INTERACTIVE TOY VEHICLE

A computer-controlled toy vehicle that provides two distinct modes of play: 1) a roll-around play mode where a child pushes the vehicle around which causes the wheels to slowly rotate and may receive audio/visual feedback related to manual the manipulation of the vehicle in a mode/operation appropriate for the roll-around play mode, and 2) a race play mode where the child pushes the vehicle quickly/vigorously (an increased velocity and/or acceleration) causing the wheels to roll or accelerate more quickly/vigorously. An ON/OFF or grip detector may gate determination of sequencing state and output results.

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Description
CROSS REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional Application 62/806,661 filed on Feb. 15, 2019, the contents of which are hereby expressly incorporated by reference thereto in its entirety for all purposes.

FIELD OF THE INVENTION

The present invention relates generally to children's toys, and more specifically, but not exclusively, to interactive motorized toy vehicles.

BACKGROUND OF THE INVENTION

The subject matter discussed in the background section should not be assumed to be prior art merely as a result of its mention in the background section. Similarly, a problem mentioned in the background section or associated with the subject matter of the background section should not be assumed to have been previously recognized in the prior art. The subject matter in the background section merely represents different approaches, which in and of themselves may also be inventions.

Toys for children, particularly very young children, cover a great range of options, systems, processes, and implementations. There are many indicia by which toys for children are measured and gauged, but it is not generally the case that a single toy is represented as being a single universal toy that satisfies all needs for all children for all times and activities.

There are broad classes of toys, one popular toy class includes small-scale hand-held vehicles, both fanciful and reproductions of real vehicles. Common indicia by which toy vehicles are evaluated include a degree of engagement suggested by levels of interactivity and feedback, as well as ruggedness and opportunities to teach various cognitive and motor skills.

Children, particularly young boys, enjoy small scale, electronic vehicle-themed toys that make sounds, flash lights and race across the floor in some fashion. Young children also enjoy toys that engage them physically and provide them with a feedback loop based on their physical input. Caregivers of these children also appreciate these kinds of physically engaging toys for their children, as they give a child an outlet for burning off energy that might otherwise be directed toward less beneficial pre-adolescent endeavors. However, more typically, electronic vehicle toys require minimal physical interactivity to operate. For example, the most prevalent input means for activating most electronic toys is a simple push button interface. For a younger child, this simple button interface is relatively easy to master and may become uninteresting as it becomes unchallenging. Children, even young children, are often also capable of basic gross motor coordination activities like jumping, running, spinning, and shaking. Given a choice between pushing buttons and more immersive (and exhaustive) physical activity, most children would choose the latter (as would their caregivers).

Racing vehicles with sounds and lights and motors are well known. There are vehicles that flash lights, make vehicle sounds and roll across the floor. These input means range from having child simply push buttons, touch a sensor, or even yell into a microphone, to activate the lights or sounds or motor. There are also plenty of examples of electronic non-vehicle toys that use motion-based input techniques as an alternative to the ubiquitous push button inputs as a means to trigger sounds or lights. These types of motion-triggered toys include: electronic balls, ride-on toys, flying toys, pull along toys and electronic games.

There are ride-on toys that provide sound effects in direct relationship to the amount of input of the rider. Additionally, there are toys that establish an amount of time a toy operates dependent on an amount of time a button is pushed as an input means.

There are a number of drawbacks to current small-scale electronic vehicles options for children. These vehicles require relatively little physical engagement of the child with the toy in order to get the desired output. Most typically, a child merely pushes a button, or a series of buttons to hear sounds, or see lights or make the car drive off. Even in toys that provide progressive sounds and lights with each push of a button, there is little satisfaction in this type of repetitive activity. Further, current offerings don't offer a relationship between the amount of input activity generated and the output event.

There may be advantages for an improved small-scale vehicle toy that produces feedback (e.g., sounds or lights and a motorized output event) directly related to the amount of a child's input.

It is desirable to provide an apparatus, method, and computer program product for an interactive toy vehicle that provides new structures and combinations of features for enhancing education and amusement, particularly for an improved small-scale vehicle toy that produces feedback (e.g., sounds or lights and a motorized output event), and in some cases, feedback directly related to the amount of a child's input.

BRIEF SUMMARY OF THE INVENTION

Disclosed is a system, method, and computer program product for an interactive toy vehicle that provides new structures and combinations of features for enhancing education and amusement, particularly for an improved small-scale vehicle toy that produces feedback (e.g., sounds or lights and a motorized output event), and in some cases directly related to the amount of a child's input.

The following summary of the invention is provided to facilitate an understanding of some of the technical features related to active-input toy vehicles and is not intended to be a full description of the present invention. A full appreciation of the various aspects of the invention can be gained by taking the entire specification, claims, drawings, and abstract as a whole. The present invention is applicable to other formats in addition to wheeled toy vehicles.

The improved vehicle toy may utilize a physical contact-gated rolling input having an embedded power source and a microprocessor to translate the gripping and rolling inputs into a potentially a wide range of electronic, motive, and operational outputs. Further, this improved technique may provide sounds and lights during an input stage, e.g., a “power up” that may enhance the experience and provide feedback to the child.

New combinations and arrangements of toy features are often developed and advance the quality of the toys and the abilities of such toys to contribute to education and amusement of children.

An embodiment of the present invention may include one or more interactive toy interfaces including a grip detector, a play surface engagement detector, and a relative motion detector, or equivalent or similar structures. That is, in some implementations, a grip detector may employ a capacitive sensor coupled to a housing to provide an input regarding actual physical engagement of the toy by a user (e.g., a young child). In some implementations, a hardware switch or other interface structure may provide the same or similar function. As one use of the grip detector is to signal a processor of the toy that the user is ready to play. An ON-OFF switch, while not directly equivalent, may provide this signal at a higher level of abstraction. Such a switch may not offer as much flexibility and may not be as dynamic in all instances, however there may reasons (e.g., possible reduced complexity or reduced cost of goods) to employ these alternative solutions. Similarly, there may be many different ways of determining play surface engagement (e.g., set down/pick up sensing structure) or determining a similar or related intent. A relative motion sensing structure may directly measure sweep/scrub and sweep/scrub speed by including, for example, an optical encoder coupled to a motive structure (e.g., a wheel or axle) or some other mechanical, optical, acoustic structure that detects motion with respect to a play surface/medium. Some relative pointing devices like a mouse or track ball, may include optical systems that could measure a relative speed over a play surface. In some cases, lifting and setting down a device (sensed by the surface engagement detection system) may be used to infer a sweep event or speed as each sweep includes rolling the toy over the play surface while the surface engagement detector is active, possibly measuring vehicle speed/direction as well, lifting the toy, and repeating. A pattern of the set-down/lift-up sensor may be used to infer or used in a similar way.

