Interactive motorized rotating toy
By introducing capacitive touch sensors into children's toys, the problem of insufficient interactiveness of existing interactive toys is solved, and a variety of game modes and rich user input and output effects are achieved, enhancing the entertainment and educational value of toys.
Patent Information
- Application Number
- CN202380082917.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-12-02
- Filing Date
- 2023-12-02
- Publication Date
- 2025-07-11
AI Technical Summary
The existing interactive children's toys lack user input methods based on capacitive touch sensors, resulting in insufficient interactive and entertaining.
An interactive children's toy including capacitive touch sensors is designed to control the motor rotation direction and output sound and lighting effects through user input, providing a variety of game modes to meet the development needs of children of different ages.
It improves the interactivity and entertainment of toys, detects user input through capacitive touch sensors, realizes the rotation and output effects of toys, and meets the learning and entertainment needs of children of different ages.
Smart Images

Figure CN120303042A_ABST
Abstract
Description
[0001] Cross - reference to related applications
[0002] This application claims the benefit of U.S. Provisional Patent Application Serial No. 63 / 429,774, filed on December 2, 2022, the entire content of which is hereby incorporated by reference herein for all purposes. Technical Field
[0003] The present disclosure generally relates to the field of children's toys, and more particularly to interactive rotating toys. Background Art
[0004] Interactive toys can stimulate and entertain children, promoting their development. Electronic capacitive touch - sensing technology provides a means of user input for such interactive devices. The present disclosure is mainly dedicated to providing a user - input method based on a newly improved capacitive touch sensor for motorized children's toys and other interactive products. Summary of the Invention
[0005] In an exemplary embodiment, the present disclosure provides an interactive children's toy having a motorized component and a capacitive touch function. The children's toy generally includes one or more motorized wheels configured to rotate or move the children's toy in a predetermined direction according to the order or sequence of user inputs. The children's toy can also generate sound and / or light effects in response to user inputs.
[0006] In one aspect, the present disclosure relates to an interactive children's toy including a housing or casing, a plurality of user - input areas or interfaces for receiving user inputs, and a motor that operates in response to user inputs.
[0007] Preferably, the user - input interface can include one or more capacitive touch sensors.
[0008] Optionally, the interactive children's toy can further include a light source that operates in response to user inputs. Optionally, the interactive children's toy can further include an audio - output device that operates in response to user inputs.
[0009] Optionally, the interactive children's toy can further include a processor configured to receive input signals corresponding to user inputs. Preferably, the motor is configured to receive an output signal from the processor and operate in response to the output signal.
[0010] Preferably, the user - input interfaces are circumferentially arranged around the housing. In addition, each user - input interface is equidistant from its adjacent user - input interfaces. In addition, the motor is configured to operate with different intensities according to the distance between consecutive user inputs.
[0011] Preferably, the motor is configured to rotate the toy body in a first direction or a second opposite direction according to the order of user input. In an exemplary embodiment, the interactive children's toy further includes at least one wheel, wherein the at least one wheel is operatively connected to the motor to drive the wheel. In some exemplary embodiments, the user input interfaces are distributed around the housing. When the user input interfaces are activated in a clockwise direction, the children's toy rotates in the clockwise direction; when the user input interfaces are activated in a counterclockwise direction, the children's toy rotates in the counterclockwise direction.
[0012] On the other hand, the present disclosure relates to a motorized rotating toy. In an exemplary embodiment, the motorized rotating toy includes: a toy body or base; a plurality of user input sensors radially arranged around a central base; one or more wheels attached to the central base; a processor configured to receive input signals corresponding to user interaction with at least one user input sensor; and at least one wheel, at least one light source, and at least one audio speaker configured to receive output signals from the processor and operate in response to the output signals.
[0013] In an exemplary embodiment, the motorized rotating toy includes a plurality of wheels, wherein at least one wheel is configured to rotate in a first rotation direction and at least one other wheel is configured to rotate in a second rotation direction opposite to the first rotation direction, so that the interactive toy rotates in place. Preferably, the direction in which the interactive toy rotates in place is controlled by the activation order of the user input sensors. Preferably, at least one user input sensor is a capacitive touch sensor. Preferably, the user input sensors are mapped to the notes of a musical scale.
[0014] In another aspect, the present disclosure relates to an interactive children's entertainment device. In an exemplary embodiment, the entertainment device includes a central body, a plurality of interactive extension arms hinged to the central body, a top button, and at least one motorized wheel that allows the entertainment device to move, turn, and / or rotate. The entertainment device is operable in at least four different game modes, the complexity of which gradually increases to accommodate the development of child users. These at least four different game modes include a tummy time mode, a sitting play mode, a chase mode, and a dance mode. In the tummy time mode, the entertainment device plays interesting melodies and sounds in a stationary position, accompanied by flashing lights, to provide interactive entertainment for the child user. In the sitting play mode, the entertainment device plays interesting melodies and interactive learning content while rotating left and right and turning in circles. In the chase mode, the entertainment device rotates and moves in multiple directions around a support surface or the ground, encouraging the child user to chase or pursue the entertainment device. In the dance mode, the entertainment device plays interesting singing melodies, including learning content, to inspire the child user to move and learn while the entertainment device executes complex motion profiles.
