Toy

The toy provides visual feedback based on detected operation patterns, allowing users to intuitively understand their interactions, addressing the lack of visual presentation in existing toys.

JP7897384B1Active Publication Date: 2026-07-29TOMY CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
TOMY CO LTD
Filing Date
2025-05-16
Publication Date
2026-07-29

AI Technical Summary

Technical Problem

Existing toys do not visually present the content of user operations, making it difficult for users to intuitively grasp the response to their actions.

Method used

A toy equipped with detection units and a control unit that displays specific visual content based on detected operation patterns, using a display unit to show objects performing actions in response to user interactions.

Benefits of technology

Enables users to intuitively understand the response to their actions through visual feedback, enhancing user engagement and interaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure aims to visually present the user's actions and allow them to intuitively understand the responses to those actions. [Solution] The toy comprises a toy body, a display unit, one or more detection units provided on the toy body for detecting user operations, and a control unit that causes the display unit to display display content set for a specific detection pattern determined based on the operation pattern detected by the detection units and a predetermined set of multiple detection patterns.
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Description

Technical Field

[0001] The present disclosure relates to toys.

Background Art

[0002] Patent Document 1 discloses a technique for detecting a user's contact with the body surface of a robot and executing a motion according to the contact mode.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the technique described in Patent Document 1, the content of the user's operation is not visually presented, and it is difficult to intuitively grasp the interpretation of the operation and the response content.

[0005] Therefore, an object of the present disclosure is to provide a toy that can visually present the content of a user's operation and allow the user to intuitively grasp the response content to the operation.

Means for Solving the Problems

[0006] The toy of the present disclosure includes a toy body, a display unit, one or more detection units provided on the toy body for detecting a user's operation, and a control unit that causes the display unit to display display content set for a specific detection pattern determined based on the operation pattern detected by the detection unit and a plurality of predetermined detection patterns. The control unit causes the display unit to display at least one object including a first object and a second object that performs an action on the first object as the display content set for the specific detection pattern, and the detection unit Detection interval and detection time for detecting the aforementioned specific detection pattern in response to, the first object of Change the display. [Effects of the Invention]

[0007] According to this disclosure, the user's actions can be visually presented, allowing them to intuitively understand the response to those actions. [Brief explanation of the drawing]

[0008] [Figure 1] This is a front view of the toy according to this embodiment. [Figure 2] This is a plan view of the toy according to this embodiment. [Figure 3] This is a block diagram showing the hardware configuration of the information processing device according to this embodiment. [Figure 4A] This is a block diagram showing an example of the functional configuration of the information processing device according to this embodiment. [Figure 4B] This diagram illustrates multiple detection patterns according to this embodiment. [Figure 5] This is a first example of the display unit in this embodiment. [Figure 6] This is a second example of the display unit in this embodiment. [Figure 7] This is a third example of the display unit in this embodiment. [Figure 8] This is a fourth example of the display unit in this embodiment. [Figure 9] This is a fifth example of the display unit in this embodiment. [Figure 10] This is a sixth example of the display unit in this embodiment. [Figure 11] This is a seventh example of the display unit in this embodiment. [Figure 12] This is an eighth example of the display unit in this embodiment. [Figure 13] This is a ninth example of the display unit in this embodiment. [Figure 14] This is a tenth example of the display unit in this embodiment. [Figure 15]This is the 11th display example of the display unit in this embodiment. [Figure 16] This is the 12th display example of the display unit in this embodiment. [Figure 17] This is the 第13 display example of the display unit in this embodiment. [Figure 18] This is the 14th display example of the display unit in this embodiment. [Figure 19] This is the 15th display example of the display unit in this embodiment. [[ID=!13]] [Figure 20] This is the 16th display example of the display unit in this embodiment. [Figure 21] This is the 17th display example of the display unit in this embodiment. [Figure 22] This is a flowchart showing the flow of display control processing executed by the CPU. [Figure 23] This is the 18th display example of the display unit in this embodiment. [Figure 24] This is the 19th display example of the display unit in this embodiment. [Figure 25] This is the 20th display example of the display unit in this embodiment. [Figure 26] This is a flowchart showing the flow of acquisition control processing executed by the CPU. [Figure 27] This is the 21st display example of the display unit in this embodiment. [Figure 28] This is the 22nd display example of the display unit in this embodiment. [Figure 29] This is the 23rd display example of the display unit in this embodiment. <00!05> [Figure 30] This is the 24th display example of the display unit in this embodiment. <00001!7> [Figure 31] This is the 25th display example of the display unit in this embodiment. [Figure 32] This is a plan view of a toy according to another embodiment.

Modes for Carrying Out the Invention

[0009] It should be noted that there are some unclear or potentially incorrect parts in the original text, such as "第13" which might be a misspelling or an incomplete expression. I've translated it as "第13" as it is, but it might need to be corrected in the original context. Also, "00!05" and "00001!7" seem to be incorrect notations and are translated as they are for the purpose of following the instruction to preserve all tags exactly.The toy 10 according to this embodiment will be described below with reference to the drawings. Figure 1 is a front view of the toy 10 according to this embodiment. The toy 10 is an interactive toy that responds to user input and provides visual feedback.

[0010] (Toy composition) Toy 10 comprises a spherical toy body 12. The toy body 12 constitutes the housing of the toy 10 and includes a display unit 14, an operation unit 16, a detection unit 18, and a notification unit 20.

[0011] The display unit 14 is configured as a square-shaped display when viewed from the front and provides various information to the user. The display unit 14 is located in the center of the front of the toy body 12.

[0012] The control unit 16 consists of multiple buttons and is an input means for the user to operate the toy 10. In this embodiment, the control unit 16 includes an oval-shaped middle button 16A located in the center in the width direction, a left button 16B located to the left of the middle button 16A and having its top on the left side, and a right button 16C located to the right of the middle button 16A and having its top on the right side. In this embodiment, the information displayed on the display unit 14 changes in response to the operation of the middle button 16A, the left button 16B, and the right button 16C.

[0013] Figure 2 is a plan view of the toy 10 according to this embodiment, showing the arrangement of the detection unit 18. The toy body 12 is equipped with multiple detection units 18 that detect contact by the user's hand as part of the user's operation. These detection units 18 are arranged along a predetermined direction on the toy body 12 and are configured to detect the user's operation when the user directly touches the toy body 12.

[0014] In this embodiment, the predetermined direction is the circumferential direction when the toy body 12 is viewed from above, and the detection unit 18 is arranged on the circumference, allowing the toy 10 to be operated from all directions.

[0015] As shown in Figure 2, the detection unit 18 includes a sensor 18A positioned on the front side (in other words, the display unit 14 side), and sensors 18B, 18C, and 18D arranged clockwise from sensor 18A.

[0016] In this embodiment, the shape of the detection unit 18 is such that sensor 18A is square in plan view, and sensors 18B, 18C, and 18D are rectangular in plan view with longer sides in the circumferential direction.

[0017] Furthermore, in the radial direction of the toy body 12, sensors 18A and 18C are positioned opposite each other, while sensors 18B and 18D are positioned opposite each other.

[0018] The detection unit 18 is a contact sensor that detects the user's contact motion with the toy body 12. For example, the detection unit 18 can be a capacitive sensor, a pressure sensor, or an optical touch sensor.

[0019] Thus, the toy 10 is configured to allow the user to operate it intuitively not only by pressing buttons on the control unit 16, but also via the detection unit 18.

[0020] Furthermore, in the toy body 12, the notification unit 20 is positioned on the outer side in the width direction of sensors 18B and 18D.

[0021] The notification unit 20 is a means of notifying the user of the operating status of the toy 10 and providing feedback using vibration and sound. Specifically, the notification unit 20 is equipped with a vibration mechanism and a speaker, and notifies the user using vibration and sound based on instructions from the information processing device 30, which will be described later.

[0022] Next, we will describe the information processing device 30 provided in the toy 10. Figure 3 is a block diagram showing the hardware configuration of the information processing device 30 according to this embodiment. As shown in Figure 3, the information processing device 30 is the central unit that comprehensively controls the various functions of the toy 10, and includes a CPU (Central Processing Unit) 31, ROM (Read Only Memory) 32, RAM (Random Access Memory) 33, storage 34, and an input / output I / F (Interface) 35. These components are connected to each other so as to be able to communicate with each other via a bus 36, and the CPU 31 controls each component to realize responses and information processing in response to user operations.

[0023] The CPU 31 is a central processing unit that executes various programs and controls each component. Specifically, the CPU 31 reads programs from the ROM 32 or storage 34 and executes them using the RAM 33 as a workspace. The CPU 31 controls each component of the toy 10 and performs various calculations according to the programs stored in the ROM 32 or storage 34.

[0024] The storage device, comprised of ROM32, stores various programs, including the operating system, and various data.

[0025] The memory composed of RAM33 temporarily stores programs and data as a working area.

[0026] Storage 34 is a storage device that stores various programs and various data. Among the various programs stored in storage 34 is an information processing program 34A that causes the CPU 31 to execute various processes described later. The specific contents of the various data stored in storage 34 will be described later.

[0027] The input / output interface 35 is an interface for sending and receiving data between the information processing device 30 and various input and output devices connected to it.

[0028] In this embodiment, the input / output interface 35 is connected to the display unit 14, the operation unit 16, the detection unit 18, and the notification unit 20, and these components work together to realize the functions of the toy 10.

[0029] (How to play and function configuration) The functions of toy 10 are described in detail below. First, let's explain the basics of how to play with toy 10.

