First of all the system allows for all the traditional commercial opportunities of any entertainment medium, including but not limited to advertising, charging for content and merchandising. Secondly, all traditional forms of networked electronic commerce (e-commerce) are now available using this new medium. Thirdly, there are several new exciting opportunities, arising from commerce with toys (T-Commerce) including the system of "reverse auction" described in this document and further detailed below. Finally, the presence of a huge number of toys in so many homes and commercial establishments leads to a unique opportunity for collection of data and profiling of consumers. This enormous new database of information can also be used for Research and Development purposes as will be described later in this document.
There are several preferred elements, which allow such a system to be functional. Firstly, the various kinds of interactive toys have unique properties. These features are described below. The second is a unique and complex security system whose key feature is an extensive network of adaptable, multi-point context based content filters. This system is also described further below.
Each toy in such a system contains a wireless transmitter and receiver (though some versions of the toy may contain only a transmitter or only a receiver). (The use of wireless communication is intended to make the use of the toy more convenient though in an unusual case in which wire communication is more useful, this could be used as well for all or part of the system.) Each toy may or may not contain a mechanical system, which allows physical motion of parts of the toy and/or motion of the toy as a whole.
Each toy may or may not contain one or more sensors which may include sensors of sound (preferably one or more microphones), vibrations, touch, heat, light, motion, vision or any other sensor or combination of sensors. It is preferred that each toy contains an audio speaker or a system of such speakers. All these components are included in the toy in order to allow the toy to act as closely as possible as a human, an animal, any other living being or any imagined living being (such as an alien, a cartoon character or a science fiction character). Figs. 2, 3 and 4 show, diagrammatically, some of these sensors and some of the hardware involved.
It is preferred that each toy have a unique electronic identification code so that it may be uniquely identified by the computer system which runs our entertainment system.
Interactive toys on the system may have a variety of capabilities, ranging from simply receiving and playing sounds, to providing full portable functionality. This allows toys to be bought in a wide variety of price ranges. A "top of the line" version of the toy might also have one or more video or other cameras which would provide vision capabilities for the toy.
It should be clarified that the concept of a toy includes but is not limited to the conventional definition of a toy so that it may include any object into which some form of the "Living Object" technology can be included. This may include home appliances or any inanimate object. Such objects can either be used alone, or they can be used in conjunction with more conventional toys to enhance the entertainment quality of the toy. For example, an adult who enjoys talking to himself, may want to put this technology into a mirror, and then carry on conversations with "himself, using either prepared scripts or some currently existing or future "Artificial Intelligence" technology. This is designed to simulate human response to a user's statements and to make the user think that he is speaking with another human.
The entertainment value of such toys is enhanced when a user owns more than one toy. This may not be difficult for commercial enterprises, but many individuals may not be able to afford to buy a large number of toys. Such a system provides several solutions to this problem.
One first solution relies on the concept of modular toys. A user may purchase many outer shells containing some of the mechanical and electronic devices needed to perform its various tasks, but as much as possible of the mechanical and electrical machinery as well as the core communication and processing unit is transferable from toy to toy. Our system also provides for the possibility of manufacturing relatively inexpensive toys with limited capabilities. A small toy with only a wireless receiving unit and a speaker would be able to entertain its user in conjunction with a more sophisticated "owner-toy" and the host computer. Intermediate complexities of toys are also envisioned. Alternately some form of portable object such as a necklace or belt could contain limited capabilities such as wireless communication, speech and hearing and it could be placed on conventional toys, which already exist in the home and transferred from one to the other. This would allow users to "bring to life" the various objects such as stuffed animals, which they already have in their home. In all the above cases the host computer, or possibly one of the other toys in the system, would be responsible for coordinating the identities of the various toys.
It is preferred that each site contain one or more toys with the capability to receive input from the user and that this input is used to recognize one or many characteristics of the user. This mformation is then passed on to a computer, which may or may not pass some or all of this information to a main server for further processing, storage or for contribution to a database of profiles of people's behavior, both commercial and otherwise.
Such information may or may not be used for other purposes, including but not limited to enhancing the security of the system using the context based filtering method described later in this document. "Pattern matching" technology including, but not limited to, technology which uses neural networks for predicting market trends and other business needs may or may not be used to monitor trends in the toy's user's behavior.
Such system technology may or may not receive as input direct active interactions of a user and his toy(s) (such as in the case of speech, touch or information about the changes in physical location of the toy). Such system technology may or may not receive as input passive actions of users. For example, in the case of listening or possibly seeing what is happening in the user's room and correlating it with other input such as, for example, temperature, time of day, lighting and many other possible inputs).
This information, either in its raw form, or once processed by a pattern matching engine, can be added to a server's database. This database application is discussed further in a later section of this document. Furthermore one or more toys, a site's computer (or computers), or one or more servers may provide a mechanism by which a toy can leam from its own previous experiences, or from those of other toys and/or users. This may or may not be accomplished using currently available Artificial Intelligence technology, and the aforementioned pattern matching ability, or other techniques, which may be developed in the future.
Artificial Intelligence technology with the aid of voice recognition and "text to speech" technology may or may not be used to allow entertaining non-scripted speech interaction between one or more users, and one or more toys which may either be in a single location or distributed throughout the network. This level of voice recognition and interactivity will require the latest technology in echo cancellation so that the toy can understand the user while the toy itself is speaking.
It is envisioned that some or all of the toys on a network may or may not have the capability to communicate with a wireless network such as, but not limited to, one or more existing cellular networks or satellite networks. A cellular phone or hardware-containing cellular phone technology connects a user to any server or Internet Service Provider on the cellular phone network. Any one of these servers or a user's home computer, when connected to a network may or may not be the server for the toy's functions. This is shown diagramatically in Fig. 1.
When the toy is within range of one of a system's sites, it may or may not switch from using this global wireless network to using a local computer at the site. A toy with this capability would also be capable of using all the features of Mobile Commerce and such a system's server, or any other server, could provide remote computer services to the user. A remote toy could also help direct a user to a specific retail or service location, such as the nearest Fast Food Restaurant, or the like, or the nearest movie theatre, showing a particular movie.
Such a system encourages users to bring their toys to specific locations, in order to obtain discounts. Such an interactive toy system receives a fee or commission for bringing each and every user to each and every retail or service establishment. Fig. 5 and Fig. 6 show this pictorially.
A further advantage of mobile capability is the ability to track the location of users remotely. This proves usefiil when one or more toys or their users are lost. Furthermore, in cases where relatives and/or friends, are concerned about the location of a user, or in any other circumstances. This feature proves very useful.
In a case where a user is lost, his toy can help him communicate with his relatives and/or friends, and/or the Authorities. This avoids panic and allows such a user to be found more easily.
Many of the toys described above need a significant amount of electrical (or other forms) of power for their operation. In many cases the batteries (or other mobile power supply) which are used in toys last for a very limited amount of time. It is preferred; those one or more toys in such a system contain a "power management" scheme, whose purpose is to minimize the power used by toys. This power management scheme may or may not cause toys to turn off automatically when they have not been used for a certain period of time. Alternatively, toys run in a mode requiring reduced power consumption, under certain predetermined (or possibly programmable) circumstances. In some cases, toys may be plugged into a charger some time, just as a cordless phone is plugged into a charger when not in use. A toy, while plugged into a charger, may or may not function fully including, possibly, the ability to detect motion and sound and respond to a person entering a room, or any other toy capabilities.
The toy may or may not contain a "wake up on signal" system which rums on a local computer when that toy receives a signal (much as current "wake up on ring" systems for modems operate). This allows users' families to turn their home computers off, yet still allows users to play with their toys.
Some of the multitude of ways the interactive toy system described above can be used to entertain a user or a large collection of users, who are either located at a single site or at many sites, either simultaneously or at different times are described below.
In their most basic form, one or more toys entertain users by interacting with them through one or more toy communication mechanisms or structures. These include microphones, one or more audio speakers, motors or other devices causing motion of the toy, as well as any other mechanisms, and especially by voice input.
Interactive toys respond to user inputs. They respond to input in a way determined by the hardware and software on each specific toy, as well as by software on one or more host computers. Their response includes, but is not limited to sound (including voice), motion and light.
Responses may or may not be generated either by predetermined scripts, or by entertainment content, provided via one or more networks. Some form of computer program, such as currently available "Artificial Intelligence" programs may also provide them. These parse user input for content, and use this to determine output, or by some local or global game with predetermined, or adaptable rules which is played by one or more users on the network. In one application of this, two users who are possibly located at a great distance from each other could simply use the toy as an intermediary to carry out a conversation.
It is preferred that interactive toys be part of a global entertainment network. The best way to imderstand such a system is to draw an analogy with traditional entertainment, such as television. In the case of television, there are many content providers, which provide content to the television station. The television station may also produce some of the content on its own. This content is then transmitted to the user's television, which provides the entertainment to the user who is watching the television. In the case of an interactive toy system, there are many content providers of entertainment of various kinds, for use with interactive toys in such a system.
These or other entertainment providers may or may not provide their entertainment directly to a user's computer through one or more networks, or, preferably, provide their content to such a system's server, which then passes it on to user(s). In either case, an entertainment provider can design content, which affects the entire community of toys directly and can adapt content interactively, in response to the input of one or more members of this community. Furthermore software may or may not be provided to users, so users may or may not write their own content.
The entertainment provided by content providers may be very broad in its possible types. Some of the many possibilities are discussed below. One possible content includes predetermined interactive scripts written by a content provider, which may or may not make use of the specific characters of each toy, which is being animated. Thus, for example, Disney could write a script for one or many conversations (including physical actions) which would be appropriate to a toy such as a Mickey Mouse doll. The provider could enhance this script or any other kind of content discussed below. A provider could employ any one of the many Artificial Intelligence programs currently available on the market or any future applications. These are designed to provide a computer with the ability to have conversations (or any other form of interaction) with a human being in such a way that the computer responds as much as possible as a human.
One or more users are then able to hold a conversation (or other interaction) with one or more toys without using a predetermined script. This is extended to any other program, which is written and defines toy response as a function of user (s) inputs that of other toys in one or more system.
In addition, content providers provide clips of movies or plays, either by purely audio means, or by combining audio and other possible movements of toy(s). This form of entertainment is greatly enhanced when one or more users have many interactive toys, even when some are limited in their abilities, or if some are modular in nature, as discussed in the previous section. In such a case, one or more content providers may have the various toys act out one or more scenes of a movie or a play. As technology of interactive toys is improved, they may be able to design a play whose actors are a collection of toys.
The entertainment value improves yet further, if some of the toys are inanimate objects, such as toy cars or furniture, are controlled by one or more content providers, thus providing props for the play. Allowing many users on a network to see such entertainment simultaneously may further enhance this multi-usr, multi-toy entertainment approach.
As a further possibility, there may or may not be made available for purchase an entire suite of characters form a particular movie, play of television show which could then collectively act out, possibly interactive, scenes prepared by the producers of the particular show (or by any other person(s)).
A related application of this is to turn a collection of dolls into a full entertainment center. Further enhancement occurs when users' response to such a play would affect further development of the play. There currently exist books and movies on CD-ROM, which use this technique. In such a case, this is done online while one or more content providers send content, and the response of one or many users affect the progress of the play for all other viewers. Thus, in the example, if a majority of people "boo" at a particular scene, the scene could be changed for everyone, thus giving one user a feeling for what is happening globally.
A further possibility is that of character animation which can take several forms. In one form one or more users purchase a particular character whose content provider programs or scripts animate features and personalities.
The aforementioned modular technology is useful and preferable for this purpose in that reduces cost to consumers. Specific characters may or may not be designed by special request, although this is quite expensive. The animated character may or may not be a character (either human, animal, alien or other). This may or may not be from a movie, television show, play or other famous, real or fictitious entertainment figure. It may also be any other publicly known personality, possibly a sports figure, a religious leader, or a historical figure.
In case of a special order interactive toy, this may or may not include a figure of oneself, or a family member, or friend, or, in fact any character human, or otherwise of one's imagination. Content is then provided to animate these characters in either a passive or, preferably, in an interactive way to simulate the characters, which they represent.
It is also possible to produce an animation of an entertainer, or politician, or other historical figure of the past, performing his famous act. Thus, for example, a doll of Elvis performs his songs "live". It is clear that this technology is not limited a particular character receiving content related only to its specific character. Thus for example, it is entirely possible that a user may want to use his Mickey Mouse doll to act as if he was a football star. Another form of character animation utilizes the imagination of the user to enhance the entertainment value. A preferred method for achieving this would be to provide some mechanism for some or all of the active components of a toy to be put on an existing toy which were not designed with the Living Toy technology. Thus, for example, a necklace is designed containing a radio transmitter and receiver as well as a microphone and speaker. This is attached to any one of the user's existing toys. When many such necklaces are used, a user animates a large number of his toys. This kind of entertainment is enhanced by the Artificial Intelligence technology discussed above, since a user is able to hold conversations with his/her toys which may, for example, be having a (fictitious) dinner party. Interactions with other toys on one or more networks would make this even more exciting and entertaining.
Such an interactive toy system (I.T.S.) may or may not be used to simulate live performances such as, but not limited to, sports games. Thus, for example, a sports club or a bar purchases a set of figures representing two or more sports teams (note: too expensive for most individual users to purchase). These figures each contain the Living Toys technology.
During a live sports event, various cameras may be used to generate images. These are analyzed to determine the motion of the various parts of each player on the field, as well as the motion of the ball or any other objects used in a game. This information is passed on to one or more user computers using a network, and then passed on to various toys representing the sports players.
A suitable arrangement would then allow the toy players, balls and any other objects in the game, to move around on an artificially designed field. A feedback mechanism allowing the reactions of the crowds at home to affect the play of the players (probably though cheers and other crowd comments) could be incorporated.
Interconnectivity of all toys on one or more network provides unique opportunity for multi-player interactive gaming. The multi-player nature of these games may or may not range from being very localized (i.e. just among friends) or it can be global in nature, thus joining users from different cultures and countries in a global game.
Language barriers may be overcome, either by translation of some standardized content, or by using computerized translators (combined with voice recognition and text to speech technologies). Another alternative is by using the movements of the toys to use some existing or new form of communication via "sign language" which is any form of communication using the motion of (in this case) toys as the medium. It is the role of entertainment providers to design games for use by such a system. The nature of such games can range from basic to very complex. One form of these games may or may not be adaptations of existing computer games (possibly but not limited to strategy games) to the world of interactive toys. More interesting games make use of the interactive nature of interactive toys, and global network(s) to which they are connected.
Thus, for example, a user sends his toy on a trip to one or more far away lands, in search of one or more users with certain characteristics. Alternately a toy, in response to certain criteria set up by the producers of the game, may decide to do this on its own. It will then return from this virtlial trip with some or all of the characteristics and/or experiences of some or all of these toys. Such a game may be designed so that this trip is presented to user(s) as a "party" or other social or business gathering to which the toy has gone. The results of this party or meeting can then be presented to user (s) (possibly by animating the meeting with more than one toy) and the results (including users' interaction) are then used to decide on new and exciting adventures. Such a game may or may not be an educational experience, as a toy is visiting interesting lands and cultures and finding out the actual properties of people in that area. Education applications of this technology are discussed further below.
One or more interactive toy systems provide a unique gaming opportunity for adults. There is a whole class of games, which can be designed, with the goal of changing the course of user life. A game could may or may not lead a user to get another job, meet a new mate, make new business contacts, move to a new place in the world, meet a group of people with different lifestyles or to make many other such changes in an adult's life.
Interactive toy systems hold several advantages in administering such a game. First of all, the Interactive Toy System is aware of many of the characteristics and habits of its users. Such information is obtained both by asking users for information, and by passively observing users' habits. These habits are analyzed using either a pattern matching program, such as is available for analyzing business trends, or by any other means. Secondly, information is collected by the Interactive Toy System using the special relationship created between an animated characters chosen by users, and those users. These relationships are also utilized to help convince users to follow the instructions of their toys.
It is preferred that such games are closely tied to the commercial applications of this system. Thus, for example, an Interactive Toy System, knowing that a male and a female user are basically compatible and that they both like a particular play, may offer them tickets to this play and give them seats together. The system may also, for example, provide them with a discount coupon for a restaurant which might only be valid if both halves of the coupon (the half given to the male and the half given to the female) are used together (or if both toys are present). This increases the possibility that such a pair would meet. The Interactive Toy System analyzes the results of the meeting by communicating with the users, and uses this information to design further adventures for that pair. Various content providers may design different games with this or other themes.
Interactive toys may also be used as one or more diaries, organizers and reminders. Much of this functionality parallels the standard electronic diaries, organizers and reminders, and uses toy speech capability, possibly with text to speech technology, to pass the reminders to the user. Entry of items in the diary, organizer or reminder can be done either via the user's computer or via the toy itself, using speech recognition, for all or part of this process. This system has several advantages over traditional electronic organizers and reminders especially when applied to users.
First of all, a user is much more likely to listen to a reminder by his Mickey Mouse, than a reminder by even an animated character on a computer screen.
Imagine, for example, a parent who leaves for work in the morning before the user, and, for example, the user's older sibling takes him her to school. Before the parent goes to sleep, he/she may remind the toy to remind the child that he has certain subjects in school, or to go home with a particular parent, or to have some particular food for breakfast. The child enjoys this communication with the toy and he will thus be more likely to cooperate. The toy may also ask the child whether he did what he was told, and provide positive or negative reinforcement depending on the situation.
A sophisticated version of an interactive toy includes a video camera. This may or may not be able to check whether the child did what he was supposed to do. The toy may or may not reward the child for compliance by providing coupons or other commercial benefits. The diary, organizer or reminder can also be used for advertising purposes by adding reminders and notices as dictated by the advertisers. Thus, for example. The user could be reminded about the release date of a new movie or about the expiration of a major sale of airline tickets.
One of the most valuable services provided by the traditional entertainment media is Education. Television, radio, theater, and cinema provide a significant amount of educational content. Interactive toys provide a unique opportunity for a variety of types of education especially for (but not limited to) children who are favorably influenced by their special relationship with certain toys with special personalities. One form of educational content is the teaching of academic subjects in an interesting and personalized way. Thus, for example, a user, or his/her parents, or anyone else, may purchase an educational package on Mathematics, Science, History or even Religion, all at various levels, and for various ages.
A user learns much more willingly from his own Mickey Mouse doll, than from a computer screen, especially if this learning is spontaneous and unstructured.
For example, a toy can offer a user a prize, in exchange for the correct answer to some math questions. It is preferable for the prize to be commercial in nature. It may or may not be a coupon (or points) to buy more content for a toy. It may or may not be a coupon to go to a store or other outlet, and buy some product or service. This advertises one or more products/services, and may or may not encourage a user's family/fiends to accompany him to that store/outlet.
A further advantage of an Interactive Toy System is that the leading world experts on any given subject can provide the content for any of these courses. These courses may or may not be very flexible and unstructured in nature. A course in Geography may include a virtual visit to the land or city in question to meet some of the toys or toy users who "live" there and learn from them about life in that particular place.
A particularly important educational application of interactive toys is in language education. Here too, language courses prepared by leading world experts can be applied to users' toys, and may teach these courses in an animated, personalized and interactive way.
One further advantage of an Interactive Toy System is that it allows language to be taught to infants and babies in a very subtle way. Thus, for example, even before a parent purchases a language module, a toy could teach a child an interesting word in a foreign language. That toy then persuades the child to show his parents that he knows this word. When the parent sees what the child has learnt, he/she is encouraged to purchase a language module. The interactive toy encourages the parent to tell friends about this wonderful toy. This, in turn, will increase not only sales of the toy and related entertainment content, but also all advertising revenue resulting from the toy, as will be described in detail in the next section.
Another educational role of toys in general and toys in particular is in role-modeling good behavior. Thus particular content is provided which teaches proper behavior under various circumstances, or which explains to a user interactively, why stealing, hitting, cheating or other behavior is wrong. This content may or may not be individualized for different cultures. Thus, for example, one toy teaches environmental awareness, whereas another role models or teaches some cultural or religious behavior.
Using more than one toy to role -model behavior enhances educational experience. Thus, for example, two or more toys act out a situation at school, which leads to a fight, and they then suggest some techniques of how to avoid such fights.
Another possibility is the use of Artificial Intelligence technology to create a conversation between one or more users and one or more toys regarding any of the above examples, or any other moral issues.
Another educational application of interactive toys, which is related to the toy as a role model, is called "Corrective Toy". When a particular user shows certain consistent inappropriate behavior, he or his guardian may purchase, or otherwise acquire, a content module, which is designed to "correct" user behavior. Interactive toys thus act, in a limited manner, as counselors, consultants or psychologists who use any available techniques such as, but not limited to, behavior modification techniques to help users to correct their inappropriate behavior.
It is conceivable that, if preferred, interactive toys' speech and actions are controlled by human psychologists or others, who see and/or hear user reactions (from the comfort of their own offices), and who then tell toys such as these, what actions to take next. This is very useful and potent in many kinds of counseling.
All entertainment media provide enormous opportunity for commercial utilization. One or more interactive toy systems, besides providing all the traditional methods of commercial utilization of entertainment, provide significant additional opportunity for commerce. These new opportunities are strongly enhanced by the interactive characteristics of the toys. This new system of commerce, which we call "T-Commerce", is further described below.
T-Commerce provides all the commercial opportunities of the traditional entertainment media. The most basic or these applications is charging for content. It costs money to go and see a play or a movie and PAY-TV is increasing in popularity. Subscription to Cable TV is, in fact, simply a charge for a package of content. T-Commerce utilizes this method, as well by charging for content by purchases at physical stores, at web stores, directly through entertainment providers, or by a prepaid subscription.
Another important way in which entertainment media produce revenue is by advertising. Use of interactive toys as advertisers, as is discussed further below. Yet another method of generating revenue is by sponsorships. Thus, certain advertisers sponsor certain shows especially major sporting events. In interactive toy systems, opportunity is given to advertisers to sponsor certain entertainment or educational programs, which are provided to the users.
A full range of e-commerce applications is made possible employing interactive toy systems, due to network interconnectivity of the community of toys. In one form, one or more web sites and users' clubs are provided on the Intemet. These are designed to inform and entertain users, and also offer many products and services for sale (including entertainment and other content).
Interactive toy system users may or may not be children and/or parents. Parents may allow their children to spend money at the site. Parents maintain control over the total amount by prepaying for content, and allowing the children to use the credits as they see fit. Children or other users may also earn credits by listening to or responding to advertising, or by doing well in certain games, educational or otherwise. Access may also be provided to other web sites and advertising may appear on the system's web site so that the web site has the potential of providing a full-service e-commerce center.
The e-commerce shopping experience is enhanced if shopping is done via one or more toys, rather than users sitting at their computers. Thus, for example, a user may ask his toy(s) what books are available for his age on dinosaurs. The toy may respond by saying that there are too many to list. It may offer to print the long list or ask the user to be more specific. After a brief discussion the toy might suggest a few books to the user and ask if he wants to purchase it and give him some options of suppliers. Of course the parents would have toe involved if the purchaser is a young child.
The T-commerce equivalent of "one click shopping" is that a user asks his toy to see if "Amazon" has a particular book, and then authorize him to buy it. It is possible and even preferable to secure the purchase using a voiceprint.
It was mentioned previously that some of the toys have mobile technology, which connects to a mobile network. Thus all the applications of "Mobile-Commerce" will apply to this system. A mobile toy is able to order theatre tickets, pay for parking, order restaurants and do anything which an internet enabled cellular phone can do either using the voice technology described in the previous paragraph or by providing a toy with a small LCD or other monitor. This may be integrated into toys in an entertaining way, either openly or hidden behind some part of the toy. Thus all M-Commerce applications become T- Commerce applications. Networked interactive toys provide a unique opportunity for commercial utilization of this entertainment medium. A child, teenager, or adult's interactive toy is absolutely unique in its role and in its abilities as an advertiser. Such a toy may be characterized as an "interactive and responsive advertiser". Fig. 7 shows an example of interactive responsive advertising.
In one case, a toy advertises by simply presenting a user with a predetermined advertisement, which the toy animates for user entertainment. Though this is similar to advertising on television and other media, it has the unique feature that the user has developed a relationship with his toy(s) and he is thus much more likely to be influenced by advertising.
It is true that even in television users develop a relationship with t television characters. It is clear that most users are much more likely to listen to their cute cuddly bear, which tells them to buy a product, than to an image of that bear on a television screen.
A major advantage of toys as advertisers is provided by the unique database, which interactive toy servers have accumulated. First of all, the interactive toy system knows the basis characteristics of users, such as age, gender, nationality, location, and interests, simply by a registration procedure, which is preferable for receiving support. Secondly, an advanced version of this system is constructed, in which one or more toys study user behaviors, and develop a profile of each and every user. Toys thus becomes extremely well informed salesmen who know all about the habits and behaviors of users, and can thus advertise the products, which users are most likely to buy.
Toys may or may not ask a user whether he bought a product, or, preferably, use one of the tracking techniques, described below, to track user purchases. Furthermore, since toys are networked, a toy may track it user's reaction to a specific purchase as time progresses, and use this information to plan further advertising strategy for sales in the user's area, or in other parts of the world. Powerful sales and profiling systems develop in which buying habits and product satisfaction can carefully be tracked as a function of many parameters. Thus, such systems may decide that a certain ethnic group with a certain income level with users in a given age group buys a particular product at a certain rate.
One real advantage of an interactive toy server system in this is that the information in the profile is much more specific and personal than profiles developed by other means. Standard pattern matching technology used for analyzing business trends can be used to analyze these profiles. An interactive toy may typically function as an interactive and responsive advertiser. It reacts to known features of the user as derived from its database and advertises accordingly. It reacts to the answers to the questions, which it asks the user and it reacts to trends and behaviors, which it notices from the user using the aforementioned pattern matching technology.
In many senses the toy in our system can be viewed as a "super salesman". Besides knowing everything about its user, a toy also knows everything about all the other users on the system. Thus, in a virtual sense, the various toys can have a "sales' meeting" in which they combine all their knowledge about sales and create new strategies and techniques for selling to certain kinds of people and groups of people.
By learning each other's experiences, toys can also create fads and trends, and thus direct the users' shopping in a more significant way.
A toy may or may not also be used as a negotiator, and it can thus serve a useful educational fimction by teaching users the skills of negotiation. Negotiation could be requesting that the seller sell at a lower price due to limitations of a particular user's budget, or it could take a more proactive role modeled after current sites such as priceline.com. The idea is that a user asks his toy to find a certain product at a certain price, and the toy (virtually) scans a network, and finds out whether any sellers are willing to sell for that price. Similarly the Interactive Toy System also helps users buy and sell used items.
Commerce with toys is unique in this respect. Suppose a user is looking for. a particular type of used Doll, then some or all of the toys in the system can ask their users whether they have such a Doll, which they would like to sell. After the sale is completed a server preferably charges the buyer and/or the seller a fee for negotiating the deal. This can be extended to online auctions or any other kind of online sales strategy. Fig. 8 shows how the system uses other users and their toys as part of the sales force.
Toys' advertising takes many forms. It may either advertise a product directly as mentioned previously, or, in addition, it may direct advertising to its own needs. Thus, for example, if a toy's batteries are ranning out, it could suggest to its user that the batteries be replaced by a specific brand. A toy could advertise products appropriate to its personality. For example, Barbie-type doll could advertise cosmetics.
Toys may advertise other toys (either Living Objects or ordinary toys) and insist that they need these other toys to make them happy. A toy may suggest that its user should go and see some new movie, and possibly provide a discount coupon for the movie. Similarly, a toy may advertise any product or service in a user specific manner. Alternately, a toy may attract its user or his/her parents to go to the system's web site or to the advertiser's web site. If a toy attracts its user to an advertiser's web site, the Interactive Toy System charges a fee to that web site in exchange for attracting the customer to that site.
Most importantly, a toy may encourage a child and his family to go to a particular store to purchase a particular item. The toy may offer a user a coupon or it might insist that the specific user (a certain child) take the toy to the store in order to receive a discount. This latter method would empower that child in his family since the family needs to take that child to the store in order to get the discount. The presence of that specific child may be verified using a voiceprint. The presence of that toy at the store has significant commercial value, since the toy, when connected to the store's system (assuming they have the Living Objects software installed) informs the server that a purchase was made. This is a consequence of following advice of the toy, and thus allows an I.T.S to charge a fee. A mechanism is provided for tracking the future purchases of that user's family at that store, which arise as a direct result of the toy's initial advertising.
An additional advantage of having a user's toy at the store physically is that other customers in the store will see the toy and will see it getting a discount, and they will be encouraged to purchase a toy themselves. This leads to an increase in the number of users, and thus the value of an I.T.S system. Furthermore, many stores may have Living Object toys as well as "point of sale" items. These stores preferably act as salesmen for Living Object toys. A user who brings his/her toy to a store may be provided with content, which allows interaction of such a user's toy with the point of sale toys thus providing an enhanced shopping experience.
The use of interactive toys for playing games also provides many commercial opportunities. Games may have embedded advertising. Users may be sent to certain movies, restaurants, or other establishments as part of a game. In the case of strategy games, users may be given some prize for doing well in the game. It is even conceivable that if the game were large enough, the prize may be very large. Thus, for example, every user pays a few dollars to play a long and interesting game, and one or more winners may win millions of dollars.
A network of toys, as described in this document, provides an opportunity for the creation of a unique database of consumer information. As the use of toys in such a network increases, this database will increase in size and complexity, and eventually construction of detailed profiles of consumers will be possible. This database and consumer profiles contained therein are of significant commercial value.
The collection of information about a user begins when he registers his toy on an interactive toy system's server. Users are encouraged to register, and are offered free support services an online shop and club, as well as other online services in exchange for registering their toys. During registration, certain basic information about each user is requested, (some of which may be preferable for registration) including but not limited to gender, age, cultural background, school grade (for a child), level of education and occupation (for an adult), hobbies and interests. This information is stored in an online database.
Information in such a database may be updated whenever a user interacts in any way with his toy, or whenever a user performs any action at the system's online server's web site. It is preferred that not all such information be stored in a database, but rather that such a database is selective about which information is relevant and is stored.
It is preferred that such a database stores information about all commercial activities, which one or more users performs via one or more toys or via the system's web site. This includes all requests for commercial information and all purchases (and returns of goods) that can be tracked by toys. Various methods of tracking the commercial activity of users have been discussed previously in this document. These include but are not limited to direct purchase requests through toys, purchases with coupons provided by toys, and purchases in which a certain toy was physically brought to a store (possibly in exchange for that user receiving a discount or other benefit).
The power of such a database described in this section is further enhanced by the ability of one or more toys to directly gauge their user's or users' response to advertising.
Such a database is initially used to choose suitable advertising for any given user. Since it is preferred that all advertising include some form of encouragement (such as a discount) for use of a toy in a purchase, it is possible to track whether' a specific advertisement or form of advertisement was effective in selling a particular item to a particular user. This information, correlated with the personal information of the user, provides a powerful profile of consumer response to advertising.
The ability to track the effectiveness of advertising is enhanced dramatically by utilization of the unique personal relationship that will, in many cases, develop between a toy and its user. Such a user may, in many cases, be willing to "tell" his toy(s) whether he enjoyed the advertisement and whether he intends to purchase the item. It is then possible to know not only whether the item was purchased, but also whether there was an initial intention to purchase. The information about initial intention, combined with information about an actual purchase, may be combined with a question to that specific user as to why that purchase was not made. The answer may be, for example, be that the parents were unwilling to spend the sum of money preferable for that specific purchase.
The relationship of a user with his toy may also be used to study user satisfaction with their purchase. After a purchase is made, a user might be asked whether he enjoys the purchase. This question may be asked several times possibly days or weeks apart. Information about user satisfaction is thus gathered as time progresses. Thus, for example, it may be possible to determine the length of time a child is interested in a particular toy before becoming bored with it. This information is, as usual, correlated with the personal information about every individual user.
It is possible that the use of toy-user relationships for receipt of information be made voluntary. A user should be able to configure his computer so that the toy sends only certain information to a database and keeps other information private.
As discussed in previous sections, some toys in the system have the ability to function while they are away from their base station, and even whilst traveling. They communicate with the server via a mobile communication network. This network has the ability to track the location of the user and suggest products and services relevant to the location and other personal information about a specific user.
An Interactive Toy System has the capability of tracking user location and storing this information. It is more likely that users will be willing to release this information than would be the case for users of cellular phones, as toys use this information to suggest products and services to their users. These products and services may have significant discounts, relevant to the current location of the user. In order to reduce user resistance of use and storage of such information, there is an option available to store this information in a less personalized manner. In such a case, user identity remains anonymous but only certain properties of the user such as, for example, age, gender and interests, are correlated with the movements of a user with his toy.
Toys provide a very effective method of market research about existing and future products. If, for example, a company would like to know whether a certain product would be accepted in a certain type of market, the company can arrange for the toys to ask questions to their users to leam about whether they would like such a product. Again the user's relationship with the toy plays a preferable role here as well as the existing information in the database about user's interests and consumer related habits. The possibility that the toy is active even when its user is not interacting with it was discussed in previous sections. In this case, a toy may be passively "listening" to activities in a room, and, if equipped with light sensing or video camera equipment it may also be "watching" these activities. A toy may thus "leam" about activities of its user and his family, for example, by interjecting at certain points and asking about the type of game that they are playing.
The power of an interactive toy system's database may be greatly enhanced if its information is shared with other commercial or any other database. Thus, for example, an interactive toy system can benefit from receiving information about the users of cellular phones, not all of who will have toys, and the cellular phone companies benefit from receiving information from such an interactive toy system database. Such a database contains information received using one or many of the unique possibilities described above.
The unique information retrieval ability of a network of toys that was detailed above has a further exciting application as a tool for Research and Development (R and D). It is possible to perform R and D in areas directly related to the functioning of toys in an interactive toy system. For example, research and development in, but not limited to, speech recognition, text to speech processing and shape recognition in computerized "vision". This R and D may be extremely useful for all commercial and other applications of these subjects. It is further possible to use a network of toys to do R and D in areas with other direct commercial applications such as, but not limited to, marketing, sales and advertising.
Finally it is possible to do research into areas with indirect commercial value such as, but not limited to methods of teaching various academic subjects, mechanisms by which children and adults leam and sociological behavior.
Speech processing, both voice recognition and text to speech, are areas which have very active R and D programs and which still require much work. Although there exist many techniques on the market for using the sound of a human voice and converting it into text and for talcing text and converting it into various human voices, the results are still quite poor and the techniques require much improvement.
One of the most effective methods for suggesting which techniques work best is to have as many users as possible test the system, and to analyze in as much detail as possible the results of these tests. This holds true for directing researchers to new methods of speech recognition, and text to speech processing.
Interactive toy networks provide a unique opportunity for such tests. In such a system, there will be a huge number of users with different ages, languages, education levels and personalities. They listen to their toys and respond to them. Thus, for any speech generated from text by a user's computer, and then "spoken" by his toy, response of that user is stored and may be quantified (as to whether it is one of a variety of suitable responses). Furthermore when a user speaks, bis computer's attempts to understand this speech can be recorded and tested by asking him further questions, which are designed to determine whether the speech was correctly understood.
Given the huge number of users expected to use this system, it may provide a huge database of information to help in choosing the best techniques for voice processing and for suggesting new techniques.
Another area for R and D using the network of toys is in Artificial Intelligence. There are a variety of methods in existence for simulating intelligent response to a human's conversation. More precisely a human speaks to a computer (either using voice or direct text input) and a computer analyzes the content of the speech, and attempts to respond to it in a manner that simulates the response of a human to the initial statement. Thus a computer carries on a conversation with a person. Although such methods exist they also require much improvement.
An interactive toy network system provides an opportunity for aiding this research by allowing a multitude of users to carry on such conversations with their toys. When toys respond to a user, the user's reaction to that toy's statement may be analyzed to determine whether that toy spoke in a reasonably human manner. Thus, for example, a user's response of "what did you say!" would indicate a failure of the toy to communicate in such a case. This information is then used to improve the Artificial Intelligence system.
An R and D application that was discussed several times in this document is the ability to analyze advertising, marketing and sales strategy. Thus, the enormous commercial network created by T-Commerce provides a huge testing ground for R and D in all areas concerned with advertising, marketing, and sales.
Since toys in such an interactive toy system are used for education, a huge opportunity for all forms of research into education exists here. This includes research into which educational techniques are more effective, as well as, research to determine how children leam and develop. The toys can also be used to give informal tests to users, either standardized or individualized, as a researcher may see fit.
Some toys in such a system may have the ability to leam from their environment. Thus, for example, a toy may begin with a very limited vocabulary of words and phrases (possibly containing no words) and may attempt to repeat words and phrases that it hears. It may gauge user response its or other toy's phrases. Thus, a toy acts in a similar way to a baby that is learning to speak. Thus, for example, a researcher may design such a learning system to suit his theory of how humans leam speech and then test this theory out on the toys to see how much the toys can leam using the given method.
The network of toys described in this document requires an excellent security system. First of all, such network contains a database of user information including highly confidential personal information and commercial information including possibly credit card and bank information. Secondly there is a constant flow of information in this system, both content information, personal user information and credit card information. All this information needs to be secured.
Possibly the most dangerous of all security risks in our system is the potential for delivery of inappropriate content, especially to children. Inappropriate content includes primarily speech and action, which are either obscene or age inappropriate, but may also include unwanted inappropriate or unauthorized commercial content. Thus an advertiser may try to send an advertisement to a user without proper authorization or which the user has specifically requested he not received.
Fake scripts can be particularly dangerous. Imagine, for example, that due to a security violation, all toys say something horrible to all the children on the system at a particular moment. The reaction to such an event could harm the operation of such a system significantly, and causes damage to the system users. .
Even if it is found out that such a system has been compromised, and it is turned off and fixed, there may still be some content that was already passed to the computers on the specific system. Thus the inappropriate content already exists in one or more users' computer, and it may be designed to cause damage at some later time. It is very difficult to fix all these systems since many of them will not be connected to the computer network and thus not all users will get the message that their system needs to be cleaned of inappropriate content. This problem is especially serious since most users are likely to be children.
The security system for such a network begins with the usual tight security of a properly secured computer system. All servers are behind "firewalls" which allow very limited and controlled access through the network. It is preferred that the database itself be stored on a device that, is physically read-only so that it cannot be modified except by replacing the actual physical device.
All changes are preferably done on another computer, which later updates the full database. It is preferred that there is a mechanism for virus and intrusion detection, as well as encryption of information transfer whenever personal or other private information is being transferred on the network. The network may contain one or more private secure lines connecting the content providers to one or more servers, or connecting any other two sensitive parts of such a system to each other.
It is preferred that all the above standard security procedures be combined with what we have designated a system of "Multi-point, Adaptable, Context based Filters".
The idea is to set up a network of filters, at many points in the network, which filter content. The content that is filtered includes both text and non-text content and will include sound files (which are filtered using voice recognition or using direct filtering of certain sound bites) as well as commands for actions to be taken by the toy.
A key feature of such filters is that they are context based. In other words, one may utilize a system's unique ability of having detailed information about who the sender and the receiver are supposed to be, and about who the receiver actually is. Thus one may know that this content is intended to be communicated between fancified figures such as well known cartoon figure and a plush toy or between two robot toys. The supposed age of the sending and receiving users is also known. This information enhances the filters. For example one may filter out a case in which a plush toy sends a robot toy information about wars! Thus, besides simply having a security system based on user authentication, user content authentication may be based on the context of the message.
It is preferred that such a security system be adaptable. This means that it responds to its detailed knowledge of the current state of the system, and its users. Thus, for example, one can set up a system of alerts. So, for example, if there is no reason to be particularly concerned about exceptional security risks, the system might be on a low alert, which causes some default level of filtering to be used. However if the system is known to have been under attack, or if part of the system has been attacked with attempts to send inappropriate content, then the alert level can be changed. This may apply to all or in parts of this network, and both the general security and the filtering may be increased as preferable.
For example, a particular type of filter is described as follows: A filter which is placed at some point in the network receives input which includes the content itself together with information about the supposed sender and the intended recipient and the supposed type of content. It then queries the database on the server for characteristic features of sender and receiver (such as thee age of the user, personality of the toy, habits and interests of the user etc.) and requests further information about the type of content expected. The database also knows the full history of alerts and security violations on the system as well as the experience of other parts of the system with such content. Thus, for example, suppose that a given user receives inappropriate content that is caught by one of the filters on his system. The system then informs the server that then updates the filter engine and, if preferred, it may disallow content from that particular sender until the situation is cleared. The filter then checks the current level of any alerts that exists and then decides whether the content should be passed. If it passes the content then the system just continues. If it decides that the content should not be passed it rejects the content and sends the content to the server with all the information it has about the incident. The server then decides whether to set an alarm. If it decides not to set an alarm it still stores all information about the incident. If an alarm is set, the server decides based on the history of all previous alarms whether there is a pattern to be concerned about and thus decides which filters are to be modified, at what level and for how long.
The server sends off the alarm codes to the affected filters and then decides whether human intervention is needed, whether users should be informed and whether users should be urged to reset their system. In a serious case users may have to be informed by telephone or mail if their network connection is consistently down.
It is preferred that for serious cases there may be available groups of people working in geographically separated areas which can check content manually. Thus when there are serious security alarms on the system, content can be sent to these people for analysis.
It is preferred that filters be placed at many points on such a network especially between the content providers and the system's server, at points within the server's system, between the server and the user and within the user's software on his computer. One of the key points to place a filter is at the final stage between a user's computer and the transmission unit that transmits the content to his toy. This final check can be incorporated in the hardware of the transmission unit to avoid any external tampering. This provides a final check for fake content.
One traditional method for securing content is the coding of information to make sure that the information sent is the one being received (this is often called an electronic signature). This is not sufficient in this case since one can imagine a scenario in which a person working for a content provider is paid by a competitor to send false information. His signature is accepted despite the improper content of the information.
This invention provides several methods to avoid this problem. First of all such a network of filters may filter out this unwanted information. Secondly it is possible to minimize the damage caused by this scenario by informing the user when he opens up the content that it comes directly from the content provider. The rest of the system is properly secured so that it is known that the user is receiving the content in its original form. Thus the content provider will be blamed for the inappropriate content rather than those responsible for the system's server.
It is also possible to have a filter that only passes certain pre-authorized content rather than rejecting inappropriate content. This is likely to be used only in special cases, in which there are exceptionally serious concerns about security. It is also possible to restrict inputs into a certain filter only to pre-approved persons.
If, for example, the content relates to a game being played then the previous results of the game can be used to help verify the content.
It is preferred that the level of filtering is configurable by a user, so that if, for example, a child user's parents want to user Furby to obtain some material appropriate to Darth Vader that they would be able to do so. Thus, with the parent's permission, a child could use one toy to represent another toy with a totally different personality.
Reference is now made to Fig. 9 which is a simplified pictorial illustration of a computer-controlled talking object system constracted and operative in accordance with a preferred' embodiment of the present invention. Shown is a talking object 100, such as a teddy bear, which typically includes a connector 110 to which several peripherals are connected, including microphones 140, a speaker 150, a light 170, proximity sensor 175 and motors 180. Connector 110 is typically connected to toy control device 190, alternatively described herein as interface circuitry 190, via a cable 200 which includes one wire for each peripheral in talking object 100 and a ground wire. Interface circuitry 190 typically receives power from a power supply 210. Interface circuitry 190 typically connects to a computer 220 via a digital port 230, typically a serial, parallel, or USB port.
Computer 220 typically controls talking object 100 by sending digital signals via digital port 230 to interface circuitry 190. Interface circuitry 190 typically converts the. digital signal into an analog signal and transmits the analog signal to connector 110 where the signal is then routed to the peripheral for which the signal is intended.
Reference is now made to Fig. 10 which is a simplified pictorial illustration of a computer-controlled talking object system constructed and operative in accordance with another preferred embodiment of the present invention. The system of Fig. 10 is similar to the system of Fig. 9 with the exception that talking object 100 additionally includes a freestanding controller 240. Controller 240 typically includes a microprocessor and a memory (not shown) for controlling talking object 100 and its peripherals when communication between talking object 100 and computer 220 has not yet been established or has been lost, such as when connector 110 becomes disconnected from either cable 200 or interface circuitry 190. Once communication is established or reestablished between talking object 100 and computer 220, typically when cable 200 is reconnected to connector 110, controller 240 preferably ceases to control talking object 100, and control of talking object 100 reverts to computer 220.
Reference is now made to Fig. 11 which is a simplified pictorial illustration of a computer-controlled talking object system constracted and operative in accordance with another preferred embodiment of the present invention. The system of Fig. 11 is similar to the system of Fig. 9 with the exception that connector 110 has been replaced with a multiplexing connector 250 and cable 200 has been replaced with a multiplex cable 260. Cable 260 .typically includes one signal wire and one control wire for communications to talking object 100, one signal wire and one control wire for communications from talking object 100, and a ground wire. Connector 250 typically' receives a signal via the signal wire and the control wire from interface circuitry 190, with the control signal indicating to connector 250 the peripheral for which the signal received via the signal wire is intended, and passes the signal to the peripheral indicated. Conversely, when connector 250 receives a signal from a peripheral, connector 250 passes the signal to interface circuitry 190 along with a control signal indicating the peripheral from which the signal was received.
Reference is now made to Fig. 12 which .shows connector 110 and controller 240 of Fig. 10 in greater detail. Connector 110 typically includes a cable connection assembly 270 which accommodates the connection between connector 110 and cable 200. Connector 110 also typically includes a junction 280 which serves as a hub for peripherals 140, 150, 170, 175 and 180 and associated connections to controller 240.
Reference is now made to Fig. 13 which shows connector 110 of Fig. 9 in greater detail. Connector 110 typically includes cable connection assembly 270 as in Fig. 12 from which connections split off to each of peripherals 140, 150, 170, 175 and 180.
Reference is now made to Fig. 14 which shows multiplexing connector 250 of Fig. 11 in greater detail. Connector 250 typically includes cable connection assembly 270 as in Fig. 12, as well as a rotary-type mutliplexer 290 which selectively provides a pass-through connection for a signal and control signal, received via cable 260, between interface circuitry 190 (Fig. 11) and any one of peripherals 140, 150, 170, 175 and 180. Reference is now made to Fig. 15 which is a simplified block diagram of interface circuitry 190 of Fig. 9, constructed and operative in accordance with a preferred embodiment of the present invention. In the embodiment shown, interface circuitry 190 preferably includes a microprocessor 300, a read-only memory 302, and a random access memory 304. A digital connector 306 is provided for connecting interface circuitry 190 to a digital port of a computer, such as an RS-232, parallel, or USB port, and a digital interface 308 is provided for direct interface with connector 306. A digital-to-analog converter 310 is provided for receiving digital signals from the computer via interface 308 and connector 306, converting the signal to an analog signal, and preferably amplifying the analog signal at a power amplifier 312 before sending the analog signal via a cable, or toy cord, connector 314 and over cable 200. Microprocessor 300 also preferably controls an actuator driver 316 for communicating toy movement control. Digitally sensed inputs from the toy may be received at a sensor interface 318 for processing at microprocessor 300 and/or computer input via interface 308 and connector 306. Analog inputs from the toy may be received at an amplifier 320 and converted to a digital signal at an analog-to-digital converter 322. Interface circuitry 190 is typically powered by a power supply 210, which may be any conventional power supply, such as AC or DC.
Reference is now made to Fig. 16 which is a simplified block diagram of interface circuitry 190 of Fig. 11, constracted and operative in accordance with a preferred embodiment of the present invention. The block diagram of Fig. 16 is similar to that of Fig. 15 with the exception that interface circuitry 190 additionally includes a multiplexing switch 330 as well as a multiplexing switch driver 332. Switch 330 preferably provides output to one peripheral at a time along a first channel, identifying the target peripheral by sending a control signal along a second channel. Switch 330 similarly multiplexes inputs to interface circuitry 190 from multiple input peripherals.
Reference is now made to Fig. 17 which is a simplified flow, illustration of modes of operation of the computer-controlled talking object system of Fig. 9 in view of the simplified block diagram of interface circuitry 190 of Figs. 15 and 16, the method operative in accordance with a preferred embodiment of the present invention. In the method of Fig. 17 interface circuitry 190 preferably operates in any of the following ways: 1. Interface circuitry 190 receives a digital signal via the serial or parallel port of a computer to which interface circuitry 190 is connected. The data received is then processed as described hereinbelow with reference to Figs. 18 and 19. 2. Interface circuitry 190 provides a digital signal via the serial or parallel port of a computer to which interface circuitry 190 is connected. Data is moved from an output buffer in memory 304 to interface 308 and output via connector 306 for as long as transmission of output is required.
3. Microprocessor 300 instructs analog to digital converter 322 to convert an incoming analog signal to a digital representation and place the result in an output buffer of memory 304.
4. Microprocessor 300 instructs digital to analog converter 310 to convert digital data contained in an input buffer of memory 304 to an analog representation for transmission via cable 200.
5. Microprocessor 300 maintains a timer function and triggers a time-related process, described hereinbelow with reference to Fig. 20.
Additional reference is now made to Fig. 18 which is a simplified flow illustration of submodes of operation relating to processing digital signal data received via the serial or parallel port of a computer to which interface circuitry 190 of Fig. 15 is connected, the method operative in accordance with a preferred embodiment of the present invention. In the method of Fig. 18, interface circuitry 190 preferably operates in any of the following ways:
1. The digital data is converted by digital-to-analog conversion to be played as audio output until an end-of-file (EOF) signal is received, whereupon playing is ceased.
2. The digital signal data represents an instruction to begin the playing process of step a).
3. The digital signal data represents an instruction to begin audio recording at a peripheral of a talking object to which interface circuitry 190. is connected. Recording begins and continues, with a timer process being set to determine the period of audio input.
4. The digital signal data represents an instruction to begin receiving sensor input at a peripheral of a talking object to which interface circuitry 190 is connected. The sensor state is detected, and the sensor information is assembled and sent to the computer to which interface circuitry 190 is connected.
5. The digital signal data represents an instruction to actuate a peripheral of a talking object to which interface circuitry 190 is connected. The actuation process is chosen, the peripheral is actuated, and a timer process is set to determine the period of actuation.
Additional reference is now made to Fig. 19 which is a simplified flow illustration of submodes of operation relating to processing digital signal data received via the serial or parallel port of a computer to which interface circuitry 190 of Fig. 16 is connected, the method operative in accordance with a preferred embodiment of the present invention. The method of Fig. 19 is similar to the method of Fig. 18 and additionally accommodates the multiplexing capabilities described hereinabove with reference to Fig. 16. The submodes are as follows:
1. A command is received to begin playing audio output, causing multiplexing switch 330 to prepare to output via a speaker peripheral and receive digital data for conversion at digital-to-analog converter 310, whereupon the play process begins.
2. A command is received to begin audio recording, causing multiplexing switch 330 to prepare to receive input via a microphone peripheral and receive an analog signal for conversion at analog-to-digital converter 322, whereupon the recording process begins, with a timer process being set to determine the period of audio input.
3. A command is received to begin receiving sensor input, causing multiplexing switch 330 to choose a desired peripheral for sensor input and receive sensor input via sensor interface 318, whereupon the sensor state is detected, and the sensor information is assembled and sent to the computer to which interface circuitry 190 is connected.
4. A command is received to actuate a peripheral, causing multiplexing switch 330 to choose a desired peripheral for actuation and provide actuation control via actuator driver 316, whereupon the actuation process is chosen, the peripheral is actuated, and a timer process is set to determine the period of actuation.
Additional reference is now made to Fig. 20 which is a simplified flow illustration of a timer method useful in understanding the methods of Figs. 18 and 19, the timer method operative in accordance with a preferred embodiment of the present invention. Depending on whether peripheral actuation or audio recording is taking place, a predetermined time period is set and the actuation or recording ceases upon expiration of the allotted time. Once recording ceases, an end-of-file signal is sent to the computer to which interface circuitry 190 is connected.
Fig. 21 is a simplified pictorial diagram of three configurations of the computer- controlled talking object 100, constracted and operative in accordance with a preferred embodiment of the present invention. Each configuration of the computer-controlled talking object 100 typically includes a connector 110 which connects via cable 200 to the interface circuitry 190 and the computer 220. The cable 200 can optionally be removed from one computer-controlled talking object's 100 connector 110, and can be subsequently reconnected to the connector 110 of a different computer-controlled talking object 100. Fig. 22 is a simplified pictorial diagram of the three computer-controlled talking object of Fig. 21, illustrating their ability to be serially connected, via cable 200, to interface circuitry 190 and computer 220 in accordance with a preferred embodiment of the present invention. This allows the serial use of multiple computer-controlled talking objects 100 after the purchase of a single cable 200 and a single interface circuitry device 190.
A preferred embodiment of the present invention also includes a speech recognition unit, preferably incorporated as software within the computer 220. This provides the computer-controlled talking object with the appearance of also being a listening and interactive object.
The computer-controlled talking object 100 typically includes a microphone 140 operative to provide collected audio content, via the cable 110 or the multiplex cable 260, to the speaker-adaptive speech recognition unit, and a visual cuer operative to provide a user with a visual cue indicating that the speech recognition unit is currently able to receive input. The visual cue may include a color change of at least one part of the body of the computer- controlled object 100, a motion performed by at least one part of said body, or the emission or extinguishing of at least one light in or on said body.
Fig. 24 is a simplified pictorial illustration of a computer-controlled talking object system, showing an entertaining trainer 185, constructed and operative in accordance with a preferred embodiment of the present invention. The entertaining trainer preferably includes an audio source operative to orally present a training session having play content and is operative to train a child user to alter his/her speech characteristics.
In a preferred embodiment of the present invention, the computer-controlled talking object 100 is operative to collect sensory information indicative of human proximity to the toy. If the motion/proximity sensor 175, which may include an infra-red or Doppler radar capable of detecting motion of large enough objects, does not detect human proximity to the toy within a predetermined time window, the entertaining trainer is preferably not operative.
Reference is now made to Fig. 23 which is a simplified operational flow chart of an entertaining trainer system for the entertaining training of a child user of the computer- controlled talking object 100, constructed and operative in accordance with a preferred embodiment of the present invention. A child user of a computer-controlled talking object may speak in such a manner that his/her speech is not recognized by the speech recognition unit. For example, the child user may be speaking too quickly, too slowly, too loudly, too quietly, too far away from the object or at the wrong time. In this embodiment of the present invention, speech recognition is typically used to identify the child user's response to a question presented by the toy. The child user is preferably trained to use one, and only one, of the (key)words suggested by the toy, to speak loudly, at the appropriate time window, in the direction of the toy, etc., to improve the ability of the speech recognition unit to recognize the speech of said child user, and hence to improve the child user's interaction with the computer-controlled talking object.
As illustrated in Fig. 23, the entertaining trainer preferably initially sets the training at the highest level 1502. The various training levels are typically set to reflect different ages, intellectual abilities, and developmental levels of child users, and their familiarity with such child/toy interactions. The trainer selects a phrase for the current training level 1504, plays the phrase 1506, prompts the child user for a response 1508 which is recorded 1510. If a specified (key) ord response to the selected phrase 1504 is recognized 1512 by the speech recognition unit, the trainer plays "thank you!" 1514. If the current level of training is the highest level 1516, an EOF signal is received, whereupon the training is halted 1518. If the current level is not the highest level, the trainer sets the training level to the next highest level 1520, and the training interaction is repeated.
The trainer checks for common 'mistakes' of child speech i.e. speaking too early, too late, too quietly etc., and by prompting the child user to provide verbal answers recognizable by the speech recognition unit, trains the child user to interact with the computer-controlled talking object.
If the period of silence after the prompt for the child user to reply is too short, i.e. child user speaks too early 1522, the trainer plays an audio message asking the child user not to begin speaking until after a visual prompt "I do not understand, please do not talk before my eyes are lit!" 1524.
If the period of silence after the prompt for the child user to reply is too long, i.e. the user speaks too late 1526, the trainer plays an audio message asking the child user to begin speaking immediately after a visual prompt 1528.
If the length of speech by the user is too long, i.e. the user speaks too much 1530, the trainer plays an audio message asking the child user to use only one of the requested responses 1532.
If the audio level of speech by the user is too low, i.e. the user speaks too quietly 1534, the trainer plays an audio message asking the child user move closer to the object and to speak more loudly 1536. If none of the training prompts cause the user to say one of the specified (key)words recognized by the speech recognition unit, and if the training is not set at the lowest training level 1538, the trainer marks a failure and the training level is reduced 1540. If the training is set at the lowest training level, an EOF signal is received, whereupon the training is halted 1518.
In another preferred embodiment of the present invention the entertaining trainer is operative to diagnose and to help correct deficiencies in the speech of a child user.
The entertaining trainer typically includes an audio source operative to verbally present a training session having play content, a user response analyzer receiving collected audio contents from the microphone 140, and operative to diagnose a deficiency in user utterances and to command the speaker 150 to emit user-correcting messages appropriate to the diagnosed deficiency. Using the process illustrated in Fig. 24, the entertaining trainer system typically requests the user / patient to pronounce selected phrases, detects pronunciation deficiencies and instructs the user how to modify and improve the pronunciation, while adding entertainment content, thus improving the verbal ability of the user.
In another preferred embodiment of the present invention, the entertaining trainer is also operative, as an educational tool, to aid a child user in improving at least one characteristic of his/her speech. Speech characteristics which typically can be improved include volume of speech, speed of speech, timing of speech and the formation of any sound, or combination of sounds, of difficulty to the child user.
The entertaining trainer includes an audio source operative to verbally present a training session having play content, and a user response analyzer receiving collected audio contents from the microphone 140 operative to detect characteristics of user utterances that could be improved and to command the speaker 150 to emit user-correcting messages appropriate to the diagnosed required improvement. Using the process illustrated in Fig. 24, the entertaining trainer system typically requests the user to pronoimce selected phrases, detects pronunciation that may be improved, and instructs the user how to modify and improve the pronunciation, while adding entertainment content, thus improving the verbal ability of a child user.
A Cell Phone Toy is now described.
In another preferred embodiment of the current invention, wireless communication is achieved by providing toys with a cellular, or other, mobile phone, or with some or all of the hardware contained in a cellular phone. Such toys are henceforth referred to as interactive cell-phone toys.
One or more interactive toys containing cellular phone dials a computer on a phone network, for example. This may or may not be a central server of a cellular phone network; a central server dedicated to serving toys, one or more user's home computer, or any other computer, which is capable of connecting to a phone network. It is preferred that such a computer be then connected to a global network such as the Internet. Such a configuration allows communication with other computers, and with other computer controlled interactive toys. This is shown schematically in Fig. 25.
In another preferred embodiment of this invention, an interactive cell phone toy contains a cell phone, which has direct Internet connections, and appropriate hardware.
An interactive toy may or may not be equipped with one or more speakers, microphones, sensors and actuators (solenoids, motors, and lights) and the like. These control the motion of the toy. Interaction with one or more users is mainly but not entirely verbal using speech recognition technology processed by the computer, which may or may not be remote from the toy.
An interactive toy may have a screen such as an LCD screen for viewing information or it may transfer information to the user through sound (possibly using text-to-speech technology) and motions. An interactive toy may also be equipped with one or more video cameras, which can be used either passively to send pictures to the network or actively to identify the environment of the user using software on the computer. Fig. 26 shows this schematically.
In another preferred embodiment of this invention, an interactive cell-phone toy has a keypad for input of phone numbers and other information though this function can also be performed using speech combined with voice recognition.
Interactive toys are built modularly, such that there will be different basic interior electronic components, reflecting the cost and range of functions of the toy as defined by design, producers and/or by toy users. The exterior parts, "externals", henceforth, are also modular. They can be removed, updated, and exchanged to suit user requirements. Externals are designed to envelop any of the modular inner component configurations. In another preferred embodiment of this invention, interactive toy externals are "camouflaged" in ordinary objects such as a bicycle helmet or schoolbag. The toy may have a casing of a known or unknown toy personality, or in a soft toy. In a preferred embodiment of this invention, such a toy can be tracked, both with respect to location and with respect to time.
In another preferred embodiment of this invention, an interactive cell-phone toy pushes commercial applications relevant to location/time and personal profile of the user. The network system updates one or more user personal profiles based on those specific users' histories.
In another preferred embodiment of this invention, the interactive cell-phone toy can generate discounts or coupons, which can be used by its user(s) to the users' economic advantage.
In another preferred embodiment of this invention, an interactive cell-phone toy server can exchange information with a merchant database.
In another preferred embodiment of this invention, an interactive cell-phone toy can locate one or more users within the home -base, or when away from the home base.
In another preferred embodiment of this invention an interactive cell-phone toy has an alarm system.
In a preferred embodiment of this invention, a cell-phone company database is used for personalization information. This may or may not be in exchange with the interactive toy Server Company.
In another preferred embodiment of this invention, such information provided by the Cell-phone Company provides interactive cell-phone toy users with family commercial packages.
In another preferred embodiment of this invention, such information provided by the cell phone Company provides interactive cell-phone toy users with discounts from the cellphone provider and or from the Cell-phone Company.
In another preferred embodiment of this invention, such information provided by the cell phone Company provides interactive cell-phone toy users with family commercial packages.
In a preferred embodiment of this invention, interactive cell-phone toys commimicate with one or more cell-phones.
In addition to containing technology for mobile communication via the cellular or other mobile phone network, an interactive cell phone toy may or may not contain hardware for communicating with any computer directly, once it is within range of this computer. -Thus, for example, when a user enters a home, an office, a store, a mall, an amusement park, or any other site, containing one or more networks of computers, which are equipped with a wireless transmitter and receiver, capable of communicating with such a toy, an interactive toy is be able to connect to the computer directly. This provides a more reliable link of an interactive toy to a computer, and also avoids the cost to toy users of using the cellular phone system.
Fig. 27 shows an artist's conception of a child using a direct link to his computer while at home and the cellular network, which away from home.
Fig. 28 shows a schematic of the hardware in this situation
Fig. 29 shows the connection between the interactive toy server at the present invention, for example, and the other system computer connections and communications.
Fig. 30 is a flow chart describing the decision process in a case where an interactive cell phone toy links up to a computer system or communicates via a cellular system.
In a preferred embodiment of this invention, interactive toys are connected to one or more computers with significant processing power. Such a configuration greatly enhances the interactive ability of such a toy, since one or more powerful computers can aid is speech recognition, text-to-speech processing, intelligent speech (as is present in currently provided by software using "Artificial Intelligence"), and other functions of a toy requiring processing power.
The present invention further describes a configuration whereby one or more computers, interact with one or more interactive toys, and are part of a network of computers. Such a configuration enhances the entertainment advantages of such a toy even more. The first example of this is that two or more users can interact with each other through their toys. This interaction can be a voice conversation or it can involve the playing of games in which one toy processes information from its user and decides, based on this information and the rules of the game what information the second toy passes on to its user. In either case two toys, which might even be on opposite sides of the world, can communicate with each other. Fig. 31 shows this pictorially.
One example of indirect communication would be as follows:
Child A, who lives in California, tells Toy A that he really would like to visit London.
Computer checks database to find a child (Child B) in London who is of similar age and has similar interests as Child A.
Computer sends message to the computer connected to Toy B to tell Toy B to ask child B if he's interested in meeting a child from California.
Computer B does this at a later time when he is connected. Child B decides to ask Toy B to send Child A a joke about London or a song or a photo of some part of London.
In another preferred embodiment of this invention, an interactive cell-phone toy. play a game with one or more users.
In another preferred embodiment of this invention, an interactive cell-phone toy can be linlced up to a computer game.
Entertainment is greatly enhanced by entertainment providers similar to traditional entertainment who provide games, scripts and entertainment for use on these toys. This entertainment is passed to the toys via the computer network. The system is shown pictorially in Fig. 32.
The fact that an interactive toy is equipped with a cellular phone or other mobile communicator allows the user to access this entertainment while he is mobile. Furthermore, the fact that a mobile phone is contained within an interactive toy greatly enhances the commercial utilization of the mobile phone.
A user has a relationship with his interactive toy (not only with a cuddly bear but also some amount of relationship with toy cars, and other figures, especially if they have "living" characteristics with speech and Artificial Intelligence. This makes it- easier to get an interactive toy user to use all the commercial material available by the cell-computer network.
This relationship makes a user more susceptible to advertising (see Fig 33).
Interactive toy systems are able utilize and apply all commercial applications of e- commerce and m-commerce such as purchases on the web, advertising, remote purchasing of products, remote download of emails etc.
Interactive toys can use speech recognition to parse user's speech and determine his likes and dislikes and advertise accordingly either to direct towards his "likes" or to try to change his opinion. Figure 34 gives an example of how this works.
Fig. 34 shows other features: The ability to give discounts not only broadly but also under special circumstances. In that case it's trying to convince a customer to get back to Macdonald's by suggesting a new product and by offering a free (or discounted) trial. The system can keep track to avoid the user abusing this.
Another feature described in Fig. 34, is the function of an interactive toy in sending its user to one or more stores.
Imagine a game where points are collected and the winner gets a prize. Points can be earned in many ways including finding a treasure in a store (gets child into the store to look and then encourages purchase). Interactive toy may have point of sale toys or just the computer but the child brings his toy to verify he was there. An interactive toy server company bills advertiser for getting child to store. This is shown pictorially in Fig. 35.
Connection of interactive toys to a cell network enables both one or more interactive toy server company's database and one or more cell phone company's databases to be mutually informative and informed. An interactive toy server company's database arises from user registration, as well as all the information which interactive toys get from their users: Response to questions about likes and dislikes in conversation, types of content requested, history of purchases and the like, Thus an interactive toy server company's database acquires much data. Cell Phone Companies also have a huge database of its customers -not all have toys and the type of info is different. The sharing of these two or more databases can provide a huge commercial advantage in terms of profiling of customers, etc.
Database utilization helps personalize information both for an interactive toy server company in providing advertising and entertainment content, and for Cell Phone Companies in providing services and sales to their customers. (They could leam about who likes Hamburgers and the like, etc.).
Toy with cell phone can track the location and/or time of where a user is using currently available technology.
- A child, or other user, with an interactive cell phone toy, who gets lost, can easily be tracked. The toy can meanwhile keep him calm since his toy is with him. Similarly, a lost cell-phone toy can be located, found and returned to its owner.
Toy with cell phone can track the location and/or time of where a user is using currently available technology. Thus, the system can push commercial applications relevant to location, time, and personal profile of a user. For example, toy. Sends user to nearby places which are now open knowing that user likes them, or tries to persuade usr(s) that they should like them.
User personal profile is updated continuously, to see which advertising was effective, what techniques worked to convince the user, and what the user's likes and dislikes are. Interactive toy server system combines experience of all the toys to see trends in sales and marketing teclmiques to make them more effective. Fig. 37 describes how an interactive toy updates its user with relevant information, connected to the user location.
A System, Method, and Service for the Promotion of Entertainment, and Other Media, and Selling Associated Products through Interactive Toys, is now Described. The network includes one, or preferably many, interactive toys each of which is placed at a "site" which may be a home, an office, a retail store, a shopping mall, an entertainment outlet (such as an amusement park) or at any other location. Each such site contains either one or many computers, which may or may not be connected by a local network, as well as one or many interactive toys. Each toy may or may not be connected via any form of wireless communication (including, but not limited to radio and infrared) with one or more of the computers at the site (see Fig. 38). It is desirable and even preferable that each toy uses one such site and one computer on this site as its "home base".
Toys may or may not be equipped with one or more controllers with wireless communication with one or more computer systems. Wireless communication wireless communication is achieved with a radio transmitter and receiver connecting a toy directly to a local computer or via cell phone or other.
Wireless communication may be achieved by providing toys with a cellular, or other, mobile phone, or with some or all of the hardware contained in a cellular phone, or with some other wireless systems.
One or more interactive toys containing wireless communicator, dials a computer on a phone network, for example. This may or may not be a central server of a cellular phone network; a central server dedicated to serving toys, one or more user's home computer, or any other computer, which is capable of connecting to a phone network. It is preferred that such a computer be then connected to a global network such as the Internet. Such a configuration allows commumcation with other computers, and with other computer controlled interactive toys.
In another preferred embodiment of this invention, an interactive cell -phone toy contains a cell phone, which has direct Internet connections, and appropriate hardware.
In another preferred embodiment of this invention, an interactive toy operates using batteries, which may or may not be rechargeable. A toy may or may not be fully active when batteries are being recharged and/or it if the toy is plugged into a charger.
In another preferred embodiment of this invention, a toy operates using one or more solar panels.
Interactive toys have interactive speaking, listening and sensing functionality, as described in the above previous patent applications.
An interactive toy may or may not be equipped with one or more speakers, microphones, sensors and actuators (solenoids, motors, and lights) and the like. These control the motion of the toy. Interaction with one or more users is mainly but not entirely verbal using speech recognition technology processed by the computer, which may or may not be remote from the toy.
An interactive toy may have a screen such as an LCD screen for viewing information or it may transfer information to the user through sound (possibly using text-to-speech technology) and motions. An interactive toy may also be equipped with one or more video cameras, which can be used either passively to send pictures to the network or actively to identify the environment of the user using software on the computer. Figs. 39 and 40 show this schematically.
In another preferred embodiment of this invention, an interactive toy has a keypad for input of phone numbers and other information though this function can also be performed using speech combined with voice recognition.
In another preferred embodiment of this invention, transaction of sales and/or services is performed employing voice recognition codes.
In a preferred embodiment of this invention, interactive toys are built modularly, such that there will be different basic interior electronic components, reflecting the cost and range of functions of the toy as defined by design, producers and/or by toy users. The exterior parts, "externals", henceforth, are also modular. They can be removed, updated, and exchanged to suit user requirements. Externals are designed to envelop any of the modular inner component configurations. In another preferred embodiment of this invention, interactive toy externals are "camouflaged" in ordinary objects such as a bicycle helmet or schoolbag. The toy may have a casing of a known or unknown toy personality, or in a soft toy.
An interactive toy may imitate one or more persona when talking- to its user. I.T.S. (Interactive Toy System) voice banks are now described.
An I.T.S. server may or may not have a voice bank. A server may allocate one or more voices to each toy. The server may or may not push a toy to speak, at random times, and try to market produces, services and the like.
An interactive toy may or may not "stick to the conversation" of its user(s), or may intentionally change the subject, and/or add new elements to the currently running conversation. An interactive toy may thus be able to push many products and or services, which were nothing to do with user conversation responses.
In a prefered embodiment of the present invention a toy promotes internet link-ups. An interactive toy may urge its user(s) to link up to the Internet. An I.T.S. may receive a commission each time one or more toys persuade user(s) to link up via one or more specific Internet service providers.
Interactive toy users may or may not receive benefits and bonuses for having linked up to the Internet via a specific service provider. These may or may not include, free information, pictures, text, games, offers, discounts, coupons, and the like.
In a prefered embodiment of the present invention multiple toys make entertainment more interesting.
In addition, content providers provide clips of movies or plays, either by purely audio means, or by combining audio and other possible movements of toy(s). This fomi of entertainment is greatly enhanced when one or more users have many interactive toys, even when some are limited in their abilities, or if some are modular in nature, as discussed in the previous section. In such a case, one or more content -providers may have the various toys act out one or more scenes of a movie or a play. As technology of interactive toys is improved, they may be able to design a play whose actors are a collection of toys.
The entertainment value improves yet further, if some of the toys are inanimate objects, such as toy cars or furniture, are controlled by one or more content providers, thus providing props for the play. Allowing many users on a network to see such entertainment simultaneously may further enhance this multi-usr, multi-toy entertainment approach.
As a further possibility, there may or may not be made available for purchase an entire suite of characters form a particular movie, play of television show which could then collectively act out, possibly interactive, scenes prepared by the producers of the particular show (or by any other person(s)).
A related application of this is to turn a collection of popular toys such as " Barbie- type dolls" into a full entertainment center. Further enhancement occurs when users' response to such a play would affect further development of the play. There currently exist books, computer played movies and imagination games whose outcome depends on the input of users. In the case of interactive toys, this is done online while one or more content providers send content, and the response of one or many users affect the progress of the play for all other viewers. The content may be individualized for a particular user or it can be played as a global game or show. Thus, in one possible example in a global game or show, if a majority of people "boo" at a particular scene, the scene could be changed for everyone, thus giving one user a feeling for what is happening globally. A further possibility is that of character animation which can take several forms. In one form one or more users purchase a particular character whose content provider provides programs or scripts which animate features and personalities of specific characters.
The aforementioned modular technology is useful and even preferable for this purpose in that reduces cost to consumers. Specific characters may or may not be designed by special request, although this is quite expensive. The animated character may or may not be a character (either human, animal, alien or other). This may or may not be from a movie, television show, play or other famous, real or fictitious entertainment figure. It may also be any other publicly known personality, possibly a sports figure, a religious leader, or a historical figure.
In case of a special order interactive toy, this may or may not include a figure of oneself, or a family member, or friend, or, in fact any character human, or otherwise of one's imagination. Content is then provided to animate these characters in either a passive or, preferably, in an interactive way to simulate the characters, which they represent.
It is also possible to produce an animation of an entertainer, or politician, or other historical figure of the past, performing his famous act. Thus, for example, a doll of Elvis performs his songs "live". It is clear that this technology is not limited a particular character receiving content related only to its specific character. Thus for example, it is entirely possible that a user may want to use his Mickey Mouse to act as if he was a football star.
Another form of character animation utilizes the imagination of the user to enhance the entertainment value. A preferred method for achieving this would be to provide some mechanism for some or all of the active components of a toy to be put on an existing toy which were not designed with the Living Toy technology. Thus, for example, a necklace is designed containing a radio transmitter and receiver as well as a microphone and speaker. This is attached to any one of the user's existing toys. When many such necklaces are used, a user animates a large number of his toys. This kind of entertainment is enhanced by the Artificial Intelligence technology discussed above, since a user is able to hold conversations with his/her toys which may, for example, be having a (fictitious) dinner party. Interactions with other toys on one or more networks would make this even more exciting and entertaining.
Such an interactive toy system (I.T.S.) may or may not be used to simulate live performances such as, but not limited to, sports games. Thus, for example, a sports club or a bar purchases a set of figures representing two or more sports teams (note: too expensive for most individual users to purchase). These figures each contain the Living Toys technology. Interactive toys may or may not have the hardware with which to send email to friends.
Interactive toys may or may not have the hardware with which to send voicemail to friends.
Interactive toys may or may not have the hardware with which to send email and/or voicemail to interactive toys.
A prefered embodiment of the present invention includes a point value system for toys, accessories, and information .
In a preferred embodiment of this invention, one or more interactive toy server companies create a points system for charging users.
In a preferred embodiment of this invention, one or more interactive toy server companies create a points system for rewarding users.
In another preferred embodiment of this invention, one or more ITS companies make points competition, whereby users are rewarded.
In another preferred embodiment of this invention, one or more ITS companies make points competition, whereby users with most points receive prizes. These prizes may or may not include meeting Hollywood stars, trips to Hollywood, Hollywood souvenirs, and the like.
In another preferred embodiment of this invention, one or more interactive toy server companies exchange interactive toys, and/or their externals, and/or their internals, and/or their accessories, for upgraded/downgraded toy models, and or for money, and/or for points.
In another preferred embodiment of this invention, one or more interactive toy server companies exchange used interactive toys, and/or their externals, and/or their internals, and/or their accessories, for upgraded/downgraded toy models, and/or for money, and/or for points.
In a preferred embodiment of this invention, each toy has a character, in order to support and enhance the personal touch of the toy. The character can be an imaginative character (like a cartoon character) or a celebrity. The entertainment content processed by the controlling computer is adapted to the persona of the toy.
In another preferred embodiment of this invention, an interactive toy can be re- personified or re-characterized, one or more times. Re-characterization involves changing the externals of the toy, changing its voice personification, age, and gender capture, and entertainment. In another preferred embodiment of this invention, each personification of each toy has one or more matching sets of personal belongings. These include clothes, shoes, bags, swimwear, accessories, and the like.
In another preferred embodiment of this invention, one or more users of and interactive toy with personification, can purchase matching sets of personal belongings to suit owner age, gender, size, and the like. These include clothes, shoes, bags, swimwear, accessories, and the like.
In another preferred embodiment of this invention, a user and the interactive toy are dressed identically.
In a preferred embodiment of this invention, an interactive toy can be clipped onto the user garment, or placed in suitably designed user pouch, which may or may not be part of a user accessory or user garment. This is designed such that it is difficult to detach an interactive toy from a user, particularly for children, and this reduces the risk of losing an interactive toy.
In a preferred embodiment of this invention, a user identifies himself with his toy, typically as a part of the entertainment content. One or more controlling computer host information about every user. The information is collected continuously concerning all entertainment content provided by one or more interactive toys. This personal information is analyzed, stored, and utilized by an interactive toy system (ITS) company to provide entertainment via each interactive toy to its user(s).
In a prefered embodiment of the present invention methods for swap, barter, and trade-in of toys, accessories, and information are provided.
An interactive toy acts in a manner which encourages the user to become emotionally attached to it.
In another preferred embodiment of this invention, if a user becomes emotionally detached to an interactive doll, he can "get rid of it". In such a case, he can return it to the ITS company for upgraded/downgraded toy models, and/or for money, and/or for points.
In a preferred embodiment of this invention, a user can swap his interactive toy for another interactive toy, and/or internals, and/or externals, and/or accessories, and/or for upgraded/downgraded toy models, and/or for money, and/or for points to the ITS company. This transaction may or may not be with parental consent, if the user is a child.
In a preferred embodiment of this invention, a user can swap his interactive toy internals and/or externals/ and or accessories for another interactive toy, and/or intemals, and/or externals, and or accessories, and/or for upgraded/downgraded toy models, and/or for money, and/or for points. This may or may not be with parental consent, if the user is a child.
One or more ITS companies register such swapping transactions employing email/ and/or voice recognition codes, and/or Internet transactions, and/or upon receipt of hard copy confirmations.
In a preferred embodiment of this invention, one or more users can swap their interactive toy(s) for another interactive toy, and/or internals, and/or externals, and/or accessories, and or for upgraded/downgraded toy models, and/or for money, and/or for points with one or more interactive toy users. One or more ITS company may or may not debit and/ or credit the two parties in the swap transaction for or for money, and/or for points.
In another preferred embodiment of this invention, children can perform a swap, as mentioned above without parental consent provided that the two objects being swapped are of the same value +/- a percentage, which is pre-authorized by the parents, and the swap is registered by at least one ITS company.
In another preferred embodiment of this invention, children can perform a swap, as mentioned above, without parental consent. This is provided that the two objects being swapped are of the same value +/- a percentage, which is less than the percentage requiring parental authorization, and the swap is registered by at least one ITS company.
In another preferred embodiment of this invention, children cannot perform a swap, as mentioned above, even with parental consent. This is provided that the two objects being swapped are very different in value. This exclusion is to protect the user, normally children from being cheated or extorted.
In a prefered embodiment of the present invention toy provides entertainment.
This entertainment is selected on a basis of the personal history of a user. The user's entertainment via the doll is thus based on his previous preferences, and with time, becomes more and more to Ins liking and preference. This feature further improves the personal touch of the toy. Personalization, namely the introduction of user characteristics and preferences to the computer, is typically performed via the computer terminal (or monitor).
The general operation of a media system is now described in accordance with a prefered embodiment of the present invention.
Processes that take place in the system to distribute the relevant media content and advertising materials to appropriate users are described in more detail in applicant's co- pending applications. In a prefered embodiment of the present invention interactive toys market and sell media products and services.
The objective of the promotional and advertising materials provided by one or more interactive toys and their user(s) is to encourage users to want media products and/or services. Typically the promotional and advertising material is embedded within the entertainment content. For example, an interactive toy can tell a story of a prince and a princess throwing a feast, and mention a movie showing in the local cinema, or comics, books, dolls, CDs, videos, and the like about the same subject, on sale at the local mall.
In a preferred embodiment of this invention, interactive toy users receive discounts on media products and services purchased via an interactive toy.
In another preferred embodiment of this invention, interactive toy users receive discounts on media products and services, in exchange for persuading a friend to buy an interactive toy.
In another preferred embodiment of this invention, interactive toy users receive points, in exchange for persuading friends to buy media products or services via their interactive toys.
The more toys a family possesses, the more points and/or discounts the family receives.
In a prefered embodiment of the present invention each toy portrays one or more images.
In a preferred embodiment of this invention, one or more interactive toys market Hollywood images, concepts, and personalities, or others. For example, marketing a "tough cowboy image" through imitation of John Wayne, Clint Eastwood or the like. For example, marketing "devoted dumb American wife syndrome" as in "the Stepford Wives". For example marketing "adorable darling daughter" as in "Annie". For example, marketing a "little boy lost" through imitation of Mowgli in "Jungle Book". For example, marketing of "hung-up eccentric male" through imitation of Woody Allen, Rowan Atkinson, or the like.
In a prefered embodiment of the present invention each image markets products and services associated with image, and others.
In another preferred embodiment of this invention, one or more interactive toys market a "tough cowboy image" through imitation of John Wayne, Clint Eastwood, or the like, leads to marketing of cigarettes, jeans, cowboy boots, American holiday packages, and the like. In another preferred embodiment of this invention, one or more interactive toys market "devoted dumb American wife syndrome" as in "the Stepford Wives, leads to marketing ladies fashions, household appliances, house cleaning equipment and materials, soft furnishing, hair dye colors and make-up products, food and recipes, and the like.
In another preferred embodiment of this invention, one or more interactive toys market "adorable darling daughter" as in "Annie" leads to marketing of children's clothes, educational packages, day and summer camps, and the like.
In another preferred embodiment of this invention, one or more interactive toys market of "hung-up eccentric male" through imitation of Woody Allen, Rowan Atkinson, or the like, leads to marketing of "interactive corrective toys", dating services, alcoholic beverages, and the like.
In another preferred embodiment of this invention, one or more interactive toys market a "little boy lost" through imitation of Mowgli in "Jungle book" leads to marketing of safari tours, Disneyland tours, Disney products, boys' clothing and foot- ware, and the like.
In a prefered embodiment of the present invention toys push "be alike"and "have alike" concepts.
The above examples are but a few of a multitude of possibilities, in which one or more interactive toys market personalities, or concepts or characters from Hollywood or from other media sources. Interactive toys thus push users to "want to be like" and/or "want to have like" one or more images, personalities or concepts. Interactive toys thus bring personalities, concepts, characters or images to the consciousness of toy users.
In a prefered embodiment of the present invention toys market/sell travel packages.
In a preferred embodiment of this invention, interactive toys market national and international flights and travel packages and the like.
In another preferred embodiment of this invention, interactive toys market national and international flights and travel packages and the like to individuals.
In another preferred embodiment of this invention, interactive toys market national and international flights and travel packages and the like to families and groups.
In another preferred embodiment of this invention, interactive toys market national and international flights and travel packages and the like to individuals at discounted prices to toy users. In another preferred embodiment of this invention, interactive toys market national and international flights and travel packages and the like to families and groups at discounted prices to toy users.