In some embodiments, various feedback and special effects functions may be correlated to one of these interface elements. That is, a longer or tighter “squeeze”, faster or slower sweeps/scrubs, or particular surface-engagement/disengagement patterns, alone or in combination with other interface signals, may produce different feedback/effects than other patterns. In some systems, there may not be a correlated response. That is, a response that does not vary based upon a degree of use as measured from one or more of the interfaces—such a response may be predetermined or random, and may be triggered by an interface. Correlation may be implemented many ways, such as faster rolling produces increasing feedback or effect (volume, faster revving engine, or the like).

An embodiment of the present invention may include an apparatus, method, and computer program product for a toy vehicle including: a chassis; a motive element, coupled to the chassis, for moving the chassis; a grip detector for generating a grip signal responsive to the chassis being held, a movement detector for generating a movement signal responsive to one or more motion events applied to the chassis while the grip signal is present; and a controller, coupled to the chassis and responsive to the movement and grip signal, for: evaluating the motion events during a setup period; determining an operational play mode responsive to the evaluated motion events; and setting a play mode for the toy vehicle responsive to the operational mode.

The construction, arrangement, and input of this improved vehicle toy encourages a child to physically hold it in their hand and roll the vehicle over a play surface at various velocities and accelerations (positive and negative) over a setup phase to configure a play mode for the vehicle (which may optionally include progressing through various audio and light sequences). Audio and light sequences may be varied as the child grips and moves the vehicle through different motions which may include slow and fast motions, a series of slow or fast forward only, a series of slow or fast reverse only, a series of slow or fast alternating forward and reverse motions, and combinations thereof “prepping” the vehicle in preparation for an operational mode racing to encourage longer and more sustained hand-operated motion. Further, the new vehicle toy may determine how fast and far the vehicle moves dependent on the velocities and accelerations of the toy vehicle by the child during the preparation or configuration mode, with the possibility of providing bonus operational modes (e.g., a “wheelie” or “screeching tires”) for special motion sequences that meet or exceed certain thresholds or configurations.

The present invention thus provides an apparatus, method, and computer program product for an interactive toy vehicle that provides new structures and combinations of features for enhancing education and amusement, particularly an improved small-scale vehicle toy that produces feedback (e.g., sounds or lights and a motorized output event) directly related to the amount and/or type of a child's input.

An embodiment of the present invention may include a computer-controlled toy vehicle that provides two distinct modes of play: 1) a roll-around play mode where a child pushes the vehicle around which causes the wheels to slowly rotate (e.g., below an RPM threshold) and may continually receive audio/visual feedback related to a sustained manual slow-speed manipulation of the vehicle in a mode/operation appropriate for the roll-around play mode, and 2) a race play mode where the child pushes the vehicle quickly/vigorously (an increased velocity and/or acceleration) causing the wheels to roll or accelerate more quickly/vigorously and may then receive a different set of audio/visual feedback for race play mode, and dependent on the amount and direction(s) of quick/vigorous inputs, when the child sets the vehicle down (or a time delay from a last fast-speed manipulation) it provides a correlational motor run/audio/visual output (e.g., a run event related to inputs provided during the race play mode). In these modes, a hand of the child may be required to be present on the car to “power up” and receive inputs from the activity (capacitive or switch detection). Some implementations may implement a manual ON/OFF switch to operate in addition to, or in lieu of the grip detection signal. For example, an implementation may be “started” by touching the chassis or switching the manual switch to ON from OFF. The switch being in the ON position may substitute for the presence of the grip signal (operation of the vehicle while switch is ON) may detect and implement different operational modes. In some implementations, an optical reader scheme measures wheel rotation and RPMs (velocities and accelerations) may be used to determine a mode that the child is operating in, and then determine appropriate feedback.

A method for operating a toy vehicle moving over a playsurface, the method including (a) detecting a sequence including a set of discrete child-originated countable playsurface-engaged actions applied to the toy vehicle using a set of detectors coupled to the toy vehicle, the sequence including a number N of the actions with N>1; and (b) responding to the sequence to provide a feedback indication.

A method for operating a toy vehicle moving over a playsurface, the toy vehicle including an engine driving motive elements contacting the playsurface to move the toy vehicle over the playsurface, the method including (a) detecting a sequence including a set of discrete child-originated countable playsurface-engaged actions applied to the toy vehicle using a set of detectors coupled to the toy vehicle, the sequence including a number N of the actions with N>1; and (b) responding to the sequence to provide a run-mode, the run-mode selected from a group including a roll-around mode and a race-mode, wherein a selection of a particular run-mode is responsive to one or more of the number N or a rate of an application of the set of actions to the toy-vehicle.

A method for operating a toy vehicle on a playsurface, the method including (a) determining a particular actuation mode of the toy vehicle responsive to application of a set of user-manipulations applied to the toy vehicle, the set of user-manipulations detected using a set of detection structures coupled to the toy vehicle, wherein the particular actuation mode is selected from one of a predetermined set of actuation modes, and wherein each actuation mode of the set of actuator modes is determined from a predetermined configuration state of user-manipulations for the toy vehicle; (b) setting a mode indicator of the toy vehicle responsive to the particular actuator mode; and thereafter (c) operating the toy vehicle in the particular actuation mode; wherein the set of detection structures include a grip-equivalent detector, a playsurface engagement-equivalent detector, and a vehicle motion-equivalent detector indicating a relative velocity of the toy surface moving over the playsurface; and wherein the set of predetermined actuation modes include a start-up mode, a shut-down mode, a roll-around mode, and a race-mode.

An interactive toy vehicle, including a housing including a motor, a set of motive elements configured for supporting and moving the housing over a playsurface responsive to the motor, and a set of user-interface elements including one or more interface structures selected from the group consisting of a grip detector, a playsurface engagement detector, a playsurface relative motion detector, a feedback system, and combinations and equivalents thereof; and a processor, supported by the housing and coupled to the motor and to the set of user-interface elements, the processor executing a set of instructions retrieved from a memory, execution of the set of instructions, responsive to a set of signals from the interface structures, performing a method, including establishing, using the processor, a first operational mode for the interactive toy vehicle, the operational mode selected from one of a startup mode, a roll-around mode, and a race mode; setting a first state of a vehicle operational system responsive to the first operational mode; and thereafter establishing, using the processor, a change to the first operational mode; and setting a second state of the vehicle operational system responsive to the change to the first operational mode.