[0015] These and other aspects, features, and advantages of the disclosed example embodiments can be understood with reference to the accompanying drawings and the detailed description herein, which aspects, features, and advantages will be realized by the various elements and combinations particularly pointed out in the appended claims. It should be understood that the foregoing general description and the following brief description of the drawings and example embodiments are for the purpose of explaining the example embodiments of the invention and are not intended as a limitation of the invention as claimed in the claims. Description of the Drawings
[0016] Figure 1 is a front view of a motorized interactive children's toy according to an example embodiment of the present disclosure.
[0017] Figure 2 is Figure 1 the rear view of the motorized interactive children's toy of.
[0018] Figure 3 is Figure 1 the top view of the interactive children's toy of.
[0019] Figure 4 is Figure 1 the bottom view of the interactive children's toy of.
[0020] Figure 5A -C shows the Figure 1 example movements of the interactive children's toy in.
[0021] Figure 6 shows Figure 1 the interactive children's toy in, including a decorative sleeve fixed to the interactive arm of the toy.
[0022] Figure 7 shows Figure 1 the example movement pattern of the interactive children's toy in dance mode in.
[0023] Figure 8 is a front view of an interactive children's toy according to another example embodiment of the present invention. Detailed Description
[0024] The present invention can be more readily understood by reference to the following detailed description of example embodiments in conjunction with the accompanying drawings, which form a part of the present disclosure. It should be understood that the present invention is not limited to the specific devices, methods, conditions, or parameters described and / or shown herein, and the terms used herein are for the purpose of illustrating specific embodiments only and are not intended to limit the claimed invention. All patents and other publications mentioned in this specification are incorporated by reference as if fully set forth herein.
[0025] In addition, as used in the specification including the appended claims, the singular forms "a", "an", and "the" include the plural, and a reference to a particular numerical value includes at least that particular value, unless the context clearly dictates otherwise. Ranges may be expressed herein as from "about" or "approximately" one particular value and / or to "about" or "approximately" another particular value. When such a range is expressed, another embodiment includes from one particular value and / or to another particular value. Similarly, when values are expressed as approximations by use of the antecedent "about", it is to be understood that the particular value so recited constitutes another embodiment.
[0026] Now referring to the drawings, where like reference numerals represent corresponding parts throughout the views. Figures 1 to 6 Shown is an interactive children's toy 100 according to an example embodiment of the present invention. As Figure 1 and Figure 2 shown, the interactive toy 100 generally includes: a toy body or housing 102; a plurality of interactive arms or tentacles 104 that extend radially from the toy body 102; a drive system including a pair of motorized wheels 108a and 108b; and an input-output controller or integrated circuit (not shown). Optionally, the interactive toy 100 may further include one or more auditory, visual, and / or tactile feedback or output devices, such as a lighting device, a speaker, or an audio output device 118, or other user-perceivable output devices.
[0027] In the example embodiment, the toy body 102 includes a central housing or base portion, for example, the base portion having one or more housing parts configured to be assembled together to define an internal receiving cavity therein. Each of the plurality of interactive arms or tentacles 104 (i.e., 104a - 114h) includes a user input area 114 (i.e., 114a - 114h), which includes a capacitive discharge conductive material and a capacitive touch sensor 106 (i.e., 106a - 106h) fixed below each user input area. For example, the capacitive touch sensor 106 is in effective contact with the interior, bottom, and / or hidden surface of the interactive arm 104, as Figure 4 shown. The capacitive touch sensor 106 includes a conductive material, such as copper or other metal foil, sheet, strip, panel, button, or other structure, and is connected to an electronic input-output control system or processor by wires or other electrical conductors. In some embodiments, the capacitive touch sensor may be embedded in the capacitive discharge conductive material of the interactive arm 104. In a preferred embodiment, the interactive arm 104 includes a relatively thin material thickness near the user input area 114 to improve capacitive touch sensitivity, and optionally also includes a relatively thick material thickness in one or more surrounding or peripheral areas outside the user input area to improve durability and structural strength.
[0028] According to an example embodiment, the interactive arm 104 is activated by contacting the user input area 114, such that the capacitive touch sensor 106 can detect the contact. When the user touches the user input area 114, the capacitive touch sensor 106 detects a change in capacitance caused by the user's contact with the capacitively discharging conductive material and provides an electronic input signal indicating the user's contact to an input / output control system or integrated circuit. The input / output control system or integrated circuit is preferably mounted inside or outside the toy body 102. In the example embodiment, the input / output control system is generally configured to receive the input signal generated by the capacitive touch sensor and generate a responsive output signal. The children's toy preferably further includes one or more output devices configured to receive the output signal from the control system and generate a user-perceivable output in response to the signal. Optionally, the input / output control system may include one or more integrated circuits, such as application specific integrated circuits incorporating an on-board microprocessor, digital memory, and / or application software, for performing capacitive user input touch sensing, interactive voice / melody output, light output, and / or other input / output functions of the toy 100.