In another preferred embodiment of this invention, interactive toys market national and international flights and travel packages and the like to individuals, families and groups at discounted prices to toy users in exchange for points.
In a prefered embodiment of the present invention toys market/sell products in "hollywood wrappings".
In a preferred embodiment of this invention, interactive toys market every-day products with Hollywood/ other media wrapping. For example, rice marketed as King's Rice with a picture of Yul Brynner on the package (from the film "The King and I"). Other examples, include automobiles, fountain pens, or watches marketed as "James Bond" models. For example, Take-Away food marketed as Detective/cop food. The purchase transaction of such products is performed directly by the user, or by the interactive toy.
In a prefered embodiment of the present invention toy markets/sells branded goods.
Interactive toys may market branded sportswear, shoes, and equipment. Interactive toys may market branded sportswear, shoes, and equipment as a media-famous brand.
In a prefened embodiment of this invention, an Interactive Toy System (ITS) receives a commission or exchange deal for marketing and /or selling branded sportswear, shoes, and equipment, and the like.
In a prefened embodiment of this invention, interactive toys market and/or sell games, toys, and activities for adults and children.
In another prefened embodiment of this invention, interactive toys perform purchase transaction of any such products over the Internet, email, or other wireless communication on behalf or their user(s) .
In another prefened embodiment of this invention, interactive toys perform purchase transaction of such products over the Internet, email, or other wireless communication.
In a prefered embodiment of the present invention interactive toys market/sell keep- fit equipment and programs.
Interactive toys may or may not sell and/or market keep-fit equipment, programs, diets, and the like.
An interactive toy may or may not use its image as a health and sports promotion marketer/salesman. It may or may not use another persona' s voice or the like to market/sell such products and services. In a prefered embodiment of the present invention an interactive toy server receives commission for clientele.
In another prefened embodiment of this invention, users and/or interactive toys perform purchase transactions of such products, and the ITS receives a commission for the transaction, typically 5-15%, of the transaction value.
In a prefened embodiment of this invention, an interactive toy is used as a game-boy. Such a game-boy may be stand-alone, or in conjunction with a computer, or both. Such a computer may be portable or home-based.
In another prefened embodiment of this invention, the game-boy downloads Hollywood games, or others.
Such games may or may not market other products and services.
In a prefered embodiment of the present invention interactive toys are used as monitors for sales and marketing trends.
One real advantage of an interactive toy server system in this is that the information in the profile is much more specific and personal than profiles developed by other means. Standard pattern matching technology used for analyzing business trends can be used to analyze these profiles.
An interactive toy is thus an interactive and responsive advertiser. It reacts to known features of the user as derived from its database and advertises accordingly. It reacts to the answers to the questions, which it asks the user and it reacts to trends and behaviors, which it notices from the user using the aforementioned pattern matching technology.
In many senses the toy in our system can be viewed as a "super salesman". Besides knowing everything about its user, a toy also knows everything about all the other users on the system. Thus, in a virtual sense, the various toys can have a "sales meeting" in which they combine all their knowledge about sales and create new strategies and techniques for selling to certain kinds of people and groups of people.
In a prefened embodiment of this invention an interactive toy can be tracked, both with respect to location and with respect to time.
In another prefened embodiment of this invention, an interactive toy pushes commercial media applications relevant to location/time and personal profile of the user. The network system updates one or more user personal profiles based on those specific users' histories.
In a prefered embodiment of the present invention coupons and discounts are provided. In another prefened embodiment of this invention, the interactive toy can generate discounts or coupons, which can be used by its user(s) to the users' economic advantage at various media outlets, such as cinemas, concerts, theatres, or in the purchase of newspapers, electronic newspapers, Internet packages, and the like.
In another prefened embodiment of this invention, an interactive toy server can exchange infonnation with a media merchant database.
In another prefened embodiment of this invention, an interactive cell-phone toy can locate one or more users within the home -base, or when away from the home base.
In another prefened embodiment of this invention an interactive toy has an alarm system.
In a prefened embodiment of this invention, a cell-phone company database is used for personalization information. This may or may not be in exchange with information from the Interactive Toy Server Company.
In a prefened embodiment of this invention, a media conglomerate or company links up to one or more Interactive Toy Server Companies. Such a media conglomerate provides entertainment, services, entertainment products, media products, and the like.
In another prefened embodiment of this invention, one or more Interactive Toy Server Companies market services and products of a media conglomerate via interactive toys to interactive toy users. Interactive Toy Server Companies receive a commission, typically 5- 15%, from the media conglomerate, on any transaction done via interactive toy and/or as a direct consequence of the pushing of one or more interactive toys.
In addition to containing technology for mobile communication via the cellular or other mobile phone network, an interactive cell phone toy may or may not contain hardware for communicating with any computer directly, once it is within range of this computer. Thus, for example, when a user enters a home, an office, a store, a mall, an amusement park, or any other site, containing one or more networks of computers, which are equipped with a wireless transmitter and receiver, capable of communicating with such a toy, an interactive toy is be able to connect to the computer directly. This provides a more reliable link of an interactive toy to a computer, and also avoids the cost to toy users of using the cellular phone system.
An I.T.S. may or may not set up one or more clubs for interactive toy users. These may be local/national/intemational. Such clubs may or may not be sectored with respect to age, gender, and the like. Such clubs may or may not offer special deals to club members, and may or may not provide members with a membership card, which may or may not be in conjunction with a credit card (in a similar way to the large retail outlets and supermarkets). Special offers may include games, coupons, points, competitions, discounts, coupons, and the like.
Fig. 38 describes the main parts of an Interactive Toy System (I.T.S.) constracted and operative in accordance with a prefened embodiment of the present invention. The system includes a toy or a similar device having a fanciful appearance. The toy incorporates a controller that controls the peripheral components of the toy (see Fig. 39 below) and is in wireless communication, via a radio transceiver, with a home computer. Alternatively the toy controller can communicate with a mobile entertainment server via a mobile public communication network, such as a cellular network. Alternatively, the toy controller can communicate with a local public server serving a store or a mall, via a local communication network such as a PCS service, CT3 network (such as DECT). Alternatively, it can connect via proprietary network similar or the same as the wireless communication network operated by the home computer at home. Therefore a toy can communicate with a controlling computer in the home, in the street and in the store or mall. The controlling computer hosts the software that operates a toy and the content delivered via a toy to its user. Practically, a user interacts with the entertainment content provided and processed by a controlling computer. Content, or entertainment content in this respect includes games, information, education material, promotion and advertising materials, and the like.
Fig. 39 describes the main entities of the systems and the main commimications between them. The main entities are:
The computer (server) controlling the toy at the place where the toy is in the time of operation.
The computer (server) of the entity that provides the entertainment content that the user has selected.
The computer (server) of the entity that provides the promotional or advertising material to be communicated to the user with the selected content.
The network supervising computer (Of the present invention's maintenance server).
The system can track the whereabouts of the user whenever the toy is operative and in communication range with a controlling computer. The controlling computers, namely the home computer, the public mobile network computer and the store/mall computers, are synchronized by the network-supervising computer so that the user and her toy can roam between them. Fig. 40 describes a possible implementation of the toy part of the present invention. The toy includes sensors such as touch sensitive sensors, position sensors, motion sensors and light sensors, actuators such as motors and solenoids, speaker and microphone. The controlling computer can transmit to the toy controller audio content, including speech, to be produced by the speaker and can receive from the toy controller audio, including speech, collected by the microphone. The controlling computer can process the recorded audio by means of speech recognition software. The controlling computer can therefore operate the toy and provide the user fully interactive content, comprising bi-directional verbal communication with motions and gestures of the toy.
Figs. 41 and 42 are block diagrams of the computer (600 and 730 respectively), the toy controller (630 and 820 respectively) and the radio base station (620 and 750 respectively). The two figures differ in the connection between the radio base station and the computer, where Fig. 41 describes a connection via a sound board and Fig. 42 describes a connection via the computer's serial or parallel ports.
Fig. 43 describes mobile interactive toys and their associated network. One or more interactive toys containing cellular phone dials a computer on a phone network, for example. This may or may not be a central server of a cellular phone network; a central server dedicated to serving toys, one or more user's home computer, or any other computer, which is capable of connecting to a phone network. It is prefened that such a computer be then connected to a global network such as the Internet. Such a configuration allows communication with other computers, and with other computer controlled interactive toys.
Fig. 44 shows schematically that an interactive toy may or may not be equipped with one or more speakers, microphones, sensors and actuators (solenoids, motors, and lights) and the like. These control the motion of the toy. Interaction with one or more users is mainly but not entirely verbal using speech recognition technology processed by the computer, which may or may not be remote from the toy.
An interactive toy may have a screen such as an LCD screen for viewing information or it may transfer information to the user through sound (possibly using text-to-speech technology) and motions. An interactive toy may also be equipped with one or more video cameras, which can be used either passively to send pictures to the network or actively to identify the environment of the user using software on the computer.
Fig. 45 shows schematically interactions between an interactive toy and its sunoundings. It may use a direct link to its computer while at home, and a cellular network, which away from home. Fig. 46 shows a schematic of the hardware in the- situation described in Fig. 45.
Fig. 47 describes one possible way in which an interactive Barbie-type doll doll markets products to a user and her friend, and pushes "have alike" and "be alike" concepts. An I.T.S. receives a commission for this type of transaction.
Fig. 48 portrays the ability of an I.T.S. to perform and register a swap of interactive toys between two parties, and to credit/debit users according to the value of difference in "product received-product given". This figure also portrays the idea of a point value system for all products/services. An I.T.S. may or may not receive a commission for this type of transaction.
Fig. 49 describes how characterization can be used to market Hollywood media products such as movie tickets. It further portrays the point system in place to provide positive reinforcement employing point rewarding for sales in order to boost sales.
Fig. 50 describes how an interactive doll can market products with/without "Hollywood wrappings", described in text above. This figure further describes "empowering of child" described in previous and concunent applications, as well as describing the ability of an interactive toy to order food over the web, to entertain, and provide music upon request, and to respond interactively.
Fig. 51 describes a function of an interactive toy in simulating human emotional attachment. It further portrays the potential of such a toy in persuading a user to change his mind, and invest in another interactive toy in exchange for points, as a preference to, and rather than swapping toys (lesser revenue). . An I.T.S. receives a commission for this type of transaction.
An Interactive Shopping Companion Toy is now Described.
Another prefened embodiment of the present invention employs and alternative of the affiliation method used in the Web, that has been modified for real world stores (r-stores = real world stores; similarly to e-stores that are web based stores). Toys and similar portable devices are used to convey promotional and advertising material to users, preferable in verbally interactive form, encourage the users to visit shops.
The advantage of the present invention is that the toy becomes a personal companion of the user, typically a child.
To support and enhance the personal touch of the toy each toy has a persona. The persona can be an imaginative character (like a cartoon character) or a celebrity. The entertainment content processed by the controlling computer is adapted to the persona of the toy. The user identifies himself to the toy, typically as a part of the entertainment content. The controlling computer hosts information about the user that is being collected continuously by all entertainment content. This personal information is used by the every entertainment content to further improve the personal touch of the toy. Personalization, namely the introduction of user characteristics and preferences to the computer, is typically performed via the computer terminal (or monitor). Fig. 52 Presents a sample personalization screen.
Figs. 53 to 56 describe in a general form of flow charts the main processes that take place in the system to distribute the relevant content and advertising materials to the appropriate users.
The objective of the promotional and advertising materials provided by the toy to the user is to encourage the user to visit specific stores. Typically the promotional and advertising material is embedded within the entertainment content. For example, the toy can tell a story of a prince and a princess throwing a feast and mention a present the child can receive at the nearest food parlor. Alternatively, when it is time for lunch and the child is nearing a food parlor the toy can complain that it is hungry and would like to eat the delicious hamburger available around the comer.
Alternatively the content may include a game where points are collected and the user gets a prize. Points can be earned in many ways including finding a treasure in a store (gets child into the store to look and then encourages purchase). Toy may have point of sale toys or just the computer but the child brings his toy to verify he was there, the system of the present invention bills advertiser for getting child to store.
Since the system and the service are deployed in the home, the street and the store (or mall) advertising is provided practically continuously and personally. The system and the service are capable of "Advertise on the move" through the toy to the user (in verbal form) according to user profile,' preferences, location, and buying pattern (personal and statistical characteristics).
While the store increases its revenues from new and from frequent customers the other parties of the network also benefit. The toy vendor, the content the present invention, the advertising agency and the service operator (hereinbelow collectively "the parties") collect revenues from various sources such as the selling of advertising space or a commission on the sale made by the store.
Since the promotion and advertising is personal the parties can collect revenues for successful advertising. A success can be defined as an actual sale and the revenues to the parties will be a commission on the sale. The success can also be defined as the user entry to the store (or mall). To achieve this goal the user is identified at the store and to the store. Furthermore identifying the specific advertising and the content in which the advertising was embedded enables specific distribution of the advertising revenues between the parties.
The prime means to identify and locate the user is the toy that is in continuous communication with the system, in the home, in the street, and in the store or mall. The toy is able to identify the child as a part of a "login game" where the child identifies itself to the toy, for example by saying a personal password as described in Fig. 57. The system is able to locate the toy at all times by comparing signals received from the toy at two or more base stations. It is therefore advantageous to operate in store or mall wireless communication infrastructure, based on the proprietary technology of the present invention, rather than the use of a public cellular service. - The local (multiport) wireless technology is less costly (there is no need to pay for cellular air-time), more flexible (SMS messages can be much longer) and provides more accurate location (since it uses higher frequency band). purchased products or services are identified and interests and successive buying possibilities are associated for further advertising and promotion.
Cellular telephone services and other wireless networks support communication of short alphanumeric messages to and from the handsets. The advantage of Short Message Service (SMS) is that communication does not require establishing a regular bidirectional voice circuit and is therefore much more efficient. It is therefore advantageous to use the SMS also to control the toys. The use of SMS is performed by embedding the toy control commands in the SMS alphanumeric payload. A list of toy control commands is provided below.
Toy control commands can carry information to be displayed on the toy's display or carry text that the toy's processor can convert to speech by means of text-to-speech software.
The use of text to speech is particularly useful to communicate short personal advertising and promotional content. Specifically when the toy is located in proximity to the advertising subject, whether the toy is located in the street besides the store or by the local wireless system, in the store besides a particular shelf. The toy can further provide personification of the communicated advertising to the personal of the toy.
The use of display is particularly advantageous to provide the store personnel information about the toy owner, such as a personal code and personal privileges such as a "virtual coupon". The information can be displayed in human readable manner (alphanumeric) or in computer readable manner such as barcode. Other features of the present invention include:
Creation of promotional programs and content;
Identification of transaction in the store for billing commission;
Development and maintainance of "buyers clubs" and coupons. The toy can provide the toy owner with discount coupons for particular items and particular stores. Coupons may be printed from a printer connected to the user's home computer.
Integration of at-home and out-of-home advertising and "coupon-ing" systems;
A list of prefened toy control commands is described in tables 1-27 as follows:
Table 1.
COMMAND STRUCTURE
Figure imgf000113_0001
COMMANDS LIST
From the Computer to the Toy control device.
Table 2. A. OUTPUT COMMANDS SET IO TO DATA
Figure imgf000113_0002
Set Toy control device output pin to a digital level D.
P: Computer address 00-03 H
A: unit address - 00-FF H
IO: i/o number - 00-03 H
D: Data- 00-01 H
Example
1. 01 00 00 05 00 01 03 01 00 00 setio 3 to "l"
2. 01 00 00 05 00 01 03 00 00 00 set io 3 to "0"
Figure imgf000114_0001
Change Toy control device output pin to D for a period of time and then return to previous state.
P: Computer address 00-03 H o
A: unit address - 00-FF H
IO: i/o number - 00-03 H
T1,T2: time - 00-FF H
D: Data- 00-01 H
Example:
01 00 00 05 00 02 03 05 00 00 set io 3 to "1" for 5 seconds
Table 4. B. INPUT COMMANDS SEND STATUS OF SENSORS byte 9 byte [ 7 Byte [ 6 byte [byte 5 [ byte 4 [byte 3 ( byte 2 byte [byte 0|
Figure imgf000115_0002
Figure imgf000115_0001
Figure imgf000116_0001
X X X 03 01 A 00 00 01
Stop scanning the Toy control device sensors.
P: Computer 'address 00-03 H
A: unit address - " 00-FF H
Example:
1. 01 00 00 05 01 03 00 00 00 00 scan mode of sensors OFF
Table 8. C. AUDIO OUT COMMANDS START AUDIO PLAY
Figure imgf000117_0001
Start playing an audio in a speaker of the Toy control device The Audio is sent to the Toy control device by the computer sound card and the Computer radio interface.
P: Computer address 00-03 H
A: unit address - 00-FF H
1. 01 00 00 05 02 00 00 00 00 00 Start audio-play
Figure imgf000118_0001
Stop playing an audio in a speaker of the Toy control device. P: Computer address 00-03 H
A: unit address - 00-FF H
01 00 00 05 02 01 00 00 00 00 Stop audio-play
Figure imgf000118_0002
Start playing an audio in a speaker of the Toy control device and set an io pin to '1 '. After time T, stop audio and set IO to '0'. start this command after a delay td* 100ms. if SC— '1" then after the execution of this command, start the input command SCAN_SENSORS_ON_ONCE (if any sensor is pressed, even during the audio play, send a message to the computer).
P: Computer address 00-03 H
A: unit address - 00-FF H
IO: i/o number - 0-3 H ( if IO>3 then don't set IO)
T0.T1.T2: TIME 000-FFF H (*100ms) (T0=MMSB, T1=MSB T0=LSB) td: delay time befor execute 0-F H (* 100ms)
01 00 00 05 02 04 80 2A 03 00 Start audio-play and IO # 3 for 6.4 second
640=280H delay before execution = 10*1 OOms^l sec
01 00 00 05 02 04 80 2A 13 00 Start audio-play and IO # 3 for 6.4 second and set scan sensors on once mode. delay before execution = 10*100ms=lsec
^J
Table 11. D. AUDIO IN COMMANDS TRANSMIT. MIC FOR TIME
Figure imgf000119_0001
Requests the Toy control device to Transmit microphone audio from the Toy control device to the Computer radio interface and to the sound card of the computer for time T.
P: Computer address 00-03 H
A: unit address - 00-FF H
T1.T2: TIME 00-FF H (SEC)
Example: 01 00 00 05 03 00 OA 00 00 00 start mic mode for 10 seconds
Table 12. E. GENERAL TOY COMMANDS GOTO SLEEP MODE
Figure imgf000120_0001
Requests the Toy control device to go into power save mode (sleep). P: Computer address 00-03 H
A: unit address - 00-FF H
1. 01 00 00 05 04 01 00 00 00 00 switch the Toy control device into sleep mode.
Table 13. GOTO AWA] KE M [ODE byte 9 8 byte 7 byte 6 byte byte byte 4 byte 3 byte 2 1 byte byte O 5
CRC bits - - 8 bits - - 8 bits - - 8 CMD CMD Unit # Unit # Unit # PC Head lsb msb C-sb B-sb A-sb add
Figure imgf000121_0001
Requests the Toy control device to go into an awake mode P: Computer address 00-03 H
A: unit address - 00-FF H
01 00 00 05 04 02 00 00 00 00 switch the Toy control device into awake mode.
Figure imgf000121_0002
Requests the Toy control device to perform RESET P: Computer address 00-03 H
A: unit address - 00-FF H
01 00 00 05 04 OF 00 00 00 00 Toy reset
Figure imgf000122_0001
Requests the Toy control device to switch to new RF transmit and receive channels. P: Computer address 00-03 H t o A: unit address - 00-FF H
CHI : Transmit RF channel number 0-F H
CH2: Receive RF Chamiel number 0-F H
1. 01 00 00 05 04 0A 12 00 00 00 Switch to new RX and TX RF channels
Note: This command is available only with enhanced radio modules (alternate Ul of Fig. 5E ) or with the modules described if Fig. 15A-15E and 24A-24E.
F. TELEMETRY Information sent by the Toy control device, as an ACK to the command received from the Computer radio interface.
Table 16. OK ACK byte 9 8 byte 1 7 byte 1 6 byte | byte 5 | byte 4 | byte 3 1 byte 2 | 1 byte | byte 01
Figure imgf000123_0002
Figure imgf000123_0003
Figure imgf000123_0001
Figure imgf000124_0001
Send a message to the Computer radio interface if the Toy control device goes from sleep mode to awake mode.
P: Computer address 00-03 H
A: unit address - 00-FF H cl,c2: status command AB H
01 60 00 05 0A 00 AB 00 FF 00 Toy is awake message.
H. CRI (Computer Radio Interface)- commands
Commands that are sent only to the Computer radio interface.
Table 18. SWITCH AUDIO OUT TO RADIO and TRANSMIT
Figure imgf000124_0002
Requests the Computer radio interface to switch audio_out from the computer sound card to the radio wireless transceiver and transmit. P: Computer address 00-03 H
Table 19. SWITCH AUDIO OUT TO JACK and STOP TRANSMIT
Figure imgf000125_0001
Requests the Computer radio interface to switch audio_out from the radio RF wireless transceiver to the speakers jack and to stop transmit. P: Computer address 00-03 H
Figure imgf000126_0003
Figure imgf000126_0002
Figure imgf000126_0001
Figure imgf000127_0001
Perform software reset on the Computer radio interface unit.
P: Computer address ' 00-03 H
I. CRI - ACK ACK sent only to the Computer by the Computer radio interface, only after CRI commands.
Figure imgf000127_0002
This is an ACK for a CRI command, this ACK is sent to the computer by the computer-radio-interface, after executing a command successfully.
P: Computer address 00-03 H cmd 1,2: Received CRI command MSB ok ack. 00-FF H cmd 3,4: Received CRI command LSB ok ack. 00-FF H
01 60 00 00 0D 00 0C 01 00 00 OK ack for 0C01 CRI command (SWITCH AUDIO OUT TO JACK) the computer_radio_interface number is 6.
01 60 00 00 0D 00 OC OF 00 00 OK ack for 0C0F CRI command (CRI reset) the computer_radio_interface number is 6. This ack is also sent on POWER UP RESET
Table 24. MULTIPORT COMMANDS
Figure imgf000128_0001
A computer transmits this command to verify that the radio channel is vacant. If another computer is already using t lis channel it will respond with the Availability Response Command. If no response is received within 250msec the channel is deemed vacant
P: Computer address 00-03 H
A: unit address - 00-FF H
Figure imgf000128_0002
A computer transmits this command in response to an Availability Interrogation Command to announce that the radio channel is in use.
P: Computer address 00-03 H
A: unit address - 00-FF H
Figure imgf000129_0001
A Toy transmits this command to declare its existence and receive in response a Channel Pair Selection Command designating the computer that will control it and the radio channels to use.
P: Computer address 00-03 H
A: unit address - 00-FF H
Figure imgf000129_0002
A computer transmits this command in response to a Toy Availability Command to inform the toy die radio channels to be used.
P: Computer address 00-03 H
A: unit address - 00-FF H
CHI : " Toy transmit channel 0- F H
CHI : Toy receive channel 0- F H
Another preferred embodiment of the present invention describes a multipoint, adaptable, context-based system of filters system for securely preventing transmission and receipt of inappropriate content over an. interactive computer-based network, particularly a network of interactive toys. These filters filter out unacceptable speech and other undesired inputs, and prevent undesired outputs to the interactive toys.
A network of interactive toys, which are preferably secured, is now described.
Fig. 43 is a functional block diagram of a network of interactive toys, constructed and operative according to a preferred embodiment of the present invention. The network includes of at least one, and preferably many, interactive toys each of which is placed at a "site" which may be a home, an office, a retail store, a shopping mall, an entertainment outlet (such as an amusement park) or at any other location. Each site typically contains either one or many computers, which may or may not be connected by a local network, as well as one or many interactive toys. Each toy is preferably connected via any form of wireless communication (including, but not limited to radio and infrared) with one or more of the computers at the site. It is desirable and is even preferable that each toy uses one such site and one computer on this site as its "home base".
It is preferred that at a site where a computer communicates with an interactive toy, that such a computer is connected to a network, or to a series of interconnected networks, and has software running on it which can utilize these networks to perform various functions described below.
It is preferred that each toy can be a guest at any other site apart from its home base, at which there are one or more computers' running the aforementioned software. An individual toy on such a network typically contains "roaming hardware", which allows that toy to roam between different sites.
In another preferred embodiment of this invention, the roaming hardware is connected to any type of wireless network (such as the cellular or the satellite network) which currently exists, or any other future wireless network, using the standard technology for connecting to this network. These configurations, or the like, allow an interactive toy to fimction with full capabilities either by containing a powerful processor of its own, or by connecting through the aforementioned networks to a central server, or to the user's home base computer. A toy comprising roaming hardware preferably updates its home base with all newly acquired information upon its return, or at some convenient time while the toy is roaming. In another preferred embodiment of this invention, an interactive toy does not contain roaming hardware.
It is preferred that a network system contains one or more servers, henceforth "toy servers", whose main purpose is to serve the global community of interactive toys. Such toy servers typically fulfil many functions, including, but not limited to, providing support to local computers, providing new content for interactive toys, providing technical support for toys, providing software support and upgrades, providing online stores and user's clubs and, coordinating all the commercial concerns of the system. Toy servers preferably receive information and content from users and provide content and information to users by means of one of the networks described above.
In another preferred embodiment of this invention, an interactive toy contains additional hardware such as, for example, a light sensitive device, which is applied as a bar code scanner. Such systems allow interactive toys to interact with standard equipment in a retail outlet, such as a cash register. Such systems allow a toy to send information about its user's purchase to the system's server. Such information is transferred to the toy server or toy controller, or the like, in order to charge that store a commission fee for bringing a user to that store, and/or that user making one or more purchases at that location.
In another preferred embodiment of this invention, a "toy server system" contains one or more "Entertainment Providers". Entertainment Providers, are individuals, companies or any other entities, which provide any form of entertainment content, which may include educational or commercial content, to one or many of the interactive toys on the system. Such content is either provided directly by an Entertainment Provider to the consumer via any public network, or is provided to the aforementioned toy servers (either via a public network or by a secure private line or by any other means). If content is sent over a secure private line, then the server typically processes the content as is preferable and then sends it to the consumer via the public network.
Features of interactive toys:
The invention includes interactive toys, which preferably have a recognizable appearance, image, character and/or persona. A schematic diagram showing the functional components of the toy is shown in Fig. 44. An interactive toy preferably contains a wireless transmitter and receiver. In another preferred embodiment of this invention, an interactive toy may contain only a transmitter or only a receiver. Use of wireless communication makes the toy easier to use and more convenient, than a wired toy. In another preferred embodiment of this invention, an interactive toy, or any other part of the system is connected by wire.
Each interactive toy preferably contains one or more mechanical systems, which may be activated electrically, which allow physical motion of parts of the toy and/or motion of the toy as a whole. Each toy preferably also . contains one or more sensors, which may include sensors of sound, one or more microphones, sensors of vibrations, touch, heat, light, motion, vision or any other sensor or combination of sensors. It is preferred that each toy contains one or more microphones and an audio speaker or a system of such speakers.
A user preferably communicates with a toy either by activating one of its sensors or by talking to it. The toy preferably passes the input information to the user's computer or to any other computer currently serving the toy. The computer preferably employs voice recognition technology to parse a user's speech. The computer preferably analyzes all the inputs, and responds to a user in a manner, which is at least partially dependent on at least. one of the inputs received; the appearance, image, character and persona of the toy; personal details of the user; and on other information in the computer.
The computer preferably sends information back to one or more toys, which allows one or more toys to respond to the user's input. Preferably, one or more responses are either determined by a prearranged script, or by the use of commercially available Artificial Intelligence systems, which allow the interaction to closely resemble actual human interaction. Thus an interactive toy is preferably able to act as closely as possible to being a human, an animal, any other living being, or any imagined living being, such as an alien, a cartoon character or a science fiction character, in whose appearance, image, character, persona and appearance is possessed by the interactive toy. Fig. 45 shows, schematically, the links of one such interactive toy to the outside world. Fig. 46 shows, in more detail, the hardware components of one such interactive toy.
In another preferred embodiment of this invention, individual interactive toys each has a unique electronic identification code, so that each toy may be uniquely identified by the computer system which rims one or more entertainment systems.
In this invention, a system as described in Fig. 43, contains database of user information, as well as constant flow of information including content, user mformation, credit card information, user transactions, and the like. All such systems need to be secured. In addition, it is particularly important that inappropriate content is not delivered to any system user and/or toy users. Inappropriate content includes speech and action, and further includes inappropriate commercial content. Inappropriate commercial content includes both unauthorized advertising or entertainment, as well as inappropriate advertising or entertainment, or any other content which one or more users have specifically requested not to receive.
Fake scripts are very dangerous, such as those delivered by computer hackers. For example, an inappropriate script may cause, at a given moment, all interactive toys say something horrible to all the toy users on the network, including children of different ages.
Even if it is found that one or more such systems has been hacked or compromised in some other way, and it is fixed thereafter, it is possible that some inappropriate content reaches one or more, and possibly all, the users on the network (like a computer system virus). Such fake scripts may have a delay in their activation, and would therefore be activated at a later time. Thus even if one or more servers, are turned off and cleaned out, there may still be dangerous content present in one or more users' computer. Such a computer may or may not be logged to the net at that time in order to delete the fake script or scripts.
Cleaning out and deletion of inappropriate content from one or more users' computers is a particularly problematic, since not all users receive the message that they need to clean up their system at one specific point in time. If some of the users are children, then there may be an especially serious problem, as they may not be able to respond to messages, as is preferable, to eliminate the inappropriate content and/or to delete the fake script or scripts.
Proposed solution for security system(s) is now described.
A good basis of such a security system includes a one or more computer server systems and network containing standard tight security features, such as firewalls, encryption, and virus detection software and/or hardware. Databases on such servers are read-only, and the database connected to one or more users is separate, with a secure firewall, to ensure that such a database is tamper-free.
In another preferred embodiment of this invention, private secure lines link from one or more "Content/Entertainment Providers" to the interactive toys' server (ITS).
A particular feature of a preferred embodiment of the present invention is the addition of "multi-point adaptable, context-based system of filters" to secure systems, such as those described above. This invention includes set-up of a network of filters, which enable filtering of content, both text and non-text, including sound files and commands to perform actions as well as other types of scripts, at many points throughout the network. The interactive toys' server (ITS) preferably has good and accurate information about sender and receiver characteristics. For example, it is expected that the User of Soft Toy One talks to the user of Soft Toy wo about soft-toy related subjects, and that the user of War Game Person One talks to the user of War Game Person Two about war-games related matter. Typically the user of Soft Toy One does not send content about wars to the user of Soft Toy Two, and the user of War Game Person One does not discuss make-up with the user of War Game Person Two.
The ITS also preferably has many other details about the age and other characteristics of the supposed sending and receiving users, and their corresponding interactive toy or toys.
The ITS includes a system of context-based filters that assess, and it is preferable that it blocks content based upon at least one of present and/or prior information of toys' personification; user - both sender and recipient characteristics; and the like. This invention thus provides a method for both user and content authentication.
Adaptability means that the system can adapt to current conditions. Thus, for example, security alerts are activated in response to certain events, and change the level of both general security and filtering as is preferable.
The system preferably has different levels of security for different locations, for different kinds of content, and for different users
Fig. 58 describes a filter and its connections. Data entering the filter preferably includes data on at least one of the sender, sender toy, recipient, recipient's toy, and content. The filter will make a determination, at least partly based upon at least one of the inputted types of data, whether the content is suitable for transmission.
Fig. 59 and Fig. 60 show a flow diagram of the functioning of a filter and the alarms, which it is able to activate. The filter preferably receives input, which includes the content itself, together with information about the supposed sender and the intended recipient and the supposed type of content. The filter preferably queries the database on the ITS for characteristic features of sender and receiver, such as age of the user, personality of the toy, habits and interests of the user, and the like. The filter may alternatively also query the server database about the input content as the database may have more details about the content than were passed to the filter itself. The database preferably also knows the full history of alerts as well as the experience of others with such content.
Fig. 61 shows how one user's experience can affect decisions on security. User A receives inappropriate information, which is caught by one of the filters on his system. The system then informs the ITS, which then updates the filter engine, and blacklists the specific sender from which the inappropriate information was sent.
A filter then checks the current level of any alert, and then decides whether the content should be passed. If yes, the system just continues. If not, it not only rejects the content, but also sends the content to the server with all the mformation it has about the incident. The server then decides whether to set an alarm. If not, it stores all information about the incident. If yes, and an alarm is set, the server decides, based on the history of all previous alarms, whether there is an obvious pattern in inappropriate information sending or receipt, to be concerned about, and thus decides which filters are to be modified, at what level and for how long. The server sends off the alarm codes to the affected filters and then decides whether human intervention is needed, and/or whether users should be informed, and whether the system recommends that users reset their system. In a serious case, the users may have to be informed by telephone or mail if their network connection is consistently down.
The filtered matter may be text, speech that may include speech to text or text to speech conversion or the filtering may be on the text itself. Actions of the toy are also filtered. This may use action to text or text to action and may be carried out either on text or on binary coding of the action.
The system's database is mapped, segmented, and sliced by criteria. Criteria of one or more senders, users and content are analyzed to determine whether the content being sent is approved for forwarding to one or more users. This is described in Fig. 62.
Filters are placed in between one or more content or entertainment providers and one or more ITS systems, at places within ITS systems, and from the ITS systems to one or more users (see Figs. 63 and 64). One of the most critical places for filtering is right at the end before the base unit (Fig. 65). Such a filter determines whether any content is sent from the computer to the sending device, or is filtered out. Such a configuration (Fig. 66.) provides the final front in the war against inappropriate content reaching an output device, such as a toy.
In another preferred embodiment of this invention, information is coded to ascertain that the information sent is identical to the information being received (i.e. electronic signatures). Such functions are in addition to content filters. The coding of information, in addition to context filters in the system is to eliminate persons in authorized positions sending inappropriate content. For example, imagine someone at an Entertainment Provider being paid by a competitor to send false information. His signature is accepted despite the improper content of the information. The coding of information, in addition to context filters in such a system would eliminate such information reaching one or more users.
Another idea to lessen the impact of the scenario of the corrupt Entertainment Provider employee is to inform one or more users that when they open content from an Entertainment Provider, that it comes directly from that company and not from the ITS. The rest of the system is secured so that it is ascertained that the user is receiving the content in its original form. Using such a method will ensure that the Entertainment Provider will get blamed in case of such problems and not one or more ITS. See Fig. 65 for a screen showing what a user might see.
In another preferred embodiment of this invention, some of the filters involve people who check context content being sent to and from users. They may or may not be distributed in different parts of the world to avoid collaboration.
In another preferred embodiment of this invention, input filters are placed in the system. These filters allow passage of certain content, rather than a filter, which rejects content. These input filters might or may not be activated used in special cases, such as those in which there is exceptionally serious concern about the nature of the content. In another preferred embodiment of this invention, there is restricted input into one or more filters, only by pre-approved persons.
In another preferred embodiment of this invention, when the user is playing a game, content verification is achieved from previous game results in the current running of a game.
In another preferred embodiment of this invention, the user configures the level of filtering. For example, an upper tier user with controlling rights, such as a parent, wants to use Soft Toy One to pass some material appropriate to War Figure Two then he is able to do so. However, a lower tier user, such as a child, without controlling rights would not be able to do this alone. Thus, for example, only with a parent's peπnission, could a child use one toy to represent many others.
Filters are preferably sensitive to alerts. A server generally produces alerts after analyzing content, which is rejected by a filter. The actions of every filter depend upon the level of alert assigned to that filter by a server. The level of alert may be system wide or alternatively it may only apply to certain locations or to certain types of filter. Refer back to the flow charts of Figs. 59 and 60 for this.
An example of such a system is shown in Fig. 66. There would likely be several levels of alert. A red alert, for example, might close down parts of system. An intermediate alert just increases "virus" checking. Other alerts may or may not add human intervention, or simply tighten the filters.
The system may have a remote reset capability where the server can reset the content of a given user in case of trouble.
It is appreciated that Figs. 58-66 describe a toy system including a plurality of toys having differing content filtration relevant characteristics and an adaptive, multi-point content filtering in accordance with a preferred embodiment of the present invention.
An interactive toy for teaching of languages is now described.
A preferred embodiment of this invention describes a the use of an interactive toy for the development of language skills in an individual. The toy can be used as an aid to the initial learning of native language in young, children, infants and babies. The toy can be used to aid the learning of more advanced language skills in older children and adults (and also children). The toy can also be used to help redevelop speech after loss due to lost trauma, concussion, accidents, Alzheimer's disease, amnesia, and the like. The toy can also be used to aid in the teaching of a second or foreign language in an individual.
An interactive toy suitable for the teaching of language as described herein will typically be bought either by the user or for the user. The purchaser can preferably choose the complexity and modular internals and externals of toy, and hence, its price. Toy's exterior and interior parts can be upgraded/downgraded according to the user's requirements.
If the toy is designed for teaching of language in babies, infants or small children, the toy is preferably comprised of safe design options for that age of user. The toy may take the appearance of standard 'cuddly' toys such as teddy bears or a Furby. The toy may optionally also comprised of waterproof, rustproof external option, which would allow a user to take the toy for example into the shower, bath,or the pool.
Each toy is preferably comprised with the image and appearance of a recognizable character, with a known or recognizable persona. The toy preferably interacts with the user in the persona of that recognizable character. Alternatively or additionally, the toy may include multiple personas. The multiple personas of a toy may be interchanged by the toy itself at random or pseudo-random for variety, or by the user as preferred. The toy may also be designed with any random design which will be, for example, cuddly or cute, without any persona.
Preferably, the Toy has a speaking functionality.
The toy preferably includes apparatus for generation of speech specimens audible to the user. As described above, the toy preferably includes a description of the microphone and speaker and the controller which typically uses radio (or other) to communicate with the computer.
The volume of speech of the toy is preferably initially set to a desired level at set-up. For the hard-of hearing, this volume level will be higher than for user's with normal hearing. In the absence of an inputted volume level at set-up, there is preferably a mid-level volume setting as default. The volume level of speech output from the toy is preferably- adjustable either by the user, a parent of a child user, or is auto-adjusting by the toy based upon feedback from interactions with the user. In one optional volmne auto-adjustment scenario, if the toy does not detect a response from the user during an interaction, the toy will repeat the interaction at a higher volume level.
If there is a response detected from the user, the toy preferably sets that higher volume level as the new default level. The toy may also periodically ask the user if the volume is too high. If the answer is yes, the volume level is lowered. The periodicity of such a query to the user typically depends upon the current volume setting, i.e. at a high volume setting, the toy will query the user more frequently than otherwise.
The major language of interaction with the user is typically specified at set-up, although this may be altered at a later stage. For user's who a re learning or improving their native language, the toy ill typically be operative only to interact in that single language. In the event the toy is being used to learn a second or foreign language, both the native language, and the language to be learned are specified. The toy is then preferably able to connnunicate in one or more languages.
Languages typically have more than one dialect which are typically geographically dependent. The dialect of interaction is typically specified by the user, parent of child user, or the purchaser of the toy, at set up. The specified dialect is typically able to be altered by the user. Examples of regional dialects include, American English, Australian English, British English etc. Regional dialects within a country could also be specified.
Fig. 67 is a simplified block diagram of a set-up screen, in which initial settings for the teaching of the language can be entered for a particular user. Details to be specified typically include name of user, language of teaching (e.g. English), preferred dialect of that language (e.g. Yorkshire), current level of ability in that language (e.g. beginner), the rate at which the language is intended to be learnt (e.g. fast), speed of vocal speech output by toy (e.g. slow), volmne of speech output by toy (e.g. medium), favorite type of literature (e.g. poetry), favorite type of music (e.g. Country and Western). The language teaching program preferably has available to it all the information about the user which is kept in the server's database. This typically includes information about interests, habits, hobbies etc. which can all be used to enliance the teaching of languages, for example by choosing a topic in which the user is interested for a conversation.
Fig. 68 is a simplified block diagram of a set-up screen, in which personal details of a user can be entered. Such personal details typically include name (e.g. Jessica), secret name (e.g. JR), age (e.g. eight), sex (e.g. female)and birthdate) Jan 29, 1992).
Optionally, the user could be asked if she is a registered user. If so then all the relevant information is typically already known about them. If not the option may be suggested that the user register, and then use the full database of information on registration.
Preferably, the toy is able to output speech to match that of its persona, i.e. that simulates that of the character whose persona is used by the toy.
The toy preferably includes a realism-in-speech function, thus the toy preferably has breathing, phrasing, and intonation simulation functionality.
The toy preferably includes a music provision function. The preferred style of music is typically specified at set-up by the user, or parent of child user. The music style may be altered by the user. The toy may provide music as a tool for teaching of the language, or purely for entertainment purposes. In one embodiment, the toy stores a range of music in its internal memory. In another preferred embodiment, the toy does not store a wide range of music in an internal memory. In this case, the toy is preferably able to request and download music as is preferable from a network such as the Internet in real time.
Preferably, the Toy has a listening functionality.
The toy preferably includes apparatus for recording of the user's speech. As described above, the toy preferably includes a microphone which is connected to the controller inside the toy which then sends the information by radio or other method to the computer.
The toy preferably also includes apparatus for playing back of the user's recorded speech. The recorded speech is transferred to the computer (as is all information from sensors on the toy) and then this is typically stored on the computer and processed as preferred (in case of playback no processing may be preferred) and then sent back to the controller on the toy to be played back via the speaker.
The toy includes apparatus for interpreting audible speech specimen's of the user. Speech pattern analysis is well known, and has been used for many function such as, truth detection. Speech analysis methods as incorporated in this invention include are described for example in, "Speech Analysis" by Tony Robinson, University of Cambridge, http://svr- www.eng.cam.ac.ulc/-ajr/SA95/; which is incorporated herein by reference. Voice recognition functionalities of the present invention include functions currently available as software, including NaturallySpeaking by Dragon Systems Inc., Newton MA, USA, IBM Via Voice Pro Millenium Edition, by IBM Speech Systems, West Palm Beach, FL, USA, and Text to Speech and Speech recognition software L and H (Lemout and Hauspie, Belgium).
The recorded speech of a user is typically analyzed either by software and hardware intemal to the toy, or the data is sent to the user's home computer for analysis or through a network such as the Intemet to a remote computer for analysis. This analysis is preferably performed in real-time, such that future interactions of the toy with the user can incorporate the results of such analysis.
One of the speech analysis features that is preferably present in the interactive toy is voice recognition, which enables the toy to identify the user in real-time. This allows the toy to interact with a plurality of user's, each of whom is registered with different parameters at set up, each of whom may have different language learning requirements. In this embodiment, the toy, can switch in real time, from one user to another by voice recognition of the user.
In one embodiment, the toy is pzOgrammed not to talk to strangers i.e. individuals whose voices have not been registered as one of the toy's authorized user's. As an optional security feature, the toy is optionally programmed to set off an alarm if after a predefined time, a stranger speaks to the toy, but Ms user is silent /missing.
Preferably, the Toy has a sensing functionality.
The toy preferably includes a time-sensor/ chronometer function, and thus is aware of the time and date, preferably existing inside the computer. The toy preferably has a preset, adjustable, response time which specifies how long the toy should wait after the end of an open-ended response from the user before replying. An open-ended response is an answer to a question of the type "What did you dream about last night?". In the event that the toy asks the user a question with a predeteπnined (closed) response, the toy typically responds upon hearing one of the predeteπnined answers. An example of a closed question is "Would you like to hear a song, a poem, or story?. Please say 'song', 'poem' or 'story'".
In addition to using preset time delays or hearing predeteπnined responses as a cue for the next interaction with the user, the toy is also preferably able to analyze the speech patterns of the user with regards to ending a sentence. For example the toy is preferably able to interpret breathing pattern and end sentence tonality in the user's voice as a cue for the next response to the user. On one level, it is known that in English, the tone and pitch of a voice is raised at the end of a sentence which contains a question.
The toy optionally includes biometric parameter sensors, including but not limited to detection of breathing rate, heart rate, movement sensors, light sensors, proximity sensors, etc.
The toy preferably can detect the breathing pattern and heart rate of the user and can detect when the user is asleep. Preferably the toy does not commence an interaction with the user if the user is asleep. In an alternative preferced embodiment, the toy has been preset to act as an 'alaπn clock' and to wake up the child in a predetennined manner, such as with music, at a predeteπnined time. In this case if the toy detects the user is asleep, the toy typically wakes the user in the predetermined manner. If the toy senses that the user id not asleep at the predetermined time, the interaction typically would proceed differently, i.e. the toy might say "Good morning Jessica, I see that you are already awake. Would you like to hear a story?".
In one embodiment, if the toy cannot detect the presence of any individual it will not initiate an interaction.
Preferably the toy has movement functionality. The movement of the toy which preferably coordinated with its speaking function, and is performed in a mamier consistent with the persona of the toy.
Preferably, the Toy connects via one or more public networks.
The toy is preferably able to communicate with one or more public networks. For example, the toy can connect via the home computer (to a) server or (to the) Internet, when at home. When "away from the user's home, the toy is preferably able to connect via a cell- net, Internet, or satellite communications network.
Preferably, the Toy is personalized to language level of user.
Initial personalization by toy vendor or user or parent of child user or default.
Match the user's ability level in the language to the initial level of instruction by toy.
The initial rate of learning defined into slow, intermediate, fast, and crash course, for example, to suit user.
Modify by user or parent of child user of auto-corrects - upgrades/downgrades language level and/or learning rate.
Preferably, the Toy teaches oral language.
As an entertaining educational language learning program, the toy preferably speaks interactively with the user, at a predefined level of language for a predefined time duration, at a predefined learning rate, at preset schedules, or upon request. The level of language, time duration, learning rate can all be changed by the user or parent of a child user, verbally, or through entering the data at a computer, or they can be changed automatically by the toy in response to previous interactions with the user.
It is preferable that third parties (i.e. content providers besides the Toy Server and the user) can create educational content for the toy which utilizes both the interactive nature of the toys, their personality and the fact that they are networked. Thus, for example, a company can utilize the best available educators to design language lessons for an interactive toy. The networking of the toys allows for the system to use information gained by teaching language to some users to improve its teclmiques for teaching language to other users. In another prefeixed embodiment, group lessons can be provided which include many users simultaneously to enliance the learning experience.
The toy preferably speaks at a rate (average number of words per minute), which is predetermined and which preferably matches the user's language level. The toy's speaking rate can be adjusted, either by the user or parent of a child user, either verbally or through entering the data at a computer, or it can be auto-corrected by the toy, faster or slower, in response to previous interactions with the user.
Preferably, if the toy detects that the user has errors in speech, the toy corrects the user, in a non-threatening, non-judgmental manner. Examples of eπors in speech include, errors in syntax, grammatical errors, pronunciation, malapropisms , and the like. Preferably the toy first repeats the user's speech back to user and asks a question of the type "Do you think that was correct? Would you like to try again?" If the errors still persist, the toy may say the correct version.
The toy, can recognize various types of errors in speech as described above. In one embodiment, the toy may provide oral exercises to eliminate the specific type of mistake made by the user. Preferably the toy provides these exercises after a predetermined number of times that the toy recognizes a specific error in speech. This predetermined number may be a single occurrence.
The toy preferably includes a user-friendly dictionary and thus is able to spell out words upon request. If the requested word is not in the intemal toy dictionary, the toy can preferably connect to a more complete on-line dictionary through a network such as the Internet and provide the preferred spelling in real time.
As part of a language learning program the toy may ask the user if she knows the spelling of various words at predeteπnined levels of difficulty and complexity. The toy is able to identify the users response and to provide encouragement or help when the user makes errors or spells words correctly, as is preferable. The spelling quizzes are preferably incorporated into a game. Preferably, the words that the toy asks the user to spell are related, directly or indirectly, to the persona of the toy.
The toy preferably includes a user-friendly thesaurus and thus is able to provide synonyms or alternate words with similar meanings upon request. If a requested synonym is not found in an internal toy thesaurus, the toy can preferably connect to a more complete online thesaurus through a network such as the Internet and provide the is preferable spelling in real time.
As part of a language learning program the toy may ask the user if she knows the meaning of various words at predeteπnined levels of difficulty and complexity, and if she knows other words of similar meanings. The toy is able to identify the users response and to provide encouragement or help when the user makes incorrect suggestions, or provides the correct synonym, as is preferable. The word-meaning quizzes are preferably incorporated into a game. Preferably, the words that the toy asks the user are related, directly or indirectly, to the persona of the toy. The toy preferably also has in its memory, or can access in real time from the Internet, a wide range of antonyms and homonyms, which can be incorporated in word-meaning games and exercises.
In addition to teaching meaning of words through synonyms, homonyms and antonyms, the toy is preferably able to provide advanced instruction in language by using metaphors and sayings, idiomatic and slang usages.
The toy preferably includes an automatic program timer. The user can define her own language learning schedule.
The levels of complexity of the language learning program provided by the toy includes the toy generating sounds, words, phrases and sentences at different levels of complexity. The user, or a parent of a child user, or guardian, or teacher, presets the initial level of complexity adjusts the complexity level of sounds, words, phrases and sentences spoken by the toy.
To enhance the language learning experience for the user, the toy may show pictures, typically on the computer screen or on an LCD screen attached to the toy to match the sounds. This will allow the improvement of a user's vocabulary as well as enunciation.
To enhance the language learning experience for the user, may make movements which coπespond to the sounds that it makes. This will enable a user to gain meaning of previously unknown words or phrases. This will also aid in the user learning to understand idiomatic and slang uses of the language, as well as metaphors and sayings.
Optionally, the toy may surprise a user with certain educational content. For example if the toy "knows" via the computer that the user is interested in learning a certain language (e.g. French) then, for example, if a user complains of being bored then the toy may ask the user if he knows how to say a certain word (e.g. "head") in French and then the toy might say the word in French (e.g. "tete"). This method would be especially exciting for children.
Prefened Features used in teaching are now described.
All the various features of the interactive toy for language development are preferably age and ability adjusted, and adjustable. Typically the toy will provide encouragement if the user is finding any particular exercise difficult. Constant or repeated inability to provide the correct answer will typically cause the toy to lower the level of learning complexity. Conversely, the toy will typically provide praise for successful completion of a learning exercise or task or question. The toy may offer other types of reward for correct answering of exercises as an encouragement to leam. Certain types of reward will be allowed to a child user only with the permission of a parent or guardian. Constant coπect answering by the user will cause the toy to increase the level of learning complexity.
On a basic level of language leaπiing, the toy can aid in learning the alphabet. For example the toy can ask the user to recite the alphabet. The toy could recite the alphabet and ask the user to join in. The toy could recite the alphabet with deliberate mistakes and ask the user to correct the toy.
This last method of learning, the toy deliberately making mistakes and asking for the user's help, to coirect it, can be used at all stages of language learning. It will tend to increase the user's confidence in her own abilities, and will aid in the provision of a non- threatening learning environment. Providing a non-threatening environment can be particularly important for aiding learning as inability to use language coπectly can lead to self-consciousness .and lowered self-esteem in an individual.
To aid in the development of clear enunciation of spoken language, the toy can use as part of a game, a range of tongue-twisters, or heavily alliterated phrases. The toy can ask the user to repeat a difficult to pronounce phrase and ask the user to repeat it alone, or together with the toy. The user's response is preferably recorded and played back to the user to help the user understand how to improve her pronunciation and enunciation. Similarly, games can be provided to leam difficult pronunciations, games to eliminate stutter, and games to aid dyslexics.
Preferably, the Toy provides entertainment in the specific language(s) being taught.
Toy is preferably able to connect with radio/ teletext/ television, and other entertainment media. The toy can provide entertaining examples of the use of language without proving a more fonnal leaming exercise.
Toy may act as a talking joke book, in which either upon request, or as a commiseration for inability to perfonn an exercise coπectly, or as a reward for performing an exercise correctly, the toy will tell the user a joke. The jokes may be stored in the toy's interior memory or be downloaded from a network such as the Internet. The joke preferably can be used to aid the teaching of the language, not only by requiring the user to comprehend the spoken joke. Thus all the above described word meaning, spelling, and learning games/exercises can be incorporated into joke telling. Preferably jokes are told in a manner and of a subject matter that matches the persona of the toy. Preferably jokes are told in a manner and of a subject matter that is appropriate for the user, based upon the known personal details, such as age, of the user.
Similarly to the joke book function, the toy can act as library function, reading poetry and prose aloud upon request. The passages nay be selected, by the user, or a parent of a child user, or set as default selections, or chosen by the toy based upon previous selections by the user or parent of child user, and feedback about previous selections. The poetry and prose may be stored in the toy's interior memory or be downloaded from a network such as the Internet. The poetry or prose preferably can be used to aid the teaching of the language, not only by requiring the user to comprehend the spoken passage. Thus all the above described word meaning, spelling, and learning games/exercises can be incorporated into the reading. Preferably poetry and prose passages are told in a manner and of a subject matter that matches the persona of the toy. Preferably poetry and prose passages are told in a mamier and of a subject matter that is appropriate for the user, based upon the known personal details, such as age, of the user.
An Interactive toy for learning a new language (eg. a foreign) language is now described.
Similarly and in addition to the methods and features described above for promoting native language development, in an alternative preferred embodiment the toy can operate in a bilingual or multi lingual capacity, and can aid in the learning of a second or foreign language. In this preferred embodiment, the toy may take on the persona of an individual from a country in which the foreign language is spoken. The toy is preferably also able to be dressed up in the native costume of a country in which the foreign language is spoken. Thus the teaching of the foreign language matches the appearance and persona of the toy.
Preferably the toy includes a bilingual or multi-lingual oral dictionary, thesaurus and speller. The toy is preferably able to translate words, phrases and sentences and the like for the user from a1 known language to an unknown language, and from an unknown language to a known language.
The toy preferably speaks interactively with the user, at the user's predefined level of foreign language for time duration defined by the user's learning rate. The toy preferably corrects the user with respect to eπors in the foreign language, such as syntax, grammatical eπors, pronunciation, malapropisms, and the like. The language of instruction and coπection by the toy can be the native language or the foreign language.
The toy preferably provides oral exercises in the foreign language to eliminate the user's mistakes. The toy spells out words upon request, or as part of the learning program. The toy preferably coπects the user's pronunciation according to the defined language, accent and dialect. The toy preferably provides pronunciation practice games of different levels of complexity.
Examples:
An example of a method of language presentation by the toy is shown in Fig. 69 (Methodl). This method is used to enable a user to leam new words. A further example of language presentation is shown in Fig. 70 (Method2). An example of random play for leaming three animal names in English is shown in Fig. 71 (Method3). An example of a method of language presentation by the toy is shown in Figs. 69-71. This method is used to enable a user to leam new words. The figures show a flow chart which describes a script used to teach new words to a user.
Preferred Teaching Toy Networks are now described.
Preferably, the interactive toy as used for teaching language as described herein is a part of a network of intercomiected interactive toys. Each toy is typically located at a site which may be a home, an office, a school, a hospital, or at any other location. Typically each such site contains at least one computer, preferably connectable via a local network. There may be a number of toys at each site, the toys preferably able to connect via any fomi of wireless communication (including, but not limited to radio and infrared), with at least one of the computers at the site. Preferably, each toy uses one such site and one computer on this site as its home base.
It is preferred that each toy can be a guest at another site than its home site. An individual toy preferably contains hardware allowing it connect via wireless networks, to roam between different sites. This preferably allows the toy to function with full capabilities when away from its home base, by connecting via the network to either a central server or to the user's home base computer. Preferably a roaming toy updates its home base computer with all newly acquired infoπnation upon its return, or, if possible, at some convenient time while the toy is roving.
Preferably, each computer that communicates with one or more toys is connected to a network or to a series of intercomiected networks. This allows the toys, in effect, to 'communicate' with other toys over the network, and to share methods of best practice as is now common in all educational organizations. Each toy preferably sends to a central server details of which games and techniques have most aided in the learning of language and which did not, together with details of the user's- personal characteristics such as age and language developmental stage. These results of many of these best practice 'surveys' are preferably analyzed for statistical significance and the analyzed results downloaded to all toys teaching language to user's of similar personal characteristics. Preferably, only the most effective teaching games and teclmiques are used by the toys, and the least effective methods are used less often. Thus there is preferably an auto-improving feedback system in place allowing the toys to Team' to become better teachers based upon teaching results from many other interactive toys. Preferably this auto-improvement of teaching can occur in real time.
Coπective toys are now described.
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When a particular user shows certain consistent inappropriate behavior, he or his guardian may purchase, or otherwise acquire, a content module, which is designed to "correct" user behavior. Interactive toys thus act, in a limited manner, as counselors, consultants or psychologists who use any available techniques such as, but not limited to, behavior modification techniques to help users to coπect their inappropriate behavior.
It is conceivable that, interactive toys' speech and actions may be controlled by human psychologists or others, who see and/or hear user reactions (from the comfort of their own offices), and who then tell toys such as these, what actions to take next. This is very useful and potent in many kinds of counseling.
In another prefened embodiment of this invention, a toy's exterior and interior parts can be upgraded/downgraded according to user requirement.
In another preferred embodiment of this invention, a baby safe design version is available.
In another prefened embodiment of this invention, a waterproof, rustproof external option is available.
Preferably, the toy has a voice recognition functionality.
In another prefened embodiment of this invention, an interactive toy is adapted to one or several users according to their language abilities', and may or may not identify them according to their voice. A toy may or may not speak to strangers (see Fig. 72 below).
In another prefened embodiment of this invention, a toy sets off an alaπn if after defined time his user is silent /missing, but a stranger speaks to him.
Preferably, the toy has a sensing functionality.
Interactive toys' sensing abilities were described above and in previous applications. In a prefened embodiment of this invention, toys may have short response times to every conversation end (it interprets breathing pattern and end sentence tone/question tone). In another prefened embodiment of this invention, a toy does not speak to user when its user is asleep (see Fig. 73).
Preferably, the toy has a movement functionality.
Toys may or may not have movement functionality, which is coordinated with their speaking function, as described previously. An interactive toy may or may not have breathing, phrasing, and intonation simulation functionality.
Preferably, the toy is personalized to the Behavioral level of the User.
In a prefened embodiment of this invention, a toy vendor or applications specialist, preferably, a trained psychologist or psychiatrist, matches a specific user's problem to the initial level and type of instruction by one such toy. In another prefened embodiment of this invention, a to}' vendor, together with a user, defines the initial rate of learning into slow, intermediate, fast, and crash course, for example, to suit user requirement to change his behavior.
In another prefened embodiment of this invention, a user upgrades/downgrades behavioral level and or leaπiing rate, and in so doing adjusts his specific system to suit him perfectly, both initially, and as a function of time.
Preferably, the Toy has Real Time Conversations with the User.
In a prefened embodiment of this invention, a toy employs artificial intelligence systems, as described in previous applications, and toy simulates real-time human conversation.
Preferably, the toy has a joke provision function.
In a prefened embodiment of this invention, an interactive toy server provides toy with access to joke-bank. In another prefened embodiment of this invention, a toy interactively entertains its user with jokes on subjects or words mentioned by user.
In another prefened embodiment of this invention, one or more interactive toy improves user's mood by humoring him.
Preferably, the toy has a music provision functions.
In a preferred embodiment of this invention, a toy provides classical, popular or other music. In another prefened embodiment of this invention, a user defines his prefened type of music.
In a preferred embodiment of the present invention the toy is personified.
In a prefened embodiment of the present invention, one of many set-ups of extemals and intemals of a toy may match the voice and intonation of one, multiple or a randomly ' generated persona.
Preferably, a toy persuades the user to Undergo an "Interactive Conditioning Program".
In a prefened embodiment of this invention, a toy responds to its user behavior, either by programmed response, or by instruction received over the net and/or by other wireless communication.
In a prefened embodiment of this invention, an interactive toy speaks interactively with its user, on a predefined subject, concerning user's behavior, for time duration defined by the user ' s behavior improvement program. In another prefened embodiment of this invention, one or more toys introduce positive thinking attitudes to user.
In another prefened embodiment of tins invention, one or more toys act out a situation and/or explain to one or more users that their behavior needs improving, and one or more toys make one or more charades, and explain how such situation(s) could be acted out differently.
In a prefened embodiment of this invention, toy owners use an I.T.S (Interactive Toy System, as described above) to contact other users who may or may not have a similar problem.
In another prefened embodiment of this invention, toy owners use an I.T.S (Interactive Toy System, as described above) to contact other users who may or may not have a similar problem to foπn a group activity, which may or may not be of the fom of group therapy.
Preferably, Toys can interpret changes in the speech pattern of the Users.
In a prefened embodiment of this invention, a toy monitors speech pattern of one or more users. This includes monitoring of user tone of voice, speech rate, loudness of speech, and the like.
In another prefened embodiment of this invention, a toy responds interactively to changes in tone of voice, speech rate, loudness of speech of user. A toy interprets a user voice pattern as "cunently defined mood" (anger, hesitance, depression, and the like).
In another prefened embodiment of this invention, a toy responds to "cunently defined mood", with appropriate behavior improvement interaction package.
In another prefened embodiment of this invention, a toy contacts help-line, and the like, if the user's "cunently defined mood" is categorized as "critical". .
In another prefened embodiment of this invention, a toy activates an alarm system, should the parameters being monitored show some anomaly.
In a prefened embodiment of this invention, a toy interacts with a user with one or more behavior improvement interaction packages.
Preferably, the Toy, in combination with known Behavioral Problem Advice/Help, reduces the User's problematic behavior.
In a prefened embodiment of this invention, one or more toys are linlced up to advice services, help-lines, and the like. Toys push users to use the advice services help-lines, and the like. Users receive advice/help for their behavioral state in real time. Thus, a user is able to respond to advice/help received in real-time. This immediate response system does not allow the users' problems to be aggravated. As a consequence of such an effective system, a user's behavioral problem is reduced or eliminated.
In another prefened embodiment of this invention, interactive toys update the system with users' behavioral states frequently.
Preferably, the interactive toy is lined up to sensors.
In a prefened embodiment of this invention, one or more interactive toys are linlced up to sensors, which monitor parameters and provide indication of user behavior and or status.
In another prefened embodiment of this invention, interactive toys are linked up to sensors which monitor specific parameters, such as nicotine concentration, alcohol, or other drug, concentration, Breathalyzer, insulin concentration, blood pressure, pulse, breathing pattern, pupil dilation, and the like.
Preferably, the toy, including one or more sensors, improve the user's behavior.
One or more toys condition one or more users to change their habits. This methodology can be applied to a large variety of behavioral problems, from smoking and drug addiction, compulsive eating, anorexia nervosa, bulimia, alcoholism, depression, enatic behavior, and temper tantrums, and many others, as exemplified in the examples below.
Preferably, a toy helps the user to stop smoking.
A user wanting to stop smoking allows to be linked up to nicotine sensor. Every time the user smokes, the toy acts interactively with him. For example, invites him to phone a consultant, talce a nicotine chewing gum alternative, or the like (Fig. 74) This user is repeatedly distracted by toy from smoking the cigarette. He may utilize one or more of services/products pushed by" toy. Toy distracts user fro cigarette to some other subject of interest to that specific user. For example, suggests that the user should put on his radio, or the like. The toy further entertains his user and tells him jokes, from the joke bank about quitting smoking. The toy may connect his user to help-line. As a consequence of all of the above, this user stops/ reduces his smoking habit.
Preferably, a toy helps the user to stop compulsive eating.
A toy detects eating noises, and then responds to user's eating noises by distracting user from food. For example, suggests that the user should do a breathing exercise, or the like. The toy entertains the user, and may connect user to a compulsive eating help-line. The toy further distracts the user from compulsive eating. The user loses weight, and the toy builds up its user's confidence (positive feedback mechanism). The toy becomes the users friend and confidante and the user may become dependent on the toy. Such a methodology and strategy may be applied to numerous other human problems and conditions, and is further exemplified in Fig. 77.
Preferably, a toy detects speech defects and improves the user's speech behavior.
Similar systems are applied to the Interactive Toy to treat behavior patterns such as stutters, speech defects, and twitches. Toy "conditions out", and. eliminates bad habit or the like, stage- wise, whether partially or totally. This is further exemplified in Fig. 75.
In a prefened embodiment of this invention, a toy teaches a child or other user to eliminate swear words, or other words from their every-day speech.
Interactive toys have distinct advantages over humans, in that they can. help in the same way as a human, yet remain inanimate and discreet. Another example of this type of system appears in Fig. 76. Here, the user is a spoilt child, who needs to leam to respond to situations in which her requests are not granted in a different mamier. Her toy conects her behavioral pattern.
Preferably, toys market services for behavior improvements to users. ' Interactive toys market to users, and pushes users to utilize advice services, psychology consultants, local support groups, and the like.
Preferably, the toy markets products for behavior improvement to users.
Toy markets diet packages, anti- addiction packages, media packages and specific behavior-newspapers, Intemet sites, television programs, and the like, to user(s).
Preferably, the interactive toy system (I.T.S.) receives a commision for services and/or products provided via toys.
One or more interactive toy system (I.T.S.) receives commission for services and/or products provided to users via toys. These include, but are not limited to, consultations, diet packages, anti addiction packages, and the like.
Fig. 72 shows one of the possible set-ups of toy's voice recognition system. A toy may or may not talk to people other than his user(s). A user may over-ride the default program in the toy that it does not speak to strangers.
Fig. 73 describes schematically one possible toy sensing mechanism to determine whether his user is asleep.
Fig. 74 describes function of an interactive toy in a mobile phone casing with a smoke and or/nicotine sensor. The interactive toy is connected to the network as previously described. In this case, a nicotine detector has been linked up to the system within the phone such that any cigarette smoke within 3 meters in any direction will be detected. Any change in nicotine concentration above the ambient sets off a signal to the network. This information is fed to service and product suppliers for the community of smokers who are trying to quit smoking. In addition, the user was given the toy at a reduced price, in exchange for providing his personal details and prescribing to a well -known chewing gum substitute for several months.
The toy also gets feedback from the server. This may be directly from consultants, help-lines and the like. In this case, the server .offers the smoker a holiday package. The toy simulates human conversation in a friendly and humorous way and behaves as "a user's best friend".
Fig. 75 describes an interactive toy with a teddy exterior. A person with a speech impediment, for example, can hold conversations with his toy and network without the fear normally associated with conversations with humans, and to be conditioned and trained to eliminate his speech problem and to gain the preferable confidence. Likewise, the network can convey verbal messages via the toy to remind the user of an appointment. In other words, the toy can have the added feature of being a verbal diary. In this particular case, toy reminds user (Mr. Jumble) of an appointment that he has with his psychologist (Dr. Humble) Mr. Jumble's toy teaches him to speak directly without adding in undesireable words and noises to sentences such as "lcindof '. These words reveal Mr. Jumble's underlying lack of self-confidence. However, Mr. Jumble is not as inhibited by his toy, in the same way as he is by human interaction. This allows his toy to treat and conect his speech/personality problems.
Fig. 76 describes a spoilt infant, who has temper tantrums every time her father takes her to the stores, but refuses to buy her the desired object. The interactive toy responds to the changes in its user's voice pattern and receives input from the I.T.S. The toy tells her in a stem voice to calm down, and distracts her by telling about the mall waterfall. The girl calms down. This saves her from her father's underlying wrath (he could have his own interactive toy too!).
Fig. 77 describes an anorexic woman with an interactive toy encased in a watch. This toy monitors her blood pressure, pulse and body temperature continuously. The data is relayed back to the abnormal eating habits treatment clinic. The clinic experts can therefore be in continuous contact with the user and monitor her functioning. This feature allows the experts to control the user more closely, and to respond to her behavior and eating habits in real time. These features hence improve the effectiveness of the psychological treatment.
Research and Development with Networked Interactive Toys is now described. In a prefened embodiment of the present invention a system of networked interactive toys (as described in this document) is used for purposes of Research and Development (R and D) in a variety of fields of research. Research may be either in areas directly related to the interactive toy network or in areas of interest oilier establishments of academic and/or commercial orientation.
Certain features of a Networked Interactive Toy System make it possible to use such a system as a Research and Development (R and D) tool. First of all, such a system is, expected to have a large number of users. These users continuously interact with their toys and erfoπn, as a matter of course, a variety of actions such as, but not limited to, requesting various items of entertainment, educational and other content, purchasing products and otherwise participating in commercial activities. The Networked Interactive Toy (NIT) System's database of information makes it possible to keep track of these actions and/or to keep summary information on such transactions. (The database was described in detail in a U.S. Provisional Patent application filed on April 13, 2000 entitled "Database for Networked Interactive Toys"). In addition, such a system's database includes personal records of users' profiles. Such a personal record includes user's personal details such as, but not limited to, age, nationality and fields of interest, and is being continuously updated on user's habits. Thus, in the course of time an enonnous amount of reliable information is collected in such a system's database that can be used as material for research in all areas related to the system's functioning.
This unique opportunity for R and D is further enhanced by the interactivity that characterizes such a system. The system keeps track not only of the personal profile of any user who perfoπns any action but also of the context and of the enviromnental conditions (day vs. night, hot vs. cold etc.) prevailing at a site where an action takes place. Finally, • users of such a networked system can be induced to actively participate in research by various foπns' of encouragement that are used in such a system. These include, but are not limited to, credit points, discount for products, free or discounted access to entertainment or other content and by playing games with a user.
Thus, a networked system of interactive toys offers a unique opportunity to perform R and D in a variety of areas. It is possible, first of all, to perform research in areas that are directly related to the functioning of interactive toys. These areas include, but are not limited to, language processing including speech recognition, conversion of text to speech, techniques of artificial intelligence. In case a video camera is included in a toy, research may be done into computerized vision. Furthermore one may research various issues related to a toy's hardware.
Furthermore the commercial applications of the toy network as described in this document opens the possibility to perform research into many areas of commercial interest such as, for example, areas related to advertising, sales and marketing.
It is further possible to perform research into areas related to the content provided by a networked system such as, but not limited to, research on methods of providing entertainment research as well as research on methods of teaching. Finally it is possible to perform research in areas of indirect commercial value such as, for example, child development, nutrition and health, and traffic.
In a prefened embodiment of this invention any organization that wishes to perfoπn research on the toy system is sold a license to do so b the management of the. toy network. Such a license may be given without charge to certain nonprofit organizations or other organizations as chosen by management of the toy network. The toy network management may themselves wish to perfoπn research on areas of interest to them. In a prefened embodiment of this invention users are given a choice whether to participate in any research activities. In another prefened embodiment of this invention any given research project uses only a small fraction of the total number of users of the system. The sample chosen will be representative of the population of toy users to the extent preferable by the nature of the research, to the extent chosen by the researchers and to the extent authorized by the toy network and by its users.
Methods for research into the relative effectiveness of various advertising strategies are described, including choosing several representative groups of users and then trying a different advertising strategy on each group and then see which strategy is most effective. As discussed elsewhere in this document and in other provisional applications refened to by this application, mechanisms are provided for determining whether a user, after hearing certain advertising, did in fact visit a particular store or web site and whether a product was actually purchased. Although the main purpose for gathering tins infomiation was for billing this same infomiation is very usefiil for research into marketing and advertising strategies.
In order to test a number of alternative strategies for advertising the same product the entire community of a networked system's users in divided into several sample groups (test groups) each of which has approximately the same number of users. Users are divided into test-groups according to their database profiles so that each group includes users of all types in the same proportion they exist on the system at large. An example of a division into such test-groups is shown in Fig. 78. For the purpose of illustration a system's database of users' profiles is sliced in this example into three age groups and three nationalities. In general a database may be sliced in a way that includes both more age groups and nationality as well as additional categories such as fields of interest, purchase history etc. Each slice of a database that represents a certain types of users is divided into the prefened number of groups. There are four such test groups in the present example. All these test groups equally represent the entire community of users of the networked system. Since such a system is expected to have a huge number of users, the individual test groups would also be rather large and thus make it possible to collect vast material for research.
An example of using such a division into test groups for the purpose of R and D is shown in Fig. 79. In this example the efficiency often advertising strategies for pushing the same new product is tested. The connnunity of users is divided in this case into ten equivalent groups so that each advertising strategy can be tested on a group of its own. A system can verify that a purchase is made as a result of advertising by means of, for example, a coupon that is given to a user and later used to purchase the said product. In the present example research requires processing of two types of information: Firstly, the total number of users in each test group who made at least a single purchase of the said product as a result of advertising. And secondly, the profiles of users who made a purchase in each test group. Such research keeps track of the following results: Firstly, the test group with the greatest number of users who made a purchase. Since any test group represents the entire community of users, this is a reliable indication that the advertising strategy used in the said test group is also likely to prove the best for all users. Secondly, the test-group with the highest number of purchases by users of any specific type. It is possible, for example, that users of a certain nationality and age group are more strongly influenced by a strategy other than the one that had the greatest total number users. Such a result is of commercial value for a networked system that can advertise to its users in a user specific way. Thus, for example, a test group with the greatest number of purchases by Americans over sixteen years of age is a reliable indication that the advertising strategy used in that group would also be the best for advertising for this type of users from among the entire community of a system's users.
It is prefened that such researches are conducted as a matter of course in all advertising activities of a system in order to collect as much infomiation as possible using this efficient tool. The same technique of division into representative test-groups can be used in any area of research in which it is desirable to test the response of all types of users to a number of options simultaneously. In addition, it is possible to perform such a division in order to perform research into the habits of a specific type of users. Thus, in another prefened embodiment of the present invention a specific sector rather than whole community of users is divided into representative test-groups.
As conversation constitutes the primary means of interaction between users and toys, a- networked interactive toy system is in itself highly interested in R and D in all areas related to speech processing including speech recognition, text to speech and Artificial Intelligence techniques. At the same time such a system also constitutes an ideal tool for performing research into these areas. In the case of language processing it is not only the huge number of users itself that plays a part but also the fact that these users represent a variety of different ways of speaking that are associated with their different nationalities, languages, age groups and voice types. These users continuously interact with their toys, predominantly through conversation, so that an enoπnous amount of information on language processing is available as material for research. It is prefened that this material is processed in a system as a matter of course.
In a prefened embodiment of the present invention a system of interactive toys keeps track of any event in which a toy fails to recognize a user's statement. For example, whenever a system cannot convert a user's voice into a text that fits into a cunently running interactive script then details of such an event are stored for future analysis in a special database record. It is prefened to keep track in such a case of both the type of script and the type of user involved in an event of failure to recognize voice. It is further prefened that a number of voice recognition teclmiques would be tested at the same time using the procedure of division into test-groups described above. Fig. 80 shows an example of such research into speech recognition. For each one of three voice recognition teclmiques a system processes the total number of failures, the types script and the type of user. Such research has the following results: Firstly, the test group with the least number of failures. This is an indication that the voice recognition technique used with this group is probably the best of all three. Secondly, the techniques that have the least number of failures with specific types of users. This can be used in order to develop user specific voice recognition as well as for further research in an attempt to develop an improved technique that would work better for all types of users. Thirdly, such research makes it possible to detect cases in which failure occurred due to the nature of a script rather than due to inadequacy of a voice recognition technique. This can be used in order to develop a method for script writing that is better attuned to the features of prevailing techniques of voice recognition. This opportunity for R and D into the area of voice recognition may be enhanced if users take part in such research. In a prefened embodiment of the present invention a user can take an active part in research into speech recognition. Certain ways of encouraging users t participate in research are already mentioned above. It is prefened in the case of vυicc recognition, that users would be also guaranteed that their statements would be analyzed solely for the purpose of research and in a way that would not reveal their identities. Fig. 81 shows by means of a flow chart an example of such research. Normally when a user's statement is unclear a toy tells its user that it did not understand him/her and the event is recorded as in the previous example. If, however, a user is willing to talce part in research a toy asks him/her to repeat his/her previously unrecognized statement more slowly and to try to separate the words from one another more clearly. A successful recognition in this case is stored in a special database record. If a statement is still unrecognizable a toy ' asks a user to type it down using a computer keyboard. A text and a previously unrecognized voice are then stored in a special database record for future analysis. Such research may be of great value for detecting problems in voice recognition. In the present example one can separate cases, in winch failure to recognize voice are due to the continuous character of human speech. One can also use a record of text and previously unrecognized voice for detecting specific words and phrases that are more difficult to recognize relative to a give user and a given voice recognition technique. It is prefened that such research be combined with the aforementioned testing of a number of alternative teclmiques.
Toy hardware constitutes another research area that is naturally directly related to the functioning of a system of interactive toys. It is first of all prefened that record be taken of the exact hardware features of any toy in such a system. In a prefened embodiment of. the present invention toys on a system are also equipped with sensors that make it possible to keep track of the relative position of the various parts of a toy's body. It is prefened that such sensors could also be used to indicate a variety- of hardware malfunctions such as, for example, an arm that gets out of its place. Using such sensors it is possible to perform research on a variety of aspects of toy hardware. It is possible, for example, to keep track of the ways users move their toys and of the positions in which they prefer to hold them. Such research is useful for designing toys that are more attuned to users' requirements in a variety of ways such as, for example, eliminating unprefened sensors. It is also possible to keep track of recurring hardware malfunction and thus to choose the adequate materials for manufacturing toys of any given type. The opportunity for all these kinds of research into toy hardware can be enhanced by the unique information retrieval ability of a networked system's database. In a prefened embodiment of the present invention information on toy hardware is conelated with database infomiation on users. In this way it is possible to perform more reliable research. An example for this is shown in Fig. 82. Infomiation on hardware malfunctions and toy types is processed together with the personal profiles of users in whose toys such a malfunction occuned. Such research makes it possible to determine more accurately the nature of hardware malfunctions. If the same malfunction frequently recurs in a certain types of toys regardless of user profile, this indicates a hardware malfunction in the exact sense of the word, namely a malfunction due to hardware deficiency. In such a case the said type of toys requires improvement. Conversely, if the same malfunction in a certain type of toy occurs only with users of a specific profile this indicates that the said type of toy is only inappropriate for users of this type. In this case it would be more adequate to advise such users to try a different type of toy.
It also is prefened that research on toy hardware be combined with research into other areas related to the functioning of interactive toys such as, for example, the aforementioned research on language processing. In a prefened embodiment of the present invention infomiation on toy's speech capabilities is conelated with hardware features of toys' speakers and lip movement. Such research would make it possible to locate more accurately causes for problems in toy's speech.
The ability of a networked interactive toy system to provide educational content in an efficient way constitutes one of the main reasons why people would like to become users of such a system. It is thus highly desirable that a networked system performs R and D in order to enliance its educational value. In a -prefened embodiment of the present invention tests that are intended to measure a user's progress are given as an integral part of the educational content that is provided to a user. Since such tests preferably include some sort of encouragement for doing well, such as, for example, credit points, there will also be encouragement for users to indirectly participate in research and to lend reliable infomiation on their progress.
In another prefened embodiment of the present invention two or more methods of teaching the same subject are tested. It is prefened in such a case that information concerning users' school grades in the said subject is also processed. This can be done, for example, through cooperation with schools, or, for example, by encouraging parents to submit such details on their children achievements. Fig. 83 shows schematically an example of such research on methods of teaching. Three methods of teaching the same subject are tested. For each method a system processes for a period of one or more years the school grades of and personal profiles of users who received educational content using the said method of teaching. In addition, a system also takes into account school grades of a test group of users with similar profiles who do not receive educational content in the said subject. Such research helps to determine which is the best method of teaching as well as which method are best for specific types of users. In addition, such research makes it possible to measure the long-teπn contribution of educational content to users in comparison to other users.
Another area of R and D directly related to content is research into entertainment. It is prefened that a networked system keeps track of all requests for entertainment content as well as of the personal profiles of users who request each item of content. In this way a system of interactive toys offers a unique opportunity to perform reliable research into the entertainment habits of users worldwide. Results of such research may be used, for example, in order to determine the prefened types of content for such a system. Such results may also be highly valuable for independent content providers. In this case a networked system may or may not share its research results with establishments that specialize in the creation of entertainment content.
This opportunity to perfonn entertainment research is greatly enhanced by a networked system's ability to collect information on the context and environmental conditions in which entertainment content is requested for. In a prefened embodiment of the present invention a networked system of interactive toys sends content to web television upon user request. The system keeps track not only of all requests for TV programs and users profiles but also of the conditions prevailing at a site where a program is watched. Such information includes details such as, for example, whether a program is watched alone or with friends. It is prefened that such information is collected in the course of a free interaction between a toy and one or more users. Fig. 84 shows example of such an interaction.
Since many of the users of a networked interactive, toy system are likely to be children such a system offers an opportunity to perform research into child play and development. In particular such a system offers an opportunity to handle at the same time a multiplicity of aspects involved in such research. In a prefened embodiment of the present invention a system keeps track of the development of a child-user as a function of many parameters. These parameters include, but are not limited to, type of interactive games with a toy, educational and entertainment content requested from a system, other games played by a child, results of infomial tests embedded in games, and personal profile details such as, for example, parents' level of education and income. It is prefened that such infoπnation is collected over a number of years that cover a phase of a child's development such as, for example, between the ages of three to six years old. In such a case it is desirable to include infoπnation on a child's achievement in the first grade. Such research may help to determine the type of games and educational activity that contribute to a child's long-teπn development. Such research may be financed by academic establishments or performed by a networked system as a public service.
Another research area of indirect commercial value relates to issues of nutrition and health. It is prefened that a system keep track about all its users' habits that are related to these areas such as, for example, the type of fast food products they nonnally consume and the type of recreational activity they are engaged in. It is also prefened that a system keep track of matters of nutrition and health that are mentioned in the course of a conversation between a user and a toy. In a prefened embodiment of the present invention users are especially encouraged to lend information about their eating habits and physical condition. A system insures its users that such information would be used for the purpose of research only and that it would be processed in a way that would not reveal their identities. Users who are willing to participate in such research may be paid by a system in variety of ways such as, for example, discount for the products they lend information about. Alternately, in case another establishment finances research on nutrition and health, participating μsers are paid directly by such an establishment.
In a prefened embodiment of the present invention users interact with toys connected to a mobile communication network. In this case an opportunity is offered to perfonn research on traffic habits. Since it is possible to track the location of a user who interacts with such a mobile toy, it is prefened in such a case to keep track of all rides and travels and of traffic routes talcen. This opportunity to perfoπn research on traffic is enhanced by the interactivity that characterizes an interactive toy system. In a prefened embodiment of the present invention a mobile toy interacts with its user about their ride together. An example of such a conversation is shown in Fig. 85.- Such interaction makes it possible to perform research that takes into account drivers' expectations and decisions made in the course of a ride.
In a prefened embodiment of the present invention, a system of networked interactive toys are used to obtain information from users which, together with other information collected by the Interactive Toy System (ITS) or collected by other means, may be used to enhance the entertainment, educational and commercial value of such toys. Furtheπnore the multitude of information collected which is related to individual users or to various categories of users makes the IT'S a powerful consumer database and profiling system which has commercial value even to commercial enterprises which are unrelated to the ITS since it contains information on users and their personal habits.