Any of the embodiments described herein may be used alone or together with one another in any combination. Inventions encompassed within this specification may also include embodiments that are only partially mentioned or alluded to or are not mentioned or alluded to at all in this brief summary or in the abstract. Although various embodiments of the invention may have been motivated by various deficiencies with the prior art, which may be discussed or alluded to in one or more places in the specification, the embodiments of the invention do not necessarily address any of these deficiencies. In other words, different embodiments of the invention may address different deficiencies that may be discussed in the specification. Some embodiments may only partially address some deficiencies or just one deficiency that may be discussed in the specification, and some embodiments may not address any of these deficiencies.

Other features, benefits, and advantages of the present invention will be apparent upon a review of the present disclosure, including the specification, drawings, and claims.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying figures, in which like reference numerals refer to identical or functionally-similar elements throughout the separate views and which are incorporated in and form a part of the specification, further illustrate the present invention and, together with the detailed description of the invention, serve to explain the principles of the present invention.

FIG. 1 illustrates a perspective view of an embodiment of the present invention implemented as an interactive wheeled toy vehicle;

FIG. 2 illustrates a wheel rotation encoder that may be used with the interactive toy vehicle shown in FIG. 1; and

FIG. 3 illustrates a schematic block diagram of an embodiment of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

Embodiments of the present invention provide a system and method for an interactive toy vehicle that provides new structures and combinations of features for enhancing education and amusement, particularly for an improved small-scale vehicle toy that produces feedback (e.g., sounds or lights and a motorized output event), in some cases the feedback is directly related to the amount of a child's input, such as gripped movements on a play surface. The following description is presented to enable one of ordinary skill in the art to make and use the invention and is provided in the context of a patent application and its requirements.

Various modifications to the preferred embodiment and the generic principles and features described herein will be readily apparent to those skilled in the art. Thus, the present invention is not intended to be limited to the embodiment shown but is to be accorded the widest scope consistent with the principles and features described herein.

Definitions

Unless otherwise defined, all terms (including technical and scientific terms) used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this general inventive concept belongs. It will be further understood that terms, such as those defined in commonly used dictionaries, should be interpreted as having a meaning that is consistent with their meaning in the context of the relevant art and the present disclosure, and will not be interpreted in an idealized or overly formal sense unless expressly so defined herein.

The following definitions apply to some of the aspects described with respect to some embodiments of the invention. These definitions may likewise be expanded upon herein.

As used herein, the term “or” includes “and/or” and the term “and/or” includes any and all combinations of one or more of the associated listed items. Expressions such as “at least one of,” when preceding a list of elements, modify the entire list of elements and do not modify the individual elements of the list.

As used herein, the singular terms “a,” “an,” and “the” include plural referents unless the context clearly dictates otherwise. Thus, for example, reference to an object can include multiple objects unless the context clearly dictates otherwise.

Also, as used in the description herein and throughout the claims that follow, the meaning of “in” includes “in” and “on” unless the context clearly dictates otherwise. It will be understood that when an element is referred to as being “on” another element, it can be directly on the other element or intervening elements may be present therebetween. In contrast, when an element is referred to as being “directly on” another element, there are no intervening elements present.

As used herein, the term “set” refers to a collection of one or more objects. Thus, for example, a set of objects can include a single object or multiple objects. Objects of a set also can be referred to as members of the set. Objects of a set can be the same or different. In some instances, objects of a set can share one or more common properties.

As used herein, the term “adjacent” refers to being near or adjoining. Adjacent objects can be spaced apart from one another or can be in actual or direct contact with one another. In some instances, adjacent objects can be coupled to one another or can be formed integrally with one another.

As used herein, the terms “connect,” “connected,” and “connecting” refer to a direct attachment or link. Connected objects have no or no substantial intermediary object or set of objects, as the context indicates.

As used herein, the terms “couple,” “coupled,” and “coupling” refer to an operational connection or linking. Coupled objects can be directly connected to one another or can be indirectly connected to one another, such as via an intermediary set of objects.

The use of the term “about” applies to all numeric values, whether or not explicitly indicated. This term generally refers to a range of numbers that one of ordinary skill in the art would consider as a reasonable amount of deviation to the recited numeric values (i.e., having the equivalent function or result). For example, this term can be construed as including a deviation of ±10 percent of the given numeric value provided such a deviation does not alter the end function or result of the value. Therefore, a value of about 1% can be construed to be a range from 0.9% to 1.1%.

As used herein, the terms “substantially” and “substantial” refer to a considerable degree or extent. When used in conjunction with an event or circumstance, the terms can refer to instances in which the event or circumstance occurs precisely as well as instances in which the event or circumstance occurs to a close approximation, such as accounting for typical tolerance levels or variability of the embodiments described herein.

As used herein, the terms “optional” and “optionally” mean that the subsequently described event or circumstance may or may not occur and that the description includes instances where the event or circumstance occurs and instances in which it does not.

As used herein, the term discrete child-originated countable playsurface-engaged actions refers to discernable events detectable by a set of detectors associated with the toy vehicle, which event includes a user-controlled manipulations of the toy vehicle with respect to the playsurface that indicate an intent to “charge” the toy vehicle for one of the actuation modes. These events may include one or more of a sweep or a scrub. A sweep includes pushing the vehicle (e.g., forward or backward) while at least one motive element contacts the playsurface, then lifting the toy vehicle off the playsurface, reposition the vehicle on the playsurface, and then push the vehicle again. The cycle of pushing and lifting/repositioning refers to sweeping. A scrub includes pushing the vehicle back and forth over the playsurface without lifting it. The cycle of pushing back and forth is a scrub.

As used herein, the term “equivalent” used in the context of a sensor or detector refers to a structure that provides a signal or machine-discernable indication that provides a microprocessor with a similar intent-suggestion as provided by the referenced structure. For example, a grip-equivalent detector may include a sensor disposed in or on a component of the toy vehicle responsive to a grip of component by the child which indicates an “intent” to physically engage with the toy vehicle. In some cases, a simple, manual “ON/OFF” switch included as part of the toy vehicle may indicate a similar “intent” and used by the processing system of the toy vehicle as a substitute for a grip indication signal. Not all functionality or use may be equivalent, but some functionality and use of an equivalent structure may overlap with the referenced structure sufficient to meet the design goals of the toy vehicle.