[0029] The drive system of the interactive toy 100 generally includes one or more wheels 108, and one or more wheels 108 are driven by one or more motors 132 configured to receive an output signal from the input / output controller and operate in response to the signal. For example, the drive system may include a single motor for operating or moving the interactive toy; alternatively, the drive system may include two or more motors operating cooperatively or independently. In some example embodiments, one or more motors may be configured to operate and / or move an interactive toy without wheels. Optionally, the interactive toy may further include other non-driven wheels or casters for maintaining balance and / or support. For example, in the illustrated embodiment, the interactive toy 100 includes two motorized wheels 108a and 108b (as Figure 4 shown) driven by motors 132a and 132b. The motorized wheels are operatively connected to the motors via shafts 136a and 136b and gearboxes 134a and 134b. The interactive toy 100 further includes two non-driven casters 110 for providing balance and support for the two motorized wheels 108a and 108b. As Figure 4As shown, the two motorized wheels 108a and 108b are preferably positioned along the diameter direction of the toy body 102. For example, the motorized wheels 108a and 108b are preferably aligned along the diameter or centerline of the cross-sectional profile of the toy body 102. The motorized wheels 108a and 108b and the non-motorized casters 110 preferably only partially extend beyond the bottom cover 110 to minimize the gap between the bottom cover 110 and the ground or support surface during use, thereby reducing the possibility of other objects getting stuck between the toy 100 and the ground and the toy 100 getting jammed. In some example embodiments, there may be one or more than two motorized wheels and non-motorized casters.
[0030] According to an example embodiment, the arrangement and configuration of the wheels 108a and 108b preferably allow the interactive toy 100 to rotate about a vertical axis A, as Figures 5A - 5C shown, depending on the way the user interacts with the interactive toy. More specifically, the operation of the drive system can be based on the order in which the user interacts with the input areas 114 and the corresponding capacitive touch sensors 106. For example, in the illustrated embodiment, the interactive toy 100 includes interactive arms 104a - 104h, and corresponding user input areas 114a - 114h, which are distributed or arranged around the toy body 102. The input-output control system is configured such that when the user touches the input areas in a specific order or direction, the interactive toy 100 will rotate in the same direction. For example, referring to Figure 3 , if the user first touches the user input area 114a in a clockwise direction and then touches the user input area 114h, the drive system will cause the interactive toy 100 to rotate in the same clockwise direction (see Figure 5B ). On the other hand, if the user first touches the user input area 114a in a counterclockwise direction and then touches the user input area 114b, the drive system will cause the interactive toy 100 to rotate in the same counterclockwise direction (see Figure 5C ). In an alternative embodiment, the interactive toy 100 can be configured to rotate or turn in a direction opposite to the user input order or direction.
[0031] In an example embodiment, the speed, acceleration, duration, and / or amount of rotation or turning can also be determined by the distance between user input regions 114 that are continuously contacted by the user or the number of interaction arms between the user input regions in a continuous user contact. For example, a series of user inputs including user input regions 114a and 114d can result in a faster speed and / or acceleration of rotation than a series of user inputs including user input regions 114a and 114b. Conversely, continuous user contact with user input regions 114a and 114b can cause the interactive toy 100 to rotate at a slower speed and / or acceleration than continuous user contact with user input regions 114a and 114d. In some example embodiments, the rotation of the motor and / or the interactive toy 100 depends on the change in note values. Preferably, the interactive toy 100 is configured to rotate or turn sufficiently so that the user's hand can contact each successive user input region without the user moving their hand. For example, once the user initiates the first contact, the interactive toy rotates so that the next user input region contacts the user's hand without the user moving their hand. As long as the user does not move their hand, the interactive toy will continuously create a smooth gaming experience seamlessly as the toy continues to rotate.
[0032] According to an example embodiment, the interactive arm or tentacle 104 is hinged to the toy body 102 such that even if the user's hand blocks the interactive arm while the interactive toy is rotating or turning, the interactive arm will slide around the user's hand and continue to rotate. Thus, as long as the user's hand maintains a relative position, the user's hand will continue to contact each successive user input region 114, causing the interactive toy 100 to continue rotating in the same direction of rotation. The interactive toy will only stop rotating when the user's hand is removed and no longer contacts the user input region 114.