[0030] In toy 10, a character (hereinafter referred to as "character") is displayed on the home screen of the display unit 14, and the user can take care of the character by operating toy 10.

[0031] Caring for the character is performed through intuitive operation based on how the user touches the toy body 12, and through button operation on the control unit 16. For example, when the user strokes the toy body 12, the character reacts by showing happiness.

[0032] Furthermore, by using the buttons on the control unit 16, it is possible to perform specific actions on the character.

[0033] Information corresponding to the results of caring for the character is output to the display unit 14, allowing the user to visually recognize changes in the character's state.

[0034] Furthermore, toy 10 has multiple candidate characters that the user can acquire, and by fulfilling the acquisition conditions set for each candidate character, the user can acquire a new character. Specifically, in toy 10, the main character that the user takes care of is displayed on the display unit 14, and as the user takes care of the main character, candidate characters are determined according to the selection of the main character and the way it is used. The user can acquire a new character by fulfilling the acquisition conditions for the determined candidate character.

[0035] In this embodiment, the acquisition conditions include a "first condition" for making a candidate character appear on the display unit 14, and a "second condition" for acquiring the appearing candidate character.

[0036] The first condition is met when the usage pattern of the main character selected by the user reaches a predetermined threshold, and in this embodiment, "friendship level" is used as the usage pattern.

[0037] The predetermined thresholds are set in multiple stages, specifically, there are two thresholds: "128" and "256". When the control value of the main character's friendship level reaches either threshold, a different candidate character is determined according to the threshold reached, and the determined candidate character appears on the display unit 14.

[0038] The second condition is one that is met when the user completes the event (hereinafter referred to as the "acquisition event") that is set for the candidate character that appears when the first condition is met and is acquired.

[0039] Next, we will explain the functional configuration of the information processing device 30 that enables the above-described gameplay. Figure 4A is a block diagram showing an example of the functional configuration of the information processing device 30 according to this embodiment.

[0040] As shown in Figure 4A, the CPU 31 of the information processing device 30 has the following functional configuration: acquisition unit 31A, determination unit 31B, game control unit 31C, reception unit 31D, and registration unit 31E. Each functional configuration is realized by the CPU 31 reading and executing the information processing program 34A stored in the storage 34.

[0041] The acquisition unit 31A acquires various types of information. Specifically, the acquisition unit 31A acquires detection information indicating that the detection unit 18 has detected user contact, and various types of data stored in the storage 34.

[0042] The determination unit 31B analyzes the detection information acquired by the acquisition unit 31A, compares the contact pattern detected by the detection unit 18 (hereinafter referred to as the "operation pattern") with a plurality of detection patterns stored in the storage 34, and determines whether the operation pattern corresponds to a specific detection pattern.

[0043] In this embodiment, multiple detection patterns are stored in the storage 34, and the determination unit 31B determines a specific detection pattern if the operation pattern detected by the detection unit 18 matches any of these patterns.

[0044] The multiple detection patterns in this embodiment are as follows. Figure 4B is an explanatory diagram of the multiple detection patterns according to this embodiment. In this embodiment, four types of patterns are provided as multiple detection patterns, from the first pattern to the fourth pattern.

[0045] (1) Pattern 1 The first pattern is one in which multiple different detection units 18 detect user contact at intervals of a predetermined time or longer.

[0046] For example, as shown in (1) of Figure 4B, if sensors 18B and 18D alternately detect user contact at intervals of a predetermined time or longer, such as sensor 18B → sensor 18D → sensor 18B → sensor 18D, this corresponds to the first pattern.

[0047] Note that the combinations of detection positions of the detection unit 18 that correspond to the first pattern are not limited to the examples shown in (1) to (6) in Figure 4B, but include other combinations as well. Furthermore, some of the combinations of detection positions may not correspond to the first pattern.

[0048] (2) Second pattern The second pattern is one in which multiple different detection units 18 detect user contact at intervals of less than a predetermined time.

[0049] For example, as shown in (11) of Figure 4B, if sensors 18B and 18D alternately detect user contact at short intervals of less than a predetermined time, such as sensor 18B → sensor 18D → sensor 18B → sensor 18D, this corresponds to the second pattern.

[0050] Note that the combinations of detection positions of the detection unit 18 that correspond to the second pattern are not limited to the examples shown in (11) to (16) in Figure 4B, but include other combinations as well. Furthermore, some of the combinations of detection positions may not correspond to the second pattern.

[0051] Furthermore, the combination of detection positions of the detection unit 18 corresponding to the second pattern may be the same as the combination of detection positions of the detection unit 18 corresponding to the first pattern. In this way, the combination of detection positions corresponding to the first and second patterns may be the same, and the distinction between the first and second patterns may be made based on the difference in detection intervals when user contact is detected multiple times. However, this is not limited to this, and the combination of detection positions corresponding to one of the first or second patterns may be partially common to the combination of detection positions corresponding to the other pattern, while other parts may be different.

[0052] (3) Third pattern The third pattern is one in which the same detection unit 18 continuously detects user contact at intervals of a predetermined time or longer.

[0053] For example, as shown in (24) of Figure 4B, if the sensor 18D repeatedly detects user contact at intervals of a predetermined time or longer, this corresponds to the third pattern.

[0054] Furthermore, as shown in (21) to (23) of Figure 4B, the third pattern also applies when, among the multiple detection units 18, sensors other than sensor 18D continuously detect user contact at intervals of a predetermined time or longer.

[0055] Furthermore, even if some of the sensors among the multiple detection units 18 continuously detect user contact at intervals longer than a predetermined time, the system may be configured not to detect it as a third pattern. In other words, some of the sensors among the multiple detection units 18 may not be used for detecting the third pattern.

[0056] (4) Fourth pattern The fourth pattern is one in which the same detection unit 18 continuously detects user contact at intervals of less than a predetermined time.

[0057] For example, as shown in (34) of Figure 4B, if the sensor 18D repeatedly detects user contact at short intervals of less than a predetermined time, this corresponds to the fourth pattern.

[0058] Furthermore, as shown in (31) to (33) of Figure 4B, the fourth pattern also applies when, among the multiple detection units 18, sensors other than sensor 18D continuously detect user contact at intervals of less than a predetermined time.

[0059] Furthermore, even if some of the sensors among the multiple detection units 18 continuously detect user contact at intervals of less than a predetermined time, the system may be configured not to detect it as the fourth pattern. In other words, some of the sensors among the multiple detection units 18 may not be used for detecting the fourth pattern. Moreover, the sensors not used for detecting the fourth pattern may be the same as or different from the sensors not used for detecting the third pattern.

[0060] Returning to Figure 4A, the game control unit 31C controls the progress of the game in the toy 10. For example, the game control unit 31C controls notifications to the display unit 14 and the notification unit 20, controls the presentation of information to the user, and performs acquisition control when acquiring a new character. The game control unit 31C is an example of the "control unit," "display control unit," and "acquisition control unit" of this disclosure.

[0061] The reception unit 31D receives button input from the user to the operation unit 16. For example, based on the button input to the operation unit 16, the reception unit 31D receives the user's selection of the main character to care for. The toy 10 has multiple types of main characters, and the user can select their desired main character and care for it by operating the buttons on the operation unit 16.

[0062] The registration unit 31E registers the acquired candidate character as an acquired character in the encyclopedia. The encyclopedia is stored in storage 34 as various data and managed so that the user can refer to it later. The encyclopedia can also be opened by pressing a button on the operation unit 16, allowing the user to view a list of registered acquired characters and view detailed information on individual characters. Candidate characters are an example of "candidate objects" in this disclosure, and acquired characters are an example of "acquired objects" in this disclosure.

[0063] (Display control) Next, we will explain the display control function of the toy 10 when the user is taking care of the main character, along with an example of the display on the display unit 14.

[0064] Figure 5 shows a first display example of the display unit 14 in this embodiment. Specifically, Figure 5 shows the home screen displayed on the display unit 14.

[0065] As shown in Figure 5, the home screen displays a character image 50 representing the main character the user is currently taking care of, and a friendship level icon 52 indicating the relationship with that main character.

[0066] Character image 50 represents a character in a specific form, and the user interacts with it by manipulating toy 10, providing care and communication. Character image 50 changes its facial expression, posture, or reactions in response to user actions, exhibiting interactive responses.

[0067] Furthermore, on the home screen, the main character displayed on the display unit 14 can be switched by the user operating the left button 16B or the right button 16C. This allows the user to change the character they are caring for to the main character displayed on the display unit 14.

[0068] The friendship level icon 52 visually represents the friendship level, an indicator of the user's relationship with the main character displayed in character image 50. The friendship level is set in eight stages and increases or decreases depending on the user's actions. The friendship level icon 52 is an example of an "indicator icon" as described in this disclosure.

[0069] As shown in Figure 5, four out of the eight friendship level icons 52 are black, indicating that the current friendship level is at stage 4.

[0070] In this way, users can intuitively understand the status of their relationship with the main character by checking the friendship level icon (52) displayed on the home screen.

[0071] Here, the character image 50 is displayed on the display unit 14 with content corresponding to the friendship level. For example, although not shown in the illustration, if the friendship level is below a predetermined number, the character image 50 shows a wary reaction and expression, while if the friendship level is above a predetermined number, the character image 50 shows a relaxed reaction and expression.