The present invention provides an apparatus, method, and computer program product for an interactive toy vehicle that provides new structures and combinations of features for enhancing education and amusement, particularly an improved small-scale vehicle toy that produces feedback (e.g., sounds or lights and a motorized output event), in some cases feedback that is directly related to the amount of a child's input. The following description is presented to enable one of ordinary skill in the art to make and use the invention and is provided in the context of a patent application and its requirements. Various modifications to the preferred embodiment and the generic principles and features described herein will be readily apparent to those skilled in the art. Thus, the present invention is not intended to be limited to the embodiment shown but is to be accorded the widest scope consistent with the principles and features described herein.

Broadly, aspects of the present invention may include one or more the following options, and combinations:

1) a roll around toy vehicle that provides a feedback indication as the user (e.g., child) contacts it as well as thereafter as the user rotates the wheels;

2) a race toy vehicle that provides a feedback indication when the user picks the toy vehicle up and sweeps the wheels quickly across the playsurface and then sets it down for a motorized race event that may be autonomous; and

3) a toy vehicle that provides both of these play modes.

4) For each vehicle format, example 1)-3) above, there can be either: a) correlational feedback indication (directly or inversely dependent on N>1) and b) no correlational feedback indication (e.g., output is the same or randomized irrespective of a number N of particular one or more inputs).

FIG. 1 illustrates a perspective view of an embodiment of the present invention implemented by an interactive toy vehicle 100. To simplify the following discussion, the embodiment implemented by an “automobile-type” of toy, though various other interactive toys and amusements may include other implementations. In operation, a child grips and rolls vehicle 100 over a play surface. The velocities (speed and direction) of motions and optionally the time-derivatives of the velocities of the child-controlled motions determines operation such as selection of a play mode. The play mode may, over various intervals, simulate, progressively, a slow mode and a race mode for vehicle 100. The child may, at any time, actuate vehicle 100 to cause it to move out at a speed/distance determined by the selected mode. For example, while the operational mode may be evaluated and set by gripping and rolling the toy vehicle over the surface, setting the toy vehicle on the play surface and releasing the grip may initiate the selected mode.

FIG. 2 illustrates a motion system 200 that may be used with interactive toy vehicle 100 shown in FIG. 1. System 200 includes an IR sender 205, a follower wheel 210, a rotating fan blade 215, an infrared (IR) beam 220, a chassis support 225, an IR receiver/detector 230, a wheel axle 235, and a vehicle wheel 240. Movement of vehicle 100 over the play surface causes a rotation of wheel 240 rotates follower wheel 210 so that blade 215 interrupts beam 220 proportional to velocity and acceleration of a movement of wheel 240. A processor or control system receives information from detector 230 to process wheel motion as described herein.

There are many different mechanical, electronic, electro-mechanical solutions for detecting motion of vehicle 100 that may be used in addition or in lieu of motion system 200. Laser systems, such as used on relative pointing devices (e.g., mice and trackballs) include imaging and/or reflective motion tracking systems that may be used in addition to many other systems.

As discussed herein, various modes and detector and detector-equivalent structures reference rotational measurement and the like, such as for determining an intention of a user. For example, rolling the toy vehicle slowly for one actuation mode (push-around) and rolling the toy vehicle more quickly (e.g., an intent to “rev” the toy vehicle for increased power up or charge). The measurement or imputation of speed or intent to operate a toy vehicle in roll around or rev-to-race mode may be made in many different ways with different structures. As discussed herein, an impulse detector may measure a rotation of wheels tied to a simple optical or physical switch gate scheme. An impulse detector may be optical or physical for measuring wheel rotation and speed of rotation.

Described herein are various feedback mechanisms, any implementation may include one or more of the same or different systems. These feedback systems may be audio (e.g., sounds), visual (e.g., lights), and/or haptic (e.g., physical) in reaction to user-initiated events during an actuation mode (e.g., a roll around mode).

Similarly, there are many ways to implement a grip detector—a physical compression for example or a capacitive sensor switch are among the options without considering grip detection equivalence in addition.

FIG. 3 illustrates a system 300 of an embodiment of the present invention for use with vehicle 100. Vehicle 100 includes a chassis and one or more of the following elements coupled to the chassis: a power source 305, a visual feedback indication system 310 (e.g., LED array), a motor 315, a gear box, a printed circuit board (PCB), a controller 320, an motion detector 325 (e.g., an rounds per minute (RPM)) detector such as system 200, an audio feedback indication system 330, a plurality of wheels/axels, an ON/OFF switch, and a grip detector 335.

The chassis may include a toy housing or casing configured into the desired toy/amusement object, which in the preferred embodiment includes a toy automobile. Other embodiments may be other types of vehicles—including trains, watercraft or aircraft and in other embodiments may also be a ball or bumble-ball type housing.

Power source 305, e.g., one or more batteries, provides power to add sound, lights and logic to vehicle 100. Visual feedback system 310 indicates level of “power up” or “virtual charge” and also used for enhanced light effect at key moments (e.g., motor “start” and “peel out” sequence). Visual feedback system 310 may include different/additional visual elements other than single LED array 205 depending upon a particular implementation.

Motor 315 is an electric motor used to drive the gear box and turn the wheels in vehicle 100 responsive to control information from controller 330. In some implementations, motor 315 may also be used to trigger a particular stunt or a bouncing, jiggling ball or an action and then a secondary action (like shaking the motor block or doing a stunt after X duration of motor run).

The gear box is used to moderate and gear down a motor in an output sequence, converting rotation of an element of motor 315 to appropriate rotation of one or more wheels/axels of the wheels/axle.

The PCB, as conventionally known, provides structural and electrical interconnectivity among the elements of vehicle 100.

Controller 330, e.g., a microprocessor, provides logic for measuring input conditions and an output based on input registered as more fully described herein. In a preferred embodiment, controller 330 is a microcontroller that includes embedded memory and interface elements to function as a specially programmed general-purpose computing system. In some implementations, the interface includes I/O elements for affecting the program instructions stored in the embedded memory, and in some instances an interface for accessing removable media storing program instructions for implementing one or more of the features described herein.