[0033] As Figure 6 shown, the children's toy 100 also includes a sleeve or cover 140 for covering the interactive arm or tentacle 104. In an example embodiment, the sleeve 140 is made of a soft material and is configured to fit over or otherwise enclose the interactive arm 104. According to an example embodiment, one or more learning or educational materials can be included on the sleeve 140. For example, each sleeve 140 can include unique colors, shapes, and / or numbers. For example, in the illustrated embodiment, the sleeves 140a - 140h have the following combination of learning materials or features:
[0034] sleeve color number shape sleeve 140a orange 1 round sleeve 140b yellow 2 star sleeve 140c green 2 triangle sleeve 140a lime green 4 square sleeve 140b purple 2 diamond sleeve 140c teal 2 hexagon sleeve 140a pink 4 heart sleeve 140c red 2 pentagon
[0035] Table 1. Feature Combinations of Sleeve 140
[0036] In some example embodiments, different learning materials can be printed, drawn, and / or directly pasted onto the interactive arm 140. It should be understood that the sleeve 140 can include other learning materials / features printed or pasted thereon, such as pictures of different animals, different words, alphanumeric characters, and / or symbols, or other suitable materials, and / or any combination thereof.
[0037] In some example embodiments, the children's toy 100 can also include one or more other output functions, such as speakers, lights, actuators, or other output devices that communicate electronically with the electronic input-output control system to provide additional visual, auditory, and / or tactile effects. For example, in the illustrated embodiment, each user input area 114 is mapped or corresponds to a specific note in a musical scale, as shown in the following table.
[0038]
[0039]
[0040] Table 2. Example mapping of user input areas
[0041] Thus, when in contact with the user input area, the interactive toy produces or plays the corresponding note through the speaker 118. In alternative embodiments, the interactive toy 100 can be configured to produce other sounds in addition to notes in response to user input.
[0042] In example embodiments, the children's toy 100 further includes a light-emitting display screen or a light-emitting surface 116. In example embodiments, the light-emitting surface 116 includes a translucent panel having one or more light-emitting devices (e.g., light-emitting diodes) configured to illuminate the translucent panel. In example embodiments, the light-emitting devices can respond to user input. In other example embodiments, the children's toy 100 can also include other input functions, such as a mechanical switch 124, buttons, actuators, etc., which communicate electronically with the electronic input-output control system for the user to selectively control power on / off, volume control, mode switching, melody activation, and / or other functions. Optionally, the interactive toy 100 can also include a battery compartment 120 for accommodating a battery that powers the toy and / or an AC power adapter and wire connection.
[0043] Example components of the interactive toy 100 can include:
[0044] · SNC86P320SB (16-channel 320-second OTPIC)
[0045] · 4MB SPI flash memory
[0046] · PCB and supporting discrete components
[0047] · 2-channel motor controller with reverse function (Nyquest NY9M0008B or equivalent)
[0048] · 2 DC / AC motors and required gearboxes
[0049] · 2 SPST limit switches (for sensing wheel rotation)
[0050] · 3.3V LDO voltage regulator
[0051] · Capacitive touch controller – 16 inputs (Nyquest NY9T016A-006A)
[0052] · Lid sensors for all interactive arms or tentacles (foil or similar)
[0053] · 1×IR Tx / Rx for detecting obstacles and / or ground boundaries
[0054] · 1×3-position “dual-timing” slide switch: “Off - Low volume - High volume”
[0055] · 1×4-position mode control slide switch (Prone time - Sitting game - Chase - Dance)
[0056] · 1×momentary switch for “Try Pull Tab” (a unique mode for limited testing of the toy's functions while it is still in the package (i.e., “Try Mode”). The “Try Mode” can only be accessed when the “Try Pull Tab” is kept inserted. During the “Try Mode”, the toy can only move left and right in a stationary position while in the package.)
[0057] · 1×rubber key for activating the head button
[0058] · 3×RGB LEDs for illuminated surfaces – color projection
[0059] · 40 mm speaker
[0060] · 3×AA battery contacts
[0061] · 3×AA batteries for try mode
[0062] game mode
[0063] The interactive motorized toy 100 includes multiple game modes, with increasing complexity and interactivity to adapt to and / or challenge the growth of infants or children. In an exemplary embodiment, the interactive motorized toy 100 includes four game modes: tummy time mode, sitting play mode, chase mode, and "dancing" mode. The different game modes can be selected by a slide switch 124b, which includes selectable positions for each game mode. Generally, in the tummy time mode, the interactive toy 100 is configured to play melodies and sounds at a stationary position, accompanied by flashing lights. In the sitting play mode, the interactive toy 100 is configured to play melodies and interactive learning content and rotate and turn left and right at a stationary position. In the chase mode, the interactive toy 100 is configured to motivate an infant or child to move or chase the toy as the toy moves within a room or play area. In the chase mode, the toy 100 utilizes its motorized wheels to rotate and move in multiple directions. In the dance mode, the toy 100 is configured to play melodies with learning content, motivating an infant or child to move and learn as the toy 100 performs complex movement forms.
