Patents by Inventor Ed Annunziata

Ed Annunziata has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).

  • Patent number: 7249950
    Abstract: Apparatuses and methods are provided directed at teaching writing, such as printing, cursive, and calligraphy, to users of all ages. Typically, the embodiments are directed toward teaching children the basic skills of writing. However, it may be appreciated that the embodiments may be utilized by users of all ages. In particular, embodiments of the invention can be used to teach the skill of writing and learning letters of the English alphabet to foreigners. Or, embodiments of the invention can be used to teach English speakers various foreign alphabets. For example, embodiments may provide instruction in writing Arabic letters, Greek letters, or Chinese or Japanese characters, to name a few. Additionally, embodiments of the invention may be used to teach artistic forms of writing, such as calligraphy, script, or various fonts.
    Type: Grant
    Filed: October 7, 2004
    Date of Patent: July 31, 2007
    Assignee: LeapFrog Enterprises, Inc.
    Inventors: Richard Glen Freeman, Elecia White, Ed Annunziata
  • Publication number: 20050106538
    Abstract: Apparatuses and methods are provided directed at teaching writing, such as printing, cursive, and calligraphy, to users of all ages. Typically, the embodiments are directed toward teaching children the basic skills of writing. However, it may be appreciated that the embodiments may be utilized by users of all ages. In particular, embodiments of the invention can be used to teach the skill of writing and learning letters of the English alphabet to foreigners. Or, embodiments of the invention can be used to teach English speakers various foreign alphabets. For example, embodiments may provide instruction in writing Arabic letters, Greek letters, or Chinese or Japanese characters, to name a few. Additionally, embodiments of the invention may be used to teach artistic forms of writing, such as calligraphy, script, or various fonts.
    Type: Application
    Filed: October 7, 2004
    Publication date: May 19, 2005
    Applicant: LeapFrog Enterprises, Inc.
    Inventors: Richard Freeman, Elecia White, Ed Annunziata
  • Publication number: 20040082381
    Abstract: An electronic entertainment system for creating a video sequence by executing video game camera behavior based upon a video game sound file includes a memory configured to store an action event/camera behavior (AE/CB) database, game software such as an action generator module, and one or more sound files. In addition, the system includes a sound processing unit coupled to the memory for processing a selected sound file, and a processor coupled to the memory and the sound processing unit. The processor randomly selects an AE pointer and a CB pointer from the AE/CB database. Upon selection of the CB pointer and the AE pointer, the action generator executes camera behavior corresponding to the selected CB pointer to view an action event corresponding to the selected AE pointer.
    Type: Application
    Filed: October 24, 2002
    Publication date: April 29, 2004
    Inventor: Ed Annunziata
  • Publication number: 20040029625
    Abstract: Character behavior in a video game is driven by a character's attributes. The character's attributes are classified as static attributes, dynamic attributes, meta attributes, and emotional attributes. A user issues external stimuli, such as voice commands, to a group of characters. One or more attributes associated with each character are adjusted based upon the external stimuli. Thus, the user may issue external stimuli to affect the behavior and actions of a group of characters.
    Type: Application
    Filed: February 11, 2003
    Publication date: February 12, 2004
    Inventor: Ed Annunziata
  • Publication number: 20040029626
    Abstract: Character behavior and action in a video game are driven by a character's gene attributes and modified by a character's emotional attributes. The character's gene attributes are classified as static attributes, dynamic attributes, and meta attributes. A subset of the dynamic attributes include the character's emotional attributes expressed as numerical hate/love (H/L) values stored in H/L tables. Game interactions modify a group of characters' H/L values and subsequent behavior.
    Type: Application
    Filed: February 11, 2003
    Publication date: February 12, 2004
    Inventor: Ed Annunziata