User configurable interactive toy
Patent Information
- Application Number
- CN202180055078.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2020-09-11
- Filing Date
- 2021-09-13
- Publication Date
- 2026-10-27
- Estimated Expiration
- 2041-09-13
Smart Images

Figure CN116056771B_ABST
Abstract
Description
Technical Field
[0001] In one aspect, the present invention relates to a user-configurable interactive toy that facilitates interactive gaming. According to a particular aspect, the present invention relates to a user-configurable interactive toy suitable for interacting with objects in a physical game environment according to programmed instructions. In another aspect, the present invention relates to a toy system comprising such a user-configurable interactive toy and objects that can interact with it. In yet another aspect, the present invention relates to a method for configuring such a user-configurable interactive toy and toy system. Background Technology
[0002] Many interactive toys are known in this field.
[0003] WO 03 / 043709 discloses a toy or game device or method relating to an electric host or main unit that interacts with one or more non-self-powered play objects. The host has a pre-programmed microcontroller and RFID reader / interrogator circuitry. Each play object has an RFID tag integrated circuit. When the host and play objects are arranged to conduct radio frequency communication between them, the host sends power to activate the tag integrated circuit of the play object. The host identifies the transmitted data and presents the transmitted data to the user. Some or even all of the presented content may be data from the play objects.
[0004] However, there is still a general desire to provide an interactive toy that can offer a variety of entertaining play experiences.
[0005] They also typically want to offer interactive toys at a lower cost.
[0006] There is also a desire to provide an interactive toy that offers easy-to-use, fun, and versatile interaction with the interactive toy.
[0007] Furthermore, there is a desire to provide an interactive toy that can be configured and reconfigured by the user to allow for a variety of different play experiences using the same components. In particular, there is a desire to provide a simple way to configure the interactive toy relative to objects with which it can interact. Summary of the Invention
[0008] In one aspect, the object of the invention is achieved by an interactive toy as defined in the appended independent claim 1, advantageous embodiments of which and a toy system are defined in the dependent claims. In another aspect, a configuration device for configuring an interactive toy is disclosed in the appended independent claim 15, advantageous embodiments of which are disclosed in the dependent claims. The object of the invention is also achieved by a method for configuring an interactive toy, advantageous embodiments of which are disclosed herein.
[0009] According to one aspect, an embodiment of an interactive toy is disclosed, the interactive toy comprising: a reader for detecting a mark near the interactive toy; a sensor for detecting movement of the interactive toy; a memory containing programming instructions and configuration data, wherein the programming instructions are configured to control the interactive toy's response to mark detection, the response being at least partially defined by the configuration data; and a processing unit configured to execute the programming instructions according to the configuration data when in a play state; wherein the processing unit is further configured to modify the configuration data in response to a combination of detecting a mark near the interactive toy and detecting movement of the interactive toy when in a configuration state. Specifically, the processing unit is configured to modify the configuration data in response to a combination of a reader signal indicating that a mark has been detected near the interactive toy and a sensor signal indicating that movement of the interactive toy has been detected when in a configuration state.
[0010] The interactive toy is a user-configurable interactive toy that can detect motion by using motion sensors and user interaction by detecting the marker when it approaches a marker. Sensor data from the motion sensors and reader is processed by a processing unit according to programming instructions and configuration data stored in the interactive toy's memory. The programming instructions define the interactive toy's interactive output based on the sensor data from the motion sensors and reader. Therefore, the processing unit can provide interactive output in response to detected motion and detected markers according to the programming instructions. When the interactive toy's processing unit is in a play state, the configuration data at least partially defines the interactive toy's response to marker detection. When the interactive toy is in a configuration state, the user can configure the interactive toy's response to the game environment by modifying the configuration data through engaging physical interactions with the toy and markers. Therefore, when the interactive toy is in a play state, the interactive toy's response to marker detection can be modified by the user in a simple and engaging way by interacting with the interactive toy in the configuration state. This provides a simple and fun interactive user interface for configuring interactive toys.
[0011] The sensor used to detect motion can be an accelerometer or other suitable means for detecting acceleration, vibration, and / or other indications of motion of electronic devices. In some embodiments, the sensor includes a multi-axis accelerometer, such as a triaxial or hexaaxial accelerometer.
[0012] The reader may be a near-field communication reader, an RFID reader, an electromagnetic reader, a machine vision system, or other optical sensors used to read barcodes or QR codes, detect colors, read color codes, read micro dot patterns, etc.
[0013] The reader is used to detect markers in the interactive toy system. When the interactive toy is in an active play state, the marker element is associated with or represents the interactive toy's response to the detection / interaction of the marker element according to at least one programmed instruction. An example of a marker used in an interactive play experience could be a power module that transmits special skills or powers when detected by the interactive toy during interactive play activity. Detecting markers can also cause interactive toys representing playable characters to win or lose resources, coins, gems, or similar in-game currency, increase or decrease available playtime for completing tasks or missions, change the pace of the game, alter the overall state of the playable character, and so on. By configuring the interactive toy with respect to the marker, the marker can be "configured" to different values; for example, a marker representing a treasure chest can be configured to contain a certain amount of coins, a resource marker can be configured to provide different types of resources, or a clown marker can be configured to produce random results, or to perform tricks on interactive toys that have entered a trap when the marker is detected, and so on.
[0014] As described above, examples of suitable sensors for detecting motion include gyroscopes, accelerometers, or similar motion detection sensors. These sensors are adapted to detect the motion of an interactive toy relative to its surroundings, which is considered an inertial frame of reference, for example, by measuring the effect of forces acting on the interactive toy within that inertial frame. However, in some embodiments, sensors can be used to detect the motion of the interactive toy relative to another element, which is considered a reference element. This sensor is adapted to detect the relative motion of the interactive toy with respect to that other element. For example, the reference element could be a sensor-detectable scale or pattern. This allows motion detection even when the interactive toy remains stationary relative to its surroundings, but the other element, serving as a reference element, is actually moving relative to the interactive toy. In some embodiments, the reader can also function as a sensor if it is also configured to provide signals indicating the motion of the interactive toy as described above, for example, if the reader is adapted to perform position- or displacement-sensitive detection (electric, magnetic, optical, e.g., non-imaging or imaging or machine vision). In some embodiments, motion detection relative to a marker that also serves as a reference element is conceivable.
[0015] The memory may include EEPROM, RAM, solid-state data storage devices, or other suitable data storage devices.
[0016] The processing unit may include a suitably programmed microprocessor or any other circuitry and / or apparatus suitable for performing the data and / or signal processing functions described herein. Specifically, the processing unit may include a general-purpose or special-purpose programmable microprocessor, such as a central processing unit (CPU), a digital signal processing unit (DSP), an application-specific integrated circuit (ASIC), a programmable logic array (PLA), a field-programmable gate array (FPGA), special-purpose electronic circuitry, or combinations thereof.
[0017] The processing unit is configured to execute programming instructions based on configuration data when it is in a game state, thereby controlling the behavior of an interactive toy in the game environment, including the interactive toy's response to marker detection in the game state. The processing unit is also configured to modify the configuration data in response to a combination of marker detection near the interactive toy and detected movement of the interactive toy when it is in a configuration state. Therefore, when the processing unit is in a configuration state, the configuration data, which at least partially defines the behavior of the interactive toy in the game state, can be modified in a fun and interactive manner. This provides a simple and fun interactive user interface for configuring an interactive toy as described above.