[0064] In an exemplary embodiment, the interactive toy 100 includes a switch or actuator 124a for powering or activating the toy and controlling the volume of any sound or melody. In the illustrated example, the switch 124a is a slide switch that can be selected between an "off" setting, a "low volume" setting, and a "high volume" setting. The toy 100 remains in an off or powered-down state (i.e., the battery is disconnected from all electronic devices) until the slide switch is selectively switched from the "off" setting to the "low volume" or "high volume" setting. In the "low volume" setting, the sound output level of the speaker 118 can be limited to a lower decibel, for example, a playback level of approximately 58 dBA + / - 5 dBA, while relatively, the sound output level in the "high volume" setting is, for example, approximately 64 dBA + / - 5 dBA. In other exemplary embodiments, the toy 100 can include one or more actuators for controlling power and volume. For example, the toy 100 can include an actuator for controlling the toy power switch and a separate actuator for controlling volume. The actuator can include a switch, button, or other similar suitable component or actuator.
[0065] In an exemplary usage mode, selectively moving the power volume control switch to the low volume or high volume setting initiates an auto-start sequence. The start sequence first plays a start sound or melody. After the start sound is activated, the integrated circuit or controller immediately activates a callback sound or melody according to the game mode selected when the toy is powered on. Alternatively, in the case where the toy 100 is already powered on, the game mode can be changed as needed by selectively moving the slide switch 124b to the desired setting or position and pressing the top button 126.
[0066] prone time mode
[0067] In the "Tummy Time" mode, the toy 100 can rotate in a stationary position while playing sounds, tones, and / or melodies. According to an example embodiment, the "Tummy Time" mode can be initiated in the off state by selectively moving the slide switch 124b to the "Tummy Time" setting and then selectively moving the slide switch 124a to a low or high volume setting to power on the toy 100. Alternatively, if the toy 100 is already powered on, the "Tummy Time" mode can also be initiated by selectively moving the slide switch 124b to the "Tummy Time" setting and then activating or pressing the top button 126.
[0068] Once the "Tummy Time" mode is initiated, the toy 100 will play a series of songs and / or melodies dedicated to the "Tummy Time" mode (i.e., the "Tummy Time" startup audio sequence) for a preset time, such as 1 minute. In some example embodiments, the toy 100 can be configured or programmed with playlists that include additional songs, sound effects, and / or melodies, which will play in sequence or randomly upon further interaction with the toy 100 (e.g., activating the top button 126 and / or other user inputs, such as user input 104). For example, pressing the top button 126 during the melody or audio playback can trigger the toy 100 (or more specifically, the integrated circuit) to advance to the next song or audio file in the playlist. Alternatively or additionally, initiating the tummy time mode can trigger or activate one or more light sources of the illuminated surface 116 to display a series or sequence of dynamically changing and fading colors (i.e., a light show), creating an interesting visual experience for the baby or child in addition to or instead of the auditory experience.
[0069] In the "Tummy Time" mode, the interactive arm or tentacle 104 is configured to mimic the keys of a piano, and activating the arm (i.e., touching the user input or contact areas 114a - 114h such that the capacitive touch sensors 106a - 106h detect the contact and play) will trigger a preset or predefined visual, auditory, and / or interactive playback or response. In the illustrated example embodiment, each tentacle 104 or capacitive touch sensor 106 is assigned a specific piano note. For example, the tentacles 104a - 104h and the capacitive touch sensors 106a - 106h can be configured to play a single note on the C major scale and / or display different colors on the illuminated surface 116, as follows:
[0070] tactile / capacitive touch sensor sound light tactile 1 (104a / 106a) C orange tactile 2 (104b / 106b) D yellow tactile 3 (104c / 106c) E green tactile 4 (104d / 106d) F light green tactile 5 (104e / 106e) G purple tactile 6 (104f / 106f) A blue tactile 2 (104b / 106b) B pink tactile 8 (104h / 106h) C red
[0071] Table 3. Visual and Auditory Output of Each Tentacle
[0072] It should be understood that the auditory and / or visual effects can include other sounds or sound effects as well as other colors. For example, the auditory effects can include animal sounds or the sounds of other musical instruments. In an example embodiment, the toy 100 is also configured to rotate along the scale being played or in the direction of the activated tentacles. For example, if the second input is to the right of the first input, the toy rotates to the right. Similarly, if a subsequent input is to the left of the previous input, the toy rotates to the left.
[0073] sitting game mode
[0074] In the "sitting game" mode, the toy 100 can rotate in a stationary position to play a 360-degree game around the toy. Pressing any of the interactive arms or tentacles 104 causes the toy 100 to rotate 180 degrees clockwise or counterclockwise while playing sounds, tones, and / or melodies. In an example embodiment, the toy is configured to alternately rotate in one direction a predetermined number of times (e.g., 3 times) and in the other direction another predetermined number of times (e.g., 3 times). According to an example embodiment, the "sitting game" mode can be started in the shutdown state by selectively moving the slide switch 124b to the "sitting game" setting or position and then selectively moving the slide switch 124a to the low-volume or high-volume setting to power on the toy 100. Alternatively, if the toy 100 is already powered on, the "sitting game" mode can be started by selectively moving the slide switch 124b to the "sitting game" setting and then activating or pressing the top button 126.