[0072] Figure 6 shows a second display example of the display unit 14 in this embodiment. Specifically, Figure 6 shows the state in which the user performs an intuitive operation on the toy body 12 while the home screen shown in Figure 5 is displayed, and the sensor 18B detects the user's contact. Figure 7 shows a third display example of the display unit 14 in this embodiment. Specifically, Figure 7 shows the state in which the user continues to perform the same intuitive operation as in Figure 6, and the sensor 18D detects the user's contact.

[0073] In this embodiment, when a user performs an intuitive operation on the toy body 12, the detection unit 18 detects the contact and identifies the operation pattern.

[0074] Figures 6 and 7 show a specific detection pattern where the operation pattern matches one of several detection patterns, and in this example, it matches the first pattern.

[0075] The CPU 31 displays the display content set in the first pattern on the display unit 14. For example, the display content is "joy". In this case, the CPU 31 displays the character image 50 along with an action object 54 that performs an action on the character image 50, as "Display content: joy". The character image 50 is an example of the "first object" of this disclosure, and the action object 54 is an example of the "second object" of this disclosure.

[0076] The action object 54 is a hand-shaped object that mimics the user's hand, visually representing the user's actions and serving as an element for intuitively understanding the interaction with the character image 50, giving the user the feeling of actually touching the character.

[0077] In this case, when "Display Content: Joy" is selected, the character image 50 shows a "joyful" reaction, and its facial expression changes from the basic expression. In addition, the action object 54 performs a motion of stroking the head of the character image 50 in conjunction with the user's intuitive operation. Specifically, the display content of the action object 54 changes according to the position of the detection unit 18 that detects the user's contact. This makes it appear as if the action object 54 is stroking the head of the character image 50. For example, in Figure 6, the action object 54 is displayed with its hand on the top of the character image 50's head, and in Figure 7, it is displayed with its hand on the side of the character image 50's head. By alternately rendering these displays of the action object 54 shown in Figures 6 and 7, the act of stroking the head of the character image 50 is expressed more naturally and richly.

[0078] Furthermore, the display content "Joy" continues as long as the CPU 31 detects an intuitive operation corresponding to the first pattern. In addition, while the CPU 31 is displaying "Joy" on the display unit 14, the notification unit 20 will execute a notification using vibration and sound at a predetermined timing. As a result, the notification unit 20 will output vibration and sound with the notification content set to "Joy".

[0079] Figure 8 shows a fourth display example of the display unit 14 in this embodiment. Specifically, Figure 8 shows the state in which the user has stopped the intuitive operation that was being performed in Figure 7, and the detection of the first pattern by the detection unit 18 has stopped.

[0080] The CPU 31, triggered by the detection unit 18 stopping detection of the first pattern, changes the display of the character image 50 according to the "display content: joy" set for the first pattern.

[0081] In Figure 8, the joyful expression on the character image 50 has changed from that shown in Figures 6 and 7. The CPU 31 also uses vibration and sound from the notification unit 20 to send notifications in accordance with the change in the character image 50's expression.

[0082] Furthermore, an emotion icon 56 is displayed above the character image 50. The emotion icon 56 is an element that indicates the character's emotions, and in this example, a heart mark is displayed. This heart mark visually represents the character's joy and indicates that the emotion has changed due to user interaction.

[0083] Figure 9 shows a fifth display example of the display unit 14 in this embodiment. Specifically, Figure 9 shows a change animation in which the friendship level of the main character displayed on the character image 50 changes.

[0084] In this embodiment, the CPU 31 derives an increase or decrease in friendship level based on the number of times the first pattern is detected by the detection unit 18, and changes the friendship level according to the derived increase or decrease. This change in friendship level is displayed on the display unit 14 as a change animation.

[0085] In Figure 9, to show the change in friendship level, the display unit 14 shows a friendship level icon 52, a friendship level numerical value 58, a friendship level 60, and a friendship level meter 62.

[0086] The friendship level icon 52 has 4 out of 8 icons that are black, indicating that the current friendship level is at stage 4.

[0087] The friendship level value of 58 represents a control value used to manage the increase or decrease in friendship level, and in this case, "144 / 256" is displayed. In this embodiment, each stage of friendship level is set as follows according to the control value: Stage 1 is "1-37", Stage 2 is "38-73", Stage 3 is "74-109", Stage 4 is "110-145", Stage 5 is "146-181", Stage 6 is "182-217", Stage 7 is "218-255", and Stage 8 is "256". Therefore, the current control value "144" in Figure 9 corresponds to the 4th stage of friendship level.

[0088] Friendship level 60 indicates the current friendship level, which is currently displayed as "Level 4". This "Level 4" corresponds to the 4th stage out of 8, and is displayed as friendship icon 52.

[0089] The friendship level meter 62 is an element that displays the current control value, indicated by the friendship level value 58, in meter format. The black portion indicates the current control value of "144". The increase or decrease in the meter allows the user to intuitively understand the change in the control value.

[0090] Figure 10 shows a sixth display example of the display unit 14 in this embodiment, illustrating the state after the friendship level has changed as a result of the transformation animation.

[0091] The friendship level icon 52 has 5 out of 8 icons turned black, indicating that the friendship level has leveled up to the 5th stage. In other words, the increase or decrease in friendship level in the change animation shown in Figure 10 is "plus 1".

[0092] The friendship level of 58 displays "148 / 256". This indicates that the control value increased by 4 to 148 as a result of the change animation, and that the current control value corresponds to the 5th stage of friendship level.

[0093] Friendship level 60 displays "Level 5," indicating that the character has leveled up to the 5th stage out of 8. This corresponds to the friendship level icon displaying 52.

[0094] The friendship level meter, at 62, has increased so that the black portion corresponds to the current control value of "148". After the transformation sequence ends, the display content of the display unit 14 returns to the home screen.

[0095] Figure 11 shows a seventh display example of the display unit 14 in this embodiment. Specifically, Figure 11 shows a state in which the user performs an intuitive operation on the toy body 12 different from that in Figure 6, and the sensor 18D detects the user's contact. Figure 12 shows an eighth display example of the display unit 14 in this embodiment. Specifically, Figure 12 shows a state in which the user continues to perform the same intuitive operation as in Figure 11, and the sensor 18B detects the user's contact.

[0096] Figures 11 and 12 show a specific detection pattern where the operation pattern matches one of several detection patterns, and in this example, it matches the second pattern.

[0097] The CPU 31 displays the content set to the second pattern on the display unit 14. For example, if the content is "anger," the CPU 31 displays the emotion icon 64 above the character image 50 along with the character image 50, with the message "Content: anger."

[0098] Emotion icon 64 displays a confused mark. This confused mark visually represents the character's confusion and indicates that the character's emotion has changed due to user interaction.

[0099] In this case, when "Display Content: Anger" is selected, character image 50 initially shows a "confused" reaction, and its expression changes from the basic expression. In addition, character image 50 changes its body orientation in conjunction with the user's intuitive operation. Specifically, the display content of the action object 54 changes according to the position of the detection unit 18 that detects the user's contact.

[0100] For example, in Figure 11, the body of the character image 50 is tilted to the right within the display unit 14 to correspond to the position of sensor 18D, and in Figure 12, it is tilted to the left to correspond to the position of sensor 18B. By alternately rendering the character image 50 as shown in Figures 11 and 12, the character image 50 appears to sway from side to side in accordance with the user's hand movements.

[0101] Furthermore, "Display content: Anger" continues to be displayed while the CPU 31 detects an intuitive operation corresponding to the second pattern. In addition, while the CPU 31 is displaying "Display content: Anger" on the display unit 14, the notification unit 20 will execute a notification using vibration and sound at a predetermined timing. As a result, the notification unit 20 will output vibration and sound with the notification content set to "Display content: Anger".

[0102] Figure 13 shows a ninth display example of the display unit 14 in this embodiment. Specifically, Figure 13 shows the state in which the user has stopped the intuitive operation that was being performed in Figure 12, and the detection of the second pattern by the detection unit 18 has stopped.

[0103] The CPU 31, triggered by the detection unit 18 stopping detection of the second pattern, changes the display of the character image 50 according to the "display content: anger" set for the second pattern.

[0104] In Figure 13, the facial expression of character image 50 changes to "anger." The CPU 31 also uses vibration and sound from the notification unit 20 to send notifications in accordance with the change in the facial expression of character image 50.

[0105] Furthermore, an emotion icon 66 is displayed above the head of character image 50. Emotion icon 66 displays an anger mark. This anger mark visually represents the character's anger and indicates that the emotion has changed due to user interaction.

[0106] Figure 14 shows a tenth display example of the display unit 14 in this embodiment. Specifically, Figure 14 shows a change animation that is performed after the detection of the second pattern by the detection unit 18 has stopped.

[0107] In this embodiment, the CPU 31 calculates the increase or decrease in friendship level when detection is stopped by the detection unit 18, and reflects the change in the display unit 14. Figure 14 shows a state in which the control value shown in the friendship level value 58 has decreased by 6 from the state shown in the previous Figure 10.

[0108] Four out of the eight friendship level icons (52) are black, indicating that the current friendship level has dropped from level 5 to level 4. In other words, the increase or decrease in friendship level in the change animation shown in Figure 14 is "minus 1".

[0109] The friendship level of 58 displays "142 / 256". This display indicates that, as a result of the change animation, the control value decreased by 6 to "142", and the current control value corresponds to the 4th stage of friendship level.

[0110] Friendship level 60 is displayed as "Level 4," indicating a drop from level 5 out of 8 to level 4. The friendship level meter, which is currently at 62, has decreased so that the black portion corresponds to the current control value of "142".

