Interleaving story toy
Provided are a method, system, and device for electronically telling a story in a predetermined narrative sequence. Alternate story parts may be substituted for each portion of the narrative sequence. Alternate story parts may be selected in accordance with selections made by a user. In the illustrated embodiment, clothing items such as a hat, for example, may be placed on a doll and replaced with different clothing items as the story progresses. As each substitute clothing item is identified, an alternate story part may be selected and substituted for playback in accordance with the identified substitute clothing items. Additional embodiments are described and claimed.
In the following description, reference is made to the accompanying drawings which form a part hereof and which illustrate several embodiments. It is understood that other embodiments may be utilized and structural and operational changes may be made without departing from the scope of the descriptions provided.
In the embodiment of
A first or beginning interval 44a for identifying a user selection may be initiated by, for example, turning on the toy 10. The toy 10 may be turned on by closing a suitable switch, for example, to apply power from a batter pack 48 or other suitable power source, to the controller 30. It is appreciated that other events may be utilized to initiate a beginning interval for identifying a user selection.
In response to identifying (block 20) a user selection in a beginning interval such as the interval 44a, a beginning or introductory part of a story may be played (block 50) wherein the beginning part relates to the selection identified in the beginning interval. Thus, for example, the user may initially select the clown hat 22a by placing the clown hat 22a on the doll 12 as shown in
Alternatively, the user may initially select the firefighter hat 22b as shown in
The collection of beginning story parts 52a, 52b, 52c form a class of beginning story parts designated as the “Chapter 1” class in
In another aspect of the description provided herein, alternative story parts may also be selected and substituted in real time, in response to user selections, as the story is played while maintaining the narrative sequence. Thus, in another operation, a user selection for a toy is identified (block 60) in an intermediate interval, such as the intermediate interval 44b. In the illustrated embodiment, the interval 44b for identifying a user selection may be initiated during, for example, the playback of the beginning story part, that is, the Chapter 1 class story part, in this example. It is appreciated that other events may be utilized to initiate an intermediate interval for identifying a user selection.
In response to identifying (block 60) a user selection in an intermediate interval such as the interval 44b, an intermediate part of a story may be played (block 62) wherein the intermediate part relates to the selection identified in the intermediate interval 44b. Thus, for example, after the user initially selects the clown hat 22a in the beginning interval 44a, the user may subsequently select the firefighter hat 22b by removing the clown hat 22a and replacing it with the firefighter hat as shown in
In the illustrated embodiment, the playback of story segment 70b as the Chapter 2 story part of the story, may begin following the termination of the playback of the story part 52a as the Chapter 1 story part of the story. It is appreciated that in other embodiments, playback of a story segment may be terminated prior to completion of that story segment, depending upon the particular application.
Alternatively, the user may elect to keep the clown's hat 22a on as shown in
Alternatively, the user may initially select the cowboy hat 22c as shown in
The collection of intermediate story parts 70a, 70b, 70c form a class of intermediate story parts designated as the “Chapter 2” class in
The remaining intermediate story parts for intermediate Chapters 3 and 4 may be selected and played back in narrative sequential order in a manner similar to that described above. In the example of
The collection of intermediate story parts 80a, 80b, 80c form a class of intermediate story parts designated as the “Chapter 3” class in
Next, in the example of
The collection of intermediate story parts 90a, 90b, 90c form a class of intermediate story parts designated as the “Chapter 4” class in
In the illustrated embodiment, the story has three intermediate story parts as presented by Chapters 2, 3 and 4. It is appreciated that a story may have a greater or lesser number of intermediate story parts in a narrative sequence, depending upon the particular application.
Following selection of the intermediate story parts in sequential order, in another operation, a user selection for a toy is identified (block 100) in an end interval, such as the end interval 44e. In the illustrated embodiment, the interval 44e for identifying a user selection may be initiated during, for example, the playback of the last intermediate story part, that is, the Chapter 4 class story part, in this example. It is appreciated that other events may be utilized to initiate an end interval for identifying a user selection.