A computer controlled Networked Interactive Toy system offers a unique opportunity to record and track all actions, a selection of actions or a summary of actions of all users, toys, content providers and commercial establishments which use the system. The resulting database of information is preferable for the proper operation of a system of interactive toys. Such a database enhances the entertainment value of the system and, due the enormous number of its possible users, greatly expands its commercial applications.
Since the amount of information to be stored is extremely large, it is possible to discard part of the information available to the system. However, considering the latest techniques of data storage, it may be possible to store most if not all of the information for future analysis.
A procedure for handling such an enormous amount of data requires procedures of extracting the most important items of information as well as a division of the information into separate categories. It is thus prefened that the system's database contain many other databases each of which provides information of a more specific nature. Examples of this are given below.
A networked system of toys is intended to serve a constantly changing community of users. Thus the database should itself be dynamic. In other words not only the infoπnation of the database but also the structure of the database itself, including the various categories and types of information may be able to change with time. It may be prefened to have direct human intervention to modify the database structure. Alternately automated techniques using Artificial Intelligence or pattern matching technology may be employed in order to update the database dynamically.
The information collected and processed by the database system described by this invention provides a powerful consumer database and profiling system which is of great commercial value even to commercial establishments which are unrelated to toys.
Structure of database:
Fig. 86 shows schematically a possible structure of a database for use with Networked Interactive Toys including the location of its various components. It is prefened that the main part the database is located on a computer which is part of the system's server. This main part is divided into two main categories: records of user related information i.e. information related to individual users, and records of toy related information including the life history information of an individual toy;
"community" records, i.e. information related to the interaction of various users and their toys. This includes various commercial databases that serve the whole community of toys.
The first category includes records of users. It is prefened that a database include for each user a record of user information as well as events records whose function is discussed in detail bellow.
It is also prefened that a database includes for each toy its own record of "life history". This would enable the system to keep track of interactions between any particular user and any number of toys, and also between a particular toy and any number of users in the system.
Another section of a database on a server - the community records - includes first of all a content database in which the system stores contents it provides to its users. It is prefened, however, that content providers should also be connected to the system and provide content to the users under control of a system's server. In this case, a content database would include records of the various providers of content.
Due to the tremendous commercial applications of a networked system as such and of its option of data storage in particular, it is highly desirable to include in a system's database a commercial database with records of all commercial establishment including but not limited to retail stores on the system. Bearing in mind the centrality of security issues to the system it is also desirable to include a special database of security events. The use of such a security database in enhancing the security in the system is discussed bellow.
It is prefened that apart from records of individual users, a database includes a central record of all users' habits. As this record is updated in the course of time, it would enable to enhance research and development (R and D) issues as well as commercial applications that are not immediately related to one firm or another but are rather broader in nature. It is also prefened for a networked system to have its own knowledge resource, its "Encyclopedia" so to speak. This database of knowledge may be either full or indexed, namely able to find preferable sources of knowledge. It is prefened to include for each user in the system his/her own private database in order to store personal conversation or any data otherwise declared private by the user. As shown in Fig. 86 a private database might be located separately on a user's personal computer. Further options of storing private data are discussed bellow.
Record of Events:
As already mentioned above, it is possible, in principle, to record the entire interaction between all users and toys in a system. This, however, requires an enormous amount of storage capacity and computing power. Thus, in order to extract the preferable features of toy-to-user interactions the system keeps track of special events and stores information about them in special records. Thus, for example, an "event" may signify that a certain script of interaction between a user and a toy, or a portion of such a script, is completed.
Fig. 87 shows several examples of types of events for which information may be sent, after a toy-to-user interaction, to a database on a server. One example of an event is when a coupon is given to a user by a toy (possibly via the computer's printer). The information related to such an event includes the time of occunence and the type of product concerned. It is prefened that the merchant involved in such a transaction is also connected to the system, and thus it is possible to store information about an action that is expected to follow the event concerned. In the case of the coupon, the expected event which may follow the giving of the coupon is the usage of the coupon by the user for purchase of goods or services. Table 28 shows an example.
Table 28.
Figure imgf000164_0001
Similarly, one may record other types of events that occur within a toy-to-user interaction, such as, for example, entertainment content being requested by the user. A record of this type of event may include information about the time of occunence, the type of entertainment content, and about whether the entertainment session was allowed to continue. In case of a request for educational content, a toy may present questions to its user, and on the basis of the user's response the system can determine whether he/she has understood the nature of the content concerned. This information can then be added to a record of requests for educational content. Information concerning particular events can be collected over any period of time and then processed in various ways. Fig. 88 shows schematically an example of a procedure for handling information, concerning coupons, which has been collected in the course of a relatively short period of time (two weeks in the given example). When a coupon is given to a user the system checks, after a predetermined length of time, whether it was used to purchase the product concerned. In either case, information is added to the record of events for future analysis. However, in case of a coupon that was not used, the system checks whether and how many times this happened in the past two weeks (for this example). This information then serves as input for interaction and enables the toy to surprise its user with meaningful conversation such as: "I gave you quite a few coupons for Macdonald's, but you. did not even bother to use them!"
In another prefened embodiment of this invention information collected in many records of events is analyzed over a longer period of time, such as, for example, over a period of a whole year. Fig. 89 schematically shows a possible procedure by which an analysis of a record of events can be used to update a record of user information. Such an analysis may be statistical in nature in which case it may receive two inputs. The first input comes from a selection from records of events of a particular user collected over a long period of time: for example, the total number of coupons for hamburger given and used in the course of a year. The second input may come from a parallel selection from records of events from the entire community of users. It is possible, for example, to take only the top ten percent of those who used their hamburger coupons and designate them as "hamburger eaters". The decision of the statistical analysis concerning the particular user is then sent to his record of user information.
The prefened basic components of a personal record of user information are shown in Fig. 90. It is prefened that a record of user information includes a special record of the user's personal details. These details, possibly submitted at registration, may include gender, age, nationality and fields of interest. It is also prefened, especially but not exclusively in case the user is a child, that a record of personal details includes information about the type of content that is allowed to be sent to the user's toy. This would reduce the chances of inappropriate content and thus enhance the security in the system. Through analysis of users' records of events as described above (Fig. 89) the system may collect in the course of time a considerable amount of information concerning the habits of any one of its users. This information is to be stored in a record of user habits that might eventually include the larger part of the record of user information. The ability to collect reliable information about habits of many users whose personal details may also be known, offers a unique option for research with a considerable commercial value. Fig. 91 shows one example of analyzing information about user habits that is collected over a large number of users. The habit analyzed in this example is that of "hamburger eater" already encountered in a previous example. Now, however, the system checks for possible conelation between this habit and other characteristics of users such as age or nationality. The networked system's database plays a preferable role in the processing of this information.
Apart from the immediate commercial relevance of the results of this analysis for the commercial establishments concemed, the analysis may also have other, less immediate marketing and/or other implications. For this reason, these results are added not only to records of dealers in the commercial database but preferably also to a central record of all users' habits (see Fig. 86) where they might be processed together with other coimnunity related data.
Another type of user related information concerns interaction between a particular user and other users on the system. It is therefore prefened that a record of user information should include a special record of interactions with other users. Such a record could be used, for example, for storing information about games that users can play with one another from different sites possibly without knowing one another. Thus, when the system looks for a proper opponent for a particular user it may, if prefened, avoid choosing one with whom the user concerned has already played.
As mentioned above, it is prefened that each toy in the system has its own record of its life history. A typical record of toy life history is shown in Fig. 92. It is prefened that the toy's life history include summaries of all interactions of the toy with its user, summaries of all advertising made by the toy and of all purchases made by the toy's user or users, summaries of all travels of a toy (if available) as well as all the basic information about the toy such as its basic personality traits as well as a record of allowed and disallowed content as dictated either by the toy's manufacturer, by the user or by any other authorized party. It may be possible to update this record to suit certain imique requirements of particular user.
It is prefened that commercial establishments be permitted to connect to the Interactive Toy Server (ITS) so that users can interactively use their toys in a store. Thus, a record of toy life history might also include a special record for storing information about a toy's travels to other possibly commercial sites. Fig. 93 shows an example of how a record of toy's travels might be used. Information about new products in commercial sites is supplied from a commercial database. This information is compared to information stored in a record of toy travels. The results of this analysis can be used to enable the toy to suggest to its user additional commercial travels. This might prove especially useful if a user visited a store just before new products anived and therefore needs an explanation why he/she would like to visit the same store once more.
Another record preferably included in a record of toy life history is a record of interaction with various users. Such a record could be used to enable a toy to develop a web of relationships with a number of users. It would then be possible for a toy to "remember" the peculiar voice of a user and associate it with events specifically related to that particular user on the basis of information stored in this special record of interaction with users.
The toy life history may be used to modify the responses of the toy to inputs by the user. Thus the same toy with different life histories may have different personalities. Thus the life history database contributes to the individuality of toys.
Content database:
A content database contains among other things, entertainment, educational, and other content either in the form of scripts or in the form of other interactive routines that are provided to users by the system's server.
As mentioned above, it is prefened that content would be sent to users from content providers as well, and that a server may control the passage of content from a content provider to a user. If this prefened option is realized, a content database should include records of all content providers connected to the system. A record of content provider might include details of the types of the various items of content it provides, requests for content by users and users' response to content.
As users' response is collected over time it could be used to update the details of content type as initially declared by the content provider. A possible structure of a content database is schematically shown in Fig. 94.
Commercial database:
Commercial applications are central to part played by data storage in a networked interactive toy system. It is therefore highly desirable that a system's database includes a commercial database for storing all information related to the system's commercial aspects. Fig. 95 schematically shows a possible stmcture of a commercial database. It includes records of all commercial establishments and dealers commercially connected with the system. A dealer's record should include information about all purchases by users - for charging a fee. It might also include information about users' satisfaction with purchased items over time. Once analyzed this information might or might not be shared with the dealer or firm concerned. The use of a database for commercial and advertising needs is discussed in detail in various sections of tins document including in the last section.
Database of security events:
The importance of security in a networked system has already been mentioned and is described in detail in a US provisional application filed on March 16, 2000 titled "Secure Systems for Interactive Toys".
Besides the security risks inherent in all networked computer systems the toy system should also be concerned with the passage of inappropriate content to users and with the possibility that users or other people may be able to harm the system through a judicious choice of interaction with the toys. In the aforementioned application, this danger is handled b the use of filters and security units that control, at various points, the flow of content to users beginning from whatever source this content might be provided and all the way to the final user.
The functioning of such a security system is enhanced if information about security events is available. A database of security events stores information on all security violations that have occuned, including a list of content providers involved in sending inappropriate content. It may also include information about users with whom greater caution is prefened. An example of how a security system might work with information from various parts of a database is shown in Fig. 96. A security unit, namely a computer located at a system's server, receives, in this example, four types of information. Firstly, information about the content allowed to be sent to a particular toy stored in that toy's record of life history. Secondly, information about the content requirements of a user, supplied from that user record of information. Thirdly, information about the content possibly aniving from a content provider and therefore stored in the record of that content provider in a commercial database. And fourthly, information about security events stored in that special database. This last type of information improves the functioning of the security unit. It points out cases where special caution is prefened and also enables to avoid unpreferable alert when this possible.
Private database:
It may be desirable that some information obtained by a toy from its user or from its environment should remain private and not be sent to the system's server. It is therefore prefened that a mechanism is provided whereby users can declare their private conversations and any other information as private. Such information would be stored in a special private database and either located on the user's computer or held in a special private database on the server.
Since it is possible that some toys in the system are also connected to a mobile communication network, it is prefened that a system's database should also include semi- private database. As shown in Fig. 97 a semi-private is located at a system's server, yet it is otherwise private.
It prefened that the system be used for information about users' conversations under certain conditions. An example of how this may be done is shown in Fig. 86. In this example, only in special cases in which a user's speech is made in response to commercial issues is it allowed to be sent to a record other than a private database. It is possible that this information is sent anonymously i.e. without reference to the identity of the sending toy.
Billing for interactive toy commerce is now described.
T-Commerce is a process by which a consumer, preferably a child, uses a toy to buy something. The object bought may be a physical product, content, service, etc. that will be collectively named herein "the goods". There are several reasons that make T-Commerce billing considerably different from any other billing process, including evolving Internet billing mechanisms and methods:
1. The buyer is a child and is legally not accountable financially;
2. The point of sale is a toy and the interaction is preferably verbal;
3. The process may have several parts that take place in different places at different times;
The entity the provides the budget for the child is usually a parent but may also be a grand parent, a relative or a friend of the family or the child offering a gift, a charity organization, a commercial sponsor by way of a gift, a prize or a promotion, etc.
The objective of the financing entity is to provide a well-oriented and well-measured budget that will still be manageable by the child. Namely, the budget will be set for, and thus used for specific goals and will be spent at a certain rate and distribution. For example: the budget will allow the child will be able to buy music, downloaded from the Internet and played by the toy. The music can be limited to a specific type (classic, country) or make (singer, publisher) and no more than one piece of music per day.
The system supports intentional and unintentional buying. Intentional buying occurs when the child knows that he or she is buying something. This will always be true for physical goods. However, in some cases, content can be purchased unintentionally. For example: 1. The parent purchased for the child a weather report each morning.
2. The child is allowed ten jokes per week, but when the child selects to hear a joke the child does not know that he or she is actually buying the joke. However, when the limit is reached the child will not be offered to hear jokes for the rest of the week.
The Players: Several players take part in the process:
1. The user preferably a child, makes the purchase;
2. The financial provider preferably a parent, sets the purchasing rules and pays the bills;
3. The source vendor produces the entities on sale, may sell directly or through a retailer, receives the major share of the payment;
4. The retailer from which the entity was bought, may store the entity and deliver to the user or order delivery from the source vendor, receives a major share of the revenues, in most cases forward the source vendor its share of the revenues;
5. The operator provides the communication infrastructure;
6. The advertiser provides user oriented content with advertising payload. Receives advertising fee and/or commission on the transaction;
7. The affiliate web site that referenced the buyer to the retailer. Receives commission on the transaction;
8. Financial Service — a bank, credit card service, etc. that actually bills the financial provider and provides the funds to the appropriate parties;
The financial provider is usually a parent or a custodian that serves as the primary financial provider. Other financial providers, hereinbelow secondary financial provider, may be a grand parent, a relative or a friend of the family or the child offering a gift, a charity organization, a commercial sponsor by way of a gift, a prize or a promotion, etc. The difference between the primary and the secondary financial providers is that the primary provider is able to control the budgets and budgeting rules of the secondary providers.
In many cases the source vendor and the retailer are the same entity.
The operator provides the communication infrastructure, supports and secures the communication between the other players. However the operator is an optional entity and the system can function without it. The operator is particularly useful to cumulate, aggregate and distribute revenues, commissions and other benefits between the parties involved (such as the source vendor, retailer, affiliate, advertiser, etc.) Preferably the operator aggregates micro-payments and then processes sizable transactions effectively. The operator sends billing data to the financial services, collects the funds and distributes them between the other parties. The operator receives operating fee and/or commission on the transaction.
The affiliate is also an optional player.
Fig 99 is a pictorial block diagram of a prefened implementation of the present invention showing the network configuration and the main players. The user 1000 is playing with a toy 1100 that contains a toy controller 1110 that is in wireless communication, via computer radio interface 1120 with a controlling computer 1130. The controlling computer communicates, via a public network 1140 (e.g. the Internet) with the billing service 1150, online stores, content providers and services 1160 and with affiliate sites 1170. When out of home the user can still access the billing services by cornmunicating via cellular networks and local public networks (such as PCS) operated by stores and malls.
Fig 100 is a pictorial block diagram of a prefened implementation of the present invention showing a simplified example of data flow between the major parties.
Fig. 101 is a pictorial illustration of a toy equipped with a toy control device 1110,
Fig 102 and 103 are block diagrams of the toy control device (1330 and 1520) and the computer radio interface (1320 and 1450) where the computer radio interface is connected to the computer via an analogue sound board (Fig. 102) or a digital peripheral port (Fig. 103).
Objectives:
1. Provide means to budget a person that is not accountable financially;
2. Provide means to control the budget automatically, based on a free set of spending rules;
3. Provide means for secondary financial providers to provide financing, including budget details and budgeting rales, and enable the primary financing provider to control the budget details and budgeting rules of the secondary financial providers;
4. Provide means to cumulate and distribute revenues, commissions and other benefits (financial and other) between the parties such as the source vendor, retailer, affiliate, advertiser and operator;
The objectives of the present invention are implemented by means of an accounting mechanism, which is made of an inter-linked set of accounts, where each account is a data structure that can be processed by a computer. In the prefened implementation of the cunent invention the computer is the computer that controls the toy. However the computer can alternatively, or additionally, be the computer provided by the operator or be distributed between the buy-side computer (that controls the toy), the operator's computer and the vendor's/retailer's computer. There are two major types of accounts: buy-side accoimts and sell side accounts.
Buy-side Accoimts:
One objective of the present invention is to provide a mechanism for the financial provider to set the budgets and budgeting rules for the user (child). In the prefened implementation of the cunent invention the mechanism is provided by a set of buy-side accounts. One way of setting the buy-side accoimts is by means of the display of the computer that controls the toy. This method is oriented for the use of the primary financial provider, namely the parent. Another means for setting buy-side accounts, which is useful for secondary financial providers, is via the Internet.
Following is an example of a prefened implementation of the present invention. Buy-side account each typically includes data entities similar to the following data entities: Category e.g. Music
Total Budget e.g. $25
Maximal spending for a single order e.g. $3 orders per unit time e.g. 3 orders per week Maximal spending per unit time e.g. $7 per week
Budget replenishment e.g. Monthly
Figs. 104 and 105 present screen displays for setting up a user account. Fig. 104 shows a screen display for adding the personal details of the user accounts (Grandma- History and more) for this user (Stuart) and their parent accounts (Richard and more).
Fig. 105 shows a screen display for setting the details of a buy-side account for a user. In the prefened implementation of the present invention each field (except for the "Maximal spending for a single order") can be repeated. That is, the financial provider can set one category, e.g. music, and than add a second category, e.g. songs. The financial provider can also set the maximal spending per unit time to $7 per week, and than add a second limit, e.g. $20 per month. Accounts can be linlced to each other in complex schemes to create complex budgeting rules.
Secondary financial providers can provide budgets and budgeting rules in an automatic online method (e.g. via the Internet). This method enables the financial provider to stop the budgeting or to change the budgeting rales from time to time. The method communicates a new or replacing user account from a network server to the toy control computer in two modes: 1. A parent can define an account that is open to receive budgeting data from a specific secondary financial provider. Any number of such receptacle accounts can be opened.
2. A parent can define an account that will poll budgeting data from a specific web site of a secondary financial provider. Any number of such receptacle accounts can be opened.
User Account:
The user may have one or more accounts to which procurements are billed. A user account is associated with one or more sources of goods. When the user places an order for specific goods from a specific vendor the associated account is billed, if the account permits the buy. The account can be set to permit buying of specific goods at certain sums and frequency. Fig 106A shows three independent User Accounts for music content.
A user account can be linlced to another accoimt of the same user to provide multilevel limits. For example, the user can be allowed to buy content, such as music or songs, from three sources, but can not spend more than $10 a week and not more than $5 per week from any of the sources. Fig. 106B shows a tree-like linking of three vendor specific User Accounts linlced to a master, subject specific, user account.
Financial Provider Account:
A user account is always linked to a financial provider account. Several user accounts can be linlced to one financial provider account.
Different user accounts can be linked to different financial provider accounts. A user account can be linlced to more than one financial provider account. Usually financial provider account belongs to the user's financial provider, however in some cases a financial provider accoimt can belong to an organization (such as kindergarten or school) or a merchant. Fig. 106C shows a user account that is linked to three financial provider accounts, all providing music content.
The financial provider account contains the link to the Commercial Account (see below) and usually a commercial account is linked to only one financial provider account. Financial provider accoimts are used to cumulate micro-payments to same commercial accounts. In one example of inter-linked accounts, user accounts of different users can be linlced to the same financial provider accoimt. Financial provider accounts can also be linlced to other financial provider accoimts to provide family- wide budget limits. Fig. 107 presents a screen display for managing a financial provider account of a prefened embodiment of the present invention.
Commercial Account: A financial provider accoimt is always linked to a Commercial Account from which funds are drawn to execute the payments. Commercial account can be regular financial accoimts such as a bank account or a credit card account or service accounts such as ISP (Internet Service Provider) or telephone operator accounts. Credit Account:
Credit Account is a type of a user account that enables the financial provider to set limits on the spending budget of a user. Debit Account:
Debit Account is a pre-paid user account. Pre-payment of a debit account is usually executed once, either by a financial provider or by a sponsor, but it can also be executed automatically, periodically, from a financial provider account. Subscription Account:
Subscription Account is a periodically pre-paid user account that is usually associated with a certain program or a service from a specific vendor or retailer. Coupon Account:
Coupon Account is a pre-paid user accoimt provided by a sponsor for specific type of goods.
Sell Side Accounts: Merchant Account:
A Merchant is an entity that receives that payment from the Operator - namely the present invention. The merchant has an account with the Operator and the Operator can credit the accoimt with payment funds received from the buyer and debit the accoimt if the buyer has waived the transaction (charge-back).There are three main types of merchants:
Vendor the entity that sold the goods: an original provider of the goods (source vendor), a distributor, a retailer, etc. Canier the entities that provided the background for the transaction and share a commission: the toy manufacturer, the advertiser, the content provider in which the advertising has been inserted, etc. Affiliate a third party that took part in the transaction by refening the user to the advertising, etc., by sponsoring, via a (joined) coupon account, etc. The Use of an An Interactive Toy as a Verbal Diary is now Described. A prefened embodiment of the present invention describes use of interactive networked toys as diaries and personal organizers for their users. These may employ user voice recognition systems, and user voice toy-activation. These may further employ user voice-authorization purchase of items.
Interactive toys are linlced up to one or more interactive toy system servers (I.T.S.). An I. T.S. has access to one or more databases, which include lists of names, addresses, telephone numbers, facsimile numbers, and the like.
Databases may be of an international, national or local collection of names, addresses, telephone numbers, facsimile numbers, and the like.
Interactive toys may have access to some or all of these databases.
Interactive toy users as for a certain item. This may be a product, service, business and/or residential item, person name, address, telephone number or the like.
Toy provides directory inquiry service.
An interactive toy provides a verbal/oral directory inquiry services as appears in Fig. 108; a user asks his toy for one or more names and telephone numbers or other item. The toy checks whether it has understood the request of its user. If yes, it proceeds to scan one or more databases for the prefened item(s). It checks whether it understood the user conectly and then proceeds to retrieve infoπnation from the database(s). It then can provide the prefened information verbally.
In another prefened embodiment of this invention, a toy connects to a web-site. The toy may activate the web-site to find user requested information. Alternatively, its user(s) may go to his computer and retrieve information directly.
In another prefened embodiment of this invention, a toy dials up directly to local, national and international directory inquiry services. In another prefened embodiment of this invention, interactive toys connect user(s) to a prefened person, business, or the like via a directory inquiry service.
In a prefened embodiment of this invention, an interactive toy directly dials/calls the prefened number(s) for its user.
In another prefened embodiment of this invention, an interactive toy dials the number(s) for its user and orders item(s) requested.
In a prefened embodiment of this invention, an interactive toy downloads requested information into a memory. This memory can be part of its hardware and/or linlced to one or more computers.
In another prefened embodiment of this invention, an interactive toy prints out the requested information on a home computer printer or the like. In another prefened embodiment of this invention, an interactive toy prints out the requested information to a facsimile or the like.
In another prefened embodiment of this invention, an interactive toy downloads the requested information into an organized electronic organizer or the like.
In another prefened embodiment of this invention, an interactive toy retrieves the requested information from a computer memory, its own memory," an organized electronic organizer, a system database, or the like.
In another prefened embodiment of this invention, an interactive toy retrieves the requested information from a computer memory, its own memory, an organized electronic organizer, a system database, or the like, and converts the information into verbal/oral form.
In another prefened embodiment of this invention, an interactive toy retrieves , the requested information from a computer memory, its own memory, an organized electronic organizer, a system database or the like and converts the information into text which it downloads, onto a home-computer screen, facsimile, printer or the like.
In another prefened embodiment of this invention, an I.T.S. provides information to one or more toys. One or more toys can provide and/or receive verbal and/or electronic information from one or more other toys.
One or more interactive toys retrieve requested information from an I.T.S. computer memory, its own memory, an organized electronic organizer, a system database or the like, and an interactive toy sends the information to one or more interactive toys. Interactive toys convert the information into text, which is downloaded onto a home-computer screen, facsimile, printer, or the like.
Fig. 108 describes the numerous ways in which an interactive toy may access information. This may be directly via wired/unwired connection to a telephone network, via unwired cell-phone connection, or directly to Internet or the like. It may be indirectly via a home computer to Internet web-sites or other database, or computer connected up to a telephone network or cell-phone network, or the like. It may be indirectly via an interactive toy server to a cell-phone network, telephone network, or Internet, or the like. It may be indirectly via a home computer or other computer linlced up to an interactive toy server, which links up to cell-phone network, telephone network, or Internet system or the like, or via any other similar combination.
An interactive toy provides information from one or more of these communication links in one or more of the following forms: verbal, electronic or printed form. It may pass information on to one or more of the following: to a home computer screen or memory, to a fax, phone or printer, interactive toy, interactive toy server, one or more users, or any combination of these or similar configurations.
A typical conversation between toy and user is shown in Figs. 109A, 109B and 109C. A toy pushes his user to be entertained, order food, purchase tickets for movies, theatre and the like via an I. T. S (Interactive toy server system). A toy charges his user for items provided via an I.T.S. The I.T.S., which performed such a transaction, receives commission for any transactions performed. A toy acts interactively in trying to find appropriate amusement/ occupation for its user (as described in previous applications mentioned above).
A toy verbally reminds its user of meetings and other itinerary items, as exemplified in Fig. 110. It may activate an alaπn or phonic reminder for its user to perform a certain task. A toy may also contact its users itinerary subjects to move, change and cancel meetings, and the like.
Fig. I l l describes an example of a toy function in helping a user to access diary or other information. This information may be personalized, secure, and available only by user voice recognition.
Fig. 146 describes a typical list of toy diary functions.
In a prefened embodiment of this invention, a toy diary may make suggestions to its user of how to fill in vacant time. This may be in advance of the vacant time and/or when the time becomes available.
In a prefened embodiment of this invention, one or more users may make inputs into the diary. These inputs may be personalized for primary and/or secondary users. For example, parents may want to program a diary to wake up the children in the morning, and make it yell at them to get ready on time. Another example is that a child may want its parent to talce it to a party at a certain time, date, and venue. The child could verbally input such information into the toy diary, or could so in conjunction with a computer. The diary then reminds the parent of his driving duties, well ahead of time. Alternatively, a child may not have authorization to input information in his parent's diary.
In a prefened embodiment of this invention, a toy diary does not allow double bookings of a person's time. The diary preferably reschedules a second entry to a vacant time, and verbally tells its user of the change.
In a prefened embodiment of this invention, different users having different interactive toys on the same toy network communicate via their toys or via their computers or any other combination (Fig. 108), and can plan times, venues, and the like via the toy network. In a prefened embodiment of this invention, users having more than one interactive toy diary may have different options offered to them by their different persona. For example a diary in the form of a doll may offer girl oriented programs, and a diary in the form of a soldier may offer boy oriented programs.
A voice-activated purchase employing networked interactive toys is now achieved.
Another prefened embodiment of the present invention describes one action purchase employing networked interactive toys. This may be user voice-activated, user motion activated, or the like. This system employs activation using voice recognition and preferably one-word-purchase. This utilizes organizational structure of networked toy systems and all personal information and associated security systems to enable toy users to perfoπn purchases, preferably, one-word purchases. A toy user embarks on his shopping experience and his access to items is limited by pre-authorized access and spending limits (credit limits). These are based his personal history (age, financial situation, payment scheme, segment entitlement, and the like) He embarks on his shopping not only with pre-authorization, but also with interactive toy server (I.T.S.) pre-approval for his shopping
This invention further allows a user to change his mind and cancel the purchase, but such a user may be penalized, and may be prevented from recunent changing of mind/decision.
Fig. 112 describes an example of a "one-word-buy" (O.W.B.) flowchart. One word buy may be extended to one action buy, provided that the mechanism of agreement of performing a transaction is authorized by the system. For example, user voice, user handshake with doll, or any other action, which passes an authorization subroutine, as exemplified in Fig. 117, may activate "one-word purchase". A user, whose identification is known, credit limit is pre-authorized and pre-approved by an interactive toy system server, his segmented areas of purchase are pre-approved, may access a one-word-buy system based on voice recognition and password matching. If a user forgets his password, then he has to repeat an authorization subroutine (Fig. 117 below). If another person uses a toy, it will automatically switch off, as the stranger's voice does not match that of the authorized user.
One-word-buy may be performed by authorized users employing one or more interactive toys, one or more interactive toys and Internet computers, or one or more Internet computers. A typical one- word-buy routine employing an interactive networked toy and an Internet computer is presented in Figs. 113A, 113B and 113C. After voice and password have been matched as exemplified in Fig. 112, a system maps fields of potential purchase for that user, provides him with his authorized fields of purchase. These may be downloaded onto a computer screen as in Fig. 119, or spoken out by toy, as exemplified in Figs. 114A, 114.3 and 114C.
If a user wonders into "out of bounds" fields of purchase, then he is redirected to his authorized fields of purchase. Likewise, for his one-off transaction limit (T.L.) if he exceeds his T.L., then his computer shows a screen as exemplified in Fig. 120.
If a user does not want to purchase an item, he is offered other items in the same field. If these are of no interest to him, the system may stop offering him options, or may move field. This may be via conversation with one or more toys, or by computer commimication, or the like.
Once a user chooses an item, purchase information is sent to an order database. However, users are preferably asked if they are sure about purchase transactions, before all purchase actions are implemented.
Should a user get cold feet, and want to stop a purchase, then he may activate his personalized one-word-stop-transaction, and say "stop" for example. This is shown in detail in Fig: 118. '
If he wants to continue with the purchase, then a purchase routine ensues, as exemplified in Figs. 115 and 116. Once a user's voice and password have been authorized by an I.T.S., then a purchase transaction ensues. This includes four main stages. Item supplier receives purchase details (order) from I.T.S. Item supplier receives payment for item. I.T.S. receives commission from supplier for transaction. Item is shipped to user and user receives item.
A typical authorization subroutine is shown if Fig. 117. A user may provide his personal details to an I.T.S. An I.T.S. may independently contact a user and ascertain that the user details match the initial ones received from that user. If the user details match those initially provided, then a user's voice may be recorded by an I.T.S. The user then provides one word for O.W.B, and for O.W.S.T. The user is requested to repeat these in order to verify the words. If they do not match then it is preferable that he provides his details again. If they do match, then he has completed the authorization subroutine.
A one-word-stop-transaction is exemplified in Fig. 118. The user says, "Stop". The I.T.S. uses voice recognition to verify that this is in fact the voice of that specific user. The word used is checked to see that it matches that supplied previously. If not, the purchase transaction is not stopped. If yes, then the system checks that the specific user has not stopped other transactions in a given time span, for example, one week. If that specific user has stopped another transaction, then his purchase ability in that specific field is frozen for a given time, for example, one day. This is in order to prevent flooding the system with "changes of mind", and stopping a large percentage of transactions for no good reason.
Fig. 119 describes a typical screen, which an I.T.S. sends to a user, based upon fields of pre-authorized purchase. These may be a function of user age, gender, location, religious restrictions, and the like. An adult user may have no restricted fields.
Fig. 120 describes a screen provided by an I.T.S. showing a user his maximal limit for one transaction (transaction limit). An adult may not have a transaction limit.
Fig. 121 describes examples of the numerous ways in which an interactive toy may access information from, and communicate with purchase/item supplier and toy user(s). This may be directly via wired/unwired connection to a telephone network, via unwired cellphone connection, or directly to Internet or the like. It may be indirectly via a home computer to Internet web-sites or other database, or computer connected up to a telephone network or cell-phone network, or the like. It may be indirectly via an interactive toy server to a cell-phone network, telephone network, or Internet, or the like. It may be indirectly via a home computer or other computer linked up to an interactive toy server, which links up to cell-phone network, telephone network, or Internet system or the like, or via any other similar combination.
An interactive toy provides information from one or more of these communication links in one or more of the following forms:- verbal, electronic or printed form. It may pass information on to one or more of the following: -to a home computer screen or memory, to a fax, phone or printer, interactive toy, interactive toy server, one or more users, or any combination of these, or similar configurations.
In a prefened embodiment of this invention, an interactive networked toy has a shopping cart. This cart may be real, and a user simulates shopping activity with a doll and cart.
In a prefened embodiment of this invention, a virtual form of a toy may appear on a user's computer screen, and go shopping with his virtual shopping cart. He may activate the purchase transaction via his computer, via one word purchase using his toy, or by pre- authorized action, or by any combination of these and the like.
Auctions and Volume Purchases with Networked Interactive Toys are now described.
Another prefened embodiment of the present invention relates to the use of Interactive toys in general and Networked Interactive toys in particular to purchase goods and/or services or to offer goods and services for sale via an online (web based) auction system. The toy acts as an intermediary in the auction system - either as an auctioneer or as a facilitator and aid to the seller or purchaser. Alternatively in case many users wish to purchase the same or related items, the toy (via the server to which it is connected) organizes a volume purchase anangement in which sellers are given the opportunity to bid for the opportunity to supply such products to users at the lowest possible price.
Description of Existing Web Based Auction and Volume Purchase Systems:
There exist many websites on the World Wide Web which operate as large scale web based auction house. Users either register with the auction site or simply act as visitors who view the auctions but do not bid on them. Registered users either put items up for auction or bid on items which have been put up for auction by others.
It is possible to put a reserve price on an auction item (a price below which one will not sell). As a result, auction sites can also be used by individuals or commercial concerns to sell a particular product either in small or in large quantities.
Many of the known forms of auctions are available including ordinary auctions, reserve auctions, Dutch auctions, restricted access auctions, private auctions and auctions by proxy. (The proxy may be the site's computer which increases the user's bid as needed up to a maximum set by the user.)
Auctions are typically handled as follows: An individual puts up an item for auction. He puts on the web a detailed description of the item, possibly with a photo, possibly with his location, possibly with list price. He includes information about the condition of the item and whether it is new or used, who pays shipping, what kind of payment is accepted as well as any other relevant information. He may also include an unpublished reserve price (which only he and the server is aware of) as well as a minimum bid. Users then can bid on the item. The cunent highest bid is made available to all users. Some amount of bid history is also made available to users. At the end of the bidding period, the person with the highest bid should complete the purchase within a given period of time. (The system does not allow more than one person to bid the same amount since each successive bid should be higher than the previous bid.) All payment and shipping i.e. the full fmalization of the sale is done between the buyer and the seller. The auction site is not involved in the transaction and does not guarantee it.
One way to help users gain confidence in the system is using the concept of "feedback" in which buyers and sellers can leave positive or negative feedback about each other (under certain controlled circumstances). One is given an opportunity to respond to the feedback of the other. Users with more than a certain amount of negative feedback are suspended from the system for a given period of time. There are many levels of searches. First of all, one can list by various categories and subcategories. Secondly one can do a full or partial search for items. Thirdly one can list items according to the date at which the bidding ends. There are many other search options available.
The site may or may not charge a fee for those bidding on items. There is usually a charge for those putting items up for. Much of the profit for such Web sites comes from advertising and from web links to other commercial sites. Most web pages carry advertising banners.
Description of Our System:
The system includes a network of interactive toys described above, each of which is connected either directly or indirectly to a Web Server. The Interactive Toys are used as the main advertisers and salesmen in all transactions described below. It is through their unique ability to enable commercial transactions that the system described by this invention becomes more profitable, more useful, more efficient, and friendlier to the user.
The Web Server has a database containing (among other things) a list of all products which have been put up for auction, the user (whether or not he owns a toy) who is auctioning the product and all the prefened information about the product. The database also keeps track of all users' auction activities as part of the profile of the user.
The server's database also contains information about suppliers who are willing to supply large volumes of a particular product or type of product for a reduced price.
It is prefened that only toys and their users will bid on items though others may be allowed to put items up for bid. An interesting application of the auction and volume purchase system occurs if all parties involved are toys and their users. This makes the whole process of auctioning more entertaining since it involves the users' individual toys. The auction or volume purchase experience naturally becomes part of a game for the users. Figs. 8 and 122 show examples of volume purchase and auction using the cunent invention.
Users either put items up for auction or bid on items which have been put up for auction by others. It is possible to put a reserve price on an auction item (a price below which one will not sell). As a result, auction sites can also be used by individuals or commercial concerns to sell a particular product either in small or in large quantities.
It is prefened that any form of auction be made available including ordinary auctions, reserve auctions, Dutch auctions, restricted access auctions, private auctions and auctions by proxy. (The proxy may be the site's computer which increases the user's bid as needed up to a maximum set by the user.). Auctions are basically handled as follows: An individual (preferably with the help of his interactive toy) puts an item up for auction. He puts on the web a detailed description of the item, possibly with a photo, possibly with his location, possibly with list price. Some of this information may not be needed if the Interactive Toy Server already has the information. The user may include information about the condition of any item and whether it is new or used, who pays shipping, what kind of payment is accepted as well as any other relevant information. He may also include an unpublished reserve price (which only he and the server are aware of) as well as a minimum bid. In case the user is a child it is possible that only the toy but not the child or only the child's parent or some other person will set and know the reserve price on the auction item. Users can then bid on the item. The cunent highest bid may be made available to all users. Some amount of bid history may also be made available to users preferably via their interactive toy.
At the end of the bidding period, the user with the highest bid should complete the purchase within a given period of time. (The system does not allow more than one person to bid the same amoimt since each successive bid should be higher than the previous bid.) In case the user is an adult it is possible that all payment and shipping i.e. the full finalization of the sale is done between the buyer and the seller. In this case the auction site is not involved in the transaction and does not guarantee it. In case one of the users is a child or in case one of the users wishes so, it is preferable that the auction site or the Interactive Toy Server handle the entire transaction possibly by having the item prepaid by the purchaser.
It is preferable, in order to help users gain confidence in the system, to use the concept of "feedback" in which buyers and sellers can leave positive or negative feedback about each other (under certain controlled circumstances). One is given an opportunity to respond to the feedback of the other. Users with more than a certain amount of negative feedback are suspended from the system for a given period of time. It is preferable that this be played as a game between the Interactive Toy and the user.
It is prefened that there are many ways of searching for items for auction. It is prefened that items may be listed by various categories and subcategories. It is prefened that both a full and a partial search for items be possible. It is prefened that the option to list items according to the date at which the bidding ends be available. There may be many other search options available.
The site may or may not charge a fee for those bidding on items. There may be a charge for people putting items up for bid on the system. The types of products supplied may include both new and used goods. Users may bid for items either via their toys (the prefened method) or by accessing the system's web server directly on their computer. Users can put items up for auction either by accessing the web directly or buy asking their toy to put the item up for auction or by using the interactive capabilities of the toy to aid in the process of putting the item up for auction. This is described further below.
Another way an item can be put up for auction is if the toy finds out that the user has some excess item and suggests to him that he may want to auction the item. The toy can check with the system to suggest a reasonable auction strategy for the user based on the history of auctions and knowledge about the user's past behaviors and interest. Toys can inform their users (even without prompting) about the availability of certain items for auction or of the need for certain items that the user may want to auction. The toy would do this selectively since it has developed a user profile.
Besides bidding with money, users may be allowed to bid with points (earned from the user's club) or with barter goods. Points may be worth a particular amount of money and barter may only be accepted if the seller agrees. This would likely only occur if the seller has a toy himself and then the toy would ask the seller if he agrees.
Some advantages of using interactive toys are now described.
Toys provide a friendly environment for the use of the internet especially but not exclusively for people (in particular small children) who may find it difficult to use the web. The user develops a relationship with the child and thus helps the child in a more human way with his choice.
A user, especially a child, is more likely to tell his toy that he wants to put an item up for bid or to bid on an item than to log onto the internet and tell some web server.
The use of speech instead of typing as a mode of communication is especially useful for some users.
Our unique database of user profiles which know the likes and dislikes and habits of users allows the toy to help the user decide on which items to put up for auction, whether to set a reserve price and to suggest items which the user may want to bid on. The toy could also make suggestions for alternate items to bid on and help find users who may be interested in auctioning off a particular product. Toy can help user find participate in an auction even if the computer is being used by another member of the family or someone else.
Each toy is a member of a community of toys. The community of toys functions in many ways like an ordinary community of people. There are sub-communities i.e. toys and/or users with certain personalities and interest, in certain age groups, in certain geographic locations, of certain cultural, ethnic or religious groups or with any other special characteristics imaginable. This community of toys greatly enhances the auction experience. One may, for example set up an "auction party" in which only a limited number of users participate. This auction could then happen in real time with the toys informing the users of what's happening and allowing the users to adjust their bids. See Fig. 123 for a diagram of this system.
If a user owns several toys then one of these toys might act as an auctioneer calling out the bids. Even if most users on the system only have one toy the toy might change its personality and be both the auctioneer and the one helping the user decide on bids.
One example of this, in which all the toys in the "auction party" are only auctioneers can work as follows: The toys all "speak" simultaneously as auctioneers in auctioneer style voices. When one user makes a bid the toy passes the bid to the system which records it and then all the auctioneers (toys) continue with this bid. The bidding can either end when no further bids are received or after a given amount of time. (Show a flow chart here.) Using toys as auctioneers or having real time auctions with or without toy auctioneers greatly enhances the gaming experience of these auctions.
The experience of participating in an auction (either in real time or delayed) using interactive toys is actually a form of a game being played between the user and the community of toys. First of all the mere exchange of intelligent information between a toy and a user (even if done via scripts) is entertaining for the user. Secondly the toy can play games with the user during the choice of item or the decision on which price to bid at. (Show example via a flow chart.) As an example, instead of directly suggesting an item to the user the toy could use a guessing game, word game, or other type of game to entertain the user and demand that he guess (possibly with hints) the item in question. An example of an auction game is shown in Fig. 124.
The toy can also play any other game with the user and suggest, as a prize, that the toy will find the user an exciting item to bid on. Possibly the toy may find the user an item for which his points can be used instead of cash for bidding. If the user is looking for an activity (he is bored) the toy can suggest an auction as a game to play.
Some of the commercial advantages of an interactive toy system are now described.
The user may be charged for using the system. The charge to the user can either be with payment of money or by using points acquired through other uses of the system. Points can be acquired in many ways including but not limited to: purchasing advertised products, suggesting products to friends, bringing toy to store to enliance visibility of toy, participating in community games, winning points in community games and participating in web store and web club activities.
It is prefened that persons who are not toy owners who put items up for bid be charged using our system. Similarly a supplier who participates in a volume order will preferably be charged a commission or other fee.
If the seller has a retail outlet in the geographical area of the user who has won the auction or volume sale or, if the seller has a web site, then the user can be offered incentives to either physically come in to the store and/or to bring his toy to the store and/or to visit the seller's website. A commission can then be charged for all purchases by the user at the store or at the web site including future purchases (especially if the user was not yet a customer of the particular store).
Toy can offer incentives for the user to listen to advertising related to the given transaction. A fee is charged to the advertising company for placing the advertising and then an additional fee is charged if the user comes to the advertiser's place of business or web site and yet more charges if the user purchases additional item from the advertiser.
Interactive toys provide unique advertising advantages since advertising can be interactive and it can be individualized to the user using the profile which the system has on each and every user. An example of interactive advertising is shown in Fig. 7.
Incentives to the user can be in the form of points or in the form or free content, free stories, free jokes or any other free entertainment that the interactive toy network provides. They may also talce the form of discoimts either via coupons or via bringing the toy to the store or via any other method.
The existence of this extensive game-related auction experience can lead to additional sales of Interactive Toys.
The database of all users' auction behavior is very valuable and has significant commercial value.
Additional points and examples follow:
Since our system is often used by children, our server will need to handle both the financial aspects (paying for the items) and the delivery aspects (making sure that the right items are delivered to the user).
The above can be implemented by the server using credit card to take payment from the user and passing the money on to the seller after goods are received by the server. Although our main user interface is via the Toy there is also a possibility of user interface via the Web. Just as we now have a Shop and Club for users, we will have the full system available on the web for additional convenience and functionality.
When dealing with children, the idea is that the parents give the children a certain amount of money to use within our system (by giving their credit card information). Some parents may be willing to set the spending limit very high. Parents may be allowed torestrict types of purchases and be prefened (via password or other method) to authorize all transactions of a certain kind or above a certain monetary value.
The auction and volume purchase experience enhances the (virtual) "life experience" of the Interactive Toy and thus enhances the uniqueness of each individual toy. Thus the toy is better able to communicate with and relate to the user. See Fig. 125 for an example.
An application of networked interactive toys used as a search engine is now described.
In a prefened embodiment of the present invention Interactive toys in general and Networked Interactive toys in particular search for information on the World Wide Web or on any other network or computer system which contains searchable information. Information is retrieved either from an existing database or, alternatively, users are asked if they know the requested information, preferably via their interactive toys.
Description of Existing Search Systems:
There are a wide variety of search engines available on the net. Typically a user enters the web site of a search engine and is presented with at least two choices. One choice is to select topics (and eventually subtopics and sub subtopics etc.) until he finds what he is looking for or until the search is greatly nanowed down. The other choice is to do a search through the whole or part of the search engine's database for sites with certain keywords.
Often but not always, the search engine retrieves only links to certain web sites. The actual information is located at the web sites and is usually not obtained by the search engine. The user should go to the web site and find the infomiation himself if, in fact, the infoπnation is there.
All forms of advanced searches are generally available including exact matching of phrases, any words in phrase, all words in phrase etc, and most of the major search engines on the web are free to users.
Search engines maintain a database of all sites on the web which are of interest to them. They do this either by crawling through the web and finding all sites or all sites satisfying certain criteria and/or by having web sites register with them. There may or may not be a charge for this service and there may be a charge for appearing near the top of the result of any search.
Users who use the search engine are subjected to content based advertising. Thus if, for example, a user is looking for sites about cats then they may received advertising about pet related products. Advertising products for sale is a major source of revenue for sites with search engines. Such sites may receive commissions when users actually buy products on the web due to this advertising.
Search sites may also receive a fee when a user visits a commercial link which has been suggested by the search engine or when purchases are made at that commercial site.
The system typically includes a network of interactive toys described above each of which is connected either directly or indirectly to a Web Server. The Interactive Toys are used as the main advertisers and salesmen in all transactions described below. It is through their unique ability to enable commercial transactions that we are able to make the system described by this invention more profitable, more useful, more efficient and more friendly to the user.
The Web Server has a database containing (among other things) a list of many or all the web sites on the net and a keyed index of many or all of the web pages on these web sites. It is prefened that the database contains one or more encyclopedias and/or online books that contain detailed and keyed information. The database may be maintained by the Interactive Toy Server itself or it may license the use of one of the commercial search engines' database. The former option is prefened since it allows us to maintain a database that conelates search patterns with a user's profile.
A user interacts with the search engine preferably via his toy or alternatively via the computer directly. In one application, the user asks the toy to find him information about which movies are playing today in a particular town. Toy searches database and presents choices (filtered by experiences of users -especially those with similar profiles.) If toy finds nothing appropriate it sends out a message to all other toys which may know the answer. Toys respond either via infonnation on their personal computer or via their owners and attempt to help the user. See Fig. 128 for an example of how this works.
Here again we have the community of toys at work to help each other.
Search engine is preferably free for users to use. It is prefened that all forms of advanced searches be made generally available including exact matching of phrases, any words in phrase, all words in phrase etc.. It is prefened that the Interactive Toy server maintains a database of all sites on the web that are of interest to them. It may do this either by crawling through the web and finding all sites or all sites satisfying certain criteria and/or by having web sites register with them. There may or may not be a charge for this service and there may be a charge for appearing near the top of the result of any search.
Users who use the search engine are subjected to content based advertising. Thus if, for example, a user is looking for sites about cats then they may received advertising about pet related products. It is prefened that advertising products for sale be a major source of revenue for our search engine. It is prefened that the site receives commissions when users actually buy products on the web due to this advertising. Search sites may also receive a fee when a user visits a commercial link that has been suggested by the search engine or when purchases are made at that commercial site.
Advantages of using Interactive Toys are now described.
Toys provide a friendly environment for the use of the Internet especially but not exclusively for people (in particular small children) who may find it difficult to use the web. The user develops a relationship with the child and thus helps the child in a more human way with his choice especially since voice is the prefened method of communication. A user, especially a child, is more likely to tell his toy what he is looking for than to log onto the internet and tell some web server. Additionally, the use of speech instead of typing as a mode of communication is especially useful for some users.
Our unique database of user profiles which know the likes and dislikes and habits of users allows the toy to help nanow the search and to discard inelevant search results. The toy could also make suggestions for alternate ways to search for the given information.
Toy can help user perform a search even if the computer is being used by another member of the family or someone else.
Each toy is a member of a community of toys. The community of toys functions in many ways like an ordinary community of people. There are sub-communities i.e. toys and/or users with certain personalities and interest, in certain age groups, in certain geographic locations, of certain cultural, ethnic or religious groups or with any other special characteristics imaginable. See Fig. 129 for a diagram.
This community of toys greatly enhances the search experience. The search can be turned into a game that the user plays with his toy. See Fig. 130 for an example of such a game. The toy might initiate interest in a search and then come back with some inelevant site. The user would then say "that's silly". The toy would either improve its search or purposely continue finding misleading information (if the user is enjoying the fun of receiving clearly wrong information). Eventually the toy would do its best to get good infoπnation and then leam from any of its mistakes on the way.
The experience of performing a search using interactive toys is actually a form of a game being played between the user and the community of toys. First of all the mere exchange of intelligent information between a toy and a user (even if done via scripts) is entertaining for the user. Secondly the toy can play games with the user during the decision of how' to perform the search or, even, for what information to search. As an example, instead of informing the user of the result of a search, the toy could use a guessing game, word game or other type of game to entertain the user and demand that he guess (possibly with hints) the result in question.
The toy can also play any other game with the user and suggest, as a prize, that the toy will search for and find some exciting information which interests the user (as known via the database which includes previous experiences of the user.) If the user is looking for an activity (he's bored) the toy can suggest information search as a game to play. Furthermore, if the search is about a certain person or personality the toy can imitate the said person and sound like him or make motions like him.
Commercial Advantages of our System:
The user may or may not be charged for using the system. The charge to the user can either be with payment of money or by using points acquired through other uses of the system. Points can be acquired in many ways including but not limited to: purchasing advertised products, suggesting products to friends, bringing toy to store to enhance visibility of toy, participating in community games, winning points in community games and participating in web store and web club activities.
Web sites who wish to have their pages listed, or prominently listed, on our pages may be charge for the service.
Toy may offer incentives for the user to listen to advertising related to the given search. A fee is charged to the advertising company for placing the advertising and then an additional fee is charged if the user comes to the advertiser's place of business or web site and yet more charges if the user purchases additional item from the advertiser. Interactive toys provide unique advertising advantages since advertising can be interactive and it can be individualized to the user using the profile which the system has on each and every user. Fig. 7 shows an example of interactive advertising. Incentives to the user can be in the form of points or in the form or free content, free stories, free jokes or any other free entertainment that the interactive toy network provides. They may also talce the form of discounts either via coupons or via bringing the toy to the store or via any other method.
The existence of this extensive game-related search experience can lead to additional sales of Interactive Toys. Furthermore, the database of all users ' auction behavior is very valuable and has significant commercial value. Additionally, The profiles created by the database can also be used for R and D both for speech recognition, for marketing, for financial and economic behavior, for sociological behavior and for many other things.
Since much of the interaction with toys is by voice, the actual number of choices give to the user will be limited. Thus the filtering of information using user profiles is preferable. Although our main user interface to the search engine is via the Toy there is also a possibility of user interface via the Web. The full search system will be available on the web for additional convenience and functionality. The advantages of using the user profile (including age, geographic location and interests) to nanow the search will still be available.
The search experience enhances the (virtual) "life experience" of the Interactive Toy and thus enhances the uniqueness of each individual toy. Thus the toy is better able to communicate with and relate to the user. See Fig. 131 for an example.
When an advertiser advertises to our users they will be encouraged to provide discounts to the user for buying either though our web site or by bringing their toy to the store. Thus purchases can be traces and fees can be charge.
The database that is kept by the user's computer and by the toy server is a tremendous aid in providing only the most relevant information to the user. Both the user's own personal information and the information and experiences of all the toys on the network are used to help nanow the search. Thus the server knows, for example, that a six year old Christian who asks for "Madonna" is interested in the religious persona whereas a 17 year old with no particular religious affiliation and with the same search request is likely interested in the Rock Star.
Users may volunteer information about good websites for certain topics. Thus a user who has found a good source of information can share this information with other interested toy owners.
• Customer price selection shopping (reverse auction) with networked interactive toys is now described. In another prefened embodiment of the present invention, interactive toys in general and Networked Interactive toys in particular are used to purchase goods and/or services via a "reverse auction" system. In such a system a purchaser sets the price he is willing to pay for a particular product and then finds a supplier who is willing to supply the product at the requested price.
Description of Existing Web Based "Reverse Auction" Systems:Web based systems for shopping using a method of "Customer Price Selection (also known as a "reverse auction") are cunently in use on the Internet. Websites using this method of shopping allows users to "pick a price" for items which they would like to purchase.
The system works as follows: The system has a list of TYPES of items available for sale. As an example, this list may include airline tickets, hotel accommodation, automobile rental as well as most other goods and services which can be sold via the World Wide Web. If the user is interested in purchasing an item of this type he provides details of the item that he wishes to purchase: As an example, if a user wishes to purchase an airline ticket he may specify that he wants, an airline ticket from point A to point B leaving on day 1 and returning on day 2. The user then sets a price which he is willing to pay for the product and uses his credit card to secure the purchase. The web server then searches for a supplier who is willing to supply the airline ticket, hotel room or other product at the price requested. The dates and times for airline tickets or the location of the hotel as well as several other parameters do not have to match the user's request exactly. The user is informed when he expresses interest in using the site what the leeway is in the parameters of his purchase. Thus, for example, the user may be committed to purchase a ticket for a flight that leaves within 12 hours of the time requested and he may be forced to accept any routing assigned by the server.
If the server finds a supplier to supply the product (within the published leeway) at the user's requested price, the user's credit card is charged immediately and the user is committed to the purchase. If the server is not able to find a supplier then the transaction is canceled. The user is free to try again at a higher price if he wishes.
There may be a fee for a customer and/or a supplier using the service. Revenue can be made either by charging the customer and/or supplier for the service or by advertising on the server's web site or by other direct and indirect methods of obtaining revenue from the customer or the supplier. Thus a typical such server will receive revenue from commissions on the sales as well as advertising and they may also profit from their database of user request and purchase habits as well as users' requested prices. This information on users' "bidding habits" is useful for profiling the customers in the server's database.
The system includes a network of interactive toys described above each of which is connected either directly or indirectly to a Web Server. The Interactive Toys are used as the main advertisers and salesmen in all transactions described below. It is through their unique ability to enable commercial transactions that we are able to make the system described by this invention more profitable, more useful, more efficient and more friendly to the user.
The Web Server has a database containing (among other things) a list of all products available for sale, the supplier who is selling the product and the minimum price at which the supplier is willing to sell. The database also keeps track of all users' requests for products including user information and price that they're willing to pay.
The product suppliers are connected to our web site in such a way that they can. update their products and minimum prices whenever they wish to do so. We may or may not give the supplier access to parts of our database to help them update their minimum prices. The suppliers may also update their prices via an automated system which they themselves use to determine their minimum price.
Figs. 139 and 134 show diagrams of the reverse auction system.
In is prefened that the "reverse auction" system has a list of TYPES of items available for sale. As an example, this list may include toys, books, computer related items as well as most other goods and services which can be sold via the World Wide Web.
It is prefened that if a user is interested in purchasing an item of this type he provides details of the item which he wishes to purchase: As an example, if a user wishes to purchase a book he may specify that he wants a particular book in a particular edition. The user, preferably via his interactive toy, sets a price which he is willing to pay for the product and uses his credit card to secure the purchase. The web server then searches for a supplier who is willing to supply the product at the price requested. In many cases item which is supplied does not have to match the user's request exactly. Thus, for example, it may be preferable for the user to accept a different edition of a book or a different color telephone. The user is mformed when he expresses interest in using the site what the leeway is in the parameters of his purchase.
If the server finds a supplier to supply the product (within the published leeway) at the user's requested price, the user's credit card is charged immediately and the user is committed to the purchase. If the server is not able to find a supplier then the transaction is canceled. The user is free to try again at a higher price if he wishes.. There may be a fee for a customer and/or a supplier using the service. The customer and/or the supplier may be charged for the service. Advertising may be put on the server's web site.
.In the case when our database does not show the availability of the product at the requested price we may send all our suppliers a specific request for the given product. They could then decide either in an automated or a direct (via human intervention) fashion whether they could supply at that price. Alternatively other users of the system and their toys are asked whether they can supply the product at the given price. The types of products supplied may include both new and used goods.
Some of the suppliers in our system may be other users of the system. This can work in two ways.
One method allows users who have new or used goods for sale to enter their prices exactly as a commercial supplier enters his products - either via a computer connected to the net or via his toy. In this case the user acts like an ordinary supplier. (Methods of payment are discussed below.)
A second method deals exclusively with toys. It usually begins with a user (often a child) telling his toy that he wants to buy a particular item or one of several items, but only has a given amount of money to spend. Alternatively he tells his toy that he has a given amount of money to spend and wants to find something at that price (maybe for a gift). Children have a habit of shopping in this way! The toy (via its computer and/or server) can help the user nanow his selection and then search for either suppliers or other users who have such items for sale. See Fig. 135 for a flow chart describing this process. With this second method, the server can send out messages to all toys, whose profiles are such that it make it more likely that they would have said items, that such an item is requested at the given price or with a given barter anangement. The users themselves can respond to this request if they are willing to sell an item in their possession or if they know where such an item can be found. Besides offering to purchase at a given price, a user can offer to barter a' product in his possession in exchange for the given product.
It may be preferable to anange for a "cooling off period" especially when children are involved during winch time a user can change his mind about a purchase. It is prefened that this time period be rather short - possibly less than an hour so that the system is not abused.
Advantages of using Interactive Toys: Toys provide a friendly environment for the use of the Internet especially but not exclusively for people (in particular small children) who may find it difficult to use the web. The user develops a relationship with the child and thus helps the child in a more human way with his choice. A user, especially a child, is more likely to tell his toy that he wants to make a purchase than to log onto the Internet and tell some web server.
We may or may not deal with suppliers ourselves. We may also use, if convenient, an agent to deal with suppliers. The dealings with users directly whether as buyers or sellers is prefened to be via our server. Additionally, the use of speech instead of typing as a mode of commumcation is especially useful for some users.
Our unique database of user profiles which know the likes and dislikes and habits of users allows us to help the user choose products to purchase, make suggestions for alternate purchases and help find users who may be willing to sell or barter a particular product. Furthermore, Toy can help user find product even if the computer is being used by another member of the family or someone else.
Each toy is a member of a community of toys. The community of toys functions in many ways like an ordinary community of people. There are sub-communities i.e. toys and/or users with certain personalities and interest, in certain age groups, in certain geographic locations, of certain cultural, ethnic or religious groups or with any other special characteristics imaginable. This community of toys greatly enhances the "reverse auction" experience. Any toy/user can help another find a given item - either by having it himself or by knowing another user who has the item or by knowing a merchant in his area who sells the item. This works especially well since, in a community, users are motivated to help each other even if there is only limited or no financial benefit to them. Thus, for example, if a user wants a particular product which the server does not have available, requests can go out to a selection (or all) toys on the system to see if their user has such a product for sale at the given price. See Fig. 136 for a diagram of this system.
The experience of shopping by picking a price using interactive toys is actually a form of a game being played between the user and the toy. First of all the mere exchange of intelligent information between a toy and a user (even if done via scripts) is entertaining for the user. Secondly the toy can play games with the user during the choice of item or price. The game can be, for example, the toy (who already has found an item) asking the user to guess the item with some clue given by the toy. Alternately any word game can be played to guess the item. A game can be played involving the price of the item. Fig. 137 shows an example of such a game. The toy can also play any game with the user and suggest, as a prize, that the toy will find the user some item which the toy (a.k.a. the system) knows that the user might want, at a price the user can afford. Fig. 138 shows an example of this. If the user is looking for an activity (he's bored) the toy can suggest "reverse auction" as a game to play.
Commercial Advantages of the Invention:
We may or may not charge the user for using the reverse auction system. The charge to the user can either be with payment of money (either by direct credit card payment or by any form of prepayment) or, alternatively, by using points acquired through other uses of the system. Points can be acquired in many ways including but not limited to: purchasing advertised products, suggesting products to friends, bringing toy to store to enhance visibility of toy, participating in community games, winning points in community (i.e. "the community of toys") games and participating in web store and web club activities.
It is prefened that commercial suppliers be charge for selling their products via our system. If a supplier, who is given an order, is geographically close to the user, the user can be offered incentives to physically come in to the store and/or to bring his toy to the store. A commission can then be charged for all purchases by the user at the store including future purchases if the user was not yet a customer of the particular store. If a supplier is not close geographically, the user may be offered incentives to go to the supplier's web site. A fee can then be charged for bringing the user to this web site as well as for all purchases made at the web site and at all advertisers to whom the user was exposed while visiting the web site.
Toy can offer incentives for the user to listen to advertising related to the given transaction. Interactive toys provide unique advertising advantages since advertising can be interactive and it can be individualized to the user using the profile which the system has on each and every user. An example of interactive advertising is shown in Fig. 7.
Incentives to the user can be in the form of points or in the form or free content, free stories, free jokes or any other free entertainment that the interactive toy network provides. The existence of this extensive game related shopping experience can lead to additional sales of Interactive Toys. Furthermore, The database of user requests and the prices they are willing to pay is very valuable and has significant commercial value.
Since our system is often used by children, our server will need to handle both the financial aspects (paying for the items) and the delivery aspects (making sure that the right items are delivered to the user). The server should also get directly involved in any bartering system which includes children. Although our main user interface is via the Toy there is also a possibility of user interface via the Web. Just as we now have a Shop and Club for users, we will have the full system available on the web for additional convenience and functionality. (Toys can provide only a limited choice since the prefened interaction is via speech.) The unique feature here is the combination of the use of the Interactive Toy and of the Web server directly.
When dealing with children, the idea is that the parents give the children a certain amount of money to use within our system (by giving their credit card information). Some parents may be willing to set the spending limit very high. Parents may be allowed to restrict types of purchases and be prefened (via password or other method) to authorize all transactions of a certain kind or above a certain monetary value.
Thus, for example, spending limits may be set on specific categories of goods and services by either the user's parents or any other person authorized to do so. For example the giver of a gift may specify certain categories of goods and services on which the gift can be spent or if an individual is subject to court or other supervision of his expenses there may also be individual spending limits set on individual categories of goods and services.
The "reverse auction" experience enhances the (virtual) "life experience" of the Interactive Toy and thus enhances the uniqueness of each individual toy. A toy's perceived personality changes as its life history changes. Thus the toy is better able to communicate with and relate to the user. See Fig. 133 for an example.
The toy may offer for sale (as a response to a request by the user) and using the reverse auction concept (i.e. knowing how much money the user is willing to spend) entertainment content for the toy itself or additional interactive toys.
Teaching Knowledge with Networked Interactive Toys is now described.
Another prefened embodiment of the present invention describes the application of a network of interactive toys to supporting teaching and learning systems, providing individualized "tailor-made" courses to suit their users learning capacity, rate, and level, and adding another dimension of learning for toy users. Networked interactive toys provide and aid teaching for users individually, in classes, with and without a computer medium. The interactive toy server charges providers of learning and teaching content commission for providing such products and services to their toy users.
Fig. 140 describes the numerous ways in which an interactive toy may access information. This may be directly via wired/unwired connection to a telephone network, via unwired cell-phone connection, or directly to Internet or the like. It may be indirectly via a home computer to Internet web-sites or other database, or computer connected up to a telephone network or cell-phone network, or the like. It may be indirectly via an interactive toy server to a cell-phone network, telephone network, or Internet, or the like. It may be indirectly via a home computer or other computer linked up to an interactive toy server, which links up to cell-phone network, telephone network, or Internet system or the like, or via any other similar combination.
An interactive toy provides information from one or more of these communication links in one or more of the following forms: verbal, electronic or printed form. It may pass information on to one or more of the following: to a home computer screen or memory, to a fax, phone or printer, interactive toy, interactive toy server, one or more users, or any combination of these or similar configurations.
Interactive toys are preferably linlced up to one or more interactive toy system servers (I.T.S.). An I.T.S. preferably has access to one or more databases, which preferably include structured modularized learning units. Toy users may only access items, which are free, or have been pre-paid using pre-authorized credit/points (as described in other applications mentioned above. Interactive toys may have access to some or all of these databases.
In a prefened embodiment of this invention, a user may advance modularly from learning unit to learning unit, provided that he fulfils course requirements of the first unit. This may be applied at all age levels.
In another prefened embodiment of this invention a user may swap his learning unit with the interactive toy server (I.T.S). for money/points/other items or a combination of these.
In another prefened embodiment of this invention a user may swap his new or used learning unit with another user for money/points/other items or a combination of these. This is preferably with the authorization of an interactive toy server (I.T.S).
In another prefened embodiment of this invention, a user may barter his learning packages with friends for points/cash or any combination. This may be with authorization and registration of an I.T.S.
In another prefened embodiment of this invention, an I.T.S. may have a differential points bonus system, whereby the more points a user accrues, the greater the number of bonus points he receives.
In yet another prefened embodiment of this invention, an I.T.S. may issue negative points. This may be for failure of a user to send in his assignments, homework of a low level, user being late with payments and/or assignments, copying of homework form another user, or the like. In another prefened embodiment of this invention an interactive toy server (I.T.S) provides leaming courses for users.
In another prefened embodiment of this invention an interactive toy server (I.T.S) controls learning courses for users. For example, see Fig. 142. A user's learning capacity, rate and level in a certain subject is defined by a test. An I.T.S. provides relevant learning units to that user. User sends assignments to I.T.S. I.T.S grades users achievements in learning units and provides user with grade for those units. If user has reached sufficient level, he may proceed to further units, which I.T.S. provides. This is preferably via interactive toys. Some units may require use of a computer in conjunction with interactive toy.
In a prefened embodiment of this invention, I.T.S. charges user for learning units. This may be paid in cash, credit, points, I.T.S. recognized items (barter), or in any combination of these.
In another prefened embodiment of this invention, I.T.S. charges user for learning units and passes this payment to a learning unit provider This may be paid in cash, credit, points, I.T.S. recognized items (barter), or in any combination of these. An I.T.S. may charge commission to a learning unit provider.
In a prefened embodiment of this invention, an interactive toy speaks interactively with user, at user's predefined level of language for time duration defined by the user's learning rate.
In another prefened embodiment of this invention, an interactive toy gives "lessons" at a rate defined by user and/or secondary user.
In another prefened embodiment of this invention, a- user adjusts the toy's speaking rate.
In another prefened embodiment of this invention, an interactive toy provides oral exercises to eliminate the user's mistakes in a certain subject.
In another prefened embodiment of this invention, a toy spells out words upon request.
In another prefened embodiment of this invention, a toy includes an automatic weekly program timer.
In another prefened embodiment of this invention, a user defines learning schedule.
In a prefened embodiment of this invention, an interactive toy server provides one or more toys to enhance kindergarten teaching. Some typical applications are now shown in table 29 Table 29
Examples of Typical applications of networked interactive toys to-ldndergarten-level teaching.
Figure imgf000200_0001
Figure imgf000201_0001
In a prefened embodiment of this invention, one or more interactive toys enhance learning in a classroom situation.
In another prefened embodiment of this invention, one or more interactive toys enhance learning in a classroom situation, and one or more interactive toys are equipped with video cameras. These toys may act as "spies" and see how a child is responding verbally, in writing, and in his work in conjunction with a computer system, or any combination of these responses.
In yet anotiier prefened embodiment of this invention, a toy listens to a child reading (child means child or any other user in this text). This information may be relayed to an I.T.S. This may allow children to study at their own pace. It may further allow children to use their time more efficiently.
In yet another prefened embodiment of this invention, a toy watches a user writing, and tells him how to do it better. A toy may be used to improve his behavior as described in previous applications.
In yet another prefened embodiment of this invention, a toy may be used to help improve a user's concentration span. This may be particularly useful for hyperactive children, children with ADD (attention deficit disorder), and the like. A toy may help to channel a child's energy in a more individualized way than one teacher alone in a classroom environment is able to do.
In yet another prefened embodiment of this invention, a community of toys may enhance teaching dynamics in a classroom situation and may add another dimension to classroom learning.
In a prefened embodiment of this invention, a toy encourages child in his learning.
In another prefened embodiment of this invention, a toy helps a user when studying in conjunction with a computer. A toy may check that a child is working on the conect page in a book, or computer screen, for example. A toy may verbalize words on a screen, in a book, and the like.
In a prefened embodiment of this invention, community of interactive toys gives a "fourth dimension" to learning (beyond visual, audio, and sensory), in that they may coordinate some or all of these into a "symphony of learning". This means coordination of teacher: child communications, child: child communications, child: tools (tools such as books, exercise books, computers and the like) communications, and the like. Toy interactions enable enhancement of different materials to and from different media to and from teacher and child.
In a prefened embodiment of this invention, a toy may act as a teacher in a classroom environment.
In another prefened embodiment of this invention, a toy may act as a pupil in a classroom environment. In another prefened embodiment of tins invention, a toy may act as a in a classroom environment.
In another preferred embodiment of this invention, a toy may be preprogrammed to match a teaching medium (such as a book, computer program or the like).
In another prefened embodiment of this invention, a toy may answer pupil's questions, which are related to the subject matter being taught. In a prefened embodiment of this invention, a toy may teach a pupil basic computer literacy. These may include word processor functions, use of computer databases, graphics, games, knowledge enhancing programs, printing, using electronic mail, Intemet, and the like.
In another prefened embodiment of this invention, a toy may listen to a child's speech, enhance child's vocabulary, as described in previous applications described above.
In another prefened embodiment of this invention, a toy may teach a language in conjunction with recognized language teaching schools. This may be via an I.T.S., via the Internet or any other communication medium. An I.T.S. may charge a Language School commission for the fees that language school receives from a I.T.S. and/or toy user.
In another prefened embodiment of this invention, a toy may act according to national/religious/local customs, and may teach limited knowledge according to such frameworks, in a way that is acceptable to such frameworks.
In another prefened embodiment of this invention, a toy may be linlced up to educational TV, or the like. A toy may continue to teach children who are not at school. This feature may include holiday programs, afternoon and evening programs, response from children claiming to be bored, helping sick children, and the like.
In another prefened embodiment of this invention, a toy may direct children to increase knowledge in fields of their interest. This may include sending children to Internet sites, providing them with items of interest, or sending them learning packages. An I.T.S. may charge users for these items as previously described and this may be pre-authorized purchase.
In another prefened embodiment of this invention, a toy may encourage a child to lea without the child being aware that he is undergoing a learning process.
In another prefened embodiment of this invention, a toy may tell stories to one or more users. The subject of a story may be related to a learning course.
In a prefened embodiment of this invention, national and international Ministries for Education organize teaching programs via an I.T.S. Pupils may send homework and/or assignments via a computer system or verbally via toy, or the like.
In another prefened embodiment of this invention, yearly graduation requires a certain grade in a specific number of learning units. An I.T.S. may bill a pupil according to modular learning units that he has completed. An I.T.S. may charge commission to providers of learning units for pupils who are learning via that I.T.S. In a prefened embodiment of this invention, pupils scan homework and/or assignments to I.T.S.
In another prefened embodiment of this invention, pupils receive grades for scanned homework and/or assignments from an I.T.S.
In a prefened embodiment of this invention, an I.T.S receives learning unit materials form one or more of the following:- Local Educational TV, Local Authorities, Internet Websites, virtual Schools, Local Schools, Public/Private School systems, CDs, discs, and the like.
In a prefened embodiment of this invention, an I.T.S may receive commission per pupil per learning unit from a supplier of learning units.
In a prefened embodiment of this invention, an I.T.S. may provide learning items in a specialized form. These may be from specialized schools such as music and choral schools, language schools, TEFL (teaching English as a foreign language), special education, impaired vision and Braille, impaired hearing and sign language, and the like.
In a prefened embodiment of this invention, most educational media are converted from hard copy books and the like to computer/electronic copies. Interactive learning with toys may include one or more toys per class, or may be one or more toys per child. A teacher may have one or more toys which act as teacher's aides (Living Objects technology).
In a prefened embodiment of this invention, interactive toys may be used in conjunction with computer systems. For example, a teacher may have an overhead screen showing that which is on his/her computer screen. Toys may interact with teacher and pupils, and may elaborate on subject being taught.
This may be further enhanced when computer is linlced up to other equipment such as a microscope, measuring equipment, and all pupils see the same item on their computer screens. Interactive toys may act as aides in explaining different ideas and concepts to pupils.
In a prefened embodiment of this invention, interactive toy systems may receive learning units and items from Universities, Colleges, Schools and Finishing Schools, Open Universities, Polytechnics, Technical Colleges, Training Course Providers, Training Schools, Teacher Traimng Schools and Seminaries, Military and National Service Courses, and the like. Interactive toy system may provide such learning units or items to its users for money/points/item barter/ or the like, or any combination of these.
In a prefened embodiment of this invention, an INTERACTIVE TOY SYSTEM charges commission to learning item/unit providers. These providers may include, but are not limited to, Universities, Colleges, Schools and Finishing Schools, Open Universities, Polytechnics, Technical Colleges, Training Course Providers, Training Schools, Teacher Training Schools and Seminaries, Military and National Service Courses. This commission may be in exchange for users who have paid for learning items or units issued from these providers.
Networked interactive toy help user to sell or buy.
Another prefened embodiment of the present invention uses networked interactive toys in selling and/or purchasing items for their users. The sales/purchase may be via one or more of the following systems: Internet sales, newspaper and media sales, and the like. A toy acts as an intermediary in a purchasing/selling system, either as a salesman or as a facilitator and aid to the seller or purchaser. Alternatively in case many users wish to purchase the same or related items, the toy (via the server to which it is connected) organizes a purchase aπangement in which sellers are given the opportunity to supply such products to users, preferably via an interactive toy server. The interactive toy server may charge commission for such sevices rendered via a toy.
Fig. 142 describes the numerous ways in which an interactive toy may access information. This may be directly via wired/unwired connection to a telephone network, via unwired cell-phone connection, or directly to Internet or the like. It may be indirectly via a home computer to Internet web-sites or other database, or computer connected up to a telephone network or cell-phone network, or the like. It may be indirectly via an interactive toy server to a cell-phone network, telephone network, or Internet, or the like. It may be indirectly via a home computer or other computer linked up to an interactive toy server, which links up to cell-phone network, telephone network, or Internet system or the like, or via any other similar combination.
An interactive toy provides information from one or more of these communication links in one or more of the following forms:- verbal, electronic or printed form. It may pass information on to one or more of the following: -to a home computer screen or memory, to a fax, phone or printer, interactive toy, interactive toy server, one or more users, or any combination of these or similar configurations.
Interactive toys are preferably linlced up to one or more interactive toy system servers (I.T.S.). An I.T.S. preferably has access to Web-sites for purchases/sales/auctions, media sales services, web and real purchase/sales/auctions, and the like. Toy users may only access items, which are free, or have been pre-paid using pre-authorized credit or points. Interactive toys may have access to some or all of these items.
In a prefened embodiment of this invention, a networked interactive toy may link up to a Web-sites which sells or buys items of a certain category. O 01/69830
In another prefened embodiment of this invention, a networked interactive toy may link up to a web-sites which looks for items to sell or buy.
In another prefened embodiment of this invention, a networked interactive toy may link up to a Web-sites which looks for items to sell or buy in the form of an auction .
In yet another prefened embodiment of this invention, a networked interactive toy may link up to web-sites which look for items to sell or buy via a real or internet pawn-broker.
In yet another prefened embodiment of this invention, a networked interactive toy may link up to a web-site which looks for items to sell or buy via the methodology of a verbal directory inquiry service.
In yet another prefened embodiment of this invention, a networked interactive toy may link up to a web-site which looks for items to sell' or buy via local newspapers.
In another prefened embodiment of this invention, a toy may phone local newspapers, stores, agents, selling, buying and auction services, and the like, to place an advertisement or, verbally sell/buy/place a bid.
In another prefened embodiment of this invention, a toy may announce that his user is looking to sell or buy a certain item, and the I.T.S. may contact other toys, toy users, agents, stores, services, and the like in order to provide its user with this service. The I.T.S. may then charge commission for these services rendered. It may charge the user, the service provider, or both. ADVANTAGES OF USTNG INTERACTIVE TOYS:
Toys provide a friendly environment for the use of the Internet especially but not exclusively for people (in particular small children) who may find it difficult to use the web. The user develops a relationship with the child and thus helps the child in a more human way with his choice.
A user, especially a child, is more likely to tell his toy that he wants to make a purchase than to log onto the Internet and tell some web server.
An I.T.S. may deal with suppliers, or may also use, if convenient, an agent to deal with suppliers. The dealings with users directly whether as buyers or sellers is prefened to be via an I.T.S.
The use of speech instead of typing as a mode of communication is especially useful for some users.
An I.T.S. unique database of user profiles, which knows the likes and dislikes and habits of users, allows it to help the user choose products to purchase, make suggestions for alternate purchases and help find users who may be willing to sell or barter a particular product.
A toy may help its user find product, even when his computer is being used by another member of the family or someone else.
Each toy is a member of a community of toys. The community of toys functions in many ways like an ordinary community of people. There are sub-communities i.e. toys and/or users with certain personalities and interest, in certain age groups, in certain geographic locations, of certain cultural, ethnic or religious groups or with any other special characteristics imaginable.
This community of toys greatly enhances the selling and buying experience. Any toy/user may help another find a given item - either by having it himself or by knowing another user who has the item or by knowing a merchant in his area who sells the item. A toy may also contact a company, agent, Web-site, or other function which sells/purchases such items. This system works especially well since, in a community, users are motivated to help each other even if there is only limited or no financial benefit to them. Thus, for example, if a user wants a particular product which the server does not have available, requests can go out to a selection (or all) toys on the system to see if their user has such a product for sale at the given price.
The experience of shopping by picking a price using interactive toys is actually a form of a game being played between the user and the toy. First of all the mere exchange of intelligent information between a toy and a user (even if done via scripts) is entertaining for the user. Secondly the toy can play games with the user during the choice of item or price. The game can be, for example, the toy (who already has found an item) asking the user to guess the item with some clue given by the toy. Alternately any word game can be played to guess the item. A game can be played involving the price of the item.
The toy can also play any game with the user and suggest, as a prize, that the toy will find the user some item, which the interactive toy system knows that the user might want, at a price the user can afford. If the user is looking for an activity (he's bored) the toy may suggest buying/selling/auctioning as a game to play.
Commercial Advantages of the Invention:
An I.T.S. may charge the user for buying/selling/auctioning via a toy. The charge to the user can either be with payment of money (either by direct credit card payment or by any form of prepayment) or, alternatively, by using points acquired through other uses of the system. Points may be acquired in many ways including but not limited to: purchasing advertised products, suggesting products to friends, bringing toy to store to enhance visibility of toy, participating in community games, winning points in community (i.e. "the community of toys") games and participating in web store and web club activities.
It is prefened that commercial suppliers be charge for selling their products via an I.T.S.
A supplier who is given an order, may be geographically close to a user, then that user may be offered incentives to physically come in to that store and/or to bring his toy to the store. An I.T.S may then charge commission for all purchases by that user at that particular store. These may include future purchases if the user was not yet a customer of the particular store at that time.
If a supplier is not close geographically, the user may be offered incentives to go to the supplier's web site. A fee can then be charged for bringing the user to this web site as well as for all purchases made at the web site and at all advertisers to whom the user was exposed while visiting the web site.
A toy may offer incentives for the user to listen to advertising related to the given transaction.
Interactive toys provide unique advertising advantages since advertising may be interactive and it can be individualized to the user using the profile which the system has on each and every user.
Incentives to the user may be in the form of points or in the form or free content, free stories, free jokes or any other free entertainment, which the interactive toy network provides.
The database of user requests, and the prices they are willing to pay is very valuable, and has significant commercial value.
Additional points and examples:
Since an I.T.S. system is often used by children, its server may need to handle both the financial aspects (paying for the items) and the delivery aspects (making sure that the right items are delivered to the user). The server should also get directly involved in any bartering system which includes children.
Although our main user interface is via the Toy there is also a possibility of user interface via the Web. A Shop and Club for users was described in a previous application, and may have the full system available on the web for additional convenience and functionality. (Toys may provide only a limited choice since the prefened interaction is via O 01/69830
speech.) The unique feature here is the combination of the use of the Interactive Toy and of the Web server directly.
When dealing with children, the idea is that the parents give the children a certain amount of money to use within our system (by giving their credit card information). Some parents may be willing to set the spending limit very high. Parents may be allowed to restrict types of purchases and preferably (via password or other method) to authorize all transactions of a certain kind or above a certain monetary value.
Thus, for example, spending limits may be set on specific categories of goods and services by either the user's parents or any other person authorized to do so. For example the giver of a gift may specify certain categories of goods and services on which the gift can be spent. Furthermore, when an individual is subject to court or other supervision of his expenses, there may also be individual spending limits set on individual categories of goods and services.
The selling/buying/auction experience enhances the (virtual) "life experience" of the Interactive Toy and thus enhances the uniqueness of each individual toy. A toy's perceived personality changes as its life history changes. Thus the toy is better able to communicate with and relate to the user.
The toy may offer an item for sale (as a response to a request by the user) and may use the reverse auction concept (i.e. knowing how much money the user is willing to spend) entertainment content for the toy itself or additional interactive toys.
In a prefened embodiment of the present invention networked interactive toys create a new entertainment medium.
According to a prefened embodiment of the present invention, millions of toys spring to "life", millions of children interact with "living" toys, all "living toys" connected to a global communications network..., communications network and living toys evolve into the most direct and personal entertainment medium yet devised, and all of the above is exclusively served by a toy server system.
100 million Barbie-type doll dolls may tell their owners that a Spice Girls live concert is about to be broadcast.
10 million Superman-type toys may explain to children that a particular brand of batteries will increase their toy's power.
Millions of parents may ask Jedi Master-type toys to teach their kids science.
50 million Teddy Bears may offer families attractive discounts and coupons for the next three months. O 01/69830
80 million Mouse-like dolls may wish kids Happy Birthday and tell them about a special birthday treat at a well known amusement park.