[0111] Up to this point, referring to Figures 6 through 14, we have explained the control that displays the content "joy" set for the first pattern when the user's intuitive operation corresponds to the first pattern, and the control that displays the content "anger" when the operation corresponds to the second pattern.

[0112] In toy 10, when the detection unit 18 detects a first pattern as a specific detection pattern, the displayed content of the character image 50 changes from "joy" to "anger" depending on the detection interval and detection time. Specifically, in toy 10, if the user repeatedly performs intuitive operations intermittently and the first pattern continues for a predetermined time or longer at a predetermined detection interval, the displayed content of the character image 50 changes to "anger" to express discomfort with excessive contact.

[0113] This type of control is achieved when the game control unit 31C analyzes the detection interval and detection time of the first pattern based on the time-series detection signal acquired from the detection unit 18, and changes the display content of the character image 50 when predetermined conditions are met.

[0114] Figure 15 shows the 11th display example of the display unit 14 in this embodiment. Specifically, Figure 15 shows a state in which the user performs an intuitive operation on the toy body 12 that is different from that in Figures 6 and 11, and the sensor 18B detects the user's contact. Figure 16 shows the 12th display example of the display unit 14 in this embodiment. Specifically, Figure 16 shows a state in which the user continues to perform the same intuitive operation as in Figure 15, and the sensor 18B continues to detect the user's contact.

[0115] Figures 15 and 16 show a specific detection pattern where the operation pattern matches one of several detection patterns, and in this example, it matches the third pattern.

[0116] The CPU 31 displays the content set to the third pattern on the display unit 14. For example, the content to be displayed is "Sleep". In this case, the CPU 31 displays the character image 50 along with the action object 54 above the character image 50, with the content displayed as "Sleep".

[0117] In this case, when "Display Content: Sleep," character image 50 initially shows a "pre-sleep" reaction, and its facial expression changes from the basic expression. In addition, the action object 54 performs a tapping motion on character image 50's head in response to the user's intuitive operation. Specifically, the display position of the action object 54 moves up and down in response to the user's intuitive operation.

[0118] For example, in Figure 15, the action object 54 is displayed with its hand resting on the top of the character image 50's head, and in Figure 16, it is displayed higher than in Figure 15. By alternately rendering these displays of the action object 54 shown in Figures 15 and 16, the action object 54 repeatedly moves up and down, visually creating the impression that it is gently tapping the character image 50's head to lull it to sleep.

[0119] Furthermore, the display "Display content: Sleep" will continue as long as the CPU 31 detects an intuitive operation corresponding to the third pattern. In addition, while the display unit 14 is displaying "Display content: Sleep", the CPU 31 will execute a notification using vibration and sound from the notification unit 20 at a predetermined timing. As a result, the notification unit 20 will output vibration and sound with the notification content set to "Display content: Sleep".

[0120] Figure 17 shows the 13th display example of the display unit 14 in this embodiment. Specifically, Figure 17 shows the state in which the user has stopped the intuitive operation that was being performed in Figure 16, and the detection of the third pattern by the detection unit 18 has stopped.

[0121] The CPU 31, triggered by the detection unit 18 stopping detection of the third pattern, changes the display of the character image 50 according to the "Display content: Sleep" set for the third pattern.

[0122] In Figure 17, character image 50 is lying down, and its expression has changed to "sleeping." A status icon 68 is also displayed above character image 50's head. The status icon 68 is an element that indicates the character's state, and in this example, a sleep mark is displayed. This sleep mark visually represents that the character is sleeping and indicates that the character's state has changed due to user interaction.

[0123] Figure 18 shows a 14th display example of the display unit 14 in this embodiment. Specifically, Figure 18 shows a change animation that is performed after the detection of the third pattern by the detection unit 18 has stopped.

[0124] Figure 18 shows the state after the control value, indicated by the friendship level value of 58, has increased by 10 compared to the state shown in the previous Figure 14.

[0125] The friendship level icon 52 has 5 out of 8 icons turned black, indicating that the friendship level has leveled up from level 4 to level 5. In other words, the increase or decrease in friendship level in the change animation shown in Figure 18 is "plus 1".

[0126] The friendship level of 58 displays "152 / 256". This display indicates that the control value increased by 10 as a result of the change animation, becoming "152", and that the current control value corresponds to the 5th stage of friendship level.

[0127] Friendship level 60 displays "Level 5," indicating that the level has increased from the 4th to the 5th stage out of 8. The friendship level meter, which is currently at 62, has increased so that the black portion corresponds to the current control value of "152".

[0128] Figure 19 shows the 15th display example of the display unit 14 in this embodiment. Specifically, Figure 19 shows the state in which the character has woken up from the sleeping state shown in Figure 17.

[0129] The CPU 31 wakes the character after the transformation sequence shown in Figure 18 has finished, or while the character is sleeping, triggered by the detection of a predetermined intuitive operation or a predetermined button operation on the control unit 16.

[0130] In this case, CPU 31 displays the character image 50 along with an emotion icon 70 above the character image 50, with the message "Display content: Sleep".

[0131] The emotion icon 70 displays an exclamation mark. This exclamation mark visually represents the character's surprise and indicates that the emotion has changed due to user interaction. Furthermore, in conjunction with the display of the emotion icon 70, the CPU 31 executes a notification using vibration and sound via the notification unit 20.

[0132] Note that if the user wakes up a character while they are sleeping, the transformation animation shown in Figure 18 will not be performed, and the friendship level will not increase.

[0133] Figure 20 shows the 16th display example of the display unit 14 in this embodiment. Specifically, Figure 20 shows a state in which the user performs an intuitive operation on the toy body 12 that is different from that shown in Figures 6, 11, and 15, and the sensor 18B detects the user's contact. Figure 21 shows the 17th display example of the display unit 14 in this embodiment. Specifically, Figure 21 shows a state in which the sensor 18D detects an intuitive operation similar to that shown in Figure 20.

[0134] Figures 20 and 21 show a specific detection pattern where the operation pattern matches one of several detection patterns, and in this example, it corresponds to the fourth pattern.

[0135] The CPU 31 displays the content set to the fourth pattern on the display unit 14. For example, the content to be displayed is "Did you call?". In this case, the CPU 31 displays the character image 50 along with the emotion icon 72 above the character image 50, with the message "Content to display: Did you call?".

[0136] Emotion icon 72 displays a question mark. This question mark visually represents the character's questioning emotion and indicates that the emotion has changed due to user interaction.

[0137] Here, when the display shows "Did you call?", character image 50 shows a "questioning" reaction, and its facial expression changes from the basic expression. Furthermore, the display content of character image 50 changes according to the detection position of the detection unit 18 that detected the user's contact. Specifically, in Figure 20, the body of character image 50 is facing left within the display unit 14 to correspond to the placement of sensor 18B. In Figure 21, the orientation of character image 50's body is facing right within the display unit 14 to correspond to the placement of sensor 18D. In addition, the CPU 31 executes vibration and sound notifications via the notification unit 20 in accordance with the character image 50's reaction.

[0138] Next, using Figure 22, we will explain the process by which the CPU 31 executes the display control shown in Figures 5 to 21.

[0139] Figure 22 is a flowchart showing the flow of the display control processing performed by the CPU 31. The CPU 31 reads the information processing program 34A from the storage 34, loads it into the RAM 33, and executes it, thereby performing the display control processing. As an example, the display control processing is repeatedly and automatically executed at regular intervals while the home screen is displayed on the display unit 14.

[0140] In step S10 shown in Figure 22, the CPU 31 determines whether or not user contact has been detected by the detection unit 18. If the CPU 31 determines that user contact has been detected (step S10: YES), it proceeds to step S11. On the other hand, if the CPU 31 determines that user contact has not been detected (step S10: NO), it waits until user contact is detected.

[0141] In step S11, the CPU 31 determines whether the operation pattern detected by the detection unit 18 corresponds to a specific detection pattern. If the CPU 31 determines that the operation pattern corresponds to a specific detection pattern (step S11: YES), it proceeds to step S13. On the other hand, if the CPU 31 determines that the operation pattern does not correspond to a specific detection pattern (step S11: NO), it proceeds to step S12.

[0142] In step S12, the CPU 31 maintains the current display content of the home screen. Then, the CPU 31 terminates the display control process.

[0143] In step S13, the CPU 31 updates the display content of the home screen based on the user contact detected by the detection unit 18. Specifically, the CPU 31 displays the content set for the determined specific detection pattern on the display unit 14. Then, the CPU 31 proceeds to step S14.

[0144] In step S14, the CPU 31 determines whether or not the detection by the detection unit 18 has stopped. If the CPU 31 determines that the detection by the detection unit 18 has stopped (step S14: YES), it proceeds to step S15. On the other hand, if the CPU 31 determines that the detection by the detection unit 18 is continuing (step S14: NO), it returns to step S13.

[0145] In step S15, the CPU 31 updates the display content of the home screen, triggered by the detection unit 18 stopping detection. Specifically, the CPU 31 changes the display of the character image 50 according to the display content set for the determined specific detection pattern. Then, the CPU 31 proceeds to step S16.

[0146] In step S16, the CPU 31 executes the change animation. Then, the CPU 31 terminates the display control process.

[0147] As described above, the toy 10 comprises a toy body 12, a display unit 14, and a plurality of detection units 18. The toy 10 also includes a game control unit 31C that displays on the display unit 14 the display content set for a specific detection pattern determined based on the operation pattern detected by the detection unit 18 and a predetermined plurality of detection patterns. As a result, the toy 10 visually presents the user's operation content and allows the user to intuitively understand the response to the operation.