RPM detector 325, e.g., a wheel rotation encoder, may be implemented in many different ways as noted herein, or any other of well-known or yet-to-be developed mechanisms to produce a motion signal responsive to movements of the chassis.

Audio feedback indication system 330, e.g., a speaker/audio source, provides feedback sound responsive to control information from controller 330 that ties the feedback sound to motion inputs, motor start event, motor output (also may apply to a one or more bonus events like “stunt” events).

The wheels/axel present in the vehicle version format of the present invention, transfers motor/gear sequence into output movement over the play surface. Depending upon implementations, the wheels/axel may respond to control information from controller 330 to change vehicle direction or orientation (by independently moving one or more individual wheels/axels relative to each other or the chassis (e.g., steering or spinning wheels in different directions or bouncing chassis relative to chassis mount). Motor 315, the gear box, and the wheels/axel provide the motive element for the vehicle format. Other formats may configure the motive element differently to be appropriate for the format (e.g., engines and propellers for watercraft and aircraft).

An ON/OFF switch is optional but may, in some implementations, be used to power up controller 330 in anticipation of motion and grip input sequences.

Grip detector 335 is a capacitive or mechanical structure that gates operation of vehicle 100—that is controller 320 will measure and respond to signals from RPM detector 325 only when grip detector 335 indicates that a person is holding and operating the chassis.

In operation, a child picks up vehicle 100, scaled appropriately for the relatively small hand size of children, and moves the chassis over a play surface in a variety of possible patterns and motions. Controller 330 detects the wheel rotation using RPM detector 325 and counts RPMs over various intervals to establish the operational mode. Controller 330 may provide feedback cues to the child, through the visual feedback system 310 and/or audio feedback system 330. When the child stops moving vehicle 100 and releases it on the play surface, controller 330 actuates the motive element appropriate for the detected/determined operational mode.

Each mode has an appropriate visual indication and audio indication. At any time that the child actuates vehicle 100, the motor responds based upon the mode. The response in the preferred embodiment is to run for a predetermined period, but at different speeds (achieved by varying the duty cycle of the motor). In other embodiments, the length of motor run is determined by the mode.

The description herein includes basics of two modes for interactive toy vehicle 100: (1) roll around and (2) rev and race. Both of these modes provide an appropriate/desired feedback loop with the second mode (rev and race) providing a proportional input/output scheme based on how many times the child “revs” the interactive vehicle by lifting it and swiping it (at a faster RPM input exceeding an RPM threshold for the roll-around mode.

Some implementations may include a “scrubbing” operation for “powering up” during the rev-and-race mode 2 where an operator may move the vehicle back and forth rapidly on the surface (e.g., not lifting the vehicle from the play surface) to achieve the high RPM second mode. For interactive toys, especially for young children, a retail price is often an important consideration for adoption. The more modes, feedback types, thresholds, detectors may require more complex resources (e.g., a more powerful microprocessor and extensive software) that can result in the interactive toy exceeding desired price points. Therefore, some embodiments may include relatively simple and straightforward implementations that may provide a reliable distinction between the two modes of play, particularly understandable by the operator/child. For example, one reliable distinction was achievable when the child lifts the car off the surface and sweeps it forward to achieve the higher RPM rev-and-race play) versus relatively slowly pushing the vehicle over the play surface.

In some of the described implementations, there is a grip detector for hand-on detection. The present invention does not require this implementation wherein the “grip signal” may or may not end up being a requirement (at least capacitive detection beyond turning the audio-waiting-for-input mode) to achieve the two modes of play. An implementation may employ a capacitive switch as an ON switch to turn the interactive toy on awaiting inputs for either mode (BUT this implementation of the present invention may not require the child/operator to keep their hand on the car to maintain the “engine” in an “active” simulation). As long as the “on” switch is either a physical switch or a capacitive switch to get into “waiting for input” mode both fall within the scope of the present invention. Many embodiments may include a “hands on the interactive toy vehicle” play user interface experience, embodiments of the present invention employ a “grip signal” to maintain a sequence or detection state (with a grip signal broadly construed as also including a particular gating signal from a manual switch that may be interpreted as activating the mode determination features described herein). In some embodiments, once a mode is activated, operation may simply time out (after for example 10 seconds or other suitable time) if there is no user input for either/any mode. The particular combination of an embodiment described herein that substitutes a manual ON/OFF switch for a grip detector ended up being less frustrating for accidentally interrupting a play mode because the child/operator relaxed a grip on the chassis for even a second. Simplified user interfaces and clarity in their operations is good for reducing frustration with preschoolers and improving playability and enjoyment. Some embodiments may allow an operator to set a “grip detector” mode which may include an ON/OFF, a continuous grip mode, a configurable (user and/or manufacturer) to set a grip-removal delay that would not indicate a grip-removal state unless the grip detector indicates a grip-removed state for longer than the grip-removal delay (e.g., 1-5 seconds, 1-10 seconds, or other range). A possible nuance for some implementations is that an initial start up moment is responsive to a grip-indication, a subsequent “off” mode may be somewhat forgiving (e.g., the unit is waiting for rotational motion of the wheels whether the hand of the operator is touching the vehicle consistently throughout this mode).

A component that is important in some implementations is the “set-down switch” element that is used to detect when the toy vehicle, during play, is either on or off the playsurface to help distinguish between “roll around” and “Rev and race” modes. When a user lifts the toy vehicle off the ground, the toy vehicle is checking its set of detectors and signal sources to establish an intent to “rev” the toy vehicle—for example scanning/waiting for “rev” inputs (e.g., sweeps), and then dependent on the number of N actions, when they set it down again, the toy vehicle determines that it is time to turn on the motor and deliver a race event enabling the toy vehicle to move autonomously over the playsurface based upon its pre-set down configuration responsive to user activities and events.

A specific variation of the architecture that may be implemented is a “scrub” means of revving up for race mode. Scrubbing may eliminate a set down switch requirement (used for determining whether the unit is on or off the surface). It would achieve the same “roll around” mode when moving slowly across a surface, and then trigger a “rev and race” event by “scrubbing” the vehicle back and forth quickly and repeatedly on the surface. And instead of a set down for the motorized event, the system may wait for the grip indicator to be released, and then proceed with a motorized race event (e.g., dependent on N>1 scrubs detected). This implementation may use a delta separating slow versus fast inputs from the impulse detector to distinguish an intention of the user (use of a set down switch allows use of a bright line indicator of the user's intentions in the other format modes described).