[0075] Once the "sitting game" mode is started, the toy 100 plays a series of songs and / or melodies dedicated to the "sitting game" mode (i.e., the "sitting game" startup audio sequence) for a preset time, such as 1 minute. In some example embodiments, the toy 100 can be configured or programmed with playlists that include additional songs, sound effects, and / or melodies that are played in sequence or randomly upon further interaction with the toy 100 (e.g., activating the top button 126 and / or other user inputs, such as user input 104). In the illustrated embodiment, for example, pressing the top button 126 activates the sounds and / or melodies in a pre-programmed playlist. Each time the top button 126 is pressed, the toy (or integrated circuit) cycles through the playlist. Additionally, or alternatively, the toy 100 is configured such that the integrated circuit can alternate between multiple learning kits or themes, such as numbers, shapes, and colors. The toy 100 can also be configured with sub-functions, such as activating only the sound effects in the playlist if an input from the top button 126 is detected within 0.5 seconds after the last activation of the head button.
[0076] In the "sitting game" mode, the interactive arm or tentacle 104 is configured to activate auditory and / or visual effects specific to each tentacle upon activation (i.e., detected contact by the corresponding capacitive touch sensor 106). Additionally, the auditory and / or visual effects may depend on the learning kit activated when the tentacle is activated. For example, in an example embodiment, activation of each arm 104 can be configured to shout out or announce a number when a digital learning kit is activated; shout out or announce a specific shape when a shape learning kit is activated; or shout out or announce a specific color when a color learning kit is activated. Additionally, or alternatively, the functions of the motors and the mobility wheels can vary according to the learning kit activated when the arm is engaged. For example, in an example embodiment, when a shape or color learning kit is activated, the toy 100 rotates alternately left and right at different angles. If the digital learning kit is activated, the integrated circuit will operate the motors and the mobility wheels in the same manner as in the "tummy time" mode. For example, if a subsequent input is to the left of a previous input, the toy 100 is configured to rotate or turn to the left. On the other hand, if a subsequent input is to the right of a previous input, the toy 100 is configured to rotate or turn to the right. In an example embodiment, the toy 100 is configured to retain the learning kit until the toy enters the standby mode, or until, for example, 16 tentacles have been activated in the same learning kit, or until the user manually switches to a different learning kit by activating the top button 126.
[0077] chase mode
[0078] In the chase mode, the toy 100 is configured to move on a support surface or within a room after activation of the top button 126. The purpose of the chase mode is to create a "runaway" function that stimulates the user to chase the toy. In an example embodiment, the toy 100 moves forward, stops and plays a sound to encourage the baby or child to chase, and then moves again. Preferably, the toy 100 includes means for detecting obstacles when moving forward, such as an infrared sensor 128. If the toy 100 detects an obstacle, it rotates, for example, 90 degrees to the right or left and then continues to move forward. In some example embodiments, the toy 100 can increase its speed when turning to avoid an obstacle. In other example embodiments, the toy 100 may include means for detecting a situation when the toy 100 is trapped or hanging on an obstacle between its tentacles 104. For example, the toy 100 may include sensors for detecting a situation when the motor is not moving forward. If the motor is not moving forward, the toy 100 rotates left and right. The toy 100 may also include one or more limit switches, such as SPST limit switches, on each motor gearbox for detecting positioning and motor function. If a limit switch is not touched or engaged when the toy rotates left and right, the toy reverses the direction of the motor.
[0079] According to an example embodiment, the chase mode can be started in the shutdown state in the following manner: power on the toy 100 by selectively moving the slide switch 124b to the chase setting and then selectively moving the slide switch 124a to the low volume or high volume setting. Alternatively, if the toy 100 is already powered on, the chase mode can be started by selectively moving the slide switch 124b to the chase setting and then activating or pressing the top button 126.
[0080] The toy 100 is configured such that its chase difficulty gradually increases or decreases according to whether a child user successfully captures the toy. In the example embodiment, if the child successfully captures the toy twice in a row, the difficulty level increases by one level. On the other hand, if the child fails to capture the toy, the difficulty level decreases by one level. In this way, the toy 100 can meet the capabilities of the child user and optimize the child's learning experience. For example, according to the example embodiment, the initial difficulty level of the toy 100 is 1, which is the default difficulty level when the toy 100 is powered on. If the child user successfully captures the toy twice in a row, the difficulty level increases by 1 level to reach difficulty level 2. Similarly, if the child successfully captures the toy more than twice in a row, the difficulty level rises to difficulty level 3. On the other hand, if the child fails to successfully capture the toy 100 at difficulty level 2, the difficulty level drops to difficulty level 1. In the example embodiment, the difficulty level is defined by the motor speed and the movement pattern as follows:
[0081] difficulty level motor speed exercise mode 1 lowest level circular motion in clockwise or counterclockwise direction 1 medium level alternate right and left bends (in circular motion) and straight movement 3 high level rotate 180 degrees and continue the game in the other direction
[0082] Table 4. Difficulty Levels of the Chase Mode
[0083] In other example embodiments, the number of difficulty levels can be less than three or more than three, and the specific configurations of the motor speed and the movement pattern for each difficulty level can be configured as needed.