Preferably, there is an exclusive courier for content and services to these millions of living toys, speaking in all languages in every comer of the world.
LOIS is the name of a provider of Living Object Internet Services.
Internet based communication infrastructure pushing and receiving personalized content to and from Living Objects:
Games, Entertainment, Education, Information, Advertising, Promotions, and E- commerce.
See Fig. 147 for a diagram of LOIS infrastructure.
Living Objects are an entertainment medium in the shape of popular toys, which are interactive, verbal, personal, and fun.
To ultimately allow toys to interact with people on human terms, the Living Objects Technology uses:
PC/Web-TV/Cable Modem, wireless communication, speech recognition and Acoustic technology, and secure Internet infrastructure supporting personalized databases, Content, advertising and e-commerce activities.
The Living Objects preferably combines naπow-Casting, verbal interactivity, artificial Intelligence, character, personalization, and communication with fun, friendly "living" characters.
Living Objects enable Toy, Film and Entertainment industries, Retailers, Broadcasters, content providers, ISPs, and Computer Industry to communicate directly with customers after sales. It allows continuous source of revenues re-merchandising of products and creating a secondary market.
See Fig. 148A for a diagram of the patent overview.
See Fig. 148B for a diagram of how Integrated Development Environment and hardware and may be combined to create Living Object Internet Services (LOIS).
Possible markets for which the present invention has utility include: Content market, On-line advertising market, E-commerce and retailing market, Home Automation, Theme Parks, Point of Sale, Kindergarten and Schools.
Preferably, toys are provided which talk, listen, respond, interact and educate, entertain and inform, promote and advertise and generate a new entertainment medium with unlimited horizons.
A system for gambling via networked interactive toys is now described. In a further prefened embodiment of the present invention, a network of interactive toys is applied to providing a method and service of gambling. This may be gambling for real money or for points or for imaginary money or any combination thereof. This is preferably pre-authorized by a user to suit his income bracket, age, and the like.
Fig. 149 describes the numerous ways in which an interactive toy may access information. This may be directly via wired/unwired connection to a telephone network, via unwired cell-phone connection, or directly to Internet or the like. It may be indirectly via a home computer to Internet web-sites or other database, or computer connected up to a telephone network or cell-phone network, or the like. It may be indirectly via an interactive toy server to a cell-phone network, telephone network, or Internet, or the like. It may be indirectly via a home computer or other computer linlced up to an interactive toy server, which links up to cell-phone network, telephone network, or Internet system or the like, or via any other similar combination.
An interactive toy provides information from one or more of these communication links in one or more of the following forms:- verbal, electronic or printed form. It may pass information on to one or more of the following:-to a home computer screen or memory, to a fax, phone or printer, interactive toy, interactive toy server, one or more users, or any combination of these or similar configurations.
Interactive toys are preferably linlced up to one or more interactive toy system servers (I.T.S.). An I.T.S. preferably has access to Web-sites for gambling, real gambling services, web and real casinos, and the like. Toy users may only access items, which are free, or have been pre-paid using pre-authorized credit/points (as described in other applications mentioned above. Interactive toys may have access to some or all of these items.
In a prefened embodiment of this invention, an I.T.S. provides gambling services to interactive toy users. A user may choose his gambling limit: one-off and monthly expenditure, before he commences gambling. This is in order to protect himself against compulsive gambling beyond his financial capability. He may similarly limit himself with respect to the quantity of time he spends gambling per day/month, or the like.
In a prefened embodiment of this invention, a user may authorize his gambling via a toy verbally, by telephone or cell-net, handwritten by fax or post, in writing via computer, or electronically via computer or via an I.T.S. or the like.
In another prefened embodiment of this invention, an I.T.S. pre-authorizes gambling limits according to user age, income, etc before user gambles. This may be more limited than the user gambling limit. This may require secondary user authorization (spouse, parent, or the like).
In another prefened embodiment of this invention, a user may pre-authorize gambling for points, or for money, or for a combination of points and money. It may be that second user authorization may over-ride a user's pre-authorization, and assign him gambling by points only, for example.
Typical types of gambling services for adults and children are now shown in table 30.
Table 30.
Figure imgf000212_0001
In another prefened embodiment of this invention, a user may place bets verbally via his toy, preferably following voice recognition pre-authorization via the I.T.S. (as described in previous applications listed above).
In another prefened embodiment of this invention, a user may place bets via his home computer, via his phone, cell-phone, fax, or any other methodology, preferably following pre-authorization via the I.T.S. (as described in previous applications listed above). In another prefened embodiment of this invention, an I.T.S. may charge users and/or gambling service providers for providing gambling services via network interactive toy(s).
In a prefened embodiment of this invention, an adult may limit his own access to simulation of gambling, or gambling for points in order to be cured of compulsive gambling. This may be in conjunction with compulsive gambling treatment experts, Gamblers Anonymous, or the like.
Interactive networked toys preferably collect money from gamblers via the I.T.S and pass it on to gambling services, whether real or Internet. An I.T.S. may take commission for providing such as service.
Use of an Interactive Toy as a Verbal Directory Inquiry Service is now described.
In another prefened embodiment of the present invention is networked interactive toys are used and applied as a verbal directory inquiry service. This service may act in similar way to yellow pages in finding phone, facsimile, address, and other details of individuals, businesses, and services.
Directory inquiry services may be operated either by verbal word recognition, or by spelling out the prefened verbal inputs(s). An interactive toy is preferably able to dial/call the prefened numbers, and/or activate computer printer system to print out lists. An interactive toy is preferably able to place orders, buy products and services as requested by a user, having dialed one or more prefened telephone/fax numbers, or sent electronic mail or by any other information transfer technologies.
Fig. 150 is a flowchart showing one example of interaction between user and toy. A user activates his toy, typically may say hello to his toy, and the toy as s the user what he wants. Such a system works on the basis of a structured database (such as in yellow pages) which can find items according to name or category. Items can be spelled out and/or found using matching word recognition functionality.
An interactive toy provides a verbal/oral directory inquiry services as appears in Fig. 150 (Fig. 150 comprises Fig. 150A and Fig. 150B), a user asks his toy for one or more names and telephone numbers or other item. The toy checks whether it has understood the request of its user. If yes, it proceeds to scan one or more databases for the prefened item(s). It checks whether it understood the user conectly (did the user say bed or bread?). The toy asks its user if he wants bread in his default location (that is, his home is in Boston). The toy then asks further questions in order to nanow down the field of request, for example "What type of bread beigels?" This could be finding a product service, name location, or the like. The toy then proceeds to retrieve information from the database(s). It may then provide the prefened infonnation verbally. If the toy did not understand conectly then it will update its search to the prefened item, location and the like, as exemplified in Fig. 150. If the toy receives negative response, it goes back to the original question of "What do you want?" If the toy gets further update, then it starts a whole new subroutine of questions. For example, if it understood bed as bread, and its user updates it saying that he wants a bed, then the toy will respond with questions about a bed. Similarly, if the location was not the default/prefened one, the toy rans through another series of questions until the number of possible answers has been nanowed down to less than a default number, preferably less than
The toy may then order the prefened item(s), provided that all security and authorization requirements are met. Likewise, the toy can print out a list for its user on the home computer or the like.
In another prefened embodiment of this invention, a toy connects to a web-site. The toy may activate the web-site to find user requested information. The toy may transfer this information verbally to its user. Alternatively, its user(s) may go to his computer and retrieve information directly from the screen, having been downloaded to the computer by the toy, according to user request.
In another prefened embodiment of this invention, a toy dials up directly to local, national and international directory inquiry services. In another prefened embodiment of this invention, interactive toys connect user(s) to a prefened person, business, or the like via a directory inquiry service..
In a prefened embodiment of this invention, an interactive toy directly dials/calls the prefened number(s) for its user.
In another prefened embodiment of this invention, an interactive toy dials the nιvmber(s) for its user and orders item(s) requested.
In a prefened embodiment of this invention, an interactive toy downloads requested infomiation into a memory. This memory can be part of its hardware and or linked to one or more computers.
In another prefened embodiment of this invention, an interactive toy prints out the requested information on a home computer printer or the like.
In another prefened embodiment of this invention, an interactive toy prints out the requested information to a facsimile or the like.
In another prefened embodiment of this invention, an interactive toy downloads the requested information into an organized electronic organizer or the like. In another prefened embodiment of this invention, an interactive toy retrieves the requested information from a computer memory, its own memory, an organized electronic organizer, a system database or the like.
In another prefened embodiment of this invention, an interactive toy retrieves the requested information from a computer memory, its own memory, an organized electronic organizer, a system database or the like and converts the information into verbal/oral form. This may optionally be in persona of the toy.
In another prefened embodiment of this invention, an interactive toy retrieves the requested infonnation from a computer memory, its own memory, an organized electronic organizer, a system database or the like. It preferably and converts the information into text which it downloads, onto a home-computer screen, facsimile, printer or the like, that is, it sends it to user, based on user request.
In another prefened embodiment of this invention, an I.T.S. provides information to one or more toys. One or more toys can provide and/or receive verbal and/or electronic information from one or more other toys. This may be via an I.T.S. or via a cellular network or the like.
In another prefened embodiment of this invention, one or more interactive toys retrieve requested information from an I.T.S. computer memory, its own memory, an organized electronic organizer, a system database or the like, and an interactive toy sends the information to one or more interactive toys. In other words, there may be toy to toy communication. This may be via an I.T.S. Interactive toys convert the information into text, which is downloaded onto a home-computer screen, facsimile, printer or the like.
Fig. 151 describes one example of an interactive toy's conversation with its user in trying to find its user's person search. Such a system works on the basis of a structured database (such as in yellow pages) which can find items according to name or category. Once the toy has identified the prefened name or item, it proceeds to ask questions to nanow down the number of "hits", such as location. Once it finds the prefened item, it may ask its user if it should call that number, for example. When the answer is negative, it gives the option of printing a list of the identified items. It may also provide this option when the answer is positive.
It also gives its user an option to spell out items letter by letter and use this information to find the prefened item. When there is no matched item, the toy uses a "guess subroutine" to identify the prefened item. It may also parse for best fit of spelling. If the item is found, the toy proceeds with the standard address finding routine or the like. If the item is not found, it returns to the initial question "Who or what are you looking for?"
Fig. 152 describes an example of a system in which the community of interactive toys pass information one to/from the other, either directly or via an I.T.S., Internet, cellular network and the like.
Fig. 153 describes examples of the numerous ways in which an interactive toy may accesses "yellow pages" information. This may be directly via wired/unwired connection to a telephone network, via unwired cell-phone connection, or directly to Internet or the like. It may be indirectly via a home computer to Internet web-sites or other database, or computer connected up to a telephone network or cell-phone network, or the like. It may be indirectly via an interactive toy server to a cell-phone network, telephone network, or Internet, or the like. It may be indirectly via a home computer or other computer linlced up to an interactive toy server, which links up to cell-phone network, telephone network, or Internet system or the like, or via any other similar combination.
An interactive toy provides information from one or more of these communication links in one or more of the following forms:- verbal, electronic or printed form. It may pass information on to one or more of the following:-to a home computer screen or memory, to a fax, phone or printer, interactive toy, interactive toy server, one or more users, or any combination of these, or similar configurations.
A Method whereby Networked Interactive Toy Upgrades a computer, such as a PC, is now described.
Another prefened embodiment of the present invention includes a system of interactive toys that are used in a variety of ways to aid users to upgrade their personal computers. This enhances cooperation between a system of such toys and manufacturers and/or dealers of hardware and software products and provides revenues through advertising and/or charging commissions to computer manufacturers.
In order to make the best of an interactive toy a user of a system of such toys may need to upgrade his/her personal computer in a variety of ways including, but not limited to, increasing computing power, improving Internet connections, upgrading processor and replacing hard disc. At the same time, however, such a system offers an opportunity to encourage its users to upgrade their personal computers and to help them with such a procedure in a variety of ways to be detailed below. An interactive toy can help its user upgrade a personal computer in order to improve the functioning of the toy itself. Alternately, a toy can suggest a solution to a problem raised by a user that is not directly related to the functioning of interactive toys such as, for example, a problem with a computer screen, with various software and hardware products.
It is prefened .that a networked system of toys stores information about its users' personal computers. This can be done in a variety of ways such as, for example, requesting a user to submit details about his/her personal computer upon registration and (when authorized) automated checking of the hardware . and software configuration of user's computer. In a prefened embodiment of the present invention the toy system keeps track of the performances of a toy as well as of users' computers. Information regarding performance of a toy may indicate the need for a computer repair or upgrade. For example, if a toy consistently fails to recognize speech according to established standards, there may be an indication of insufficient computing power. In another prefened embodiment of the present invention a system downloads with user permission diagnostic software to a user's personal computer. It is prefened that a system's server is informed about anything that can be detected by means of such software. Alternately, a toy directly informs a user on the results of a check of this user's personal computer.
The opportunity that a system of interactive toys offers for upgrading personal computer is further enhanced by the interactivity that characterizes such a system. In a prefened embodiment of the present invention a toy suggests upgrading PC as a solution in response to its user statement. This is illustrated by the following conversation between a user and a toy:
Toy consistently misunderstands user's statements:
User: What's wrong! You're getting things all mixed up! !
Toy: I'm having lots of trouble figuring out what you're saying!
User: So I'll speak more clearly!
Toy: It's not you! It's your computer!
User: No way! We'll never be able to get a new computer!
Toy: You don't need a whole new computer - extra memory would really help!
Toy then provides user with information on expanding memory on his computer. In case user is a child, the toy may inform parent of need for more memory. User and/or parent may be sent to memory manufacturer's web site to choose and/or purchase memory. Alternately user is directed to a physical store and is induced to bring his toy (by offers of points, discoimts or other incentives). It is prefened, in the above case, for example, that a fee be charged by the Interactive Toy Service to the memory retailer (in the above example) for causing said user to go to said store or web site. An additional fee may be charged for any and all purchases made by said user during or subsequent to said visit to store or web site.
In a prefened embodiment of the present invention a toy presents to its user a prefened improvement in terms of toy performance rather than in technical terms of computer technology. Thus, for example, instead of attempting to convince a user that additional memory is prefened for solving a problem of computing power, a toy may say: "If you buy more memory I will not have to sing and talk much more clearly!" This is likely to be more appealing to a user and would make it clear to him/her why such an improvement is in fact prefened. An example of persuading a user to upgrade a personal computer is shown in Fig. 154.
In a prefened embodiment of this invention a toy finds the precise products which are prefened for upgrading a user's personal computer. It is prefened that products be ordered from dealers who are connected to the Interactive Toy System. A toy makes sure that a product that is ordered is exactly the one prefened for upgrading a user's computer. It is prefened that cooperation is established between a system of interactive toys and manufacturers and dealers of computer software and hardware products. A system can inform such manufacturers on products to be preferable in large quantities by users who upgrade their personal computers (in response, for example, to newly available software/content for toys). A system can charge a fee to such dealers for any product purchased for the purpose of upgrading a user's computer. A system can also anange for discounts to be given to its users for purchasing such products.
In another prefened embodiment of this invention a toy is brought to a retailer computer software retailer who- is connected to the Interactive Toy System. A toy may anange such a visit to a store in advance so that the prefened products are reserved for its user. It is prefened that said toy connects to a store's computer and checks the said products before a purchase is made. Finally, a toy demonstrates to its user how the products concerned indeed improve its performances as promised.
In a prefened embodiment of the present invention a toy helps a user with installation of software and/or hardware items. For example, with user permission a toy downloads preferable software from a network and installs it in a user's personal computer. The help provided by a toy is adjusted to the capabilities of its user. Thus, for example the system knows helps with installation in varying ways depending on whether a user is old enough (in case of a child user) and/or partly or wholly trained in computer installation. For example, a toy can give its user a verbal explanation and answer a user's questions while a user is in the midst of installing new software.
In a prefened embodiment of the. present invention a toy verifies that software and/or hardware items were properly installed. This is done, for example, using diagnostic software as described above. A toy also informs its user in case of any defect in the new items installed and ananges for their replacement. In another prefened embodiment of the present invention a toy demonstrates to a user promised improved performances with an upgraded personal computer. This further helps a user to understand the significance of upgrading his/her computer. An simplified example of procedure of upgrading a personal computer is shown in Fig. 155.
In yet another prefened embodiment of this invention toy suggests to user that he purchase software/hardware upgrades for a friend's PC as a gift. As an example, toy may inform user of friend's birthday and suggest the use of club points for purchasing said gift.
Another prefened embodiment of the present invention includes networked interactive toys that are used to play music, preferably of high quality, to users in addition to other types of content provided thus enhancing the entertainment, educational and commercial value of a system of such toys.
Music is listened to and enjoyed by people together with other human activities such as speech and dancing whose overall effect is enhanced by musical accompaniment. A networked interactive toy system offers a unique opportunity to combine music with other types of content provided to users in an interactive way. Music may be either provided to users as a content in its own right, or it may be combined with other types of content such as speech, stories and toy movements, in order to enhance their entertainment and commercial value. It is prefened that some toys on the system be equipped with a high-quality sound system including high-quality speakers and a sufficiently broadband link with their host computers to allow transmission of high-fidelity sound possibly using compression teclmiques such as MP3. Such interactive toys make it possible to combine the most advanced quality of sound with unique features of an interactive toy system.
A networked interactive toy system offers a variety of ways in which music can be provided to users as a content in its own right. For example, a user may request a specific song or musical piece, or ask his/her toy to play successively various pieces by a certain composer for a given length of time. Alternatively, requests for music may be made more exciting through interactive choice and search. For example, a user may ask his/her toy to remind him/her how a certain symphony begins or to look for a piece of music in which a certain musical instrument plays a significant part. Fig. 156 shows an example of such an interactive search for musical content.
It is prefened that whenever a user requests musical content in any one of the ways mentioned above, the request is also used to update this user's database profile, (the part played by a database in a networked interactive toy system has already been described in detail in a US provisional application filed on April 13, 2000 titled "Database for Networked Interactive Toys"). Thus in the course of time a networked interactive toy system acquires a considerable amount of information about the musical taste and preferences of its users. This would allow the system to advertise music-related items such as, for example, concerts, in a user specific way. Another example for the use of a database profile is the opportunity offered by the system to combine user specific music with advertising of other products and thus to enhance the commercial value of the system in general.
In a prefened embodiment of this invention a request is made for music to be provided on a certain predetermined occasion such as a user's birthday. A toy could then surprise its user singing "happy birthday to you" or any other song that might be meaningful to a user according to his/her database profile. It is also possible for one user to request music to be sent to another user as a gift.
In another prefened embodiment of this invention a user requests background music to be played context-based for a certain period of time such as, for example, an evening of entertainment. For example, a toy may switch to a more cheerful piece in reaction to cheers at a dinner table. It could also, for example, lower the volume of music in response to increased conversation in the room.
In another prefened embodiment of the present invention a networked interactive toy system is used as a setting for interactive song contests in which many users can participate. Such a contest may be ananged, for example, in the following way. A number of songs, possibly previously unreleased, are sent to all users who wish to participate. Users can respond either spontaneously while a song is being played or by telling their toy at the end which song they liked best. In either case, users' response is processed by a server, and users are rapidly informed about the contest's results. In order to enhance the entertainment value of such contests and encourage users to take part, prizes may be given to users for voting for the winning song. Fig. 157 shows an example of an interactive song contest.
Such an interactive song contest can also serve as an example for the wide range of ways in which musicians and producers of music might cooperate with a networked interactive toy system. Given the huge number of users a networked system might have, musicians and producers may provide content for the system in general and for such song contests in particular. Another example is the creation of an interactive toy system version of popular hits that would include in addition to music other characteristics of a famous singer such as bodily movements that are associated with the singer. Fig. ,158 shows an example of a user listening to a "rock concert" performed by interactive toys.
It is prefened, as mentioned above, that music is not only provided to users on its own but is also combined with other types of content. In a prefened embodiment of this invention a toy plays music to a user and at the same time gives a miming commentary on the musical pieces that are being played. It is prefened that this commentary is given interactively so that a user can talce part in determining the course of such a session. Depending on a user database profile such a commentary may be provided in a variety of levels ranging from a scholarly, historical commentary for adults to elementary explanations for children. The latter may also include various kinds of games such as, for example, a game in which a user is asked to identify the composer of a piece of music played to him. Fig. 159 shows an example of such an interactive guessing game.
By combining musical content with an interactive commentary in one of the ways mentioned above a networked interactive toy system offers a unique opportunity to lead a user into an exploration of musical worlds previously unknown to him/her. Apart from its obvious educational value this form of interaction also expands the options for an interactive choice of musical content. A user, for example, may request additional pieces on the basis of his/her newly acquired musical knowledge. There is also lots of ground here for rather delicate embedded advertising since a toy may point out famous recordings and performers' names as an integral part of a commentary it gives to its user.
It is prefened that interactive toys would be capable not only of playing music but also of "listening" to what they play or to other music in their environment. They would then be able to sense how music is heard at the site where they play it. It is thus possible to send music to users in a much more controlled way. For example a toy could control the volume of the music it plays in accordance with acoustic conditions prevailing at its site. This might prove very useful in case a user is a small child. It could be used, for example, to avoid disturbance to other members of a user's family as well as to prevent damage to a user's ears. This feature of an interactive toy system may be enhanced if a user owns more than a single interactive toy. In this case, a toy with high-quality speakers would be used to play music from a fixed location, while other toys, with improved mobility would stay close to one or more users, sense the way the music is heard in the user's vicinity and control it accordingly. Alternatively, a small toy, possibly in the form of a decoration of some kind, could be placed at a location such as, for example, a parents' bedroom and from there it could control the volume of the music played by another toy located, for example, at a child's playground. An example of providing musical content in a controlled way is shown in Fig. 160.
In a prefened embodiment of this invention an interactive toy plays music as accompaniment to singing of one or more users. The toy adjusts the pitch, tempo and volume of the music it plays to suit the singing voice of its user. The toy also reminds to its one or more users the conect words of a song if the users seem to have forgotten them. The entertainment as well as educational value of this form of interaction is once more greatly enhanced if a number of interactive toys are present at the same site. In this case, each toy could play the sound of a different instrument. Alternately, toys could form a choir and demonstrate to a group of users how to transform an ordinary song into a canon in a number of musical parts.
An interactive toy's ability to play music, to speak interactively and possibly also to listen suggests that it might be used for teaching music. Interactive toys have the capability of talcing on many of the roles of a human music teacher. In addition, interactive toys have other qualities that might prove more useful in certain cases. For example, no human teacher could possibly match an interactive toy's patience in supervising its user's daily practice sessions. It is prefened that music instruction combine a human instructor with an interactive toy music instractor. This is especially usefiil for children for whom instruction in the traditional mamier has become boring.
In a prefened embodiment of this invention an interactive toy assists its user in practicing a given musical composition. The toy is ever present in the course of a practice- session, points out any wrong note its user strikes, and instincts in conect fingering whenever the user seems to hesitate. Whenever asked to, the toy demonstrates to its user how the piece should sound. The toy can also entertain while teaching and thus encourage its user. Such an encouragement may come in various forms such as, for example, rewards offered for progress. Fig. 161 shows a number of examples for the fimction of an interactive toy as a music instractor.
In another prefened embodiment of this invention an interactive toy helps a user to develop a musical ear. The toy plays a tune for its user to repeat from memory. Whenever, the user poses in hesitation, the toy assists its user by playing the conect note for a short duration. This is accompanied by instruction by voice and encouragement as mentioned in the previous example.
It is prefened that there be cooperation between a networked interactive toy system and traditional establishments for teaching music. A music-teaching program could be developed that combines lessons given by a human teacher with daily practice sessions supervised by an interactive toy. It is prefened that establishments participating in such a program would be connected to a network. This would enable a toy to inform a music- teaching establishment about the progress of its user in the course of daily practice sessions. A networked interactive toy system can, for example:
1. charge for musical content requested by users;
2. charge for music sent from one user to another as a gift;
3. charge for teaching music;
4. enhance opportunities offered to musicians and producers of music to provide music through interactive contests;
5. sell toys, interactive or otherwise, in the form of famous musicians;
6. advertise music-related items in a user specific way;
7. advertise products of all kinds with user specific music;
8. send user to a store or a web site to purchase items related to music;
9. include embedded advertising within commentaries given together with musical content.
A prefened embodiment of this invention describes use of networked interactive toys in providing medical services to their users. These services include, but are not limited to, real-time parameter measurement, wired or wireless relaying of information to and from medical centers, doctors and the like, systemic diagnoses with or without medical doctor intervention. They also include connecting to Internet sites, medical centers, help-lines, computer servers and databases and the like, biofeedback systems, preventative medicine and the like, marketing and promoting medical and health services and the like.
Interactive toys are equipped with tools for parameter measurement, as well as safety, security, and alarm systems, to enable their users to play with/use these toys without fear of losing anonymity, medical injury, or being left alone when urgent medical help is preferable.
Fig. 162 describes a typical interactive networked toy doctor. It may comprise all standard interactive toy components (as described in previous applications). It may include the following components; video camera, magnification lenses, fiber optics probe, ultrasound probe, ultrasound amplification system, EEG probe(s)/electrode(s), ECG probe(s)/electrode(s), urine monitoring sensor(s), blood monitoring sensor(s), inflatable sphygmomanometer cuff, fast response temperature probe, retractable stethoscope and the like.
Fig. 163 describes a typical "working environment" for a toy doctor. Fig. 163 describes the numerous ways in which an interactive toy may access information. This may be directly via wired/unwired connection to a telephone network, via unwired cell-phone connection, or directly to Internet or the like. It may be indirectly via a home computer to Internet web-sites or other database, or computer connected up to a telephone network or cell-phone network, or the like. It may be indirectly via an interactive toy server to cellphone network, telephone network, or Internet, or the like. It may be indirectly via a home computer or other computer linlced up to an interactive toy server, which links up to cellphone network, telephone network, or Internet system or the like, or via any other similar combination.
An interactive toy provides information from one or more of these communication links in one or more of the following forms: verbal, electronic or printed form. It may pass information on to one or more of the following: -to a home computer screen or memory, to a fax, phone or printer, interactive toy, interactive toy server, one or more users, or any combination of these or similar configurations.
Fig. 164 describes a typical user-toy doctor interaction. A toy doctor may ask a user to apply any one of its probes or sensors. This may be for direct parameter measurement, such as temperature, or indirect measurement, such as E.C.G, in which a cardiologist at a medical center, or automatic E.C.G. analyzer will convert electrical impulses received into a meaningful prognosis for heart function. A toy may ask a user to perform one or more examinations. Alternately, a secondary user may perform the examinations for a primary user (and vice versa).
A toy may relay information via anyone or more of the routes described in Fig. 163. Information may be relayed to a medical center, online doctor, local doctor, medical clinic, local hospital, Internet hospital, or the like, or to any combination of the above, Employing a combination of a toy and medical center, for example, may enable a user to be diagnosed as shown in Fig. 164.
However, there may be cases in which a live user examination is preferable. This is exemplified in Fig. 165. Whenever an interactive toy server provides services, purchases items or infonnation for the user, it may receive commission from the service providers. This is exemplified in Fig. 165. A toy doctor configuration may also be used in preventative medicine, using biofeedback systems, relaxation techniques, and the like. This may be in conjunction with a clinic or medical center.
In a prefened embodiment of this invention, interactive toys may advertise health programs, diets, medical services, medical insurance, and the like to their users. Whenever an interactive toy server provides services, purchases items or information for the user, it may receive commission from the service providers. -
In a prefened embodiment of this invention, an interactive toy may preferably have an alarm system, which may be relayed to a local medical service, ambulance service, or the like. The alarm system may be set off, if any of the parameters being measured show an anomaly, A toy user may not be aware of such an alarm. Alternatively, a toy may advise its user of the best actions under present circumstances.
Interactive toy doctors preferably have secure systems, as described in previous applications mentioned above.
Interactive toy doctors preferably have voice authorization functionality.
A prefened invention of the present invention uses of Interactive toys in general and Networked Interactive toys in particular to assist toy users in developing, implementing and adhering to health and exercise program/s selected and designed to meet the user's individual needs and goals. The Toy may act both as a coach and as a trainer in order to achieve these goals.
It is prefened that Networked Interactive Toys access one or more databases containing infonnation about users allowing them to individualize fitness regimes talcing into account user preferences, health issues, needs and progress. It is prefened that interactive toys have the capability to access databases containing age, gender, social and regional preferences, user-specific patterns of behavior, life circumstance and economic decision- making as well as other relevant information regarding a user. The computer controlling a toy can conelate this information to assist users in developing fitness goals and making good health choices. The toys may then use this information to develop an optimized pattern of verbal and visual cues to motivate users to achieve their individual goals. The toys may develop personal relationships with their users, allowing toys to stimulate and motivate users on a long-teπn individualized basis. Through access to databases, interactive toys can conelate the specific health issues, goals, preferences, schedule and behavioral patterns of their users and provide verbal and visual stimulation specifically designed to provide optimal results from the individual user. Interactive toys could multitask, allowing their users to integrate fitness into their daily lives and into their work day. Thus, for example, a toy may be programmed to follow verbal commands of a user in order to answer and/or send messages via the network while the user, for example, exercises on a treadmill or on an exercise bicycle. Alternately a toy may aid the user with his leisure time (e.g. to access shopping services or news. If the user is jogging or performing other outdoor activity such a service may be provided if the toy is uses cellular technology to connect to a network.
Alternately a toy may aid the user with utilizing family time while exercising, (e.g. to network with other family members in group fitness/activity sessions even if family members are at a geographical distance from one another).
It is prefened that he world's best-known trainers in a variety of exercise types (e.g. Jane Fonda, Billy Blanks, Karen Voight, Richard Simmons, etc.) write scripts for training and exercising with Networked Interactive Toys.
Users may be able to choose from a selection of exercise modalities e.g. low-impact aerobic movement, indoor/outdoor bicycling, running/jogging/walking, flexibility, breathing awareness/meditation, yoga, jump roping, "kiclcboxing", etc. Users may also select from a variety of music types and formats that a toy may provide to help set a proper pace and make exercise more stimulating and enjoyable. Via the network, toy can select and play music with a set tempo or change the tempo of music selected to provide conect pacing, to meet user needs and preferences.
It is prefened that a toy have the capabilities to access a database containing the user's exercise-related preferences, health profile and progress and that this database have the ability to be cross-referenced with a database containing information regarding various types of exercise programs of graduated levels of difficulty, duration and intensity and that the toy have the capability to recommend choices to the user.
Example:
User says: I'm feeling really low-energy today.
Toy says: A little exercise might help you feel better. Would you like me to help you choose a workout?
User: Yes, but I don't have much time.
Toy: Would you prefer a 20-minute "Energy Booster" or a 15-minute "Energy Stretch"?
User: Well, if I'm already going to break a sweat, I might as well bum some calories... Toy: While all exercise burns some calories, efficient calorie burning takes time. If you have time for a 45 minute "Fat-Bumer" Walk, you can bum XXX calories and boost your energy too.
User: Yipes! I don't have time for that.
Toy: No time? Then, how about a 30 minute "Aerobicisor". That bums about XXX calories and boosts energy too.
User: Is that the same workout I chose last time?
Toy: No. That was "Aero-Strength"- a 30 minute strengthening program. That bums XXX calories and concentrates on muscle strength. Would you prefer "Aerobicisor" or "Aero-Strength"?
User: Let's try Aerobicisor this time.
Toy: You've got it.
Toy may act as trainer, instructing the user progresses through the workout . Thus, for example, the toy may take the user through the stages of the workout, for example, warm-up, stretch, calisthenics, cool-down 1, strengthening and cool-down 2 while pacing him/her for maximal performance and results.
Toy may act as coach, accessing a user database to provide verbal motivation that relates directly to the user's individual goals and personality traits and responding to user's input . Toy may act as coach only during a workout or may access a database containing a user's schedule to provide reminders and encouragement between workouts to help user make exercise a priority in Ins/her regular schedule.
Example:
User: What is my work schedule like today?
Toy: You have a client at 9 and a doctor's appointment at 12:30pm.
User: That leaves me about two hours free.
Toy: Would you like to use some of your free time to do a workout? Two hours is ample time to fit in a good workout.
User: I don't know...
Toy: Come on. You know exercise is important to you. This is a great opportunity.
User: Well, O.K.
Toy may act simultaneously as trainer and coach or as coach only while other media (i.e. video, website, CD-ROM, etc.) provide training. Additionally, toy made be designed for use underwater to allow it to instract/coach water aerobics, lap swimming and other aquatic workouts. Toy may be designed to initiate movement as it instructs. For example, the toy may instruct/coach a yoga module while moving limbs, bending and stretching in imitation of the yoga poses it is describing.
In a prefened embodiment of this invention, the toy may include accessories for use when coaching exercises requiring certain equipment. Thus, for example, a toy may be manufactured with its own (possibly stationary) bicycle on which it is capable of pedaling and demonstrating other motions.
Toy may be designed to pace its movements to the speed and intensity it recommends to the user. It may simulate relevant posture, facial expressions and/or proper breathing patterns. For example, while advising a user to increase his/her pace on an indoor bicycle, toy may increase the speed of its legs in motion, round its shoulders, bend elbows, stand on the "pedals" and simulate an increasing rate of breathing to match the recommended posture and breathing of the user.
Accessories may be available for the toy to make it portable (e.g. special backpack, waist pack or front canier for walking/jogging/walking or swimming/water aerobic, special bike canier for indoor or outdoor bicycling/treadmill/ski machine/elliptical trainer-type workouts, a rope jump roping simulator, etc).
Accessories may be provided that allow the toy to "participate" in the exercise to add incentive and help set user pace. For example: a bicycle/treadmill/ski machine/elliptical trainer-type device that toy "uses" alongside user.
Accessories may be available to allow user to collect basic health information and body measurements to set a baseline from which to measure improvement. Accessories like a skin fold caliper and measuring tape may come either with written instractions, a CD- ROM or direct instractions for use verbalized by the toy via the network. More complex equipment- like an electronic body fat analyzer or combination body fat analyzer/scale may network directly with the network via the toy.
Accessories may be available to maximize the safety and efficiency of the workout by collecting physiological data on the user as s/he exercises and conveying it to the toy via the network. Thus, heart rate, perceived exertion, breathing, blood pressure, etc. may be read via monitoring equipment cunently available on the market and adapted to transmit data via the toy to the network. This information may be analyzed and appropriate instractions based on the infoπnation conveyed from the network to the toy and verbalized through the toy to the user.
Example: Toy: Wow! You are doing great. Your heart rate is well into the training zone. How are you feeling?
User: It's... I'm... It's hard.
Toy: It sounds like you're having trouble talking while you work out. I would recommend slowing your pace a little bit. Would you like to do that?
User: Maybe... in another... minute.
Toy: (a minute later) That's another minute of hard work. Are you feeling all right?
User: I... think I'm... O.K.
Toy: Your heart rate is now above your target zone. I recommend you ease off a bit.
User: I'm O.K. I can take it.
Toy: You sure like to work hard but you will meet your fat-buming and heart health goals more quickly if you work smarter, not harder. I recommend you slow down. Let's get you back inside your training zone.
User: All right. All right.
A prefened method for analyzing physiological responses of the user (such as, for example, pulse, blood pressure and temperature) while exercising is to have measuring devices communicate with either a toy or a computer using wireless or alternately using wired communication.
Toy may be able to access database including profile of previous workouts and user medical information and body fat analysis, weight and physical measurements any or all of which may be accessed by client through toy. Network may also conelate the above data to make it possible for client to check his/her progress.
Modules may be available to change the personality/style of the training/coaching as per user preference. Thus, for instance, while four users may elect a "Low Impact Aerobics" workout, one user may opt for a "drill sergeant" style of instraction, another for a highly encouraging "Jane Fonda" style, a third, for a more spiritual Ayurvedic-style approach and a fourth, for a "easy-does-it" Debbie Reynolds approach.
It is prefened that specialty toys be marketed which are in the form of the types of persona mentioned above. It is thus prefened that a "Drill Sergeant" type of toy and a "Jane Fonda" type of toy be available.
It is prefened that a user with any kind of toy be able to purchase or otherwise acquire and download exercise programs based on any and all styles of exercise. Through the network, toy may be able to access "demo" exercise programs for user to sample and/or programs offered in their entirety for a limited time to stimulate the interest of users.
Example:
User: I'd like to workout, but I'm kind of bored with that "Interval Training" routine.
Toy: Would you like to try something new? I .can check today's Fitness Menu.
User: Sure. What's on the menu?
Toy: There is a 40-Minute High-Intensity Boot Camp Workout. You might find it a good challenge. Would you like to try that?
User: No. How about something... easier.
Toy: There is a Low-Impact Step Workout. Would you prefer that?
User: That sounds a little more my speed. How hard is it?
Toy: It is a moderate intensity 60-minute workout.
User: I don't know if I'm up for such a long workout.
Toy: This workout offers a 15 minute sampler. Would you like to give it a try and see how you feel about it.
User: 15 minutes? All right. I'll try that.
Advantages of Networking of Toys:
Toy may allow user access to a virtual health/fitness improvement community. Networked toys can share information available to toys worldwide and also information about the experiences and successes of all toys on the network.
The life experiences of all toys on the network especially as related to health and fitness provides an extremely valuable resource to aid the toy in tailoring an exercise program to its user.
Toy may be able to network to provide virtual group fitness experiences for user. For example, several home-based users may opt to participate simultaneously in an indoor cycling workout class similar to a club-based "Spinning" class. All the toys share a basic script for leading the workout. Yet, each toy acts as instructor/coach to its user while refening to the reactions, efforts and experiences of other group members as provided to it through the network. Such virtual group experiences would help to regularize the user's exercise schedule and increase adherence through a sense of group membership without requiring the user to be physically present in a group setting. Actual group fitness experiences may be available for toy users at health and fitness settings. It is prefened that fitness clubs have available a means whereby toy users are able to bring their interactive toys to the fitness club and make use of them there.
Toy users may be attracted to classes designed especially for users of Interactive Toys. These group fitness classes may feature instruction provided live via an instractor in conjunction with the users' toys or through a networked toy or through any combination of visual and auditory media (e.g. multimedia presentation, video, CD-ROM, etc.). Each individual toy may act as a coach for its user, engaging the user and motivating full participation while networking with the other toys present to build a sense of group effort and applaud group achievement among the users. These classes will add a new dimension to the user's fitness regimen and harness the advantages of group identification and interaction while maintaining the level of motivation that the very individualized "attention" of the toy provides to each individual user. Commercial Applications of Interactive Toy Coach and Trainer:
Marketing exercise-related products and services: Toy may increase user awareness of exercise-related products and services specific to selected workouts (e.g. bicycling workouts- helmets, bike gloves, bike repair concerns and products, etc.) or related to exercise in general (e.g. exercise apparel and accessories, health and fitness books, magazines, CD-ROMs and websites, personal trainers, local health clubs, etc.). '
Marketing health-related products and services: Toy may increase user awareness of products and service provided by the medical community (e.g. sports medicine clinics, medications, home medical tests, etc.) and the complimentary medical community (e.g. massage therapy, chiropractic, herbal, aromatherapy and other non-traditional therapies, vitamin supplements, protein drinlcs and related products, etc.).
Marketing dietary products and services: Toy may increase user awareness of the importance of proper diet and nutrition and of products and services that may help him/her improve in this area (e.g. where to buy organic vegetables, what yogurt provides the most calcium, how to get to a website that offers an exciting new weight-loss diet, which store canies the best selection of low-calorie food products, which fast-food chain offers the most nutritious menu, etc).
Marketing entertainment products and services: The toy may access the network to market such items as videos, DVDs, music, tickets to movies or other local entertainment, snac food and treats, etc. For example, the toy might suggest a video for the user to watch either during exercise as a distraction- or after exercise as a motivational tool. Marketing general merchandise: The toy may access database of user's interests and shopping patterns to help user select a menu of motivational tools- items user will purchse for him/herself upon achieving set fitness goals. Toy may keep an accoimt of user's choices and credit card information so purely for their pleasure value.
Example:
Toy: You've got one more hill to go on this treadmill workout.
User: I don't think I can make it.
Toy: If you hang in there just 10 more minutes, you will reach your goal for this month. Then, you can buy that Palm Pilot you keep promising yourself. Go on. You can do it!
User: 10 more minutes???
Toy: Let's just talce it a minute at a time...
For all of the above, toy may provide specific details on how and where to acquire the product or service. Even while traveling, via cellular technology, a toy could access the network to locate and expound upon products and services that may help owner to achieve health and fitness goals (e.g. For a business traveler in an unfamiliar city, the toy could recommend the nearest health spa offering the owners favorite workout, a natural food restaurant, an alternative health practitioner or a low-cost vitamin retailer.
A further prefened embodiment of this invention describes the application of networked interactive toys in acting as a headhunting service, and as providing and employment agency service.
Fig. 166 describes the numerous ways in which an interactive toy may access information. This may be directly via wired/unwired connection to a telephone network, via unwired cell-phone connection, or directly to Internet or the like. It may be indirectly via a home computer to Internet web-sites or other database, or computer connected up to a telephone network or cell-phone network, or the like. It may be indirectly via an interactive toy server to a cell-phone network, telephone network, or Internet, or the like. These, in turn may be linlced up to employer/employee company databases/telephones and the like. It may be indirectly via a home computer or other computer linked up to an interactive toy server, which links up to cell-phone network, telephone network, or Internet system or the like, or via any other similar combination.
Fig. 167 describes a typical method in which a toy provides its user with information. It may be concerning a position, company, training course, or the like. For example, a toy may offer its user a job position, which suits the user's credentials (already known to the I.T.S.). The toy can make a comiection between its user and a potential employer for example. The employer may then test the user, orally, in writing, by interview, and the like.This may optionally be at a time, and location ananged by the toy. If the user matches employer criteria for a position, then he may be offered the position. Provided that the user is interested in the position and conditions, he ma then proceed to take it. If he does, then the I.T.S. may charge the user, for providing him with a position, and charge the employer commission for providing him with an employee. Once the user and employer have paid for services rendered to the I.T.S., the user may then become the employee of the employer.
An interactive toy provides information from one or more of these communication links in one or more of the following forms:- verbal, electronic or printed form. It may pass infonnation on to one or more of the following: -to a home computer screen or memory, to a fax, phone or printer, interactive toy, interactive toy server, one or more users, or any combination of these or similar configurations.
Interactive toys are preferably linlced up to one or more interactive toy system servers (I.T.S.). An I.T.S. preferably has access to one or more databases, which preferably include lists of available positions, and people searching for positions. Toy users may only access items, which are free, or, optionally have been pre-paid using pre-authorized credit/points (as described in other applications mentioned above. Interactive toys may have access to some or all of these databases.
In a prefened embodiment of this invention, toys advertise positions available to one or more users. This may be verbal or via home computer or the like. The positions offered might be categorized by location, profession, travel requirements, educational requirements, experience, and salary requirements, or the like. These are preferably matched to the characteristics of the user, or one of his family or friends.
In another prefened embodiment of this invention, a toy provides information about available employees to toy user(s).
In a prefened embodiment of this invention, a user may be charged by an I.T.S. for such services.
In another prefened embodiment of this invention, toys hearing user's request to find a potential employer and/or employee send details to database(s). This may be employing a keyword system.
In another prefened embodiment of this invention, a keyword system may be employed to index information, comprising details of personnel and/or vacant positions. This system may employ key words to determine type of position, salary bracket, prefened location, optional locations, personal details such as age, years of experience, and the like.
In another prefened embodiment of this invention, a user may answer an ad hoc user- toy verbal questionnaire. A written/electronic transcript may be sent to potential employer(s)/employee(s) database(s).
In another prefened embodiment of this invention, a potential employer sends his verbal questionnaire to an I.T.S. The I.T.S. may then send data to potential employees according to database details.
In another prefened embodiment of this invention, a toy asks user if he is interested in position/employer/employee, or any combination of these.
In another prefened embodiment of this invention, a toy asks user questions from potential employer/employee questionnaire. An I.T.S may connect user toy to potential employer/employee toy.
In another prefened embodiment of this invention, User and potential employer/employee communicate via I.T.S.
In another prefened embodiment of this invention, user and potential employer communicate via their toys. In another prefened embodiment of this invention, a user and potential employer/employee communicate using standard media (telephone, cell-net, Internet, and the like. An I.T.S. preferably receives commission for any hiring performed as consequence of I.T.S. matching.
An I.T.S. preferably receives information from Internet sites, databases, and the like. A user may request information from his toy. A toy may download information in verbal, paper, electronic form, or the like, or any combination of these. In a prefened embodiment of this invention, I.T.S. receives payment from user for information extracted (cash/points/credit/combination).
In another prefened embodiment of this invention, a toy sends infoπnation from user in verbal, paper, electronic form, or the like, or any combination of these.
In another prefened embodiment of this invention, a user scans handwriting sample to computer system to an I.T.S. An I.T.S preferably sends handwriting for graphological analysis to potential employer/employment agency/employee or the like.
In a prefened embodiment of this invention, an I.T.S. may send written tests- and questionnaires to user(s) via Internet or other communication medium. Users preferably all sit written tests simultaneously at home/work. Users preferably send completed tests back to an I.T.S. An I.T.S. preferably sends information (tests questionnaires, CVs, and the like) to potential employers/employment agencies. An I.T.S. preferably receives commission for this service provided.
In another prefened embodiment of this invention, an I.T.S sends oral tests and questionnaires to users via toys. User voice recognition is preferable o activate toy. A Toy preferably sends verbal answers of user to an I.T.S. An I.T.S. preferably sends verbal, electronic, or transformed information to potential employers/employees.
In another prefened embodiment of this invention, an I.T.S keeps identity of user(s) confidential. An I.T.S. may change identity of user when sending information to potential employers. An I.T.S. may change the credentials of a user, in order to protect his anonymity.
In a prefened embodiment of this invention, an I.T.S. (via toy) provides user with statistical information concerning salary and remuneration, conditions per age group, fimction, qualification, position, and the like. An I.T.S. may make user aware that his salary package is higher/lower/equal to average for his age, qualifications, position etc. A toy may push a user to look for something better.
In another prefened embodiment of this invention, an I.T.S. may provide Internet or other training courses for test and/or interview technique.
In a prefened embodiment of this invention, I.T.S. may reward user for passing information into friends. Similarly, an I.T.S. may reward user for matching his friend to a position. A user may receive reward for making match (may be cash, credit, barter, points or combination these).
In another prefened embodiment of this invention, an I.T.S. markets Internet or other headhunter services to toy users.
In another prefened embodiment of this invention, an I.T.S. works in conjunction with Internet and/or other headhunter services.
In yet another prefened embodiment of this invention, an I.T.S. provides access to other net sites and their information.
In a prefened embodiment of this invention, an I.T.S. provides careers advice. This may be in conjunction with professional vocation and careers advice services. These may be offices, Internet companies, university/college advice centers, or the like. If a user gives permission, a toy may pass on user history to careers advice center. This may help user to find direction, which suits him personally.
Toys preferably provide children with suitable positions which suit their working hours, abilities legal restrictions and the like. Toys may be particularly useful in helping a user to find a position which is suited to his credentials.
Toys are preferably located at government employment agencies and may thus provide useful information and services to users seeking employment.
In another prefened embodiment of the present invention, a system of networked interactive toys is used for the purposes of interactive verbal advertising. Interactive verbal advertising occurs, for example, when an advertiser (in this case an ineractive toy) presents Ins "sales pitch" using recorded, simulated, computer generated or other verbal means in such a way that the content of the advertiser's speech and/or his other actions depends on the toy user's response to some or all of his previous speech and/or actions. The toy thus gives the impression of interacting with the user in a manner similar to but more powerful than that of an actual human salesman. The toy advertiser has may also use the reactions of other users to his "sales pitch" to modify his sales strategy.
The present invention is a method of advertising in which the advertising content is presented by means of a conversation between a user and a computer controlled networked toy. It is prefened that the advertising toy uses speech recognition to recognize and then processes the response of the user. Within such a conversation between a toy and a user each subsequent statement by the toy depends on the response of the user to previous statements of the toy. See Fig. 7 for an example.
In a prefened embodiment of this invention a toy interactively advertises products using a fixed script which uses voice interaction as well as possibly interaction via other sensors and/or actuators located on the toy. The toy may also generate its own responses based on previous statements by or actions of the user using, for example, the Aritficial Intelligence systems described previously in this document. See Fig. 169.
A conversation between a user and a toy which advertises a product may talce the foπn of a game. See Fig. 170 for an example.
A toy, hearing or otherwise sensing a conversation or other situation between a user and itself or between a user and any other person or object picks up certain key words, phrases or actions which then cause the toy to present the user with advertising related to the cunent situation. See Fig. 171 for an example.
An interactive toy placed in a store or other retail establishment selectively recommends one or more of various products offered by the store. The toy then analyzes the user's response and, depending on the user's response, directs a user (and possibly his parents if the user is a child) to a part of the store where the specific product prefened by the child can be found.
The sales strategy used by the toy to promote one or more products and/or services is modified by the toy in response to responses by one or more users to previous conversations or previous portions of the same conversation with one or more toys.
It is prefened that the script or other program used by an interactive toy can be updated so that the advertising strategy can be changed. Thus, for example, an interactive toy in a store can be programmed to interactively advertise a single product and can be updated whenever a new product requiring advertising, arrives in the store.
An interactive toy becomes a point of attraction for shoppers in a store or a shopping center. While continuously attracting their attention the toy possibly advertises a different product depending on the needs and interests of the shopper as determined by conversation and other interaction with him.
Interactivity between, for example, a shopper and a toy at a shopping centre which represents a famous media character can add significantly to the effectiveness of advertising presented by the toy. (See Fig. 172). This method of advertising also familiarizes users with characters with which they are not familiar.
The cartoon-like features and behavior of interactive toys attract the attention of children and other people more easily than either a human salesman or a character in ordinary advertising such as in a television commercial. Thus visits to a store are made more pleasurable encouraging sales and future visits. The ITS (Interactive Toy Server) may receive commissions on all sales promoted by interactive toys on the network.
Networking of toys further enhances the effect of interactive advertising in the following manners:
1. Diverse advertising content may be written by many authors including prominent and highly talented advertising agencies.
2. Content may be controlled by a central server both for security and appropriateness of content.
3. Interactivity of the advertising by networked toys may be context based. A networked interactive toy can suggest products based not only on the response of the user but also on its knowledge of the user's environment including recent conversations.
4. Use may also be made of an extensive database on the ITS's server which includes the user's hobbies, likes and dislikes as well as the life history of the toy. 5. Use may also be made using the aforementioned database of the life experience of all toys on the network.
6. Fig. 173 shows an example in which a toy advertises a new toothpaste for children in reaction to a conversation between a mother and a child at a dinner table. Interactive advertising may thus elegantly enter casual, domestic situations, and win approval of advertising with a toy.
In a prefened embodiment of this invention an interactive toy is equipped with additional sensors and actuators which allow for multiple ways in which the toy may react to a user's input'. These sensuators and actuators may be used in an advertising context. For example, on being dressed in fancy clothses, a doll may advertise fashion products.
A toy may, for example, recommend new music compact discs if a certain type of music is being played at the background as shown in Fig. 174.
In another prefened embodiment of this invention the interactive toy is comiected to a mobile communication network. Mobility of an interactive toy expands the possibilities for context-based interaction. One reason for this is that a mobile communication network may know the location of a user. Thus an interactive toy may suggest products and firms that can be found near the cunent or expected location of a user. Information about location may also be combined with input from other sensors to create livelier outdoors interaction.
Interactive advertising contributes to a relationship which is gradually developed between a toy and its user. A user is more likely to be influenced by an interactive toy that acts as a friend. In this way, the interactive toy becomes a personal salesman that acts on the behalf of its user. Users will prefer such a personal salesman whose suggestions are relevant to situations in their lives.
Interactive advertising contributes to the life experience of every participating toy. This enhances the individuality of the toy and contributes greatly to the life experience database as well as to a database which keeps track of all sales experience of toys thus making this database much more valuable commercially.
A networked interactive toy system contains connections between each toy and a central database. Infonnation can be stored about each and every user including basic personal information submitted during registration. The system may store additional information obtained by observing the interaction between a user and a toy. This growing database infonnation can than be used to improve interaction and give the user's relationship with his toy many unique characteristics. The personal profile developed by the aforementioned database enhances interactive advertising. A personal profile of a user may include information about his habits, likes and dislikes. This kind of information can be used to suggest one or more new products. For example, a toy might suggest that its user watch a new film on television by reminding the user of his habit of normally watching a related television program at that particular time.
A personal profile can include a history of a user's purchases and response to advertising. Information of this kind can be used for deciding upon the advertising strategy that is more likely to influence a particular user.
The storage of information about particular users is but one of the uses of a central database. A networked interactive toy system with a large number of users worldwide has the advantage of gradually developing information about collective trends. To put it more simply, through continuous interaction with many users through many toys, a networked system can leam a great deal about the behavior of its users in a relatively short period of time. Database information can be sliced according to characteristics such as age-group and geographical location and statistical information can be- compiled about the advertising strategies most suited to each of these groups as well as on their shopping habits. Thus, in the course of time, a toy connected to this system can interact with its user in new and surprising ways. This helps to create a more exciting and humanlike interaction and thus also to expand the possibilities of interactive advertising. For example, once a user rejects a certain product, the toy can attempt to guess the user's preference. See Fig. 175 for an example. A successful guess would make interaction with the toy more fascinating. An unsuccessful guess may be used to update the database and help to increase the chances of a successful guess in the fivture.
In this way, the whole system may develop as a single big organization of salesmen who share information and improve advertising strategies. During a conversation between a user and a toy the entire database of user, sales and life history of some or all toys on the system may be available. Thus the product to be advertised as well as the advertising strategy as a whole may be changed within the course of the same conversation. This results in a much more personalized interaction between a toy and a user. The interaction does not take the form of choosing from a pre-existing list of products and strategies. It rather takes the form of a more humanlike conversation in which an advertising toy comes up with strategy unique to its user.
The entertainment content for Networked Interactive Toys may contain "embedded advertising". For example a toy may, during a conversation related to entertainment content, use the name of a recognizable product in a manner which seems random but which suggests to the user that the product which has been mentioned is more desirable than other products.
The sales pitch which the toy uses may become more focussed as the toy leams more about the user's needs and desires. This may occur during a given conversation. Thus, for example, a toy may begin by suggesting sports items in general and when the toy hears that the user is mostly interested in tennis (possibly at the time of the given conversation) the toy discusses tennis equipment. Soon when the toy finds out or realizes that the child's budget is very limited it suggests new tennis balls which the user then may accept. A major advantage of this focussed advertising is that it limits the amount of advertising to which a user is subjected by being more selective about which advertisements any given user hears.
Another prefened embodiment of the present invention describes a networked interactive changeable form toy whereby changes of toy content conespond to changes in the configuration of toy parts.
With the introduction of Living Object technology, toys undergo a radical transfonnation with novel and exciting results. The present invention describes the Living Object counterpart of a changeable form toy. The application of Living Object technology to existing assembly toys leads to surprising and innovative results as described below.
Structure of a networked changeable form toy:
A networked interactive changeable form toy includes two or preferably more parts that can be assembled by a user in various ways. At least one of the parts of a changeable form toy functions as a base that includes a computer interface. Such a computer interface connects, preferably wirelessly, to a toy control device typically located on a networked personal computer.
It is prefened that toy parts can be assembled in various ways and into various configurations. An example of a toy assembled in such a way is Whack Stack Mr. Potato Head ( A Registered Trademark of Hasbro Corporation), that includes sections that can be assembled on top of one another in various orders and can then be rotated (Fig. 186). In addition, such a toy includes parts such as, for example, a hat and a nose, that can be assembled or disassembled. Typically, a networked interactive changeable form toy is equipped with sensors that enable detection of the configuration into which a user has assembled it. In addition, such a toy is preferably also equipped with motors that enable the toy to assume a certain configuration of its movable parts. The following is a description of an example of these devices. A series of (infrared) LED's and photoreceptors are located on the central axis of the toy (labeled 1600 in Fig. 183). A (infrared) reflective material is attached to the movable rotating toy sections (labeled 1700 in Fig. 183). These are ananged in such a way as to code the orientation and location of each rotating section. An example of the anangement of these components in the case of three rotating sections is shown in Fig. 184. This figure shows a plan view of the surface of the central axis as well as a plan view of the inner surface of one of the rotating sections. There are eight LED's and two strips of eight photoreceptors on the axis for each section. The inner surface of a section has two strips partially covered with (infrared) reflective material. One and only one of these two strips always contain but a single area covered with such a material. The other strip is covered in a way that serves as a code for the particular rotating section concerned. When such a section is assembled on the central axis, the reflection from both strips is read through the photoreceptors. This enables first of all a detection of the orientation of the section according to whether the strip containing only a single reflective area is the upper or the lower one. In the second place, the location of this single area enables a decoding of the combination of reflective areas on the other strip and thus identification of the section concerned. In addition, the location of that single area also enables detection of the exact rotation angle of the section.
Motion of the rotating toy section is made possible, for example, in the following way. A peπnanent magnet is attached just inside the inner surface of a rotating toy section. A series of electromagnets are positioned inside the central axis. A top view of this consti Lction is shown in Fig. 185. In accordance with the detected rotation angle of section, an electromagnet is activated in order to rotate the section to the prefened angle.
h another prefened embodiment of the present invention, removable parts such as, for example, a hat or a nose can disassemble. For example, a nose creates pressure on being assembled by a user; an actuator can then release the pressure and allow the nose to disassemble.
Preferably, the Toy helps its user to assemble toy parts. In a prefened embodiment of the present invention a distinction prevails between a "valid" and an "invalid" configuration of toy parts whereby, for example, content of a certain kind is delivered only if a toy is assembled in a "valid" way. In such a case, a "valid" configuration of toy parts typically leaves room for a variety of ways of assembling a toy. For example, a "valid" configuration for an interactive Mr. Potato Head doll may include the following: 1) all three slices are assembled; 2) slices are assembled in the conect order; 3) each slice is assembled in its conect horizontal direction; 4) all three slices are similarly rotated with respect to the base unit (namely eyes, nose, and mouth are turned in the same direction). According to this example, there still exist eight combinations of slices that yield a valid configuration since each slice can be rotated into two positions. In addition, other parts, such as, for example, a hat, may be either assembled or not.
In a prefened embodiment of this invention a toy helps its user to assemble toy parts into a valid configuration. Preferably, a toy uses speech in order to inform its user of an invalid configuration and preferably also in order to direct its user how to assemble a toy in a valid way. Fig. 176 illustrates an example of assembling a toy into a "valid" configuration".
The form of such an instraction is preferably selected according to a user's personal details such as, for example, a user's age, stored in a database record of user information. Possibly, in case of a very small child, a soft toy with assembled pads would be more suitable than the circular one described above. In a prefened embodiment of this invention, such a soft toy senses that a pad has been assembled and responds with sounds attuned to its user's age. For example, sounds of laughter and crying serve as positive and negative response respectively. Preferably, a user is rewarded for assembling a toy in a valid way. For example, a very small child is rewarded with applause for any part of a toy that has been assembled, whether conectly or not.
Preferably, the Toy "watches" over its parts. It is prefened that a networked interactive changeable form toy uses a special procedure for watching over its parts in order to prevent their being lost. For example, a toy occasionally asks its user to assemble all its parts including these that are preferable for a valid configuration. Alternatively, a toy keeps track of parts that have not been used for a certain period of time. The toy requests to "see" these parts, namely the toy asks its user to assemble them. For example, a toy tells its user that it has not seen its hat for some time and that it longs to have it on. If a part is not found, a toy may ask its user whether the part is lost. If a part is lost, a toy preferably encourages its user to replace it with a new one (e.g. toy: "Please! I can't breath without my nose!"). Once authorized to, a toy ananges to purchase the prefened item. A toy may offer a discount for such a new item if its user promises to keep better watch over his/her toy parts in the future.
Different configurations of toy parts associated with different "characters" are now described. In a prefened embodiment of the present invention, each (valid) configuration of toy parts describes a certain personality or character. Typically, such a character is associated with peculiar modes of behavior such as, for example, a tone of voice, typical ways of speaking and/or joking, and telling a conesponding type of story. Fig. 177 shows an example of associating eight different characters with the eight different combinations available for an interactive version of Mr. Potato Head.
The conespondence between toy configuration and character on the one hand, and toy content on the other, may assume various forms. For example, a user rotates the slices of a toy into a certain configuration. As a result, the toy assumes a conesponding character and tells its user a story in a tone voice typical to that character. Alternatively, a user requests that its toy tell him/her a certain story. Depending on the type of story requested by its user, the toy assumes a suitable character and rotates of its own accord into the appropriate configuration.
Fig. 178 shows an example of the conespondence between toy character and aspects of toy content or aspects of the interaction between a toy and its user. The direction of the anows refers to the causal relationship between the conesponding aspects. For example, toy character unambiguously detennines a conesponding tone of voice. In contrast, a type of story may either determine or be determined by the conesponding toy character, thus the relation is represented in this case by a bi-directional anow.
It is prefened that a toy can assume a configuration at random, for example, by rotating its slices into a random configuration.
It is prefened that toy character conesponds to typical attitudes and ways of joking. An example of these ways for a "vicious" character of a toy (see Fig. 177) is shown in Fig. 179.
As already mentioned above, toy character may be associated with a conesponding type of story. It is prefened in such a case that a toy also changes its character and configuration in conespondence to changes of atmosphere within the same story.
In a prefened embodiment of the present invention the same configuration of toy parts conesponds to two or more characters. For example, each configuration of a toy has two faces turned in two opposite directions, which are typically associated with two different characters. It is prefened in such a case that a toy assumes a character depending on the direction from which its user approaches it. For example, a toy uses a motion sensor, or infrared receiver, or a microphone, or a touch sensor in order to recognize the direction from which its user approaches it. Fig. 180 shows an example of an interaction between a toy and its user where a toy changes its character in accordance with the direction from which its user approaches it. In this example, characters A and B refer to two faces of the same configuration of a Mr. Potato Head that are turned in opposite directions The notion of a relationship that develops between a toy and its user has already been mentioned in previous sections of this document. In a prefened embodiment of the present invention a relationship develops between a user and a specific character of his/her toy. This allows two or more users such as, for example, members of a family, to use the same toy in such a way that each develops a separate relationship with a different character assumed by the toy. It is prefened in such a case that a networked interactive changeable form toy assume a character and a conesponding configuration of parts according to the identity of the user cunently entertained. The toy recognizes its user using, for example, a voiceprint.
In another prefened embodiment of the present invention a toy assumes a character and a conesponding configuration of parts in response to its user's actions. For example, in response to a user rejecting a toy's offer for entertainment, the toy assumes a "disappointed" character (see Fig. 177). In yet another prefened embodiment of this invention a toy assumes a character in response to its user's emotional reactions to content. It is prefened in such a case that a toy can recognize context-based emotional reactions of its user such as, for example, its user crying or backing off in reaction to a scary story. An example of toy response to its user's emotional state is shown in Fig. 181.
In another prefened embodiment of the present invention, a toy acts out a scene involving two or more characters, assuming a different configuration of parts and a conesponding personality and tone of voice for each character. Fig. 182 shows an example of a toy assuming various characters in the course of delivering educational content.
In another prefened embodiment of the present invention the same toy personality changes its conesponding configuration of parts. A toy personality typically includes various details stored in a special database record such as, for example, details of toy life history. The connection between such database records and toys on a networked system is controlled by the system's server. Thus, a toy personality that has been associated with a certain configuration of a changeable form toy can be associated with another configuration of the toy. Other options for associating and dissociating toy content and toy body are described in detail herein. This is preferably used for various forms of gaming such as, for example, a game in which a toy character with which a user has developed an extensive relationship, disguises itself behind a new configuration. The user then has to "find" his/her beloved toy according to clues. In order to render such a game more interesting a toy character preferably goes on changing the configuration it hides under in the course of the game itself.
Toy is adaptable to stages of a child-user's development One of the central features that characterizes networked interactive toys is that their content can change over time in a way that is not preprogrammed. In the case of a networked interactive changeable form toy, as illustrated above, toy content conesponds to changes in the configuration of toy parts. In a prefened embodiment of this invention, the form of conespondence itself, that prevails between toy content and configuration, changes in the course of time. For example, the way a toy helps its user to assemble its parts, as detailed above, changes as a user grows up. Such a change is preferably not preprogrammed but rather depends on the development of a particular user. In such a case, new content in downloaded from a system's server in accordance with a database record of user information. In a prefened embodiment of this invention, content is downloaded to a particular user in accordance with the experience that has been accumulated by a system of interactive toys in the course of interactions between many users and their toys.
A system of interactive toys which enables its users to write their own content, is now described.
In a prefened embodiment of the present invention, software downloaded to a user's personal computer allows the user to determine how his/her changeable form toy should respond to any configuration into which it is assembled. For example, in case of a very small child-user, the voice of the user's mother is recorded. When the user assembles toy parts in a specific way, the toy responds with the mother's voice.
Games for older users who are already computer literate, can be written by the users themselves. For example, a game in which a toy assumes a certain configuration and then rotates at random. A user is then given a limited, typically very short period of time to assemble the toy into the said configuration before the toy boos at him/her.
Another prefened embodiment of the present invention uses systems to download Internet content to talking units, to produce a "Classic" range of dolls. System for downloading Internet content to talking dolls of "Classic" characters are shown in Figs. 145, 187, 188, 189 and 190. These may include:
1. Classic Author Dolls:
Dressed in period costume
Bare visual likeness to an author or a character, based on generally recognized pictures etc.
Characterization of famous authors or characters
Relate to classic stories, poems, other writings and works by selected author, may be chosen from on-screen choice groups Content may be available through and controlled by a proprietary Internet site and or CD ROM.
Content: Biographical background; maps, graphics, animation; audio, music, voice, sound effects, place finder, glossary, summaries; quizzes, comprehension tests.
Interactivity of doll with user
Cast of characters talcing cues from each other, i.e. interactivity between dolls; Peripheral products i.e. products related to the classic dolls Access control for specific characters if prefened
2. Historical characters
3. Classical Musician Dolls
Include all the above, plus:
Ability to recognize music in addition to voice commands
4. Celebrity Dolls
Include all the above plus:
Actual voices of celebrity concerned
Interview capability based on key words and phrases or other methods
5. International Dolls
All the above plus: Dressed in National costume Language instruction options
6. Made-to-order Specialty Dolls
All the above plus:
Made-to-order options, with purpose designed content
7. Additional Ranges
All the above plus other Uses, such as: Distance learning - Doll acts as teacher or Professor Training - Doll presents training for uses of various products/equipment On-the job instraction and technical manuals Do-it-yourself instraction - e g. car repairs on the move... Applications include: Engineering, construction, medical and health care, rescue, military, crime prevention, hiking etc. Series of Classic doll ranges inter alia cover the following subjects as examples:
8. Classic Author Dolls
9. Historical characters 10. Classical Musician Dolls
11. Celebrity Dolls
12. International Dolls
13. Made-to-order Specialty Dolls
For each particular doll range and for the range in general is provided a variety of content and on-line support.
A classic doll collection will appeal to large segments of the market which will include - amongst others - parents, grandparents and educators, institutions, promoters, advertising agencies, special interest groups (political parties etc.) who want to stimulate interest in subjects such as literature, music, history, languages or even to indulge in and further their own interests through promotional opportunities in a new and dynamic interactive experience.
The market segments for which such a series is suitable includes:
1. Schools, colleges, universities, institutions such as libraries
2. Parents
3. Grandparents
4. Advertising/promotion agencies
5. Tourism
6. Political campaign organizers
7. Specialist language schools
8. Young adults and college students
9. Collectors
Classic Collection dolls are representations of characters from the categories listed above, fascinating in their own right, dressed in distinctive period costumes. These dolls could become desirable as collector's items.
Content will be appropriate to the specific range concerned or even the entire range as a whole and controlled by the company or outsourced under license agreements.
Classic Author Collection . The Classic Author Range feature dolls characterizing famous authors (whose copyrights have expired), or characters created by authors, who will relate, for example, . classic stories according to a choice (possibly an on-screen menu) given to the owner of the doll or the operator via an Internet site or CD-Rom.
The following are typical examples of authors and characters, which could be used:
Charles Dickens: Oliver Twist, David Copperfield, A Christmas Carol. William Shakespeare: Hamlet, Henry V, Richard III, Macbeth, A Midsummer Nights Dream.
Hans Christian Anderson: The Little Mermaid, The Swamp King's Daughter, Thumbelina, etc.
Lewis Canol: Alice in Wonderland, Through the Looking Glass.
Jane Austen: Pride and Prejudice, Emma
Louisa May Alcott: Little Women, Little Men
Beatrix Potter: Peter Rabbit, Nutkin
Mark Twain: Tom Sawyer, Huckleberry Finn etc.
Arthur Conan Doyle: Sherlock Holmes character doll
The Bible: Favorite bible stories told by an appropriate character
Provisional on obtaining copyright, the dolls and content will also be drawn from other sources e.g.-
Roald Dahl: James and the Giant Peach, Charlie and the Chocolate Factory etc. (copyrighted work)
Agatha Christie: selected works - or entire collection.
Content
For example: Author's complete works - full range of books, stories and poems by an author, sold as a range or individually - downloaded to the doll
Note: If prefened, the integrity of the literary work would be protected and secured via a password or access code. "Charles Dickens" doll owners for example, will only be able to download Charles Dickens' work etc.
Biographical background of the author, adding to the educational appeal of the product - downloaded to the doll.
Maps, graphics and animation - to enhance both the background of the stories and the biographical background material about the author - available on-screen, possible for simultaneous viewing while the doll is giving details of the author's backgroimd, life and times etc.
Music of the times - a section on the music which was popular during the author/character's lifetime, downloadable or just audio to accompany the story or explanation.
Sounds of the times - street criers, merchants, market crowd scenes etc. e. g. Sherlock Holmes giving a guided tour around the London of his time.
For example, each story may have the following additional feature options: Place finder — ability to go to a specific chapter, page or incident in the story;
Option to hear, see or read the story simultaneously (good for language learning);
Glossary - for difficult and archaic terms with translations into designated languages;
Story summary - capability to summarize a book or story to the end of a given chapter or page.;
Character sketches - short descriptions of the characters in a book or story for quick reference by the user including graphic representations, paintings, photographs, drawing etc of the character/s;
Critique and Review bank: serious criticism by literary scholars, newspaper critics, reviewers etc;
Test Your Knowledge Quizzes - at different levels of difficulty, quizzes about the author, the characters and the books and stories;
Quote Quiz - at varying levels of difficulty, a line from a story or play is quoted and the user must quote or choose the line which follows.
All the above will be interactive and possibly triggered by keywords, with the doll explaining aspects of what appears on screen, e. g. Sherlock Holmes: "If you travel in modern-day London, you can take a tube to the Baker Street underground station and emerge opposite my house, number 221B...click on the London Underground icon to see how to get there...."
Additional Opportunities
The system may identify two or three (or more) dolls from the same story and make up a "cast of characters" which will then tell the story interactively, talcing cues from each other.
The range will also include peripheral products - for example: a set of collectible characters (pet dog or cat, "listening children" etc,) which in themselves may or may not beinteractive, but sold to enhance each book or story.
The Historical Collection
The Historical Character range features representations of famous characters from history, for example telling their life stories, relating their exploits in the context of their life and times, answering, interactively, questions about their contribution to history and the development of mankind.
Content will primarily be inter alia gleaned from historical material, writings by the character concerned, information, anecdotes and stories about his/her achievements, all told "personally" by the character concerned, e. g. King Henry V: "...I was there at the battle of Agincourt...do you want to hear about it?"
Additional on-screen material with maps, dates and places, pictures of events, recreating the life and times etc. The following characters are provided as examples:
Julius Caesar
Charlemagne
Cleopatra
Henry VIII
Anne Boleyn
Ben Franklin
Abraham Lincoln
Queen Victoria
Winston Churchill
Alexander the Great
Robespiene
Ghandi
Peter the Great
Katherine the Great
Ramses II
Genghis Khan
Christopher Columbus
Captain Cook
Sir Walter Raleigh
Queen Elizabeth I
Cromwell
General Robert E. Lee etc.
Content
This will be provided via the Internet. Options include:
Biographical background of the character; detailed information on his/her life and times; maps of the area, city, region where he/she lived and was active; details of famous military campaigns; famous events, inventions, discoveries - all spoken by the dolls and told in a personal "I was there" approach. This would add enormous educational appeal to the doll. The historical integrity of the doll can be protected by ensuring that doll owners will only be able to download information relating to the specific doll e. g. Queen Elizabeth I. This would be secured via a password or access code to be developed for this purpose. This doll could also "ask for help" from other dolls: e. g. "If only Sir Walter Raleigh were here, he could tell you about the potato, or that smoking leaf..."
Each story will include additional features such as:
1. Glossary - for difficult and archaic terms with translations into designated languages
2. Historical Summary - capability to summarize main events etc in the life of the character
3. Character sketches - short descriptions of other characters connected with the character in question.
4. Test Your Knowledge Quizzes - at different levels of difficulty, quizzes about the character, his/her life, achievements etc.
5. Music of the era - downloadable or as accompaniment to nanation.
Interactive Opportunities
All the above will be interactive and triggered by spoken key words or text input, with the doll explaining aspects of what appears on screen, e. g. Christopher Columbus: "Lets have a look at the maps I had in my day... if you click on the 'Map' icon, you'll be able to choose a map and I'll explain it to you and how it differs from the maps of today."
Additional Opportunities
Two or three (or more) dolls from the same story make up a "cast of characters" which will then tell the story interactively, talcing cues from each other.
The range will also include peripheral products - a set of collectible characters (favorite horse, throne, armor, artifacts) which in themselves may or may not be interactive, but sold to enhance each book or story.
The Classical Musicians Range
The Classical Musicians range features representations of famous composers and musicians, dressed in distinctive period costumes.
Content will be for example, the musicians' life and times, music composed by the character concerned, discussion of how to play and/or interpret the music, with additional material on-screen detailing compositions, dates and places, maps, pictures of events, downloads of music, tips on composing and playing music etc.
Content
May be provided via the Internet. Options include: Biographical background of the character; detailed information on his/her life and times; maps of the area, city, region where he/she lived and was active; details of famous how music came to be written, - all spoken by the dolls and told in a personal "I was there" approach. This would add enormous educational appeal to the doll. For the preparation of content of this type, for example, consultation and possibly contracts with musicologists, individual scholars, universities and schools.
Each story will have additional features, such as for example:
1. Musical score on-screen with explanation by the dolls of how it was constructed etc.
2. Glossary - for difficult and archaic terms with translations into designated languages
3. Historical Summary - capability to summarize main events etc in the life of the character
4. Character sketches - short descriptions of other characters connected with the character in question.
5. Test Your Knowledge Quizzes - at different levels of difficulty, quizzes about the character, his/her life, achievements etc.
The range will also include peripheral products - a set of collectible characters (pianos, harpsichords, violins etc) which in themselves may or may not be interactive, but sold to enhance each book or story.
The interactivity would include the doll being able to recognize sounds (i. e. musical notes) and not just voice. The concept being that the doll must be able to react to the playing of a piece of music (by the owner) and recognize whether it was being played conectly or not. This would be part of the "teaching/learning" feature of this range. The doll will also be able to "play" the piece of music being studied and the "student" would then try to emulate the style etc. - the interactive piano teacher.
The Celebrity Doll range would be for example, TV and movie stars, pop musicians, sports heroes, high profile individuals etc. which would speak in the celebrity's voice and could in fact be "interviewed" by the user. Such "interviews" could be downloaded from existing material, edited and made to conform to specific content requirements.
Content and Interactive Opportunities
Content would, for example, be based on sound bites, quotes of passages from movies, personal appearances, music and songs by the character, and a personal message to the doll owner. Keyword "interviews" could be devised, provided personalities are willing to spend the studio time prefened.
An International Doll range will offer a collection of interactive dolls each representing a different coimtry; e . g. A Russian Babushka; a little Dutch girl; a British Beefeater; Scots Piper etc. This would provide an easy, fun way for children (and adults!) to leam about different countries around the world, leam languages etc. Scripts will vary in content according to the age of the user.
Each doll will be dressed in the national costume of the country concerned. Scripts would be downloaded from the Internet and content could include:
An "encyclopaedia" on the culture of the country, history, food (recipes) famous sites, cites, type of industry, language instraction, famous people, geography, etc. in the form of an interactive script, in which the user is guided around the country by the appropriate doll.
The geographic integrity of the doll, (e. g. "Irish"), would be protected by security systems and passwords.
Language instruction - either words and phrases (for travelers) or at a more intense study level.
The Market
This market will extend across all boundaries and incorporate travel and tourism sectors, advertising agencies, national promotion campaign marketers, in addition to the traditional educational, fun (parent and child) and collector markets.
Interactive Opportunities
There are vast opportunities for interactivity vis-a-vis information on the country concerned, the user asking about specific aspects of the culture, history, food, etc. Maps and on-screen visuals of places of interest, features, beauty spots etc would be available.
On-line guide books, language courses (sold in modules), road maps, postcards, direct merchandising opportunities for travel agents and airlines to offer special holiday deals, etc.
Made-to-order Specialty Dolls
In this area, dolls could be used for a wide range of promotional and advertising purposes, for political campaigns, as instructional units (city guides, entertainment information kiosks) etc.
Made-to-order content and interactive features would be a matter of a briefing from the organization ordering the doll and fees would be charged for content development with the user therefore not paying for content.
Other ranges which could be considered include: Great Explorers, Discoverers, Great Artists, Mathematicians, and Philosophers. The technology can be used in dozens of other applications, more for example in the area of distance learning, training and on-the-job instraction. For example, an engineer assembling a plant would be able to download the content from the Internet and have a unit (not necessarily a doll) talk him through the installation process. He could interact with the unit, ask it to repeat sections, pause, search for keywords etc. all without talcing his eyes off the job in hand to search a screen or read a document.
Furthermore, the development of technology which allows access to the Internet via cell phones and other units (apart from a PC) would allow the use of Living Object™ technology in remote rural regions which may not even have electricity but which are accessible by cell phone. Applications to be considered include for example: engineering, construction, Do-it-yourself instraction - e g. car repairs on the move, medical and health care, rescue, military, crime prevention, hiking etc.
It may be possible to order specialized or custom made collections including those of special family members.
Content providers may provide animation of important historical events.
Characters such as Sherlock Holmes may be used to provide mystery experiences using a Sherlock Holmes or other such doll as a medium.
Dolls representing famous lawyers may be able to renact famous cases or to cany out actual mock trials for users.
Networked interactive toys as aides/aids to the handicapped.
A prefened embodiment of this invention describes the application of networked interactive toys in acting to provide products and services to aid disabled and handicapped people.
Fig. 191 describes the numerous ways in which an interactive toy may access information. This may be directly via wired/unwired connection to a telephone network, via unwired cell-phone connection, or directly to Internet or the like. It may be indirectly via a home computer to Internet web-sites, such as help-line and disabled services, Interactive toy support services or other database, or computer comiected up to a telephone network or cellphone network, or the like. It may be indirectly via an interactive toy server to a cell-phone network, telephone network, or Internet, or the like. These, in turn may be linlced up to disabled help-line and/or I-Toy services' companies databases/telephones and the like. It may be indirectly via a home computer or other computer linked up to an interactive toy server, which links up to cell-phone network, telephone network, or Internet system or the like, or via any other similar combination. Fig. 192 describes an example of an interactive toy, which is able to walk. It preferably has all the features of the standard interactive toy (as described above), as well as one or more of the added features which are aids to a person of impaired vision, for example. It may be adapted to a user with a different disability and have appropriate gadgets as described in Table 31. It may be customized and personalized to specific user requirements.
Table 31.
Typical sensors/gadgets on/in conjunction with toy for aiding disabled user.
Figure imgf000256_0001
Figure imgf000257_0001
Figure imgf000258_0001
Similarly, a non- walking version may have one or more of these gadgets.
1. Ultrasound objects detector 1981 - this feature reports distances of objects from user in user's line of walk. This may be via its interactive talking system, or may be an alarm when objects are near to user. This, technology is exemplified in www.sonicvision.co.nz, for example.
2. Video camera 1982 Adjusted from I.T.S. to scan field in front of user and to check traffic, traffic lights and the like when user is crossing roads. This system may relay back verbal messages/alarms to user see www.telesensory.com for examples of such products.
3. Level detector 1983 detects changes in surface upon which user is walking such as puddles, difference in slope, curbs, obstacles, and the like. This may report back verbally via the interactive toy to its user.
4. Sound generator 1984 and voice simulation system for toy to talk with its user, provide music, and the like, as described in previous applications listed herein.
5. Speed Adjuster 1985. Manual and/or voice activated. 'This controls the speed at which the toy "walks". The toy may respond to voice commands such as "stop!" "Slow down!" and the like.
6. Shopping Holder 1986. This feature allows the user to load shopping or other objects onto the toy. The toy carries these items for the user.
7. Front light 1987 - may be used during the day/night to illuminate the way for the user.
8. Rear light 1988 - may be used during the day/night to illuminate the way for the user, as well as to warn others of user and toy.
9. Sound recorder 1989 and voice recognition systems as described above.
10. Heat and temperature probe 1990. May provide voice or alarms as well as digital readout. May also be voice activated see www.tiresias.org/Equipment for some products.
11. Telephone system 1991 - This may be voice or hand activated. See www.blvd.com and , www.ablephone.com for examples of products.
In a prefened embodiment Of this invention networked interactive toys are used as aides/aids for handicapped users. '
In another prefened embodiment of this invention, a networked interactive toy is equipped with one or more gadget and sensors as exemplified, but not limited to those in Table 31. Further examples appear at the Web-sites mentioned herein.
In yet another prefened embodiment of this invention, a networked interactive toy is able to walk.
In yet another prefened embodiment of this invention, a networked interactive toy is able to walk and is equipped with one or more gadgets and sensors as exemplified, but not limited to, those in Fig. 192.
In a prefened embodiment of this invention, a toy aids a hearing- disabled user.
In another prefened embodiment of this invention, a toy aids a hearing-disabled user by converting input sounds to another wavelength, which are within the audible range of the toy's specific user.
In a prefened embodiment of this invention, a toy aids hearing disabled user by converting input sounds such as doorbell, telephone, baby cry, car hoot, and the like into alarm sounds and/or messages/audible to that specific user. Specific examples of such systems appear in Table 31.
In a prefened embodiment of this invention, a toy aids a sight- disabled user.
In another prefened embodiment of this invention, a toy with movement functionality and preferably waking functionality aids a sight- disabled user.
In a yet another prefened embodiment of this invention, a walking toy aids a sight- disabled user and acts as the "eyes" of the user. An example of such a toy is described in Fig. 192. A toy preferably guides its user in both outdoors and indoor situations, in a way similar to a guide dog.