[0148] Furthermore, in the toy 10, the detection unit 18 is positioned along a predetermined direction of the toy body 12. As a result, the detection range is systematically organized in the toy 10, enabling the detection of appropriate operations corresponding to the user's operating position.

[0149] Furthermore, in toy 10, the toy body 12 is spherical, and the detection unit 18 is arranged along the circumferential direction of the toy body 12. As a result, with toy 10, the detection unit 18 can more easily detect the operation content even when the user operates it from multiple directions.

[0150] Furthermore, in the toy 10, the detection unit 18 is a contact sensor that detects the user's contact motion with the toy body 12. As a result, with the toy 10, the user can intuitively and reliably perform the intended operation by directly touching the toy body 12, improving the detection accuracy of the operation content and the operability.

[0151] Furthermore, in the toy 10, the game control unit 31C displays at least one object on the display unit 14 as display content set for a specific detection pattern. As a result, in the toy 10, information corresponding to the user's operation is displayed as an object, allowing the user to visually confirm the result of the operation immediately and making it easier to understand the response.

[0152] Furthermore, in toy 10, the object includes a character image 50 and an action object 54 that performs an action on the character image 50. As a result, in toy 10, the response to user operation is not merely a change in display, but is visually represented as an action on the object, making the correspondence between user operation and system response easier to understand intuitively.

[0153] Furthermore, in the toy 10, the game control unit 31C changes the display of at least one of the character image 50 and the action object 54 according to the detection position of the detection unit 18. For example, in the display content: Did you call?, the character image 50 changes the orientation of its body according to the detection position. Also, in the display content: Joy, the shape and size of the hand that strokes the head of the character image 50 in the action object 54 changes according to the detection position. The change in the shape of the hand is such that the display content matches the detection position, as shown in Figures 6 and 7. Furthermore, the change in the size of the hand may be controlled as shown in Figure 4B (3). Specifically, consider the case where sensors 18A and 18C alternately detect user contact, such as sensor 18C → sensor 18A → sensor 18C, with an interval of a predetermined time or longer. In this case, when detection is made by sensor 18A, the game control unit 31C displays the size of the action object 54 larger than when detection is made by sensor 18C. In this way, the toy 10 is configured to visually represent the sense of distance between user contacts based on the relative size differences of the displayed action objects 54. As a result, the toy 10 can improve the consistency of the system's response to user operations by displaying changes in response according to the detected position, thereby achieving a more intuitive and appropriate interaction.

[0154] Furthermore, in the toy 10, the game control unit 31C changes the display of at least one of the character image 50 and the action object 54 according to the detection interval detected multiple times by the detection unit 18. For example, even if the sensors 18B and 18D alternately detect user contact, if the detection interval is longer than a predetermined time, the display will show "Joy," and if it is shorter than the predetermined time, the display will show "Anger." As a result, the toy 10 enables changes in the display according to the user's operating speed, and by expressing the system's response in a more intuitive and dynamic way, the naturalness of the interaction can be improved.

[0155] Furthermore, in the toy 10, the game control unit 31C changes the display of at least one of the character image 50 and the action object 54 according to the combination of detection positions detected multiple times by the detection unit 18. For example, if sensors 18B and 18D alternately detect user contact, the display is changed by applying "Display content: Joy," but if sensors 18B and 18C alternately detect user contact, "Display content: Joy" is not applied and the display is not changed. As a result, the toy 10 can provide appropriate feedback in response to user operations and improve the flexibility of response, thereby realizing intuitive and natural interaction.

[0156] Furthermore, in the toy 10, the game control unit 31C changes the display of the character image 50 according to the display content set for a specific detection pattern, based on the fact that detection by the detection unit 18 has stopped. As a result, in the toy 10, the state change after the user's operation is visually presented, making the system's response clearer and improving intuitive operability.

[0157] Furthermore, in the toy 10, the game control unit 31C changes the display of the character image 50 according to the detection interval and detection time at which the detection unit 18 detects a specific detection pattern. For example, even after the character image 50 shows a joyful expression due to the detection of the first pattern, if the user continues to perform intuitive operations and the first pattern continues for a predetermined time or longer at a predetermined detection interval, the game control unit 31C changes the display of the character image 50 to an angry expression. Thus, with the toy 10, even based on the same detection pattern, the display of the character image 50 can be changed according to the persistence of the operation, thereby increasing the diversity of expression in response to the user's operations.

[0158] Furthermore, in toy 10, the game control unit 31C derives an increase or decrease in friendship level based on the number of times a specific detection pattern is detected, and displays a friendship level change animation corresponding to the derived increase or decrease on the display unit 14. As a result, in toy 10, the user's actions are visually presented as changes in friendship level, allowing the user to intuitively understand how their actions have affected their relationship with the character, thus encouraging continued play.

[0159] Furthermore, in the toy 10, the toy body 12 includes a notification unit 20 that notifies the user using vibration and sound. The game control unit 31C then executes a notification from the notification unit 20 with notification content set to a specific detection pattern. As a result, with the toy 10, the user receives notifications through at least one of vibration and sound in addition to visual information, providing multi-sensory feedback to the operation and promoting the recognition of intuitive responses.

[0160] (Acquisition control) Next, we will explain the acquisition control mechanism for acquiring new characters, one of the distinctive features of toy 10, along with an example of the display on the display unit 14.

[0161] As described above, in toy 10, a new character can be acquired when the acquisition conditions set for each candidate character are met.

[0162] Here, the selection of a candidate character is related to the "main character selection" and the "friendship level." Specifically, the candidate character determined differs depending on the type of main character, and further differs depending on the threshold reached. For example, if the friendship level control value for main character A reaches "128," candidate character A is determined, and if the same control value reaches "256," candidate character B is determined. Similarly, if the same control value for main character B reaches "128," candidate character C is determined, and if the same control value reaches "256," candidate character D is determined.

[0163] As described above, the friendship level increases or decreases along with the control value in response to intuitive operation of the toy body 12. Furthermore, the friendship level is configured to increase or decrease depending on the success or failure of a mini-game, which is a game that progresses based on at least one of intuitive operation of the toy body 12 and button operation of the control unit 16.

[0164] In this embodiment, there are multiple types of mini-games, including, for example, the following:

[0165] (1) Baking This is a game in which the user creates sweets to feed to the main character. The display unit 14 shows multiple tools used for making sweets as objects, and the game progresses through the user's intuitive operation of the toy body 12. For example, ingredients are placed in a bowl, which is the first object, and the user operates a whisk, which is the second object, to represent the action of stirring the ingredients. If the sweets are made successfully, the friendship level control value increases by a predetermined amount, and if it fails, it decreases by a predetermined amount.

[0166] (2) Hide and Seek This is a game where multiple characters are hidden behind objects, and the user must guess where the main character is hiding. The display unit 14 shows multiple characters and objects, and the user selects the location where the main character is hiding by pressing buttons on the control unit 16. If the user guesses correctly, the friendship level control value increases by a predetermined amount; if they guess incorrectly, it decreases by a predetermined amount.

[0167] (3) Bath This is a game where you wash the main character in the bath. The display unit 14 shows the main character and bubbles as objects, and the washing action of the character progresses through intuitive operation of the toy body 12 by the user and button operation of the control unit 16. For example, the bubbles on the screen increase with the user's intuitive operation, and by pressing the left button 16B or the right button 16C, the bubbles can be squirted left and right to wash the character's body. There is no failure judgment in this game; the game is cleared after a predetermined amount of time has elapsed, and the friendship level control value increases by a predetermined amount.

[0168] Here, the acquisition event related to the second acquisition condition may be any of the mini-games exemplified above, or it may be a different, dedicated game.

[0169] In this embodiment, multiple types of acquisition events are provided, and the system is configured so that the corresponding acquisition event is automatically set according to the candidate character that appears.

[0170] For example, the system may be configured such that event A is set for candidate character A, event B is set for candidate character B, and event A is set again for candidate character C.

[0171] Thus, acquisition events may be set individually for each candidate character, or the same event may be set for multiple candidate characters. In other words, acquisition events can have different configurations for each candidate character or a common configuration, making them flexible to configure.

[0172] Figure 23 shows the 18th display example of the display unit 14 in this embodiment. Specifically, Figure 23 shows the state in which a new candidate character A appears based on the fact that the control value of the friendship level of main character A has reached "128".

[0173] Figure 23 displays character images 80 representing candidate character A, which are determined based on the selection of the main character (i.e., main character A) and the friendship level of main character A. The character images 80 are presented with an effect that makes them appear from off-screen, visually emphasizing the appearance of new candidate characters.

[0174] Character image 80 is a rabbit animal character and represents candidate character A that the user can acquire.

[0175] In addition, along with the display of the character image 80, the display unit 14 displays the character background 82 as the background corresponding to candidate character A. As an example, in Figure 23, the character background 82 is shown as a dot pattern.

[0176] In this embodiment, when a candidate character appears, a background corresponding to that character is displayed, allowing the user to intuitively recognize the appearance of a new candidate character. For example, if candidate character B appears, which is different from candidate character A, a snow-covered mountain is displayed in the background, and if candidate character C appears, a desert is displayed in the background, and so on, with a different background set for each candidate character.

[0177] Figure 24 shows the 19th display example of the display unit 14 in this embodiment. Specifically, Figure 24 shows the state in which the user has cleared event A set for candidate character A.