[0018] The interactive toy may include a housing that accommodates a reader, sensor, memory, and processing unit. For example, the housing may have a shape representing a character.
[0019] The interactive toy can operate at least in a game state and a configuration state. At least some programming instructions regarding interactive responses in the game state can be configured. When the interactive toy is in an active game state, its response to interactions detected by motion sensors and readers defines its behavior during game activities and is reflected in the interactive output provided by the processing unit in response. This interactive output is generated in response to any detected individual or combination of interactions by executing programming instructions in the processing unit related to the active game state. The interactive output can be converted into a user-perceptible output in real time, or it can be stored for later conversion into a user-perceptible output. Advantageously, at least some interactive outputs are converted into user-perceptible outputs in real time to provide the user with an interactive game experience with immediate feedback. The user-perceptible output can be presented in any suitable manner. For example, the user-perceptible output can be presented directly through the interactive toy's user interface. Alternatively, the user-perceptible output can be presented through an agent of an external device, such as a mobile phone, tablet, computer, smart TV, active speaker, headphones, head-mounted display, etc., which can be connected to the interactive toy wired or wirelessly via a suitable digital or analog communication interface.
[0020] When the interactive toy is in a configuration state, it configures its behavior in response to interactions detected by motion sensors and readers, exhibiting this behavior during play activities in response to motion detection and marker detection as described above. This configuration is reflected in configuration data, which at least partially defines the interaction responses in the play state as described above.
[0021] Configuration may include, for example, setting parameter values for parameters used by stored programming instructions, and / or setting values indicating selection from stored programming instructions, thereby modifying the behavior of the interactive toy in a given play activity. Configuration may also include selecting and retrieving one or more programming instructions from a plurality of programming instructions, or selecting and retrieving a subset of programming instructions from a plurality of pre-configured subsets of programming instructions.
[0022] The configuration of the interactive toy can be provided as configuration data used as input during the execution of programming instructions in a play state, and / or as a set of programming instructions pre-configured based on the configuration data to be executed by the processing unit when the interactive toy is in an active play state. The configurable programming instructions are typically pre-programmed (i.e., pre-programmed) and stored in the interactive toy's memory, and / or can be retrieved from an external source (e.g., from a local computing device connected to the electronics or from a network-based service) via a wired or wireless communication interface.
[0023] Therefore, a configuration user interface is provided that utilizes the same interaction detector to provide users playing interactive toys with a rich interactive gaming experience.
[0024] By providing a configuration user interface and utilizing a process that is also necessary and useful for interactive play activities that can be performed with interactive toys and toy systems, a configuration user interface is realized that can be operated in a fun, interactive, and intuitive way by users who also regularly use the toy for play. Therefore, the educational and play value of interactive toys and toy systems including such interactive toys is significantly enhanced by the configuration user interface, as users themselves can define and modify the behavior of interactive toys and toy systems, thereby creating a wide variety of new play activities.
[0025] Furthermore, according to some embodiments of interactive toys, the marking and movement are detected within a predetermined time relationship relative to each other. Combined detection of marking and movement can occur simultaneously, for example, or at least during overlapping time periods. Marking detection and movement detection can also occur separately in time, but are associated with each other as combined detections within predetermined time intervals and / or predetermined sequences. Therefore, great flexibility is achieved in implementing combined detection of marking and movement.
[0026] Furthermore, according to some embodiments of interactive toys, marking and movement are detected simultaneously; that is, the detection of marking and movement occurs at least during the overlapping time period. This achieves a clear and precise correlation between the two detection events.
[0027] Furthermore, according to some embodiments, the interactive toy also includes a user interface for providing user-perceptible outputs, wherein the processing unit is further configured to control the user interface in response to detected motion and detected markers. The user interface may include a display and / or a speaker, and / or other means for providing user-perceptible outputs, particularly visual, auditory, and / or tactile outputs.
[0028] By providing a user interface on the electronic device to generate user-perceptible output controlled by the processing unit in response to motion detected by a motion sensor and markers detected by a reader, direct and immediate feedback to user interaction can be provided, thereby improving the interactive experience when using the toy. Furthermore, by providing a user interface suitable for generating direct feedback to user interaction, the interactive toy can be used self-consistently within the toy system, independent of external devices. This is particularly enhanced when the interactive toy is shaped into a figurine representing a playable character in play activities, because the feedback to user interaction is provided directly by the interactive toy and can thus be more naturally associated with the playable character represented by the figurine.
[0029] Furthermore, when the processing unit operates in configuration mode, the user interface can be controlled to provide user-perceptible output, offering feedback on configuration activities performed through physical interaction with the interactive toy. This provides natural sensory interaction with the interactive toy for performing the configuration process. Therefore, a further enhanced, intuitive, and engaging configuration user interface is provided for users to customize the interactive behavior of the interactive toy in response to physical interactions and markers during play activities.
[0030] Furthermore, according to some embodiments of interactive toys, the processing unit is configured to:
[0031] - Enters the configuration state in response to the first triggering event indicating the start of configuration activity;
[0032] - Exit the configuration state in response to a second triggered event indicating the end of configuration activity; and
[0033] - Process information about motion detected by sensors when the processing unit is in configuration state and / or information about markers detected by readers when the processing unit is in configuration state, to determine configuration input and modify configuration data based on the determined configuration input.
[0034] To allow the configuration of the interactive toy, the processing unit is triggered to enter the configuration state. Advantageously, this trigger is an event related to user interaction indicating that the user wants to configure the interactive toy. To end the configuration, the processing unit is triggered to exit the configuration state. Advantageously, this trigger is an event related to user interaction indicating that the user wants to stop configuring the interactive toy. It should be understood that in some embodiments, the configuration activity can be started by the user activating a user interface element and ended by reading a corresponding marker. Alternatively, the configuration activity can be started by reading a marker and ended by the user activating a user interface element. Similarly, the start and end of the configuration activity can be triggered by the corresponding activation of a single user interface element, for example, by repeatedly pressing a button, wherein the first activation starts the configuration activity, and a subsequent activation ends the configuration activity. Alternatively, the interactive toy may include separate user interface elements for starting and ending the configuration activities, respectively.
[0035] In the configured state, the user can interact with the interactive toy to perform predetermined movements, which are recognized by the processing unit and interpreted as configuration gestures to determine specific configuration inputs. In a particularly advantageous embodiment, the predetermined movement is a rotation about a predetermined axis of rotation (e.g., the main axis of the interactive toy), for example, for dialing via a set of different configuration settings, parameter values, etc.
[0036] Configuration is typically related to defining or associated marker elements within a game activity. To this end, the aforementioned configuration of gesture detection is also incorporated into the configuration of marker elements on interactive toys configured for interactive responses during the game activity, for example, simultaneous or temporal detection. In some embodiments, the processing unit is thus configured to control the configuration interface in response to detected motion and detected markers, wherein the motion and markers are detected as having a predetermined temporal relationship with each other, such as simultaneous detection, detection within a predetermined time period, detection in a predetermined order, or a combination thereof. Alternatively or additionally, the determined configuration input may depend on the predetermined temporal relationship between the detected marker detection and motion detection, such as simultaneous detection, detection within a predetermined time period, detection in a predetermined order, or a combination thereof.