In another prefened embodiment of this invention, a networked interactive toy is customized for user disability. His disability may range from slight to serious impairment.
In yet another prefened embodiment of this invention, a network of interactive toys is used to provide special services for the disabled users. This may include marketing of products and services for the disabled, holiday packages for the disabled, support services, entertainment, and the like. The interactive toy server may charge commission for any of the services rendered, as exemplified in Fig. 193.
Pay content for items such as news, weather, tv, films and diet via networked interactive toys
A prefened embodiment of this invention describes the application of networked interactive toys in providing users with items, preferably on a "pay-per-item" basis.
Fig. 194. describes the numerous ways in which an interactive toy may access information. This may be directly via wired/unwired connection to a telephone network, via imwired cell-phone connection, or directly to Internet or the like. It may be indirectly via a home computer to Internet web-sites, such as information and item providing services, Interactive toy support services or other database, or computer connected up to a telephone network or cell-phone network, or the like. It may be indirectly via an interactive toy server to a cell-phone network, telephone network, or Internet, or the like. These, in rum may be linlced up to item provider and/or Interactive Toy company's databases/telephones and the like. It may be indirectly via a home computer or other computer linlced up to an interactive toy server, which links up to cell-phone network, telephone network, or Internet system or the like, or via any other similar combination.
Fig. 195 describes a typical method by which a networked interactive toy provides items to its user, preferably employing a "pay-per-item" system. This may employ one- word-buy authorization of payments. A user asks to hear a Mozart opera. The toy accesses information in a number of ways, as described in Fig. 194. Its sources of information may be web- sites, web-TV, yellow pages, local service providers, stores, and the like. The toy makes several suggestions to the user about purchasing a disc, listening to music via the user's home computer, or via the toy, itself. The toy also provides music in the form of an imitation of a known singer. The toy also pushes sales of tickets to a local opera. The user then decides which offers to take up, if any. If he decides against them all, then the toy will ask him for new ideas. Equally, the toy may provide the user with new ideas.
If the user decides to talce up offers made by the toy, then he is charged for items supplied. The I.T.S. transfers payment to the item suppliers and then charges commission to the item supplier(s) for the service that the I.T.S. has provided in providing customers and transfer of payment, for example.
When user has paid for items provided, and I.T.S. received its commission, the user receives the items (it may be a matter of a few seconds before all payment transactions occur, particularly if all are pre-authorized).
Fig. 196 describes a typical method by which a networked interactive toy finds a suitable diet for its user. The user asks the toy for a crash diet, for example. The toy accesses information from the Internet/web TV/ yellow pages, for example. It finds options, which fit the user requirements and location, and then verbally suggests them to the user. The user may choose one or more of these options, or may ask for other suggestions. In this particular example, the user decides to talce up the offer of ready-made low calorie meals from "Trim- Food". The I.T.S. charges for the item provided, transfers payment to the item provider, and when all payments have been transfened, the user receives the item.
Fig. 197 describes a typical conversation of a toy and its user. The toy tries to control the user's eating habits by stopping him from eating food, which is not on his diet, and to encourage him to stay on his diet. Such diets are personalized. A networked interactive toy is able to use information gathered previously concerning its user to persuade the user in a very personalized and individual way to stick to his diet. For, example, the toy has information about the marital status, age, behavior, occupation, and income of its user. The toy thus suggests that he will report the user's behavior to his wife. This is enough to stop the user from indulging in strawberry shortcake.
In a prefened embodiment of this invention, an interactive networked toy provides its user with items on a "Pay-per-item" basis. A "Pay-per-item" basis means that the user pays for each item received via an interactive toy server, via that same server. An interactive toy server may charge item providers commission for business provided from toy users. Examples of such items are shown in table 32, but are not limited to those shown in Table 32.
Table 32. Typical Items available via Pay Content Toy.
Figure imgf000262_0001
Figure imgf000263_0001
These items include products and services.
For example, a user who takes his toy on holiday may use his toy as a personalized tour guide. When in Copenhagen, he may ask the toy to talce him from the little Mermaid down past the harbor, to Amalienborg Palace to see the changing of the guards, walk to the Opera House, stroll down Strøget, and to tell him how to walk to Tivoli Gardens. The toy's server charges the user for this service, and may charge commission to Tivoli for bringing clientele.
Another example is when a user asks an I.T.S. to talce care of all his home accounting. All bills are sent to an I.T.S. address. The I.T.S. accounting service pays the bills following pre-authorization by the user, and the I.T.S charges the user a certain fee or percentage on each bill, which the I.T.S handled.
In another prefened embodiment of this invention, a toy pushes its user to acquire items or to use services. This is preferably on a "Pay-per-item" basis. A toy may suggest to its user to link-up to a specific web-site and purchase a specific item. Items include products and services. For example, a toy may suggest to a user who likes country music to listen to the voice of a certain artist. This may be based on the prior purchasing history of that user. . Such information is personalized. It is preferably known and recorded by an I.T.S. database. A toy may use such information to strategically market items to a user. For example, John Smith previously purchased CDs of Joan Boez, MP3 tracks of Elton John, and video tapes of live concerts of the BeeGees. Based on this information, his toy tries to market Carole King and Leonard Cohen concerts to him.
For example, Bill Gites goes to Spain once a year for his summer holidays, and books his tickets from Espania tours via his toy. His toy then tries to sell him a short course in Spanish from a language school, a new set of luggage shortly before his journey, and car rental for the duration of his stay in Spain.
A prefened embodiment of the present invention includes networked interactive toys that may be "cloned" in the sense that their "personality" may be transfened from one physical to another toy or to a "virtual toy" comprising of an animated form of said toy appearing on a computer or other such screen. The ability to clone toys enhances both the entertainment value and the commercial value of a network of such toys.
A networked interactive toy presents to user various actions and speech as determined by scripts and other programs running on a computer which controls said toy. Speech and actions of a toy are wholly or partly determined by a user's input to said toy via its microphone and various sensors. A toy receives such scripts, programs and other content from one or more servers and/or content providers connected to a network. An interactive toy's interaction with its user is dependent upon the content sent to it as well as upon the toy's own life history that is itself a result of the toy's previous interactions. Both content which has been sent to a toy and its life history - which together may be regarded as the toy's "personality" - are stored in this toy's database record located on a system's server. (The database was described in detail in a US provisional application filed on April 13, 2000 titled "Database for Networked Interactive Toys"). Thus, an interactive toy's personality is merely a series of entries in a database and it is thus not inseparably bound with the toy's body. Rather, such a personality is associated with a particular toy, only by virtue of this toy's connection to a specific database record on a system's sever.
This implementation of a toy's personality is schematically shown in Fig. 198 in which a personality is pictorially represented as a block within a toy's body. By virtue of this feature of a networked interactive toy system such a system offers a unique opportunity to create any number of clones of the same toy. Such a procedure of cloning comprises of copying a database record of one toy into that of one or more other toys (talcing into account the possibility that the second toy may differ in some of its sensors and actuators). Another option described by this invention is what we call "virtual cloning", namely to clone a toy's personality onto an animated image on a computer screen, preferably using three- dimensional animation. Interactive toys can be cloned - either really or virtually - in a great variety of forms and for a great variety of purposes. Some of these are described in detail bellow.
There are cases in which it is desirable to replace the body of a toy without changing its personality. In a prefened embodiment of the present invention a personality of an already existing toy is cloned into a new toy. As an example imagine a toy that is ineparably damaged or worn out. In this case a new toy may be purchased with the same type of body as the old toy and, by copying the original toy's database record, the new toy acquires the personality of its predecessor. It also assumes the old toy's unique life history and modes of interaction, so that from the user's viewpoint it is exactly the same toy. Another example is a toy whose outer appearance is no longer appropriate for its user. This might happen for various reasons such as for example the fact that a user has grown up and/or changed certain aspects of his style. In these cases, the personality of an old toy is cloned into a new toy with a different type of body. Thus, what is replaced is merely the outer appearance of a toy, and a user can maintain a relationship with the same personality. (The possibility of a mismatch between the personality of one toy and another is discussed further below.)
In another prefened embodiment of this invention,- a toy's personality is cloned onto an animated computer image. This is termed "virtual cloning". This may be useful for a child who has forgotten his toy on a trip, given as a gift to a friend, used to augment interactions with a physical toy and, as an extreme example, imagine a user who has grown up and spends significant time in front of a computer screen but still wishes to maintain some sort of interaction with his/her childhood toy. The option of virtual cloning allows such a user to continue to interact with it without having to keep any physical toy whatsoever. In all the aforementioned cases a networked system benefits from the fact that a relationship between a toy and a user is maintained and that a person who might have otherwise ceased to use the system remains a user. Fig. 199 shows examples of cloning a personality of an existing toy into a new toy.
There can be other cases in which it is desirable to have two or more clones, namely toys with the same personality that interact with one or more users at the same time. In a prefened embodiment of the present invention the same personality is cloned into any number of clones. Such clones may or may not be copies of a toy that is already in a user's possession. Furthermore, such clones may or may not have exactly the same type of body. For example a user who already owns a toy orders a clone of this toy that is smaller and connected to a mobile communication network. While traveling with the new toy, the user can interact with it in modes that are based on the entire life experience of his/her other toy. In another example two or more clones are placed at possibly different sites and interact with possibly different users. Initially all these clones have the same personality but in the course of time each toy develops its own unique personality due to the uniqueness of its interactions. This may be used, for example, in case two or more children receive toys as a gift, and each one of the children is supposed to receive exactly the same gift. This can then be cast into a game in which each user attempts to teach his/her toy as many new words as possible. Since all toys participating in the game are clones they all initially have the same vocabulary and the same capacity for learning. The user whose toy developed the greatest vocabulary after a certain period of time receives a reward.
In a prefened embodiment of this invention the personalities of such clones are merged into a single personality so that after this merger they all share a single database record. One method of accomplishing this is by combining the life experiences of each of the clones as if the new merged clone has had all the interactions of each of the toys from which it's personality is formed. Alternatively several toys continue to share a merged database. Thus, though individual clones may interact with different users and for example speak differently at any given point in time, they all share the same life history and the same acquired modes of interaction. These shared features are the result of the sum of past interactions of all these clones and will effect at the same time the way any one of these clones interacts. Thus, the opportunity actually described in this case by the present invention is to associate a single personality with two or more toys. For example, a user can move from one site to another and continuously interact with the "same" personality through its various bodies. The same holds for a mobile clone mentioned in a previous example. Such a clone can either be allowed to develop its own separate personality or share a personality with the toy from which its personality originated. Fig. 200 shows schematically the difference between regular and merged clones.
In another prefened embodiment of this invention the two types of clones, namely the regular and the merged are combined. An example of such a combination is schematically shown in Fig. 201. Two or more clones begin their life history with exactly the same initial personality. The clones initially behave as regular clones, namely each one of them is allowed to develop a personality of its own. After a certain period of time the different developed personalities are once more merged into a single personality. Such merging requires processing that can assume various forms". In one case, the personality of one of the clones, for example, the one that acquired the greatest number of new words, is copied into all other clones. With more complex processing it is possible to form a merged personality that combines the unique features that each one of the clones developed on its own. For example, any new word acquired by any one of the clones is added through such a process to the shared vocabulary of all clones. Once merged the clones can be allowed once more to develop separately like regular clones, and the process of merging can repeat itself any number of times. This can be used in order to enhance the entertainment value of games such as the one described in a previous example. To return to this example, each user attempts to teach its toy as many new words as possible until all clones are merged. Then, when all clones are once more of the same personality a new round of the game begins.
An example of another prefened embodiment of this invention is shown in Fig. 202. Two users exchange toys with one another yet at the same time the toys exchange personalities with one another, so that, in other words, each user remains with a toy with the same personality as the one his/her toy had before. This is useful in case, for example, two users are children and wish to exchange toys with one another, yet the parents of each child want their child to continue to experience the same type of content and interaction with a toy. Thus, for example, a child can exchange its toy with a friend and still practice a certain foreign language with a toy.
In all the cases mentioned so far the same toy's personality was cloned in one way or another into one or more new toys. However, the present invention is also useful in cases in which it is a toy's body that a user wants or has to keep, while at the same time wishing to change a toy's personality. Thus, in a prefened embodiment of tins invention a new personality is cloned into an already existing toy. The toy's previous personality may or may not be stored for future use. In other words, a toy's personality is possibly temporarily replaced, and the toy may or may not be allowed to resume its previous life history. This is useful in a variety of cases such as for example a user who actually needs a new toy but cannot afford to buy one. For example, a child has grown up or has become bored with its toy and needs a completely new set of contents. Or, in another example, a child wants a toy exactly like its friend's toy. In yet another example a user owns an expensive toy, such as, for example, a toy equipped with high quality speakers, and only wishes to change his/her toy's personality. In all these cases this prefened embodiment of the invention offers at least a partial solution by allowing a user to clone a new personality into a toy that is already in his/her possession. In another prefened embodiment of this invention the same toy is allowed to switch back and forth as prefened between two or more personalities. This is useful in case two or more users share a single toy. For example, two or more siblings own a single toy interacting with it each at separate hours. The toy assumes a different personality for each user thus allowing him/her to develop a unique relationship and mode of interaction as if each had a toy of his/her own. Another example for this is shown in Fig. 203. A toy assumes a given personality only while its principal user is present and whenever he/she is absent this personality is temporarily frizzed. This allows a principal user to leave his/her toy or lend to it to friends for a certain period of time without letting experiences gathered during this period interfere with his/her own interaction with the toy. Thus instead of being shut down for the given period of time, the toy can entertain other users while his/her principal user is absent, and later resume exactly the same personality it had before.
In another embodiment of the present invention a single toy or an image on a computer screen assumes in succession various personalities in order to demonstrate to users or future users a variety of ways of interacting with a toy. This can render a demonstration more effective and exciting and thus aid in marketing interactive toys as well as content for interactive toys. Another advantage offered by this invention for a system of interactive toys is that, such toys can be marketed in a great variety of combinations. It is possible to combine any type of toy with any personality available on the system.
In another prefened embodiment of this invention content providers provide complete toy personalities. Thus a user may wish to change or merge the life history of its toy with a new life history downloaded from a content provider.
There are several problems that arise in conjunction with cloning interactive toys. One of these is the problem of suitability of a toy's body to another toy's personality. The problem is, in other words, whether and how it is possible to clone into a toy's body a personality that was initially intended for or developed in conjunction with another toy's body. An interactive doll such as, for example, a Barbie-type doll doll, may be equipped with various additional sensors such as for example a hair touch sensor (implemented by several metallic strands of hair connected to interior electronics which sense electrical noise when the hair is touched) as well as various specific motion features, all of winch may not be physically realizable with other toys such as for example a Mr. Potato-type toy. Moreover, a Barbie-type doll's personality that emerged from an interaction with its user may be strongly linlced with those sensors and mobility features specific to a Barbie-type doll doll's body. Thus a Mr. Potato-type toy might simply prove to be incommensurate to the task of cloning a Barbie-type doll. Another problem is that of personal information. A toy's personality as stored in a toy's database record might include personal information about this toy's user. It is undesirable therefore to clone a toy's personality in its entirety without assuring that personal information does not pass on to any unwanted destination.
These problems are solved by a careful organization of a toy's personality and its division into separate categories. In case of serious incompatibilities, only partial cloning would be done i.e. only the parts common to both toys such as possibly a microphone and a speaker, would be cloned. It is prefened to distinguish, within a toy's personality, those aspects that are independent of any bodily features and can therefore be cloned as they are into any other toy. Personality aspects that are not independent of bodily features of a toy are either adjusted in order to be cloned into a toy of a different type or simply neglected. This may be achieyed by transferring the aspect concerned into a verbal realm. For example, on hearing people talk about combing somebody's hair, a Barbie-type doll's personality cloned into a Mr. Potato-type toy would say: "I used to like that very much when my hair was long and beautiful." It is therefore prefened in such cases that the event of cloning itself is recorded in a toy's life history and becomes an aspect of its personality. Thus, to return to the example just mentioned, an interactive toy may be aware of the fact that it had formerly been a Barbie-type doll and was later cloned into a Mr. Potato-type toy. In this way a toy's experiences from a previous part of its life history can be merged with its experiences in its cunent embodiment.
It is also prefened for the purpose of cloning interactive toys to divide a toy's personality into categories of personal and impersonal information. An impersonal category of a toy's personality includes first of all the types of content that are sent to the toy. The impersonal category may or may not also include anything that can be derived from or processed on the basis of a toy's life history without revealing its user's identity. The same experiences of a toy can be recorded in both a personal and an impersonal way and effect its personality accordingly. For example a user may tell its toy a number of times that he ate a hamburger and later felt sleepy. The toy may remind its user of this personal experience of his yet may also acquire an ability to associate eating hamburgers and feeling sleepy. For example, if a user does not like hamburgers a toy can ask if that is because they make him/her sleepy. Thus, such an association may be included in an impersonal category of a toy's personality even though it originated in conjunction with a user's personal experiences. It is prefened that whenever a clone is not intended for the user of the original toy, only the impersonal part the toy's personality would be actually cloned. Conversely, there may be cases in which the category of personal information is exactly what one wishes to clone. For example, a user grows up and needs both a physically new toy and a new set of contents yet does not want to give up completely its toy's life history. In this case a combination of new contents with previous common experiences of user and toy may be cloned into a new toy.
It is prefened that the categories of a toy's personality mentioned above and possibly also additional categories be combined in order to slice a toy's personality. An example of such a slicing is shown in Fig. 204. A sliced toy's personality would enable various options for partial cloning and thus enhance the value of cloning interactive toys.
A cre.dit point system for use with networked interactive toys is now described
Another prefened embodiment of the present invention relates to the use of Interactive toys in general and Networked Interactive toys in particular to send users to or to interface with, online shopping sites which may use, in addition to traditional forms of payment such as credit cards, a point system. Credit points may be purchased or may be given to the user or may be won by the user. This system is ideal for use by people who do not have credit cards or who do not wish to use them. Such people include children (whose parents may purchase credit points for them) and people with mental handicaps or any person who finds it either better or more enjoyable to use credit points instead of money.
Credit Points:
The present invention comprises of a method of canying out commercial transactions related to a system of Networked Interactive Toys using credit points either exclusively or in addition to credit cards and other foπns of payment as well as a method by which such toys enable and encourage users to visit commercial and other web sites.
It is prefened that Interactive Toys are used as the main advertisers and salesmen in all transactions described below. Alternatively a toy may send a user to a physical computer screen on which software (such as a Web Browser or other software) is ranning which allows the user to be involved in commercial transactions. The toy may continue to interact with the user even while the user is using the computer's screen directly. It is through a toy's unique ability to enable commercial transactions that we are able to make the system described by this invention more profitable, more useful, more efficient and more friendly to the user.
When dealing with interactive toys; especially when using speech as the method of communication, it is often inconvenient and sometimes unreliable to use precise amounts of money for transactions. This is especially the case when users of the toys are small children. A "credit point" system for payment is very useful in these and similar circumstances.
The interaction of a user with a toy is often in the form of a game. The use of points as opposed to the transfer of money enhances the feeling of a game which exists between a user and a toy. Users are assigned (we call this "receive") credit points which have commercial value. They may receive a certain number of credit points when their toy is registered with the Interactive Toy Server (ITS). Credit points may be bought by a user or, in the case of children or other individuals who are not able to handle their own finances, they may be bought by the user's parent or guardian. Credit points may be purchased by an individual who may or may not be a toy user and then given as a gift to a toy owner. This gift may either be transfened only via the computer system (i.e. virtually) or a gift certificate may be issued to be physically given to the user. The above two methods may user or, in the case of a child or other individual who cannot handle money (such as a mentally handicapped) be combined so that the points are available to the user immediately while the physical certificate serves only as notification.
It is prefened that users be given credit points for performing a variety of tasks which are of commercial benefit to the Interactive Toy System (ITS). Examples of such tasks are:
1. listening to advertising
2. purchasing products sold by the ITS advertisers
3. encouraging a friend to buy an Interactive Toy or content for such a toy
4. allowing certain information (such as, for example, details of the interaction between the toy and user or any other information) to be sent to the ITS
5. points may be given by the ITS for Birthdays, anniversaries
6. points may be given by the ITS for exceeding a certain amount of usage of the system either in time or in quantity of information or in quantity of commercial activity
7. points may be gained by playing games (These games may contain advertising or other commercial content.)
8. points may be gained by reaching certain levels in a game or by winning a game
9. joining in networking activity of the toys
10. bringing a toy to a retail store
11. purchasing content for the toy and using this content
12. visiting web sites supported by the ITS
13. As a user becomes more familiar with use of his toy he may be granted more points i.e. points may be granted for passing certain stages of familiarity with toy. This may be done to encourage users to keep playing with their toys and becoming more familiar with them.
14. points may be given for allowing the ITS database access to all or part of the information about the activities of a toy and its user
15. An agreement may be made between the ITS and other commercial establishment to allow these establishments to give points to toy users.
, There are many ways in wlήch users can use their credit points. These include but are not limited to:
1. purchasing goods and/or services from through the Interactive Toy Service either via their web site or via the toy directly or via software on the user's computer or any other computer which has the capability of handling purchases with the ITS credit points
2. purchasing goods and services from other retailers, web sites or other commercial establishments which are able and authorized to handle credit point purchases
3. purchasing content for their toy or for another user's toy
4. participating in networked games which preferably use interactive toys
The use of credit points is less stressful and more fun for users of all ages. It is possible to have pre-approved budgets assigned by parents, guardians or by the user himself for various kinds of items to be purchased. Thus, for example, a certain number of points may be set aside for purchase of toy content and another amount may be set aside for purchase of clothes etc. See Fig. 205 for an example of this.
It is possible for a person to purchase points as a gift for a toy user and then assign this gift to be used for only certain types of items. Thus, for example, a grandparent may purchase points for a child which he stipulates be used only for the purchase of books. Fig. 206 shows an example of how a computer screen used by the gift purchaser might look.
The ITS or another commercial establishment may run a lottery in which lottery tickets are purchased with points or money and in which the prize is goods or services or points.
Toy encourages user to visit web sites of commercial and other establishments.
Using verbal and other interaction with user and using the ITS database the toy discovers the interests of a user and suggests interesting web sites which the user should visit. See Fig. 207 for an example of this.
The toy (via the ITS) may inform the web site that it has been suggested to the user and thus a fee may be charged if the user subsequently visits that site. The toy may open a web browser (or other software which accesses a computer network) on the user's computer and direct the web browser to a specific site of interest to the user. A fee may be charged for this service and for any subsequent web or commercial activity resulting from the toy sending him to the web site.
A toy may be given credit points for visiting web sites. This may encourage users to visit such web sites. This method of sending to web sites allows for indirect advertising to a user. Thus, for example, the toy might suggest that a user visit the Disney web site and offer him points (or possibly a discount on a Disney movie) for this. At the Disney Web site the latest Disney movie may be advertised.
Interactive toys may bring new users to the internet
Toys provide a friendly environment for the use of the internet especially but not exclusively for people (in particular small children) who may find it difficult to use the web. The toy develops a relationship with a -child or other user and thus helps the user in a more human way with his choice. A user, especially a child, is more likely to tell his toy that he wants to make a purchase than to log onto the internet and tell some web server. Additionally, the use of speech instead of typing as a mode of communication is especially useful for some users.
We may or may not deal with suppliers ourselves. We may also use, if convenient, an agent to deal with suppliers. The dealings with users directly whether as buyers or sellers is prefened to be via our server.
A unique database of user profiles which know the likes and dislikes and habits of users allows us to help the user choose products to purchase, make suggestions for alternate purchases and help find users who may be willing to sell or barter a particular product.
The toy can help user find product even if the computer is being used by another member of the family or someone else.
Each toy is a member of a community of toys. The community of toys functions in many ways like an ordinary community of people. There are sub-communities i.e. toys and/or users with certain personalities and interest, in certain age groups, in certain geographic locations, of certain cultural, ethnic or religious groups or with any other special characteristics imaginable.
A toy can also play any game with the user and suggest, as a prize, that the toy will find a fascinating web site and/or give the user more credit points. If the user is looking for an activity (he's bored) the toy can suggest playing a game relating to credit points or to web browsing. Furthermore, a toy may suggest a game related to web browsing. Thus, for example, the user may be asked to guess how many web sites sell a particularly popular toy. Such a game can be played in a networked manner as well. Thus, for example, thousands of toys may ask their users the same question and the user who guessed the closest number wins many points or receives another prize.
In a prefened embodiment of this invention, one or more interactive toy server (ITS) companies create a points system for charging users.
In a prefened embodiment of this invention, one or more interactive toy server companies create a points system for rewarding users.
In another prefened embodiment of this invention, one or more ITS companies make points competition, whereby users are rewarded with credit points.
In another prefened embodiment of this invention, one or more ITS companies make points competition, whereby users with most points receive prizes. These prizes may or may not include meeting Hollywood stars, trips to Hollywood, Hollywood souvenirs, and the like.
In another prefened embodiment of this invention, one or more interactive toy server companies make it possible for users to exchange interactive toys, and/or their externals, and/or their internals, and/or their accessories, for upgraded/downgraded toy models, and/or for money, and/or for points.
In another prefened embodiment of this invention, one or more interactive toy server companies make it possible for users to exchange used interactive toys, and/or their externals, and/or their internals, and/or their accessories, for upgraded/downgraded toy models, and/or for money, and/or for points.
In another prefened embodiment of this invention, a user no longer wishes to keep his interactive toy. In such a case, it may be possible for him to return it to the ITS company for upgraded/downgraded toy models, and/or for money, and/or for points.
In a prefened embodiment of this invention, a user can swap his interactive toy for another interactive toy, and/or internals, and/or externals, and/or accessories, and/or for upgraded/downgraded toy models, and/or for money, and/or for points to the ITS company. This transaction may or may not be with parental consent, if the user is a child.
In a prefened embodiment of this invention, a user can swap his interactive toy internals and/or externals/ and or accessories for another interactive toy, and/or internals, and/or externals, and/or accessories, and/or for upgraded/downgraded toy models, and/or for money, and/or for points. This may or may not be with parental consent, if the user is a child.
In a prefened embodiment of this invention, one or more users can swap their interactive toy(s) for another interactive toy, and/or internals, and/or externals, and/or accessories, and/or for upgraded/downgraded toy models, and/or for money, and/or for points with one or more interactive toy users. One or more ITS company may or may not debit and/ or credit the two parties in the swap transaction for or for money, and/or for points.
In another prefened embodiment of this invention, interactive toy users receive points, in exchange for persuading friends to buy media products or services via their interactive toys.
In another prefened embodiment of this invention, the more toys a family possesses, the more points and/or discounts the family receives.
In another prefened embodiment of this invention, interactive toys market national and international flights and travel packages and the like to individuals, families and groups at discounted prices to toy users in exchange for points.
A prefened embodiment of this invention describes the application of networked interactive toys in raising money for charities, providing charitable services and in aiding communication between charity suppliers and receivers.
Fig. 208 describes the numerous ways in which an interactive toy may access- information. Tins may be directly via wired/unwired connection to a telephone network, via unwired cell-phone connection, or directly to Internet, Web TV, or the like. It may be. indirectly via a home computer to Internet web-sites, such as information and item providing services, Interactive toy support services or other database, or computer connected up to a telephone network or cell-phone network, or the like. It may be indirectly via an interactive toy server to a cell-phone network, telephone network, or Internet, or the like. These, in turn may be linlced up to item provider and/or Interactive Toy company's databases/telephones and the like. It may be indirectly via a home computer or other computer linked up to an interactive toy server, which links up to cell-phone network, telephone network, or Internet system or the like, or via any other similar combination.
Fig. 209 describes a typical case in which an I.T.S. matches a volunteer's offer to a suitable charity. John offers to volunteer somewhere in Africa for three months. His toy transfers his request to the I.T.S. The I.T.S. checks out different organizations in various African countries. These may be pre-authorized charities appearing on a registered list (see www.giveorg/qrguide.cfm for example). These connections may be made directly from the I.T.S to a charity, or indirectly via a national organization such as a volunteering matching service (see www.volunteermatch.org and www.voa.org for example). John's request to help in Africa for three months will be checked by the I.T.S. to verify that John meets the criteria for volunteers (age, health etc). The I.T.S. then matches John's request with available positions in Africa. In this case, the only countries presently requiring volunteers for a three- month period are Malawi and Kenya. John may choose the offer, which appears most attractive offer to him. The great advantage of the I.T.S. is that it has so many personal history details about John and other users, and this information is immensely helpful in matching a person to a position, matching a donation to a receiver, and the like.
Fig 210 describes a typical example of how charities receive money on a pay-as-you- eam basis from charity donors via a toy and I.T.S. A user may suggest that he donate a certain percent and/or fixed amount of money per month to one or more charities of his choice. The I.T.S. tries to match criteria for a charity with those that a user suggested. If criteria match, then the toy asks for written and/or one-word verbal authorization from the user. If user authorization is given, then the transaction/standing order is performed and the charity receives the donation(s). The I.T.S. may charge the charity a handling fee or commission for donations transfeπed via the server.
In a prefened embodiment of this invention, a networked interactive toy encourages its user to give charity. This charity may be in many forms, as exemplified in Table 33.
Table 33.
Typical Charity via an Interactive To Server
Figure imgf000276_0001
Figure imgf000277_0001
A donation is normally made verbally by the user via his toy, using voice recognition and authorization, via an I.T.S. user accoimt. However, donations may also be made in writing via an I.T.S. Similarly, he may choose to make a standing order (see Fig. 210 for example), or to provide interest free loans to the needy.
In a prefened embodiment of this invention, a user may choose to donate anonymously to one or more known/unknown charities. He may wish the distribution of charity to be random to one or more of a list of registered charities. Likewise, he may choose to donate, and his name be advertised/announced/listed for his deed. He may wish to make a donation in the name of a beloved one or to dedicate a building/ropm/plaque/park bench or the like in the name of a beloved one. An I.T.S. may provide bonuses for users who donate to charity. These may talce the form of points, gifts, cash benefits, discoimts, and the like.
In another prefened embodiment of this invention, companies may donate money to charities via an I.T.S. An I.T.S. may provide bonuses for companies, which donate to charity. These may talce the form of free advertisement, marketing, gifts, cash benefits, discounts, and the like.
In another prefened embodiment of this invention, service providers and companies provide services via an I.T.S. to charities. For example, an airline may wish to donate free flights for refugees, and bring them from a war area to a free country. In exchange, an I.T.S. may advertise this kind deed of the airline to all interactive toy users.
In another prefened embodiment of this invention, shops and services donate to charities a certain percentage of business done via an I.T.S. For example, a clothes store may donate 5% of the revenue of all sales performed via an I.T.S to a certain charity. Similarly, a user may receive points or other bonuses for purchasing items at that store.
In yet another prefened embodiment of this invention, an I.T.S. encourages users to donate to charities in their wills (preferably via an I.T.S).
In yet another prefened embodiment of this invention, an I.T.S. encourages children to volunteer and donate to charity. This requires parental pre-authorization. For example, a parent may allow/encourage his child to donate 15% of his pocket money and points to recognized charities. Similarly, a parent may encourage his child to volunteer to parent- specified local organizations. A child then has freedom to choose charities, and to leam about them via an I.T.S. In an embodiment of this invention, companies, which have surplus stocks of items, may inform an I.T.S, and the I.T.S. will try to find suitable recipients. For example, a restaurant may have surplus cooked food, which it cannot sell. An I.T.S. can then find a suitable recipient, such as a teenage hostel in the vicinity of the restaurant.
In a prefened embodiment of this invention, some of the advantageous characteristics of an I.T.S. are used to promote users to giving charity. These include, but are not limited to,
1. Ability to hold charity or other, auctions and sales simultaneously via community of interactive toys;
2. Ability to search for members of a specific community within the population of toy users. These may include, but are not limited to, donors of bone manow, rare blood types, organs, and the like.
3. An I.T.S. may establish a "nearest-neighbor" system whereby items are distributed from donors to the nearest needy person. This is based on information that is known only to the I.T.S.
4. "Chain Letter/pyramid" sponsoring. For example, every user is asked to find five donors for a specific charity, such as AIDS research. It is prefened that these five donors find another five donors, and so on, etc. The users at the top of the pyramid may be rewarded for the cash value they raised for AIDS research. These rewards may take the form of points, gifts, cash benefits, discounts, and the like. The secondary donors, who may not own an interactive toy, may be given access to an interactive toy. This, in turn may ultimately increase the number of interactive toy users.
5. Users may donate items via an I.T.S. The I.T.S organizes collection of items from donors, and delivery to one or more recipients.
6. A child may confide in his toy that he needs an item. An I.T.S. may be able to find it for him, and transfer it to him, provided that his parents approve.
7. A child of other user in a stressful situation may confide in his toy that he needs help or other support. An I.T.S. may be able to provide that user with the help or other support prefened. A toy may record conversations for testimonial purposes, if prefened.
8. An I.T.S. may be used to redistribute wealth. For example, a person who has an item or money may wish to donate it to someone less fortunate. An I.T.S. may be able to make people more aware of the fact that they do not need all their belongings, with the help of conversations via interactive toys. The long-term affect should be that people are less reluctant to donate items and money to the needy, and hence, increase the turnover of charities and reduce the number of needy. 9. Reduction of number of fundraisers and intermediaries who work for charities and talce a significant cut of the money raised for charity. An I.T.S. may prefereablyly replace these intermediaries, and thus automatically increase the turnover of a charity significantly.
10. Interactive toys link up to charity TV and radio programs (see Fig. 10) and then encourage users to participate in the program and to donate to the cause.
11. In all such cases the I.T.S. may charge the charities a handling fee and/or commission for the money a charity received via an I.T.S.
A hair sensor for interactive toys is now described
A prefened embodiment of the present invention relates to a touch sensor for hair, fur or any kind of hair-like device attached to an interactive toy that is used in order to indicate that a user has touched the toy's hair in a certain way. Although the hair-sensor described by this invention in planned for a networked interactive toy as detailed below, it is appreciated that this hair sensor may be used for any electronically controlled toy with any mechanism for responding for input from such a hair sensor.
The present invention comprises of possibly painted conductive wires that create electrical noise when touched. Such wires are connected to a toy in such a way as to look like part of the toy's hair or fur. Insulation on the wires prevents short-outs in the event that wires touch one another. Gaps in the insulation allow the wires to create electrical noise when touched by a user's hand. The wires are further connected to an electrical circuit box inside a toy that allows for electrical noise coming from the wires to be used as an indication that a user has touched the toy's hair.
This invention is especially intended for use with a toy with long hair such as, for example, a doll. Although the hair-sensor described by this invention in planned for a networked interactive toy, it is appreciated that this hair sensor may be used for any electronically controlled toy with any mechanism for responding for input from such a hair sensor.
It is prefened that wires of various lengths be used with a given toy. This makes it possible to detect the various ways in which a .toy is stroked. If, for example, both shorter and longer wires at a given location on a toy's body create noise for a given short period of time, and later only the longer ones do so, it is an indication that a user has stroked the toy's hair in a comb-like fashion. In order to avoid short-outs, only the part of each length of wire that extends beyond the shorter wires has gaps in the insulation. A variety of strokes to a toy's hair and ways in which they can be indicated by the present invention are detailed further below. In a prefened embodiment of this invention a device with reduced functionality is used. Fewer non-insulated wires are connected to a toy at various places in its hair in a way that prevents these wires from touching one another. Such wires are connected to an electrical circuit box inside a toy as described above and indicate whether a user has touched a toy's hair.
In another prefened embodiment of this invention the intensity of electrical noise created by conductive wires is used as an indication of the strength with which a toy's hair has been touched. This requires a thermometer within a toy that is used in order to cancel out the effect of temperature on the intensity of the electrical noise that the wires create when touched with any given strength.
It is prefened that a special comb be used together with the present invention. The conductive wires create electrical noise that indicates touch if they come in contact with a comb that attracts static electricity. It is prefened that a hair sensor indicate whether a toy's hair has been touched by a user's hand or by a comb according to the relative difference in the electrical noise created by the conductive wires.
In a prefened embodiment of the present invention there is the capacity to indicate that a toy's hair is being pulled. Possibly painted wires within a toy's hair or fur are connected to a toy's body through a small pressure sensitive material that when pressed connects an electrical circuit if the wires are pulled with a certain strength. These wires may or may not be the same conductive wires that are used in order to indicate that a toy's hair has been touched as described above.
It is prefened that in case a toy has other sensors such as, for example, touch sensors for clothes or furniture, that the hair sensor described by the present invention be used in conjunction with such sensors. For example, a series of touch sensors over a toy's body indicate that a toy is being held in a user's arms. In such a case, if, for example, the same portion of the toy's hair is continuously touched, this would not be talcen as an indication of stroking but rather that the hair is accidentally being touched as a function of the way the whole toy is being held. Other additional sensors of this kind preferably include a position sensor that indicates whether a toy is being held in an upright position, upside down, or horizontally. Another sensor that is preferably included is a touch sensor on a toy's back that is adjusted to indicate whether a user is tapping the toy.
Described by this invention is a mechanism which indicates in what way a user has touched or stroked a toy's hair. Table 34 describes an algorithm of indications given by sensor/s and conesponding registered occunences. Fig. 211 shows examples of ways of stroking a toy's hair that can be indicated by the present invention. A toy both encourages its user to stroke it and responds to the way in which it is stroked. This example also illustrates the opportunity to embed advertising for products for hair within interactions in which a hair sensor is used. Fig. 212 shows examples of the way a hair sensor is used with additional sensors. In the present examples indication for the fact that hair is held strongly is combined with 1) a sensor that indicates whether a toy's hair is being pulled; and 2) touch sensors that indicate whether any part of a toy's body is being touched. Various examples of using a special comb with a hair sensor are shown in Fig. 213.
A hair sensor can also be used within more elaborate interactions between a user and a toy such as, for example, an interactive story. For example, a toy personifies a little girl and tells in the first person a story in which little girl does either good or bad things. The user is encouraged to respond to each episode of the story by either stroking its toy over the head or tapping on its behind according to the episode's plot. An example of an episode of such an interactive story is shown in Fig. 214.
A prefened hair sensor control system is described in table 34:
Table 34.
Figure imgf000282_0001
Figure imgf000283_0001
A networked interactive toy may function as a tour-guide
In a prefened embodiment of the present invention networked interactive toys are used to track the location of users while they are, for example, on a trip and to guide them in a variety of ways that enhance the education, entertainment and commercial value of such toys. In addition, interactive toys in action as tour-guides can be used to enhance cooperation between sites of tourism all over the world and a system of such toys. These toys can be further used to collect information on travel trends and tourism that is of value to other establishments involved in such fields.
One of the features of interactive toys as described in above is the personal relationship that develops between a toy and its user. Another feature described above is the accessibility of continuously updateable database records of information for the toy's functioning. Thus a networked interactive toy system offers a unique opportunity to combine the features of a personal friend and those of an extremely knowledgeable guide.
An interactive toy in action as a tour-guide connects preferably via wireless to a networked computer. This may or may not be a home personal computer, a networked computer in a car, or a personal computer at a site being visited by the toy and its user. In a prefened embodiment of the present invention a toy connects to a computer on a system's server using a mobile communication network such as a cellular or a satellite network. Such a communication network also enables a system's server to track the location of a user and its toy as detailed below. Upon arriving at a site equipped with a networked computer, a toy tour-guide may switch from a mobile communication network and connect to the computer at the site. The presence of a toy in such a site is of considerable commercial value as discussed below. In case a toy connects to a home PC it can fimction as a trip planner as discussed further below.
It is prefened, as mentioned above, that an interactive toy in action as a tour-guide is connected to a mobile commimication network. In urban areas cellular antennas make it possible to track a user's location with utmost precision down to a few meters. Such a system also uses software city maps to track the street on which a user is located at any given moment. In areas where cellular communication is not available a toy connects to a system via a satellite communication network. A user's location is tracked in such a case using a GPS device on a toy. A computer on a system's server receives input on a user's location and sends content to the user's toy appropriate to the given location.
A toy may tell its user where he/she is located and how to get to places in the area. The places may be requested by the user or suggested by the toy according to the user's database profile. If a user is driving a car or traveling by train his/her toy contacts an automatic routing and traffic monitoring device and tells its user what time he/she can expect to arrive at a prefened destination. One of the advantages of such an interactive toy over a networked computer in a car is that no special installation on a car is preferable. This is useful in case, for example, a user travels abroad and rents a car or hitchhikes. Another advantage is that a toy accompanies such a tour with a running commentary on sites and objects of interest encountered on the way. This is described in greater detail below.
In a prefened embodiment of the present invention a toy determines the direction which its user faces and identifies objects of interest its user points to. For example, a compass on a toy is used in order to determine the direction in which a user points the toy's face. A computer on a system's server combines this information with the user's location and with a database record of places and objects of interest's. This information is processed in order to identify the object a user points to with his/her toy. In case the information is insufficient for precise identification, a toy uses speech interaction in order to clarify the nature of the objects its user asks about. Thus, for example, a user points his/her toy in a certain direction and asks "What is this?". The toy then asks its user if he/she refened to the statue or to the palace behind it.
In another prefened embodiment of the present invention a user asks his/her toy for the direction of a specific object in their location, and a toy points with its arm in the prefened direction. A sensor for the toy's arm's is used in order to determine the direction of the arm relative to the toy's body. This is used together with the toy's direction in order to determine the prefened movement of the arm. Alternatively, a toy asks its user to stop for a minute in a certain central location and lists a number of sites of interest while pointing each time in the direction of the site in question.
In another prefened embodiment of the present invention a toy is equipped as a special addition with a video camera. A user points the camera at objects in his/her location, preferably viewing them on a little screen at the toy's back. A digital picture is sent to the system's server that analyses it in order to determine what the object in question is. It is prefened, in such a case, that a system's database includes a record of digital pictures of sites and objects of interest. Since the system keeps a fairly precise track of a user's location as described above, there will always be a limited if still rather large number of possible objects in each given case. This enables the system to identify an object pointed to by a user even if only limited shape recognition technology is available. This opportunity for identification of objects is greatly enhanced by the interactivity that characterizes a networked system of interactive toys. A digital picture is not analyzed by a system's server as an isolated item. Rather, such a picture is accompanied by a user's question such as, for example, "What is this building?" or "Where does this street lead to?". In addition, the toy itself uses speech in order to direct its user's attention to the various objects of interest in his/her location. Such objects may or may not be hidden from the user's view at any given moment. Fig. 215 shows schematically examples of location and direction tracking using mobile communication.
As mentioned above toy tour-guide may connect to a networked computer at a site being visited. In such a case, a computer preferably keeps track of a toy and its user's location within the site in question. For example, a toy receives via wireless a transmission from three antennas located at a site, and a computer at the site processes this transmission in order to determine the exact location of the toy.
The opportunity offered by a networked system of toys to guide its users on tours is further enhanced by an interactive toy's ability to conduct elaborate interaction with its user based on the system's database. Such a database preferably includes records of information on the sites to be visited all over the world as well as records of users' information. Such information allows, for example, a toy and its user to decide efficiently on the sites to be visited when arriving at a town unknown to the user. This can be done in a variety of ways such as but not limited to the following. A user can request that his/her toy suggest sites and places according to the user's fields of interests. A toy can suggest places for its user to go to according to a database record of user information. A user can name specific famous places that are located in the visited town according to his/her knowledge, and ask his/her toy whether and how they could be visited. A toy then combines user information with information on the sites in question and advises its user accordingly. A user, for example, might ask his/her toy to take him/her to a certain night-club. The toy may then warn its user that he/she might have trouble getting in since he/she is under eighteen. Alternatively, a toy tells its user about the type of music played in that club and reminds him/her of his/her preferences in this regard. Finally a toy can guide its user according to a trip plan fixed in advance as described in greater detail below. Fig. 216 A. shows schematically an example of a procedure of choosing a site to visit. Fig. 216 B. shows an example of a particular case of choosing a site.
In a preferred embodiment of the present invention a toy accompanies a tour with a running commentary on the sites and objects encountered on the way. Such a commentary may include, for example, historical and cultural background. Such educational content is continuously updated and can be sent to a user according to the user's database profile. One of the central advantages of an interactive toy in this regard is that such educational content can be delivered in a way that is appealing to children. Thus, a toy can function as an ideal tour-guide for the whole family. Historical background, for example, may be delivered by a toy in such a way as to attract the attention of a child user. A toy can personify a historical figure that is related to the visited site or assume the character of a history professor and combine historical commentary with jokes and games. For example, a toy may entertain its child-user/s with informal quizzes on the sites they visited and offer credit points to the winners. In another example, a toy personifies a famous media figure of a time traveler and leads its user/s through an archeological site related to different historical epochs. Another advantage of an interactive toy in this regard is the relationship that is likely to develop in the course of time between a toy and its child-user. A small child is more likely to pay attention to an educational game with a Mickey Mouse toy rather than to an adult tour guide. Parents can request that a toy entertain a child user during a part of a tour in which the child is not particularly interested. Alternatively, a toy can encourage children to talce an interest in an activity of educational value. For example, a child may wish to stay with a toy in a hotel room rather than join his/her parents on a trip to a museum. The toy can insist on being itself talcen to the museum, point out how interesting the trip will be, and promise the child to joke and play with him/her on the way. An example of how a toy tour-guide combines commentary and entertainment is shown in Fig. 217.
The use of an interactive toy as a tour-guide is of considerable commercial value. The presence of a toy at a site increases its visibility and shows to other visitors its utilization as a tour-guide. At the same time, businesses and sites of tourism can benefit from toys guiding their users to them. It is prefened that dealers and businesses all over the world be connected to a networked system of toys. It is further prefened that an interactive toy in action as a tour-guide direct its user/s to businesses that market products or services characteristic of their coimtry. These include businesses such as, but not limited to, restaurants specializing in local dishes, galleries exhibiting national art, and fashion studios for local products. In a prefened embodiment of this invention a user receives a discount from a dealer if his/her toy guided him/her to this dealer. It is prefened that networked computers are located at such dealers'. Upon arrival at such a site, a toy preferably switches from a mobile communication network to the local computer via wireless communication. This enables a networked system's server to keep track of a user's commercial activities at the site in question. A billing mechanism is then used whereby local businesses are billed according to the user's toy guided activities. In another prefened embodiment of the present invention public tourism sites are connected to a networked system of toys. A toy preferably offers its user a discount for visiting such a site. It is prefened that a toy offer such a discount in response to its user's request for content relating to one or more sites. Thus, for example, if a user asks a toy about the history of the country being visited, a toy may already offer a discount for visiting an archeological site. This enliances the opportunity for partnership between a system of interactive toys and national sites of tourism all over the world. In addition to discounts, such sites preferably offer special services for users who arrive guided by their toys. The opportunity to track a user's location within a site has already been described above. This is preferably combined with content sent to a toy through a networked computer at the site. For example, a national art gallery may allow to a user to look at pictures while listening to the toy's commentary via earphones.
In a prefened embodiment of the present invention a toy acts as translator of a spoken language. One of the advantages of a networked toy in such a case is that it is not limited to a fixed version of a source language and can download translation software for any kind of language or dialect that is encountered in the course of a trip. For example, a user, can ask his/her toy how to pronounce a certain word or phrase in the local language. A toy can translate to its user the speech of a local person who addresses the user. It is prefened, in such cases, that a toy not merely translate but combine its translations with other types of content that is appropriate to the given situation. For example, one or more users can interact with local officials using the toy as an intermediary. The toy explains to its users not only what is being said but also the significance of the words for the culture concerned. The toy also tells its user what behavior is advised in such an encoimter with local authorities.
In another prefened embodiment of this invention, a toy translates texts in a local or ancient language for its user/s. A toy is equipped with a special scanner that allows it to read inscriptions, signs and menus in a local or ancient language and to translate them to speech in its user/s' language. Once more, the connectivity of an interactive toy to a system's server constitutes an advantage over existing scanner translators. The latter are limited to fixed translation software and thus a fixed source language; if portable, they are also equipped with limited computation power that allows for only separate words to be translated. In contrast, an interactive toy with scanner can download translation software as prefened. In addition, the translation is carried out by a computer on a system's server whose computation power allows for whole sentences to be translated. In another prefened embodiment of the present invention, a user recites the spelling of a word or a whole sentence in a local language to his/her toy, and the toy translates it to the user's language. In yet another prefened embodiment of the present invention a toy presents its user with an alphabet of a local language on a screen. This is useful in case the local language is written in letters that are unknown to a user. A user selects the letters either using a touch sensitive screen or by pushing buttons around the screen's edge.
It is prefened that such text translation is used in conjunction with other types of content. For example, on translating a menu a toy explains to its user/s the cultural significance of the dishes in question. Or, in another example, on translating an ancient inscription a toy offers its user a historical commentary on the period and the occasion in which it was written and the subjects it concerns. Examples of a toy tour-guide acting as a translator are shown in Fig. 218.
In another embodiment of the present invention an interactive toy acting as a tour guide is connected to a world news service and informs its user/s of the latest news related to the region cunently being visited. It is prefened that such infoπnation be passed on selectively according to user-specific requirements such as, for example, security matters or the weather. Thus, for example, a user who is wonied about local political trends due to his/her own nationality can ask that news related to this issue alone to be sent to him/her instead of having to spend time listening to inelevant infonnation. Or, for example, a user can ask for weather forecasts to be sent to him/her according to a specific travel plan.
In a prefened embodiment of the present invention, an interactive toy helps one or more users to plan their trip in advance. This combines the toy's capabilities as a tour-guide and as an organizer. The latter are especially useful given the amount of detailed information involved in planning a trip abroad. A toy can suggest important sites to visit in a given country. A toy can also schedule a trip according to a user's desire to visit a series of places under time and/or budget limitations. A toy can plan a trip according to a user's specific limitations such as a disability or handicap. A toy can mediate the possibly conflicting requirements of a number of users of different ages and interests such as, for example, members of a family, and offer them a compromise. A toy can anange the cheapest way for its user/s to visit certain places. In all such forms of planning, a toy preferably takes into account flights and hotels prices, distances between places and means of transportation, local climate and weather in a given time of the year, and local facilities and standard of living. A toy can order flight tickets, make hotel reservations and anange for entertainment activity for its user/s. An interactive toy may or may not later join its user/s on a trip it helped to plan. Web sites offering travel services such as those described above cunently exist on the Internet. However, the interactivity that characterizes a networked interactive toy provides greatly enhanced ease of use and entertaimnent value as a tool for trip planning. A whole family can sit around an interactive toy and plan a trip in a way that cannot be matched by a web page on a computer screen. An interactive toy preferably recognizes the voices of all family members. Such a toy also uses database records of user information in order to make its suggestions for trip planning appropriate to the user/s. Preferably a toy takes into account a child user's school record on considering his/her requests for a trip. For example, a toy demands that a summer vacation assignment be completed before the trip. Or, for example, a toy persuades parents to accept their child's requests for thing to do on a trip due to an improvement in the child's marks in a certain subject. An example of a trip planning procedure for a family is diagrammatically shown in Fig. 219.
The function of interactive toys as tour guides as described by the present invention offers a unique opportunity to conduct Research and Development (R and D) into the areas of travel habits and tourism. In a prefened embodiment of the present invention a toy keeps track of its user/s tour in a foreign country. This enables a system's server to store information about the prefened activities of tourists relative to their age, nationality and social background. With users' permission, such information can be used for research into a variety of issues such as, for example, the preferences of tourists from a specific country visiting another specific country. Users can be encouraged to give their permission by being assured that the information is processed in a way that does not involve their identities. Such research can be used to enhance the entertainment and commercial of a networked systems of toys in action as tour-guides. Alternatively, research can be shared or exchanged with other establishments interested in tourism trends.
Another prefened embodiment of the present invention comprises of a networked system of interactive toys that are used in order to visually recognize their users and/or their users' motions and/or other objects in a variety of ways which enhance the entertainment and commercial value of such toys. As a secondary function, such toys help their users to create digital films using a video camera mounted on a toy, and to send such films on a network for the purpose of entertainment or surveillance.
Various techniques of computer vision are cunently available that enable shape, object and user recognition using video cameras. References for state of the art literature of such technologies are listed below. The system described by the present invention comprises a digital camera mounted on a networked interactive toy. This can be, for example, a "web- cam" such as is cunently used in order to send images and films over the web. Such a video camera normally connects to a personal computer via a universal serial bus (USB) and has a frame rate of a few frames per second. Within the system described by the present invention, such a camera is mounted on and plugged into a toy. Images are relayed to a user's personal computer. Preferably such an image is analyzed online by a computer on a system's web server. Alternately, higher quality cameras are used that enable a server to employ the latest technologies of shape and object recognition.
A networked system's capability to send images over the Internet from toys to be analyzed on-line with a powerful computer on a system's server offers a unique opportunity to qualitatively enliance the play value of interactive toys. In particular the opportunity to enliance the development of a relationship between a toy and its user can be offered in a variety of ways detailed below.
Preferably, an interactive toy recognizes that a person entered the room. In a prefened embodiment of the present invention, a toy recognizes a person when he/she enters its field of vision. For example, a toy continuously scans the room in which it is located and registers that a person has entered the room. This can be done, for example, with a motion sensor such as is used in alarm systems. In a prefened embodiment of this invention, a toy directs a video camera towards the person. It is prefened that a toy follow a person's movement in a room. This permits motion recognition as detailed below.
A toy addresses the person who has entered its field of perception with a greeting, "Hello, how are you?" If the person answers the toy analyses the voice to check for recognition. If a toy "knows" that none of the members of a family are supposed to be present in a home site it might address a person differently, "Hey! Who are you?" In such a case, a toy may later apologize on recognizing the voice of its user. Such vision capabilities can also be used for surveillance as discussed in detail below. An example of recognizing that a person entered a room is shown in Fig. 220
Preferably, an interactive toy identifies its user/s. In a prefened embodiment of the present invention, a toy identifies its user by artificial vision. This may be done, for example, using infrared print recognition or, for example, using face recognition technology. With more limited computer vision capabilities, a toy might be able to identify its user as a best choice among a group of users such as, for example, members of a family.
It is prefened that user recognition be used in order to enhance the relationship between a toy and its user. For example, a toy may greet its user upon "seeing" him/her for the first time on a certain day. Or, for example, a toy may surprise its user and initiate interaction with him/her when the user does not expect it. A toy occasionally scans the room and takes notes of the presence of its user. Later a toy may say: "Hey! What are you waiting for? Come over and talk to me!"
An interactive toy entertaining its user recognizes that another person has entered the room. It is prefened that while entertaining its user a toy also scan its surroundings and be able to recognize that another person has approached. In such a case a toy may or may not be capable of visual recognition of user. For example, a toy identifies its user by voice recognition and at the same time recognizes that another person has entered using motion recognition as described above. This is also preferably used for enhancing the relationship between a toy and its user. For example, a toy with such a recognition capability can encourage its user to share his/her secrets with the toy when they are alone in a room. Upon recognizing that another person has entered the room the toy immediately switches to low volume and changes the subject.
It is prefened that a toy can visually recognize the height of an approaching person. Such a recognition capability is preferably used in order to sense whether an approaching person is a child or an adult. For example, a toy recognizing that a child has entered the room asks its user whether this is a friend or a relative. A toy may ask to be introduced to the newcomer and ask the friend whether he/she owns a toy. If the friend does not own a toy, the toy may recommend buying one by demonstrating its capabilities.
An interactive toy may identify human postures and motions. In a prefened embodiment of the present invention, a toy identifies its user's posture and/or motion. Such a toy may or may not be capable of visually recognizing its user. (It is appreciated that motion recognition is more easily implemented using existing cost reducing technology such as the aforementioned web-cam).
It is prefened that a toy recognize whether its user stands up, sits or lies down. Such vision capabilities can be used in a variety of ways that enhance the relationship between a toy and its user. For example, a toy uses music and speech in order to wake its user up in the morning. A toy may then recognize that its user responds with speech but does not get up from his/her bed. Or, for example, a toy measures the time period normally prefened for its user to. get up in the morning, and combines this data with its vision capability. Fig. 221 shows an example of using posture recognition in the context of waking a user up.
In a prefened embodiment of this invention a toy responds to its user's motions in a context based way. Fig. 222 shows an example of this kind of motion recognition. A toy watches its user sitting at his/her desk doing homework. The toy then recognizes that its user has suddenly left the desk. The toy responds by asking its user whether he/she has finished his/her homework, needs help, feels tired or wants to be entertained.
In another prefened embodiment of the present invention a toy recognizes a variety of peculiar human motions, gestures and postures. These may include, but are not limited to, a user playing ball, a girl putting a clip in her hair, a user eating or drinking. In case these motions involve typical object, a toy may recognize these objects as detailed below.
An interactive toy recognizes objects. In a prefened embodiment of the present invention a toy recognizes various objects in its sunoundings. For example, software downloaded from a system's server enables a toy to recognize a certain preset series of objects such as, for example, a ball or a chair. This can be used for various sorts of gaming. For example, a game in which a toy "mentally" chooses an object in the room and its user must guess the object. As the user points to other objects the toy tells him whether he's "hot" or "cold" i.e. closer or farther away.
In another prefened embodiment of the present invention, a toy recognizes colors and/or patterns of objects such as, for example, its user's dress. This allows a toy to respond in ways that build the relationship between the toy and its user, such as, for example, "Hi Kim! That's a really pretty dress you have on! I love those red stripes on it!"
It is prefened that object recognition capabilities of toys be combined with certain special objects that allow a toy to recognize complex actions of its user. For example, a special glass is used allowing a toy to recognize the amount of drink in the glass. Having recognized its user drinking from the glass, a toy checks how much the user actually drank. Such recognition capability is preferably used for enhancing the relationship between a toy and its user. For example, a toy recognizes that a child does not finish his/her milk. And the toy says: "You don't like drinking milk, do you? But I heard of an excellent milk-drink for children! Would you like me to tell your mother about it?"
In a prefened embodiment of the present invention, a toy trains to recognize new objects. A toy directs its user to show it the same object from various angles. Such training is normally prefened for efficient three-dimensional object recognition. A toy preferably attempts to recognize objects belonging to its user in a way that enhances the relationship between a toy and its user. For example, a toy asks its user to show it a new toy that the user received as a present, possibly bought through the interactive toy system. The interactive toy then asks its user to let it examine the new toy from various angles imtil sufficient training has occuned.
It is prefened that all information gained from such training experiences of toys on a system be stored in a special database record on a system's server. Given the huge number of users such a system of toys is expected to have, an enormous amount of data related to object recognition can be amassed. As this information is shared by all toys with vision capability on a system, the number of objects which interactive toys will recognize without training will constantly increase. This will greatly enhance the utilization of interactive toys with vision capabilities and thus also the entertainment and commercial value of a system of such toys. Such a learning mechanism in a networked system of many toys may or may not also be used for improving the aforementioned motion and user recognition capabilities of interactive toys. Fig. 223 shows an example of motion and color recognition using a database record of relevant information.
An interactive toy may help its user/s to create images and to send them on a network. In a prefened embodiment of the present invention a toy with a video camera films its user and/or the user's sunoundings and sends a digital film to a computer in order, for example, to be viewed by another user. This is a secondary function of an interactive toy with a camera that may or may not be combined with any of the user, motion or object recognition capabilities mentioned above. Such a toy with a camera can perform various surveillance functions. For example, a parent requests that a toy film its child-user and' send the image for the parent to watch on a computer screen. The advantage of a toy over an ordinary web-camera in such a case is that a toy enables the parent to send content to a child- user in response to the visual information received. For example, a parent can request that a toy wake a child up if the parent sees that the child is asleep while he/she should be getting ready for school. Or, for example, a parent may request that a toy entertain a child-user if the parent sees that the child is crying.
In a prefened embodiment of this invention, a toy with visual capabilities identifies an alarming situation according to certain preset criteria and informs the parents of a child user. It is prefened in such a case that, if possible, a toy also send the parent an image of what is going on in a home site.
In another prefened embodiment of the present invention, a toy helps a small child user to send his/her image to another user such as, for example, a relative. For example, a grandmother requests to see her grandson on a computer screen via an interactive toy. The toy encourages the child to sit in front of it and look at the camera. The toy also entertains the child in order to attract its attention. Finally, a toy may encourage the grandmother to send her grandson appropriate entertainment or educational content or any other appropriate product that can be purchased through a networked system of toys. In another prefened embodiment of the present invention, a video camera is mounted on a mobile interactive toy. A toy connects to a system's server via a mobile communication network such as a cellular or a satellite network. A toy films its user and/or any other object in the user's sunoundings and sends the image to another user. For example, such a toy accompanies its child user and sends an image to the user's parent for surveillance. It is prefened in such a case, that the parents have control from a home personal computer over some of the toy's functions, such as for example, the direction in which a camera is turned. In another example a user takes his/her toy on a trip and allows a friend to "virtually" join them. The image filmed by the toy is sent to the friend's computer screen.
References for state of the art literature of computer vision technology
1. Besl , P.J. and Jain, R.C. Three - Dimensional Object Recognition, Computing Surveys, Vol. 17, No. 1, 1985, pp. 75-145.
2. Ullman, S.: High-level vision, The MIT Press, 1995.
3. TJ. Olson and F.Z. Brill. Moving object detection and event recognition algorithms for smart cameras. In Proc. of DARPA Image Understanding Workshop, volume 1, pages 159-175, New Orleans, LA, 1997.
4. J. Segen and S. Pingali. A camera based system for tracking people in real time. In Proc. of International Conference on Pattern Recognition, volume C, pages 63-67, Vienna, Austria, 1996.
5. R. G. Gonzalez and R. E. Woods, Digital image processing, Addison- Wesley Publish Co. 1992.
Dolls, especially dolls such as Barbie (registered trademark of Mattel Corporation) which are widely known and recognized throughout the world, provide a unique opportunity for use of Living Object technology. Furthermore, physical figures which are designed to look and act like cartoon characters such as, for example, Pokemon (registered trademark of Nintendo Inc.), are also widely known and recognized and thus also provide a unique opportunity for such technology. This technology provides such dolls or other toys with an onboard controller and an RF transceiver which allows commimication with a base unit (an RF transceiver) connected to a home computer or other computing device (such as, for example, a Web TV set-top box or a public computer connected to a cellular phone antenna). Such a computer then is able to control the toy which includes, for example, motors, sensors, one or more speakers and one or more microphones. The aforementioned computer runs speech recognition software which is able to parse sounds entering the toy's microphone and determine the words which were spoken by a toy's user (who may or may not be a child). Such equipment, described further below, provides unique entertainment and commercial opportunities examples of which are mentioned in the following pages.
Example of equipment which can be provided with a Barbie or similar doll:
Controller and RF unit located inside chest area;
Speaker on chest area;
Microphone on forehead;
Servo motor in upper chest area which connects by levers into the head area allowing the head to turn both left-right and up-down;
Solenoid connected to variable resistor allowing detection of position of the arms;
Upper body coimected to variable resistor allowing detection of position of upper body relative to lower body;
Legs connected to variable resistor allowing detection of position of legs;
Alternately legs and/or arms may be connected to servo motors which allow control of motion of arms and/or legs;
A battery may be placed inside each leg;
Sensors, possibly in the form of partially insulated wires, may be placed in the doll's hair so that the controller knows when the hair has been touched. (Hairs of multiple lengths allow detection of strokes versus just touching of hair.)
Sensors which determine which clothes are being put on the toy. Thus, for example, toys belonging to Mattel Inc. may be quipped with a chip which identities the clothing for a Barbie as Barbie clothing. Thus the doll may react more favorably if it wears original clothing It may also know the precise style and color of the clothing which it is wearing. Similar sensors may be put on Barbie furniture so that Barbie is aware of which item of furniture it is near or touching.
Example of equipment which can be provided with a Pokemon or similar toy:
Controller and RF unit located inside toy;
Speaker and microphone on surface of toy;
Touch sensor in each ear;
Touch sensor in each hand;
Solenoid enabling nose to move back and forth;
Solenoid enabling ears to move sideways;
Light emitting diodes in cheek.
A presentation comprising scripts and wave-files and describing a prefened embodiment of the present invention is described in Table 35. Table 35.
Figure imgf000297_0001
Figure imgf000298_0001
The following script describes control of an interactive toy
// Script "Birthday". - Java
// Automatic source generated from script, (flow is reference to "flow-executable" Java
Bean) void Open ( ) {
String Language = "English"
String Context = "Creator English"
Flow.Open (Language, Context);
} procedure Close ( ) { flow.Close ( ) ;
} procedure FindToys ( ) { flow.FindToy (0, 4); // Toy: Name = Storyteller {number = 0, channel^ 4}
} public static void RunScript ( );
{
String FuncRes = ' String Outputs = ' String JumpList = ' int NextJump^ 1 ; while (NextJump > 0) { switch (NextJump) { case 1 : /* Start 1*/. flow.Start (50/*Accuracy*/); NextJump = 3; break; case 2: /*Talkl*/ flow.Talk (0/*ToyName=Storyteller*/,'7*Text to Speech*/, "C:\4.wav"/*WAV
File*/,False/*IsTTS*/,0/*Movement=Talk*/,"Man"/*VoiceType*/); NextJump = -1; break; case 3: /*Movel*/ flow.Move (0/*ToyName=Storyteller*/,0/*Movement=Eyes Right*/,2/*Duration (sec.)*/,False/*IsBackgroundRunning*/); NextJump = 4; break; case 4: /*Move2*/ flow.Move (0/*ToyName=Storyteiler*/,0/*Movement=Eyes Left*/,2/*Duration (sec.)*/,False/*IsBackgroundRunning*/); NextJump = 2; break; default :
NextJump = -1; } } }
// Script "Japanese". - Java
// Automatic source generated from script, (flow is reference to "flow-executable" Java Bean) void Open ( ) {
String Language = "English" String Context = "Creator English" Flow.Open (Language, Context);
} procedure Close ( ) { flow.Close O ;
} procedure FindToys ( ) { flow.FindToy (0, 4); // Toy: Name = Storyteller {number = 0, channel= 4}
} public static void RunScript ( );
{
String FuncRes = ""; String Outputs = ""; String JumpList = ""; int NextJump= 1; while (NextJump > 0) { switch (NextJump) { case l: /*Startl*/ flow. Start (50/* Accuracy*/); NextJump = 2; break; case 2: /*Movel*/ flow.Move (0/*ToyName=Storyteller*/,0/*Movement=Blinlc*/ ,2/*Duration(sec.)*/False/*IsBackgroundRunning*/); NextJump = 3 break; Case 3: /*Move2*/
Flow.Move(0/*ToyName=Storyteller*/,0/*Movement=Eyes Left*/,2/*Duration (sec.)*/,False/*IsBackgroundRunning*/); NextJump = 4; break; case 4: /*Move3*/ flow.Move (0/*ToyName=Storyteller*/,0/*Movement=:Eyes Center*/,2/*Duration (sec.)*/,False/*IsBackgroundRunning*/); NextJump = 5; break; case 5: /*Talkl*/ flow.Talk(0/*ToyName=Storyteller*/,""/*Text to Speech*/,"C:\Wav\japanese.wav"/*WAV fιle*/,False/*IsTTS*/,0/*Movement=Taik*/,"Man"/*VoiceType*/); NextJump = -1; break; default :
NextJump = -1;
} } }
// Script "Spice Girls new". - Java
// Automatic source generated from script, (flow is reference to "flow-executable" Java
Bean) void Open ( ) {
String Language = "English"
String Context = "Creator English"
Flow. Open (Language, Context);
} procedure Close ( ) { flow. Close ( ) ;
} . ' procedure FindToys ( ) { flow.FindToy (0, 4); // Toy: Name = Storyteller {number = 0, channel= 4}
} public static void RunScript ( ); {
String FuncRes = ""; String Outputs = ""; String JumpList = ""; int NextJump= 1 ; while (NextJump > 0) { switch (NextJump) { case l: /*Startl*/ flow.Start (50/* Accuracy*/); NextJump = 2; break; case 2: /*Movel*/ flow.Move (0/*ToyName=Storyteller*/,0/*Movement=Blink*/ ,2/*Duration(sec.)*/False/*IsBackgroundRunning*/); NextJump = 3 break; Case 3: /*Move2*/ Flow.Move(0/*ToyName=Storyteller*/,0/*Movement=Winlc*/,2/*Duration (sec.)*/,False/*IsBackgroundRunning*/); NextJump = 4; break; case 4: /*Move3*/ flow.Move (0/*ToyName=Storyteller*/,0/*Movement=Normal Position, Eyes Opened*/,2/*Duration (sec.)*/,False/*IsBackgroundRunning*/); NextJump = 5; break; case 5: /*Talkl*/ flow.Talk(0/*ToyName=Storyteller*/,""/*Text to Speech*/,"C:\Wav\2.wav"/*WAV file*/,False/*IsTTS*/,0/*Movement=Talk*/,"Man'7*VoiceType*/); NextJump = -1; break; default :
NextJump = -1; } } }
// Script "Yoda games". - Java
// Automatic source generated from script, (flow is reference to "flow-executable" Java
Bean) void Open ( ) {
String Language = "English"
String Context = "Creator English"
Flow.Open (Language, Context); } procedure Close ( ) { flow.Close ( ) ; } procedure FindToys ( ) { flow.FindToy (0, 4); // Toy: Name = Storyteller {number = 0, channel= 4} flow.FindToy (6, 7); // Toy: Name = Johny {number = 6, channel- 7}
} public static void RunScript ( );
{
String FuncRes = ' String Outputs = ' String JumpList = ""; int NextJump= 1; while (NextJump > 0) { switch (NextJump) { case 1: /*Startl*/ flow. Start (50/* Accuracy*/); NextJump = 3; break; case 2: /*Talkl*/ flow.Talk (0/*ToyName=Storyteller*/, ' 7*Text to Speech*/, "C:\3.wav"/*WAV
File*/,False/*IsTTS*/,0/*Movement=Talk*/,"Man"/*VoiceType*/); NextJump = -1; break; case 3: /*Movel*/ flow.Move (6/*ToyName=Johny*/,0/*Movement=Close Lids*/,2/*Dιnation (sec.)*/,False/*IsBackgroundRιmning*/); NextJump = 4; break; case 4: /*Move2*/ flow.Move (0/*ToyName=Storyteller*/,0/*Movement=Open Lids*/,2/*Duration (sec.)*/,False/*IsBackgroundRunning*/); NextJump = 2; break; default :
NextJump = -1; } } }
// Script "BEDTM-1". - Java
// Automatic source generated from script, (flow is reference to "flow-executable" Java
Bean) void Open ( ) {
String Language = "English"
String Context = "Creator English"
Flow.Open (Language, Context);
} procedure Close ( ) { flow.Close ( ) ;
} procedure FindToys ( ) { flow.FindToy (0, 4); // Toy: Name = Storyteller {number = 0, channel- 4}
} public static void RunScript ( );
{
String FuncRes = ""; String Outputs = ""; String JumpList = ""; int NextJump= 1; while (NextJump > 0)" { switch (NextJump) { case 1: /*Startl*/ flow. Start (50/* Accuracy*/); NextJump = 3; break; case 2: /*Talkl*/ flow.Move (0/*ToyName=Storyteller*/,""/*Text to Speech*/ ,"C:\Wav\l .wav"/*WAV
file*/False/*IsTTS*/,0/*Movement=Talk*/,Man/*VoiceType*/); NextJump = -1; break; Case 3: /*Movel*/ flow.Move(0/*ToyName=Storyteller*/,0/*Movement=Close Lids*/,2/*Duration (sec.)*/,False/*IsBackgroundRunning*/); NextJump = 4; break; case 4: /*Move2*/ flow.Move (0/*ToyName=Storyteller*/,0/*Movement=Open Lids*/,2/*Duration (sec.)*/,False/*IsBackgroundRunning*/); NextJump = 5; break; case 5: /*Move3*/ fιow.Move(0/*ToyName=:Storyteller*/,0/*Movement=Talk*/,0/Duration (sec.)*/,False/*IsBackgroundRunning*/); NextJump = 2; break; default :
NextJump = -1; } } }
A method for interactive verbal advertising with networked interactive toys is now described
In a prefened embodiment of the present invention, an interactive toy builds a relationship with its user, builds a database of information about its user, and uses that information to present a sales promotion scenario individualized to its user. Group 1 - Building a Relationship An interactive toy gradually builds a relationship with a user. In these examples the user is a child, though it is appreciated that the user could be a teenager as well.
Fig. 224A shows a user 1710, in this case a child, receiving an interactive toy 1720 as a gift. The box 1730 shown comprises a toy 1720 with a fanciful figure known to be attractive to children of said user's age, as well as another box 1740 comprising hardware and software needed to operate said toy as an interactive toy. The figure shows the excitement expressed by the user upon receiving the toy. The toy is attractive and exciting to , the user even before its interactivity is made operable i.e. even before it is connected to a computer and turned on.
Fig. 224B shows the child's parent 1750 activating the toy. The parent has already connected the base unit 1760 to the computer 1770. Having completed installation of prefened software using the CD 1780 the parent is now registering the toy with a central server using an Internet connection 1790. While the parent is installing the toy, the child 1710 is sitting on the floor playing with the toy 1720 even though it is not yet active.
Fig. 224C shows the situation after registration is complete and the toy is functional. In this example the toy 1720 is in wireless contact with the base unit 1760 and thus with the user's computer and thus with all computers on the Internet. The software loaded in Fig. 224B by the parent now controls the toy and allows it to communicate with the child 1710. In this figure the child 1710 is hugging the toy 1720. The toy senses that it is being hugged and, in this example, it responds to the hug by saying "Hi! I'm a Murphy! That hug feels so good after being in that box for so long!". The toy is thus giving the user the impression that it has humanlike feelings, that it appreciates hugs and that it was lonely all by itself in the box.
Fig. 225 is a flow chart showing in more detail an example of a script which rans, in this example, on the user's local computer and which is designed to introduce the toy to the user and to give the impression that the toy has humanlike feelings.
Fig. 226 is an example of a user registration screen. ■ A user is asked for information concerning relatives and other users. Such information may include, but is not limited to, personal details and preferences, social status, consumer information, and the like.
Fig. 230 shows a child 1710 with his toy 1720 which, in this example is an "action toy" representing a powerful figure, visiting the home of another child 1710b with his toy 1720b which, in this example, is a cute, cuddly Teddy Bear. Each of the toys 1720 and 1720b is, in this example, in wireless contact with base unit 1760 which is connected to the computer belonging to the user 1710b. Said computer is further connected to the internet via the connection 1790. The children 1710 and 1710b are portrayed, in this example, to be friends who are playing with each other. Meanwhile their toys 1720 and 1720b sense each other's presence and act as if they are friends as well. The "action toy" 1720b retrieves the name of the toy (in this case "Tedd") 1720 from the Interactive Toy Server via the Internet connection 1790 and then says "Hi Tedd!". The toy 1720 responds by saying to the "action toy": "Wow! you're so strong!". The figure shows the excitement of the children realizing that their toys are communicating saying "Hey look! our toys really like each other".
Fig. 231 is a flow chart showing how multi-user communication is established when a toy "visits" the base computer of another toy. The computer occasionally sends an RF signal to its environment which identifies itself to any toy in its vicinity. A visiting toy, having detected such an RF signal, sends an acknowledgement with its unique identification code to the computer. The computer then establishes an Internet connection with the Interactive Toy Server which has a database of all registered toys. The Server, after checking security authorization, downloads, to said computer, all basic information about the visiting toy together with scripts specially written for communication between toys. The server chooses such scripts based on the profiles (e.g. age, gender, interests) of each user and the characteristics (e.g. action toy vs. doll vs. stuffed animal) of each user's toy.
Collecting Information:
Figs. 235-239 show several examples of an interactive toy gradually building a database of information about a user. This information together with information about other users and their toys is later used in developing an individualized sales promotion scenario for the user. )
Fig. 235 shows examples of the kind of information which may be collected by a user's toy and placed in a user information database which, in this example, is on the Interactive Toy Server. A copy of all or part of this database may also be placed on the user's computer.
Figs. 236A and 236B show examples of three methods of acquiring information. The first example is via a direct question asked during registration or added by the user or his parent at a later time directly on the user's computer screen. The second example is via a direct question posed by a toy to its user. The third example is via a more subtle and indirect method in which the information is retrieved by means of a conversation relating to the information prefened.
Fig. 237 shows an example of how a toy can find infoπnation regarding a user's friends. In this example the toy senses that besides a user's voice there is additional noise that is tentatively identified as at least one additional voice. The toy requests confirmation that another person is present and that that person is, in fact, a friend of the user. The toy then requests certain basic information about the user in a friendly manner consistent with the "friendship" developed between user and toy.
Fig. 238 A and 238B show an example of how a toy may obtain information about a user's likes and dislikes using the occasion of user's Birthday as an example. First the toy attempts to determine the date of user's party and then after the party the toy attempts to parse user's list of received gifts and whether user liked these gifts.
Fig. 239 shows a family, in this case a parent, a child 1710 and the child's toy 1720, visiting a well-known site such as the World Trade Center in New York City. In the example shown said toy is equipped with a portable computer with cellular commimication capability which establish a wireless connection between said toy and a nearby Cellular Antenna. Said Cellular antenna is connected, in this example, to a digital cellular telephone system operative to connect said toy to the Internet via a Cellular Phone Server. Control signals for said toy are, in this example, sent from the Interactive Toy Server to the toy via the Internet and the cellular phone system. In the present example the Cellular Phone Server utilizes the Cellular Phone Network to identify the location of said toy. This location is provided to the Interactive Toy Server via the Internet connection. The server then puts an entry into its user database stating that at a given time on a given day the user visited the World Trade Center and spent a given amount of time there.
Purpose: Updating personal information - updating with places visited - disclosing cellular communication possibility.
Group 3 - Advertising
Several examples of the way the user knowledge database together with a sales promotion database, is used together possibly with other user knowledge databases to develop and present a sales promotion scenario individualized to the user.
Fig. 240 shows how information from the user environment database may be combined with information from a sales promotion database to advertise a product to a user. In this example the controlling program on the user's computer receives a signal from a toy that the toy's batteries are low. A "low battery" program or script is ran which first checks the sales promotion database on the Interactive Toy Server and finds a sales promotion on Synergizer batteries as well as a "low battery promotion script" for said batteries. The toy then advertises these batteries to the user in a different way depending on the kind of toy it is. In case the toy is an action toy it advertises in a manner appropriate to an action toy and to its intended user. Similarly in case toy is a pretty doll. This script is thus an example of how the same product is marketed to two different users in a different manner depending, in this case, on the characteristics of the user's toy. This has the advantage of minimizing superfluous advertising and making the advertising experience more palatable to user and thus making user more receptive to said advertising.
Fig. 241 shows an example of selling a different product to different toys (unlike previous example in which same product was advertised via a different message). It also shows how a user may be encouraged to visit a store by being offered a discount coupon printed on the computer. It also shows that instead of having the child handle the purchase, an email (or other form of communication) may be sent to child's parent (or gift giver) indicating that child would like a given product and that a discount may be available.
Fig. 242 shows how information from the user interaction database may be combined with information from a sales promotion database to advertise a product to a user. Toy begins by checking user's interaction database and determines that child likes fairy tales. Toy checks sales promotion database and finds a fairy tale which tells a story of a chocolate house and contains within it embedded advertising for Hermies brand of chocolate. Before presenting the story with its embedded advertisement, toy again checks the user interaction database and detennines that the child likes chocolate and is permitted, by parents, to buy chocolate. The chosen fairy tale (which is actually an interactive script that accepts user input and is modified according to such input) tells a story of a girl visiting this chocolate house. The color of the girl's hair is determined by the color of hair of the child if known (and a default color - blonde, for example, - if child's hair color is unknown. As the toy (who is playing the role of the protagonist in the story) describes in detail the various kinds of Hermies chocolates found in the house, the child may respond by saying "Yummy!" or some other expression expressing it's love of chocolate. At this point the toy may or may not (depending on the wishes of the script- writer) take a break from telling the story and discuss how child can acquire more Hermies chocolate at a discount.
This figure thus also shows how advertising need not be overt but may be embedded into stories. Such advertising is quite common in Television and Movies in which products with brand names are featured. The brand names are promoted simply by being present in the movie or in the show. Such advertising is generally more acceptable than direct advertising especially to children. In the example shown the child's response directs the toy away from purely embedded advertising and begins more active promotion of the product. Thus the chocolate is only advertised aggressively to a user who indicates his wish to have the product. This prevents much ununprefeπed advertising from reaching consumers who are disinterested in it.
Fig. 242 shows how a branded item may be included in a script with no further comment or interaction. The cunent example relates to adults who, according to the user's interaction database, read newspapers but are not subscribed to the New York Times, for example. The sales promotion database contains a story expected to be of interest to an adult whose age, gender and occupation match that of the user. Said story includes many references to the protagonist reading a newspaper which is portrayed as a New York Times.
In Fig. 242 and Fig. 243 the advertisement is presented in effect by a third party - neither the user nor the toy - but by the protagonist of the story.
The next step is to show examples of how advertising can further be targeted by knowing specific buying patterns both of the user and of other users of similar profiles. Furthermore since there are various approaches to advertising we can first try these various approaches and see which work best and then use mostly the one which works best. In the case of our system this can be done on an individual basis. Thus we can determine which ad style works best on this user and use it more often than others. We can also deteπnine which ad style works best on other users of similar age, gender, interest, income level etc and use mostly those. We can also deteπnine which ad style works best on friends of user and try those. (Note: the term "works best" means both ads which the user likes more (as determined by user's immediate response to ad) and ones which lead to more purchases by user.
In order to carry out the more targeted advertising described above we first need a method for tracking purchases of users. This "tracking" serves two purposes. The first and most important is to allow billing to the advertiser for various steps in the advertising and sale process. This is described mostly in examples later in this document. The second purpose is to enable the directed advertising described above. So we start here by describing several methods for effecting sales using Interactive Toys and we show how these methods lead to the ability to track sales.
Figs. 244A and 244B show how a toy is employed to attract a user to visit a web site which may either be a web site belonging to the sales promoter or to some other organization with which said sales promoter has a suitable business anangement. (It is appreciated that "sending to a web site" may also be useful for purely entertainment and educational value in which case the toy helps its user by finding web sites of entertainment or educational interest.) Such web sites may contain more advertising as well as opportimity to sell more products to user.
The example in this figure begins with a script in which toy uses its relationship with user to attract user to the web site of a major theme park "Misney Land". The toy establishes the internet connection with the Misney web site and opens an appropriate web page at the site using, in this example, standard HTTP requests. Misney web site includes, besides entertainment and information, many promotions for products including for example sales banners and methods for purchasing items. In the cunent example the user makes no purchases at the web site and Misney is charged a fee based on the number of advertising baimers seen by the user during his visit to the web site.
It is appreciated that in the cunent example there is an entry in the Sales Promotion database indicating that Misney is willing to pay a fee for users being sent to its web site and that there is an agreement between Misney Inc. and operators of the Interactive Toy Server to this effect.
