Self-Moving Toy Navigation Using 3D RFID Action Markers

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Solution Overview

Problem

Existing educational robots and toys are limited in their ability to move freely on surfaces without mechanical guidance, restricting their educational impact and interactive capabilities.

Innovation Solution

A self-moving vehicle equipped with electrically driven wheels or legs that can navigate freely on a two-dimensional surface, using tangible three-dimensional markers with machine-readable information items, such as RFID tags, to control its movements and actions through wireless readout and sensor detection, allowing for programmable interactions and feedback.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the robot uses a closed street of cards for navigation, then navigation reliability is improved, but movement freedom is restricted

Engineering Contradiction:
Improvenavigation reliabilityVSAvoidmovement freedom
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent replaces the mechanical guidance system (rails, tracks) with a wireless communication system. The robot uses wireless communication means to receive navigation instructions from markers containing identification information, eliminating the need for physical constraints while maintaining reliable navigation through structured information exchange.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Measurement precision

If the robot is equipped with complex navigation infrastructure, then navigation precision is improved, but device complexity increases

Engineering Contradiction:
Improvenavigation precisionVSAvoidnavigation infrastructure complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The navigation system is segmented into independent markers distributed throughout the environment, each containing identification information. The robot processes these discrete markers individually through wireless communication, avoiding the need for complex integrated navigation infrastructure while achieving precise location identification.

Inventive Principle:
Principle #1Segmentation

3Adaptability or versatility

If the robot operates without mechanical guidance, then movement freedom is improved, but navigation reliability deteriorates

Engineering Contradiction:
Improvemovement freedomVSAvoidnavigation reliability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent introduces markers as intermediary elements that mediate between the robot's movement freedom and navigation reliability. These markers contain identification information that the robot reads wirelessly, providing reliable navigation cues without imposing mechanical constraints on the robot's movement paths.

Inventive Principle:
Principle #24Intermediary (Mediator)

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enables children to learn programming in a playful and interactive way by allowing the vehicle to move and respond to markers placed freely on a surface, enhancing educational impact through customizable actions and preventing information overload by using distance thresholds.

Implementation Method 1

The self-moving vehicle (10) comprises at least one sensor (11) which is adapted for a wireless readout of the machine-readable information item (21) of the marker (20)

Methodology Applied
Scientific EffectRFID (Radio Frequency Identification): Electromagnetic Induction

Data Source

PatentEP3814866B1Self-moving educational toy
Publication Date: 2024.03.06 QUBS AG
  • EP3814866B1 patent drawingFigure 1~4
  • EP3814866B1 patent drawingFigure 5
  • EP3814866B1 patent drawingFigure 6~7

AI summary

The invention relates to an educational toy (1) comprising a self-moving vehicle (10) adapted to move and steer freely on a two-dimensional surface (2) such as a table leaf. A tangible, three-dimensional marker (20) comprising at least one RFID tag (21) is used to wirelessly trigger a specific action of the vehicle (10), e.g. turn 90 degrees right, when the vehicle (10) enters a readout range of the marker (20). The marker (20) can be placed freely on the surface (2) and cannot be overrun by the vehicle (10). Thus, the vehicle (10) is instructed to perform a certain action, e.g. take a 90 degrees left turn, using the marker (20). Then, the vehicle (10) moves forward until a next marker (20') is found from which the vehicle (10) receives its next instruction. This enables the educational toy (1) to teach programming during play, which reduces the risk that children will lose interest.