Inter-cooperating toys

Data processing: generic control systems or specific application – Specific application – apparatus or process – Robot control

Reexamination Certificate

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Details

C700S083000, C700S259000, C446S436000, C369S063000, C701S025000

Reexamination Certificate

active

06246927

ABSTRACT:

BACKGROUND OF THE INVENTION
Toys which simulate interaction between a group of objects are known. However, these toys are very limited. For example, toys exist in which the toy asks the user a question, and the user answers the question by depressing a button on the toy. The toy then determines whether the answer is correct or incorrect. Based upon this determination, the toy then outputs a preprogrammed message to the user stating whether the question was answered correctly or incorrectly. Then the toy is ready to ask another question. While this type of toy allows for a feeling of interaction between the doll and the user, it has a great number of drawbacks. Specifically, each of the questions and answers are pre-recorded on an audio tape. When a question is asked, the toy simply moves the tape to the proper location, and the question is played from the tape, and after the user answers, the toy moves the tape to the next location to play the next message. The user has no control over the content of, or voice used in the messages.
Additionally, such toys cannot interact with each other. Rather, each toy only interacts with a single user. Therefore, it would be beneficial to provide a toy which overcomes the shortcomings of the prior art, and which allows any number of toys, objects or units to interact with each other, and which allows a user to control sounds, movements and other actions performed by the toy.
SUMMARY OF THE INVENTION
This invention relates generally to an apparatus and method for allowing any number of toys or other objects to interact with each other. The invention also relates generally to an apparatus and method for allowing any number of toys or objects to be programmed and to play back the sequence of commands in a predetermined order, among all of the objects. The playback of the sequence of commands by the objects will create a unique play value because the objects will appear to be communicating with each other, and it is therefore possible for the user to program a conversation or other predetermined actions among the objects.
Generally speaking, in accordance with the invention, inter-cooperating objects are coupled by a communication medium at modest data transfer rates to sequence a series of events, including overlapping or simultaneous events. Sequence and event information is stored in a distributed, non-hierarchical fashion, involving an arbitrary number of devices. Neither a central controller nor any additional equipment, either for programming or for operation is necessarily required.
In a first preferred embodiment of the invention, any number of objects are provided, each comprising at least a processor, a memory, a transmitter and a receiver. Each memory is adapted to store a distinct code or plurality of codes representing an event code and, where appropriate, information representative of a predetermined action. Upon the actuation of a function in an arbitrarily user-selected first of the objects, an actuation signal is transmitted to each of the other objects informing them that the first object is storing information. This actuation signal is received by each of the other objects, each of these objects then being aware that one of the objects, in this case, the first object, is storing information. The event code and information is stored in the memory of the first object. Upon completion of the storage of the information, a second actuation signal is transmitted from the first object to all of the other objects informing them that the storage of information for the first event is complete. Each of the other objects receives this signal, and updates a counter to indicate that the next event stored by any object will be the second event. Then, upon actuation of a function in a second of the objects, an actuation signal is transmitted to each of the other objects informing them that another object, in this case, the second object is storing information. The second object may be either the same object or another of the plurality of objects. This actuation signal is received by each of the other objects, each of these objects then being aware that the second object is storing information. The event code and information is stored in the memory of the second object. Upon completion of the storage of the information, a second actuation signal is transmitted from the second object to all of the other objects informing them that the storage of information for the second event is complete. Each of the other objects receives this signal, and updates a counter to indicate that the next event will be the third event, so that the information stored by each of the objects may be replayed by the objects in the sequence of the event codes stored in the memory of these objects.
Additionally, the functioning of the invention does not require a plurality of objects. Specifically, one object alone will function similarly to the group of objects as noted above. However, only one unit will store information. Thus, in an additional embodiment a single object is provided, comprising at least a processor, a memory, a transmitter and a receiver. The memory is adapted to store a distinct plurality of codes representing an event code and, where appropriate, information representative of a predetermined action. Upon the activation of the storage sequence, the event code and information stored is stored in the memory of the first object. Upon completion of the storage of the information, the storage sequence is completed and the counter is updated to indicate that the next event will be the second event. Additional events may then be stored in the same manner.
A toy constructed in accordance with an exemplary embodiment includes a small microphone, two push button assemblies, an indicator light, a small loudspeaker, an infrared, or radio transmitter, and an infrared or radio receiver, mounted or concealed within the toy. (The transmitter and receiver might use other communication circuitry instead of infrared or radio signals, with no other changes to the descriptions below.) The push buttons are preferably labeled, or indicated by some other means, as being buttons for “Record” and “Play.” Batteries, or other power sources, and the required electronics are retained inside the toy. Through the use of these features, as well as the required programming, as will be discussed below, this toy is able to store sound or other movements or commands or preprogrammed actions, and may be used to capture a number of separate recordings of speech (in any language), as well as song, music, or any other sounds. These sounds can then be played through the built-in speaker. Additionally, when more than one toy is present, the order of storing of each of the events is retained by each of the toys independently. Therefore, when playback begins, the events from each toy will be played back in the proper sequence, each of the toys waiting for the others to complete their prior event(s) before beginning its next event. While each toy unit has a hardware-defined limit on total storage time, there is no particular limit on the number of separate units of sound, or events, into which this total storing time may be divided. Furthermore, there is no limit on the number of devices which may interact.
During operation, each toy is capable of synchronized speech or action in any desired order. Synchronization of the stored sounds or actions during playback is mediated by infrared, radio or other communication between the individual toys. In such a performance, the order of speaking or acting is entirely configurable by the user, using a simple and intuitive procedure. As an event is stored with each toy, the toy informs each of the other toys that event
1
has been programmed. Thus, when the next event is programmed, regardless of which toy it is programmed into, that toy knows that the event will be event number
2
. After this programming is completed, all of the toys are informed that event
2
has been programmed. Further events may be stored in a similar manner. Thus, a sequence of ev

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