[0037] Furthermore, according to some embodiments of the interactive toy, when the interactive toy is in a predetermined operating state, the first triggering event includes the reader's detection of a marker element. Preferably, the marker element is a marker element representing a configurable response made by the interactive toy according to at least one programmed instruction. By requesting the predetermined operating state of the interactive toy and the detection of a marker associated with that predetermined operating state, the processing unit can infer the intention to configure the interactive toy, typically relative to the detected marker. The processing unit can register this as the first triggering event and thereby enter the configuration state. Advantageously, the predetermined state is not one of the game states, i.e., a non-game state, and is not inherently the configuration state to be entered. For example, the predetermined state can be a so-called idle state, sleep state, or standby state, or a general initialization state of the interactive toy. For example, the predetermined state can be a state entered upon power-up, before entering a game state, upon starting a new game activity, or after leaving a game session, or it can be entered in response to a specific user gesture (e.g., a rapid shaking gesture) given by moving the interactive toy and detected by a motion sensor.
[0038] Furthermore, according to some embodiments of the interactive toy, the first trigger event includes a change in detection state between a detected marker element and a non-detected marker element. Advantageously, the change in detection state indicating the first trigger event is a change that occurs when no marker is detected. Furthermore, according to some embodiments of the interactive toy, the second trigger event includes a change in detection state between a detected marker element and a non-detected marker element. Advantageously, the change in detection state indicating the second trigger event is a change from detecting a marker to not detecting a marker. More advantageously, the change in detection state indicating the first trigger event is a change from not detecting a marker to detecting a marker, and the change in detection state indicating the second trigger event is a change from detecting a marker to not detecting a marker.
[0039] It is also conceivable that the interactive toy includes one or more user interface elements; and the processing unit is configured to enter a configuration state in response to a first user activation of at least one of the one or more user interface elements; the first user activation indicating the start of a configuration activity; and / or exit the configuration state in response to detecting a second user activation of at least one of the one or more user interface elements, the second user activation indicating the end of the configuration activity. While user interface elements are conceivable, and even advantageous in some embodiments, such user interface elements are not essential for triggering the interactive toy to enter and / or exit a configuration state. This is an advantage of the invention. In fact, according to some embodiments, no specific user interface element is provided for receiving configuration input from the user.
[0040] Advantageously, according to some embodiments of interactive toys, processing motion information detected by sensors includes identifying predetermined motion patterns and providing a set of configuration programming instructions based on the identified motion patterns. Therefore, the detected motion can include motion patterns such as rotation, tilting, vibration, etc. The processing unit can process the detection signals from the sensors used to detect motion to determine one or more properties of the motion, such as one or more vibration frequencies, vibration amplitudes, motion speeds, rotation directions, etc. The processing unit can control the configuration interface based on the determined properties.
[0041] Furthermore, according to some embodiments of the interactive toy, the detected motion is rotation, and processing the information about the motion detected by the sensors includes identifying rotation about a predetermined axis of rotation by means of rotation angles associated with configuration settings. For example, the selection of configuration settings can be inferred from the rotation angles covered by motions falling into one or more predetermined ranges, each range associated with a different configuration setting.
[0042] Advantageously, according to some embodiments of the interactive toy, the detected motion is translation, and processing information about the motion detected by the sensor includes identifying translations along a predetermined path by the translation distance associated with a configuration setting. For example, some configuration settings can be inferred from translation distances falling within one or more predetermined ranges, where each range is associated with a different configuration setting. It should also be understood that the processing unit can also analyze any combination of motions, such as a combination of rotational and translational motion components, to infer the configuration setting.
[0043] Furthermore, according to some embodiments of the interactive toy, modifying configuration data includes one or more of the following operations: setting parameter values for programming instructions / programming instructions; for example, retrieving one or more selected program instructions from program instructions stored in the memory of the interactive toy or from program instructions stored in an external storage medium accessible through a communication interface in the interactive toy; and retrieving a subset of programming instructions from a plurality of pre-configured subsets of programming instructions stored in the memory of the interactive toy. A subset is, for example, a combination of multiple programming instructions selected from a set of programming instructions. Different subsets may include overlapping instructions, provided they differ in at least one selected programming instruction and / or at least one parameter setting. Each of the plurality of programming instructions that can be selected when the processing unit is in a game state may correspond to a corresponding response of the interactive toy to the detection of a tag. When the processing unit is in a game state, each of the plurality of subsets may be combined to define a corresponding behavior of the interactive toy. The term "behavior of the interactive toy" herein refers to a predetermined set of responses. Typically, a predetermined set of responses may define one or more of the following responses: a specific type of game, such as a racing game, arcade game, free game, educational game, board game, etc.; the mood of an interactive toy; a playable character physically simulated by the interactive toy; a specific state of the playable character, such as a super state, etc.
[0044] Furthermore, according to some embodiments of the interactive toy, modified configuration data is provided to modify the interactive toy's response to marker detection when the processing unit is in a game state.
[0045] According to another aspect, a toy system is disclosed, comprising one or more interactive toys as described in any of the embodiments disclosed herein, and one or more tag elements adapted to be detected by at least one reader of the one or more interactive toys.
[0046] Therefore, the interactive toy can be part of a toy system that includes the interactive toy and accessories such as clothing, tools, weapons, etc., which can be removably attached to the interactive toy. In some embodiments, the interactive toy can be configured to detect and identify one or more accessories when they are attached to it. For this purpose, the accessories may include corresponding markings that identify the interactive toy. Alternatively, the interactive toy can be configured to detect the attachment of accessories in other ways, such as by mechanical activation of one or more switches, by electrical contact, by RFID, or other contactless technologies.
[0047] Furthermore, according to some embodiments, the toy system is a toy building system, wherein the one or more interactive toys and the one or more marking elements are toy building elements of the toy building system.
[0048] In some embodiments, the interactive toy may thus be a toy building element compatible with the toy building system. Specifically, the interactive toy may include coupling members configured to be removably attached to other toy building elements of the toy building system. For example, the toy building system may include accessories capable of being removably attached to the interactive toy via the coupling members.
[0049] In some embodiments, the toy building system thus further includes marker building elements. Each marker building element may include a coupling member for removably attaching to other toy building elements of the toy building system, and the marker building element may be detected and identified by a reader. For this purpose, depending on the type of reader, the marker building element may include an RFID tag and / or visually detectable features such as a barcode or QR code, a predetermined color, color code, micro-dot pattern, identifiable badge, etc. In other embodiments, other forms of marking may be used, such as adhesive labels or other physical markings that can be attached (preferably removably) to the toy building elements.
[0050] Therefore, the toy building system can be configured to allow a user to build one or more toy building models, each including one or more markers, such as one or more marker building elements. Thus, the user can build arenas, tracks, or other physical game environments. During gameplay, the user can move the interactive toy within this constructed physical game environment, and the interactive toy can detect one or more markers when it is sufficiently close. The interactive toy can also detect its own movement and provide user-perceptible output based on the detected movement and the detected markers. This provides a highly flexible interactive toy building system that offers a variety of interactive game experiences combining mechanical building games with electronic and physical interactive games, wherein the flexibility and versatility of the toy system are further enhanced by improving the user's ability to interactively configure and reconfigure the interactive toy's interactive responses to different movements and markers.