In response to identifying (block 100) a user selection in an intermediate interval such as the interval 44b, an end part of a story may be played (block 102) wherein the end part relates to the selection identified in the end interval 44e. Thus, for example, the user may elect to subsequently select the cowboy hat 22c by removing the clown hat 22a and replacing it with the cowboy hat 22c as shown in
The collection of end story parts 110a, 110b, 110c form a class of end story parts designated as the “Chapter 5” class in
In this manner, a complete story from beginning to end may be told by the toy 10 as represented by the arrows 56, 74, 84 and 94. The story may be told in narrative sequence, beginning at the first chapter, Chapter 1, continuing through Chapters 2, 3 and 4 in order and ending with the final chapter, Chapter 5. Thus, in the illustrated embodiment, there are 153 (3 to the 5th power) possible story lines resulting from 5 chapters and three choices for each chapter in accordance with the user selection of a hat. The number of story lines may vary depending upon the number of story segments or chapters, and the number of choices for each segment or chapter. In the illustrated embodiment, the narrative sequence of Chapters 1-5 is introduction of a character, followed by a description of the story setting, followed by action taken by a character, followed by a problem resulting from a character's action, followed by a resolution of a problem. While maintaining this narrative sequence, the story part selected for each chapter may be selected from a class of story parts in which each story part of the class may relate to a common portion of the narrative sequence. Thus, the story part selected from a particular class relates both to the clothing article selected by the user for that portion of the story as well as to the particular portion of the narrative sequence for that class.
In one embodiment, the various story parts of each class for each Chapter may be worded in a generic fashion such that a story part for one Chapter relating to one user selection may be substituted with another story part from the same class for that Chapter but for a different user selection and yet maintain a degree of narrative continuity as the story progresses from Chapter to Chapter in sequence notwithstanding changes in the clothing article user selections.
In the illustrated embodiment, the lengths of the story parts of each chapter class are depicted in
In the illustrated embodiment, the sensors 40 may include a plurality of magnetically actuated switches 120a, 120b, 120c (
Similarly, the firefighter hat 22b may have a magnet 130b disposed on one side of the firefighter hat 22b, to be positioned to be in close physical proximity to the similarly side positioned sensor switch 120b of the doll 12, when the firefighter hat 22b is placed on the head 24 of the doll 12 as schematically represented in
Each device 214a, 214b, . . . 214n may comprise any type of Input/Output (I/O) device internal or external to the body 32 of the toy 10, such as the input sensors 40, music and speech synthesizer circuits etc. As shown in
In other embodiments, the devices 214a, 214b, . . . 214n may comprise a hard disk drive, or a video chipset, for example which may be integrated on the computer 202 motherboard or on an expansion card inserted in an expansion slot on the computer 202 motherboard. The BIOS 206 may be implemented in firmware in a non-volatile memory device on the computer 202 motherboard, such as a Flash memory, Read Only Memory (ROM), Programmable ROM (PROM), etc. The BIOS 206 code indicates the sequence of the boot operations. The operating system 210 may comprise a suitable operating system, such as a Microsoft® Windows® operating system, Linux™, Apple® Macintosh®, etc. (Microsoft and Windows are registered trademarks of Microsoft Corporation, Apple and Macintosh are registered trademarks of Apple Computer, Inc., and Linux is a trademark of Linus Torvalds). In the illustrated embodiment, the controller 30 including the computer 202 are disposed within the body 32 of the doll 12. However, it is appreciated that the controller 30 may comprise any computing device known in the art, such as a mainframe, server, personal computer, workstation, laptop, handheld computer, telephony device, network appliance, virtualization device, programmable or dedicated circuit, etc. Any suitable CPU or processor 204 or operating system may be used.