Mode Embodiments

Start-Up Mode Sequence:

    • 1) Turn power on (e.g., hardware) and ready vehicle for a positioning of vehicle on a play surface to detect set-down (e.g., an engagement of a set-down switch by vehicle/surface engagement).
    • 2) Initialize system—including one or more capacitive sensors, a rolling encoder to detect rolling activity (including rolling inactivity) such as by use of an infrared encoder coupled to a motive device (wheel).
    • 3) Monitor system for a vehicle grip, for example a triggering of a capacitive sensor coupled to a chassis.
    • 4) When vehicle is gripped, initially activate a startup FX process, for example use the processor to play an ‘engine startup’ sound, then activate an idling FX process, for example play an ‘idling sound loop’ awaiting roll-around inputs (vehicle is placed in a ROLL-AROUND UI MODE described herein).
      • NOTE: Once a vehicle grip trigger is detected, any idling sound is played in a loop plays for X seconds regardless of whether continuous grip contact is detected (this avoids potential frustration in any scenario where a hand slips off contact point momentarily). Also, worth noting that both the IR encoder and capacitive sensor schemes can feasibly be replaced with physical switches in production.

Roll-Around/Low-Speed UI Mode Sequence:

    • 1) When playsurface/vehicle engagement is detected, for example a set-down switch of the vehicle is engaged, and in an event rolling is detected while idle sound is playing, interrupt idle loop and start playing a low speed FX, for example a low speed shifting sound loop.
    • 2) When continuous rolling of the vehicle on the play surface is detected, play acceleration sounds sequence.
    • 3) When rolling is stopped, interrupt speed shifting sound loop and switch back to the idling sound loop.
    • 4) When vehicle rolling is stopped for Y number of seconds, stop engine sound will play, and the vehicle will wait to be touched to start up again (returns to START-UP MODE sequence).
    • 5) When vehicle is picked up at any point (e.g., play surface/vehicle disengagement), interrupt sound loop and enter REV-TO-RACE MODE.
      • NOTE: Audio levels in ROLL-AROUND MODE may play at a different volume than other modes, for example approximately half the volume of the sounds in REV-TO-RACE AND RACE MODES, which may increase drama and excitement.

Rev-to-Race/Hi-Speed UI Mode Sequence:

    • 1) Lift vehicle off the play surface to detect surface/vehicle disengagement, such as deactivation of a set-down switch, and initiate the REV-TO-RACE UI MODE.
    • 2) User “sweeps” the wheels, and when/as the vehicle sensing system detects faster rolling inputs, play louder, “hotter”, louder rev sound effects and LEDs choreographed to the audio—a sweep includes a user-motivated uni-directional movement of the vehicle while one or more wheels engage the play surface, and then lift the vehicle from the surface to reposition the vehicle, set it down on the surface, and then push or pull the vehicle again.
    • 3) Microprocessor counts revs (fast wheel rotation) and user can rev 1, 2, 3, or max out at 4 or more (4+inputs registers at 100% input instruction).
    • 4) Vehicle plays increasingly higher pitched rev sounds with each “sweep”.
      • NOTE: Some embodiments may include a “Scrub to Rev” mode (e.g., faster rolling back and forth without picking up the car as described above). For reliability reasons and to minimize confusion around “what mode am I in?” particularly for young children, an embodiment may desire to implement a set-down switch, and demonstrates the Rev-To-Race mode described above that clearly distinguishes between the two modes of play.

Race Mode Sequence:

    • 1) Set vehicle down to re-engage set-down switch and initiate motorized race event that correlates to the number of inputs received during the REV-TO-RACE UI MODE sequence.
    • 2) Vehicle may perform a range of choreographed motorized, audio and LED payoffs that vary in run duration and intensity.
    • 3) At an end of a race event, the vehicle reverts back to LOW-SPEED UI MODE sequence.
    • 4) When the vehicle is left alone for a long while, it plays an “engine stop” sound, and waits to be gripped again to restart (returns to START-UP MODE sequence).

Features/Characteristics of One or More Embodiments

1) The a) Roll Around Play, b) Rev to Race, and c) Correlational output based on input pieces of the format are distinct elements of the present invention (though may be combined with one or more other elements in a single toy vehicle. The RPM speed and revolutions measurement is considered as an independent element from an implementation of an optional correlational output component requirement. An implementation of the present invention may include just the “Roll Around” and “Rev and Race” elements, doesn't measure and deliver correlational Run events based on the input (in other words, the “run” is the same or randomized/pseudo-randomized regardless of the input). An improved small-scale vehicle toy that produces feedback (e.g., sound or lights) directly related to child's input when pushing it around and when picking it up and sweeping the wheels to “power” up for racing (e.g., sound or lights or a motorized output event)

2) The optical gate approach to measuring the speed of input is just one way to accomplish a switch scheme. For instance, it is also possible that a physical switch (or switches) scheme could measure the RPM speed and revolutions based on physical (not optical) rotation of the wheels or gear box components. For example, the same piece that is shown as the “optical gate” piece (215) could also be hitting a physical switch at the base of that assembly (and by hitting the switch each half rotation, it can effectively measure the same speed and revolutions as the optical solution).

3) Also, the switch scheme, whether optical or physical, that will be used to measure rotational speed and revolutions could be surface mounted on the board or tied directly to the gear box (as alternatives to the way the assembly is mounted to one of the wheels as illustrated).

4) Capacitive touch, or physical switch(s) being depressed, turn on the starter and idle audio sfx. From a semantic standpoint, the use of the word “grip” in the application may in some instances only describe part of the sense of the invention. It may be implemented as a “touch” or a “light touch” in the case of a switch in order to magically start up the play experience. In this sense, the aspect of the format described as “grip” may actually just require a touch (whether capacitive or physical switch scheme) to “start” the ignition and idle sfx for X period of time waiting for the play input. Importantly, the idle sfx will continue for a period of time after touch activation (whether the hands maintain contact with the vehicle or not) to minimize frustration of interrupting the play experience by accidentally losing continuous contact with the switch(s).

Various components and subsystems of vehicle 100 have been described specifically for automotive toy vehicles, the preferred embodiment is not limited to these types of vehicles or necessarily to vehicles at all. Terms specific to the feedback systems and the motive system have been used. While these are descriptive of the preferred embodiments, these terms are not to be understood as limiting the nature of the present invention.