[0051] Furthermore, according to some embodiments, the toy system includes at least a first interactive toy and a second interactive toy, each interactive toy including a communication interface, wherein the first interactive toy and the second interactive toy are adapted to communicate with each other through their respective communication interfaces.
[0052] It should be understood that communication can be established in any suitable manner, such as direct communication or communication via wired or wireless means through network infrastructure. Communication between multiple interactive toys allows for the creation of a multiplayer interactive game environment, which can be built, configured, and reconfigured by users of the toy system in a manner similar to those described above.
[0053] For example, in progression games, a communication interface can be used to share level data between different interactive toys, where the level data can be data that at least partially defines and configures a given game activity. Level data may, for example, include elements representing programming instructions and values configuring those instructions.
[0054] Advantageously, according to some embodiments, each interactive toy also includes a communication interface suitable for communicating with at least another interactive toy. More advantageously, according to some embodiments, the processing unit of at least one of the interactive toys is also configured to share configuration data representing a set of programming instructions with a second interactive toy via the communication interface.
[0055] Furthermore, according to some embodiments, the toy system also includes a configuration device; wherein the configuration device includes a first portion adapted to hold one of the one or more interactive toys and a second portion adapted to hold one of the one or more marking elements, and wherein the configuration device has a "read on" state and a "read off" state, the "read on" state being adapted to facilitate the interactive toy held by the first portion detecting the marking held by the second portion, and the "read off" state being adapted to prevent the interactive toy held by the first portion from detecting the marking held by the second portion. This enables the execution of a well-defined configuration process, which can be reliably identified by the interactive toy. This ensures a stable and reproducible configuration process.
[0056] Advantageously, according to some embodiments, the toy system includes a configuration device comprising: a base; a first portion adapted to receive one or more interactive toys, wherein the first portion is movable relative to the base; and a second portion adapted to receive one or more marking elements at a first position near the interactive toy for detection of marking by a reader of the interactive toy. This enables well-defined and controlled movements that can be easily and reliably identified by the interactive toy. This ensures a stable and reproducible configuration process. Examples of simple configuration movements include, for instance, rotation about a predetermined axis of rotation, preferably coinciding with the main axis of the interactive toy's housing when the interactive toy is placed on the first portion. Alternatively, translation along a predetermined path (e.g., a straight path) can also be considered a simple and easily implemented configuration movement. However, it should be understood that other movement patterns can be conceived, such as combining multiple rotational and / or translational movements to form a more complex configuration movement pattern. Alternatively, other types of movement can also be used to generate configuration movements, as long as the movement can be recognized and categorized into configuration settings by the processing unit of the interactive toy to be configured. Examples of other types of motion may include vibration, oscillation, rocking, and translational motion along circular or other curved paths.
[0057] Advantageously, according to some embodiments of the toy system, the second part can move relative to the first part between a first position that allows the detection of a marker and a second position that prevents the reader of the interactive toy from detecting the marker. For example, when the interactive toy is placed on the first part and the marker element is placed on the second part, the marker is detectable when the second part moves to the first position, and undetectable when the second part moves to the second position. Therefore, by moving the marker element between the first and second positions of the second part relative to the interactive toy placed on the first part, it is possible to easily cause the detection state of the reader of the interactive toy to change between detecting and not detecting the marker. The movement of the second part relative to the first part can be any suitable movement, such as including one or more rotational and / or translational components.
[0058] It should be understood that the detection and non-detection states, which are the results of the first and second positions of the second part, can also be achieved in other ways. For example, the marker can be placed near an interactive toy where it is detectable. Then, the detection can be prevented by a movable element (e.g., the second part), which acts as a shield or a similar blocking element as an obstacle inserted between the marker and the reader of the interactive toy, so that the marker cannot be detected by the reader of the interactive toy (the second position of the second part). The detection position (the first position of the second part) can then be restored by removing the obstacle again. Thus, the interactive toy can also switch between detecting and not detecting the marker element. Therefore, when both the interactive toy and the marker are placed on (or within) the configuration device, easy switching of the detection state can be achieved.
[0059] Advantageously, according to some embodiments of the toy system, the configuration device is a functional toy building model constructed from toy building elements of a toy building system. This further enhances the educational and playful aspects of the user-configurable interactive toys and toy systems. Furthermore, the configuration process is thus further integrated into the game development process of designing, building and rebuilding, configuring and reconfiguring interactive play experiences to provide an evolving gaming experience.
[0060] According to another aspect, a configuration device for a toy system is disclosed, thereby achieving similar advantages as described elsewhere herein related to embodiments of user-configurable interactive toys and embodiments of toy systems including such interactive toys. According to some embodiments, the configuration device includes: a base; a first portion adapted to hold one or more of the interactive toys, wherein the first portion is movable relative to the base; and a second portion adapted to hold one or more marking elements at a first position near the interactive toy for detection of marking by a reader of the interactive toy. Furthermore, according to some embodiments, the first portion is rotatable relative to the base. Advantageously, according to some embodiments of the configuration device, the second portion is fixed relative to the first portion, or wherein the second portion is fixed relative to the base. Furthermore, according to some embodiments, the configuration device has a "read on" state and a "read off" state, wherein the "read on" state is adapted to facilitate the detection of a mark held by the second part by the interactive toy held by the first part, and wherein the "read off" state is adapted to prevent the interactive toy held by the first part from detecting the mark held by the second part. Advantageously, according to some embodiments of the configuration device, the second part can be movable relative to the first part to move the mark between a first position close to the interactive toy and a second position away from the interactive toy, wherein the mark is detected by the reader of the interactive toy at the first position and not by the reader at the second position. The first position can be considered as a way to implement the "on" state. The two positions can be considered as a way to achieve the "off" state. Alternatively, a third element can be provided, which is a movable element adapted to be inserted between the first and second parts to prevent the interactive toy from detecting the mark. This third movable element can be implemented, for example, as a cover that can be closed to prevent the interactive toy from detecting the mark. Other means can be provided to facilitate the interactive toy's detection of the mark when the configuration device is in the "on" state and to prevent the interactive toy's detection of the mark when the configuration device is in the "off" state. Furthermore, according to some embodiments, the configuration device is a functional toy building model constructed by toy building elements of a toy building system. Thus, the interactive play and configuration are highly flexible and reconfigurable, and educational.