This example also shows how entertainment on the computer screen may be coordinated with entertainment by a toy. In this example the multimedia file run on the Misney server would be managed by a program ran on the Misney computer which is operative to send coordinating messages to the toy controlling program on the user's computer which synchronizes the motions of the toy with the computer monitor.
Figs. 245A and 245B show an example of how an interactive toy may be used to send a user, in this case a child, to a store. In this example the child is encouraged to bring his toy to the store. This has two advantages. The first is that the toy is visible to other people in the store and encourages them to buy such a toy - especially if they see that the toy has allowed the child to receive a discount. The second advantage is that by bringing his toy to a store a user allows us to track sales. This figure also gives an example of how advertising can be targeted to the LOCATION of a user, i.e how a toy knows the location of a user and targets advertising accordingly.
In the cunent example the user is using a mobile toy. The toy, in this example, comprises a toy controller and an RF transceiver operative to connect to the internet via a commercial cellular phone network. Software for controlling the toy is ran on any computer on a network (the Internet, for example) possibly the user's home computer or on the Interactive Toy Server. Fig. 239 shows this situation pictorially.
The toy is passively listening for keywords and hears the child say that he is hungry. The toy makes a suggestion for a restaurant and then, depending on whether the suggestion was accepted or rejected it either directs the user to the suggested store or it suggests alternatives. In either case the toy offers incentives for the child to bring toy into store. If the store's computer does not have Interactive Toy controlling capabilities then any incentive such as free products or discount is achieved by other means such as, in this example, by scanning or reading a toy identification code off the body of the toy. If the store computer does have the capability to control the interactive toy then, upon recognizing the presence of the toy, sends a message via the network to the toy's controlling computer, to allow it to control the toy temporarily. In the cunent example the store's computer also controls another toy which is a talking burger. This "point of sale" toy helps make the sale by entertaining the user in a manner coordinated with his own toy. When the user's toy leaves the store it senses that the store's computer is no longer within range and it re-establishes its connection with the cellular system. '
It is appreciated that a point of sale toy may also interact with users who do not have their own toys. It thus acts as part of the sales force in the store. Thus, for example, a well known hamburger chain with a famous mascot (such as Ronald Macdonald for the chain Macdonald's) with the Living Object technology described in this and previous patents. Customers entering the store would be entertained by this mascot which would also help advise and advertise on products and promotions.
Fig. 246 shows pictorially a child in a Burger Boy restaurant. The restaurant has a point-of-sale talking burger.
Figs. 247A and 247B show how an interactive toy may be used to send a user to a major theme park. In the cunent example the theme park is again called Misney and the user's toy is in the figure of Ronald Goose which is, in this example, a well known character featured at the, Misney theme park. In this example the scenario begins a week before the user's birthday.
This example also shows how parents may be called to help make decisions regarding purchases and to help with the actual sales and purchases.
It is appreciated that using voice recognition technology it is possible to confirm credit card purchase using voice acknowledgement rather than requiring parent to come to the computer screen for confirmation. Confirmation on the computer screen may require entry of a secret identification code to avoid fraudulent purchases.
In this example, two payment scenarios are presented. In the first instance user pays online with credit card and is given a voucher to take to the theme park. In the second instance the user takes his toy to the theme park where the park operators either read a code off the toy's body or where the park has Interactive Toy technology which is operative to control both their toys as well as user's toy. This then allows user to interact directly with his toy as well as with other toys at the theme park in a manner in which the theme park toys and the user's toy are aware of each other's activities via an Interactive Toy controlling computer possibly located at the theme park. There are other possible forms of payment including the printing of a coupon by the user's home computer that may be brought, without the toy, to the theme park in order to receive a discount.
Fig. 248 shows how sales information is tracked by a toy and the Toy Server system. A functional sketch of a database is shown in which an entry is made for each user. In this figure a portion of the database conesponding to a single user labeled User 1 is shown. The entry of each user is divided into sales promotion data from various promoters labeled Promoter A, Promoter B etc. Each promoter has possibly presented to the user one of many ads labeled Ad 1 A, Ad 2A,... for promoter A and Ad IB, Ad 2B . for promoter B etc. Each such advertisement or sales promotion is detailed in a record in the aforementioned database. The details which are actually kept in such a record may differ from application to application. They may include the full details of all scripts or simply a code indicating which style of ad was presented, whether user was sent to a store or web site, whether coupon was printed etc.. The record will, in general contain infoπnation such as the precise time of the ad, the nature of the user's response and data regarding effectiveness of said ad e.g. whether user went to said store or web site, whether user purchased any items, if so how many items, whether toy was brought to store, whether any other items were purchased, whether this visit to store resulted in future visits to store and resulting purchases.
The summary report serves many purposes including providing billing information to each sale promoter and providing information on results and effectiveness of various forms of advertising. User information may thus be included in report to promoter as a key element in such a report so that advertising effectiveness can be tied to specific information about user as discussed in detail in many parts of this patent. Total invoice may also include a detailed report of detailed charges for each advertisement and for each part of each advertisement. Reporting is further described in Fig. 249 and Fig 250.
Fig. 249 shows a sketch of how sales promotion information for a single user may be combined from the information of many users into a multi-user summary for each promoter. Such a summary may serve both advertising and billing needs.
Fig. 250 is a simplified sample of a report which may be sent by the Interactive Toy Server to a given sales promoter for the purposes of billing. In this example the summary is divided into the various sales promotions or advertisements which said sales promoter has requested be presented by the Interactive Toy Server. Each item in the summary has associated with it a cost per item. This cost may differ for different advertisements even by the same promoter. A total charge per promotion is shown as well as a total for all promotions during the specified dates of the invoice. It is appreciated that an actual invoice is dependent on a detailed contract between promoter and Toy Server and may thus differ from this example.
Fig. 251 shows how information learned from previous advertisements with a single user can be used to improve future advertisements. In this example there are two styles of advertisements: one aimed at those who like to be like everyone else and the other aimed at those who are more individualistic. Decision on which ad to present is made by first checking the user's database to determine which ad has been more effective in the past and then using the more effective ad on this occasion as well.
Fig 252 shows by means of a flow chart how the database on all users may be combined to improve advertisement success on a particular user . In this example the individual user's database contains no useful information regarding the effectiveness of two different ads - one emphasizing price and the other quality. The program then queries the full database of all users for information on other users with similar profiles e.g. similar ages, genders, income levels and ethnic groups and uses the advertisement style most suited to them for the given user.
Fig 253 shows how profiles on a user's friends may be used to enhance effectiveness of advertising. In this example user has six friends who are Interactive Toy users and since there is no information about this specific user regarding the effectiveness of the various sales styles available, the program uses the style most commonly accepted by the user's friends.
Fig. 254 shows how advertising with an interactive toy can be embedded in a game played between the toy an a user, in this case a child. As an incentive to play a game the toy offers the child both a discount on the item guessed and club points for guessing the conect food product. For the purposes of this example is assumed that the Interactive Toy Server has in place a Users' Club at which points are gained for performing certain tasks such as, in this case, winning a game. Points may be used, for example, for purchasing items including but not limited to additional content for user's toy.
Fig. 255 shows an example of how a toy can promote sales without using verbal expression. Most of the examples up to this point have used verbal expression by a toy possibly combined with motions or possibly lights on the toy. In this example a toy is operative to make head gestures and to make arm gestures in addition to verbal communication. The toy begins by conditioning a user to identify a particular product with a particular motion such as, for example, raising arms and moving head back and forth. The toy does this by first singing a well known advertising song (such as one played often on radio or television) associated with said product while simultaneously making said motion. The toy also ads a message informing the user that if he brings the toy to the store he gets a discount. The toy repeats the message and the motions many times possibly on many different days until the user identifies said motions with said product. At this point the toy is able to simply make the motion of moving its head back and forth while raising its arm and the user immediately identifies with said product. This motion may occasionally be supplemented by printing a coupon for purchase of said product at a discount or possibly other verbal instructions regarding purchase of product.
Fig. 256 shows how an advertisement on a Television may be synchronized with a user's toy to provide more effective advertising. In this example the television is advertising a new hair product for a doll. The user's doll comments on how pretty the Television doll's hair looks and the excited child informs her parent that even her doll likes this new product. Synchronization between television and Interactive Toy may be achieved, for example, by a user downloading content related to a given television show. A timing signal may be sent at the beginning of the television show from a computer at the television studio connected to the Internet to the child's computer at home. The child may be informed by the toy, at that point, to turn his television to the prefened station and the toy content rans synchronously with the television show. Occasional new timing signals sent subsequently by the television studio to the user's compute may help keep the toy and the television synchronized. An alternative method is possible if the user has in his home an Interactive Television system. The Interactive Toy Server or the Television studio may upload software to the microprocessor on the Interactive Television set-top box which is operative to connect to an RF imit connected to the serial or USB port of the set-top box. The purpose of this software is to control an Interactive Toy in the same manner as it is controlled by user's computer. The Television studio may then control directly both the television program and commercial message as well as simultaneously controlling the toy.
Fig. 257 shows an example of how a toy sends a user to the computer screen for a visual presentation of a commercial message. It further shows another method of effecting sale of a product namely by sending a message, in this case and e-mail, to a user's friend or relative, in this case a parent, with information regarding the wishes of the user. This can be used for requests for gifts from friends, grandparents, etc. This example also shows that this message can be entertaining for the parent since it contains a header indicating that it is the toy itself who sent the message.
Fig. 258 shows how an interactive toy can help a user, in this case a child, deal with a difficult situation and, at the same time, promote the sale of a gift to the child. In this example a child is going for a walk with his mobile toy as well as with Ins older sibling. Suddenly the child is frightened by a dog who is barking loudly. The frightened child hugs his toy. The toy senses the hug and the microphone on the toy recognizes the bark as the bark of a dog. A program on the toy controlling computer has been programmed to recognize the combination of a dog bark and a subsequent hug as a sign that the child is frightened. The toy then says "Wow that was scary!" and awaits a response from child. Child's response indicates how brave the child is. An email is sent to parent at work describing the incident and suggesting a gift the nature of which depends on how frightened the child was. The Interactive Toy Server ananges prompt deliver of the gift.
Integration of Interactive Toy and Interactive Television Systems
In the past few years there has been a revolution in the manner in which entertainment, education and commerce is being delivered to homes. This is basically a result of the merging of two extremely powerful entertainment, education and commercial media namely television (including movies which have been integrated into television systems for several decades) and computer networks such as the Internet. The merging of these two systems has become possible due to the continuously improving bandwidth of commimication systems which provide broadband analog and digital links to homes worldwide. On the one hand Cable Television systems provide television programming to homes worldwide by connecting televisions in homes to coaxial cables or to satellite dishes which then often use extremely broadband links such as fiber optic links to connect to the Cable Service Provider. On the other hand digital data networks are being installed in people's homes at a very high rate either by cable companies themselves using an upgraded digital infrastructure (for transmitting data on coaxial cables) or by telecommimication companies which use packet switching technologies to provide internet service to subscribers' homes.
Due to the merging of television and computer networks the distinction between browsing the internet and watching television programs and/or watching movies or commercials on television is being greatly reduced. Full length digital movies may be downloaded from the Internet as can music with CD quality (cunently using MP3 or similar compression schemes) as well as a wide range of e-commerce activities. Computers in subscribers' homes are capable of controlling this content. For example they are capable of pausing, rewinding or fast-forwarding a movie.
There are cunently available worldwide a broad range of Interactive Television systems which merge computer and television technologies into an integrated solution. Interactive Television systems such as, for example the system provided by Scientific- Atlanta Inc.) give viewers a convenient way to interact with programs and advertisements while they continue to watch TV. By clicking a remote control unit during an enhanced program or by use of a cordless keyboard or mouse, a viewer can access program — related information such as weather, news, sports updates, trivia and interactive games. A viewer may also request product samples, product descriptions, coupons and other free offers from advertisers as well as using e-commerce facilities to make purchases online. In some systems (such as a system by Peach Networks) a viewer may use a mouse,, keyboard or simply a remote unit to send and receive email and even ran any computer application by using programs installed on a server accessible via the interactive television network (which, in fact, comiects to the Internet).
Interactive Television systems typically use a device called a set-top box which is connected to a viewer's television set and to the cable provider's network. The network connection is usually via a coaxial cable although there are systems in which telephone lines are used for outgoing data and coaxial cables for incoming data. Satellite communication as well as fiber optic cables are often utilized as part of the infrastructure of these systems and, in the future, individual homes may be provided with connectivity to fiber optic or other extremely high bandwidth communication lines. An Interactive TV set-top box is equipped with a microprocessor or other computer chip which controls both signals from the service provider and signals coming from a viewer and meant to control entertainment content. Incoming signals are typically received via a remote control unit but may also be received by a cordless keyboard and/or mouse. Set-top boxes are typically provided with serial or USB (Universal Serial Bus) interfaces to enable connection of other electronic devices to the set- top box.
The cunent invention describes the integration into this system of yet another powerful entertainment and commercial medium namely the medium of Networked Interactive Toys.
Fig. 259 shows a- sketch of the system described by the cunent invention. It comprises of an electronically controlled toy with an RF (radio frequency) transceiver connected by a wireless link to a base unit with its own RF transceiver. The Base unit is connected to a serial or USB port of a set-top box such as, for example, the set-top box of Scientific- Atlanta Inc. (e.g. Explorer 2000). The set-top box is connected to a household television set as well as to a cable (typically a coaxial cable) provided by the Interactive Television service provider.
In a prefened embodiment of this invention the Interactive TV cable is connected to a server such as is provided, for example, by Peach Networks Inc. (cunently owned by Microsoft Inc.) which is a computer which controls all data including television data which is sent to and received from the set-top box. This is accomplished using the fact that said set- top box is equipped with a microprocessor and is provided with an operating system such as, for example, the operating system provided by Power TV Inc. refened to as Power TV ™. The combined ability to control the server computer and the microprocessor onboard the set- top box allows for flexible control of all input and output to and from the set-top box including full integration of input and output from the USB or serial port of the set-top box. Fig. 260 shows a simplified diagram of this system
By connecting a toy to the serial port of a set-top box and employing toy control software as described in the aforementioned applications on the server computer and on the microprocessor of the set-top box we are able to fully integrate Interactive Television content with an Interactive Toy system. More details of such a system may be found in Appendix A and B.
Fig. 261 is a diagram describing how an Interactive Toy is employed to change the content of a movie, advertisement or other Interactive Television content. In this figure a movie has been specially designed for Interactive Television by providing, at a cracial stage of the movie, three alternative scripts. One script which is very frightening, one which is very calming and the other which provides only a limited amount of tension to a viewer. Just prior to the movie splitting into these three alternative scenarios there is a mildly frightening scent. In this example a toy is equipped with a sensor which senses whether said toy is being hugged and a microphone to detect user's speech and speech recognition software on the server able to recognize user's words. During the mildly frightening scene the toy senses whether user has hugged toy and whether any verbal indication of fright has been received. There is then a split in the scene of the movie depending on user's input. In this example the movie then continues independently of user's input (until a possibly ftvrther place where there is another split in the movie script).
Fig. 262 shows a pictorial example of how a toy is an active participant in an Interactive Television program - in this case an advertisement for new doll clothes. The advertisement shows a girl and her doll on television and the girl is excited about the doll's new dress. A child is watching this advertisement with her doll. Using its communication ability with the set-top box the physical doll expresses excitement with the new dress and asks the child for one as well. The child is impressed and informs her mother that even the doll enjoys the dress.
At this point it is appreciated that the toy may recognize the child's positive response to the advertisement and make an entry in a database on a server computer on the Internet that this interactive advertisement has been successful with said user. Such an entry into this database may be used for statistical purposes on effectiveness of the advertisement, for profiling purposes i.e. to note the kinds of ads this particular user responds to, and for billing purposes. The sales promoter may be billed an amount depending on the number of viewers for which the ad was successful.
Another example in which a toy may change the content of a television program is, for example, if the toy has the character of a pretty girl and another pretty girl in a movie is in a frightening situation and requires consoling. The script in the movie changes depending on whether the viewer has consoled his toy or has simply ignored his toy.
The following example interaction shows another way in which a toy can influence and be influenced by Interactive Television:
Example:
User: I'm Thirsty!
Toy identifies the word "thirsty".
Toy checks user information database and finds that user likes soft drinks.
Toy checks sales promotion database and finds that this week advertiser A has outbid advertiser B i.e. has offered a higher fee for advertising his product
Toy: "Come to the television and see what I have for you!""
Child: "Sure"
Toy downloads television ad for Product A and participates in the ad by singing and making motions as programmed by the advertiser.
Toy: "Just talce me to the store and you'll get a discount on Product A!"
In the above example the promoter of product A will be billed an additional amount if user actually goes to the store to buy the product.
It is also possible for user to request information on characters participating in a television program or request comments on a particular scene. Thus, for example, if there is a political speech being made by a politician a user may request ranning commentary on the political speech by a commentator of his choice. He may do this by simply asking the toy using key words that can be identified by the toy's speech recognition capability.
Interactive Toys may be Controlled by Networked Computer via Interactive Television, Cable Modem or other Method of Networked Connection.
As a result of the advent of reliable high speed network connections it is no longer prefened for an interactive toy to be controlled by a computer to which it is directly connected e.g. by a wireless link as described in the previous paragraph. Thus, for example, a toy may be connected to a home computer via a wireless link (as above) but the home computer may not provide some or all of the controlling commands for the toy. Said commands may be provided by any other computer on a computer network such as a local intranet or the internet. This (i.e. the partial or full control of a toy by a remote computer) may be desirable if, for example, the home computer is not very powerful and/or it is being heavily used by other users and/or if the software for controlling toys is not present on such a local home computer and/or if more powerful software for controlling a toy is available on another computer on the network and/or if access to specific or all software for controlling a toy is commercially controlled and available primarily or entirely via the internet and/or for any other reason. Fig. 264 shows a situation in which the toy is connected via a wireless link to a home (or office or other) computer with a direct wireless link but that the commands for operation of the computer come either partially or entirely from one or more computers on a network. Some of the commands may come from the local computer. (Below we shall describe a situation in which some of the commands come from hardware within the toy itself.)
In the case in which one or more network computers control the operation of a toy it is no longer prefened to use a home or other local computer. This allows toy owners who do not have available a personal or other computers to operate interactive toys. Furtheπnore commercial or other establishments which wish to host users of toys would not need to own nor use computers for this purpose. Several ways to accomplish this are described in the following paragraphs.
Fig. 265 shows a basic method of connecting a toy to computers on a network using a standard phone line. The system comprises of an interactive toy connected by an RF link to an RF unit capable of transmission and reception. The RF unit contains hardware which converts a signal received from the toy to a signal capable of being sent by a standard modem connected to a telephone line (i.e. it demodulates the signal and digitizes it in case it is an analog signal) and, conversely it receives a digital signal from the modem and modulates it so that it can be sent to the toy by the RF unit. Fig. 266 shows the basic components of such an RF unit. In a prefened embodiment of this invention the modem is an integral part of the RF unit. In this case a user plugs such an RF unit into a standard telephone line. A controller contained within the RF unit dials an Internet Service Provider and establishes an internet connection and subsequently controls the connection. In another prefened embodiment of this invention all activity related to connection to the internet is handled by the toy controller contained within a toy rather than by the RF controller. The controller within the toy must then be able to sense whether it is communicating with a computer, with an RF controller connected to a modem or to any other possible internet connection mechanism such as may be described later in this document. In either of the above cases a controller (either on the toy or on the'RF unit) makes contact with a computer on the network whose role it is to control the toy's operation. Methods for establishing this connection are described in the following paragraph.
In a prefened embodiment of this invention the hardware in the above mentioned controller contains the internet address (possibly the IP address) of a computer on the network which is authorized to control a toy. In another prefened embodiment of this invention the controller contains non-volatile read-write memory (such as eeprom memory) which stores the internet address of the controlling computer so that the contents of this memory can be modified as is preferable. In another prefened embodiment of this invention the controller contacts one or more servers on the internet which are programmed to respond to such a contact by providing the internet address of one or more computers which control the toy's operation. An example of this is shown in Fig. 267. In another prefened embodiment of this invention a controller broadcasts its internet address (as assigned to it either dynamically or permanently by an Internet Service Provider or by any other means) to a computer network and requests computers connected to the network which are capable and authorized to control a toy. In a prefened embodiment of this invention each toy is assigned a permanent internet address. In another prefened embodiment of this invention each RF control unit (such as in Fig. 266) is assigned a permanent internet address. In a prefened embodiment of this invention specific Internet Service Providers (ISP's) are provided whose main purpose is to serve the community of toys discussed later in this document. In another prefened embodiment of this invention these special ISP's are the same as the Interactive Toy Servers (ITS) discussed later in this document. In yet another prefened embodiment of this invention ISP's which serve the general community of computer users provide special services to aid toy controllers with their connection to the internet.
In another prefened embodiment of this invention the home, office, commercial or other establishment has a permanently established direct cable connection or a permanently established wireless connection to a computer network such as the internet. In this case the toy connects to via its (first) RF unit to a (second) RF unit which is permanently connected to a computer network. The second RF unit contains hardware to convert a signal from a toy to a signal appropriate for transmission through the network or, alternately, to convert a signal from the network to a signal which controls a toy. A basic embodiment of this invention uses a setup as shown in Fig. 266 in which the modem is replaced by a device which connects to the serial port of an RF unit. As a basic example this device is a device provided by the ISP for connecting a computer to its network.
An example of the situation described in the previous paragraph is provided by internet systems which are set up by cable television companies. These companies use the same cable (usually coaxial cables though fiber optic cables are used for parts of their network) that they use for providing television service to homes and other sites, in order to provide internet service to these sites. Typically a device called a "cable modem" is provided which connects to the serial or other port of a user's computer and to the cable of the service provider. A Networked Interactive Toy utilizes this system in a manner similar to that shown in Fig. 266 in which the modem of Fig. 266 is replaced by the cable modem of a service provider. Another example is provided by packet-switched internet service often provided by telephone companies in which a user's computer is connected via a serial port or other port (often a USB port) to the service provider's line which is either a standard phone line or an upgraded line possibly using "twisted pair" lines. The service provider provides hardware to connect a computer to the internet via these lines. The setup of Fig. 266 can also be used in this case with the service provider's hardware replacing the modem of Fig. 266. In a prefened embodiment of this invention hardware, which receives an RF signal from a toy and then converts it to a form capable of being transmitted directly through the above described cable or packet-switched phone line, is integrated into an RF base imit without necessarily using a serial port such as is shown in Fig. 266.
Another application of the use of RF units connected to the internet either directly or via a modem occurs in the case of very large homes or business establishments in which the RF unit on a toy is not always within range of a main computer containing software for controlling a toy. In such a case several computers, or preferably a single computer together with several RF units as described in the previous paragraphs, can be set up which are connected via a network to the main computer. The toy then receives its control commands from the same computer on the network while it is mobile throughout the large home or business establishment. An example of such a use is in a shopping mall as shown in Fig. 268 in which one or more central computer run software to control all toys within the mall. In case the mall is large, many RF units are set up throughout the mall which are connected via a computer network to the central computer or computers. A toy which roves throughout the mall connects to the closest RF unit. A central computer decides which RF unit receives the signal by choosing the RF unit with the strongest signal from the toy. (This is similar to methods employed in cellular phone systems.) Signals to and from a roving toy are then processed via this RF unit with the strongest signal.
The preceding paragraphs describe many examples of a general principle which forms a major part of the cunent invention. This principle is summarized as follows: A toy is connected via a wireless link to an electronic device which is connected to a computer network. Said electronic device is capable of establishing a network connection so that said toy is effectively connected to said computer network. Sensor and other signals from said toy as well as control signals to said toy are provided by one or more of the following:
1. Said electronic device which may be a personal computer or any other device capable of controlling said toy. A device with significant computing power is prefened in order to provide speech recognition services and possibly video recognition services if one or more video cameras are provided on the toy.
2. One or more computer on said computer network. Said computer network may be a local network such as an Intranet or a global network such as the Internet. In the latter case the possibly slow speed of distant connections may lead to a desire to provide some control by a local electronic device such as a computer.
3. Hardware on said toy. For example the toy may have an onboard computer which may provide some or all of the basic toy control services. Connection to a local computer and to the internet is used to provide more computing power, to allow the downloading of more content, to access a vast database of knowledge of interest to said toy (see later for details), to allow communication between two or more toys as well as other possible uses.
Fig. 269 shows an example of how an onboard "mini computer", an electronic device with a direct wireless link to a toy (if provided with independent computing ability) as well as one or more computers on a network combine either individually or together to control a toy. As an example, an onboard computer may provide service for basic scripts involving short questions with short expected answers whereas more complicated scripts may be refened to a local PC or any computer on a network.
Thus far several examples of an "electronic device" which connects an interactive toy to a network have been mentioned including a computer, a specially designed RF unit connected to a modem, an RF unit connected to a cable modem and an RF unit connected to a packet-switched phone line. Several other examples are now described in more detail.
An Interactive Toy may connect to a computer network such as the Internet via a wireless phone system such as a cellular phone system or a satellite phone system. In this case a toy is provided with hardware which allows wireless commimication with a cellular phone tower or a satellite and which allows the subsequent establishment of a network connection between said toy and a computer network. Figs. 270a and 270b show the general principle behind this method of connecting a toy to a network such as the Internet.
Fig. 271 gives an example of how the cellular comiection can be implemented using a standard toy controller for connecting a toy to a local PC as in US Patent No. 5,752,880, to Gabai et al. Cunent analog version of a standard toy controller encodes all speech and toy action in standard format suitable for transmission through standard audio cables to a computer (PC) sound card. Such an audio signal is, in fact, sent to an RF unit to be transmitted to a local computer. Both input and output sound and action are transfened to an RF unit in a standardized mamier capable of being directly connected to the input and output ports of a standard PC sound card such as, for example, a Sound Blaster compatible sound card. In the example of Fig. 271 a toy contains a possibly small computer (preferably a handheld computer) with a sound card and with a modem capable of connection to a cellular phone. Said toy further contains a cellular phone (preferably a small phone) which is capable of connecting to said modem and of connecting the computer onboard the toy to a computer network such as the Internet. Said toy further contains a standard toy controller which connects to said computer by means of a soi d card with which said computer is equipped. As in situations mentioned previously control of a toy may be done partly or mostly by said computer which is within the toy or, preferably, much of the control of said toy is done by a computer on the network to which the cellular or satellite phone connects the toy. The procedure for establishing a network connection may be similar to that shown in Fig. 267 as follows:
1. User touches or otherwise turns on toy
2. Toy controller senses this and causes computer within toy to be activated (either (preferably) woken from a sleep state or booted).
3. Computer loads and runs local toy control software and attempts to control toy locally
4. If requested actions are too complicated (such as, for example, the running of scripts which require significant speech recognition) or if network activity is requested (such as connection to other toys, downloading of content, or advertising or sales activity) then local computer uses cellular modem and phone to establish a network connection and finds (using one of the methods describe previously) a computer on the network which can be used to help control the toy.
5. In cases where all toy control is done on the network the above step is performed immediately when the toy is turned on.
Yet another example of an electronic device which provides a medium for connecting Interactive Toys to a network such as the Internet (see Fig. 269) is a Web Television (or an Interactive Television) system. This method of internet connection is especially suited for people who do not have a computer or who do not wish to use a local computer to connect to the Internet. Standard operation of such a unit is often used as follows: A so-called "set-top box" is connected between a user's television set and the cable (such as, for example, a coaxial cable) provided by a Cable company or other Interactive or Web Television service provider. This set-top box serves both as a decoder of a Cable Television signal so that it can be viewed on a Television set and as an internet connection box allowing the Television to act as a network teπninal. Thus, for example, email can be sent and received using either a cordless keyboard and mouse or the Televisions remote control switch, the net can be browsed and, especially, television programs and other internet content can be downloaded via the cable network and the set-top box to the television. In some versions of such a system users may choose programs interactively and television programs may be written in such a manner as to allow users to interact with the show by clicking on certain parts of the screen and thus changing the content provided by the cable service provider.
A networked interactive toy is connected to such a "set-top box" by providing an RF link between a toy and a set-top box within RF range of said toy. An example of how this may be done is shown in Fig 272. In Fig. 272 an RF base unit which contains an RF receiver and transmitter is attached to a serial port on a set-top box. Said RF base unit communicates with a toy via said toy's RF unit. In another prefened embodiment of this invention the RF base unit is integrated into the set-top box. A toy now can form an integral part of the Interactive Television experience.
In a prefened embodiment of this invention a toy connected to a "set-top box" such as described above is controlled by one or more computers on a computer network such as the Internet. In another prefened embodiment of this invention said toy is wholly or partly controlled by a computer which is also responsible for the transfer of Interactive Television content from the Cable Television service provider. In another prefened embodiment of this invention said set-top box contains hardware capable of partly or wholly controlling a toy.
In yet another prefened embodiment of this invention one or more toys plays a role in Interactive Television entertainment which is sent to a Television viewer. Thus, for example, a toy may perform certain actions or make certain sounds which are coordinated with related actions and/or sounds on a television. The television program may respond in reaction to speech or other sensory input from a user to a toy. For example a user may say "I hate this program" and the television may respond by offering a different selection of programs.
1. Some other items related to Interactive Television with Toys: •
2. Toy may be used as an advertising medium both due to its inherent entertainment value and due to a user profile which a computer maintains relating to a user and its toy.
3. Toy aids characters in advertisements to send user to a store or a web sits.
4. Game may be played which requires user to visit another Interactive TV site and bring his toy to win prizes or better content.
5. It is prefened that such a site be a commercial establishment.
6. Interactive Toy adds speech recognition as well as other sensors and actuators of a toy to the interactive ability of Interactive TV.
7. Toys with personalities or physical forms similar to characters on television may be used to make shows more entertaining.
8. Toys at various sites (e.g. homes) may be used together (collectively) to aid in entertainment value or to play multi-user games. As an example, a scene in a movie may proceed differently depending on whether most people cheered or booed at a specific previous scene.
Another prefened embodiment of the present invention describes a networked interactive doll with a fanciful femimne appearance and extensive mobility of body parts, whereby content changes in conespondence to toy movement.
With the introduction of Living Object technology, toys undergo a radical transformation with novel and exciting results. Dolls with a fanciftil femimne appearance such as, for example, a Barbie-type doll (registered trademark of Mattel) doll, are well known. Such a doll typically describes an image of a teenager or a young woman that serves as a model for identification for younger girls. The present invention describes the Living Object counterpart of such a doll. As will be appreciated in accordance with the following description, the application of Living Object technology to existing Barbie-type doll-like dolls leads to a considerable enhancement of the entertainment, educational and commercial value of such dolls.
Some of the features that characterize existing Barbie-type doll-like dolls make them ideal for a networked system of toys. Firstly, one handles a toy body that has sustained its popularity with children for decades and is not likely to loose it in the foreseeable future. With the application of Living Object technology that enables downloading content from a network and thus its continuous updating, a unique opportunity is offered to create an ideal combination of toy and content.
Secondly, the huge number of users of such dolls in their existing version is another factor that contributes to the potential enhancement of their play value once these dolls are marketed in their networked interactive version. Such a quantity of users makes a qualitative impact within a networked system that offers a unique opportunity to collect data on child's play and to connect users from all over the world.
Finally, one is dealing with a toy that is intended to allow a specific type of relationship with its user, namely an identification model for young girls. Tins intention can be most extensively realized with the enhanced mobility and speech capability made possible through the application of Living Object technology.
Typically, the exterior of a networked interactive doll is the same as that of its existing, nonrinteractive counterpart. The various devices listed below that gives an interactive doll its mobility and speech capability are typically added to the doll in a way that does not violate its fanciful appearance. For example, such devices are located within a doll's body.
A networked interactive doll is equipped with a computer radio interface that connects, typically wirelessly, to a toy control device. Such a toy control device may be located on a networked personal computer, a web TV set-top-box, or any other networked apparatus. In a prefened embodiment of the present invention, a computer interface on a toy connects to a toy control device on a system's server computer via a mobile communication network such as a cellular or satellite communication network.
Preferably, a networked interactive doll is capable of speech interaction with its user, using speech recognition and text-to-speech technologies. A speaker and microphone are preferably located within a doll's body. In accordance with another embodiment of this invention, a wireless microphone, for example, in the form of an ornament, is attached to a user's clothing.
A networked interactive Barbie-type doll-like doll preferably has extensive mobility options. In accordance with a prefened embodiment of this invention, a toy can move its head (both nodding and shaking), move its arms (both up/down and sideways), move circularly round its waists, move its legs and bend its knees. These motions are enabled, for example, by motors located within a toy. Typically, a toy's mouth moves while the toy is speaking.
It is prefened that a toy's movable parts can also be moved by its user. In a prefened embodiment of this invention, a toy is equipped with sensors that register the position into which a user has moved any particular movable part of a toy. In case of movable parts such as, for example, arms and legs, registering a part's position is enabled, for example, using a potentiometer. An example of a networked interactive doll's motion specifications and position sensors for parts of body is described in Table 36.
Table 36. Exam le of to mobilit s ecifications
Figure imgf000326_0001
A networked interactive doll is preferably equipped with additional sensors that register various aspects of the interaction between a doll and its user. In a prefened embodiment of this invention, a doll is equipped with a hair sensor that detects whether a user has stroked or otherwise touched a doll's hair and also the way in which the doll's hair has been stroked or touched. Such a hair sensor comprises, for example, conductive wires within a doll's hair that create electrical noise on being touched and in accordance with the way they are touched. In another prefened embodiment of the hair sensor, a special comb is provided that makes it possible to detect that a user is combing her dolls hair.
In another prefened embodiment of this invention, a doll is equipped with touch sensors that register that and how the doll is being touched by its user. For example, a pad touch-sensor such as is used in laptop computers detects the way a user strokes her doll's body.
In another prefened embodiment of this invention, a networked interactive doll is equipped with sensors that detect that a doll has been dressed. Preferably, such sensors also detect the exact article of clothing put on a doll. For example, an article of clothing is attached to a toy with one or more snaps that enables the detection of the fact that the article has been put on or taken off. Such a snap may comprise a number of small electric contacts that enable detection of exactly which article has been attached. For example each article of clothing may comprise a microchip similar to microchips used in smart-cards that is operative to send an identification code to a microprocessor inside the toy. The snap or snaps may provide sufficiently many contacts to provide DC power to the microchip as well as to read the identification code off of the chip. Alternately the chip may be supplied with its own embedded power source so that a single contact in addition to a ground contact suffices to read the code off the chip.
In yet another prefened embodiment of the present invention, a networked interactive doll is equipped with sensors that detect the article of fumiture on which the doll is placed. Such a sensor can fimction, for example, using snaps as described above for the clothing sensors or simply using electrical contacts on strategically placed locations on the furniture which make contact with an electrical contact on the doll. A smart card transmitting an identification code of a particular piece of furniture is preferably located within this piece of furniture.
In yet another prefened embodiment of the present invention a networked interactive doll is equipped with a position sensor that enables it to detect whether the doll is held or placed in an upright position, horizontally, or upside-down. For example, a position sensor comprises a metal ball that closes by weight one of three electric circuits according to the position in which the whole toy is held.
An example of the aforementioned additional sensors and their conesponding registered states or occuπences is described in Table 37. Table 37. Example of toy sensors
Figure imgf000327_0001
Figure imgf000328_0001
In accordance with another prefened embodiment of the present invention, a networked interactive doll is placed on a stand. Preferably, a toy can be either placed on such a stand or removed from it. Alternatively, a toy is fixed to a stand that serves as a base unit for the toy's functioning. For example, the aforementioned computer radio interface and/or speaker and microphone are located on such a base unit.
Preferably, the Toy content conesponds to toy position and sensor's indications. Typically, a networked interactive doll responds to a variety of ways in which its user plays with it, such as, for example, the position into which a user moves her doll's arms. Fig. 273 shows an example of a toy's response to various occunences, which it is capable of registering.
Preferably a toy responds to being touched and/or stroked. Preferably a toy responds with motion to being verbally addressed. A toy preferably recognizes its user, for example, by voice recognition. Preferably, a doll responds in a specific meaningful way to specific positions into which parts of its body are placed. For example, if a user holds both anns of her doll, the doll suggests dancing and downloads from the Internet her user's prefened type of music.
In a prefened embodiment of this invention, a doll responds to being dressed up in a specific type of clothing. For example, the type of clothing suggests a type of career (see Fig. 276). In another prefened embodiment of this invention a toy responds to being placed over a specific type of furniture.
A networked interactive doll may initiate conversation on typical issues.
Although in a networked system of toys any type of content can, in principle, be downloaded to any type of toy, it is prefened that content be appropriate to a toy's character. In a prefened embodiment of the present invention a networked interactive doll initiates conversation on typical issues including, but not limited to, fashion, dating, shopping, career and the like. Scripts for such conversations are preferably designed to address both entertainment and educational purposes. For example, a doll may adopt a typical teenager's point of view that is at the same time, however, attuned to the age of the doll's user. Thus, while attracting its user's attention a doll can also raise her awareness of other issues. For example, a discussion about going on a diet leads to discussing health food (Fig. 274). Interaction between a doll and its user over such issues preferably includes embedded advertising and discounts. Fig. 275 shows an example in which a conversation that begins with dating, moves on to sports activity and ends with adverting sun-protection products.
A networked interactive doll may act as a reminder and organizer. In a prefened embodiment of this invention an interactive doll gives its user reminders of things-to-do and/or places-to-go. Such reminders are preferably appropriate to a toy's character. Thus, for example, an interactive Barbie-type doll-like doll gives reminders to Pop events on TV.
In a prefened embodiment of this invention, a toy gives reminders to its user in conjunction with the user's schedule. For example, parents input a child-user's schedule using special software downloaded to a personal computer. The doll gives its user reminders of scheduled things-to-do and of how to fill in vacant time. An interactive toy acting as an organizer was discussed in greater detail in a US provisional application entitled "Voice Diary" sent for filing on April 6, 2000.
A networked interactive doll may help its user to make e-commerce purchases. In a prefened embodiment of the resent invention a networked interactive doll helps its user to make e-commerce purchases. This function can assume a variety of forms depending on a user's age and level of computer literacy. For example, a user wants to buy a certain product, and her doll finds an appropriate web-site for her without the user having to use a personal computer. Alternatively, a doll can browse between web-sites for its user and help her choose between items shown for sale on a computer screen. Preferably, user's parents authorize a doll to make purchases for its user with a prepaid amount of money. Alternatively, parents' permission is preferable for any particular purchase. An example of a doll helping its user to make an e-commerce purchase is shown in Fig. 276.
A networked interactive doll may help its user to send and receive e-mail messages. In a prefened embodiment of the. present invention a networked interactive doll helps its user to send and receive e-mails. Depending on a user's personal details such as, for example, her age, this fimction can assume various forms. For example, sending, storing and receiving oral messages between friends. Or, for example, sending written messages between a child- user and adult relatives. It is prefened, in such cases, that a doll not merely handle the e-mail procedure but also illustrates to its user modes of polite behavior. An example of an interactive doll helping its user to send and receive e-mails is shown in Fig. 277.
Authoring Tool for Interactive Toys
In another prefened embodiment of the present invention includes an authoring tool that allows time synchronized script writing of actions for an interactive toy whereby: 1) Toy hardware limitations are taken into account; and 2) A simulator is provided whereby toy synchronized speech and motion may be previewed. A suitable instraction file in accordance with a prefened embodiment of the present invention is now described with reference to Figs. 143 and 144.
Action Sound Synchronizer
Introduction
The Action Sound Synchronizer, or Sync for short, is an intuitive visual tool for creating sequences of motion synchronized with sound files. The Sync enable content creators to easily produce high quality animations with any of Creator's dolls.
The Sync format enables the user to import a wave sound file and to create a perfectly matched set of motions.
The software includes a range of editing tools, undo capability and an animated preview.
Contents:
1. General view of the interface
2. The Actions Panel
3. The Construction Panel
4. The Preview Panel
5. The menus
6. Starting a new set
7. Adding a motion
8. Pushing a motion
9. Inserting a motion
10. Overlaying a motion General view of the interface
The Sync interface is based around three major windows. The first window, the action window, displays the unique feature of the doll we are doing the sync for. On the right side are the actions the doll is capable. Next to it is a pie diagram indicating the cunent movement and the action route to the desired action.
The action panel is shown in Fig. 143
Construction panel
The second main panel is the main construction panel, shown in Fig. 144. In this panel the user edits and ananges the actions with the wave file.
Construction panel:
Main tool bar:
The construction panel toolbox holds a set of editing tools to enable the designer in the managing and editing of action files.
The buttons are:
Select: a pointer function to select elements on the screen.
When this button is pressed the system is in select mode. The user just points and click on the selected item. When object is selected it can be dragged and dropped at a new location. This is the default setting.
Push: selects an action to be pushed or dragged back over a channel. A pushed object reaπanges the entire sequence of elements in a relative manner. The user clicks the item to be pushed and while holding the mouse down he drugs it to a new location. Push relocates the entire chamiel from the selected object to the end of the time.
Insert: inserts an action between two set actions. It reananges the actions relatively.
On the construction plane the user activates the insert mode, then he drag's and drop's the selected action to the new location, the system will insert the segment at the new place by pushing forward all the following actions. When the user drag's a new action from action panel, the system is automatically in insert mode. The user drag's and drop's the selected action onto the chosen channel.
Overlay: overlay places a new action over an already set action on the time line.
This operation deletes the old action and reananges the time line to fit the new sequence.
The user presses the override button, he then drags and drops an action from the construction panel or from the action panel onto the channel.
Zoom: zoom in or out the relevant section of the construction panel.
Delete: deletes the selected action from the construction plane.
Play: run the preview function in the preview window. Change wave: change the working wave file or the text-to-speech set. This button opens the change/import Wave dialog box.
The preview panel
In the preview panel the user can watch a simulated presentation of the action sequence.
Next to the preview window is an information window giving the user relevant information about the wave and animation being played. At the bottom are regular video control buttons.
The main menu: .
File menu:
New - (ctrl-N) new option starts a new work session. After choosing new from the file menu the user will be prompted to choose the doll he will do sync for. After the doll is set the user must choose a wave file or a text to speech set.
When all the options were set a new construction plane is opened.
Open- (ctrl-O) opens a saved project with all its settings.
Save- (ctrl-S) save a project file
Saves as- (ctrl + shift - S) save a project file under the name and location the user choose.
Export actions- (ctrl-E) saves an action sequence file.
Import actions- (ctrl-I) imports an action sequence file.
Exit- (alt-x) exit program.
Edit menu
Cut - (ctrl-X) cut an element to the clip board
Copy- (ctrl-C) copy an element to the clip board
Paste- (ctrl-V) paste element to the selected time
Push- (P) push or drag back a selected element
Insert- (Insert key) insert an element at the selected time
Override- (O) ovenide an element by selected action
Delete- (Delete key) deletes an action from the construction panel
View menu
Actions panel- (1) display the Actions panel
Constraction panel-(2) display the Construction panel
Preview panel-(3) display the Preview panel
Zoom in-(ctrl - +) zoom in Construction panel Zoom out- (ctrl - -) zoom out of Constraction panel
Zoom all- (ctrl - Z) zoom all of Constraction panel
P peview - (ctrl -spacebar)
Stop preiew (ctrl -spacebar)
Starting a new set of actions
Choose from the menu bar the file menu.
Choose new
A dialog box opens
Choose the doll you plan the actions for.
After you sellect the doll, press ok.
After the doll selection, a file browser pops up, asking the user to sellect a wave file for editing.
When the doll and wave file are set, a new constraction panel and will be set and the action panel will show the sellected doll actions.
When the Sync software is launched from the IDE, the software starts with a doll and a wave selected!
Adding an action
To add an action the user drags and drops a selected action from the action panel of Fig. 143 to the constraction panel of Fig. 144
1. The user clicks on an action in the action list, the action is displayed on the wheel. The display indicates the selected action location on the wheel and the too roots from the cunent time position to the selected action.
2. The user chooses the root of the wheel by clicking and dragging from the wheel to the constraction channel.
Pushing an action
To push an action in one of the action channels on the constraction set, first press the push button:
When in push mode, pick the action you want to push and drag it to the new location. All actions from the selected one till the channel end will be pushed relatively to the drag.
Inserting an action
To insert a file, first press the insert button: - When in insert mode, drag the action you wish to insert from its location on the constraction panel or from the action panel to the location you wish to insert it. Upon releasing the mouse button the computer will adjust all other actions in relative mamier. Overlaying an action
To overlay an action press the overlay button:
When in overlay mode, drag the action you wish to overlay to the intended location on the channel. The software will indicate over the actions that are already on the channel where you are deleting an action from the channel. Dragging of actions can be done from the action panel or of one of the actions in the constraction channels. Be careful! Overlay will remove any action upon which you will place a new action.
Networked interactive toys are capable of a variety of actions including, but not limited to, speech and movement of body parts. In addition, such toys are capable of receiving input from their environment in a variety of ways, such as, for example, speech recognition and use of touch sensors. Thus, an interactive script preferably includes sections of toy speech and motion, as well as sections, possibly in the form of interraption of response to a user's statement and/or other actions of a user that can be sensed by a toy.
Fig. 278 schematically shows an example of a personal computer system of toy control that comprises a script-writing environment. In this example, scripts may be either downloaded from a network or generated through script writing software installed on the personal computer itself. In either case, speech and motion sections of a script are typically provided in a format suitable for input to a toy control engine, for example, software installed on a personal computer. The toy control engine transmits the speech and motion segments to a toy, typically wirelessly through a radio base unit. These segments are received by the toy control device that accordingly activates the toy's one or more speakers and/or one or more motors. At the same time, user's input through a microphone and/or one or more toy sensors is passed on to a toy control device to be transmitted to the personal computer. This input is wirelessly received by the control engine through the radio base unit and is fed back to a ranning interactive script.
Referring again to Fig. 278, the authoring tool described by the present invention and designated "motion editor" in the present example forms a part of the script writing software, such as for example .the Living Object Scriptwriter (Trademark of Creator Ltd.) of the Interactive Development Environment (IDE - Trademark of Creator). The IDE is described in detail in a US Patent Pending entitled "Script Development Systems and Methods Useful Thereof filed on March 3, 1999 (Application no. 09/225136). The Scriptwriter enables a user to generate interactive scripts using successive portions of toy actions such as, for example, speech, movement and listening to a user's speech. The feature that uniquely characterizes the authoring tool described by the present invention is that it allows generation of time lines of synchronized speech and motion. In this way it allows fuller employment of the opportunity typically offered by toy hardware to combine simultaneous speech and motion.
An authoring tool provides a graphic display of a wave-file. A synchronized timeline of speech and motion generated by the authoring tool described by the present invention typically comprises a wave-file, namely a computer file of compressed toy's speech. Normally an authoring tool imports an existing wave-file in order to combine it with toy motions. An authoring tool preferably also allows its user to generate a new wave-file either from taped speech of human voice or from text converted into machine speech using text-to- speech software.
Typically an authoring tool provides a graphic display of a wave-file whereby speech is presented as a function of time. This enables a user" to ascertain exactly what a toy is supposed to be saying at any given point of time along its script time-line. For example, a user places a cursor at a prefened point along a speech graph and listens to what a toy says in the next two seconds. Other ways of scanning a time-line are discussed below. This allows a precise synchronization of toy speech and motion as detailed further below.
An authoring tool allows superimposition of toy motions on a wave-file graph. A synchronized time-line generated by the authoring tool described by the. present invention typically comprises a motion file. A motion file comprises a sequence of toy motions that are superimposed on a conesponding wave-file in a time-synchronized way.
In a prefened embodiment of the present invention an authoring tool allows superimposing motions appropriate to a given type of toy on a wave-file graph. Preferably, each motion of a toy is inserted into a time nibble graphically designated on the graphic display of a time-line. The length of a time nibble is typically dependent upon toy hardware, namely equals the time lapse preferable in order to perform the motion in question. For example, if all motions of a given toy type require the same time lapse, then all time nibbles on a time-line graph are likewise of the same length. In such a case, time nibbles are preferably designated in advance on the time-line graph. Otherwise, a time nibble is drawn at a particular point on a time-line graph in a way depending on the motion selected by a user to be superimposed at that particular point. By inserting a toy motion into a time nibble a user synchronizes it with a conesponding, parallel section of toy speech. Fig. 279 shows an example of a graphic display of a synchronized time-line.
An authoring tool takes into account toy hardware limitations. Toy hardware imposes various limitations on the way a motion file can actually be canied out by a toy. For example, toy hardware determines not only a toy's types of motions and the time lapse prefened to perform them but also the way in which a number of motions can be carried out in a sequence. The authoring tool described by the present invention typically allows generation of a motion file only if it can be carried out by the type of toy in question. In order to illustrate this point, the SmartAlex (Trademark of Creator Ltd.) alternatively called Storyteller (Trademark of Creator Ltd.) can serve as a concrete example (The Storyteller was described in detail in a published PCT WO 99/54015 entitled "Interactive Toy" filed on April 15, 1999). Figs. 280A and 280B show the exterior and the internal structure of a SmartAlex type of toy respectively. This type of toy is capable of the following motions: open close mouth, open/close lids, move eyes to the left/center/right. These motions are performed by a single motor of a rotational sequence of states schematically shown in Fig. 281. The motor has ten states each conesponding to a certain motion or a combination of motions (in the case of state 1). The motor can rotate in either direction, and the time lapse preferable in order to perform each motion is a half of a second. The motor can switch from one state to another, only by moving through the whole sequence of states between them (in either direction). Thus, for example, the 'last performed motion was "lids closed" (state 10) and the next motion prefened by a user is "eyes left" (state 6) with lids remaining closed. Then the only possible sequence of motions is "eyes center", "eyes right", "eyes center", "eyes left", namely four states, numbers 9 to 6 counter clockwise, requiring two seconds in order to be perfoπned.
In accordance with a prefened embodiment of the present invention designed for this particular type of toy, an authoring tool typically takes into account the hardware limitations described above. Thus, to continue the aforementioned example, if the last motion inserted by a user was "lids closed" and the user selects "eyes left" as the next motion to be performed, then the authoring tool will pursue the following sequence of actions. Firstly, the authoring tool will show its user that such a motion cannot be inserted in the immediately following time nibble. Secondly, the authoring tool will show its user the nearest time nibble where the said motion can be inserted, namely the forth ahead in the present example. Finally, ifthe user indeed inserts the motion "eyes left" in the forth nibble, the authoring tool will automatically fill in the tliree vacant time nibbles with the appropriate motion prefened in order to complete the sequence in accordance with the toy hardware.
It is appreciated that an authoring tool can similarly take into accoimt toy hardware limitations given any other embodiment of an interactive toy.
An authoring tool provides a simulator for previewing a toy's synchronized action sequence. Once a synchronized time-line of toy speech and motion or any portion of such a time-line has been generated, it can be acted out by the toy. In a prefened embodiment of this invention, a time-line can be played by a simulator on a computer screen. It is prefened in such a case that a computer image of toy be reality-congruent and allow a genuine display of toy motion using high quality computer graphics. In another prefened embodiment of this invention a synchronized time-line can be played in a variety of ways including, but not limited to, continuous, nibble by nibble (namely action stops after any time-nibble awaiting a user to request for its continuation), forwards or backwards.
An authoring tool allows the editing of a time-line file. Once a time-line has been acted out by a toy, or previewed using the aforementioned simulator, or at any other time, an authoring tool typically enables its user to edit a synchronized time-line file in a variety of ways including, but not limited to, the following. An authoring tool allows deleting one or more motions, inserting a new motion between two successively filed ones, pushing a sequence of one or more motions one or more time-nibbles forwards or backwards. In another prefened embodiment of the present invention, a sequence of motions is imported from an existing motion-file and inserted as a portion into a newly generated motion file. In yet another prefened embodiment of the present invention an authoring tool enables its user to insert a starting point for a motion sequence at any point along the wave-file. In other words, a user can detennine the exact point in time where the first time-nibble begins. This allows synchronizing a motion with the smallest prefened fraction of a word spoken by a toy.
Fig. 282 shows an example of a computer screen display of an authoring tool. The display comprises four windows: A time-line display on which motions are superimposed on a wave-file graph; A motion menu from which motions are selected in accordance with toy type; A synchronizing menu that provides a variety of editing functions; And a preview window comprising a simulator and a variety of scanning functions. A function selected from one of these menus preferably opens a window for selecting further options. For example, selecting a text-to-speech option in the synchronizing menu opens another window whereby a user can enter a text, convert it into speech and generate a conesponding wave- file.
Fig. 283 shows an example of a procedure for generating, previewing and editing a synchronized time-line file of toy speech and motion.
An authoring tool allows synchronizing any number of parallel action sequences. The authoring tool described above was mainly-discussed in its action as a motion editor, namely as a tool for synchronizing a sequence of motions with a single time-line wave-file. It is appreciated, however, that the same synchronizing method described by the present invention can also be used for generating a synchronized time-line comprising any number of parallel wave-files and/or motion-files and/or sequences of any other toy actions such as, for example, digital video frames.
Thus, in a prefened embodiment of the present invention an authoring tool allows synchronizing motions of two or more motors of the same toy. This enables a user to more fully employ a toy's capability for parallel motions while generating scripts. In another prefened embodiment of the present invention interruptions by sensor/s and/or microphone/s input are precisely synchronized with toy speech and/or motion. For example, a toy addresses its user with a rapid sequence of trivia questions, and the user has a very short period of time in which to give an answer. The sequence advances continuously until a conect answer given within the allowed period of time creates a jump into another script.
In another prefened embodiment of the present invention, an authoring tool is used in order to synchronize two or more toys that perform coordinated actions. For example, two or more toys sing in a choir. Or, for example, two or more toys act out a rapid conversation that requires precise synchronization of the participating parts. Or, for example, one or more toys sing while one or more other toys make body motions and/or emit flashes of light in the same rhythm. In another prefened embodiment of the present invention, the two or more toys whose actions are synchronized may or may not be present at the same location, thus enabling coordinated games between users at distant locations.
In another prefened embodiment of the present invention, one or more toys equipped with a video camera supervise a race with one or more runners. The toy acts as a starter using a script of synchronized speech, arm movement, gun sound, and video frames. Fig. 284 shows an example of such a synchronized time-line. The synchronized video frames are used to detect false starts or any other cause for interruption of the starter script. For example, if one or more ranners move during the last two seconds prior to the "go" command, this causes a jump to an alternative script in which the toy announces a false start, and the whole process starts from the beginning. Another toy takes synchronized video frames of the finish line and thus announces the result of each runner. In another prefened embodiment of this invention, the same toy is moved by a shorter route from the starting to the finish line during the race, and thus fulfils both the functions of a starter and of a photofinish camera.
An authoring tool is adjusted to suit an unskilled user, including a child. In a prefened embodiment of this invention, users can use the authoring tool and simulator to write their own content. It is therefore prefened that any of the ways of using the authoring tool described by the present invention be available not only to specialists in content development but also to ordinary users of a networked system of toys. Writing their own content can be especially pleasurable for children, and at the same time constitutes an educational challenge.
A simulator as described by this invention can be used as part of a security system. For example, parents can view content intended for children using the simulator before the said content is sent to a toy. In a prefened embodiment of this invention, parents may choose to view said content using the simulator either on the user's home' computer or on any other computer on a network, for example, on a computer at parents' work place.
Fig. 285 shows example of a computer screen display of an authoring tool in accordance with another embodiment of this invention.
User interface for networked interactive toys
A further prefened embodiment of the present invention contains a user interface for Networked Interactive Toys. Interactive toys preferably have sensors and actuators which allow tactile, kinetic and other forms of interaction with a user. Interactive toys are preferably connected to at least one interactive toy server which is preferably comiected to entertainment, education and sales promotion servers possibly via Internet communication systems utilizing, for example, telephone lines, coaxial cables, satellite or other broadband systems. Interactive toys are preferably connected to a computing device such as a home computer or an Interactive Television set-top box via a wireless link.
A user interface for Interactive Toys opens with a screen displaying icons leading to the six major elements featured in an Interactive Toy Environment. These- include: Toy Check, Registration, Scheduler, Club, Internet Library, and Player. (See Fig. 289A).
Selecting the Toy Check icon opens a Toy check screen (Fig. 289B) which allows a user to check the global connections between the computer, base station and toy as well as the various functions of the toy including: battery status, audio, volume, movements, and sensors.
Selecting the Registration button opens the Registrations screen (see Fig. 293C) which has two buttons, Registration Form and Interests. The Registration form button opens a screen where the user fills in personal information prefened for registration with the Interactive Toy Server (see Fig. 293B). The Interests button opens a list on which the user checks personal preferences (see Fig. 294). This information from the Interests list sets the criteria used by the database to send appropriate content to the user.
The Scheduler button opens a Plan and Play screen (see Fig. 292) which permits the user to schedule the date and times for selected content to be played via the toy or activities to be activated. The Today's Date, button allows an activity to be played on the cunent day. These activities can be once-only or repeated at selected intervals by day, week or month. The toy can also be deactivated at selected times via the scheduler. For example, a user might schedule a story downloaded, from the Internet to be played every evening at bedtime or for the toy to play a pre-recorded reminder about a dental appointment. The user can schedule the type of content to be played: a script, recording, or text to speech message.
The Club button opens a Mail screen with two buttons (see Fig. 296). The Send button opens a Send Mail screen (see Fig. 299) allowing the user to send a message to a friend's doll or computer. A written message, a sound recording or an interactive script may be' sent. The date and time that the message is to be played can also be set. For instance, a birthday greeting could be set to be played by a friend's doll on the appropriate day. The Get mail button opens the user's Inbox allowing the user to receive mail from a friend or a friend's doll (see Fig. 300). The user can access a personal Address Book from the Inbox screen (see Fig. 297). The user can accept or block messages by adding or deleting the names of friends and their toys listed in the Address book (for the screen displays of these functions, see Fig. 298A and 298B).
Selecting the Internet Library button permits the user to download content such as jokes, stories, songs, and games from the appropriate internet server (see Fig. 295).
The Player button opens the Player screen (see Fig. 291) which allows the user to play content,' such as that downloaded from the server or that scripts that the user has written or received from friends. It contains a button allowing the user to select a category of script, for instance fairytales, scroll through a category, as well as a window showing a brief description of the selected content.
Installation - Setup
Installation
Insert the installation CD into the CD-ROM driver. The installation program will start automatically.
Click "CREATOR IDE" to start installation. Once the installation window has opened click Install to start the installation process (see Fig. 286):
1. Make sure that the destination folder is c:\creator ide and click next.
2. Insure the chosen default Setup Type is Typical and click next. 3. Check that the program folder is "Creator IDE" and click next.
Installation is now in progress and will talce a few minutes to finish. Click Finish to end the installation process and then Click Exit.
Setup
Click the Smart Alex Environment icon on the desktop to load the system Engine and the Environment window. The Setup window will open (see Fig. 287).
Follow the Setup instractions (plug the cable of your base station to the serial port of the computer, connect the transformer wire to the base station's outlet and plug the transformer into an electrical socket) and click check.
If the Toy Connection window has opened, then the computer succeeded in finding the Base Station. Check the appropriate Passed box on your testing form.' If a message appeared on screen, saying: "Base not connected", recheck all the base connections. Make sure, also, that the re Base light is on and click check again.
Once the Toy Connection window has opened enter your Toy ID in the appropriate box and Click check (Fig. 288).
If the Toy was found the SmartAlex Enviromnent window has opened, check the appropriate Passed box.
If a message appears on screen, saying "Toy not detected", make sure that the Toy is awake/on and that you have entered the conect ID. Click check again.
Check Toy
(See Fig. 289b)
At this stage we'll check the Toy's basic functions.
Comiection:
1. Click Base Station. The computer will search for the Base Station. If the message appearing on screen is "Base connected", check the appropriate Passed box. If the message is "Base not connected", make sure all the Base connections are conect and click the Base Station icon once more.
2. Click Toy Connection. If the computer finds the Toy and a message appears on screen, saying: "Toy detected", check the appropriate Passed box. If the message "Toy not detected" appears, make sure that the Toy is awake and re-click the Toy Connection icon.
3. Click Internet Connection. If your computer connection to the Internet is set properly a message will appear, saying: "Internet connected". If the message you received is "Internet not connected" make sure that your Internet connection is set properly and click the Internet Connection icon again.
Audio
There are 3 modes in which the audio functions are to be tested:
Toy and Base are both connected.
Toy is asleep/disconnected and Base is connected.
Base is disconnected.
The first check is the Toy's speech device. As above, this function is to be tested in 3 modes:
Make sure that the Toy and the Base are both connected and click the Talk icon. The Toy should say: "Hello everybody, I'm alive." Check the appropriate Passed box. If the Toy doesn't talk, check the appropriate Passed Box. If the Toy doesn't talk, check the appropriate Failed box.
Put the Toy to sleep by simultaneously squeezing the sensors on both its hands and waiting until 2 beeps are heard. Make sure that the Base is connected. Click the Talk icon. A message box will appear saying: "No communication with Toy: Smart Alex". If so, check the appropriate Passed box. If another message, is shown, or no message is shown at all, check the appropriate Failed box and write the message that appeared, if any, in the remarks line.
Disconnect the Base station by unplugging the serial port cable. Click the Talk icon. A message should appear on screen saying: "Base station is not connected". If that is the message, check the appropriate Passed box. If another message is shown, or no message is shown at all, check the appropriate Failed box and writes the message that appeared, if any, in the remarks. line.
The second check is the Toy's speech recognition device. This check is to be performed in the same way as the Talk check above:
1. Make sure that the Toy and the Base are both connected and click the Listen icon. The Toy will ask you: "Please say, Red or Blue?". Say either one of the colors. In reply, the Toy will say "<color> is <color>" (for example, if you chose red, the computer will say "Red is red"). Check the appropriate Passed box. If this check was not performed as described, check the Failed box.
2. Put the Toy to sleep by simultaneously squeezing the sensors on both its hands and waiting until 2 beeps are heard. Make sure that the Base is connected. Click the Talk icon. A message box will appear saying: "No communication with Toy: Smart Alex". If so, check the appropriate Passed box. If another message is shown, or no message is shown at all, check the appropriate Failed box and write the message that appeared, if any, in the remarks line.
3. Disconnect the Base station by unplugging the serial port cable. Click the Talk icon. A message should appear on screen saying: "Base station is not connected". If that is the message, check the appropriate Passed box. If another message is shown, or no message is shown at all, check the appropriate Failed box and write the message that appeared, if any, in the remarks line.
The third check is the Toy's Recording device. Once more, this check will be performed in 3 modes:
1. Make sure that the Toy and the Base are both connected and click the Record icon. The Toy will say: "Please say something after I finish talking". Follow the request and speak a few words. The Toy recorded your words and will play them when the recording time is over. If so, check the appropriate Passed box. If this didn't occur, check the appropriate Failed box.
2. Put the Toy to sleep by simultaneously squeezing the sensors on both its hands and waiting until 2 beeps are heard. Make sure that the Base is connected. Click the Talk icon. A message box will appear saying: "No communication with Toy: Smart Alex". If so, check the appropriate Passed box. If another message is shown, or no message is shown at all, check the appropriate Failed box and write the message that appeared, if any, in the remarks line.
3. Disconnect the Base station by unplugging the serial port cable. Click the Talk icon. A message should appear on screen saying: "Base station is not connected". If that is the message, check the appropriate Passed box. If another message is shown, or no message is shown at all, check the appropriate Failed box and write the message that appeared, if any, in the remarks line.
Set Volume:
Click Set Toy's Volume. The volume setting window will open (See picture nr 5). Click Read Toy's volume level. In the "Set volume" box you will see the Toy's volume level on a scale from 0 to 3 (3 being the highest level). Now, change the Toy's volume level to 3 and click Set volume. A message will appear on screen, saying: "Volume set". Click Cancel to return to the Toy Check window. Click the Talk icon and listen for change in the Toy's volume level. If this check was performed as described, check the appropriate Passed box. If while setting the volume level you've got a message saying: "Volume set failed" make sure that the Toy is awake and re-click Set volume. If still volume setting failed, check the appropriate Failed box.
Battery Voltage:
This check tells you the Toy's battery voltage. Click Battery. A message will appear on screen, saying "Battery voltage: ( ). Battery voltage is o.kΛLow". Check the appropriate Passed box. If no message is shown, check the appropriate Failed box.
Movement
Click Eyes Closed. The Toy will close its eyes. Check the appropriate Passed box. If the movement was not sensed, check the appropriate Failed box.
Click Eyes Right. The Toy will move its eyes to the right. Check the appropriate Passed box. If the movement was not sensed, check the appropriate Failed box.
Click Eyes Left. The Toy will move its eyes to the left. Check the appropriate Passed box. If the movement was not sensed, check the appropriate Failed box.
Sensors
Click Right Hand. The Toy will say: "Please press on my right hand". Squeeze the Toy's right hand sensor. In reply the Toy will say: "I felt that". Check the appropriate Passed box. If the Toy answered: "I didn't feel anything" re-do this check. If the Toy still answers: "I didn't feel anything", check the appropriate Failed box.
Re-do this check with all the Toy's sensors in the same way as described above and check the appropriate box (Passed, Failed).
Player
(See Fig. 291)
Click Exit to return to the main screen. Click Player to open the Player window. . Choose the Test category in the Select Category box. In this category you'll find 5 different test scripts. Run these scripts as follows (to run a script place it in the middle of the script box):
1. TTS (Text to Speech)- Choose this script and run it by clicking the Play icon. The Toy will say the following: "Do you want to play? I want you to play with me". Check the appropriate Passed box. If the Toy did not talk, check the appropriate Failed box. Add remarks, if any, regarding the sound quality.
2. WAV- Choose this script from the script box and click the Play icon to nm the script. The Toy will speak a recorded text as follows: "If you want to play the Jumbo story, press my nose, squeeze my hand and squeeze my foot in the right order". Check the appropriate Passed box. If the Toy didn't talk, check the appropriate Failed box. Add remarks, if any, regarding the sound quality. 3. Test - Choose this script from the script box and click the Play icon to ran it. The computer will ran a conversational testing script. The Toy will say: "Say yes when you see my eyes light up". Do as requested and say "yes". The Toy will once more say: "Say
, yes again when you see my eyes light up." Do as requested again. Now the Toy will say: "Say ok when you see my eyes light up." Do as requested. The Toy will ask once more: "Say no again when you see my eyes light up." Say ok. At the end of this test the Toy will announce how many times it recognized each word. "The number of times I recognized the word yes/no/ok is... (0,1,2)." Fill in each box (yes, no, ok) with the appropriate value (2,1,0).
4. Background test- Choose this script and click the Play icon to run it. Open an application (such as Internet Explorer, Excel, Word, etc.) from the start button. Once the application is running on the screen touch one of the Toy sensors on the right or left hand (the position of the sensors is indicated with a large dot). The computer will ran the same script as in subsection c above (the Toy will ask you to say: "yes", "no", or "ok" twice. Follow the instractions. At the end of the test, the Toy will announce how many times it recognized each word (twice, once, none). Fill in each box (yes, no, ok) with its appropriate value (2,1,0).
5. CNN- Choose this script and click the Play icon to run it. The computer will enter the web and open the CNN homepage. Check the appropriate Passed box. If the computer does not enter the web, check the appropriate Failed box. (Make sure you are properly connected to the Internet! !)
6. Now choose Storyteller category from the Category list. From this category choose the script Open and play it. The Toy will ran a sample script. Listen to the script and act accordingly. Check the appropriate Passed box. Or, if the script didn't play, check the appropriate Failed box.
Scheduler (See Fig. 292)
1. Return to the main Environment screen (click Exit). Click Scheduler.
2. In the Scheduler table choose the box that fits the cunent date and time and click it (note that you can't schedule in the past). The scheduling window will open.
3. In this check, we will test the three different types of scheduled tasks: Script, Voice message, Text message:
4. Script- Click the Script icon. A dialog box will open. From the "Examples" folder choose one of the scripts, select it and click Open to schedule it. Adjust the time you want to hear the script (1-2 minutes ahead of the present compute time). Click OK. The Script icon will appear in the box. If the script plays at the scheduled time, check the appropriate Passed box. If not check the appropriate Failed box.
5. Voice message- Click the Voice message icon. A dialog box will open. From the Examples folder choose one of the wav files, select it and click Open to schedule it. Adjust the time you want to hear the voice message (1-2 minutes ahead of the present computer time). Click OK. The vice message icon will appear in the box. If the Voice message plays at the scheduled time Check the appropriate Passed box. If not check the appropriate Failed box.
6. Text Message- Click the Text message icon. A text box will open. Fill in any message you want to schedule and click OK. Adjust the time you want to hear the text message (1-2 minutes ahead of the present computer time). Click OK. The text message icon will appear in the box. If the text message plays at the scheduled time check the appropriate Passed box.. If not check the appropriate Failed box.
Registration (See Fig. 293b)
1. From the Environment main screen click Registration. Click the Registration Form icon to enter the form window.
2. Fill the form according to the following required details:
3. User ID: Johnny 1
4. Password: PASSJO
5. Retype Password: PASSJO
6. First Name: Johnny
7. Last Name: Broom
8. Gender: boy
9. Birthday: 1/19/1985
10. Language: English
11. Coimtry: United States
12. State: Delaware
After filling in the form conectly, click Submit. The foπn is then sent to the company server and added to the user Database. A message will appear, saying: "Registration succeeded". Check the appropriate Passed box. If a message appears, saying: "Connection to server failed ( )"; "Registration failed", check that your Internet connection is properly set. If the connection is OK, and you still can't perform the registration, check the appropriate Failed box.
Interests
(See Fig. 294)
1. After successfully completing the Registration form procedure, click Interests in the Registration window. The Interests list will appear on the screen.
2. Choose the following categories from the list: Nature, Football, Playing Football.
3. Click Submit. The chose categories will be sent to the company server and attached to the form you have just filled in. A message will appear on screen: "Update succeeded". Check the appropriate Passed box. If a message appears, saying: "Connection to server failed"; "Update failed"; check that your Internet connection is properly set. If the coimection is OK and you still can't perform the registration, check the appropriate Failed box.
Club (See Fig. 296)
In the Environment main screen click Club. Once you have entered the Club main screen, click Send to enter your address book (See Fig. 297).
In the Address book window, click Add. The "Add a new friend to my list" window will be open (See Fig. 298a). In this check you will add yourself to the address book as if you are a new friend. Fill in your own user details as required:
Enter the ID number of your Toy.
Type in the family name, as given in the Registration form.
Choose the country as given in the Registration form.
Choose the state as given in the Registration form.
Click OK. If you and your Toy are now part of the address book check the appropriate Passed box. If not check the appropriate Failed box.
Click your name in the address book. "Send Mail" window will be open (See Fig. 299). Click Attach message. Type in a message in the text box and click Add To Message. The "Send Mail" window is back on screen and a TTS icon is now attached to the lower text box. Click Send. Your message will be sent to your Club account and you'll receive a note once the message is received by your account. Check the appropriate Passed box. If the sending process failed check the appropriate Failed box. Close the Address book window and return to the Club main screen. Click Get. The Inbox window will be open. There will be an envelope icon in the mailbox, indicating that you received a new message (See Fig. 300). Click the icon to open the message. In the open window click on the TTS icon to open the message and click Play to hear the message. If the received message can be heard Check the appropriate Passed box. If not check the appropriate Failed box.
Return to the Club main screen and click Send. Click your user name in the address book. In the "Send Mail" window click Attach Script. A dialog box will pen. Double-click "Joke3. script". The script will be attached to your message and the script icon will so indicate. Click Send. Your message will be sent to your Club account. TOocheck the received message, click Get in the main screen and follow the same steps as in Section 6 above.
Internet Library
(Fig.295)
1. After filling in the registration requirements return to the Environment main screen and click Internet Library to look for script packages that fit your registration details.
2. The Internet Library window will be open. From the "Select Category" panel choose a package.
3. Place the package in the middle of the box and click Download to download the package to your computer disc. The download process may talce a few minutes.
4. At the end of the downloading process a message box will open, giving details about the package that has just been downloaded. Check the appropriate Passed box. If the downloading process failed check the appropriate Failed box.
5. Exit the Library window back to the main screen and click Player. The package you have just downloaded is now in the Player under the appropriate category.
6. Choose this package by placing it in the middle of the scroll box and click Play to nm it. If the downloaded package can be played, check the appropriate Passed box If not check the appropriate Failed box.
If the received script message can be heard, check the appropriate Passed box. If not check the appropriate Failed box.
The following check can be performed only if you have a microphone connected to your computer (otherwise, go to the next section): In the "Send Mail" window click Attach Recording. The recording window will be opened. Click the "Record" icon to start the recording. Your voice waves can be seen in the recording box. Click Stop when a recording in finished and click Add To Message. The recording will be attached to your message and the vice icon will so indicate. Click Send. Open the received message as described above and listen to your recording. If this check has been performed conectly check the appropriate Passed box. If not check the appropriate Failed box.
In the. "Address book" click on the Toy icon that stands for your user name. The "Send Mail" window will be open once more, but this time you will have the option to play the message at a scheduled time or in AutoPlay (See Fig. 301). Click Attach Script and attach "Joke3. script". Check the AutoPlay and click Send. Once the message has been received by your account (a suitable message will so indicate) it will be played automatically. Check the appropriate Passed box. If the AutoPlay did not function check the appropriate Failed box.
Living Object™ Testing Form
Check the appropriate check box for each test completed (add remarks if necessary) assed oott--passed Remarks
1. Installation
2. Setup
3. Toy Connection
Figure imgf000349_0001
Toy ID:
Connections:
4. Base Station (Check
Toy window) □ D
5. Toy Coimection
(Check Toy window) 3 □
6. Internet Connection α - D
Audio1:
Figure imgf000349_0002
Volume Settinεs:
16. Read Toy's volume Ώ Π level
1 Mode A- Toy and Base are both connected Mode B - Toy is asleep, Base is connected Mode C- Base is disconnected 17. Adjust Toy's volume level D D
Voltage:
Figure imgf000350_0001
Sensors:
Figure imgf000350_0002
D
No
OK
32. CNN
33. Storyteller (Open)
Scheduler:
34. Script
35. Voice Message
36. Text Message
37. Clearing all scheduled tasks
Registration:
38. Registration
39. Changing password
Figure imgf000350_0003
Interests:
40. Interests
Internet Library: 3 α
41. Download
42. Running downloaded 1 script
43. Changing user profile 3 D
44. Changing Interests category 3 D
Club:
45. Adding new friends Ώ D
46. Send Mail: a. TTS message Ώ 3 348 b. Script message c. Recorded message d. Combined
Figure imgf000351_0001
message
47. Forwarding a sent 3 message
A method for integrating home entertainment and home automation systems with interactive toys is now described
A prefened embodiment of the present invention comprises an integrated system of home entertainment and home automation in which one or more interactive toys participates in and/or provides control of household devices including entertainment media, appliances and other electrically controlled household devices. Commercial applications of interactive toys when used in conjunction with the aforementioned system are further described below.
Home automation systems are known in the art. Examples of such systems are described by "Home Vision" of "Custom Solution Inc.", "Home Control Inc.", and "CyberHouse" (trademark). Such systems typically provide a variety of methods of controlling and monitoring household appliances using a home PC, a variety of appliance controllers and sensors, and possibly an Internet connection. With the advent of broadband Internet connections including Interactive TV, Cable Internet as well as Satellite TV and Internet, and direct internet Digital Subscriber Line (DSL) connections the idea of home control has expanded to include systems in which home entertainment (television, video, stereo, DVD etc. ) is integrated with home computing and with home automation systems (appliance control, climate control etc.).
Since Interactive TV systems use a set-top box which contains a powerful processor, it is now possible to provide centralized control from such a set-top box. Furthermore since the set-top box is connected to the Interactive Television system (either via cable, satellite, phone lines or other Internet comiection method) it is possible to integrate all electronic devices in a home with television, movies, entertainment as well as with all forms of Internet content. Furtheπnore it is possible for a user to control such a system from any computer on the Internet so that, for example, a parent at work may control, from a computer at work, which programs his child may watch on television or at what temperature the air conditioning is set. This control can even be done while a user of the system is traveling by using, for example, an internet connection of a cellular phone such as provided by the Wireless Application Protocol (WAP) system. Thus, with such new integrated systems, the television, stereo, movie, appliance, security, climate control, computer, Internet, e- commerce and other home systems all function as an integrated system with applications and functions which are shared between these various systems.
The present invention describes a method of adding yet another element to such a home automation system by including Networked Interactive toys as part of the aforementioned integrated system. As will be appreciated in accordance with the following description, the integration of one or more interactive toys into an integrated entertainment and home automation system considerably enhances the efficiency, entertainment value, commercial value and ease of use of such a system. In particular, interactive toys provide a control interface for home automation that is especially suitable for children. Even for adults, databases kept by a local computer as well as by an Interactive Toy Server as described elsewhere in this document allow automated personalization of home control, entertainment, sales promotion and other material provided by such a system. In this way, interactive toys offer a unique opportunity to enhance the entertainment and commercial value of integrated home entertainment and automation systems.
Fig. 302 schematically illustrates a system described by the present invention. As shown in Fig. 302, such a system typically comprises some or all of the following elements:
1. One or more entertainment devices such as, for example, televisions, stereos, CD players, DVD players etc.,
2. One or more household appliances such as, for example, microwave oven, ordinary oven, refrigerator, washer etc.
3. Climate control devices such as thermostat, air conditioning/heating control, electrical curtain/blind control etc.
4. Other home automation devices such as home alarm, car alarm, garage door control etc.
5. One or more home computer and/or electronic game systems including computer peripherals including joystick, mouse, keyboard (which may be cordless), printer etc. Such computers are preferably connected to a computer network such as the internet either by a phone line or by any other broadband technology such as, for example, a cable modem, DSL connection, fiber optic comiection, satellite connection or by any other means.
6. Interactive Television system including a Interactive Television set-top box connected to an entertainment/telecommunication/computer network such as the Cable TV network, phone system, Internet, Satellite communication system etc.
7. One or more computing devices such as, for example, a home computer or an Interactive Television set-top box whose function is to serve as interface for the system's user/s and to coordinate and integrate the functioning of the various components of the system. 8. An Interactive Toy controlled either by one of the computing devices in the home or by a computing device on a network accessible to the toy. An interactive toy may be controlled, for example, by a set-top box in the home, a home computer, a computer on the Internet either via a direct network connection or, if so equipped, using cellular telephone or other wireless technology to connect directly to the Internet (e.g. the WAP system used in cellular communication). An interactive toy serves several purposes: 1.. It plays an active role in entertainment, education and sales promotion content provided by the system.
2. It provides an interface between a human user and the integrated system described above which is more user-friendly than sitting at a computer terminal.
3. Interactive Toys are preferably part of a global network of a global network of interactive toys which participate- in an integrated living experience combining education, entertainment, sales promotion and home automation.
4. An Interactive Toy server maintains a database of user experiences with Interactive Toys allows personalization of all the elements mentioned above and thus makes the living experience provided by such a system more relevant to an individual user or to a family.
Interactive toys typically connect to a controlling computer in a variety of ways that can be classified into two main categories.
1. A computing device such as, for example, a PC or an Interactive Television set-top box at a home site controls a toy. Thus, for example, a toy may be wirelessly connected to a personal computer or a set-top box that is preferably fiirther connected to an Interactive Toy Server via the Internet.
2. A computer on a network remotely controls a toy via a public communication network. Thus, for example, a toy is connected to a TV set-top box that provides Internet connection thus providing a coimection to a computer on the Internet which controls the toy as well as connection to an Interactive Toy Server. Alternately a toy may contain cellular communication capabilities so that using, for example, the WAP (wireless application protocol) system it may connect to the Internet directly and be controlled by a computer on the Internet.
There accordingly exist two different ways of connecting an integrated entertainment and home automation system to a controlling computer. Fig 303 shows an example of a household appliance controlled by a home personal computer. In this example both the household appliance and an interactive toy are wirelessly connected to a computer. Wireless transmission from the computer's base (designated as RF transceiver in Fig 303) is received by an RF unit on the household appliance (RF 1) that connects to the appliance's controller. Such a controller is typically built into the said household appliance and allows controlling its various functions. In case of devices such as lights or locks, a controller basically sets the device on or off and is preferably connected to the power line rather than built into the device itself. It is prefened that sensors detect the position of a controller, and information about it be transmitted to the controlling computer. It is also prefened in such a case that a computer monitor the state of a household appliance as manually determined by a user. It is further prefened that a controlling computer monitor the function of a household appliance in other ways such as, for example, receiving input from a thermostat within an oven.
The wireless connection shown in Fig 303 is typically employed in the case of interactive toys and allows transmission of both speech and nonverbal control of a toy. However, in the case of a household appliance that is not intended to be moved about, roughly the same functionality can be attained by using a wired link to the controlling computer. In such a case, the RF unit on a household appliance is replaced by a digital interface suitable for receiving transmission from the controlling computer and passing it on to the controller of the appliance.
As further shown in Fig 303, a controlling computer preferably has an Internet connection that allows connection to an Interactive Toy Server (ITS). Typically, such a connection is used, for example, for downloading content for an interactive toy, for providing interconnectivity between toys and for providing relevant information regarding a system to the server. In a prefened embodiment of this invention a computer on an Interactive Toy Server preferably takes part in controlling household appliances. For example, the Interactive Toy Server provides connection to appropriate database records, and a personal computer in the home controls a household appliance in accordance with information retrieved from one or more such database records. This issue is discussed in greater detail below.
In a prefened embodiment of this invention a household appliance is equipped with a microphone and preferably also a speaker. In accordance with this embodiment of the invention, a household appliance both fulfills its normal function and also interacts with its user in a way typical to interactive toys. For example, a user can control the said household appliance by voice and/or be entertained by the appliance. This embodiment of the present invention is described in detail in a published PCT entitled "Apparatus and Method for Controlling Household Appliances" (WO98/4345).
Fig 304 shows another embodiment of the present invention in which a cable TV set- top box is used for connecting a variety of household appliances to a computer on a network. There cunently exist a variety of interactive TV systems with set-top boxes supplied by leading manufacturers such as Sony, Phillips, Scientific Atlanta, General Instraments, Uniview Technologies, Paradise Innovations, Metemet Corporation, Teknema and Eagle Wireless that provide broadband Internet connection over commimication channels that also provide analog and digital television signals. These systems thus allow integration of television and the Internet so that, for example, they allow a user to browse the web via their television sets using, for example, a cordless keyboard and mouse or even just an infrared remote control unit. Such systems are especially suitable for users who do not wish to use a personal computer, or in countries where the best Internet connection are provided by cable operators.
In the example shown in Fig. 304, a set-top box comprising a cable modem is connected to a cable operator that provides both Interactive Television services as well as comiection to the Internet. The internet connection provides connection to a controlling computer which in accordance with this embodiment of the invention is a computer connected to an interactive toy system's server (ITS). The set-top box provides a connection to the TV set as well as an Internet connection for the whole Intranet of household appliances. In addition, the set-top box provides a wireless connection to an interactive toy via a serial port. In accordance with this embodiment of the invention, the computing power is preferably provided partly by the aforementioned computer on the system's server and partly by a processor within the set-top box. For example, the processor on the set-top box manages the home automation Intranet whereas the more complex processing involved in the toy's speech or a "text-to-speech" program requiring a large amount of disk storage or memory may be handled by a remote computer on the system's server.