[0084] In the chase mode, pressing the top button 126 triggers different functions depending on whether the toy is moving or stationary when the top button is activated. For example, if the top button 126 is activated while the toy 100 is moving, the toy will stop moving and play a sound or melody from a stored audio playlist (i.e., the "chase success" playlist) to indicate that the toy has been successfully captured during rotation. Conversely, if the top button 126 is activated while the toy 100 is stationary, the toy 100 (or the integrated circuit) will activate the movement function and play a sound from another playlist (i.e., the "call to action" playlist) to indicate to the child user to start chasing the toy.
[0085] Similarly, pressing or activating the interactive arm 104 in the "chase" mode initiates different functions depending on whether the toy 100 is in a moving state or a stationary state when the interactive arm is activated. For example, if the interactive arm 106 is activated while the toy 100 is moving, the toy will stop moving and play the sounds in the "chase success" playlist while performing a circular rotation. Conversely, if the interactive arm 106 is activated while the toy 100 is stationary, the toy will play the songs or melodies in the "call to action" playlist and perform a short maneuver while playing the song or melody. Additionally, if the toy 100 is picked up in the "chase" mode, the toy will play the audio files in the "success phrase" playlist, flash colorful lights on the illuminated surface 116, and play a specific sound to indicate that the toy has been picked up.
[0086] In an example embodiment, the toy 100 plays different melodies depending on whether the toy is successfully captured in the "chase" mode. For example, if the interactive arm 104 or the head or top button 126 is activated before the melody playback times out and stops playing, the toy is configured to play the pre-recorded phrase in the "chase success" playlist to indicate that the child has successfully captured the toy. Or, if neither the top button nor any of the arms 104 is activated before the melody playback times out, the toy 100 plays the sounds or melodies in another playlist (i.e., the "chase failure" playlist) to indicate that the child has failed to capture the toy within the specified time.
[0087] dance mode
[0088] In the dance mode, the toy 100 is configured to move in front of an infant or child and motivate them to move as the toy 100 performs complex movement patterns, such as as Figure 7 shown. According to an example embodiment, the dance mode can be initiated from the shutdown state by selectively moving the slide switch 124b to the dance setting and then selectively moving the slide switch 124a to the low volume or high volume setting to power on the toy 100. Or, if the toy 100 is already powered on, the dance mode can be initiated by selectively moving the slide switch 124b to the dance setting and then activating or pressing the top button 126.
[0089] In the dance mode, pressing the top button 126 activates the songs in the stored playlist and is accompanied by motorized dance or movement in a specific form or path P on the ground or a support surface, as Figure 7 shown. Subsequently pressing the top button 126 will further cycle through the stored song list (i.e., the dance mode music playlist). Pressing the top button 126 while the motor is operating stops the motor.
[0090] Activating any one of the arms 104 in dance mode triggers the toy 100 to play sounds from other stored playlists (e.g., the tentacle dance playlist) along with the motion function. As described above, the tentacles 104 are activated by capacitive touch sensors embedded or coupled to each arm. In an example embodiment, the tentacles 104 are divided into two playlists. For example, arms 104a - 104d can be configured to play sounds from a first playlist, while arms 104e - 104h can be configured to play sounds from a separate second playlist. In other example embodiments, the arms 104 can be divided into more than two playlists.
[0091] The toy 100 is configured to memorize or track multiple past motion patterns activated by the user and repeat these motion patterns on its own. For example, in an example embodiment, the toy 100 tracks the four most recently activated motion patterns. In an example embodiment, before playing these four motion patterns, the toy 100 plays a startup sound to start the playback sequence. In an example embodiment, if the toy 100 remains idle (e.g., for 15 seconds) and fewer than four motion patterns are activated, it will automatically trigger the activated patterns. For example, if two motion patterns are activated and the toy is idle for 10 seconds, the toy (or the integrated circuit within the toy) will automatically play the startup sound and execute the two motion patterns.
[0092] Below are examples of two tentacle dance playlists - one playlist for arms 104a - 104d and another playlist for arms 104e - 104h.
[0093]
[0094] Table 5. Example tentacle dance playlist for the first group of arms.
[0095]
[0096] Table 6. Example tentacle dance playlist for the second group of arms.
[0097] In dance mode, if an arm 104 is activated while a previous melody is playing, the toy 100 plays an overlay sound specific to the activated arm. In an example embodiment, if the toy 100 tips over, the toy 100 continues to play music, but the motor stops, e.g., to prevent pinching the user's hair. If the top button 126 is pressed during music playback, the toy 100 stops the music and the motor simultaneously and plays a sound to indicate that the music and action have stopped.