[0061] According to another aspect, a method for configuring an interactive toy is disclosed, thereby achieving similar advantages as described elsewhere herein related to embodiments of user-configurable interactive toys and embodiments of toy systems including such interactive toys. According to some embodiments, a method for configuring an interactive toy is provided, the interactive toy comprising:
[0062] - A reader used to detect markers near interactive toys;
[0063] - Sensors used to detect movement in interactive toys;
[0064] - A memory containing programming instructions and configuration data, wherein the programming instructions are configured to control the interactive toy's response to mark detection, the response being at least partially defined by the configuration data;
[0065] - A processing unit configured to execute programming instructions based on configuration data when it is in a game state;
[0066] The method includes the following steps:
[0067] - Enters the configuration state of the processing unit in response to the first triggering event indicating the start of configuration activity;
[0068] - The configuration state of the processing unit exits in response to a second triggering event indicating the end of the configuration activity;
[0069] - Processing information about motion detected by sensors when the processing unit is in configuration state and / or information about markers detected by readers when the processing unit is in configuration state, to determine configuration input; and
[0070] - Modify configuration data based on the determined configuration input. Attached Figure Description
[0071] Preferred embodiments of the present invention will now be described in more detail with reference to the accompanying drawings, in which:
[0072] Figure 1 A toy system including vehicles and interactive toys is shown;
[0073] Figure 2 A toy system including vehicles in active play mode and interactive toys is shown;
[0074] Figure 3 The diagram illustrates a physical play environment that includes toy systems in active play and elements of interactive toys.
[0075] Figure 4 The diagram illustrates a physical play environment that includes toy systems in active play and elements of interactive toys.
[0076] Figure 5 A schematic block diagram of an interactive toy according to one embodiment is shown;
[0077] Figure 6 A schematic diagram illustrating a method for configuring an interactive toy according to one embodiment is shown;
[0078] Figure 7-10 The diagram illustrates the configuration of the device and the form of the interactive toy at different stages of the configuration process. Detailed Implementation
[0079] Figure 1 An example of a toy system 100 is shown, comprising a toy model 101, a marking element 120, and an interactive toy 110. The toy model 101 may be a toy building model constructed from toy building elements known in the field of toy building systems. The marking element 120 may be a marking building element compatible with the toy building elements of the toy building system. The interactive toy 110 includes an accelerometer for detecting motion and an optical reader configured to detect different types of markings. One type of marking 120 includes visual codes, such as micro-dot patterns, barcodes, QR codes, etc.; while other markings are colored puzzle pieces or other colored toy building elements. However, it should be understood that other types of markings, such as visual markings, RFID markings, etc., may also be used. The interactive toy 110 resembles a figure. In this example, the reader faces downwards when the interactive toy is in its normal use orientation (i.e., configured to detect markings placed on or above the interactive toy). The normal orientation of the interactive toy may be defined by the shape of the toy (e.g., in the case of a figurine), the orientation of the display, and / or in a similar manner. The interactive toy 110 also includes a display and speakers for providing visual and auditory feedback.
[0080] exist Figure 1 In the illustrated embodiment, marker building element 120 is part of a vehicle-like toy building model 101, for example, one of a plurality of toy building elements that build the toy building model. Alternatively, vehicle 101 may be formed from a single toy building element including marker 120. When interactive toy 110 is placed in vehicle 101, interactive toy 110 detects marker 120 and loads a set of programming instructions for interactive play activities associated with marker 120.
[0081] Figure 2 This illustrates the play environment when the interactive toy is in an active play state. Figure 1Vehicle 101. When a user moves vehicle 101 with interactive toy 110, interactive toy 110 detects the movement of the vehicle and generates auditory and / or visual feedback in response to the detected movement according to a set of loaded programming instructions associated with marker 120. The actual auditory and / or visual feedback associated with marker 120 can be pre-configured, for example, before entering an active play state. This configuration can be stored as configuration data used in a set of programming instructions that are loaded for execution by the processing unit when the interactive toy detects marker 120 and when the interactive toy is in an active play state. Modifying the configuration of a given marker 120 allows for the configuration and reconfiguration of a set of programming instructions associated with the same marker 120 for a large number of different interactive play activities. For example, the vehicle can be configured as any type of vehicle, such as a police car, race car, heavy truck, speedboat, helicopter, or airplane. When the interactive toy 110 is in an active play state, the corresponding visuals and sounds can be configured and output by the interactive toy 110 through the user interface 111 as feedback in response to the user's physical interaction with the interactive toy 110 placed on the marker 120 in the vehicle 101.
[0082] Figure 3 An example of a toy system, generally indicated by reference numeral 100, is shown. This toy system includes a physical play environment constructed from toy building elements. The physical play environment includes “start” and “end” patches with start and end labels 120 and 140, respectively. The physical play environment also includes different types of labels 131 and 132 arranged therein. The toy system also includes an interactive toy 110 that a user can move within the physical play environment.
[0083] As described above, the interactive toy 110 includes an accelerometer for detecting motion and an optical reader configured to detect markers: one marker 132 includes a visual code, such as a micro-dot pattern, a QR code, etc.; while other markers 131 are colored puzzle pieces or other colored toy building elements. However, it should be understood that other types of markers, such as visual markers, RFID markers, etc., may also be used. The interactive toy 110 resembles a figure. In this example, the reader faces downwards when the interactive toy is in its normal use orientation (i.e., configured to detect a marker placed on or above it). The normal orientation of the interactive toy may be defined by the shape of the toy (e.g., in the case of a figurine), the orientation of the display, and / or in a similar manner. The interactive toy 110 also includes a user interface 111 with a display and speakers for providing visual and auditory feedback.
[0084] A user initiates a play activity by keeping the interactive toy in contact with or near the start marker 120, allowing an optical reader to detect the start marker. In response to the detection of the start marker, the interactive toy enters an active play state. In some embodiments, the toy system includes different start markers, each indicating a corresponding type of play activity. Alternatively, different types of play activities can be selected based on other criteria, such as user input to the interactive toy, communication with another interactive toy or with a processing device, previously completed play experiences, or the progress of the interactive toy. Progress can be stored, for example, by the interactive toy and / or a remote processing device (not shown) communicatively connected to the interactive toy.
[0085] Typically, when in an active play state, the interactive toy detects its movement, and when the interactive toy is brought near the marker, it detects one or more markers, such as toy construction elements with a predetermined color or other visual markers.
[0086] When the interactive toy detects the end marker 140, the interactive toy exits the active play state and calculates a result score, which depends on the motion and marker detected while the interactive toy was in the active play state. It should be understood that the result score can be calculated and updated in real time while the interactive toy is in its active play state, or it can be calculated after the interactive toy exits the active play state. It should be understood that in some embodiments of the toy system described herein, the interactive toy can be configured to generate auditory and / or visual feedback in response to detected motion and / or detected markers, for example, during play activity or even when it is determined by detecting the start marker that no play activity has started (i.e., when the interactive toy is not currently in an active play state). In such embodiments, the interactive toy can be configured to operate in a free play state. It should also be understood that the type of feedback and the rules and conditions used to generate the corresponding feedback can vary depending on the specific operating state of the interactive toy (e.g., active play state or free play state).
[0087] The calculation of the resulting score can be based on a set of game rules, where different types of game activities can have different game rules associated with them. Therefore, the game rules can be stored by the interactive toy and / or a remote processing device (not shown) that is communicatively connected to the interactive toy.
[0088] The calculation of the result score may also depend on one or more other parameters, such as the elapsed time between the detection of the start mark and the detection of the end mark, any identified attachments to the interactive toy, etc.