In another prefened embodiment of this invention, a TV set-top box provides connection to a computer on a network via a wireless communication network such as, for example, a cellular or satellite communication network or wireless Internet connection.
In another prefened embodiment of this invention a home automation system with one or more interactive toys comprises both a TV set-top box and a home personal computer. For example, the set-top box provides an Internet connection for the whole system, whereas the one or more interactive toys are wirelessly connected to the personal computer. Preferably, a personal computer within this embodiment of the present invention has its own Internet connection. This has the advantage of providing coimection to an interactive toy server independently of the cable TV operator. This issue is discussed in greater detail in a section- on the billing mechanism below. This embodiment of the present invention is described in Fig 305.
In yet another embodiment of the present invention a home automation system with one or more interactive toys employs a method for providing Internet connection via power lines.
Many of the features that characterize interactive toys and that were described in the previous sections of tins document have a direct bearing on the issue of home automation. This applies, for example, to the wireless connection of an interactive toy to its controlling computer at a site and preferably further to a more powerful computer on a system's server. Such a wireless connection allows an interactive toy to act as a voice remote control device with enhanced speech recognition.
A networked interactive toy is preferably connected to database records such as a record of weather reports that allow the toy to control household appliances more efficiently. For example, in response to a report on a coming storm a toy causes all windows in a house to close or suggests to its user to close the windows. Tins feature of interactive toys is further enhanced by the connectivity of all toys on a system. Thus, the actions of many toys and their users preferably effect the way any particular toy controls household appliances and devices. Fig 306 describes an example of such a situation. In this example, many users in a certain area have closed the windows in their houses. These users may be users of home automation systems or users of interactive toys who do not use such systems. In either case, a server of a networked system of toys preferably tracks information about the closing of windows. For example, a toy asks its user where the user is going, and receives the answer that the user is going to close a window. In case of users of home automation systems, a system's server preferably automatically tracks information about such occunences. This causes all other toys in the same area that function in home automation systems to check the position of windows in their users' houses. A toy in the present example finds out that the living room windows are open. The toy's primary option is to check a database record of weather reports. However, even if no relevant report of such kind is available, the toy still directs its user's attention to the windows. This situation illustrates how the connectivity of all interactive toys on a system can enhance the efficiency of home automation with such toys.
As described above, an interactive toy preferably collects information about its user and stores such information in a special database record of user profile. It is prefened that an interactive toy function within a home automation system in accordance with a database record of its user's profile. The unique advantage of interactive toys in this regard is that the information stored in the said database record does not relate to home automation alone but to all aspects of the relationship between a toy and its user. An example illustrating this feature is shown in Fig 307. In this example a toy controls an audio player and is requested to download music for a particular user. The toy in this example has two options of finding the type of music that it appropriate for download in such a case. The toy may either check previous cases of downloading music for this user or, in case no relevant information of this type is available, the toy can check any other experience in the course of its relationship with the said user. In the present example, the toy finds out that the user ordered ticket for a rock concert. This example illustrates how an experience encountered in the course of interaction between a toy and its user is used in order enhance the toy's functioning in the context of home automation. In addition, the system keeps track of the ' user's response. Such information is later preferably used for further enhancing home automation as well as any other aspect of the interaction between a toy and its user. This illustrates how the function of an interactive toy in a home automation system may enhance its relationship with its user in all other contexts.
In a prefened embodiment of the present invention an interactive toy functions as an interface for controlling household appliances that is especially attuned to the needs of children. An interactive toy preferably recognizes its user using, for example, a voiceprint. This feature is preferably used in order to allow parents to program in advance which household appliance any child in the family is authorized to use and under what conditions. In a prefened embodiment of this invention, an interactive toy entertains child when the child wishes to use a household appliance he/she is not authorized to use. This is illustrated by an example shown in Fig 308. A child in tins example wishes to use the microwave. The toy checks if the child is authorized to use this appliance. In case he is, the toy helps the child to use the microwave. It is prefened that the toy recognizes the product concerned according to a shopping list that comprises instructions of how to use the said product with a microwave. In case a child is not allowed to use the said household appliance, the toy suggests alternatives and entertains the child if he is upset.
In another prefened embodiment of this invention, an interactive toy sees to it that family members adequately handle household appliances. It is prefened that a toy provide friendly reminders for managing the fimction of household appliances such as, for example, taking laundry out of a washing machine once it has competed its cycle. An example of this function of interactive toys is shown in Fig 8. The advantage of interactive toys in such cases is that they collect information about their users in the course of diverse interaction with them. This feature of interactive toys enables them to provide incentives for handling household appliances in a personalized way. In the example shown in Fig. 309, a toy encourages a user to manage the washing and drying machines by providing entertainment that is specifically intended for this user and promising more entertainment of this kind. The toy has gained this ability to provide such personalized entertainment for its user in the course of the whole of its previous, long-term interaction with this user.
The function of interactive toys as a sales force is fiirther described herein. The integration of interactive toys into home automation systems offers an opportunity to further enhance their usefulness for sales promotion and thus their commercial value in general. In a prefened embodiment of the present invention, an interactive toy activating a household appliance advertises products related to the said appliance. In the example shown in Fig. 310 a toy advertises microwave products while a microwave is being used. Such a method of sales promotion ensures that a user would be informed of new products that he/she is likely to be interested in. As also shown in Fig. 310, a user preferably has an option not to receive advertising.
In another prefened embodiment of this invention a user receives a discount on the power consumed by a household appliance in given period of time, if the user receives advertising related to the function of the said household appliance during the said period of time. In the example shown in Fig. 310, the user activates a microwave for 30 seconds and is billed for only 20 seconds of power supply, since he was willing to listen to advertising during the whole 30 seconds period. This is similar to a method used by ceftular^ communication companies that offer reduced prices for long distance calls to users wli willing to receive advertising to their cellular phones.
A power supply company is connected to a networked system of toys. Any discount a user receives for listening to advertising is registered and the conesponding bill accordingly compiled. The toy system bills the advertisers and pays the power company. In this case, the bill a user receives from the power company is already updated with the discoimts he receives. In another embodiment of this invention, the discount is calculated by a computer on a server of a networked system of toys without connection to the power supply company. In accordance with this embodiment of the invention, the user receives a regular bill from the power company, and receives a reduced bill from the networked system of toys. A networked interactive toy system provides a mechanism whereby users and advertisers are billed according to the route by which content items are sent to toys.
Interactive toys can connect to a network in a variety of ways. Some of these ways are schematically shown in Fig. 311. As can be appreciated in accordance with Fig. 303, content can be sent to toys from content providers, sales promotion companies and an Interactive Toy Server over the Internet. For example, the user of toy 1 requests a certain content item by clicking on the web-site of the relevant content provider. If the personal computer of the user of toy 1 is equipped with the appropriate software, then the said item of content may be sent to toy 1 directly, namely via its Internet Service Provider (ISP). It is prefened, however, that the said content item is sent to toy 1 via an Interactive Toy Server. This method of sending content enhances the security of the system by allowing the system's server to prevent inappropriate content from being sent from a content provider to a toy. The server preferably also provides a variety of database records that allow sending various types of content to interactive toys in a personalized way.
Sales promotion content is typically sent to interactive toys from sales promotion companies via an Interactive Toy Server. There are, however, a number of possible routes for sending the content depending on how an interactive toy is connected to the network, namely whether the content can be send directly over the Internet or whether it is sent via an intermediary such as, for example, a cable TV operator.
Typically, the mechanism whereby users of interactive toys and sales promoters are billed for receiving and sending content depends on the route by which content is sent. It is therefore prefened that a networked system of toys keep track of the routes whereby content items are sent to each and every one of its users. For example, any computer software controlling a toy - whether on a personal computer, a TV set-top box, or any other computer - has to contact an Interactive Toy Server in order to receive content for the toy. By contacting the server the controlling computer sends a toy identification code that comprises the route by which the toy may receive content.
In accordance with a prefened embodiment of the present invention, a networked interactive toy system employs the following method of routing and billing: A user can go directly to the web-site of a content provider, choose a content item and pay the content provider directly. The content item, however, is sent to the user via the Interactive Toy Server, and the Interactive Toy Server accordingly bills the content provider.
Sales promoters are typically billed according to a variety of parameters such as the length of time a user interacted with an advertising content, whether a user enjoyed the said content, and whether a user purchased a product as a result of the content item. An Interactive Toy Server typically keeps track of all these parameters. For example, the fact that a purchase was made as a result of advertising is verified using a discount coupon that a toy gives its user as a part of promoting a given product. In addition, sales promoters are billed according to the route by which advertising content is sent to a toy. For example, a sales promotion business is billed a higher amount for sending an advertising content item via a cable TV operator than via an Internet Service Provider. This is done in accordance with an anangement that prevails between an Interactive Toy Server and a cable TV operator and according to which the cable operator is paid for connecting a toy to a network.
A self-recharging toy is now described.
A prefened embodiment of the present invention describes an interactive toy that is capable of recharging its own power supply and/or of giving its user/s a warning in case a self-recharging procedure cannot be carried out.
Interactive toys are capable of managing their power consumption in a variety of ways. For example, a toy is equipped with a "low battery" detector that transmits a signal to a personal computer controlling the toy when the toy's batteries need to be recharged. Upon receiving such a signal, a controlling computer initiates a reduced power procedure that includes, for example, the following steps:
1. Stop all extra-power consuming activities (these typically refer to physical motion activities).
2. Call a user, preferably using exceptional voice such as, for example, a highly pitched voice imitating human screams.
3. Verbally inform a user of a "low battery" situation.
4. In case such a situation persists, stop all toy action and inform a user or preferably a user's parent by e-mail.
5. Inform an interactive toy server. Such a step preferably leads to a member of a server's personnel physically contacting the said toy's user/s.
The present invention describes a more radical method of handling a "low battery" situation whereby a toy recharges itself. Although the following description is particularly intended for interactive toys, it is appreciated that the method described below can also be used in conjunction with other types of toy such as, for example, a computer controlled car- toy. Such toys may not comprise one or more features that typically characterize interactive toys such as, for example, the use of speech recognition.
Reference is now made to Fig. 312 that describes an example of a site comprising a self-recharging toy in accordance with a prefened embodiment of the present invention. The site in the present example comprises two rooms, one of which is a child's room where a toy is usually located. An adjacent room comprises a personal computer that remotely controls the said toy as well as a socket-device comprising a recharging unit. Fig. 312 also describes a route along which the toy preferably approaches the socket-device in accordance with a recharging procedure described below.
An example of a toy in accordance with a prefened embodiment of the present invention is shown in Fig. 313. Such a toy typically comprises motion capability -such as is provided, for example, by remote control toy-cars. A computer that controls the toy is typically operative to wirelessly control the toy's motion. A toy typically comprises a special recharging plug designed for easy plugging into a socket-device as described below. In a prefened embodiment of this invention, a self-recharging toy comprises a moving plug that is typically located within the toy and is operative to move out and plug into a socket in accordance with a computer controlled recharging procedure. It is appreciated that such a moving plug is provided for enhancing the play value of a toy and that the same functionality can be provided by a self-recharging toy comprising a fixedly external plug.
As mentioned above, an interactive toy preferably comprises a "low battery" detector that transmits a signal to the computer controlling the toy when the toy's batteries need to be recharged. In the case of a self-recharging toy, such a signal typically causes the controlling computer to initiate a self-recharging procedure. The first step comprised by such a procedure is typically a step whereby a toy approaches the area in which a socket-device is located.
It is prefened that a socket device is located in proximity to the location where a toy usually entertains its user. However, since a toy is most likely to be located in a child's room, it is desirable, mainly for security purposes, that a socket-device should not be located in the same room. It is therefore prefened that a self-recharging toy system provides location tracking and obstacle avoidance methods that enable indoor navigation between rooms.
A variety of such methods are known in the art. Methods of indoor location tracking based on GPS (Global Position System) are described by issued US patents number 5952958 (Positioning system and method) and 5959575 (Interior GPS navigation). Such systems are preferably used in conjunction with large building sites such as, for example, a shopping center. For the purpose of home sites, it is possible, for example, to use a method of location tracking provided by cellular communication networks that is based on measuring the difference in time of arrival or the phase difference of RF beams. In a prefened embodiment of the present invention, a toy comprises a mechanical device that enables calculation of relative motion for the purpose of location tracking. For example, revolution coimters are attached to a toy's wheels' in order to register their revolutions, whereas a compass measures real-time direction. A controlling computer receives signals from both the counters and the compass, and accordingly calculates the toy's relative movement. Alternately a toy may contain two accelerometers, which measure the acceleration in two directions and thus track, the location of a toy. In accordance with this embodiment of the invention, a user has to plug a toy into a socket-device for the first time. The computer then registers the motions of the toys relative to the socket-device after recharging, and can thus provide a return route upon initiating a subsequent self-recharging procedure. In accordance with this embodiment of the invention, the location of a socket device is preferably not altered, or else a user has to physically bring the toy to the new location of the socket device. This method of location tracking has an additional disadvantage that a toy can reliably track its relative location only as long as it is not physically moved by a user. However, such a disadvantage can be easily overcome if the toy in question comprises the Living Object technology described in the previous sections of this document. For example, a toy can request that its user should always locate the toy at the same location after playing with it. In addition, a toy preferably also tells its user to keep the route leading to a socket-device clear of obstacles. Navigation software installed on a computer controlling a toy preferably comprises a method for obstacle avoidance. State of the art references to obstacle avoidance methods are listed at the end of this document.
An alternative for detecting precise location of a toy is the use of ultrasonic detectors. Three ultrasonic detectors placed at different locations in a room would allow determination of the location of a toy using the difference in time of anival of a timed signal.
The subsequent steps of a self-recharging procedure are detailed below in conjunction with the following description of a socket-device. Reference is now made once more to Fig. 313 that describes an example of a socket-device in accordance with a prefened embodiment of the present invention. Such a socket-device preferably comes ready to be plugged into a regular home socket. This avoids the necessity of a special installation procedure. As shown in Fig. 313, a socket-device comprises a socket that is typically physically constracted to enable easy plugging for a plug on board a toy. For example, such a device comprises a socket that is normally used with electric kettles. In a prefened embodiment of the present invention, a socket-device comprises a security cover that typically cannot be opened by children. Such a cover is preferably used as an additional security measure despite the fact that a recharging voltage for a toy is typically too low to pose any danger. In accordance with this prefened embodiment of the invention, a socket device comprises a controller operative to open and close the said security cover.
In accordance with a prefened embodiment of the present invention, a socket device functions in conjunction with the following recharging procedure. Firstly, a proximity detector on a socket device is used in order to detect that a toy has approached and is ready to plug into the socket. For example, a proximity detector comprises an LED and a receptor suitable for detecting light reflected from a light reflecting material attached to the toy. In a prefened embodiment of this invention, a sophisticated proximity detector is used, that can detect: 1) that a toy has approached the socket-device area; and 2) that a toy has attained maximal proximity and is ready to plug, (State of the art references to proximity detection methods are listed at the end of this document.)
Secondly, a RF transceiver on board a socket-device transmits a signal to a controlling computer. Upon receiving such a signal, a computer transmits a signal to a controller on board the socket-device to activate a motor that sets the security cover to an open position. This method is used in order to prevent the security cover from opening whenever a toy or any other object canying a reflective material approaches the socket. A signal from the controlling computer is typically sent to a socket-device only if a toy is performing a recharging procedure.
Thirdly, once a security cover is open a signal is sent form a socket-controller to a controlling computer that accordingly activates the toy plug into the socket. For example, a toy comprises a mechanical device that enables fixing its wheels so that the toy cannot be moved, and a plug is moved forward into the socket. Alternately, if a fixedly external plug is used, the toy as a whole moves ahead and plugs itself into the socket. In either case, both the plug and the socket are typically physically constracted in such a way (see Fig. 313) that a movement in the direction of plugging physically causes the toy to slightly adjust its position until actual plugging is made possible. For example, the surface of both plug and socket apart from the electrical contacts themselves is covered with a material that minimizes friction.
Fourthly, once actual plugging has occuned, a security method is preferably provided for verifying that a toy is plugged into the socket before recharging can talce place. An example of such a security method is shown in Fig. 314. According to this example, plugging initially causes an electrical contact (contact 2 in Fig. 314) between a very low power voltage source on the socket device and a smart identification card on the toy. A signal from the smart card causes a controller on the socket device to turn on a switch and only then does the contact to the power source (contact 1 in Fig. 314) become active.
Fig. 315 describes by means of a flow chart an example of complete self-recharging procedure.
In a prefened embodiment of this invention, several sockets are provided within a site so that a toy may find closest or most accessible socket. In such a case, if the socket of first choice is not available, for example because it is blocked by a piece of furniture an alternate socket may be chosen.
References describing technologies relevant to a prefened embodiment of the present invention include:
Proximity Detection references- US patent no. 5963135, "Proximity Detection Device".
References describing Migration Ultrasonic Sensors.
Obstacle Avoidance and Location Tracldng references-
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A toy system including a plurality of toys having differing content filtration relevant characteristics and at least one content communication is now described.
Reference is now made to Fig. 316, which is a simplified flowchart illustrating the functionality of a content communication filter governing the content received by an interactive toy in accordance with a prefened embodiment of the present invention. Turning to Fig. 316 it is seen that an interactive toy 40100 is the intended recipient of a content package 40110. Typically, toy 40100 is one of a plurality of toys adapted for communication along a computer network. Content package 40110 is, for example, a content package provided by a suitable content provider and downloaded as via the Internet to a computer communicating with toy 40100. Preferably a content filtration process is performed by the computer communicating with toy 40100 and/or by a suitable server governing the flow of content in a toy system such as server 40120 of Fig. 316. As seen in Fig. 316, a content filtration process includes determining whether the toy speech included in content package 40110 is compatible with the character represented by toy 40100. This is performed by extracting features from, for example, a wave-file included in content package. 40110, which allows checking, for example, for tone of voice and keywords. Thus, for example, a low, male tone of voice may be incompatible with a barbie-type toy. Similarly, a multiplicity of words belonging to the vocabulary of space war such as "space station", "laser gun" and the like, may indicate that the content package in question is inappropriate to a Teddy-Bear type toy.
Reference is now made to Fig. 317, which is a simplified flowchart illustration of the functionality of a content communication filter governing the content transmitted along a computer network by an interactive toy in accordance with a prefened embodiment of the present invention. Turning to Fig. 317 it is seen that an interactive toy 40200 is used in order to deliver a message 40210. Typically, toy 40200 is one of a plurality of toys adapted for communication along a computer network. Message 40210 may be provided by a user by means of voice input to toy 40200 and received by a computer commimicating with toy 40200. Message 40210 is typically intended to be communicated as via the Internet to another user, typically a user of a toy of the same toy type as toy 40100.
Preferably a content filtration process is performed by the computer communicating with toy 40200 and/or by a suitable server governing the flow of content if a toy system such as server 40220 of Fig. 317. As seen in Fig. 317, a content filtration process includes determining whether the toy speech contained in content package 40210 is compatible with the character represented by toy 40200. This is performed by extracting features from a wave-file contained in content package 40210, which extracted features allows checking tone of voice and keywords. Thus, for example, an aggressive tone of voice would be incompatible with a barbie-type toy. Similarly, a multiplicity of words belonging to the vocabulary of space war such as "space station", "laser gun" and the like, would indicate that the content package in question is inappropriate to a Teddy-Bear type toy.
It is appreciated that the functionality of Fig. 317 is particularly appropriate to a system of toys adapted to communication along a computer network and having differing content filtration relevant characteristics. In such a system, users of the same type of toy may be allowed to freely communicate along the said network provider their messages are compatible with the filtration criteria of Fig. 317. It is appreciated that other forms of inter- user communication such as password based chats may be subject to other filtration processes such as checking that a message does not contain inappropriate language regardless of toy type.
Reference is now made to Fig. 318, which is a simplified flowchart illustration of a multi-point content filtration process in accordance with a prefened embodiment of the present invention. An interactive toy 40300 is intended to receive a content package 40320. Typically, toy 40300 is one of a plurality of toys adapted for communication along a computer network. Content package 40320 is, for example, a content package provided by a suitable content provider and downloaded as via the Internet to a computer 40330 communicating with toy 40300. Preferably a content filtration process is perfoπned by computer 40330 and/or by a suitable server governing the flow of content if a toy system such as server 40350 of Fig. 318.
As seen in Fig. 318 a first filter 40310 checks that the title of content package 40320 is compatible with the character represented by toy 40300. For example, titles such as "space war game", "space toy content" and the like would indicate that the content package in question is incompatible with a barbie-type toy. If filter 40310 allows content package 40320 to pass on, computer 40330 communicating with toy 40300 begins to run a script contained in content package 40320. For any sentence produced by the said script and intended to be sent to toy 40300, a second filter 40340 checks whether the said sentence does not contain inappropriate language and/or expressions which are incompatible with the toy type of toy 40300.
Typically filters 40310 and 40340 of Fig. 318 are located at different points along a computer network, thus allowing multi-point content filtration. For example, filter 40310 is located on computer 40330 and or on server 40350, thus governing the content received by employed by computer 40330 in order to provide content input to toy 40300. Filter 40340 may be located after computer 40330, for example, between computer 40330 and a base unit used for wireless communication between computer 40330 a toy 40300. Thus, filter 40340 allows governing the communication of content from computer 40330 and toy 40300.
It is appreciated that the multi-point content filtration functionality of Fig. 318 may be useful in case a content package such as content package 40320 bears a title indicating that said content package is compatible with a toy type in question, yet at later stage, as a script contained in said content package is allowed to ran, said script produces a sentences which incompatible with said toy type.
Reference is now made to Fig. 319, which is simplified flowchart illustration of an adaptive content filtration process applying a content filtration criterion, which is determined by an operator and/or by dynamic content characteristics. Turning to Fig. 319 it is seen that a server 40420 receives a report of a security event involving a content provider 40420. For example, a filter such as filter 40340 of Fig. 318 filters out a content package such as content package 40320 of Fig. 318, and the security event in question is reported to server 40350 as shown in Fig. 318. A security event report message, preferably includes a portion of the content, such as a sentence, containing the inappropriate content, and an indication of the content provider where the content in question originated from.
As seen in Fig. 319, upon receiving a report of a security event, server 40420 may cause the level of alert to increase in the whole system. For example, filters across the system may be updated so that content packages originating from content provider 40410 are subject to more severe filtration criteria. This is shown in conjunction with Fig. 321 described hereinbelow. If server 40420 continues to receive report messages concerning security events involving the same content provider, a human operator is presented with the reported messages typically including samples of inappropriate content involved. An operator determines whether or not the content in question is intentionally inappropriate. For example, explicit obscene content indicates an intentional compromising of the security in the system, whereas expressions which are quantitatively incompatible with a given toy type may indicate unintentional production of inappropriate content. Based on whether inappropriate content is determined intentional or not, an operator determines whether and how to set the level of alert in the system.
Reference is now made to Fig. 320, which is a simplified flowchart illustration of a content filtration process where a content filtration criterion is determined in an interactive manner. Turning to Fig. 320 it is seen that a user requests that an interactive toy 40500 should not talk about a certain subject such as hamburgers. As seen in Fig. 320, based on the user's request, filters cooperating with toy 40500 are normally updated so that they filter out content including the keyword "hamburger". As also seen in Fig 320, if the subject requested by the user is essentially associated with the character represented by toy 40500, content for toy 40500 is cannot be filtered out based on the said keyword. However, other modes of customizing content may be used in order to comply with the user's request, such as updating a user's database record on a commercial server, so that no purchase suggestions for the product n question should be made to that user.
Reference is now made to Fig. 321, which is a simplified table illustration of keyword database record used in conjunction with an adaptive content filtration- system including a content filtration criterion which is a function of dynamic content characteristics. Turning to Fig. 321 is it seen that for a multiplicity of semantic fields, the database record of Fig. 321 provides a multiplicity of keywords of different relative weight. Thus, for example, for the semantic field of aggression, the keyword "hit" has a relative weight of 1 whereas the keyword "kill" has a relative weight of 10. Such a gradation of keywords may be used in order to define different filtration criteria according to toy type and/or level of alert. For example, a filter sums up the total "weight" of keywords of each semantic field in a given content package. This allows determining the relative level of the content in each field. A content package intended for a barbie-type toy, for example, would be filtered out at a lower level of aggression than a content package intended for action toy. In addition, the higher the level of alert in a system the lower the level of any of the semantic fields at which a content package may be filtered out. Thus, for example, the aggression level of an action toy content needs to be below 50 in order to be passed on under normal alert conditions, whereas under first level of alert the said aggression level has to be lower than 40 in order that the content package in question would be passed on.
. A toy system including content filters operative to filter content relating to physical actions of a toy in accordance with a prefened embodiment of the present invention is now described. Reference is now made to Fig. 322 which is a simplified flowchart illustration of the functionality of a toy motion filter in accordance with a prefened embodiment of the present invention. Turning to fig. 322 it is seen that a content package sent to toy 45000 arrives at filter 45020. Filter 45020 may be situated anywhere along a filtering system as described in Figs. 58-66. The content package typically includes motion commands operative to activate motion actuators in toy 45000. Filter 45020 checks said motion commands in content package. As is seen in Fig. 322 the check up procedure includes three stages. At the first stage filter 45020 checks whether content package includes commands for inappropriate motions, i.e. motions such as obscene gestures that are considered inappropriate to any toy. Filter 45020 utilizes a database of inappropriate toy motions including descriptions of such motions in command syntaxes of different types of toys. It is appreciated that filter 45020 may use standard pattern matching techniques in order to compare a motion command in a content package with a prohibited toy motion described in a database. At the second stage filter 45020 checks whether the content package includes commands for toy motion inappropriate to the geographical location of toy 45000. Filter 45020 utilizes for the check up a database including descriptions of toy motions that are considered inappropriate in said geographical location, but may be appropriate at other locations. An example for such a motion is a commonplace American "OK" gesture which may be interpreted as an obscene gesture in Italy. At the third stage filter 45020 checks whether the content package includes command for motion inappropriate to the type of toy 45000. Such motions may be gestures inappropriate to toy's persona, e.g. an aggressive gesture for a barbie-type doll. It is appreciated that toy manufacturers provide server 45040 with descriptions of motions inappropriate to their toys, and such descriptions are stored in a database utilized by content filters. If the content package is approved through all check ups, filter 45020 sends it to toy 45000. Otherwise filter 45020 blocks the content package and informs server 45040 of the event. Alternately, filter 45020 sends to toy a part of the content package, e.g. its verbal content if said content is approved. Nevertheless it is appreciated that detection of an inappropriate physical action of a toy in a content package may also effect the filtering of the verbal part of said package, for example by raising the filtering standard regarding verbal content or by delivering the content package to manual inspection. Upon receiving from filter 45020 notification of a filtering event, server 45040 updates security parameters accordingly. Server 45040 updates filters, such as filter 45020, of changes made in filtering criteria, such as raising filtering standards regarding a specific content source etc.
A toy system including content filters operative to filter content according to the cultural milieu in which the toy is resident in accordance with a prefened embodiment of the present invention is now described. Reference is now made to Fig. 323 which is a simplified flowchart illustration of the functionality of a toy content filter operating according to cultural milieu in accordance with a prefened embodiment of the present invention. Turning to Fig. 323 it is seen that filter 45520 receives a content package sent to toy 45500. Filter 45520 may be situated anywhere along a filtering system as described in Figs. 58-66. Filter 45520 checks whether content is appropriate to the cultural milieu in which toy 45500 is resident. Filter 45520 may utilize for that matter a database of keywords designating inappropriate content in different cultural milieus, such as "abortion" in a religious milieu. It is appreciated that the appropriateness of content is dependant also on the type of toy, such that different keywords are prohibited for different types of toy in the same cultural milieu, according to toy's persona. Filter 45520 filters out content including keywords designating inappropriate content relative to a cultural milieu. Alternately, such keywords are designated differential weights, as illustrated in Fig. 321, and content is filtered out when a number of keywords are detected in it, such that their added weight exceeds a defined rate. Filter 45520 identifies cultural milieu of toy 45500 by two different means. First, by information supplied by user at registration, and second by the place of residence of the user. It is appreciated that filter 45520 utilizes a database including information regarding geographical locations distinctly characterized by cultural milieu of their inhabitants. If a content package is approved through both check ups - according to registered cultural milieu and according to toy's location - filter 45520 sends it to toy 45500. Otherwise filter 45520 blocks the content package and informs server 45540 of the event. Upon receiving from filter 45520 notification of a filtering event, server 45540 updates security parameters accordingly. Server 45540 updates filters, such as filter 45520, of changes made in filtering criteria, such as raising filtering standards regarding a specific content source etc.
Reference is now made to Fig. 324 which is a simplified table illustration in the context of Fig. 323, showing a database record utilized in filtering content according to cultural milieu. The table shows keywords designating inappropriate content in different cultural milieus, relative to different types of toys.
A toy system including content filters operative to filter content according to characteristics of a transmitting toy and of a receiving toy in accordance with a prefened embodiment of the present invention is now described. Reference is now made to Fig. 325 which is a simplified flowchart illustration of the functionality of a filter operative to filter content according to characteristics of a transmitting toy and of a receiving toy in accordance with a prefened embodiment of the present invention. Turning to Fig. 325 it is seen that filter 46040 receives a content package sent to toy 46000. Filter 46040 may be situated anywhere along a filtering system as described in Figs. 58-66. Filter 46040 detects a digital signature on package, confirming the package's origin. Filter recognizes said origin as another toy 46020. It is appreciated that such inter-toy communication may occur in network chats wherein toy users communicate with each other via toys. It may also occur in other circumstances, e.g. when a toy user prepares toy content and sends it to another user. Filter 46040 checks whether the content sent is appropriate relative to the types of the transmitting and receiving toys 46020 and 46000. If content is appropriate filter 46040 sends content package to toy 46000. Otherwise, filter 46040 blocks content package and notifies server 46060 of the filtering event. Filter 46040 may check appropriateness of content according to keywords detected in it, as illustrated in Fig. 326.
Reference is now made to Fig. 326 which is a simplified table illustration in the context of Fig. 325 showing a database record utilized by a filter in filtering content according to characteristics of a transmitting toy and of a receiving toy. The table includes keywords indicating that content is inappropriate relative to types of transmitting and of receiving toys. The selection of keywords is dependant on the types of both toys communicating, since these types deteπnine the context of communication and thus the appropriateness or inappropriateness of content communicated. Thus a certain content might be considered appropriate in communication between to toys, but inappropriate in the context of communication between two toys of other types. As is seen in the table a keyword such as "kill" might indicate inappropriate content when transmitted from a warfare-type toy to a barbie-type toy. Nevertheless, it is considered appropriate when sent from a warfare- type toy to another warfare-type toy. Communication between two warfare-type toys might be restricted by still other keywords, such as keywords indicating minority groups, mentioning of which in the context of playful warfare implying inappropriate content. It is appreciated that keywords are assigned differential weights, as illustrated in Fig. 321, such that filtering of content is executed when a number of keywords are detected in a content package, such that the total weights of said keywords exceeds a defined rate.
A toy system including content filters operative to filter content according to characteristics of a sending user and a receiving user in accordance with a prefened embodiment of the present invention is now described. Reference is now made to Fig. 327 which is a simplified flowchart illustration of a toy system including a content filter operative to filter content according to characteristics of a sending user and a receiving user in accordance with a prefened embodiment of the present invention. Turning to Fig. 327 it is seen that filter 47040 receives a content package sent from toy 47000 to toy 47020. Filter 47040 may be situated anywhere along a filtering system as described in Figs. 58-66. . It is appreciated that such inter-user communication may occur in numerous circumstances such as in network chats mediated by toys, or such as when a toy user prepares toy content and sends it to another user. Upon receiving said content package, filter 47040 initiates a filtering procedure. Filter 47040 detects digital signature in package, and then sends said signature and an ID of the destination of the package to server 47060. Server 47060 determines a level of filtration according to characteristics of both sending and receiving users and according to the types of their toys. Filter 47040 filters content package according to said level of filtration. Filter 47040 detects keywords designating the possibility of inappropriateness of content. Filter 47040 sums up the weights assigned to said keywords (an illustration of a database of weighted filtration keywords is shown in Fig. 321). Filter 47040 multiplies the total weight with the established filtration level. If the product exceeds a defined number, such as 10, then filter 47040 filters out the content package. Otherwise, filter 47040 sends package to toy 47020. It is appreciated that the total weight of filtration keywords is influenced also by their semantic fields, as shown in Fig. 321, such that the occunence of a number of keywords from the same semantic field increases the total weight. It is further appreciated that weights of filtration keywords is also relative to the types of toys or to characteristics of users. For example a keyword "wear" might have a null weight in communication between two barbie-type toys, as clothing is an appropriate conversation subject in that context. Nevertheless that same word might be assigned a small filtration weight in the context of communication between a barbie-type toy and a warfare-type toy.
Reference is now made to Fig. 328 which is a simplified table illustration in the context of Fig. 327 showing a database record utilized in determining a filtration level for a content package sent from one toy to another toy, according to characteristics of sending and receiving users and according to the types of toys involved. The table shows the filtration levels determined for content sent to a four years old user of a barbie-type toy. These levels increase as the difference in ages increases, and is higher when the sending toy is of a type different than the receiving toy.
A toy system including a plurality of toys, at least some of which have local database associated therewith; and at least one conelation database in commimication with said local databases in accordance with a prefened embodiment of the present invention is now described.
Fig. 86 describes a toy system including a plurality of toys having local databases associated therewith and conelation databases in communication with said local databases, which conelation database are being operative to store conelated non-toy specific infoπnation in accordance with a prefened embodiment of the present invention.
Reference is now made to Fig. 329, which is a simplified block diagram illustration of a toy system including a plurality of toys having local databases associated therewith and a conelation database in communication with said local databases in accordance with another prefened embodiment of the present invention. Turning to Fig. 329 it is seen that an interactive toy 50101 having a local database 50102 located within toy 50101 communicates with a computer 50103, which in rum communicates via the Internet with a server 50105 including a conelation database 50106. Computer 50102 is typically equipped with suitable software that allows commimication with interactive toys such as toy 50101. Computer 50103 need not be a computer normally in communication with toy 50101. It is appreciated that conelation database 50106 may communicate with a plurality of local databases such as local database 50102 and may be operative to store conelated, non-toy specific infoπnation based on infoπnation received from a plurality of local databases such as database 50102.
Reference is now made to Fig. 330, which is a simplified table illustration in the context of Fig. 329 showing a local database associated with an individual toy such as local database 50102 of Fig. 329. Turning to Fig. 330 it is seen that a local database includes an indication of toy type such as the toy type of toy 50101 of Fig. 329 as well as toy name. As also seen in Fig. 330, for each user on a list of users normally communicating with a toy n question, a local database provides the user's name, the user's voiceprint, an indication of the user's name and a list of the user's likes. It is appreciated that the local database of Fig. 330 stores information related to individual one or more users including individual user identification data.
Reference is now made to Fig. 331, which is simple table illustration in the context of Fig. 329 showing a content database record which may be stored on a conelation database such as conelation database 50106 of Fig. 329. Turning to Fig. 331 it is seen that for each toy type on a given list of toy types and each age group, the content database record provides a list of content items compatible with the features of the said toy type and appropriate to one or more user/s of the said age group. Thus, for example, list 12, 7-9 lists content items compatible with toys of the toy type named "Teddy 12" and appropriate to users aged 7 to 9 years old.
Reference is now made to Fig. 332, which is a simplified table illustration in the context of Fig. 329 showing a conelation database record which may be stored on conelation database 50106 of Fig. 329. Turning to Fig. 332 it is seen that for each content package on a given list of content packages and each age group on a list of 1 year age groups relevant to said content package, the conelation database record provides the number of requests for the said content package by users of the said age group. Thus, for example, variable X2,8 of the database record of Fig. 332 provides the number of requests for content package 2 by users aged 8 years old. As also seen in Fig. 332, each content package may have a different list of relevant 1-year age groups. For example, content package 2 is only appropriate to users aged 7 to 10 years old. It is appreciated that the conelation database record of Fig. 332 is operative to stores conelation, non-toy specific infoπnation.
Reference is now made to Fig. 333, which is a simplified flowchart illustration of the infonnation conelation functionality of the system of Figs. 329, 330, 331 and 332. Computer 50103 senses the presence of toy 50101, typically by means of wireless communication therewith. Computer 50102 is typically equipped with suitable hardware and software components that allow communication with interactive toys such as toy 50101. Computer 50103 need not be a computer normally in commimication with toy 50-101. Upon sensing the presence of toy 50101, computer 50103 retrieves information stored on local database 50102 located within toy 50101. As seen in Fig. 330 described hereinabove, such information stored on local database 50102 typically includes indication of the toy type and name of toy 50101 , as well as information relating to one more users normally interacting with toy 50101 including individual user identification information such as indication of user name, user age, voiceprint and user likes.
Thereafter, computer 50103 instructs toy 50101 to communicate verbally with a possibly present user. Computer 50103 recognizes a verbal response by a user received via toy 50101. Computer 50103 recognizes the user by means of a voiceprint previously retrieved from local database 50102. Based on other information previously retrieved from local database record 50102, computer 50103 assesses the name and age of the user cunently interacting with toy 50101. Computer 50103 communicates as via the Internet with a server 50105, informing server 50105 of the toy type of toy 50101 and the age of the user. Based on the said toy type and user age, server 50105 retrieves a list of relevant content items from a suitable content database record stored on conelation database 50106 such as list 12,7-9 of the content database record of Fig. 331. Then, server 50105 downloads the said list of content items to computer 50103.
Based on the downloaded list of content items, computer 50103 instructs toy 50101 to suggest to the user that the user might wish to download one of the content items on the said list of content items. Toy 50101 verbalizes the message to the user, and the user chooses a content item. Based on the user verbal request received via toy 50101, computer 50103 updates the user's like list on local database 50102 and reports to server 50105 the content package requested by the user. Based on the reported user's request server 50105 downloads to computer 50103 the content package requested by the user and updates a relevant variable on a conelation database record stored on conelation database 50106, such as the conelation database record of Fig. 332.
It is appreciated that based on the software nm by computer 50103, conelation database 50106 may communicate with local database 50102 in a manner such that not all the infonnation stored on local database 50102 is made available to conelation database 50106.
It also is appreciated that according to the functionality of Fig. 333, at least some individual toy identification information stored on local database 50102 is not made available to conelation database 50106.
It is further appreciated that according to the functionality of Fig. 333, information relating to individual users excluding individual user identification information is made available to conelation database 50106.
A toy system including a central database and local databases and wherein toys have user interaction characteristics which change over time in accordance with a prefened embodiment of the present invention is how described. Reference is now made to Fig. 334 which is a simplified flowchart illustration of a toy having user interaction characteristics which change over time in accordance with a prefened embodiment of the present invention. Toy 55000 is at location X. toy 55000 may identify location via a positioning system such as GPS. Toy 55000 retrieves from local database 55010 a list of commercial messages appropriate to said location X, such as messages advertising commercial establishment in proximity to location X. Local database may be situated on toy 55000 or on a computer communicating with toy 55000 via the internet and/or via a public wireless communication network. Toy 55000 removes from said list messages that were previously delivered unsuccessfully. It is appreciated that the successful or failed delivery of a message is registered on local database 55010, as part of a life history of a toy including user interaction characteristics which change over time. From among the remaining list of messages toy- 55000 selects message 55020, namely a message offering a discount at an ice creme shop in vicinity. It is appreciated that selection of a message is executed on a computer communicating with toy 55000 and having access to local database 55010 or on toy 55000 itself. Toy 55000 verbalizes selected commercial message 55020 to user. Toy 55000 registers user response in local database 55010. Afterwards toy 55000 checks whether commercial message succeeded, i.e. whether user had gone to the commercial establishment advertised, namely the ice creme shop. If presence of toy 55000 is detected in said shop within one hour, then the delivery of the message is considered successful. Otherwise it is considered a failed delivery. Toy 55000 registers in local database the delivery of message 55020 and its outcome - successful or failed. Presence of toy in said shop may be detected by a positioning system such as GPS or by a computer in said shop, establishing commimication with toy 55000. It is appreciated that toy 55000 may also register whether user has effected a purchase in said shop.
Reference is now made to Fig. 335 which is a simplified flowchart illustration in the context of Fig. 334 showing a central database obtaining information from local databases said information conelating user interaction characteristics which change over time with information relating to user activities. Central database 55030 sends query to toys 1- 1,000,000. Message may be distributed to all population of toys or to segments of said population, such as toys of certain types. The query in the message sent relates to conelation between two toy activities. The query relates to toys that have delivered to users commercial message 55020. It queries whether delivery was successful, as described in Fig. 334, whether a second commercial message 55040 was delivered to toy users, and what was the verbal response of users to said second message if it was delivered. Responses of users to messages are registered in local databases as illustrated in Fig. 334. Databases may register the actual - response or an analysis on it in terms of negative/positive/indifferent response. Upon receiving said query each toy performs query on its local database, which may be situated on a computer communicating with said toy or on toy itself. Each toy sends back to central database 55030 results of said query. Results may be sent anonymously, i.e. without any identifying information regarding toys and/or toy users, or it may include partial or full identifying information regarding toys and/or toy users.
In another prefened embodiment of the present invention database 55030 includes identifying information relating to toys, such as toy Ids, and information received from local databases is associated with said information, such that central database is operative to send queries to local databases of toys selected according to previously obtained information regarding said toys. For example, database may create a group of toys that have delivered commercial message 55020 to their users and send a query to users in said group.
Reference is now made to Fig. 336 which is a simplified table illustration in the context of Fig. 335, showing a database record on a central database, such as 55030, obtained via a query sent to a multiplicity of local databases. The table shows the distribution of various user responses to a commercial message 55040 between users to whom another message 55020 was delivered successfully and between users to whom said other message was delivered imsuccessfully. The percentages are calculated relative to the category of each column, namely successful deliveries and failed deliveries. As is seen a high conelation occurs between a positive response to commercial message 55040 and a successful delivery of commercial message 55020.
Reference is now made to Fig. 337 which is a simplified flowchart illustration in the context of Fig. 336 showing toy motivation inputs being sent to toys according to conelated data stored in a central database. Since a high conelation occuned between a positive response to commercial message 55040 and a successful delivery of commercial message 55020, server 55100 sends a message to toys, ordering them to deliver to users commercial message 55040 if commercial message 55020 was delivered successfully. Upon receiving said message each toy checks its local database. If first commercial message 55020 was not delivered to user, toy keeps second commercial message 55040 for possible later delivery. If first commercial message 55020 was already delivered successfully toy delivers to user second commercial message 55040. If first commercial message 55020 was delivered imsuccessfully toy deletes second commercial message 55040.
Adventure games
The treasure hunt:
On this screen we see the front of the boat, we are on it, in the middle of the sea, from the distance we see an island that's very big and mysterious (strange colors) and behind the mist. (fog). Table 38 illustrates an interactive toy script, in accordance with a prefened embodiment of the present invention.
Table 38.
Wave-files and toy scripts
Figure imgf000380_0001
Figure imgf000381_0001
Figure imgf000382_0001
Figure imgf000383_0001
Figure imgf000384_0001
Figure imgf000385_0001
O -Cr
Figure imgf000386_0001
Figure imgf000387_0001
Figure imgf000388_0001
The screen can be decorated with flying birds in the distance, movement of the flag, and a slight movement of the waves. (All these animations should be produced separately and not overlapping the other animation areas).
The captain then takes out his wooden hand and closes the book. The hand of the story is out of the screen.
In order to create the game, you'll need to create the animation this way: create the background in three steps of zoom. The first one is like the opening screen, the second closer, and the third even closer.
Create telescope view for each part. For each one of the telescope views, create the following animations:
1. Circle turning from faded to a clear view. We see a part of close-up of island (for example: between the trees)
2. At the state when it's clear: an object in the middle (shoe, cup, crown, etc.)
3. At the state when it's clear: an empty (no object in the middle)
4. At the state when it's clear: with the captain's flag
5. Circle turning from clear to faded.
Now create the animation of the faded circles moving as described here:
From 1 to 2 From 3 to 6 From 5 to 6 From 7 to 4 From 1 to 5 From 3 to 7 From 5 to 2 From 7 to 8 From 2 to 1 From 3 to 8 From 6 to 2 From 8 to 4 From 2 to 5 From 3 to 4 From 6 to 1 From 8 to 3 From 2 to 6 From 4 to 3 From 6 to 5 From 8 to 7 From 2 to 7 From 4 to 7 From 7 to 6 From 2 to 3 From 4 to 8 From 7 to 2 From 2 to 3 From 5 to 1 From 7 to 3
A list of animations is described in Table 39.
Table 39.
Figure imgf000390_0001
Figure imgf000391_0001
Figure imgf000392_0001
CO -0
Figure imgf000393_0001
— o P
Figure imgf000394_0001
Figure imgf000395_0001
3^-3
Figure imgf000396_0001
Figure imgf000397_0001
CO
— o
Explanation of the game:
Before we can get closer to the island, we have to see the flag through the telescope.
After we saw the flag and shouted "Land HO!" we can get one step closer to the island.
With every step we see the island closer.
In order to do it: we create 3 backgrounds: 1 for every step. (In step 1: the island is faraway, in step 2 it's closer and in step 3 it's more closer)
The island area has to be divided to 8 parts (by the animator not by programming) . (this is relevant for steps 1, 2 and 3)
For each part you have to produce the described animations.
This is an example of the order the animations may be presented:
Run animation of fades circle (view from telescope) moving from part 1 to part 2.
On part 2: run the animation of circle turning from faded to clear.
On part 2: run the animation that is showing the object in the middle of the circle - enter to "listen" mode .(if you presented the flag and the user
Shouted "Land ho!" - present the closer screen 'step 2')
If not :
On part 2: run the animation of circle turning from clear to faded.
Run animation of faded circle moving to another part (from 2 to 6 for example) then start the procedure again.
Greedy crocodiles
The crocodiles are swimming from left to right and from right to left.
The crocodiles carry 3 objects on them, they think they are very beautiful. Actually they look funny!
Well if they see themselves in the minor - they
Are so shocked, they hick up and spit something.
The female frog will give us a minor.
The Story will suggest the crocodile to be clicked (with minor icon) by describing the 2/3 objects.
The right one will spit the map. Table 40 elaborates text for Crocodile game. Table 40.
Figure imgf000399_0001
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£0
Figure imgf000400_0001
Figure imgf000401_0001
Adventure games — screen 3
General description:
After the user got the map from the crocodiles, we cut to a close up on the rolled map. At the start we see the map unfold before us, revealing an old book worm called "booky". Booky tells us he can show us were the treasure is hidden, but he needs his eyeglasses. Booky 's eyeglasses are at the other side of the map.
The aim of the game is to help booky get to the other side of the map. Booky is blind without his glasses, so he depends on us to get him safely to his target. The user controls boolcy by vocal command — left/right/up/down. If the user doesn't give orders, boolcy keeps on at the direction we first set him. When boolcy gets to the edge of the map her changes direction randomly.
There are fast flying flies that nm across the map, horizontally and vertically. The user must keep booky from being hit by the flies by commanding boolcy to move out of the flies' path. Each time boolcy is hit by a fly he is pushed back a few steps.
When booky gets his glasses he draws an "X" on the right spot on the map and we got straight there (cut to the next scene)
11 mm ii i
Storyteller content
Interactive toy scripts in accordance with a prefened embodiment of the present invention are described in Tables 41-44.
Table 41.
Figure imgf000403_0001
Figure imgf000404_0001
Figure imgf000405_0001
Figure imgf000406_0001
Figure imgf000407_0001
Figure imgf000408_0001
Figure imgf000409_0001
Figure imgf000410_0001
Figure imgf000411_0001
Figure imgf000412_0001
Figure imgf000413_0001
Figure imgf000414_0001
Table 42 - Animation Script The map
Figure imgf000414_0002
Table 43 Boolcy
Figure imgf000415_0001
Figure imgf000416_0001
Table 44 The Flies
Figure imgf000416_0002
Songs Library:
After songs related to a day or event specified in the Personalization Page are presented in a Personalization Activity, they can be stored in a Songs Library so that the user can rerun them later.
Examples: Happy Birthday
We Wish You A Meny Christmas I Have a New Friend It's Easter Day.
Sister's Birthday - Personalization
Run Activity on the first activation of the toy on the day before the sister's birth date entered in the Personalization Page.
Includes a screen with a card that the child can print and color-in to give to a sister. Message: For a great Sister on her Birthday. An interactive toy script is described in table 45.
Table 45.
Figure imgf000418_0001
(5s
Screen for Greeting Cards: A screen with a greeting card to be printed and colored in appears automatically on the day before the following dates entered in the Registration Page: Father's birthday; Mother's birthday; brother's birthday; sister's birthday.
On the day of the user's birthday a colored birthday card should appear on the screen.
The screen includes two buttons: print and close.
New Year's Day Greeting - Personalization
Run greeting on first activation of toy on New Year's Day according to the calendar.
An interactive toy script is described in table 46.
Table 46
Figure imgf000419_0001
Mother's Birthday - Personalization
Run activity on first activation of the toy on the day before Mother's birthday entered in the Personalization Page.
Include a screen with a card that the child can print and color to give to Mother.
Message: For a very special Mom on her birthday. An interactive toy script is described in table 47.
Table 47
Figure imgf000419_0002
Figure imgf000420_0001
Father's Birthday - Personalization
Rim activity on first activation of the toy on the day before Father's birth date entered he Personalization Page. Includes a screen which the child can print and color-in to give ather.
Message: For Dad on his special day. Happy Birthday!
An interactive toy script is described in table 48.
Table 48.
Figure imgf000420_0002
Figure imgf000421_0001
Christmas Greeting - Personalization
Run greeting on first activation of the toy on Christmas Day according to the calendar.
An interactive toy script is described in table 49. Table 49.
Figure imgf000422_0001
Figure imgf000423_0001
Brother's Birthday - Personalization
Run Activity on first activation of the toy on the day before the brother's birth date entered in the Personalization Page.
Include screen with a birthday card that the child can print and color to give to the brother.
Message on card on screen: Happy Birthday to a very special Brother!
An interactive toy script is described in table 50. Table 50.
Figure imgf000424_0001
Brother's Birthday - Personalization
Run Activity on first activation of the toy on the day before the brother's birth date entered in the Personalization Page.
Include screen with a birthday card that the child can print and color to give to the brother.
Message on card on screen: Happy Birthday to a very special Brother!
An interactive toy script is described in table 51. Table 51.
Figure imgf000425_0001
Birthday - Personalization Activity
Storyteller sends the child to the post office to receive his birthday card.
Song script can be in script menu.
Include screen with Birthday card. Graphics can be appropriate to age range.
3-6 Clowns and circus theme
7-10 Birthday Party with cake, balloons, presents
11-13 Dance party with CDs, musical notes, kids dancing!
Message: Happy Birthday to a (user's name) from Smart Alex.
An interactive toy script is described in table 52. Table 52.
Figure imgf000426_0001
Figure imgf000427_0001
Figure imgf000428_0001
Day forest -script
General description:
Day forest is a small fast game that takes place in a clearing in a forest. The scene is well lighted. It should give the feeling of a spring day.
When the user first enters the screen he meets, Miss Bear who just finished baking her famous apple pie.
After a short introduction, Miss Bear asks the user if he could look after her apple pie and protect it from the sneaky fox. ST and the user talce on the mission. Miss Bear leaves to buy groceries at the market. ST and the user stay to guard the pie. After a few seconds the sneaky fox appears.
The fox springs and looks behind the different hiding places in the scene. He randomly pops up for short intervals and vanishes back into hiding, each time in a new place.
The user's aim is to click on the fox. Each time he hits the fox he gets a point. Each time he misses or doesn't click in time, the fox gets a point.
The first one to get seven points is the winner.
If the fox wins, he gets the cake.
Miss Bear comes back, she bakes a fresh cake and we start over again.
If the user wins, the fox runs away. ST warns the User they must keep watch over the pie because the fox will be back, and the fox will be back...
We restart the game. Each time the user catches the fox the fox gets faster and harder to catch. This is done by shortening the time the fox spends exposed.
The game time is measured in a timer on screen.
Game scene:
Day forest is a small fast game. It takes place in forest scenery made of layers.
The layer structure is done for the use of Director as the authoring tool.
The game layers are*:
1. a forest background
2. a small background hill • •
3. a tree on the left
4. a tree on the right
5. left tree leaves
6. right tree leaves
7. right tree branch with a bird nest
8. left tree chipmunk hole 9. left tree roots
10. a bolder
11. tree log
12. bushes
*The animator/graphic artist should consult with the authoring programmer over the structure and order of the layers. An interactive toy script is described in table 53.
Table 53 Conditions script:
•~s?
Figure imgf000431_0001
Figure imgf000432_0001
Figure imgf000433_0001
Figure imgf000434_0001
32-
Figure imgf000435_0001
Figure imgf000436_0001
Figure imgf000437_0001
Figure imgf000438_0001
Figure imgf000439_0001
Figure imgf000440_0001
Figure imgf000441_0001
Animation script
1. General notes for the Animator:
2. Before you start make sure you understand the walk through of the game.
3. Converse with the programmer of the screen to find problematic layouts or technical problems.
4. If the game is to be authored in a tool such as Director, it is recommended to think in layers. Each character and element in the scene have his own layer. The layers are ananged one on top of the over, the upper one hiding the lower layers. Design and prepare your animation appropriately to the layers arrangement.
5. Check with the programmer on issues of antialliasing. Pre-rendered Antialliasing with opacity (Alfa or chromakey) is extremely visible in some cases. Unless your game engine can antiallias in real-time ,its not recommended to have antialliasing with any object that is animated or is being passed behind by other animations.
6. Check with the programmer on issues of opacity (transparency). Should you use chroma-key or Alfa? Can you have objects that are semi transparent? (like glass)
7. Check with the programmer on issues of reflection (mirrors, water surfaces and such).
8. Don't make the animations to long, if a character has to walk a long way from one point to another, the user might get board.
9. Have fun.
Interactive toy scripts are described in table 54-60.
Table 54 The Fox
Figure imgf000443_0001
Figure imgf000444_0001
Table 55 Miss Bear
:
Figure imgf000445_0001
Table 56 Background
Figure imgf000445_0002
Figure imgf000446_0001
Table 57
Target mark - (Mouse cursor animations)
Figure imgf000446_0002
Figure imgf000447_0001
Table 58
Figure imgf000447_0002
T Table 59 Quit/exit button
Figure imgf000447_0003
Figure imgf000448_0001
Table 60
The Witches Recipe
Figure imgf000448_0002
Figure imgf000449_0001
Figure imgf000450_0001
Figure imgf000452_0001
Figure imgf000453_0001
Figure imgf000454_0001
CM
Figure imgf000455_0001
Figure imgf000456_0001
Figure imgf000457_0001
Figure imgf000458_0001
Figure imgf000459_0001
Figure imgf000460_0001
Figure imgf000461_0001
Figure imgf000462_0001
ON
Figure imgf000463_0001
Figure imgf000464_0001
Figure imgf000465_0001
Figure imgf000466_0001
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Game description
The target of this game is to give the player the opportunity to participate in an interactive action of choosing different kinds of
Objects or 'ingredients', in order to prepare a 'magic recipe' together
With the witch, and the storyteller, which are the player main guides.
The story proposes the player three different ingredients, and the player chooses one, that jumps into the witch's cauldron, after three elections, the player gets a 'magic' result, a strange and weird creature, which is the combination of the selected ingredients.
The witches recipe: combined final animations
123 mouse, egg and balloon
124 mouse, egg and bee
125 mouse, egg, and magic powder
126 mouse, egg, and carrot
127 mouse, egg, and toy car
128 mouse, egg and worm
129 mouse, egg and strawberry
234 egg, balloon and bee
235 egg, balloon and magic powder
236 egg, balloon and carrot
237 egg, balloon and toy car
238 egg, balloon and worm
239 egg, balloon and strawberry
345 balloon, bee and magic powder
346 balloon, bee and carrot
347 balloon, bee and toy car
348 balloon, bee and worm
349 balloon, bee and strawberry
456 bee, magic powder and caπot
457 bee, magic powder and toy car
458 bee, magic powder and worm
459 bee, magic powder and strawberry
NOTE: there are sound effects and behaviors for each of the combinations. The main screen displays: the inside of the witch's house, a cauldron in the front screen, the witch with a big mixing spoon in her hand, three choosing holes, and a table with a crystal ball. It also includes a window, door and other decorative items.
An animation list is shown in table 61.
Table 61
The Witches Recipe Animation List:
Figure imgf000468_0001
Figure imgf000469_0001
Storyteller Content II
Run activity when toy is activated at the wake-up time specified in the Personalization Page is described in table 62.
Table 62
Wake-up - Personalization
Figure imgf000470_0001
O
Figure imgf000471_0001
Run activity when toy is active at the time specified as tea-time on the Personalization Page is described in table 63
Table 63
Tea-time Personalization
Figure imgf000472_0001
Figure imgf000473_0001
-v.
Activity for school holidays is described in table 64. Run on the first activation of the toy on the dates entered in the Personalization Page as school holidays.
Table 64
School holiday - Personalization
Figure imgf000474_0001
Figure imgf000475_0001
Run activity on the first activation of the toy on the day before the date for Mother's Day entered in the Personalization Page is described in table 65. The activity includes a screen with a card for Mother's Day, to be printed and colored in by the child.
Table 65
Mother's Day — Personalization
Figure imgf000476_0001
Run activity on the first activation of the doll on the date specified in the Personalization Page is described in table 66. Includes a picture for the child to color in.
Message: Happy Halloween
Table 66
Halloween — Personalization
Figure imgf000477_0001
-c:
Figure imgf000478_0001
Figure imgf000479_0001
Activity relating to user's gender is described in table 67. Playad on first activation of toy. Song script can also be in Song Library.
Table 67
Figure imgf000480_0001
Figure imgf000481_0001
Figure imgf000482_0001
Bedtime activity is described in table 68. Activity is run when Toy is active at the time specified as bedtime in the Personalization Page
Table 68
Bedtime — Personalization
Figure imgf000483_0001
Figure imgf000484_0001
An interactive to script in accordance with a preferred embodiment of the present invention is described in table 69.
Table 69
Figure imgf000485_0001
Figure imgf000486_0001
Figure imgf000487_0001
Figure imgf000488_0001
Figure imgf000489_0001
Figure imgf000491_0001
Figure imgf000492_0001
-X:
-0
Figure imgf000493_0001
Figure imgf000494_0001
Figure imgf000494_0002
Figure imgf000495_0001
"The exquisite creature"
The main screen contains the "center of action" (something similar to a spiral notebook) divided in three parts. The user or the Storyteller can change each part by clicking on it. There is a hand (or any other graphic symbol for aim. There are also two buttons — one for exit and one for print.
Game description:
The object of this game is to draw funny combinations between 'persons and objects'. We give the player characters in a divided display, and the player has the opportunity to decide which parts will make up the final result. For example, a lion's head, with a sumo fighter torso and chicken legs.
All this will talce place during an interactive action together with the Storyteller, who makes comments, helps, plays an active role in the game, choosing parts of the pictures too. The resulting "exquisite creature' can also be printed (by player's decision). The game was designed with a special accent on the interactive behavior of the Storyteller.
Animation list: sumo fighter indian fat woman dinasaur horse cave man cowboy big bird pilot bear karate master giraffe fireman top model football player basketball player chicken grandmother
, crasader queen fat man skinny woman monkey clown
Note: In this case the animations are in fact still pictures divided in three parts. It is possible to animate the turnovers while clicking on them.
General remarks for the programmer: 1. If possible set a sfx. For every touch on screen, for example: a bell for the head, a ring for the torso and a gong for the legs. 2. When the Storyteller chooses a part, change physically on screen a few pictures
3. The connection between the character parts should be identical (in the comiection line).
4. Preset a sound wave for every character.
An example of a game, called Storyteller III, is now described Cards + sound studio - general The content of the cards Subjects + animation + SFX on pairs of cards - -
1. A clock. A round clock that stands on 2 "legs". First of all it makes "Tic-Tac" + moves left - right on its "legs"; then it ring while jumping > go back to the beginning of this procedure.
2. A kettle + a whistling cover on flames. Flames moves + SFX of boll-bool-boll; then all kettle jumps + cover jumps up and down + SFX of a strong whistle > go back to the beginning of this procedure.
3. A trumpet + a handle. The handle goes in and out; The round big opening of the trumpet twisting from round to ellipse and back to roimd; A variety of SFX according animation.
4. An old car. The car moves forwards in the frame of the card (=road goes to the opposite direction of the car; cars' wheels roll) + SFX of an engine; then the car jumps a small jump + SFX of a car's horn > go back to the beginning of this procedure.
5. A cat around a bowl of milk. First of all the cat is leaking the milk at the bowl +
SFX of lac-lac-lac; then the cat is lying down near the bowl + SFX of gπ-πrr ; then the cat is stretching its neck + SFX of miauuuuu... > go back to the beginning of tins procedure.
6. A baby. The baby lies in a baby carrier facing the user. First the bay yawns + SFX of yawning; then the baby cries + SFX of crying baby > go back to the beginning of this procedure.
Rules of the game
General about the game
The aim of the user in this game is to match pairs of cards. All the cards are hidden (= user sees only the "back" of the cards.). User can "open" the hidden cards - thus he can try to remember the content of each card. Then, when all cards are hidden again, the user has to click on two card, one by one. If both clicked cards are identical, the user succeeded to match a pair.
For every new game, location of each card changes randomly.
Matching pairs
1. . Done only at state "hide cards".
2. Click on card > open card + play its animation + play its associated SFX
3. If done by user (rather than story + user) - user clicks on 1st card and then on 2nd cards. If 1st + 2nd cards are identical - user did match a pair.
4. When 1st card is open - see above - it plays its animation + SFX; when 2nd card that opened is not identical > both cards closed.
5. When 2nd card that opened IS identical - play both cards animation and SFX. Play so until
6. User clicks on another card
7. Story "decides" to say something after 15 sec
8. The first from two options above is the determining one
9. Regarding open cards due to previous matches - if user clicks on any of them - both open cards of this pair begin playing animation + SFX; they stop doing so as written above.
10. When user match a pair - after few seconds (which are devoted for one full cycle of animation + SFX of the cards), play, on background of SFX of the relevant card, warm words of congratulation by story + give the user A STAR (see at script below).
Show \ hide cards The icon is a tuggle. Default is an open eye - to show the closed cards; after this icon is pressed, all the cards are open and present icon is a closed eye to hide cards.
User clicks on show \ hide cards whenever he wants;
At "hide cards" - hide only these ones that user didn't open so far as pairs.
When all cards are open - the cards are disabled.
When all cards are open - they play each its own animation ; but regarding the SFX - play here A general SFX that fits the scene of animation of all cards together.
Playing with story
1. The user plays (= matches cards) sometime by his own and sometimes with story.
2. Among 6 matches, 2 or 3 are with story; these 2 - 3 times comes up randomly.
3. Playing with story means that: 4. story "chooses" 1st card to open; user has to choose the 2nd card.
5. User choose 1st card; then story interrupts and "chooses" the 2nd card. For this case, story is sometimes correct and other times wrong.
6. story can choose a card at any place on screen; since location of cards changes, it might be any card at any location (see animation list).
A script for an interactive toy game in accordance with a prefened embodiment of the present invention is described in table 70
Note:
Where is written OP to SM002 (or OP to any other number) it means that the text writer has to write more options for the same sentence; that because the original sentence is suppose to repeat to many time, thus the text should be a little different in any other same situation.
Table 70
Script for "sound memory game'
Figure imgf000500_0001
Figure imgf000501_0001
Figure imgf000502_0001
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Figure imgf000503_0001
Figure imgf000504_0001
Figure imgf000505_0001
Figure imgf000506_0001
Figure imgf000507_0001
Figure imgf000508_0001
Figure imgf000509_0001
Figure imgf000510_0001
Figure imgf000511_0001
Figure imgf000512_0001
Figure imgf000513_0001
Figure imgf000514_0001
I
Figure imgf000516_0001
Figure imgf000517_0001
Animation list for "sound memory game"
A clock. A round clock that stands on 2 "legs". First of all it makes "Tic-Tac" + moves left - right on its "legs"; then it rings while jumping > go back to the beginning of this procedure.
A kettle + a whistling cover on flames. Flames moves + SFX of boll-bool-boll; then all kettle jumpes + cover jumps up and down + SFX of a strong whistle > go back to the beginning of this procedure.
A trumpet + a handle. The handle goes in and out; The round big opening of the trumpet twisting from round to be ellipse and back to round; A variety of SFX according animation.
An old car. The car moves forwards in the frame of the card (=road goes to the opposite direction of the car; cars' wheels roll) + SFX of an engine; then the car jumps a small jump + SFX of a car's horn > go back to the beginning of this procedure.
A cat around a bowl of milk. First of all the cat is licking the milk at the bowl + SFX of lac-lac-lac; then the cat is lying down near the bowl + SFX of gnrnr ; then the cat is stretching its neck + SFX of miauuuuu... > go back to the beginning of this procedure.
A baby. The baby lies in a baby canier facing the user. First the bay yawns + SFX of yawning; then the baby cries + SFX of crying baby > go back to the beginning of this procedure.
A list of animations for a sound game in accordance with a preferred embodiment of the present invention is described in table 71.
An interactive game script in accordance with a preferred embodiment of the present invention is described in table 71.
Table 71 Animation List
Button in mode of Show CARDS: drawing of open eye + button is not pressed
Button in mode of HIDE CARDS: drawing of closed eye + button is pressed
Story's finger enter to screen > finger on button "show cards" >
Finger on button "show cards" > button of "show cards is pressed with finger on it >
> all cards open up below hand of story> story's finger goes out
Story's finger enter to screen > finger on "hide cards" >
Button of show \ hide cards is released > all cards closed below story's hand >
Story's hand goes out from screen
Empty star box
Star box with 1 —2 - 3 - 4 — 5 - 6 stars
Nice "fire work" all over the screen (for an appearance of a new star)
Hand of story enters screen > hand opens up a closed card > hand goes out.
Should malce this animation X 12 locations of each card on screen X 6 different content of each card. End of animation list
The fireworks show
Description of the game:
The scene is a night outside scenario, and the player is the designer and the director of a fireworks show. The game starts with the 'planning' of this performance, together with the interactive help of the Storyteller, which encourages the player at every step.
The first step is to Toad' the cannons with the respective colors and shapes and then to launch the 'fireworks show'.
We try to make this game didactic and fun as well, the player selects different shapes, color, direction, and other parameters, that will influence the final result of the 'show'. The selections are made in different ways, including pointing and clicking or using the voice recognition of the Storyteller.
An interactive game script is described in table 72.
Table 72
The Fireworks show
Figure imgf000522_0001
Figure imgf000523_0001
Figure imgf000524_0001
Figure imgf000525_0001
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Figure imgf000526_0001
Figure imgf000527_0001
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Figure imgf000528_0001
Figure imgf000529_0001
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Figure imgf000531_0001
Figure imgf000532_0001
Figure imgf000533_0001
Figure imgf000534_0001
I
Figure imgf000535_0001
Figure imgf000536_0001
Figure imgf000537_0001
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Figure imgf000538_0001
Figure imgf000539_0001
53"
Figure imgf000540_0001
Figure imgf000541_0001
Figure imgf000542_0001
$46
Figure imgf000543_0001
Figure imgf000544_0001
Figure imgf000545_0001
Figure imgf000546_0001
344
Figure imgf000547_0001
54D
Figure imgf000548_0001
"The fireworks show" A list of animations for an interactive game script in accordance with a preferred embodiment of the present invention is described in table 73. Table 73
Animation list:
Figure imgf000549_0001
Note:
In the case of the fireworks launch, the ' laimch' animation contains a single frame, to be moved by director. The 'exploding' animation is a bigger animation with more events. When cannon selected or when pointing with the mouse on cannon, present direction arrows.
A list of sound effects for an interactive game script in accordance with a prefened embodiment of the present invention is described in table 74.
Table 74
"The fireworks show"
Sfx.list:
Figure imgf000550_0001
The Parrot
An interactive toy script in accordance with a prefened embodiment of die present invention is described in table 75.
Table 75
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Figure imgf000551_0001
Figure imgf000552_0001
Figure imgf000553_0001
Figure imgf000554_0001
Figure imgf000555_0001
Figure imgf000556_0001
Figure imgf000557_0001
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Figure imgf000558_0001
330
Figure imgf000559_0001
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Figure imgf000560_0001
Figure imgf000561_0001
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Figure imgf000562_0001
0171 After Story Here they are, all the ants, and they are Jumpy
0166 A or die only way for us to make the parrot
0170 fall asleep!
Completed
0172 After 0171 Story Now I will sing the lullaby for you, Explaining M Completed remember it well, and try to concentrate!
0172 After 0171 Story Now I will sing the lullaby for you, Explaining F Completed remember it well, and try to concentrate!
0172 A After 0172 Story I will sing it slowly and clearly. Helping Completed
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11/31664111
A prefened user manual for an interactive development environment (I.D.E.) is now described. This allows any individual who wishes to provide content to objects such as toys employing such "Living Object" technology- to create and test scripts, and other forms of content for these objects.
Introduction Toys and other objects based on Living Object™ technology use computer, wireless communication and voice recognition software to communicate with their users in a human voice, with human-like personality and intelligence. The toy is programmed to hold entertaining, personalized conversations with the user - usually a child - demonstrating knowledge of the user and his/her preferences and recalling past interactive sessions. The Living Object Scriptwriter™ is a tool for creating interactive scripts that give the toys speech and personality. These scripts feature content that includes:
Interactive script focused on a variety of content and activities
Personalized data
Historical data with the same user
Time-linked content This manual will describe how to use the Living Object Scriptwriter™ to write interactive scripts for Living Object toys.
Chapter 1 : Getting Ready
Making Sure Everything is in Place
To start working with the Living Object Scriptwriter™ (hereafter, Scriptwriter™), your computer must be turned on with the Living Object base station connected to the computer. Ensure that the Living Toy is turned on and is near the Living Object base station. Refer to the next section, Setting up the Base Station and Toy for assistance.
Setting up the Base Station and Toy
Connect the base station's computer cable to the serial port in the back of your computer.
Plug the base station's electrical transformer into a nearby electrical socket and insert the transformer's male plug into the base station outlet.
Turn the computer on and wait until it is fully operational and the desktop is displayed. Switch on the toy. It will emit a few beeps and any moving facial parts will move briefly.
Proceed to the next section.
Note: When the toy is on but not active for a while, it automatically switches to Sleep Mode. For instructions on how to reactivate the toy, see Making Sure the Toy is Awake on.
Opening the Living Object Scriptwriter™ Software
1. Click the Scriptwriter™ icon on your screen.
2. The Living Object Scriptwriter™ program automatically opens to its main screen.
Description of Menus and Icons
Tool icons appear on the tool bar at the top of the Scriptwriter™ screen. The tool bar contains the following icons: Open Script, Print, Redo, Pointer, Select Group, Stop, Run, Copy, Save Script, Undo, Draw Link Line, Text Pause, Run Selected, Cut, Paste, Find Toy, Scheduler, Download form Internet, Artificial Life, Help and Sound
The Living Object Palette Contains the following Icons:
Talk - Enter speech for the toy
Listen - Tell the toy to listen and/or to activate (be in a state to receive input from) one of its sensors
Move - Move one of the toy's moving parts
Record - sound recorder
Memory - put a value in a compartment in the computer memory and give the compartment a name
Condition - Compare two different values or check if one value is greater than, less than, equal to, or not equal to a certain value
Calculation - Math fimction. The calculator performs addition, subtraction, multiplication and division
Random - create a list of values from which the computer will choose on a random basis. Tell the computer in which memory compartment to put the values.
Time marker - Put a certain time or date in a compartment in the computer's memory Wait - Tell the toy to wait for a certain amount of time before proceeding with the script
Jump - Skip to a different point in the script Execute - Run any software program on the computer Script - Run any other Scriptwriter™ script Internet - Opens a specific page on a particular web site Graphics - Show a picture or a video file on the screen End - End the script at this point
Selecting the Toy to Use
Open the Tools menu from the menu bar then click Options. The dialog box displays several tabs: Toys, Hardware, Environment, Volume Setting, Living Toy, Script and Report. (To see hidden tabs, click the anows on the upper right hand corner of the dialog box.)
If the Toy dialog box is not already displayed, click the Toys tab to open the Toy dialog box.
Go to the Toy list box and select the toy you want to use. For example, if the toy you want is Storyteller, then select the box next to Storyteller. The information will be displayed automatically in the Toy Description group text box.
Note: If the computer is selected, then the Toy Description group and insert/edit button is disabled.
Click Insert/Edit to update the computer with the details of the toy selected.
Making Sure the Toy is Awake When turned on but not actively engaged in activities, your Living Object™ will automatically go to Sleep Mode. Upon doing so, the toy emits a single beep. To switch a sleeping toy back to Awake Mode:
1. Squeeze its hand, foot, or any other body part where there is a sensor.
2. The toy will emit a beep and return to Alert mode.
Telling the System to Recognize die Base Station and Toy
To locate the base station and the toy, click the Hardware tab. In the Check Base Station rectangle, click Check. When the computer locates the base station, the words "Base connected" will appear in the Report text τ00χ^-±^-!cS^s^-^— - ι ----
In the Check toys rectangle, click Check. A new dialog box titled: "Find Toys and Assign Channels" appears. The name of the toy will appear in green letters under "Toy Exists". Click OK.
The computer searches for the toy previously defined in the Selecting the Toy to Use, earlier in this document. The words "Checking toys was successful" appear in the Report dialog box.
Troubleshooting
The computer can't locate the base station:
Check that the cable is connected to the serial port at the back of the computer.
Malce sure the base station's electrical transformer is connected to the electricity outlet and die base station.
If the computer can't locate the toy:
Malce sure the toy is in Active Mode. If the toy is in Sleep Mode, you have to wake it up, by squeezing its hand or part of the body containing a sensor. If the toy responds with movement and/or a beep, it is back in Active Mode. (See Making Sure the Toy is Awake).
Click the Toys tab and then check that the conect box is selected in the toy list.
Ensure the computer is not in simulation mode
Ensure the channel of the toy is conect (see Changing the Channel of a Toy).
Follow instructions contained in Adding a New Toy.
Chapter 2: Scriptwriting Basics It takes only few minutes to write a simple interactive script using the following procedures:
Creating a New Directory Create a new directory for all files related to the particular script you are working on using standard Windows procedure. Note: It's a good idea to give the directory the same name as the toy, such as "Storyteller script".
Adding a Talk Object Click and hold down the Talk icon.
The talk icon now appears with a white background. When the talk icon is on the desktop it is called a Talk Object.
Move the cursor inside the start triangle. The cursor changes to a pencil. Holding down the left mouse button, drag the pencil from the start triangle to the talk object and release the mouse button.
A link line connects the start triangle to the talk object. Saving Your Script
To save your work, use the following procedure:
1. Click the Save icon on the Action toolbar or
Open the File menu from the menu bar then select Save Script or press shortcut keys Ctrl + S on the keyboard.
2. The Save dialog box appears. Type the name of the file in the File Name text box and click the Save button. The software automatically adds the. script extension. Thereafter, the file will be automatically saved to the default location.
Note: For the Living Object™ script to run conectly, all related scripts and wave files must be saved in the same directory. If, for example, a script consists of three script files and 26 wave files, all 29 files must be saved in the same directory. The directory does not have to be within the Scriptwriter™ directory: it can be in any directory on your hard drive.
1. To change the directory in which you save the file, select a directory by clicking the down (browse) anow on the directory scroll box in the Save dialog window.
2. If necessary, create a new directory in which to save all files related to the particular script being worked on. Adding Speech 1. Double click on the Talk object. The Talk dialog box opens.
2. The name of the default toy appears in the Toy Name text box (see Default Toy later in this document). If the name doesn't appear, click the down arrow in the Toy Name text box. Click the name of the toy.
Note: In the event that the toy name is not displayed in the Talk dialog box, click Advanced at the bottom of the screen.
3. In the TTS (Text To Speech) text box, type a dialog for the toy. e. g: "How are you?. My name is (your name)."
4. To hear the pre-recorded wave file, click the WAV radio button. Click the Open File icon and browse until you find the wave file you require (see How to Open an Existing Script).
5. To hear the voice segment through the computer click the Play icon in the Talk dialog box.
To Change the Type of Voice
Open the Talk dialog box (see Adding Speech, above).
Click the type of voice required - man, women, boy or girl.
To hear the voice tiiough the toy: ensure the toy is on and in Awake Mode. Click the run button or open the Run menu and select Run from the sub menu.
Now the toy will talk in a simulated voice.
Note: To hear the toy vocalize the text in a human voice, you must record what you want it to say. See the section Recording Speech below.
Movement with Speech
1. If the Talk object is not already open, double click the Talk object. Malce sure that the conect name of the toy is shown in the Toy Name text box. (See section Adding Speech)
2. Choose a wave file or a TTS file (see sections Adding Speech) or Playing Back a Recording Through the Toy
3. Click the arrow in the Movement scroll box and select the movement.
4. Click OK. The Talk dialog box closes. 5. Click Run. The toy talks and moves simultaneously.
Recording Speech
You can record the speech through the toy (see Recording Through the Toy) or tlirough your computer microphone. Logistically, it may be easier to use a conventional microphone. If you are recording through the toy, make sure it is on and in Awake mode.
If you are using the computer microphone, ensure it is plugged into the microphone jack at the back of the computer and that the speakers and sound software are on. Consult your speaker or sound software manuals for instructions if necessary.
1. To Record:
2. Save the current script (see Saving a Script).
3. If the Talk dialog box is not open, double click the talk object.
4. Click Record. The Sound Recorder dialog box opens.
5. Click the record button. When recording, the word "Recording" appears in red type at the bottom of the dialog box.
6. Speaking clearly and close to the microphone, say: "Hi, how are you?" or any other phrase you choose.
7. When finished, click the stop button. The word "Stopped" appears in yellow type (see diagram above).
8. To play back your recording, click the playback button.
9. If you are not satisfied with the recording, repeat the procedure.
10. To increase or decrease the volume of the recording, adjust the Volume dial by dragging the yellow dot, left to decrease, or right to increase volume.
Saving a Recording
From the menu bar of the Sound Recorder dialog box select File then Save. The Record into window appears.
Note: The recording must be saved in the same directory as your Scriptwriter™ script.
The name of the directory appears in the upper scroll box. If the name is conect, then follow steps 3,4, 5 and 6. If the directory name is not conect, go to step 7.
Type in a name for the file in the File name text box. Example "Storyteller 1". The file will be know as "Storyteller 1". In the Save as type text box, the software automatically adds the extension wave. Once saved the recording becomes a sound file, which is also known as a wave file.
Click Save. The dialog box closes.
Close the Sound Recorder dialog box.
Click OK in the Talk dialog box.
Playing Back a Recording Through the Toy
You can now play back the recording through the toy, by using the following procedure:
1. If the Talk dialog box isn't already open, double-click on the Talk object.
2. In the Talk dialog box, select the WAVE radio button. This programs the computer to play a pre-recorded wave file.
3. Click on the Open File icon and browse until you find the wave file you require. See How to Open an Existing Script.
4. When selecting a file, click Open.
5. The file and its directory path appear in the WAVE text box.
6. Click OK in the Talk dialog box.
7. Click the Run button on the Living Object Scriptwriter™ toolbar. The computer will play the recorded wave file though the toy.
Troubleshooting
No sound comes out of the toy?
The toy may have gone into Sleep Mode (see section Making Sure the Toy is Awake).
Still didn't work?
Perform one or more of the following checks, then repeat steps 1 - 7 under Playing Back a Recording through the Toy above:
Malce sure that the name in the Toy Name text box at the top of the dialog box is the same as the toy you are working with (if another name appears, change the name to the name of your toy) See section Adding Speech.
Note: If the Toy Name text box does not appear then click the Advance button.
Malce sure that the WAVE radio button is selected and not the. TTS radio button.
Malce sure you follow the system set-up steps for the base station and die toy in the section Making Sure the Toy is Awake. Recording Through the Toy
In the Living Object Scriptwriter™ screen, click and drag the record icon from the object toolbox to the Scriptwriter™ desktop. When the record icon is on the Scriptwriter™ desktop, it is called a record object.
Ensuring that the cursor appears as a pencil, make a connection from the start object, or any other objects desired, to the record object by clicking on the selected object and dragging a link line to the record object.
Double click the Record object. The Record dialog box opens.
In the WAVE file text box, insert the name of the recording, which is automatically saved in the default directory. You may also select any other directory you require. The name of the file appears in the WAVE file name text box.
Click the down arrow on the Recording Time scroll box and select the number of seconds you wish to record.
Note: Check that the conect name of the toy is displayed in the dialog box (see Adding Speech).
Click OK. The record box closes.
Click the run button.
When the Record object turns red, recording is underway. Speak clearly.
Adding Listening
1. From the Object toolbox drag the Listen and Sense icon onto the Scriptwriter™ desktop, below the talk object. When the Listen and Sense icon is on the Scriptwriter™ desktop it is called a Listen and Sense object
Place the pencil-shaped cursor on the Talk object and drag a link line to the Listen and Sense object.
Defining Keywords
We will now define keywords, so the computer knows what to listen for. Double-click the Listen and Sense object. The Listen and Sense dialog box opens. Check that the conect name appears in the Toy Name text box. If the conect name doesn't appear, click the arrow in the Toy Name scroll box to obtain a list of names and click the conect name of the toy you want to use. If the Toy Name dialog box does not appear on the screen, click the advance button.
Type your required keywords, using the same spacing and punctuation pattern as follows: e.g. joke, song, game etc. or a memory definition with tag marks around the definition e. g. <one>
To store the key word in the memory, select a memory definition from the Memory combo box or type in the name of a memory definition.
Click OK. Keywords appear in the text box. The Listen and Sense dialog box closes.
Sometimes the computer does not know how to pronounce a keyword. This typically happens when you use names or made-up words. In such a case, click the Play button to hear how the system pronounces the word.
Then try spelling the word phonetically and play it again. Repeat this process as necessary, until the system pronounces the word conectly.
Using Sensors Instead of Keywords
Instead of using a keyword for a response, touch one of the toy's sensors.
In the sensor group, click the checkbox of one or more sensors.
Instead of saying a keyword, touch one of the selected sensors.
Follow the procedure in the next section.