[0098] In some example embodiments, at least one wheel includes a ground detection switch (not shown in the figures) for detecting when the toy is on the ground. If the ground detection switch is activated for more than, for example, 1 second, the toy will immediately stop its movement function. On the other hand, the toy 100 will continue to play whatever sound or music was being played until the sound or music has finished playing. In an example embodiment, pressing the top button 126 activates the music, and the music playlist depends on the current mode. Each arm is configured to play a unique sound effect that overlays a melody.
[0099] Figure 8 An interactive children's toy 1200 is shown in accordance with another example embodiment of the present invention. The toy 1200 generally includes a toy body or housing 1202 having a top 1202a and a bottom 1202b. Wheels 1208a and 1208b are rotatably connected to the bottom and are driven by one or more motors (not shown). The interactive toy 1200 also includes an interactive track 1204 that includes a plurality of user input areas (e.g., user input areas 214a - 214e), and a capacitive touch sensor 1206 is fixed or embedded below each user input area. The interactive toy 1200 also includes an input-output control system that is configured to receive user input signals from the capacitive touch sensors and control lighting, sound, and / or motor activation in response to the user input signals from the capacitive touch sensors 1206 in a manner similar to the above-described embodiments. In an example embodiment, the interactive track 1204 is fixed to the wheels 1208a and 1208b. When the wheels rotate in response to user input, the interactive track 1204 also rotates, causing the interactive toy 1200 to move laterally. Similar to the other embodiments described above, the operation of the wheels 1208a and 1208b can be based on the order of the received user input.
[0100] Although the present invention has been described with reference to example embodiments, those skilled in the art will understand that various modifications, additions, and deletions are within the scope of the present invention as defined by the following claims.
Claims
1. An interactive children's toy, comprising: A housing; A plurality of user input interfaces for receiving user input; And A motor that operates in response to the user input.
2. The interactive children's toy according to claim 1, wherein, The user input interface includes one or more capacitive touch sensors.
3. The interactive children's toy according to claim 1, further comprising a light source that operates in response to the user input.
4. The interactive children's toy according to claim 1, further comprising a processor configured to receive an input signal corresponding to the user input.
5. The interactive children's toy according to claim 4, wherein, The motor is configured to receive an output signal from the processor and operate in response to the output signal.
6. The interactive children's toy according to claim 1, wherein, The user input interfaces are circumferentially arranged along the housing.
7. The interactive children's toy according to claim 6, wherein, Each user input interface is equidistant from its adjacent user input interfaces.
8. The interactive children's toy according to claim 7, wherein, The motor operates with different intensities according to the distance between consecutive user inputs.
9. The interactive children's toy according to claim 1, wherein The motor can operate to rotate the housing in a first direction or an opposite second direction according to the order of user inputs.
10. The interactive children's toy according to claim 9, further comprising at least one wheel, wherein the at least one wheel is operably connected to a motor for driving the wheel.
11. The interactive children's toy according to claim 9, wherein, The user input interfaces are distributed around the housing, and when the user input interfaces are activated in a clockwise direction, the children's toy rotates in a clockwise direction, and when the user input interfaces are activated in a counterclockwise direction, the children's toy rotates in a counterclockwise direction.
12. The interactive children's toy according to claim 1, further comprising an audio output device that operates in response to the user input.
13. The interactive children's toy according to claim 12, wherein, The user input interfaces are pre-mapped to the notes of a musical scale.
14. A children's entertainment device for children, comprising: A head button; A first actuator for turning on and off the children's entertainment device; A second actuator for selecting a game mode; A plurality of operable arms that at least partially extend radially from a central toy body, each of the plurality of operable arms including a user input area configured to detect contact caused by a child; At least one motorized wheel; And At least one auditory output component and at least one visual output component, configured to be activated in response to contact caused by a child.
15. The children's entertainment device according to claim 14, wherein, The entertainment device includes at least four unique game modes.
16. A motorized rotating toy, comprising: A toy body; A plurality of user input sensors arranged radially around a central base; One or more wheels attached to the toy body; A processor configured to receive an input signal corresponding to a user's interaction with at least one of the user input sensors; And At least one wheel, at least one light source, and at least one audio speaker, configured to receive an output signal from the processor and operate corresponding to the output signal, Wherein, the direction in which the motorized rotating toy rotates in place depends on the activation order of the user input sensors.
17. The motorized rotating toy according to claim 16, wherein, The motorized rotating toy includes more than one game mode.
18. The motorized rotating toy according to claim 17, wherein, The motorized rotating toy includes a sitting game mode, a chase mode, a prone time mode, and a dance mode.
19. The motorized rotating toy according to claim 16, wherein, At least one of the user input sensors is a capacitive touch sensor.
20. The motorized rotating toy according to claim 16, wherein, The user input sensor is mapped to the notes of a musical scale.