[0178] In this embodiment, when the CPU 31 determines that event A has been cleared based on the user's operation, the second condition is considered to be met, and the conditions for acquiring candidate character A are fulfilled. Specifically, the first condition is met when the control value of the friendship level of main character A reaches a predetermined threshold "128", candidate character A appears on the display unit 14, and then the second condition is met when the user clears event A set for candidate character A. As a result, the CPU 31 executes a process to allow the user to acquire candidate character A.

[0179] As shown in Figure 24, an emotion icon 56 is displayed above the character image 80, indicating a change in candidate character A's emotions. In this example, a heart mark is displayed as the emotion icon 56, visually representing that candidate character A is experiencing joy. This indicates that the user's actions have resulted in a positive outcome for candidate character A, emphasizing the sense of accomplishment gained.

[0180] Furthermore, CPU 31 executes a process to register the acquired candidate character A as an acquired character in the character encyclopedia. The encyclopedia is recorded in storage 34, and the user can check the acquired characters later. This allows the user to visualize their progress and contributes to increased motivation to use it in future gameplay. The way in which characters registered in the encyclopedia can be used will be described later.

[0181] Figure 25 shows a 20th display example of the display unit 14 in this embodiment. Specifically, Figure 25 shows a state in which the user was unable to clear event A set for candidate character A.

[0182] In this embodiment, the CPU 31 determines the user's operation result, and if event A is not cleared, it is determined that the conditions for acquiring candidate character A have not been met.

[0183] As shown in Figure 25, an emotion icon 84 is displayed above the character image 80 representing candidate character A. In this example, a tear mark is displayed as the emotion icon 84, indicating that candidate character A is feeling sad. This tear mark visually represents that the failure of event A was an undesirable outcome for candidate character A, and indicates that candidate character A's emotions have changed due to user actions.

[0184] Subsequently, the CPU 31 executes the process of removing candidate character A, and hides the character image 80 from the display unit 14. In this way, candidate character A is managed as an object that cannot be acquired unless certain conditions are met.

[0185] Furthermore, even if a candidate character has been removed from the game, they may reappear if they meet the conditions for reappearance, such as through the selection of a main character or an increase in their friendship level. For example, the condition for reappearance could be set to be met when the friendship level of a main character increases above a certain value.

[0186] Next, using Figure 26, we will explain the process by which the CPU 31 executes the acquisition control shown in Figures 23 to 25.

[0187] Figure 26 is a flowchart showing the flow of the acquisition control process executed by the CPU 31. The acquisition control process is performed when the CPU 31 reads the information processing program 34A from the storage 34, loads it into the RAM 33, and executes it. As an example, the acquisition control process is automatically and repeatedly executed each time the home screen is displayed on the display unit 14 and the selection of the main character is accepted.

[0188] In step S20 shown in Figure 26, the CPU 31 displays the main character selected by the user on the home screen and retrieves the friendship level, including the control value, of that main character from the storage 34. The friendship level of each main character is stored and managed in association with the storage 34. Then, the CPU 31 proceeds to step S21.

[0189] In step S21, the CPU 31 determines whether the friendship level control value obtained in step S20 has reached a threshold. If the CPU 31 determines that the control value has reached the threshold (step S21: YES), it proceeds to step S22. On the other hand, if the CPU 31 determines that the control value is less than the threshold (step S21: NO), it terminates the acquisition control process.

[0190] In step S22, CPU 31 determines the candidate characters that the user can acquire based on the main character selection and their relationship level. Then, CPU 31 proceeds to step S23.

[0191] In step S23, CPU 31 executes the acquisition event associated with the candidate character determined in step S22. Then, CPU 31 proceeds to step S24.

[0192] In step S24, the CPU 31 determines whether the acquisition event has been cleared and the conditions for acquiring the candidate character have been met. If the CPU 31 determines that the conditions for acquiring the character have been met (step S24: YES), it proceeds to step S25. On the other hand, if the CPU 31 determines that the conditions for acquiring the character have not been met (step S24: NO), it terminates the acquisition control process.

[0193] In step S25, the CPU 31 executes a process to allow the user to acquire a candidate character. Then, the CPU 31 proceeds to step S26.

[0194] In step S26, the CPU 31 registers the candidate character acquired by the user as an acquired character in the encyclopedia. Then, the CPU 31 terminates the acquisition control process.

[0195] Next, we will explain how to use the characters registered in the encyclopedia. Acquired characters registered in the encyclopedia will be displayed on the display unit 14 in the following manner.

[0196] Figure 27 shows a 21st display example of the display unit 14 in this embodiment. Specifically, Figure 27 shows a state in which acquired characters are registered in the encyclopedia in list format.

[0197] As shown in Figure 27, the encyclopedia displays multiple list buttons 90, 92, and 94, each containing the name of an acquired character, arranged in a list format. This allows the user to visually grasp and easily confirm the name of each acquired character registered in the encyclopedia.

[0198] Furthermore, in this embodiment, the user can select any of the list buttons 90, 92, and 94 by operating the buttons on the operation unit 16. When the user selects any of the list buttons, detailed information of the acquired character corresponding to that list button is displayed.

[0199] Figure 28 shows a 22nd display example of the display unit 14 in this embodiment. Specifically, Figure 28 shows the details screen of acquired characters corresponding to when the list button 92 is selected in Figure 27.

[0200] The detail screen shown in Figure 28 displays a character image 80 and explanatory information 96 containing a description of the character shown in character image 80. The character shown in character image 80 is the same rabbit animal character that appeared in Figures 23 to 25, and the explanatory information 96 includes the name, characteristics, background information, and personality of the animal character.

[0201] In this way, by opening the details screen, users can check the appearance and description of acquired characters, and understand the character's personality and background.

[0202] Figure 29 shows the 23rd display example of the display unit 14 in this embodiment. Specifically, Figure 29 shows a state in which multiple characters, including acquired and unacquired characters, are registered in the encyclopedia in thumbnail format.

[0203] In Figure 29, character images representing multiple characters are displayed in thumbnail format, with display frames 100, 110, and 120 indicated.

[0204] Within display frame 100, a character image 50 representing acquired character A is displayed, and below it, character name information 102 indicating the name of acquired character A is displayed. Similarly, within display frame 110, a character image 80 representing acquired character B is displayed, and below it, character name information 112 indicating the name of acquired character B is displayed. This allows the user to visually grasp the appearance and name of each acquired character.

[0205] Meanwhile, within the display frame 120, a character image 122 indicating an unacquired character is displayed, but because it is unacquired, its appearance is shown as a silhouette, and the character's details are hidden. In addition, the character name information 124 displayed below it also shows "???" to indicate that it is unacquired.

[0206] In this embodiment, the display frames 100 and 110 corresponding to acquired characters can be selected by button operation on the operation unit 16, and when the user selects one, the system transitions to a detailed screen as shown in Figure 28. On the other hand, the display frame 120 corresponding to unacquired characters is configured not to accept selection operations.

[0207] Thus, the character encyclopedia may be structured to clearly distinguish between acquired and unacquired characters, allowing users to intuitively grasp their collection status and easily set goals for future character acquisition.

[0208] Figure 30 shows the 24th display example of the display unit 14 in this embodiment. Specifically, Figure 30 shows the state in which acquired character B appears on the home screen and acquired character B has become the target of care and communication.

[0209] In this embodiment, acquired characters appear on the home screen, switching from the main character, and are displayed as characters to be cared for, depending on user operation or a predetermined timing. Specifically, the user can switch from the main character by operating the left button 16B or the right button 16C on the control unit 16. Alternatively, the system may be configured to switch automatically at a specific time during the day, such as a predetermined time period. Therefore, the method by which acquired characters appear on the home screen is not particularly limited.

[0210] The home screen displays a character image 80 representing acquired character B, and friendship level icons 52 indicating the relationship with acquired character B. As shown in Figure 30, three out of the eight friendship level icons 52 are black, visually indicating that the friendship level is at stage 3.

[0211] Furthermore, by intuitively manipulating the toy 12, the acquired characters can react in accordance with displayed content such as "joy" or "anger," just like the main characters. In addition, the friendship level of acquired character B increases or decreases depending on the content of the intuitive manipulation, realizing an interactive element where the relationship with the character changes according to the user's actions.

[0212] Thus, according to this embodiment, acquired characters can be treated in the same way as main characters, and a configuration is provided that enables users to continuously deepen their interactions with multiple characters.

[0213] Figure 31 shows the 25th display example of the display unit 14 in this embodiment. Specifically, Figure 31 shows the case where acquired character B appears on the home screen while the main character A is being cared for.

[0214] In this embodiment, while the character image 50 representing the main character A is displayed on the home screen, the acquired character B corresponding to the main character A may appear in response to user operation or at a predetermined timing. Specifically, the user can display the character image 80 representing the acquired character B by operating the middle button 16A of the operation unit 16, or the character image 80 may be automatically displayed at a predetermined timing during the day. Therefore, the method of making the acquired character B appear on the home screen is not particularly limited.

[0215] As shown in Figure 31, the display of character image 50 changes when character image 80 is displayed. Specifically, main character A, shown by character image 50, is showing a joyful expression, and this expression may be configured as a special expression that is not shown when main character A is displayed alone on the home screen.

[0216] Additionally, emotion icons 56 are displayed above the heads of character images 50 and 80, and in this example, both show heart symbols. The heart symbols visually represent that main character A and acquired character B are expressing feelings of joy.

[0217] Furthermore, although not shown in the illustration, character images 50 and 80 may be configured to perform special reactions or actions that are not shown when main character A is displayed alone, such as talking or playing together.

[0218] Thus, according to this embodiment, when acquired characters appear, they display expressions or actions different from the usual ones, and the interactions between characters are more richly portrayed, making it possible to provide users with an attractive gaming experience.