[0089] Therefore, the score depends on how the user moves the interactive toy between the start and end markers in the game environment; that is, it depends on the movement and / or the detected markers. For example, the user can use... Figure 3 The physics-based game environment shown is the same as the physics-based game environment, but users can follow along with... Figure 3 The interactive toy 110 is moved along different paths, resulting in different score outcomes.
[0090] Similarly, the calculated score also depends on the type of marker (e.g., the color of a toy building element that constructs a physical play environment) and / or the relative position of the marker.
[0091] It should be understood that the game environment may be in the form of a single, coherent toy building model, wherein all parts of the model are interconnected with a single structure. In other embodiments, the game environment may include multiple independent structures that can be arranged independently of each other.
[0092] Typically, in a game activity, the detection of a certain type of marker can increase or even decrease the resulting score by a certain value, such as a predetermined random value or a value determined in other ways. For example, the resulting score might reflect the amount of in-game currency, such as in-game currency represented by virtual coins, stars, or other virtual items. Collected currency can be used in the game to gain advantages, such as acquiring abilities, unlocking new game content, or progressing in existing games.
[0093] In some embodiments, the play activity may have a maximum duration associated with it. For example, this duration can be achieved by requiring the interactive toy to detect a marker indicating the end of the play activity within a specific time period after detecting a marker indicating the start of the play activity. In some embodiments, detecting a particular type of marker during the play activity can result in an extension of the maximum duration.
[0094] A type of marker may only affect the final score after it has been repeatedly detected during gameplay, or its effect on the final score may depend on the number of times the marker has been detected during gameplay. For example, a type of marker could represent an enemy that must be touched multiple times to be defeated, such as being touched multiple times within a certain period. Therefore, this activation can simulate an enemy toy character with simulated health values. When hit (as simulated by an interactive toy detecting a marker attached to an enemy), the enemy's health values decrease. When the health values reach a minimum threshold due to repeated "hits," the final score calculated by the interactive toy's processing unit can increase.
[0095] Other examples include tags that have a random or accidental effect on the resulting score. Other examples include tags whose effect on the resulting score depends on the duration of detection (i.e., how long the interactive toy is sufficiently close to the tag to be detected).
[0096] Other examples include tags whose impact on the final score depends on the order in which they are detected or on a combination of detected tags. For instance, a tag could represent a key, where detecting that tag means the interactive toy picks up the key. Another tag could represent a locked item, such as a treasure chest or door, which is detected during the game activity, but the item can only be unlocked after the interactive toy has already detected a tag representing a key in the same game activity.
[0097] In a given game state, the response of the interactive toy 110 to the physical game environment and / or other interactive toys is defined by a set of programming instructions loaded and executed in said game state. Therefore, this set of programming instructions determines the interactive toy's response to detected motions and / or detected markers based on the configuration data used. The programming instructions can define any response mentioned herein, such as responses relating to the calculation of a result score and / or responses relating to user-perceptible outputs generated by the interactive toy. The response to the detection of motions and / or markers 120, 131, 132, 140 can be defined at a general level, such as determining the type of game activity upon detection of start marker 120, e.g., defining a "track" or "playground" game activity. The response can also be defined at a temporary level, e.g., modifying the game activity upon detection of markers 131, 132 during the game activity, e.g., defining a temporary "super state" that doubles all scores, which can last for a predetermined period of time, or until another marker 131, 132 or end marker 140 is detected. The response can also be limited at a specific level by defining a specific response to the detection of specific markers 131 and 132, such as providing specific user-perceptible outputs and / or modifying skill levels or outcome scores when specific markers 131 and 132 are detected.
[0098] The behavior of the interactive toy 110 in response to motion and marker detection during play can be configured by configuring one, more, or all of the programming instructions for the markers 120, 131, 132, and 140 used in the play activity. The configured instructions for the play activity can be provided as configuration data for use by a set of programming instructions, which are executed by the interactive toy when operated in the corresponding play state. Therefore, a variety of different play activities can be generated using the same set of toys having one or more interactive toys 110 and one or more markers 120, 131, 132, and 140.
[0099] As described above, configuration may include, for example, setting parameter values in pre-programmed instructions, selecting one or more pre-programmed instructions, and / or selecting one or more from a subset of pre-programmed instructions. The configurable pre-programmed instructions are typically pre-programmed and stored in the interactive toy's memory, and / or can be retrieved from an external source (e.g., from a local computing device connected to the electronics or from a network-based service) via a wired or wireless communication interface.
[0100] In a simple, advantageous embodiment, the configuration of the tag involves setting parameter values in programming instructions associated with the tag. This configuration then modifies the response to tag detection during gameplay, thereby altering, for example, the resulting score derived from tag detection during gameplay, the duration available for performing actions or completing gameplay activities, the pace of gameplay activities, and skill or ability levels.
[0101] Figure 4 Another toy system is shown, which includes an interactive toy and a physical play environment, the physical play environment including “start” and “end” patches with start and end marks 120 and 140 respectively. Figure 4 The toy system shown is Figure 3 The system is similar. However, in Figure 4 In this example, the physical game environment includes only two markers: a start marker 120 and an end marker 140 located on the "start" and "end" patches, respectively. Therefore, in this example, when the interactive toy is in its active play state—that is, between the detection of the start marker and the detection of the end marker—the score is calculated solely based on the detected motion (and optionally based on elapsed time or other game parameters (e.g., progress level), but not on any additional detected markers). Here, the game activities, including responses to the detected motions, and other game parameters can be configured relative to the start marker, which subsequently defines the details of the configured game activities when the interactive toy detects activation of the play state.
[0102] Figure 5 A schematic block diagram of an example of an interactive toy used in the toy system described herein is shown. The interactive toy, generally indicated by reference numeral 110, includes a housing 118 that houses the various electronic components of the interactive toy. This housing can be made of a suitable material, such as plastic. The housing can have a shape corresponding to the play experience. For example, the housing can resemble a toy figurine, toy robot, toy car, toy animal, or other type of toy. The housing can have any suitable size, preferably one that allows it to be easily carried and operated by a child.
[0103] Interactive toy 110 includes multiple electronic components, all of which can be housed within a casing. Specifically, the interactive toy includes:
[0104] - An accelerometer 113 or other type of sensor for detecting the motion of interactive toys;
[0105] - Reader 112 for detecting markers near interactive toys;
[0106] - Memory 114 containing programming instructions;
[0107] - A configuration interface suitable for configuring programming instructions; and
[0108] - The processing unit 115 of the configuration interface is configured to control the configuration interface in response to detected motion and detected markers.
[0109] Accelerometer 113 may be a multi-axis accelerometer, such as a triaxial or hexaaxial accelerometer, to allow the detection of motion in various directions and to at least approximately measure derived properties of such motion, such as velocity, direction, distinct linear motion, rotational motion, reciprocating motion, impact, etc.
[0110] Reader 112 includes an optical sensor for detecting visual markings (e.g., color codes or individual colors). Alternatively, the optical sensor may be configured to detect badges, barcodes, QR codes, microdot codes, or other machine-readable codes or optically detectable and identifiable features. The optical sensor may include one or more color sensors, such as a color sensor array. In some embodiments, the optical sensor includes a camera. In alternative embodiments, the reader may include an RFID reader or another reader for reading markings using other types of detection mechanisms.