Additional Embodiment DetailsThe described operations may be implemented as a method, apparatus or article of manufacture using standard programming and/or engineering techniques to produce software, firmware, hardware, or any combination thereof. The term “article of manufacture” as used herein refers to code or logic implemented in a tangible medium, where such tangible medium may comprise hardware logic (e.g., an integrated circuit chip, Programmable Gate Array (PGA), Application Specific Integrated Circuit (ASIC), etc.) or a computer readable medium, such as magnetic storage medium (e.g., hard disk drives, floppy disks, tape, etc.), optical storage (CD-ROMs, optical disks, etc.), volatile and non-volatile memory devices (e.g., EEPROMs, ROMs, PROMs, RAMs, DRAMs, SRAMs, firmware, programmable logic, etc.). Code in the computer readable medium is accessed and executed by a processor. The tangible medium in which the code or logic is encoded may also comprise transmission signals propagating through space or a transmission media, such as an optical fiber, copper wire, etc. The transmission signal in which the code or logic is encoded may further comprise a wireless signal, satellite transmission, radio waves, infrared signals, Bluetooth, etc. The transmission signal in which the code or logic is encoded is capable of being transmitted by a transmitting station and received by a receiving station, where the code or logic encoded in the transmission signal may be decoded and stored in hardware or a computer readable medium at the receiving and transmitting stations or devices. Additionally, the “article of manufacture” may comprise a combination of hardware and software components in which the code is embodied, processed, and executed. Of course, those skilled in the art will recognize that many modifications may be made to this configuration without departing from the scope of the present description, and that the article of manufacture may comprise any suitable information bearing medium.
The foregoing description of various embodiments has been presented for the purposes of illustration. It is not intended to be exhaustive or to limit to the precise form disclosed. Many modifications and variations are possible in light of the above teaching.
Claims
1. A method, comprising:
- playing a story in a predetermined narrative sequence of story parts comprising a beginning story part followed by at least one intermediate story part, followed by an end part; wherein said story playing includes:
- identifying a user selection for a toy in a first interval in a chronological sequence of intervals comprising at least a beginning interval, followed by at least one intermediate interval, followed by an end interval;
- selecting from a class of beginning story parts, a particular beginning story part which relates to the user selection identified in said beginning interval;
- identifying a user selection for said toy in an intermediate interval of said sequence of intervals;
- selecting from a class of intermediate story parts, a particular intermediate story part which relates to the selection identified in said intermediate interval; and
- identifying a user selection for said toy in an end interval of said sequence of intervals; and
- selecting from a class of end story parts, a particular end story part which relates to the user selection identified in said end interval;
- wherein the selected beginning, intermediate and end story parts are played in the predetermined narrative sequence.
2. The method of claim 1 wherein the toy is in the shape of a doll and each user selection identifying includes identifying a clothing article placed by a user on said doll.
3. The method of claim 2 wherein the clothing article identified in said first interval is a first clothing item and said clothing article identified in said intermediate interval is a second clothing item different from said first clothing item wherein said played story has at least one story part related to said first clothing item and at least one story part related to said second clothing item.
4. The method of claim 2 wherein said selecting an intermediate story part includes substituting an intermediate story part related to said second clothing article for an intermediate story part relating to said first clothing item wherein said substituted intermediate story part relating to said second clothing article is played instead of an intermediate story part relating to said first clothing item.
5. The method of claim 4 wherein the clothing article identified in said end interval is a third clothing item different from said first and second clothing items wherein said played story has at least one story part related to said first clothing item, at least one story part related to said second clothing item and at least one story part related to said third clothing item.
6. The method of claim 5 wherein said selecting an end story part includes substituting an end story part related to said third clothing article for an end story part relating to said second clothing item wherein said substituted end story part relating to said third clothing article is played instead of an end story part relating to said second clothing item.
7. The method of claim 3 wherein said second clothing article identification in said intermediate interval includes identifying said second clothing article in place of said first clothing article.
8. The method of claim 5 wherein said third clothing article identification in said end interval includes identifying said third clothing article in place of said second clothing article.
9. The method of claim 3 wherein each beginning part of said class of beginning story parts introduces a character related to a clothing article selectable by a user.