[0219] As explained above, in the information processing device 30, the reception unit 31D accepts the user's selection of a main character, which is the object to be used, from among multiple characters. The game control unit 31C then determines candidate characters that the user can acquire based on the selection and usage pattern of the main character accepted by the reception unit 31D, and allows the user to acquire a candidate character by fulfilling the acquisition conditions set for that candidate character. Thus, according to the information processing device 30, when a new character can be acquired by fulfilling the conditions, the user is motivated to actively use a variety of main characters.

[0220] Furthermore, in the information processing device 30, the usage mode represents the degree of user involvement with the main character, and in this embodiment, corresponds to the friendship level. When the control value of the friendship level of the main character selected by the reception unit 31D reaches a threshold, the game control unit 31C determines a candidate character corresponding to the reached threshold. As a result, the information processing device 30 can suppress bias towards the use of a particular main character and promote the acquisition and utilization of a variety of characters.

[0221] Furthermore, in the information processing device 30, the game control unit 31C determines a different candidate character depending on the threshold reached when the control value of the friendship level of the main character selected by the reception unit 31D reaches one of several thresholds. As a result, according to the information processing device 30, by enabling the acquisition of characters in stages according to the user's actions, the use of a wider variety of main characters is promoted, and the user's motivation to continue playing can be improved.

[0222] Furthermore, in the information processing device 30, the game control unit 31C increases or decreases the friendship level based on the success or failure of a mini-game that progresses based on at least one of intuitive operation of the toy body 12 and button operation of the operation unit 16, or in response to intuitive operation of the toy body 12. As a result, according to the information processing device 30, the user's gameplay or operation method directly affects character acquisition, thereby increasing the user's involvement in character acquisition and promoting the acquisition of a wider variety of characters.

[0223] Furthermore, in the information processing device 30, the game control unit 31C displays the friendship level icon 52, which indicates the friendship level of the main character, along with the main character selected by the reception unit 31D, on the display unit 14. As a result, according to the information processing device 30, it becomes easier for the user to intuitively recognize the relationship with each main character, and the motivation to strategically select and utilize main characters is strengthened.

[0224] Furthermore, in the information processing device 30, the game control unit 31C displays the main character selected by the reception unit 31D on the display unit 14 with display content corresponding to the level of friendship of that main character. As a result, according to the information processing device 30, it becomes easier for the user to visually recognize the level of their relationship with the main character, and by encouraging actions that are conscious of improving the relationship, the motivation to actively select and utilize a variety of main characters is strengthened.

[0225] Furthermore, in the information processing device 30, the game control unit 31C displays the selected candidate character along with a background corresponding to that candidate character on the display unit 14. As a result, according to the information processing device 30, the characteristics of the appearing candidate characters are visually highlighted to attract the user's attention, and the effect of the acquisition experience is enhanced, thereby strengthening the motivation of the user to actively engage in acquiring a variety of candidate characters.

[0226] Furthermore, in the information processing device 30, the registration unit 31E registers the acquired candidate characters as acquired characters. Then, when a predetermined operation is performed, the game control unit 31C displays the acquired character selected by the user on the display unit 14. For example, when the user selects one of the list buttons 90, 92, or 94 shown in Figure 27, the game control unit 31C displays the acquired character corresponding to that list button on the detail screen shown in Figure 28. As a result, the information processing device 30 makes it possible for the user to visually grasp the acquired characters they have acquired, further strengthening the motivation for the user to actively utilize a variety of main characters.

[0227] (others) While embodiments of the present disclosure have been described in detail above with reference to the attached drawings, the technical scope of the present disclosure is not limited to these examples. It is clear that a person with ordinary skill in the art of the present disclosure may conceive of various modifications or alterations within the scope of the technical idea set forth in the claims, and these modifications or alterations are also understood to fall within the technical scope of the present disclosure.

[0228] Furthermore, the effects described in the above embodiments are descriptive or illustrative, and are not limited to those described in the above embodiments. In other words, the technology relating to this disclosure may produce other effects that would be obvious to a person of ordinary skill in the art of this disclosure from the descriptions in the above embodiments, in addition to or in lieu of the effects described in the above embodiments.

[0229] The processing described in the above embodiment can also be implemented using dedicated hardware circuits. In this case, it may be executed on one piece of hardware or on multiple pieces of hardware.

[0230] In the above embodiment, the information processing program 34A was stored in the storage 34. However, it is not limited to this, and if the information processing device 30 does not have a storage 34, the information processing program 34A may be stored in the ROM 32.

[0231] In the above embodiment, the toy body 12 was provided with multiple detection units 18, but the invention is not limited to this, and there may be only one detection unit 18. In this case, it is desirable that the detection unit 18 be arranged to surround the circumferential direction of the toy body 12, thereby enabling accurate detection of user operations from all sides. In this case, it is also desirable that the detection unit 18 be a touch sensor capable of detecting the contact position.

[0232] In the above embodiment, the predetermined direction was defined as the circumferential direction of the toy body 12, but it is not limited to this. For example, the predetermined direction may be the radial direction of the toy body 12, or any other direction.

[0233] In the above embodiment, the notification unit 20 is provided as a means of providing notification using vibration and sound, but it is not limited to this. For example, the notification unit 20 may be a means of providing notification using either vibration or sound. Furthermore, in addition to vibration and sound, the notification unit 20 can provide notification using any means that appeal to the user's five senses, such as light or smell.

[0234] In the above embodiment, the acquisition event corresponding to the candidate character is automatically set according to the candidate character that appears, but the system is not limited to this. For example, after a candidate character appears, the system may be configured so that the user can select an event to perform from among several acquisition events. In this case, if the event selected by the user does not correspond to the candidate character, the system may be configured so that the candidate character cannot be acquired. In this way, the difficulty of acquisition can be adjusted, and the user's sense of accomplishment can be enhanced.

[0235] In the above embodiment, intuitive operation of the toy body 12 was exemplified as operation based on how the user touches it, but it is not limited to this. That is, it may be configured to accept intuitive operation not only with the user's fingers, but also with contact operations using other objects such as a stylus. Furthermore, it may be configured to accept non-contact operations performed by the user without directly touching the toy body 12, such as gesture operations, by detecting them with an infrared sensor and accepting them as intuitive operations. In addition, it may be configured to accept actions such as the user shaking the toy body 12 or warming the toy body 12 as intuitive operations. In such a configuration, the toy body 12 is equipped with various sensors that can detect various intuitive operations as a detection unit 18.

[0236] In the above embodiment, the shape of the toy body 12 is configured as spherical, but it is not limited to this. For example, the shape of the toy body 12 may be square, elliptical, or any other shape.

[0237] In the above embodiment, the game control unit 31C may be configured to change the threshold for detecting intuitive operation according to the type of main character selected by the user. Specifically, the game control unit 31C can individually set a predetermined time for detecting the first pattern according to the characteristics of each main character, for example, "x seconds" for main character A and "y seconds" for main character B.

[0238] In the above embodiment, the emotional states of multiple characters may be linked, and the display content may be controlled based on the relationships between the characters. For example, when the main character is in a "joyful" state, acquired characters who have a close relationship with the main character may smile, visually representing the emotional linkage. This configuration may be realized by the game control unit 31C acquiring the emotional state and relationship data of each character from the storage 34 and controlling the display content of each character on the display unit 14.

[0239] In the above embodiment, the system may be configured to analyze the audio waveform or frequency characteristics based on the user's voice and change the character's display content according to the analysis results. For example, the system may be configured to show a "joyful" reaction to an excited voice tone and a "confused" reaction to a low, cold voice tone. This configuration may be realized by analyzing the audio signal acquired by the microphone using an audio analysis module, and the game control unit 31C controlling the display content of the display unit 14 based on the analysis results.

[0240] In the above embodiment, the character may be configured to recreate memories and redisplay the user's past intuitive operations on the toy body 12 based on that history. For example, depending on the history of intuitive operations performed a few days ago, the character may display lines such as "I was happy the other day" on the display unit 14, creating a sense of ongoing relationship with the user. This configuration may be realized by the game control unit 31C referring to the operation log stored in the storage 34 and outputting the display content corresponding to the operation log to the display unit 14.

[0241] In the above embodiment, the story development may be branched based on the user's operation pattern or the frequency of operations during a specific time period. For example, for a user who frequently performs intuitive operations during the morning hours, the "morning story" may be displayed on the display unit 14. This configuration may be achieved by the game control unit 31C analyzing the operation log recorded in the storage unit 34, selecting story branching information based on the analysis results, and reflecting it as the display content of the display unit 14.

[0242] In the above embodiment, the system may be configured to display interaction events based on compatibility information between acquired characters registered in the encyclopedia. For example, the system can visually present the relationship between characters to the user by displaying an animation on the display unit 14 showing two characters with good compatibility playing together. This configuration can be realized by the game control unit 31C referring to compatibility information held in the storage 34, determining an interaction event based on that compatibility information, and outputting a control signal to the display unit 14.

[0243] In the above embodiment, the system may be configured to detect the direction of the user's intuitive operation (such as the direction of stroking, the angle or tilt of pressing), and to change the response content according to that direction. For example, if a stroking operation from right to left is detected, the character may show a "joyful" reaction, and if an operation in the opposite direction is detected, it may show an "angry" reaction, thus expressing emotions according to the direction of operation. This configuration is realized by identifying the direction of operation by analyzing the detection signals from multiple detection units 18 in a time series, and by the game control unit 31C controlling the response content displayed on the display unit 14 based on the analysis results.

