Method and system for determination of one or more limbs of one or more toy devices

a technology of one or more limbs and toy devices, applied in the field of games, can solve the problems of acute shortage of interactive products and interface solutions, difficult for little children to fully appreciate the joy of using a button remote control, and difficulty in imagining a more suitable object to be transformed into a universal input/output device than an actual physical toy, etc., to achieve accurate acceleration measurement, reduce cost price, and determine device jerks and inclinations more accurately

Inactive Publication Date: 2014-01-30
SMETANIN EVGENY NIKOLAYEVICH +3
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0167]The described solution is an example of a general approach when the travel of the real toy is not identically reproduced by the virtual character. In this case the toy movement is just a controlling effect on the algorithm which according to a certain law transforms the controlling effect into the virtual character's action. Another example of this approach can be the game in which the control is performed by a virtual character of a magician, and a certain manipulation with the real toy causes manifestation of certain magic in the virtual world.
[0168]Besides the method of determination of inclinations and jerks (jumps) disclosed in this claim these functions can be also realized by an accelerometer, such as MEMS accelerometers by ANALOG DEVICES. This accelerometer indicates acceleration consisting of two components a=ag+am where am is the actual acceleration of the accelerometer in inertial frame, and ag is the component caused by gravity. Therefore t

Problems solved by technology

However, this segment suffers from acute shortage of interactive products and interface solutions based on peculiarities of age psychophysiology of little users.
It is difficult for little children to fully appreciate the joy of using a button remote control.
At the current stage of technical development it is difficult to imagine a more suitable object to be transformed into a universal input/output device than an actual physical toy.
However, the founders of FAMPS have not managed to depart from the button interface: switching of emotional conditions of a doll is made by pressing the corresponding keys on the ring.
The basic problem of FAMPS—and certainly WebKinz which preceded them—is their primitiveness.
They do not provide true interactivity.
The common shortcoming of these solutions, however, is their inc

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  • Method and system for determination of one or more limbs of one or more toy devices
  • Method and system for determination of one or more limbs of one or more toy devices
  • Method and system for determination of one or more limbs of one or more toy devices

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Embodiment Construction

[0066]The preferred embodiment of the gaming device is depicted in FIG. 1 includes a body 1 having a toy form to which the following moving parts are movable coupled: a head 2, a first section of the limbs 4 (upper arm for upper limbs, thigh for lower limbs), a second section of the limbs 3, and an external device for creation of effects perceivable by the user 5. In the body 1 and moving parts 2, 3 there are inductance coils 6, 7, 8 respectively; coils 6 are the receiving ones and coils 7, 8 are the emitting ones. The preferred number of receiving coils is six, emitting coils—one in the head 2 and one in the second section of the limbs 3. The electronic module 9 located in the body 1 contains a means for measurement of mutual induction between receiving coils 6 and emitting coils 7, 8, and a computing means for determination of mutual position of inductance coils 7, 8 relative to coils 6 based on mutual induction values received from the said measurement means. These data are used ...

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Abstract

The invention relates to gaming devices, in particular to toys
The device contains a body which moving parts are coupled with. Inductance coils are attached to the inside of the body and the moving parts. The device is equipped with a means of measurement of mutual induction between the coils connected with a computing means designed for determination of mutual position of the specified inductance coils based on mutual induction values, and the computing means is connected to a means designed for creating effects perceivable by the user based on information on mutual position of inductance coils. The gaming device in another variant is physically divided into a controlling part which includes the said body and moving parts in which coils and a means of measurement of mutual induction between coils are located, and a controlled part which includes a means designed for creation of effects perceivable by the user.

Description

RELATED APPLICATIONS[0001]This application claims priority to, and the benefit of, co-pending U.S. Provisional Application No. 61 / 414,792, filed Nov. 17, 2010, for all subject matter common to both applications. This application also claims priority to, and the benefit of, co-pending Russian Application No. 2011126009, filed 24 Jun. 2011, for all subject matter common to both applications. The disclosures of said applications are hereby incorporated by reference in their entirety.FIELD OF THE INVENTION[0002]The present invention relates to gaming devices, in particular to toys imitating moving objects, such as anthropomorphic and zoomorphic creatures, fictional and fairy-tale creatures, and pieces of equipment such as excavators, cranes, robots and transformer robots, and other devices having toy forms with individually movable parts.BACKGROUND OF THE INVENTION[0003]Toys for preschool children are the most fast-growing segment of the game-and-toy market (CAGR 15-20%). However, this ...

Claims

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Application Information

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IPC IPC(8): A63H3/36
CPCA63H3/36A63H2200/00
Inventor SMETANIN, EVGENY NIKOLAYEVICHCHECHENDAEV, ALEXEY VLADIMIROVICHCHECHENDAEV, VLADIMIR ANATOLEVICHMANILENKO, IVAN NIKOLAEVICH
Owner SMETANIN EVGENY NIKOLAYEVICH
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