Creating a Response for Each Keyword
The toy needs to give a different answer to each keyword it hears. This process of building questions, keywords and responses to keywords gives the toy its basic conversational ability. The system offers many different features that enable you to give the script random answers, answers based on memory, and answers based on collected personal data. To create a response, simply add a Talk object (see the section on Adding Speech), for each keyword. The following section describes adding a response to each of the keywords already created:
Drag the Talk icons onto the Scriptwriter™ desktop below the Listen and Sense object.
Connect the Listen and Sense object to the Talk object, ensuring you connect from the Listen and Sense object to the Talk object and not vice versa. A Keyword Link dialog box opens.
The scroll box contains a keyword. If you want to select a different keyword, click the down anow on the scroll box, select the desired keyword and click OK.
Repeat steps 1 to 3 for each keyword created.
Troubleshooting
If the cursor doesn't change to a pencil:
Malce sure keywords were typed into the text box.
If a link box doesn't open:
Delete the connecting line just created. Connecting the Talk object to the Listen object caused the problem.
Two or more keywords appear in the Choose link text box:
Place a comma between each keyword. Saving Keywords in Memory
1. Open the Listen and Sense dialog box if not already open.
2. In the memory text box, type a word e. g: "ice cream".
3. Type in the desired keywords.
4. Rim the script.
5. The activated keyword becomes the memory value, e.g.: if the keyword was
"vanilla", then - "ice cream = vanilla". 6. To find the cunent value of the word use the Watch List dialog box (see section Watches under
7. Helpful Functions).
- Note: The memory value changes according to keyword activities. .
Creating an Answer to "Not Found"
Sometimes the system does not understand the user's response or the user didn't provide a response at all. A Talk object, once created, contains a script that will tell the user what to do if the toy does not understand or hear the keyword spoken by the user. Typically, you will want to ask the user to repeat the keyword or make a comment to the effect that the toy did not get one of the expected answers and is therefore moving on to the next point in the script. If you ask the user to repeat the key word, you should remind the user what the keywords are, just in case she or he has forgotten them.
A new Talk object, linlced to a "not found" situation, is added:
1. Add a Talk object (see Adding a Talk Object)
2. Link the new Talk object to "not found" (see Creating a Response for Each Keyword)
3. Double-click the Talk object linked to "not found".
4. The talk window opens. You can create either a TTS file or a WAVE file.
5. If you wish to create a TTS file, type in the TTS box: "I'm sony, but I didn't quite hear what you said. Please tell me again. Say: joke, song, or game." Or type: "I did not hear you try again."
6. If you wish to create a wave (WAVE) file record: "Please tell me again. Say: joke, song, or game." Or say: "I did not hear you, try again." (See Adding Speech or Recording Speech)
7. Click OK, and the Talk dialog box closes.
8. Now click the Rim button on the tool bar. If the User Answers Incorrectly In the event that the user gives an inconect answer or no answer (i. e. the user doesn't say any of the keywords):
1. Double click on the Listen and Sense object to open the Listen and Sense dialog box.
2. In the Listen and Sense TIME list box, click the anow.
3. Select the length of time the toy will wait for an answer before declaring: "Not- Found". The toy immediately answers "Not-Found".
4. Open the Tools menu from the menu bar and select Options.
5. Click the Environment Tab.
6. Continue SR should not be checked. Remove the checkmark.
Alternatively, the toy can wait the selected amount of time before declaring "Not-Found". Within this period of time the user will have the opportunity to give the conect answer.
7. Select Tools from the menu bar select Options. Click on the Enviromnent Tab. If the' tab is hidden. Use the anow on the upper right to see the hidden tabs.
8. Continue SR should be checked. If there is no checkmark, click the check box next to Continue SR.
Select how Many Times "Not Found"
If the user does not answer conectly (i. e. does not say a keyword or no answer is given) decide how many chances the user will have to give the conect answer.
Open the Listen and Sense dialog box if it is not already open.
In the How many not found combo list box select the number of chances the user will be given to answer conectly.
The number of link objects conesponds with the How many not found combo box. Example: If "3" was selected as the number in the How many not found combo box, then there will also be three "not-found" independent link objects.
Note: If the number of objects does not conespond, with the "How many not found", combo box then the existing "not found" link object is reactivated. To give the user an unlimited number of chances to answer conectly you can create a loop to the "not found" object:
From the talk object linked to "not found" create a link line to the Listen and Sense object.
Creating a Script for the Keywords There are two ways to create a script:
Using TTS (Text to Speech), in which a script is typed in and the computer translates it to speech or
Using a Recorded speech wave file (a WAVE file) (see section Adding Speech).
To create a script:
1. Double click the Talk object linking a keyword. The keyword appears on the line connecting the two objects.
2. Double click the Talk object to open the Talk dialog box.
Using TTS:
Select TTS and type appropriate response in the TTS text box. Example: "I like to tell jokes". See section Adding Speech).
Using a recorded (.WAVE) file:
Select WAVE, and choose a file for the appropriate response. See the section Playing Back a Recording Tlirough the Toy.
3. Repeat steps 1 and 2 for the remaining Talk objects.
Note: It's a good idea to repeat the keyword at the beginning of the toy's response. This tells the user that the toy indeed understood the spoken keyword.
Running a Script ow we are ready to rim a script with the toy. Malce sure the toy is awake by squeezing one of its sensors. See Making Sure the Toy is Awake.
Click the run button or select the Run menu from the menu bar and click run.
The Start icon on the desktop is highlighted and the Living Object™ software mns through the script, highlighting each icon as the appropriate part of the script is activated.
If there are any problems with the script, a message window appears containing enor messages (see Enor Messages ).
Running a Script from the Middle To run the script from a selected point:
1. Click the object where you want the script to start. The object becomes selected.
2. The script begins from the selected object.
3. Select Run from menu bar or click the Rim icon on the tool bar. Stopping a Script in the Middle
To stop the script, select Stop or click the Stop icon on the tool bar.
Pausing the Script in the Middle Select Pause or select the Pause Icon on the tool bar. To continue the script, click the Run button.
Enor Messages
If there are errors in the script a message window appears.
The sample enors listed indicate a problem with Talk 1 and Talk 5. These enors were caused because the toy was in Sleep Mode.
Some common enors are:
The toy was in Sleep Mode
Not all objects are connected to each other (check link lines).
There is no WAVE file selected, or the TTS (Text to Speech) text box is blank.
The action of the object is not defined (information is missing in the dialog box).
How to Fix the Problem 1. Each enor gives a description of the problem (refer to the enors list at the end of the manual). In the example above the first enor is with object Talk 1; the second enor is with object Talk 5.
2. Close the Enor dialog box or move the Enor dialog box to enable you to see the objects.
3. Conect the enor(s), then close the message window.
4. Run the script again.
Chapter 3: Basic Fimctions of the Program How to Create a New Script:
1. Select File on the menu bar, then click new script or press Ctrl +N.
2. A new Scriptwriter™ desktop appears. You are now ready to create a new script. Repeat the steps in the previous chapter.
How to Open an Existing Script
1. Select File from the menu bar, then click Open Script or click the open script icon.
2. The Open Script dialog box appears.
3. If the file that you want appears in the Open Script dialog box; double click the file to open it.
4. If the file you want does not appear, then search in another directory until the file is found and open it in the conventional manner.
5. The script appears on the Scriptwriter™ desktop. Saving a Script e a new script (a script that has not been previously saved):
1. Click the Save icon on the Action toolbar or open the File menu from the menu bar, then select Save Script. Alternatively press Control+S on the keyboard. The Save dialog box appears the first time a script is saved. Thereafter it is saved in the default location. 2. If you want to save the file in a different directory, click the down (browse) arrow or click on Up One Level to find the directory in which you want to save the file.
3. In the text box File name, enter a name for the script, e.g. "script 1". The software automatically adds the extension script. Click Save, the dialog box closes and the file is saved.
Tips: For your Living Object™ script to run conectly, all related scripts and wave files must be saved in the same directory (it doesn't matter which directory). If, for example, you create a script consisting of three script files and 26 wave files, you must be sure to keep all 29 files in the same directory. The directory does not have to be inside the Scriptwriter™ directory: it can be in any directory on your hard drive.
If necessary, create a new directory in which to save all files are related to the script you are working on.
It's a good idea to name the directory after the toy, such as "Storyteller script."
Saving a Script under a Different Name or Directoiy Open the File menu from the menu bar and select Save Script as.
The Save Script As window appears.
Follow the steps in the section Saving a Script, but change to indicate the desired directory or file name.
Click Save.
Creating a New Directory
Open the Save Script As window if not already open. (See Saving a Script).
Follow standard Windows procedure to create a new directory. To Save a Script in Picture Image Format When you are saving a script in WMF (Windows Metafile Format) you can make conections and changes outside the IDE Scriptwriter™ program.
1. Open the File menu from the menu bar, and select Save Script as Image. The Save Image dialog box appears.
2. If you want to save the file in a different directory, use standard Windows procedure to find or create the directory required.
3. In the File name text box, enter a name for your script, such as "script 1". The software automatically adds the .WMF extension Click Save, the dialog box closes and the file is saved.
Creating A Report of the Script
Converts the script to an Excel chart. To use this feature Excel must be installed on the computer (for assistance see your Microsoft Office™ or Microsoft Excel™ manual)
Open the File menu from the menu bar and select Create Report.
To create a chart that contains only one object, select Create Selected from the Create Report dialog box.
Choose an object from the combo box. The chosen object will be converted to an Excel chart.
To see a preview of the chart, click Preview. This feature is only available if the option Create Selected was chosen.
To create a chart that contains the entire script, select Create All.
To create the chart, click Create Excel File.
A message box appears with the file name and directory.
To view the chart, open Excel.
Viewing the Document Before Printing.
To see a preview of how the document will look when printed.
Open the File menu from the menu bar and select Print Preview.
An exact representation of the printed document appears on screen. To close the window, click Close. Printing
To print out detailed text reports of the object's description and the chart that appears on the screen with all objects:
1. Open the File menu from the menu bar. Select Print or click the Print icon.
2. Select the quantity of copies you want by entering the number in the Number of Copies text box, or use the anows inside the text box to scroll to the number of copies required.
3. Ensure that you are working with the desired printer and that all properties are as required. For details on printers see your printer manual.
4: Click OK. The window closes and the document is printed.
Printing Object Descriptions Only
Open the File menu from the menu bar, then click Print Descriptions. The Print window appears.
Note: If you click the Print icon, the printer uses the default settings and the Print window does not appear.
Select the number of copies you want by entering the number of copies, or selecting the number of copies from the scroll box.
If necessary, adjust the properties of the printer. Consult your printer manuals for more information.
Click OK. The window closes.
Recalling Recent Scripts
Open the File menu from the menu bar. The recently used file list displays the three most recent scripts.
Select the desired script.
Closing Living Object Scriptwriter™ 1. Open the File menu from the menu bar, then select Exit. 2. A confirmation window appears asking if you wish to save the script. Select the appropriate box.
Note: If you did not previously save the script, then the Save Script window will open (follow the steps in Saving a Script).
If the script was previously saved, it is automatically saved in the same directory.
If you select No the script is automatically erased.
Helpful Functions
The following standard Windows™ functions are available (for more information consult the Microsoft Windows™ User manual:
Undo Reverses the last operation preformed.
Redo Reverses the action of the Undo command.
Find Enables a search for a specific word in the script.
Replace To replace a word anywhere in the script.
Open the Edit menu from the menu bar and select Replace. The Replace dialog box appears.
Select one of the options from the Target group
or
Select Cunent Script if you want to search the entire script.
or
Select Selected in cunent script if you want to search only part of the script
In the Object group select one of the options:
Select Object Type if you want to search only one type of object. Click on the arrow in the dialog box, and select the object (use the anows to see the hidden options) or
Select All objects if you want the search to contain all of the objects in the script. Click on the arrow in the scroll box to see the options and select the object.
or
Choose the property from the dialog box by clicking the anow in the scroll box to see the options and select the property of the object.
Note: If you selected "all objects" in the Object box, the only property you will be able to change is Toy Name.
Use the standard Find and Replace function to replace the word of your choice.
Zoom in Allows you to increase the size of your script.
Open the View menu. Select Zoom In. or
Press shortcut keys Ctrl+I on the keyboard. The objects increase in size. Repeat the steps as many times as desired.
Zoom out Allows you decrease the size of the object.
Open the View menu. Select Zoom In. or
Press shortcut keys Ctrl+O on the keyboard. The objects decrease in size. Repeat the steps as many times as desired.
Normal Size Returns the object to the original size.
Open the View menu and click Normal Size. The objects return to their original size. Volume Monitors the volume of all sound interactions.
It is helpful in identifying problems.
Example: words are not recognized, because the microphone level is to low.
Open the View menu from the menu bar, and select Volume. The Volume dialog box opens. Set the volume as desired.
Speech Monitors the ability to recognize the accuracy
Recognition of key words, (see Adding Listening).
(SR) Dialog box
Open the View menu from the menu bar, then click on SR Result.
Run a script that includes the Listen and Sense object. See sections Adding Listening), and Running a Script).
Run the script, keeping the Speech Recognition (SR) dialog box open.
When the Listen and Sense object is activated, the results appear in the Speech Recognition dialog box. The results texts boxes are:
Results:
The keyword appears in the results text box.
%: The ability of the system (computer and/or toy) to recognize the keyword.
Accuracy limit:
The accuracy limit conesponds with the setting of the Speech Recognition accuracy level bar.
Example: If the accuracy bar is set to 10%, then only words with a rating of 70% or more are recognized. Words rated at under 70% are declared "not found".
Double click the Start icon
or To adjust the Speech Recognition accuracy level, click the Listen and Sense dialog box
Adjust the accuracy bar to the desired level.
Click OK to close window and save settings.
Remarks:
Remarks will be given in relation to the keyword(s).
Keywords:
The textbox contains the entire list of keywords.
Close the dialog box.
Watches The Watch list box contains the entire list of the memory values that have been saved, during or after running the script.
1. Open the View menu from the menu bar, and select Watches.
2. A Watch list box appears. Double-click the empty top row of the list box.
3. An Add Memory dialog box appears.
4. From the scroll box select the desired memory definition.
5. The chosen memory definition appears in the scroll box. Click OK button if satisfied with the selection or click cancel to change the selection.
6. The memory definition and their cunent memory values appear in the Watch list. If no value appears, this means a numerical value has not been assigned to the value.
7. Repeat the above steps as often as desired. Note: Drag the Watch list box to the side of the screen to view the cunent memory value(s) during script execution.
Execute Log Log's all operations that have been executed. This can be helpful in identifying enors in the last script executed.
1. Open the View menu from the menu bar. Select Execute Log. The Execute Log dialog box appears.
2. Drag the Execute Log dialog box to the side of the screen.
3. Run the script (see Running a Script).
4. As the objects are activated, they appear in the Execute Log dialog box. The log shows the name and type of the object.
Message The Message box contains all the enors of the script. Open the View menu, then select Messages. The message box appears.
Note: The box only contains enors in the script run previously. If the box is empty, there were no enors found.
Link Style Different link styles will help you better organize your script writing form.
Open the View menu, and then click Link Style.
Select one of the link styles or double click the link line. A dialog box opens.
Click Link Style icon.
Click the desired link.
The link style you choose will temporarily be the default.
Click OK.
Sound Effects A sound is activated when certain actions are performed. Click the Play Sound Icon. Drag an object icon onto the desktop to hear a sound.
Moving an Object Within a Script
1. Select the object you want moved.
2. Open the Edit menu from the menu bar and select Cut (or use the Cut icon, shortcut keys or right click on the mouse to open a pop-up menu from which you can choose your command.)
3. Move the mouse to the desired location. Right click on the mouse to open the pop-up menu.
4. Select Paste. The menu disappears and the object is relocated.
Moving an Object to Another Script Select the object you want moved.
Perform the Cut function as outlined above.
If the other script is not already open see section How to Open an Existing Script).
Check that the other Scriptwriter™ desktop is active.
Paste to the other script as outlined above.
Drag the object to the desired location and connect it as required.
Note: The cursor must appear as an anow). If the cursor is in the form of a pencil the object can't be dragged. It must then change to a pencil to perform the connection.
Moving or Copying Multiple Objects To move or copy multiple objects at the same time:
Holding down the Shift Key, click on the all objects that you want to move or copy. You must click on the mouse and simultaneously hold down the Shift Key. or Double Click the Select Group icon on the tool bar
or
On the desktop select the items you want to move by dragging a marquee around those items.
To copy the objects, see section Copying Objects to a Different Script or Copy Objects within a Script.
Selecting All Objects
If you want to select all the objects on the Scriptwriter™ desktop:
Open the Edit menu from the menu bar. Click Select All.
To Move: See Moving an Object Within a Script or Moving an Object to Another Script.
To copy: See Copying Objects to a Different Script or Copy Objects within a Script below.
Copying an Image to a Windows™ Application
Select the objects you want to copy to a Windows™ application (program). If you want to select more than one object see section Moving or Copying Multiple Objects above.
Open the Edit menu from the menu bar. Select Clipboard then Copy Image to Clipboard.
Open the Windows™ application to which you want the objects copied.
Move the cursor to the Windows™ program and to the position to which you want the objects copied.
Click the Right button on the mouse. A menu appears.
Select Paste.
Copying an Object Description to a Windows™ Application
1. Select the objects whose descriptions you want copied to a Windows™ application (program). If you want to select more then one object, see section Moving or Copying Multiple Objects earlier in this document. 2. Open the Edit menu from the menu bar. Select Clipboard then Copy Image to Clipboard.
3. Open the Windows™ program to which you want the objects description copied.
4. Move the cursor to the Windows™ program and to the location where you want the object copied.
5. Click the Right button on the mouse. A menu appears.
6. Select Paste.
Copy Objects within a Script Click the object you want to copy.
Open the Edit menu from the menu bar. Select Copy or click. the Copy Icon, use shortcut keys Ctrl+C or right click the mouse and select Copy from the menu.
Move the mouse to the desired location.
Click on the Right button on the mouse and select Paste from the menu. Copying Objects to a Different Script
Use the methods described in the previous section and then paste the object into the desired script (see section on How to Open an Existing Script).
To Delete an Object or Link Line
1. Click the object or link line you want to delete.
2. Press Delete on the keyboard or use standard shortcut or menu commands. No warning is given.
Note: To unselect an object or a link line, click the mouse anywhere on the Scriptwriter™ desktop (except on the already selected object or link line).
Rejecting Similar Keywords
To reject keywords that are similar to each other:
1. Open the Tools menu and select Options. Click on the Environment tab.
2. Check Rej ect Similar Keywords . Sensor Simulator A simulation for the sensors of the specific object in your script.
Open the Tools menu from the menu bar. Select Options.
Click the Environment tab. To see the hidden tabs use scroll anows.
Select the Simulation through PC checkbox.
Click OK.
Open the View menu from the menu bar and select Sensor Simulation.
The Sensor Simulation dialog box lists all the sensor options of the toy selected.
Run the script as normal, but instead of physically touching on the toy's sensor, click the appropriate action. Example: if the script calls for touching the toy's left hand, simply click the words "left hand" in the Sensor Simulation dialog box.
Doll Simulator
Open the Tools menu from the menu bar. Select Options.
Click the Environment tab.
Select the Simulation through PC checkbox.
Click OK.
Open the View menu from the menu bar and select Simulator.
A picture of a doll appears on screen.
Run the script (see Running a Script). The visual doll, instead of the toy, performs all the actions.
Scheduler
1. Open the View menu from the menu bar and select Scheduler. The Scheduler dialog box appears. or
Click the Scheduler icon
2. Select how often you want the event to be activated by clicking one of the Time icons. Example: If you want the event to be activated once a week, then click the Time icon "Once a Week".
3. The frequency of the event appears at the top of the dialog box.
4. Click the Add New button. The Scheduler dialog box appears.
5. Select a toy from the Toy combo box.
Note: If the Toy combo box does not appear, click the More button.
6. In the Scheduler dialog box. Click Script if you want a script to be activated or
Click Message radio button if you want a message to be played.
7. If you selected Script:
Click Open icon in the Scheduler dialog box
Select the script that you want to be activated (see section How to Open an Existing Script)
Click Open in the Open dialog box.
The script's file name appears in the Script text box within the Scheduler dialog box.
8. If you selected Message type a message in the Message text box.
9. Set the Clock if relevant (see section Setting the Clock).
10. Set the Day or Date if relevant (see the section Setting the Date).
11. If relevant, select the event from the Event combo box.
12. Click the Add button. The Scheduler Editor dialog box closes.
13. The scheduled activity will now appear on the on the appropriate time list. Example: If the activity is scheduled to perform once a day, then the activity will appear on the time list once a day.
14. The message or the script will now perform at the scheduled time.
15. Set the on/off switch on the top right to on, dragging it with the mouse. Note: Malce sure the toy is awake at time the activity is scheduled to take place.
Setting the Date
Click on the arrow in the Date scroll box. A calendar appears.
To set the month, use the directional anow at the top of the calendar to change the month.
Click on the date required.
To set the year, click on the year inside the calendar. A scroll box opens in which you can select the year. or
In the Date text box highlight the part of the date you want to change and then type in the desired date.
Setting the Clock
In the Time text box, highlight the time that you want to change, then type in the desired time.
Example: if you want to change the hour, highlight the hour and type in the new hour.
Editing an Already Scheduled Activity Click the conect Time Icon (e. g. "Once an Hour", "Once a Month" etc.)
Click the activity that you want to edit; it will then be highlighted.
Click the Edit button. The dialog box with the details of the scheduled activity is displayed.
Malce any changes or updates.
To save changes click the Update button. To cancel the changes, click the Cancel button.
Note: To see all the activity, click the list button. A list of all activities appears in the dialog box.
Historical activity is shown in green.
Cunent activity is shown in red.
Future activity is shown in blue.
Deleting an Already Scheduled Activity Click the Time Icon to display the activity you want to delete.
Drag the selected activity to the garbage icon.
A dialog box prompts: "Remove selected?" Click Yes if you want to delete the scheduled activity. Click No or Cancel if you do not want to delete the scheduled activity.
Check Script Checks the script for any enors before running the script.
1. Open the Run menu from the menu bar and select Check Script.
2. Any errors or comments appear in the text box (see Enor Messages ).
3. If there are no enors, then the message: "Check was OK" appears. Click the OK button on the message box.
Toy Search
This command searches for all active toys. If a toy is in Sleep Mode the response will be "No Toys".
Open the View menu from the menu bar. Select Find Toys or click the Find Toys icon
The Find Toys and Assign Channels dialog box opens. The search starts automatically.
If you want to stop the search in the middle click Stop.
When the toy is found the name of the toy appears under "Toys Exist". If the toy is in Sleep Mode or not connected, then the name of the toy will appear under "No Toys".
To close the dialog box click OK.
Adding a New Toy Open the. Tools menu and select Options.
Click the Toys tab.
Click New.
Click the Hardware tab.
Click the Search button. The computer searches for the conect definitions. The toy's number and channel automatically appear in the text boxes. The Report box displays: "Checking toys was successful".
Click the Toy tab.
Click Adding Last Finding Number and Channel icon. Now the channel and number appear in the text boxes.
In the Type text box enter the toy type. In the Name text box, enter the name of the new toy. Click Insert/Edit. A message box displays: "Add/Update - O.K." Click OK. The dialog box closes and the new toy is ready to perform. Removing a Toy This involves removing a toy from the toy list.
From the toy list, click and highlight the name of the toy you want to delete.
Click Remove.
A message box appears prompting: "Do you really want to delete the toy from the list?"
Click Yes if you want the toy deleted from the list. Click No or Cancel if you do not want the toy deleted from the list.
Click OK.
Changing the Channel of a Toy
A number of base stations and toys in the same proximity may interfere with one another. If this is the case then changing the channels of the toys to operate on different channels, may eliminate the problem.
Example: If you note that two or more toys are performing commands that only one toy should be performing, or if the toys are performing commands from a different base station, it is advisable to change the toys' channels.
Open the Tools menu from the menu bar and select Options.
Click the Toys tab. In the Channel text box, click the arrow to change the channel number.
Click the Hardware tab.
Click the Check button in the section Check Toys then click the Find Toys icon.
The Find Toys and Assign Channels dialog box appears and the program searches for the toy:
If the toy is located, the name of the toy appears in the Toys Exist text box.
If the toy is not located, the name of the toy appears under No Toys.
If you want to stop the search in the middle click the Stop button. When the search is finished the button changes to an OK button.
Click the OK button.
Note: When changing channels, ensure that only the toy for which changes are being made is in Active Mode. All other toys in the vicinity must be in Sleep Mode.
Checking the Default Toy
This fimction performs a check on the entire Living Object™ system to make sure everything is working properly.
Open the Tools menu and select Check Default Toy. The Physical Check Up window opens.
There are five checks that can be performed from this window:
Speaker
Motion
Sensors
Base Station
Speech Recognition.
Speaker To check the toy's speakers:
Click the word Speaker. The Speaker Check window opens.
Click the Check button in the Speaker check window.
If you hear a clear "pong" sound, the speakers are working properly.
If you do not hear the "pong", then cany out the following checks: Ensure the toy you are checking is the default toy (see section Default Toy ).
Check that the toy is in Awake Mode (see Making Sure the Toy is Awake).
Adjust the volume of the toy (See section Volume under
Helpful Functions).
Perform a toy search (see Toy Search)
Make sure the base station is working by performing a check as described below.
Make sure the toy's on/off switch is turned on.
Base Station To check the base station:
Click the words Base Station. The Base Station check window opens.
Click the check button. A Message box appears with the message: "Base connected OK". The base station is working properly.
Click OK.
If you get an Enor message, ca y out the following checks:
Check that the base station's cable to the serial port is connected properly.
Check the base station's transformer is conectly connected to the electrical socket.
Sensors To check the toy's sensors:
Click the word Sensors. The Sensor check window opens.
Click the Sensor button inside the Sensor check window.
Press the toy's sensor you want to check. If you hear a "pong" then the toy's sensor is working properly. You can perform the same check on other sensors as required.
If you did not hear a "pong" sound, cany out the following checks:
Make sure the toy is awake (see Making Sure the Toy is Awake).
Make sure the base station is working. Perform a check on the base station (see Base Station above).
Malce sure the toy is turned on.
Perform a toy search. (See Toy Search)
Check that the toy you are checking is the default toy (see section Default Toy ).
Adjust the volume of the toy (See section Volume under
Helpful Functions), as you may not have heard the "pong" due a volume problem.
Ensure that you pressed directly on the sensor.
Motion To check on the toy's movements:
Click the word Motion. The Motion check window opens. Click the check button.
If the toy's eyes and mouth move then the toys movements are working properly.
If there was no movement then cany out the following checks:
Make sure the toy is awake (see section Making Sure the Toy is Awake).
Make sure the base station is working (see Base Station).
Malce sure the toy's on/off switch is turned on.
Ensure the toy you are checking is the default toy (see section Default Toy ).
Perform a toy search. (See Toy Search)
Speech To hear the clarity of
Recognition speech:
1. Click the words Speech Recognition.
2. Click the Check button in the Speech Recognition window.
3. If you hear a sentence played back clearly, speech is working properly.
4. If you did not hear the sentence clearly, carry out the following checks:
Make sure the doll is awake (see section Making Sure the Toy is Awake).
Make sure the base station is working (see Base Station above).
Malce sure the toy's on/off switch is turned on.
Make certain that the toy you are checking is the default toy (see section Default Toy ).
a) Adjust the volume of the toy (see section Volume under Helpful Functions).
Perform a toy search (see Toy Search).
Default Toy The default toy is automatically selected to perform the actions in the script.
Open the Tools menu and select Options.
Click the Environment Tab.
Click on the anow in the Default Toy text box.
Click the toy you want to be the default toy. The toy's name appears in the text box. Check the Volume Settings
Adjusts the volume of the toy's speakers and microphone:
1. Open the Tools menu and select Options. Click the Environment Tab.
2. To adjust the microphone and/ or speaker volume, drag the small bar on the volume bar. Drag the bar up to increase the volume; drag the bar down to decrease the volume.
3. To save the new settings click Update.
4. To check the setting of the toy, click the Check button.
5. Click OK.
Note: To return the toy to its original settings, click Reload, then click Update.
Continue Speech Recognition
Waits the full amount of time before declaring the keyword not found.
Downloading Scripts
To download scripts directly from the Internet (under development):
Reports
A log of what the toy recorded, including keywords the toy listened for and recordings and scripts that have been run:
To save a log of previously run recorded scripts and/or recordings, open the Tools menu and select Options. Click the Report Tab.
To save the previous script descriptions, select the Save logger check box.
To save the previous recording, select Save listen to file check box.
The log and/or listen files are saved in the default location. To save the log/listen files in a different location,
Click Save. Select the directory where you want the log to be saved. Click OK. To view the logger, open Windows™ Notepad. To hear the recording open the Windows™ Media player. See the Windows™ manual for instructions.
Memory Object '
To store values in the memory:
Select the Memory icon, from the object toolbox. Hold down the left mouse button and drag the icon to the desired place on the Scriptwriter™ desktop. When the Icon is on the object Scriptwriter™ desktop, it becomes a Memory object.
Connect the Memory object to any object on the Scriptwriter™ desktop, by using a link line. (See section Adding a Talk Object)
Double click the Memory object. The Memory dialog box opens.
In the Memory combo box type in a new memory definition or select an existing memory definition from the Memory combo box.
Type the memory's value of the memory definition in the value text box.
To save the memory definition and value
The memory's values are saved automatically when the script is activated. If the script is not activated then the memory values are not saved.
Adding Memory Definitions
1. Open the Tools menu and select Options. Click the Report Tab.
2. In the combo box type in the memory definition.
3. Click the Add button.
Deleting a Memory Definition
Open the Tools menu and select Options. Click the Report Tab.
From the combo box, select the memory definition you want to delete.
Click Remove. A message box asks: "Do you really want to delete the parameter?" Select the appropriate button.
Memory and the Talk or Listen and Sense Object
To recall a memory value in the Talk object
Double click on a Talk or Listen and Sense object (see section Adding a Talk Object). The Talk or Listen and Sense dialog box opens.
Click the TTS radio button in the Talk object.
Type the memory value inside the TTS text box or the keyword text box in the Listen and Sense object.
Note: To view a list of existing memory values (see section Watches under
Helpful Functions)
Place tag marks "< >" around the memory definition. Example: if the memory definition is Date then type "<Date>".
Type any desired text before or after the memory value in the TTS text box.
Condition Object
The Condition object compares two values:
Click the Condition icon in the object toolbox. Hold down the left mouse button and drag the icon onto the Scriptwriter™ desktop. When the Condition icon is on the Scriptwriter™ desktop is called a Condition object.
Connect the Condition object to another object. It doesn't matter to which object it is connected.
Double click the Condition object. The Condition dialog box opens.
Select a memory definition from the Condition 1 combo box.
Note: To view a list of existing memory values see section Watches under
Helpful Functions.
From the Equation scroll box select, one of the following equation signs: > Greater than
< Less than = Equals
< > Not equal
In the Condition 1, box on the right are two choices: Memory and Value described below:
Memory: If the condition is a memory value, click the Memory radio button. Select a memory definition from the combo box.
Note: If the Memory definition is new and has never been activated, it will not appear on the list. Type it in. Value: If the condition is a new value, click the Value radio button. Type the value in the combo box.
Click OK. The Condition dialog box closes.
Each condition produces a minimum of two possible results. Add a Talk object for each possible result (see section Creating a Response for Each Keyword).
To compare more than two conditions at the same time, click the Advance button in the dialog box.
The Condition dialog box now contains four sets of conditions. Each condition set contains two combo boxes, and an equation scroll box.
Wait Object
The Wait object delays the script activities for the selected amount of time:
Select the Wait icon from the toolbox and drag it onto the Scriptwriter™ desktop. When the Wait icon is on the Scriptwriter™ desktop, it is called a Wait object.
Connect the Wait object to any other object on the Scriptwriter™ desktop, by using a "link line". (See section Adding a Talk Object).
Double click on the Wait object. The Wait dialog box opens. It contains only a Delay combo box.
From the Delay combo box select or type in the number of seconds that you want to delay the script's activity.
Click OK to close the dialog box.
Jump Object
The script goes directly from the Jump object to the object declared in the Jump dialog box. The objects in-between are skipped:
1. Select the Jump icon from the toolbox and drag it onto the Scriptwriter™ desktop. When the Jump icon is on the Scriptwriter™ desktop, it is called a Jump object.
2. Connect the Jump object to any other object on the Scriptwriter desktop, by using a "link line". (See section Adding Listening).
3. Double click the Jump object. The Jump dialog box opens which contains only the Jump To... combo box. 4. Select the object in the script from the Jump combo box that you want to go to directly.
5. Click OK. The dialog box closes.
Graphic Object
To display an image file or a video file on the computer screen:
Select the Graphic icon from the toolbox and drag it onto the Scriptwriter™ desktop. When on the Scriptwriter™ desktop, it is called a Graphic object.
Connect the Graphic object to any other object on the Scriptwriter™ desktop, by using a "link line" (see section Adding a Talk Object).
Double click on the Graphic object. The Graphic object box opens. Click the Advance button.
The Graphic object contains two parts: Image and Video. Each part is explained below:
Image - To display an image on the computer's screen:
Click the Image radio button from the Graphic source group.
Click the Open File icon. The open file dialog box opens.
Select a picture file from the file dialog box.
Ensure the Wait Until Finished check box is checked.
Select the number of seconds for which the picture is to be displayed from the Display Time combo box or type in the number of seconds required.
To change the size of the picture, click the Size check box. The measurement used is a pixel.
To adjust the height of the picture, type the desired height in the "H" scroll box or use the scroll arrows to adjust the height.
To adjust the width of the picture, type the desired width of the picture in the "W" scroll box or use the scroll arrows to adjust the width.
The action group contains two radio button options: Show to display the picture, and Hide to hide the picture. Click the desired radio button.
Video - shows a video on the computer screen:
Click the Video radio button from the Graphic source group.
Click the Open File icon. The Open File dialog box opens.
Select a Video file from the File Dialog box. The name of the video file appears in the file name text box.
The Wait until Finished check box must be checked.
To have the video played only once, click the Once radio button in the group Play mode.
To have the video play repeatedly, click the Repeat Radio button in the group Play mode.
From the Display Time combo box, select the number of seconds for which the video is to be played or type in the number of seconds
To view the video on screen click the Open radio button in the action group.
To hide the video click the Close radio button in the action group.
To have more than one video and/or picture displayed on the screen at the same time:
Note: A combination of pictures and videos can be used.
Place one Graphic object on the Scriptwriter™ desktop for each picture or video desired.
Connect the first Graphic object to any object on the Scriptwriter™ desktop, then connect all the graphic objects to one another.
Repeat steps 1 - 4 in the Graphic object section above for each of the Graphic objects.
Ensure that all Wait until Finished checkboxes are not checked.
Add a Wait object (see Wait Object ).
Connect the Wait object to the last Graphic objects and select the number of seconds that you want the pictures displayed.
To have the image frame alternate images:
Place two Graphic objects and two Wait objects on the Scriptwriter™ desktop.
Connect one Graphic object to any other object (other than one of the new Wait objects) on the desktop.
Connect the same Graphic object to the first new Wait object.
Connect the second Graphic object to both first and second new Wait objects.
Follow the steps in the section Graphic Object above.
In both Graphic objects, select a name from the Choose Display combo boxes or type in any other name desired name. The name selected must be the same in the Choose Display combo box for each Graphic object. Text Bo
Allows text to be added to the script:
Click the Text icon on the tool bar.
Place the mouse on the desktop location where you want the text box then click the left mouse button. The text box appeal's on the desktop.
Double click the text box. The text dialog box opens.
Type in the text you want.
Click OK. The dialog box closes and the text appears in the text box.
Note: The text box can be enlarged by selecting it and dragging a text box handle to the desired size.
Script Object To activate a selected script:
1. Select the Script icon from the toolbox and drag it onto the desktop. When the Script icon is on the desktop, it is called a Script object.
2. Connect the Script object to any other object on the desktop by using a "link line" (see Adding a Talk Object).
3. Double click the Script object. The Script dialog box opens. It contains a Script Name combo box, a Single Output check box and an Open File icon.
4. Select a script from the Script Name combo box or click the Open File icon to select a script from the Open File dialog box.
5. The Single Output check box has two options:
If the Selected Script has only one ending that does not affect the continuing of the active script, the Single Output check box should be checked.
If the Selected Script has an ending that does affect the continuing of the active script, then the Single Output check box should not be checked.
Note: A link object is required for each of the endings of the Selected Script. Multiple link objects are required if option ii (above) is chosen. The script will continue according to its ending (see Creating a Response for Each Keyword). Time Marker Object
To create a Memory Value for the cunent or specific date and/or time:
1. Select the Time Marker icon from the toolbox and drag it to the desktop. When the Time Marker icon is on the desktop, it is called a Time Marker object.
2. Connect the Time Marker object to any other object on the desktop by using a "link line" (see Adding a Talk Object)..
3. Double click the Time Marker object. The Date and Time dialog box opens.
4. Select a Memory Definition from the Memory combo box or type in a new Memory Definition.
5. Select one option from the Time/Date group. Click the desired radio button.
Note: If Cunent Time, Cunent Date or Cunent Date/Time are selected, the Memory Value will represent the current time and/or date when the script was activated.
6. This step varies according to the radio button selected in the previous step. Follow the steps below pertaining to the radio button selected in the previous step:
Note: All the following steps are performed from the Date and Time dialog box.
Cunent Time
The group Pick Time appears directly under the Time/Date group
Click one of the radio buttons from the group Pick Time.
Cunent Date
The group Date Today appears directly under the Time/Date group.
Click one of check boxes from the group Date Today.
Cunent Date/Time
No further action is required.
Specific Time
The Time scroll box appears directly under d e Time/Date group.
Change the clock to the desired time by clicking on a time component. The selected time component is highlighted.
Use the scroll anows to adjust the time or type over the displayed time.
Specific Date 1. The Date Today group appears directly under the Time/Date group.
2. Click one of the Date Component check boxes. The selected Date Component is highlighted.
3. Use the scroll anows to adjust the date, or type over the date displayed. Specific Date/Time
1. The Time scroll box appears in the time directly under the Time/Date group. The Date scroll box appears to the left of the Time scroll box.
2. Adjust the date; see Specific Date above.
3. Adjust the time; see the section Specific Time above.
Execute Object
To execute any software program installed on the computer.
Select the Execute icon from the toolbox and drag it onto the desktop. When the Execute icon is on the desktop, it is called an Execute object.
Connect the Execute object to any other object on the desktop, by using a "link line" (see Adding a Talk Object).
Double click on Execute object. The Execute dialog box opens. It contains a Full Patlmame of the Program combo box, an open icon and an Arguments/Message text box.
Select a program from the Full Patlmame of the Program combo box or click on the Open File icon and select a software program from the active dialog box. The file's name is displayed in the Full Pathname of the Program combo box.
Note: .The software program and the script can be run simultaneously. However, the program remains on the computer screen.
Internet Object
To open a specific site on the Internet:
Select the Internet icon from the toolbox and drag it onto the desktop. When the Internet icon is on the desktop, it is called a Internet object.
Connect the Internet object to any other object on the desktop, by using a "link line" (see Adding a Talk Object)).
Double click the Internet icon. The Internet dialog box opens. It contains a URL combo box. Select the desired URL from the URL combo box or type the URL into the comb box.
Note: The Internet browser and the script can be run simultaneously. The default browser displays the selected web site. The Internet browser remains open on the computer's screen while the script is running.
End Object
To end the script:
Select the End icon from the toolbox and drag it onto the desktop. When on the desktop, it is called a End object. Repeat this step if multiple endings are desired.
Connect the End object to any other object on the desktop, by using a "link line" (see Adding a Talk Object).
Double click the End object. A dialog box containing a Common Exit combo box appears.
Choose a name for the ending and type it in the Common Name combo box. If the script contains multiple End objects then a list of all the End objects' names appear in the combo box.
Calculation Object
The Calculation object performs the four basic mathematical functions: adding, subtracting, multiplying and dividing.
Select the Calculation icon from the toolbox. Drag the Calculation icon onto the Scriptwriter™ desktop. When the icon is on the Scriptwriter™ desktop, it is called a Calculation object.
Connect the Calculation object to any other object on the Scriptwriter desktop, by using a "link line". (See section Adding a Talk Object).
Double click on the Calculation object. The Calculation dialog box opens. It contains two component combo boxes, a function button and a results combo box.
There are two individual Component combo boxes. Each contains two choices - Memory and Value:
Memory - if the component is a memory value click the Memory radio button and select the memory definition from the combo box. To view a list of the memory values, (see section Watches in
Helpful Functions). Note: If the Memory definition is new, and has never been activated. It will not appear on the list. Type it in.
Value - if the component is a new value click the Value radio button. Type the value in the combo box.
Note: Malce the appropriate selection in both of the component combo boxes.
Click the Function button. A pop up menu appears.
From the popup menu click one of the following functions: adding, subtracting, multiplying or dividing..
In the Result to Memory combo box, select a memory definition from the combo box or type in a new memory function in the combo box.
The results are saved as a memory value of the memory definition provided in the Result to Memory combo box in the Calculation dialog box.
Note: If you want to receive the results of the operation performed in the Calculation dialog box:
A Talk object must be added. See the section Adding a Talk Object.
Double click on the Talk object. The Talk dialog box appears.
Click the TTS radio button.
The TTS text box must contain the memory definition defined in the Result to Memory combo box found in the calculation dialog box (see Memory and the Talk or Listen and Sense Object .
Troubleshooting
If you did not receive the conect results, check the following:
Does the memory definition contain a numerical value? See the section Watches under
Helpful Functions.
Generate Package
To create a complete package of registered algorithms, scheduler files scripts, audio files and other script related files:
1. Close the Scriptwriter™ desktop.
2. Select Generate Package from the file menu. The Generate dialog box opens.
3. Type in a desired name in the Company Name text box. 4. Type in a desired name in the Product text box.
5. Type the directory location where you want the package files to be saved, or
Click the open file icon and select a directory.
1. The registered algorithms from artificial life and the scheduler file are automatically added. To add other files click the Add button.
2. From the open file dialog box, select the files you want in the package. The file name appears in the Attachment File text box.
3. To remove a file from the Attachment File text box, click on the file you want removed. The file is highlighted.
4. Click Remove and the file no longer appears in the Attachment File text box.
5. To generate the Package click the Generate button.
To Install Scripts from a Package
Select Install Scripts from the File menu.
The Install Script dialog box opens.
Select the company name from the Company drop down box.
Select the product name from the Product drop down box.
The scripts pertaining to the selected package appear in the Install Script Files text box.
To add a script(s), click the Add button.
The Open dialog box opens.
Select the script files from the open dialog box.
The script files appear in the Install Script File text box.
To remove a file click on the file you want to remove. The file is highlighted.
Click Remove. The file name no longer appears on the Install Script File box.
Click Install to have the scripts installed.
To Uninstall Scripts
To uninstall previously installed scripts.
1. Select Uninstall Scripts from the file menu.
2. The Uninstall Scripts dialog box opens. 3. A list, of previously installed scripts appears in the text box.
4. Select the scripts you want to uninstall. s^^^-^^.^^^..^-^.-^.,
5. Click Uninstall Selected or 3. Click on the Uninstall All to uninstall all the scripts appearing in the text box.
Arranging the Scriptwriter™ desktop
In the case of more than one Scriptwriter™ desktop being open at the same time
From the Window menu, select Anange All or Tile.
Anange All - the Scriptwriter desktop is ananged one on top of the other. Only the active Scriptwriter desktop is displayed on the screen. To alternate between the active desktops click the desired desktop.
Tile - the Scriptwriter™ desktop is arranged horizontally on the desktop. A portion of each Scriptwriter™ desktop is displayed.
Chapter 4: Functions This chapter serves as a reference guide to each of the functions that appears on the Scriptwriter™ main screen. For a description of the icons on the Living Object Palette, see Description of Menus and Icons.
Operating Procedures
The Talk Icon See Adding Speech
The Listen and See Adding Listening. Sense Icon
The Move Icon This function adds movement without adding Speech to our script.
1. Click Move icon and drag it to the Scriptwriter™ desktop. It is now called a Move object.
2. Connect the Move object to any other object (See Adding Listening)
3. Double click the Move object. The Move dialog box opens. Click the arrow in the Movement dialog box to choose desired movement. 4. You can decide how long certain movements will be preformed. In the Moving Time dialog box, click the number of seconds that you wanfTne" toy "activated! Example: if you choose the number "7", the toy will perform that movement for seven seconds.
Note: If the Moving Time dialog box is disabled, the toy will perform movements for a predetermined time
5. Click OK.
Chapter 5: Artificial Life
Once you have written a script, the IDE lets you activate it in a way that gives the toy life-like behavior. The IDE contains algorithm management and a very powerful compiler that integrates time, patterns and minimal intervals and applies them to the script or a collection of scripts. The resulting artificially created life for the toy is highly authentic. This section describes how to use the IDE to create artificial life.
Basic Functions:
Insert Inserts a new Formula Section box between two existing formulas
(ref point 13 , below) :
Click the Formula Section box where you want to insert a new box.
Right click to get the pop up menu, and select Insert.
A new Formula Section box appears and the existing Formula Section boxes move to the right.
Delete Deletes the specific Formula Section box. Existing Formula Section boxes move left.
Compress Deletes the empty spaces between the occupied Formula Section boxes.
Clear Item The formula in the specific "formula section box" will be deleted. No warning messages will be given before the formula is deleted. Clear All All formula for the script will be deleted. No warning messages will be given before the formula is deleted.
Check Checks the formula syntax of the entire script. If the message box reads "Syntax OK" then the formula can be activated. If the message box reads "Enor, please check your syntax", then check the formula for errors.
To build an Artificial Life environment:
Open the Tools menu from the toolbar and select Artificial Life.
Select Editor from the sub menu.
Click the Artificial Life icon on the toolbar. The Artificial Life Editor window appears.
Click Load. The Open File dialog box appears.
From the Open File dialog box, select a script for which you want to create an Algorithm. The name of the script appears in the File Name text box.
Click Open again. The name of the file selected appears in the Script file Name text box.
Type a name for the parameter in the parameter text box to the left of the = symbol. If a name is not given to the parameter then a default name will be automatically assigned.
Select the priority level of the script, from the Script Priority combo box. If no priority level is given, it will remain at the default priority level "normal".
The threshold priority default is set at 50. To change the threshold priority, highlight the number in the Threshold Priority text box, type over the number.
Double click in the first formula box. (The set of boxes to the right of the = symbol).
The Artificial Life Library dialog box appears. Click on a function to select. If Increment, Decrement, Value, Edit, or Parameter are selected then see below for the section related to the function.
Increment or If Increment or Decrement are
Decrement selected from the Artificial Life
Library then select Min, Day or
Hour in the Every combo box. Value or Edit If Value or Edit are selected from the Artificial Life Library then type in the value in the Value text box.
Parameter If Parameter is selected from the Artificial Life Library then select a parameter from the list in the Parameter combo box.
To save the formula, press Enter key on the keyboard. To cancel the action, press
Esc.
The entire formula appears in a list box in the center of the Artificial Life Editor dialog box. Each formula section box contains the individual values pertaining to it.
To verify that the formula is conect:
Click the Check button. If the message box reads: "Syntax OK" then the formula is capable of being activated. If the message box reads: "Enor Please check your syntax" then check the formula for errors.
To delete an individual formula from the formula section box:
Delete the formula and right click. The pop-up menu appears. Select delete.
To save the formula click on the save button. The formula is saved in a default location. A message box will appear giving the location where the formula was saved.
It is required that the Algorithm be registered. Click the Register formula button. If formula is registered successfully a message box reading: "Register was Successful" appears.
If the formula is not successfully registered then an error message appears.
How to fix the problem:
If the formula was registered previously, a second message box reads: "Formula already registered Do you want to re-register?" Click Yes to register the new values. Click No or Cancel to retain previous values.
Check the following:
Are there any Formula parameters in the Dependence foπnula that are not defined?
Do all the Formula parameters being utilized have the appropriate values assigned to them?
Does the name of the script appear in the script text box? Check that the Algorithm was saved.
Note: To see the Artificial Life Viewer, click the Viewer button. (See section Artificial Life Viewer).
Artificial Life Manager
The Artificial Life Manager provides a clear and precise overview of all scripts contained in Artificial Life.The following functions can be performed from the Artificial Life Manager:
Adding a script
Removing a script
Viewing the history of previously executed scripts
Open the Tools menu from the menu bar and select Artificial Life.
Select Manager from the sub-menu. The Artificial Life Manager window appears.
The following actions are performed via the Artificial Life Manager dialog box:
Adding a script
Removing a Script
Viewing the script's history. ■
Adding a script
1. Click the Add button situated at the Left side of the dialog box.
2. The Open File window appears.
3. Select a script. The name of the selected script appears in the File Name Text box in the Open dialog box.
4. Click Open Button. The script appears in the Artificial Life list box.
Troubleshooting
If you receive the following message: "Enor Script (location of script) not found script already exits", the script has already been added to the Artificial Life Manager.
If you receive the following message: "Enor Formula didn't exist in (location of script)", the script does not have a formula or the formula was not registered (see Error! Reference source not found.). Note: Before a script can be added, the script must have a formula. (See Error! Reference source not found.).
Removing a Script
Click the script you want to remove from Artificial Life. The script is highlighted. Click the Remove button.
A message box appears with' the question: "Remove selected task/s?". Click Yes to delete the script.
The script no longer appears in the list box.
History displays a list of previously executed scripts
5. Click the History button.
6. The list box contains a list of the 10 most recent scripts.
7. To view details of a script, click the script. Details of the script appear in the list box at the bottom of the Artificial Life Manager dialog box.
8. To convert back to the Manager list box, click the History button.
Artificial Life Viewer
The Artificial Life viewer contains the past 10 minutes of activity and can present up to five scripts at any given time.
Open the Tools menu from the menu bar and select Artificial Life.
Select Viewer from the submenu. The Artificial Life - Viewer window appears.
Select the scripts priority level. Only those scripts at that priority level are available for display on the graph. If "all" is selected then all the scripts can be displayed
The list of scripts available for viewing is listed in the checklist box to the right of the graph.
To have a script represented on the graph, click on that script. The script appears on the graph. The graph is color-coordinated, i. e. the name of the script appears in the same color as the conesponding graph line.
To view the Priority Threshold, click the View Priority Threshold check box. The Priority Threshold appears on the graph. Artificial Life Examples
Examples of Formula and Dependence tables.
Use tables 76 and 77 to assist you in making an algorithm
Table 76
Example of a Formula table
Figure imgf000630_0001
Table 77 Example of a Dependence table
Figure imgf000630_0002
X = DEPENDENT I = INDEPENDENT
O = MAIN PRIORITY OF CURRENT SCRIPT Professional Editor
The Artificial Life Professional Editor allows the creation of Algorithms that bring scripts to life. To create Algorithms:
Open the Tools menu from the menu bar and Select Artificial Life.
Select Professional Editor from the sub menu. The Artificial Life - Algorithm Editor dialog box opens.
Click the Open icon in the Artificial Life - Algorithm Editor dialog box. The Open dialog box opens.
From the Open dialog box select a script for which you want to create an Algorithm. The name of die script appears in the File Name text box.
Click Open again. The Open dialog box closes.
The name of the selected file appears in the Script text box.
Samples of dependence formula, behavior parameters, formula and text boxes appear.
Type in the required dependence formulas in the dependence formulas text box.
The following behavior parameters are required: Memory, Initial Priority, Threshold Priority, min Interval and Script Priority.
The Behavior parameters contain the default values in the Behavior Parameters text box. To alter the Behavior parameters, delete existing values and type in new values.
Formula parameters are optional. To use them select the Formula parameters from the combo box. The selected Formula Parameter appears in the combo box.
Click on the Up icon. The Formula parameter and its value appear in the Formula Parameters text box.
To verify that the formula is conect, click the Check Syntax button; If the message box reads: "Syntax OK result is <value>" the formula can be activated.
Note: The Syntax result can vary according to the formula.
If the message box reads: "Please check your syntax." then check the formula for enors and check that the script's name is in the script text box.
Note: The clear button restores the Artificial Life - Algorithm Editor to its default values.
Click Create.
Activating an Artificial Life Environment
Open the Tools menu from the menu bar and select Options.
Select the Living Toy tab. Check Activate Artificial Life.
The scripts are now activated according to the definitions defined in the editor.
The scripts are activated until the Artificial Life Environment is deactivated (see next section Deactivating the Artificial Life Environment.)
Deactivating the Artificial Life Environment
Open the Tools menu and select Options.
Select the Living Toy tab.
De-select the check mark against Activate Artificial Life. The check box should be empty.
The artificial life environment is no longer activated.
Click OK. The dialog box closes. Activating the Toy Automatically
To automatically activate (wake up) toys at the appropriate time during running of the Artificial Life Algorithms:
1. Open the Tools menu and click Options.
2. Select the Living Toy tab.
3. Check Wake Up selected toys before running AL scripts. Select the toy(s) from the Toy check box. Use the scroll bar to view the hidden toy options.
4. Click on the toy(s) that you want to be automatically activated (woken up).
5. Click OK. 6.
Appendix 1
Example of a Script with the Source Code Select the Open file from the file menu or click on the open icon from the toolbox.
Select the Script Voice. The script opens
Click the Run button on the tool bar.
A Voice Command window used to demonstrate voice recognition opens.
The Listen and Sense object is activated simultaneously. When a keyword from the script is heard, the result is saved in the command memory value. The keywords are "up, down, left, right":
Say one of the keywords. The memory value is changed according to the keyword selected.
The globe moves accordingly to the values defined in the Command memory value and moves to the chosen keyword. The voice command application scans the memory value in the Interactive Development Environment according to a time frame defined by the voice application. Simultaneously the Talk objects are linlced to the selected keyword are highlighted.
Example: When the Up keyword is recognized, the Talk object linked to the keyword Up is activated. It is highlighted on the screen and the "globe" moves up.
The script then goes to the Jump object, which is set to return to the Memory object and the script is reactivated from the memory object.
The script is set to run continuously until the Stop icon is clicked.
Appendix 2
Example of a Delphi Source Code
The related script file is C:\creator\voicecommand\voice.script
File Unitl .pas unit Unitl ; interface
uses Windows, Messages, SysUtils, Classes, Graphics, Controls, Forms, Dialogs, OleCtrls, LOLib TLB, StdCtrls, ExtCtrls; type TForml = class(TForm)
LivingObjectsl: TLivingObjects;
Image 1: TImage;
Timer 1 : TTimer;
Labell: TLabel;
Label2: TLabel;
Label3 : TLabel;
Label4: TLabel; procedure Timer lTimer(Sender: TObject); procedure FormCreate(Sender: TObject); private
{ Private declarations } xx,yy : integer; public { Public declarations } end; var Form! : TForml ;
implementation
{$R *.DFM} procedure TForml .Timer lTimer(Sender: TObject); var res : string; begin res := LivingObjectsl.getParameter('COMMAND'); res := upperCase(res); if res = 'LEFT' then image 1. left := xx - 50;
if res = 'RIGHT' then imagel.left := xx + 50;
if res = 'UP' then imagel.Top := yy - 50;
if res = 'DOWN' then imagel.Top := yy + 50; if res = 'CENTER' then begin imagel.Top := yy; imagel.left := xx; end; end; procedure TForml .FormCreate(Sender: TObject); begin yy := imagel.Top; xx := imagel.left; end; end.
File Unitl .dfm obj ect Form 1 : TForm 1
Left = 292
Top = 201
Borderlcons = [biSystemMenu]
BorderStyle = bsSingle
Caption = 'Voice command'
ClientHeight = 209
ClientWidth = 341 Color = clBtnFace
Font.Charset = DEFAULT_CHARSET
Font. Color = clWindowText
Font.Height = -11
Font.Name = 'MS Sans Serif
Font. Style = []
OldCreateOrder = False
Position = poScreenCenter
Scaled = False
OnCreate = FormCreate
PixelsPerlnch = 96
TextHeight = 13 object Image 1: TImage
Left = 152
Top = 86
Width = 33
Height = 33 end object Label 1 : TLabel
Left = 29
Top = 97
Width = 38
Height = 16
Caption = 'LEFT'
Font.Charset = DEFAULT J HARSET
Font.Color = clNavy
Font.Height = -13
Font.Name = 'MS Sans Serif
Font. Style = [fsBold]
ParentFont = False end object Label2: TLabel
Left = 157
Top = 21
Width = 22
Height = 16
Caption = UP'
Font.Charset = DEFAULT ΗARSET
Font.Color = clNavy
Font.Height = -13
Font.Name = 'MS Sans Serif
FontStyle = [fsBold]
ParentFont = False end object Label3: TLabel
Left = 146
Top = 168
Width = 48 Height = 16
Caption = 'DOWN'
FontCharset = DEFAULT_CHARSET
Font.Color = clNavy
Font.Height = -13
FontName = 'MS Sans Serif
FontStyle = [fsBold]
ParentFont = False end object Label4: TLabel
Left = 275
Top = 95
Width = 48
Height = 16
Caption = 'RIGHT'
FontCharset = DEFAULT_CHARSET
Font.Color = clNavy
Font.Height = -13
Font.Name = 'MS Sans Serif
FontStyle = [fsBold]
ParentFont = False end object LivingObjectsl: TLivingObjects
Left = 27
Top = 7
Width = 32
Height = 32
ControlData = {000001004F0300004F03000000000000} end object Timer 1 : TTimer
Interval = 100
OnTimer = Timer 1 Timer
Left = 216
Top = 32 end end
File Project l.dpr program Projectl ; uses Forms, Unitl in 'Unitl. pas' {Forml};
{$R *.RES} begin Application.Initialize; Application. CreateFormf Form 1 , Form 1 ) ; Application.Run; end.
11131665111
User club and user shop for toys incorperating "living objects' technology".
Description of the invention Interactive toys described in this invention employ the "Living Objects" technology as described in previous applications.
Client software for toys incorporating "living objects' technology" is now described. This software which may reside on a user's local computer, or on a Web server includes a Shop and a Users' Club in which commercial and other services are provided to users.
The Shell - Initial Concept Document (General)
Purpose:
A general description of content to be developed for any toy's environment -
The shell of software sunounding the toy.
Including technical issues required to meet the content development needs.
The content to be developed is divided to two categories:
1. Content for a user who has a doll. (Doll owner)
2. Content for the web site. (Potential doll owner, potential content \ merchandise customer, potential advertisement viewer.)
Content for doll owner:
Install:
The software is available on the CD (a part of the package consists of: a doll, a base and a CD + manual.)
This software accompanies the user along the doll and base installation process and verifies that the system works OK.
The registration process is done here (creating a file ready for transfer to our site immediately when user logs onto the Internet).
Doll gets id unique.
Product main screen: The main screen is on the CD (to be installed on HD). This screen allows access to:
Player shop club
Doll's world
And links to other web sites (Creator, toy manufacturer etc.)
These screens also transparently collect DATA and transfer it to profile database in our web site. (To be specified). Player (Run scripts):
This screen offers available content and allows the user to rim it. Sources for content presented here are: CD-ROM.
Shop.
Pushed by site (free of charge). Scripts user created. Scripts user received by mail. Scripts user downloaded from CLUB. Shop: The user can buy here from two categories:
1. Content (scripts, stories, songs, games etc.)
2. Merchandise (Dolls, T-shits etc.)
The user can browse, see the product, view samples \ demos.
There is a possibility to browse upon category: doll, age, stories, subject etc.
Billing\payment is done trough a link to a billing site. Although the screen is installed on HD the updated contentis pushed from the web.
Sources: Creator or other (toy manufacturer, distributor etc.)
Club:
The club is accessible only for doll owners. Basic screens installed from CD to HD and updates trough the web. The club is for communication among users.
Suggested content for Club: 1. Mail - sent to an IDunique (+\or a doll's name given by owner).Mail can be: Simple text to a mail box.
IDE scripts.
TTS - to the doll.
Materials from "content bank" provided by us. (songs, greetings etc.)
2. Chat - chat rooms and groups chat.
3. Games - Play with friend.
4. Phone - call a friend (speech command) and talk trough the doll.
5. Bank - content ready to mail (greetings etc.)
A Club has to be produced for every doll (or family of dolls) Dolls world:
Here are the extra activities supplied by manufacturer/Creator/user. Content can be updated trough web. Content of the dayYweek etc. (provided by us). Users scripts bank - free downloads by other users. IDE - primitive version + tutorial + help. Scheduler \ reminder.
Cunent info - few updated answer that the doll always can answer, (time, date, etc.) Users write to doll - mail from "users to us". Access:
Access permitted to all. Purpose:
The purposes of this site are:
Increasing the number of people exposed to toy and familiar with it. (marketing) Getting info on potential and current customers. (client profile) Sell products (toys and content). (Increasing sales) Expansion of doll's life. (Justify investment) Expose visitor to ads. (more income) Description:
Through the site the visitor can get info on the toy, technology and products, can buy a toy, can buy content for someone else's toy, can buy from the other products (merchandise), can mail to a doll (must know its ID UNIQUE), can get Demos, promos and of course be exposed to ads.
Registration:
Since a service is given here (mail to a doll), we can get some info on the visitor. (File goes to client base). We can also follow and have a record of his interests and moves.
Shop:
The shop here has the same content as the one offered to toy owner.
Here the purchasing supervising SW is very important: we have to malce sure that the content fits the doll it was bought for.
Club:
In general: this club has to be very attracting but never more interesting than club for doll owner. This club must show "the options you'll have when you have a doll" we do this buy presenting the disabled icons for features that are accessible for doll owners, when these icons are clicked - the visitor will get a demo of what could he do if he had a doll.
This club has only:
Mail option - similar to doll owner's mail.
IDE - primitive version, similar to doll owner's.
Bank - with ready to mail content, (greetings, songs, etc.).
Chat — With doll owners only.
An interactive toy script in accordance with a prefened embodiment of the present invention is described in table 78.
Table 78
Figure imgf000641_0001
Figure imgf000642_0001
Figure imgf000643_0001
Figure imgf000644_0001
Figure imgf000645_0001
Figure imgf000646_0001
Figure imgf000647_0001
Interactive toy script for Subscreen 4 — Me & my storyteller is described in table 79. Table 79
Figure imgf000648_0001
Figure imgf000649_0001
ON
Figure imgf000650_0001
ό4S
Figure imgf000651_0001
£
Figure imgf000652_0001
Figure imgf000653_0001
Figure imgf000654_0001
Figure imgf000655_0001
Figure imgf000656_0001
054
Figure imgf000657_0001
055
O
OS
Figure imgf000658_0001
<3\
-w
Figure imgf000659_0001
Figure imgf000660_0001
<3S
Figure imgf000661_0001
Figure imgf000662_0001
Figure imgf000663_0001
Figure imgf000664_0001
Text for Subscreen 1 —mail
Figure imgf000664_0002
Cr?
Figure imgf000665_0001
Figure imgf000666_0001
064
Figure imgf000667_0001
Figure imgf000668_0001
Text for Subscreen 1-A (mail — send sc.)
Figure imgf000669_0001
Figure imgf000670_0001
Figure imgf000671_0001
Script of installation
Give automatic narration of instructions when new screen comes up and upon clicking instructions.
Use background music + sound effects
User can disable all the above by clicking the megaphone.icon
Interactive script for installation is decribed in table 80.
Table 80
Figure imgf000672_0001
Figure imgf000673_0001
Figure imgf000674_0001
Figure imgf000675_0001
>.i
Figure imgf000676_0001
Figure imgf000677_0001
Short ide - general
The tool is aimed for writing a script for (according the following order of probability): user doll screen doll more user's doll(s) any other(s) company doll(s)
Contains - - talk - by record or by TTS listen - only 2 keywords enter keyword by - -(maybe both ) - - speech depended = record usual typed-in keywords + correction with speller.
Background and animations for a screen-doll.
True for all items (talk + listen + animations) when user drags an item (talk \ listen \ ani )- link it auto.
If it is a talk after listen -just make sure it is located "enough" below any ear.
User can delete a link between steps or item (talk \ listen \ ani ) by - -
Click + delete (same as now). Click paints the item.
Use. a eraser.
After dragging an item - open auto its box - to put content inside
A closed dialog box for a item (talk \ listen \ ani ) opens (for changes) by double click
(same as now)
Advances IDE
Lets user use the following options - - the user deals with "not found" (rather than auto - see below)
Don't link auto
What else
Running the tutorial
User clicks on play > start tutorial. User pauses \ stops and then plays again at present visit in Main Menu - save last point of explanation
User "play" another entry to main menu - start from the beginning If any dialog box is open + play on tutorial - run the complete procedure. Interface
Looks like a real books with tools for drawing and hand craft making. All icons located in 3-D sinks. Talk-s look so - - Face of doll + moving lips listen looks so - - face of doll + moving big ears - even if doll doesn't have ears. Ani - dolls screen - as Parrot Teller - in constant ani, like moving wings. Pencil + eraser - can sit together? Package - looks as a real parcel + string + a tie Open - the usual sign? dolls - 2 dolls together - teddy bear + classic girl-doll
Tutorial - rew\play\pause\FF\stop panel + 2 boxes below - 1 shows computer, for simulation via comp, other Apperance of elents Start?
Linking line - quite heavy
Talk - separate talk for each doll that was chooses above. Ani of moving mouth as a default +while dragging
Listen - separate talk for each doll that was chooses above. Ani of moving ears as a default +while dragging. If doll hasn't ears - add them. When doll is on chart - it has relatively big ears. Each one is a touch area to different keyword. Animations - icon that shows screen-doll makes a movement Stop or end of script - as present one
The beginning procedure
The beginning procedure includes choose an icon and \ or name to script - then will be auto save each x min choose all dolls for script (my doll + maybe the screen doll + maybe-maybe a friend's doll) - user can come in and make changes.
Opens auto when user touches screen 1st time user can save as - - icon only typed-in name only both the above
Save at a special folder named "my scripts" + looks special Show user info in window where the new script is located. The box opens after clicking "open" in the saving a script dialog box. This dialog box opens auto right after SAVE above send script
If send script by mail - - substitute auto (if needed) user's (1st ?) doll to "niman" (1st?) doll (according his unique ID No)
Here user can change doll type in an existing script (if it is "allowed"). The listen feature works so:- user brings up a listen icon icon gets 2 big ears + interface above on each ear user fills-up 1st box + OK > 1st box closes + large ear becomes small again but word (typed-in only) is written very clearly same for other box to malce changes in listen - - user has to click each ear separately > open its dialog box The work is done so - - choose a background > it appears auto in window + screen doll + its defaults Now, on ani window appears the relevant ani list choose an animation > it appears auto in window in a loop OK for choosing Packages of tiny scripts for ide
Note: recored is added here, which doesn't exist in user's IDE Packages
User can try here each package . Then - - when real doll speaks - show it listening in small window if screen doll takes part - it is always present (with it's background) in the gig window. There also show it's animations 3) Lit-up mic when "listen" Ask 1st of all if mic is connected. Adapt each parcel auto to present user's (1st ) doll. Box comes up on screen if user tries to run script while we know- he has there errors. Box goes on screen near a relevant item + item lits-up or open its dialog box. User can work on error against an open check box
Advance
Clicking on "advance" opens this information box
A script for a user development tool in accordance with a preferred embodiment of the present invention is described in table 81.
Table 81
Short IDE - Support
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Figure imgf000682_0001
Figure imgf000683_0001
Figure imgf000684_0001
Figure imgf000685_0001
Figure imgf000686_0001
Figure imgf000686_0002
STS
Figure imgf000687_0001
P 'i
Figure imgf000688_0001
Figure imgf000689_0001
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Figure imgf000690_0001
Figure imgf000691_0001
Figure imgf000692_0001
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Figure imgf000693_0001
Figure imgf000694_0001
Figure imgf000695_0001
Figure imgf000696_0001
Figure imgf000697_0001
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Figure imgf000698_0001
Figure imgf000699_0001
Figure imgf000700_0001
Figure imgf000701_0001
Figure imgf000702_0001
Figure imgf000703_0001
Add a new user
If more than 1 doll - ask 1st to make sure for which doll > open auto box of doll's name
Bring up a new registration procedure
After finish - come back here + new user appears at "present user". Only for this case - make new user the default.
Choose a doll
Only if user has more than 1 doll
If user has 1 doll only - show in closed box the doll's name
If user has 2 dolls or more - show box with arrow to open. Write in box "choose a doll" + microphone
Choose presnet user
If user has 1 doll only - show in closed box the doll's name
If user ahs 2 dolls or more - show box with arrow to open. Write in box "choose a doll" + microphone
New load
When user clicks here - open a usual dialog box that tell user how much he is offered to download. If and after OK show user how long it will take+progressingof downloading.
A general description
The main menu leads directly to the following - - open the player shop club doll's world
It may also lead to - - a general help system linlc(s) to sites on the web few gages (?) The player:-
The closed player is a decorative hot spot. When user clicks on "closed" player > it turns to a big open functional player. The player contains the following constituents - -
A big window for name of a title and its icon
An icon to open a browser
A control Panel with the functions play\pause\stop\(see?)
Its own close\mmimize\?? Icons
When user clicks on icon of browser - a usual windows browser opens, but with bigger fonts (14 or 16).
When user clicks on title in browser > this "chosen" title goes into the upper window + its icon + play wav. that describes the relevant title.
Now the title is even in bigger fonts (16 or 18) + its icon. (The default in this window is last title that was chosen).
When user clicks on field of a chosen title > play again wav. that describes this title.
Note: That means that for each title (mainly for children) we need to give an icon + a wav. that describes the relevant title.
A speaker near the title's name - it's a tuggle button to enable the default of telling die chosen title description.
After click on play >
The browser closed
The chosen title is played
Player consists of control panel + chosen title and its icon
Minimize \ close \ (-) of player close - back to closed player in main menu - available only if did'nt click on play
When play is clicked these functions are as the following - -
Minimize - main menu gone, player goes to comer of desktop
(-) - Main menu gone, player goes to tray
Close - disabled
When user clicks on player in tray - bring player to screen
When player is on screen + user click on magnify - bring main menu
Minimize \ close \ (-) of main menu - -
When play is clicked function as the following - -
Close - disabled
Minimize - main menu is gone, player is on screen (-) - Both main menu + player are in tray
User can close player - at open maim menu - only if script is stop or paused
A script for a main menu in accordance with a prefen'ed embodiment of the present invention is described in table 82
Table 82
Script for main menu
Figure imgf000707_0001
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Figure imgf000716_0001
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Figure imgf000718_0001
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Figure imgf000719_0001
Figure imgf000720_0001
How does the environment work?
When click on icon > icon lights up + its relevant main screen opens up in active area. Then user may open its sub-screens.
When click on another icon (except help + main menu) > former icon fades out + its package of main screen + any sub-screens are gone.
New icon it lit up now + its main screen opens up on the active area.
Note: "my basket" = main screen "billing"., But, unlike "billing" it opens from the icon "my basket", usually above another main screen. In this case - - lit-up both the present icon of present main screen and the icon of my basket. When user closes the basket - lit down its icon it always behave as a sub-screen of the relevant main screen, above whom it was opened. That means that if user clicks on another icon, "my basket" will be gone with the whole screens package of the former icon.
User may close all layers of an open icon (by "close".). Then, the default is screen 3- a - "special offer".
Apperance of interface
A shop with central space (the active area) + shelves for icons.
All the environment (central space + shelves) is from a certain material (plastic or metal or wood). This is also . the material for frames or backgroimd for windows, dialog boxes if needed etc.
Central space - the default there is "special offer" looks as space in shop, with spotlight etc.
For detailed description of a script or an item (merchandize) can make box for present, while front cover is missing or a plane made from substance above
Screen appears the first time a user enters to shop. Support is not given in purpose.
Screen opens up when user click on icon of "ConTENT". It closes when user clicks on another icon.
User can find list of titles according to any toy (but his own is the default)
List of titles
Default is "best offer for you". This button is tuggle.
User can search throughout ALL titles via the mechanisms - - Categories and sub-categories search
If user has more than one- toy (of different types) - cannot see list of titles before confirmation of toy's type. If user try to categorize\search\best for you - give message in box
A typical row for a title - see below
Results of search also appear on field above + "close"
Titles are relevant only for present toy's type. If user changes type - update content of present categorized\search results script list.
Toy's type/name:
If user have 1 toy only - show its name (if no name - show its type) + icon to open list of all company's OtheR dolls
If user has few dolls - show in box "choose a toy" + icon to open all user's dolls' namesVtypes + a list below of all company's OtheR dolls
Search: enter here automatically present toy's name \ type from screen la-top, also when updated there for another toy show search results in same field of search by categories÷ add box of "close" box of search results closed if
1) click on "close" icon
2) click on any category
3) click on button "best fit user" if search is open + user changes doll's type > update results of search in this very same window
The left box allows user to add a title to a shopping basket. When user checks box the respective title is added to his shopping basket. If user tries to buy a title he already possesses, or in any other case requiring a warning, a warning dialog box opens, displaying a warning. Said dialog box allows user to remove title from basket. The "!" sign appears in a row if a message is associated with a title, such as: on saleyou bought it alreadyscripts doesn't fit your dollcharge free etc. clicking on the "!" sign opens said message.
Subscreen opens when user clicks on a script's name in a list
Covers all active area. Closes if user clicks on "close" box
The following windows might be empty :- run demo + pause + stop graphics \ animation working remarks prepare nice background for these windows.
Default for empty window of graphics - the toy.
Special remarks = you bought it already on sale product doesn't feet your doll charge free etc. .
# resources for demo + animations come from server (say "please wait" + "cancel").
# a demo of title that doesn't support user's toy - give demo via PC + ask for a mic. ' Opens when user clicks on a script's name in a list
Covers all active area.
Closes if user clicks on "close" box
When user clicks on "download script" - open an usual dialog box where user has to confirm loading + shows downloading progress.
Screen lc - look at basket
This screen is identical to "billing" - main screen
The screen opens up when user clicks on icon of "look at basket". It has a closing point.
Screen's behaviour - see above page
User can ACT here at the basket the full activies it offers (excecute buying etc.)
Merchandize
The Screen allows a user to choose a merchandise. This screens opens up when user click on icon of "merchandize". It closes when user clicks on another icon.
Generally, design is very similar to "Choose Script" screen, but toy's name\type is not relevant in the process of sorting the scripts here, and doesn't appears in the screen. Search
Show search results in field of search by categories. Add box of "close" box of search results closed if
1. Click on "close" icon
2. 2) Click on any category
Merchandize item:
Opens when user clicks on a item's name in a list.
Covers all active area.
Closes if user clicks on "close" box
Show search results in field of search by categories. Add box of "close" box of search results closed if
1. Click on "close" icon
2. Click on any category
Here user can also look at his basket.
Special offer - main screen
This screen is the default of the shop. It also opens up when click on "special offer" icon.
It closes when click on another icon.
Can open above the layer of "my basket" (sc. 4)+ screen "a detailed script" (sc. lb) + 'a detailed item" (screen 2b) + "special deal - CP" (screen 5)
The screen displays special offers on merchandize items, scripts and other items. When clicking on an item a detailed description of it appears. . Financial icons
The first column on the screen includes check boxes enabling a user to undo and redo selection of items.
The description column contain first digits of script description + icon to open it. When an icon is opened, appears a page of "detailed product description" as a top layer.
As for destination:
Default for a script is "my computer"; default for mail is my regisrtation address. When click on item > open a dialog box - see below Remarks column relates to issues such as: compatibility of content item to toys, special offers, notifications whether an item waspurchaed previously by a user, etc.
The boxes for typing a user ID or a user name are activated if user chooses to send script to "another computer".
The box for typing an address is activated if user chooses "Another adress"
If user clicks on "do it later" the box is kept open in the icon of billing as a top layer, until user clicks on "do it now".
About cp
Elaborates details regarding winning CP and special offers regarding CP
Anoucement about what you win - come in animation as user enters to shop > folds back to this icon.
Special offers regarding CP located also on the "special offer" both carriage and under "special offer" icon and under this icon.
The. "make payment" box is available if there is at least one offer. Clicking box sends user to a secure site where special offers also appear.
Script for shop
The character - - show speaker near sentences that user wants narration give procedure upon situation and \ or upon clicking has "magic " for user to show on item for getting information when click on character open menu for "talk\don't talk" etc. give the character personality for both speaking stile and animation
For editing - - script??
Merchandize??
Screen \ page
A toy script for users' shop in accordance with a preferred embodiment of the present invention is described in table 83 Table 83
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Claims

It is appreciated that the software components of the present invention may, if desired, be implemented in ROM (read-only memory) form. The software components may, generally, be implemented in hardware, if desired, using conventional techniques.It is appreciated that the particular embodiment described in the Appendices is intended only to provide an extremely detailed disclosure of the present invention and is not intended to be limiting.It is appreciated that various features of the invention which are, for clarity, described in the contexts of separate embodiments may also be provided in combination in a single embodiment. Conversely, various features of the invention which are, for brevity, described in the context of a single embodiment may also be provided separately or in any suitable subcombination.It will be appreciated by persons skilled in the art that the present invention is not limited to what has been particularly shown and described hereinabove. Rather, the scope of the present invention is defined only by the claims that follow:CLAIMS
1. A toy system comprising: a plurality of toys, at least some of which have differing content filtering relevant characteristics, said plurality of toys being adapted for communication along a computer network; at least one content communication filter cooperating with at least some of said plurality of toys and being operative to govern the content of at least part of said communication of said plurality of toys along said computer network, said at least one content communication filter applying at least one content filtration criterion which is at least partially a function of at least one of said differing content filtering relevant characteristics.
2. A toy system according to claim 1 and wherein said at least one content communication filter governs the content received by at least one of said plurality of toys along said computer network.
3. A toy system according to claim 1 and wherein said at least one content communication filter governs the content transmitted by at least one of said plurality of toys along said computer network.
4. A toy system according to claim 1 and wherein said at least one content communication filter comprises a plurality of content communication filters, each cooperating with at least one said plurality of toys.
5. A toy system according to claim 1 and wherein said at least one content communication filter applies at least one content filtration criterion which is at least partially a fimction of dynamic content characteristics.
6. A toy system according to claim 1 and wherein said at least one content communication filter applies at least one content filtration criterion which is at least partially determined by an operator of at least part of the system.
7. A toy system according to claim 1 and wherein said at least one content communication filter applies at least one content filtration criterion which is at least partially determined in an interactive manner.
8. A toy system according to claim 1 and wherein said at least one content communication filter is operative to filter content relating to toy speech.
9. A toy system according to claim 1 and wherein said at least one content communication filter is operative to filter content relating to physical actions of a toy.
10. A toy system according to claim 1 and wherein said at least one content filtration criterion is at least partially a function of the geographical location of the toy.
11. A toy system according to claim 1 and wherein said at least one content filtration criterion is at least partially a function of the cultural milieu in which the toy is resident.
12. A toy system according to claim 1 and wherein said at least one content filtration criterion is at least partially a function of at least content filtering relevant characteristics of a transmitting toy transmitting said content and of at least one receiving toy, receiving said content.
13. A toy system according to claim 1 and wherein said at least one content filtration criterion is at least partially a function of at least one characteristic of a user of the at least one receiving toy, receiving said content.
14. A toy system according to claim 1 and wherein said at least one content filtration criterion is at least partially a function of at least one characteristic of a user of a transmitting toy, transmitting said content.
15. A toy system according to claim 1 and wherein said at least one content filtration criterion is at least partially a function of at least one characteristic both of a user of the at least one receiving toy, receiving said content and of a user of at least one transmitting toy, transmitting said content.
16. A toy system according to claim 1 and wherein said content bears a digital signature confirming its origin.
17. A toy system comprising: a plurality of toys, at least some of which have local databases associated therewith; at least one correlation database in communication with said local databases and being operative to store correlated, non-toy specific information based on information received from a plurality of said local databases.
18. A toy system according to claim 17 and wherein said local databases are located within individual toys.
19. A toy system according to claim 17 and wherein said local databases are located within individual computers external to and communicating with said individual toys.
20. A toy system according to claim 17 and wherein said at least one correlation database communicates with said local databases in a manner such that not all of information stored in said local databases is made available to said at least one correlation database.
21. A toy system according to claim 20 and wherein at least some individual toy identification information stored in said local databases is not made available to said at least one correlation database.
22. A toy system according to claim 20 and wherein no individual toy identification information stored in said local databases is made available to said at least one correlation database.
23. A toy system according to claim 20 and wherein said local databases store information relating to individual users of said plurality of toys, including individual user identification information.
24. A toy system according to claim 23 and wherein information relating to individual users of said plurality of toys, excluding individual user identification information is made available to said at least one correlation database.
25. A toy system according to claim 17 and wherein said plurality of toys comprises at least one toy having user interaction characteristics which change over time.
26. A toy system according to claim 25 and wherein said information received from said individual databases is correlated with changes in said user interaction characteristics.
27. A toy system according to claim 25 and wherein said information received from said individual databases relates to individual user activities.
28. A toy system according to claim 26 and wherein said information received from said individual databases relates to individual user activities.
29. A toy system according to claim 27 and wherein said individual user activities include user physical activities and user speech.
30. A toy system according to claim 27 and wherein said individual user activities include user activities having commercial significance.
31. A toy system according to claim 30 and wherein said user activities having commercial significance are correlated with activities of said at least one toy having user interaction characteristics which change over time.
32. A toy system according to claim 31 and wherein said user interaction characteristics change over time in response to toy motivation inputs received by said at least one toy over a computer communication network.
33. A toy system according to claim 25 and wherein said at least one correlation database contains information correlating said user interaction characteristics with said individual user activities.
34. A talking object control system operative in conjunction with a talking object and a computer, the system comprising: a cable configured to be connected to said talking object; and talking object interface circuitry external to said talking object and connected to a digital port of said computer and operative to convert digital signals output from said digital port into analog audio signals and to transmit said analog signals via said cable to said talking object for output via a speaker associated with said talking object, thereby to imbue said talking object with a capacity to emit audio output.
35. A system according to claim 34 wherein said analog signals comprise speech signals and said audio output comprises spoken messages.
36. A system according to claim 34 wherein said analog signals are transmitted via cable from the interface circuitry to the talking object.
37. A system according to claim 34 wherein said analog signals are transmitted wirelessly from the interface circuitry to the talking object.
38. A system according to claim 34 and also comprising a talking object having a speaker.
39. A system according to claim 38 wherein said talking object comprises a microphone and said interface circuitry is operative to convert analog signals collected by the microphone into digital signals and to input said digital signals to the computer via said digital port.
40. A system according to claim 38 wherein said talking object comprises at least one motor imbuing the talking object with at least one motion capacity.
41. A system according to claim 34 wherein said talking object interface circuitry comprises talking object motion interface circuitry operative to receive a digital motion command from the computer and transmit a corresponding motion control signal via said cable to said talking object, thereby to imbue said talking object with a motion capacity.
PCT/IL2001/000248 2000-03-16 2001-03-14 Networked interactive toy system WO2001069830A2 (en)

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