[0111] The memory 114 may include EEPROM, RAM, solid-state data storage devices, or other suitable data storage devices. The memory may store program code to be executed by the processing unit, configuration data to be used by the program code, and / or game-related data, such as information about game progress, previous scores, etc.
[0112] Based on the programming instructions stored in memory 114, the configuration can be executed, for example, by a process or software module implemented in processing unit 115.
[0113] The processing unit 115 may include a suitably programmed microprocessor or any other circuitry and / or means suitable for performing the data and / or signal processing functions described herein. Specifically, the processing unit may include a general-purpose or special-purpose programmable microprocessor, such as a central processing unit (CPU), a digital signal processing unit (DSP), an application-specific integrated circuit (ASIC), a programmable logic array (PLA), a field-programmable gate array (FPGA), special-purpose electronic circuitry, or combinations thereof.
[0114] Processing unit 115 is configured to operate in at least one configuration state and one or more game states, as well as optional other states (e.g., idle state and / or low power state). When operating in the configuration state, processing unit 115 is configured to receive sensor data from accelerometer 113 and reader 112 and control the configuration interface. Therefore, the interactive toy can be used interactively to configure the interactive toy system's response to motion and marker detection during game activities in the game state. Specifically, the processing unit is configured to enter the configuration state in response to a first trigger event indicating the start of the configuration activity; exit the configuration state in response to a second trigger event indicating the end of the configuration activity; process information about motion detected by sensors while the processing unit is in the configuration state and / or information about markers detected by the reader while the processing unit is in the configuration state to determine configuration input; and modify configuration data based on the determined configuration input. Modifying the configuration data results in modified configuration data that alters the interactive toy's response to marker detection when the processing unit executes programming instructions in the game state.
[0115] When operating in game mode, processing unit 115 is configured to receive sensor data from accelerometer 113 and reader 112, and control user interface 111 in response to the received sensor data. Specifically, the processing unit may implement a state machine, wherein the processing unit can operate in active game state, standby state, free game state and / or similar states as described herein, and calculate the resulting score of game activities and / or generate user-perceptible output based on detected markers and movements.
[0116] In this example, the electronic toy 110 also includes a user interface 111, an accessory detector 116, a communication interface 119, and a battery 117. However, it should be understood that other instances of interactive toys can be implemented without these components or with only some of them.
[0117] However, it is advantageous that a user interface 111 exists for providing user-perceptible output, and the processing unit 115 is configured to control the user interface in response to detected motion and detected markers. The user interface 111 includes a display and audio output. Alternatively, the user interface may include other output devices for providing visual and / or auditory and / or tactile output. The user interface may also include one or more input devices that allow the user to provide input. Such input devices may include physical input devices, such as buttons, touchpads, etc., or they may serve as activatable user interface elements provided by a touch-sensitive display, etc.
[0118] Similarly, some embodiments of interactive toys may include alternative or additional components.
[0119] The accessory detector 116 can be configured to detect whether one or more accessories are attached to the interactive toy 110, such as clothing, decorations, equipment, etc. The accessory detector may include an RFID reader, a microswitch, an electrical contact, and / or similar components. The processing unit can receive information about the attached accessories from the accessory detector and also causes the generated output to be based on the received information.
[0120] The communication interface 119 may be a wired or wireless interface, for example, using radio frequency communication such as Bluetooth or other suitable wireless or wired communication technologies to allow the interactive toy to communicate with another interactive toy and / or an external data processing device such as a tablet computer or smartphone.
[0121] Battery 117 can be a conventional battery, a rechargeable battery, or another suitable energy storage device for providing operating power to the electronic components of an interactive toy.
[0122] Figure 6A flowchart illustrating an example of the process described herein is shown. In step S1, the interactive toy detects a first configuration trigger event, causing the interactive toy to enter a configuration state. The first configuration trigger event indicates the start of configuration activity. For example, the interactive toy may be in a predetermined non-game state, such as a standby state, and detect markers 131, 132 for relevant events in the game. Based on the background of the standby state, processing unit 115 infers a configuration trigger event indicating that the user intends to start configuration activity and enters the configuration state. The first configuration trigger event may also be the detection of a dedicated marker for configuration activity. In another example of the first configuration trigger event, the interactive toy may detect markers 120, 131, 132, 140, and in conjunction with the detection of the markers, also detect movement, such as shaking performed immediately before, during, or after the detection of the markers. Based on the combination of the detected markers and the detected movement, processing unit 115 infers a first configuration trigger event indicating that the user intends to start configuration activity and enters the configuration state. The interactive toy may also enter the configuration state by activating a separate user interface input element.
[0123] In step S2, when in configuration mode, the interactive toy reads sensor data from the accelerometer and reader, and determines configuration input in response to the received sensor data. The interactive toy may also generate auditory and / or visual outputs in response to the received sensor data to provide feedback to the user indicating the configuration activity being performed.
[0124] In step S3, the interactive toy modifies the configuration data according to the determined configuration input to provide modified configuration data. The interactive toy stores the modified configuration data for a set of programming instructions to be executed in the corresponding game state.
[0125] In step S4, the interactive toy detects or receives a second configuration trigger event that causes the interactive toy to exit the configuration state. The second configuration trigger event indicates the end of the configuration activity. For example, the second trigger event could be the detection of a dedicated configuration activity marker. The second trigger event could also be the failure to detect a marker indicating that the interactive toy will be configured. Another example of other trigger events includes the expiration of a timer indicating the maximum duration of the configuration activity or the maximum duration for which further movement of the interactive toy will no longer be detected after a configuration selection has been made. The interactive toy can also exit the configuration state by activating a separate user interface input element.
[0126] Figure 7-10A schematic example of a configuration device 200 that can be used to perform configuration activities on an interactive toy 110 is shown, illustrating different stages of the configuration process with respect to the marking element 120. The configuration device 200 has a base 210, a first portion 220 adapted to receive the interactive toy 110, and a second portion 230 adapted to receive the marking element 120. The first portion 220 is rotatable relative to the base 210 about a rotation axis R, thereby also causing the interactive toy 110, which is placed on top of the configuration device 200 on the first portion 220, to rotate (e.g., ...). Figure 9 (As shown). The second part 230 can move between a lowered position near the bottom of the configuration device 200 and a raised position near the top of the configuration device 200. Figure 7 and Figure 10 In the middle, the second part is shown in a lowered position, while Figure 8 and 9 In the diagram, the second part is shown in an elevated position. Therefore, the marker 120 placed on the second part can move from a position away from the interactive toy 110 to a position near the interactive toy, such as... Figure 8 As shown schematically, it can also move from a position near the interactive toy to a position away from the interactive toy, such as... Figure 10 As shown schematically.