[0244] In the above embodiment, the display unit 14 may be configured to interact with the background and the candidate character. For example, if rainy weather is displayed as the background, the display unit 14 may show an animation of the candidate character holding an umbrella, thus creating a character action or state change according to the background content. This configuration may be realized by the game control unit 31C analyzing the background information and the state of the candidate character in relation to each other, and controlling the display content on the display unit 14 based on the results.

[0245] In the above embodiment, the story progress of multiple characters may be linked to each other to realize a branching story development. For example, the user's selection result for main character A may be configured to affect the content of events related to main character B. This configuration may be realized by the game control unit 31C referring to the status information and progress history information of each character stored in the storage 34, and performing story branching and display control based on their interrelationships.

[0246] In the above embodiment, the game control unit 31C may keep the facial expressions of the characters shown in character images 50 and 80 constant, while only changing the content of the speech bubbles shown in emotion icons 56 or 64. For example, the game control unit 31C may display different speech bubbles indicating emotions such as joy, confusion, or sadness without changing the facial expressions of the characters, in response to user operations.

[0247] In the above embodiment, the display elements displayed in the transformation sequence are not particularly limited. The toy 10 may display only some of the multiple display elements described in the above embodiment during the transformation sequence, or it may display additional elements different from those display elements. For example, the toy 10 may visually display the friendship level using a friendship level icon 52 or a friendship level meter 62 during the transformation sequence, while not displaying a friendship level value 58 that indicates the control value of the friendship level in numerical form.

[0248] In the above embodiment, if the acquisition conditions for candidate character A are met, the emotion icon 56 indicates that candidate character A is feeling joy, as shown in Figure 24. If the acquisition conditions are not met, the emotion icon 84 indicates that candidate character A is feeling sadness, as shown in Figure 25. However, the system is not limited to this, and when the acquisition conditions are met, the main character may appear together with candidate character A, or in place of candidate character A, to express joy, and when the conditions are not met, the main character may similarly appear to express sadness.

[0249] In the above embodiment, the example of changing the display of the character image 50 according to the detection interval and detection time in which the detection unit 18 detects a specific detection pattern is not particularly limited. For example, in the toy 10, if the user repeatedly performs intuitive operations intermittently and the second pattern continues for a predetermined time or longer at a predetermined detection interval, the display content of the character image 50 may change to "sleeping" to express exhaustion due to anger. As for control after waking up from the "sleeping" state, the system may be configured to increase the friendship level, as in the above embodiment, or the change animation may be omitted and the friendship level may not change.

[0250] In the above embodiment, a predetermined set of detection patterns is stored in the storage 34, specifically, four types of detection patterns, from the first to the fourth pattern. However, the set of detection patterns is not limited to predetermined ones; for example, it may be configured to be updatable, such as by downloading new detection patterns from an external device via a network, or by modifying existing detection patterns.

[0251] In the above embodiment, the number of detection units 18 is not limited to four, consisting of sensors 18A, 18B, 18C, and 18D, but may be greater than this.

[0252] Figure 32 is a plan view of the toy 10 according to another embodiment, showing the arrangement of the detection unit 18. In Figure 32, in addition to sensors 18A to 18D, a sensor 18E is additionally provided at the vertex of the toy body 12, which is the center of the arrangement of these sensors. Sensor 18E, like sensor 18A, has a square shape in plan view and has the same dimensions as sensor 18A.

[0253] In the above embodiment, multiple different detection units 18 detected user contact, resulting in either a first or second pattern being determined, and the corresponding display content ("joy" or "anger") was displayed on the display unit 14. However, the system is not limited to this configuration, and the CPU 31 may determine whether the user falls under the first or second pattern based solely on the detection result of a single detection unit 18.

[0254] For example, if sensor 18A or sensor 18E continuously outputs a detection signal indicating an ON state for a predetermined time or longer, the CPU 31 determines that the user's contact corresponds to the first pattern and displays "Display content: Joy" on the display unit 14. In this case, the character image 50 changes to a joyful expression, and the action object 54 performs an action of stroking the head of the character image 50. On the other hand, even if sensors 18B to 18D continuously output a detection signal indicating an ON state for a predetermined time or longer, the CPU 31 determines that it does not correspond to the first or second pattern and remains in an unresponsive state without changing the display content. This is because sensors 18B to 18D are located on the side of the toy body 12, and there is a possibility that the user may unintentionally touch them when grasping the toy body 12. Therefore, to prevent the display of "Display content: Joy" etc. from being accidentally triggered by simple grasping, the system is configured not to react to contact with these sensors alone.

[0255] Furthermore, if the detection unit 18 uses a touch sensor capable of detecting the contact position, the CPU 31 may perform display control according to the detection interval when multiple user operations are detected between multiple coordinates within the sensor 18A or 18E. For example, if the CPU 31 detects multiple operations between multiple coordinates within the sensor 18E with an interval of a predetermined time or longer, it will display "Display content: Joy" as it corresponds to the first pattern, and if it detects multiple operations with an interval of less than the predetermined time, it will display "Display content: Anger" as it corresponds to the second pattern.

[0256] Furthermore, in a configuration with added sensor 18E, if a user makes contact with sensors 18A and 18C, or with sensors 18B and 18D in a back-and-forth motion, sensor 18E, located at an intermediate position on the back-and-forth path, may detect the contact. In this case, if, in the time series including the detection of sensor 18E, for example, the detection of sensors 18B and 18D is repeated at intervals of a predetermined time or longer, the CPU 31 determines that it corresponds to the first pattern shown in (1) of Figure 4B and displays "Display content: Joy" on the display unit 14. Also, if, in the time series including the detection of sensor 18E, the detection of sensors 18B and 18D is repeated at intervals of less than a predetermined time, the CPU 31 determines that it corresponds to the second pattern shown in (11) of Figure 4B and displays "Display content: Anger" on the display unit 14. Furthermore, if sensor 18E outputs a detection signal between sensor 18B and sensor 18D, that is, if contact is detected due to the user's hand passing over sensor 18E, the CPU 31 displays the operation object 54 in a predetermined display manner corresponding to the detection position of sensor 18E.

[0257] In addition, the various processes that the CPU 31 reads and executes in the above embodiment may be executed by various processors other than the CPU. Examples of such processors include PLDs (Programmable Logic Devices) such as FPGAs (Field-Programmable Gate Arrays) whose circuit configuration can be changed after manufacturing, and dedicated electrical circuits that are processors with circuit configurations specifically designed to execute specific processes, such as ASICs (Application Specific Integrated Circuits). Furthermore, the various processes may be executed by one of these various processors, or by a combination of two or more processors of the same or different types (for example, multiple FPGAs, and a combination of a CPU and an FPGA). More specifically, the hardware structure of these various processors is an electrical circuit that combines circuit elements such as semiconductor elements.

[0258] In addition, in the above-described embodiment, the mode in which the information processing program 34A is pre-stored (installed) in the storage 34 has been described, but the present invention is not limited to this. The information processing program 34A may be provided in a form recorded on a recording medium. Further, the information processing program 34A may be in a form downloaded from an external device via a network. Note that the technology of the present disclosure is also applicable to programs and program products.

[0259] All documents, patent applications, and technical standards described in this specification are incorporated herein by reference to the same extent as if each individual document, patent application, and technical standard were specifically and individually stated to be incorporated by reference.

Explanation of Reference Numerals

[0260] 10 Toy 12 Toy main body 14 Display unit 16 Operation unit 18 Detection unit 20 Notification unit 30 Information processing apparatus 31C Game control unit (control unit, acquisition control unit, display control unit) 31D Reception unit 31E Registration unit 34A Information processing program 52 Best friend degree icon (icon indicating an index)

Claims

1. The toy itself, Display unit and The toy body is provided with one or more detection units for detecting user operations, A control unit causes the display unit to display content set for a specific detection pattern determined based on the operation pattern detected by the detection unit and a predetermined set of multiple detection patterns, Equipped with, The control unit, The display unit is made to display at least one object, including a first object and a second object that performs an action on the first object, as the display content set for the specific detection pattern. The display of the first object is changed according to the detection interval and detection time at which the detection unit detects the specific detection pattern. toy.

2. The control unit changes the display of at least one of the first object and the second object according to the detection position where the detection unit detects the user's operation. The toy according to claim 1.

3. The control unit changes the display of at least one of the first object and the second object according to the combination of detection positions in which the detection unit has detected user operations multiple times. The toy according to claim 1.

4. Based on the fact that detection by the detection unit has stopped, the control unit changes the display of the first object according to the display content set for the specific detection pattern. The toy according to claim 1.

5. The control unit, Based on the number of detections of the specific detection pattern, an increase or decrease value of an indicator representing the user's relationship with the first object is derived. The display unit is made to show a change in the indicator corresponding to the derived increase or decrease value. The toy according to claim 1.

6. The detection unit is arranged along a predetermined direction of the toy body. The toy according to claim 1.

7. The toy body includes a notification unit that notifies the user using at least one of vibration and sound. The control unit, with the notification content set for the specific detection pattern, communicates the notification unit Putting knowledge into practice The toy according to claim 1.

8. The detection unit is a contact sensor that detects the user's contact motion with the toy body. The toy according to claim 1.

9. The toy body is spherical, The detection unit is arranged along the circumferential direction of the toy body. The toy according to claim 6.

10. The control unit changes at least one of the shape and size of the second object according to the detection position where the detection unit detects the user's operation. The toy according to claim 1.