Embodiments of the present invention described in this application may, of course, be embodied in hardware; e.g., within or coupled to a Central Processing Unit (“CPU”), microprocessor, microcontroller, System on Chip (“SOC”), or any other programmable device. Additionally, embodiments may be embodied in software (e.g., computer readable code, program code, instructions and/or data disposed in any form, such as source, object or machine language) disposed, for example, in a computer usable (e.g., readable) medium configured to store the software. Such software enables the function, fabrication, modeling, simulation, description and/or testing of the apparatus and processes described herein. For example, this can be accomplished through the use of general programming languages (e.g., C, C++), GDSII databases, hardware description languages (HDL) including Verilog HDL, VHDL, AHDL (Altera HDL) and so on, or other available programs, databases, and/or circuit (i.e., schematic) capture tools. Such software can be disposed in any known computer usable medium including semiconductor, magnetic disk, optical disc (e.g., CD-ROM, DVD-ROM, etc.) and as a computer data signal embodied in a computer usable (e.g., readable) transmission medium (e.g., carrier wave or any other medium including digital, optical, or analog-based medium). As such, the software can be transmitted over communication networks including the Internet and intranets. Embodiments of the invention embodied in software may be included in a semiconductor intellectual property core (e.g., embodied in HDL) and transformed to hardware in the production of integrated circuits. Additionally, implementations of the present invention may be embodied as a combination of hardware and software.

The system and methods above have been described in general terms as an aid to understanding details of preferred embodiments of the present invention. In the description herein, numerous specific details are provided, such as examples of components and/or methods, to provide a thorough understanding of embodiments of the present invention. Some features and benefits of the present invention are realized in such modes and are not required in every case. One skilled in the relevant art will recognize, however, that an embodiment of the invention can be practiced without one or more of the specific details, or with other apparatus, systems, assemblies, methods, components, materials, parts, and/or the like. In other instances, well-known structures, materials, or operations are not specifically shown or described in detail to avoid obscuring aspects of embodiments of the present invention.

Reference throughout this specification to “one embodiment”, “an embodiment”, or “a specific embodiment” means that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment of the present invention and not necessarily in all embodiments. Thus, respective appearances of the phrases “in one embodiment”, “in an embodiment”, or “in a specific embodiment” in various places throughout this specification are not necessarily referring to the same embodiment. Furthermore, the particular features, structures, or characteristics of any specific embodiment of the present invention may be combined in any suitable manner with one or more other embodiments. It is to be understood that other variations and modifications of the embodiments of the present invention described and illustrated herein are possible in light of the teachings herein and are to be considered as part of the spirit and scope of the present invention.

It will also be appreciated that one or more of the elements depicted in the drawings/figures can also be implemented in a more separated or integrated manner, or even removed or rendered as inoperable in certain cases, as is useful in accordance with a particular application.

Additionally, any signal arrows in the drawings/Figures should be considered only as exemplary, and not limiting, unless otherwise specifically noted. Combinations of components or steps will also be considered as being noted, where terminology is foreseen as rendering the ability to separate or combine is unclear.

The foregoing description of illustrated embodiments of the present invention, including what is described in the Abstract, is not intended to be exhaustive or to limit the invention to the precise forms disclosed herein. While specific embodiments of, and examples for, the invention are described herein for illustrative purposes only, various equivalent modifications are possible within the spirit and scope of the present invention, as those skilled in the relevant art will recognize and appreciate. As indicated, these modifications may be made to the present invention in light of the foregoing description of illustrated embodiments of the present invention and are to be included within the spirit and scope of the present invention.

Thus, while the present invention has been described herein with reference to particular embodiments thereof, a latitude of modification, various changes and substitutions are intended in the foregoing disclosures, and it will be appreciated that in some instances some features of embodiments of the invention will be employed without a corresponding use of other features without departing from the scope and spirit of the invention as set forth. Therefore, many modifications may be made to adapt a particular situation or material to the essential scope and spirit of the present invention. It is intended that the invention not be limited to the particular terms used in following claims and/or to the particular embodiment disclosed as the best mode contemplated for carrying out this invention, but that the invention will include any and all embodiments and equivalents falling within the scope of the appended claims. Thus, the scope of the invention is to be determined solely by the appended claims.

Claims

1: A method for operating a toy vehicle moving in engagement with a playsurface, the method comprising:

(a) detecting a sequence including a set of discrete child-originated countable playsurface-engaged actions applied to the toy vehicle using a set of detectors coupled to the toy vehicle, said sequence including a number N of said actions with N>1; and
(b) responding to said sequence to provide a feedback indication.

2: The method of claim 1 wherein said feedback indication includes simulating a “charging” of the toy vehicle wherein an attribute of said feedback indication is directly related to said number N.

3: The method of claim 1 wherein responding to said sequence is responsive to a grip-indication signal.

4: The method of claim 2 wherein responding to said sequence is responsive to a grip-indication signal.

5: The method of claim 3 further comprising a switch including an ON mode and an OFF mode, said switch providing said grip-indication signal when operated in said ON mode and said switch not providing said grip-indication signal when operated in said OFF mode.

6: The method of claim 4 further comprising a switch including an ON mode and an OFF mode, said switch providing said grip-indication signal when operated in said ON mode and said switch not providing said grip-indication signal when operated in said OFF mode.

7: The method of claim 3 wherein the toy vehicle includes a chassis, further comprising a grip detector coupled to said chassis, said grip detector including an ON mode and an OFF mode, said grip detector providing said grip-indication signal when operated in said ON mode indicating a grip of said chassis and said grip detector not providing said grip-indication signal when operated in said OFF mode indicating a non-grip of said chassis.

8: The method of claim 4 wherein the toy vehicle includes a chassis, further comprising a grip detector coupled to said chassis, said grip detector including an ON mode and an OFF mode, said grip detector providing said grip-indication signal when operated in said ON mode indicating a grip of said chassis and said grip detector not providing said grip-indication signal when operated in said OFF mode indicating a non-grip of said chassis.

9: The method of claim 1 wherein the toy vehicle includes a motor driving motive elements contacting the playsurface to move the toy vehicle over the playsurface, further comprising:

(c) responding to said sequence to provide a run-mode, said run-mode selected from a group including a roll-around mode and a race-mode, wherein a selection of a particular run-mode is responsive to one or more of the number N or a rate of an application of said set of actions to the toy-vehicle.