[0127] exist Figure 7 In the interactive toy 110, the toy is in a predefined non-play state, such as a standby state, and can wait for activity, but monitor reader data, etc. However, when the marker 120 is placed at a distance, the interactive toy cannot detect the marker 120 and remains in the standby state. Figure 8 In this scenario, the user operates the second part 230 to bring the marker element 120 to a position near the interactive toy 110. The interactive toy 110 detects the marker 120 through its reader and awakens. Based on the background of the predetermined state and the change in the detection state of the marker element, the interactive toy infers the start of configuration activity and enters the configuration state. Figure 9 In this process, the user operates the first part 210 to rotate the interactive toy in a defined manner around a predetermined rotation axis R. Sensor data from the accelerometer sensor can then be received and analyzed by the interactive toy's processing unit to measure the rotation angle. This rotation angle can be mapped to determine configuration inputs, for example, mapping the measured rotation angle to parameter values or to the selection of a specific configuration item. Based on the determined configuration inputs, the processing unit can then provide and store modified configuration data for use in a set of programming instructions for later use in corresponding game activities involving marker 120. Figure 10In this configuration, the user operates the second part 230 to move the marker 120 to a distant location where the interactive toy 110 can no longer detect the marker 120. The interactive toy can use changes in the detection state to determine the end of the configuration activity and exit the configuration state, for example, returning to a standby mode. Upon receiving a correct trigger event indicating the start of a game activity, the interactive toy can enter an active game state and respond to the interactive game activity associated with the marker 120 based on the modified configuration data thus generated. However, it should be understood that other trigger events involving user interaction and marker detection can be implemented in the configuration device to cause the interactive toy to enter and exit the configuration state, as also described above. Furthermore, while rotational motion has proven particularly useful for setting and / or selecting configuration inputs, it should also be understood that other types of motion can also be used to indicate configuration inputs, not limited to rotation. Such motions can include, for example, any mechanical interaction that can be measured by motion sensors such as accelerometers and / or gyroscopes, wherein the processing unit is configured to process the received sensor data to determine the configuration input based on the detected motion.
[0128] It should also be understood that the configuration device can be a functional toy building model constructed from toy building elements of a toy building system, thereby further enhancing the educational and playful aspects of user-configurable interactive toys and toy systems.
[0129] List of reference numerals
[0130] 100 Toy System
[0131] 101 Toy Models
[0132] 110 Interactive Toys
[0133] 111 User Interface
[0134] 112 Reader
[0135] 113 Motion Sensor
[0136] 114 Memory
[0137] 115 Processing Unit
[0138] 116 Attachment Detector
[0139] 117 battery
[0140] 118 Casing
[0141] 119 Communication Interface
[0142] 120, 131,
[0143] 132,140 Marking elements
[0144] 200 Configuration Device
[0145] 210 Base
[0146] 220 Part 1
[0147] 230 Part Two
[0148] Steps for configuring interactive toys (S1-S4)
Claims
1. An interactive toy, comprising: A reader used to detect markers near interactive toys; Sensors used to detect the movement of interactive toys; A memory containing programming instructions and configuration data, wherein the programming instructions are configured to control an interactive toy’s response to mark detection, the response being at least partially defined by the configuration data; as well as A processing unit configured to execute programming instructions based on configuration data when it is in a game state; in: The processing unit is also configured to modify configuration data in response to a combination of detecting a marker near the interactive toy and detecting movement of the interactive toy when it is in a configuration state.
2. The interactive toy of claim 1, wherein the marker and the movement are detected within a predetermined time relationship between them.
3. The interactive toy of claim 1, wherein the marking and the movement are detected simultaneously.
4. The interactive toy of claim 2, wherein the marking and the movement are detected simultaneously.
5. The interactive toy of any one of claims 1-4, wherein the interactive toy further comprises a user interface for providing user-perceptible output, wherein the processing unit is further configured to control the user interface in response to detected motion and detected markers.
6. The interactive toy as claimed in any one of claims 1-4, wherein the processing unit is configured to: Enter the configuration state in response to the first triggering event indicating the start of configuration activity; Exit the configuration state in response to a second triggering event indicating the end of the configuration activity; The system processes information about motion detected by sensors when the processing unit is in a configuration state and / or information about markers detected by readers when the processing unit is in a configuration state to determine configuration inputs and modify configuration data based on the determined configuration inputs.
7. The interactive toy as claimed in claim 6, wherein, When the interactive toy is in a predetermined operating state, the first triggering event includes the reader's detection of the marker element.
8. The interactive toy of claim 6, wherein the first triggering event includes detecting a change in the detection state between a marker element and an undetected marker element, and / or wherein the second triggering event includes detecting a change in the detection state between a marker element and an undetected marker element.
9. The interactive toy of claim 6, wherein processing information about motion detected by the sensor includes identifying rotation about a predetermined axis of rotation by means of a rotation angle associated with a configuration setting.
10. The interactive toy of claim 6, wherein modifying the configuration data includes one or more of the following operations: Set parameter values; A programming instruction is selected from a plurality of programming instructions, wherein, when the processing unit is in a game state, each of the plurality of programming instructions corresponds to a corresponding response of the interactive toy to the detection of a marker; and Retrieve a subset of programming instructions from a plurality of subsets, wherein each of the plurality of subsets of programming instructions defines the corresponding behavior of the interactive toy when the processing unit is in a game state.
11. The interactive toy as claimed in any one of claims 1-4, wherein the modified configuration data provides modified configuration data to modify the interactive toy's response to marker detection when the processing unit is in a game state.
12. A toy system comprising one or more interactive toys as claimed in any one of claims 1-11, and one or more tag elements adapted to be detected by at least one reader of the one or more interactive toys.
13. The toy system of claim 12, wherein the toy system is a toy building system, and wherein the one or more interactive toys and the one or more marking elements comprise one or more toy building elements of the toy building system.
14. The toy system of claim 12, wherein the toy system comprises at least a first interactive toy and a second interactive toy, each interactive toy including a communication interface, wherein at least one of the first interactive toy and the second interactive toy is adapted to share configuration data with the other of the first interactive toy and the second interactive toy via their respective communication interfaces.
15. The toy system of claim 13, wherein the toy system comprises at least a first interactive toy and a second interactive toy, each interactive toy including a communication interface, wherein at least one of the first interactive toy and the second interactive toy is adapted to share configuration data with the other of the first interactive toy and the second interactive toy via their respective communication interfaces.
16. The toy system of any one of claims 12-15, wherein the toy system further comprises a configuration device; The configuration device includes a first part adapted to hold one of the one or more interactive toys and a second part adapted to hold one of the one or more marker elements. The configuration device has a "read on" state and a "read off" state, the "read on" state being adapted to facilitate the detection of a mark held by the second part by the interactive toy held by the first part, and the "read off" state being adapted to prevent the detection of a mark held by the second part by the interactive toy held by the first part.
17. A configuration device for use in a toy system as claimed in any one of claims 12-16, wherein the configuration device comprises: Base; Suitable for holding a first part of one or more of the interactive toys, wherein the first part is movable relative to the base; as well as One or more of the marking elements are adapted to be held in a first position near the interactive toy to detect a second portion of the marking by the reader of the interactive toy.
18. The configuration device of claim 17, wherein the first portion is rotatable relative to the base.
19. The configuration device of claim 17, wherein the configuration device has a read-on state and a read-off state, wherein the read-on state is adapted to facilitate the detection of a mark held by the second portion by an interactive toy held by the first portion, and wherein the read-off state is adapted to prevent the interactive toy held by the first portion from detecting the mark held by the second portion.
20. The configuration device of claim 17, wherein the configuration device is a functional toy construction model constructed from toy construction elements of a toy construction system.
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