10: A method for operating a toy vehicle moving in engagement with a playsurface, the toy vehicle including a motor driving motive elements contacting the playsurface to move the toy vehicle over the playsurface, the method comprising:

(a) detecting a sequence including a set of discrete child-originated countable playsurface-engaged actions applied to the toy vehicle using a set of detectors coupled to the toy vehicle, said sequence including a number N of said actions with N>1; and
(b) responding to said sequence to provide a run-mode, said run-mode selected from a group including a roll-around mode and a race-mode, wherein a selection of a particular run-mode is responsive to one or more of the number N or a rate of an application of said set of actions to the toy-vehicle while the toy vehicle engages the playsurface.

11: The method of claim 10 wherein said run-mode includes simulating a “charging” of the toy vehicle wherein an attribute of said feedback indication is directly related to said number N.

12: The method of claim 10 wherein responding to said sequence is responsive to a grip-indication signal.

13: The method of claim 11 wherein responding to said sequence is responsive to a grip-indication signal.

14: The method of claim 12 further comprising a switch including an ON mode and an OFF mode, said switch providing said grip-indication signal when operated in said ON mode and said switch not providing said grip-indication signal when operated in said OFF mode.

15: The method of claim 13 further comprising a switch including an ON mode and an OFF mode, said switch providing said grip-indication signal when operated in said ON mode and said switch not providing said grip-indication signal when operated in said OFF mode.

16: The method of claim 12 wherein the toy vehicle includes a chassis, further comprising a grip detector coupled to said chassis, said grip detector including an ON mode and an OFF mode, said grip detector providing said grip-indication signal when operated in said ON mode and said grip detector not providing said grip-indication signal when operated in said OFF mode.

17: The method of claim 13 wherein the toy vehicle includes a chassis, further comprising a grip detector coupled to said chassis, said grip detector including an ON mode and an OFF mode, said grip detector providing said grip-indication signal when operated in said ON mode and said grip detector not providing said grip-indication signal when operated in said OFF mode.

18: A method for operating a toy vehicle on a playsurface, the method comprising:

(a) determining a particular actuation mode of the toy vehicle responsive to application of a set of user-manipulations applied to the toy vehicle, said set of user-manipulations detected using a set of detection structures coupled to said toy vehicle, wherein said particular actuation mode is selected from one of a predetermined set of actuation modes, and wherein each actuation mode of said set of actuator modes is determined from a predetermined configuration state of user-manipulations for said toy vehicle;
(b) setting a mode indicator of the toy vehicle responsive to said particular actuator mode; and thereafter
(c) operating the toy vehicle in said particular actuation mode;
wherein said set of detection structures include a grip-equivalent detector, a playsurface engagement-equivalent detector, and a vehicle motion-equivalent detector indicating a relative velocity of the toy surface moving in engagement with the playsurface; and
wherein said set of predetermined actuation modes include a start-up mode, a shut-down mode, a roll-around mode, and a race-mode.

19: The method of claim 18 wherein the toy vehicle includes a housing including a motor, a set of motive elements configured for supporting and moving said housing over a playsurface responsive to said motor, and a set of user-interface elements including one or more interface structures selected from the group consisting of a grip detector, a playsurface engagement detector, a playsurface relative motion detector, a feedback system, and combinations and equivalents thereof and a processor, supported by said housing and coupled to said motor and to said set of user-interface elements, said processor executing a set of instructions retrieved from a memory, execution of said set of instructions, responsive to a set of signals from said interface structures, setting said particular execution mode.

20: The method of claim 19 wherein said set of detection structures includes said grip-detector, said playsurface engagement detector, and said playsurface relative motion detector, wherein said start-up mode includes a detection of a grip event of the toy vehicle when said toy vehicle is in said shut down mode, wherein said roll around mode includes a detection of a set down event while the toy vehicle is in said start up mode or while the toy vehicle is in said roll around mode and a detection of a relative velocity of the toy vehicle over the playsurface indicates the toy vehicle is being moved slower than a predetermined velocity threshold, wherein said race mode includes a detection of said set down event while the toy vehicle is in said start up mode or while the toy vehicle is in said roll around mode and said detection of said relative velocity of the toy vehicle over the playsurface indicates the toy vehicle is being moved faster than a predetermined velocity threshold, wherein the toy vehicle is moved autonomously by said motor while the toy vehicle is in said race mode and said set down event is active.

21: The method of claim 20 wherein at least one of said actuation modes has a correlation to said set of said user-manipulations influencing said at least one of said actuation modes.

22: The method of claim 20 wherein none of said actuation modes has a correlation to said set of said user-manipulations influencing any of said actuation modes.

23: The method of claim 18 wherein said grip-equivalent detector includes a grip detector or a grip indication switch, wherein said playsurface engagement-equivalent detector includes a set down switch active when the toy vehicle is placed on the playsurface or a playsurface proximity detector when the toy vehicle is proximate the play surface, and a vehicle motion-equivalent detector indicating a relative velocity of the toy surface moving over the playsurface includes an optical encoder coupled to a motive element of the toy vehicle or a reflection tracking mechanism imaging the playsurface during movement of the toy vehicle.

24-27. (canceled)

28: A method for a toy vehicle, comprising:

(a) applying manually a set of events to the toy vehicle;
(b) detecting, from said set of events using a set of detectors, a sequence of discrete countable playsurface-engaged actions, said sequence including a number N of said actions with N>1; and
(c) setting, responsive to said number N, an operational mode of the toy vehicle.

29: The method of claim 28 wherein said operational mode includes a mode selected from a group consisting of a roll-around mode and a race-mode, wherein a selection of a particular operational mode is responsive to one or more of said number N or a rate of an application of said number N of said actions to the toy vehicle.

30: The method of claim 28 wherein said sequence of discrete countable playsurface-engaged actions includes a plurality of sweeps of the toy vehicle.

31: The method of claim 28 wherein said sequence of discrete countable playsurface-engaged actions includes a plurality of scrubs of the toy vehicle.

Patent History
Publication number: 20200261815
Type: Application
Filed: Apr 26, 2019
Publication Date: Aug 20, 2020
Inventor: Phillip H. Neal (San Rafael, CA)
Application Number: 16/395,251
Classifications
International Classification: A63H 17/38 (20060101); A63H 17/28 (20060101); A63H 17/32 (20060101);