10. The method of claim 2 wherein each intermediate story part of said class of intermediate story parts describes a story setting related to a clothing article selectable by a user.
11. The method of claim 2 wherein each intermediate story part of said class of intermediate story parts describes an action taken by a character wherein the action is related to a clothing article selectable by a user.
12. The method of claim 2 wherein each intermediate story part of said class of intermediate story parts describes a problem resulting from action taken by a character wherein the problem is related to a clothing article selectable by a user.
13. The method of claim 2 wherein each end story part of said class of end story parts describes a resolution of a problem wherein the resolution is related to a clothing article selectable by a user.
14. The method of claim 2 wherein the clothing article identified in each interval is one of a plurality of different hats.
15. A toy, comprising:
- a plurality of different clothing articles;
- a doll having a plurality of sensors positioned to respond to each clothing article when placed on said doll;
- a speaker coupled to said doll; and
- a controller including an input circuit coupled to said sensors and an audio output circuit coupled to said speaker, wherein said controller has logic adapted to: identify in response to said input circuit and said sensors, a clothing article on said doll in a first interval; play an introductory part of a story through said audio output circuit and said speaker wherein the introductory part relates to the clothing article identified in said first interval; identify in response to said input circuit and said sensors, a clothing article on said doll in an intermediate interval; play an intermediate story part through said audio output circuit and said speaker wherein said intermediate part relates to a clothing article identified in said intermediate interval; and identify in response to said input circuit and said sensors, a clothing article
- on said doll in an end interval; and
- play an end story part through said audio output circuit and said speaker wherein said conclusion part relates to a clothing article identified in said end interval.
16. The toy of claim 15 wherein the clothing article identified in said first interval is a first clothing item and said clothing article identified in said intermediate interval is a second clothing item different from said first clothing item wherein said played story has at least one story part related to said first clothing item and at least one story part related to said second clothing item.
17. The toy of claim 15 wherein said playing an intermediate story part includes substituting an intermediate story part related to said second clothing article for an intermediate story part relating to said first clothing item wherein said substituted intermediate story part relating to said second clothing article is played instead of an intermediate story part relating to said first clothing item.
18. The toy of claim 17 wherein the clothing article identified in said end interval is a third clothing item different from said first and second clothing items wherein said played story has at least one story part related to said first clothing item, at least one story part related to said second clothing item and at least one story part related to said third clothing item.
19. The toy of claim 18 wherein said playing an end story part includes substituting an end story part related to said third clothing article for an end story part relating to said second clothing item wherein said substituted conclusion story part relating to said third clothing article is played instead of an end story part relating to said second clothing item.
20. The toy of claim 16 wherein said second clothing article identification in said intermediate interval includes identifying said second clothing article in place of said first clothing article.
21. The toy of claim 18 wherein said third clothing article identification in said end interval includes identifying said third clothing article in place of said second clothing article.
22. The toy of claim 16 wherein said introductory story part being played introduces a character related to the clothing article identified in the first interval.
23. The toy of claim 15 wherein an intermediate story part being played describes a story setting related to the clothing article identified in the intermediate interval.
24. The toy of claim 15 wherein an intermediate story part being played describes an action taken by a character wherein the action is related to the clothing article identified in the intermediate interval.
25. The toy of claim 15 wherein an intermediate story part being played describes a problem resulting from action taken by a character wherein the problem is related to the clothing article identified in the intermediate interval.
26. The toy of claim 15 wherein the end story part being played describes resolution of a problem wherein the resolution is related to the clothing article identified in the end interval.
27. The toy of claim 15 wherein the clothing article identified in each interval is a hat.
28. The toy of claim 27 wherein a first clothing article is a fire fighter hat, a second clothing item is a clown hat and a third clothing item is a cowboy hat.
29. The toy of claim 15 wherein each clothing article has a magnet and each sensor includes a magnetic switch responsive to a clothing article magnet when placed in proximity to said switch.
30. The toy of claim 15 wherein the magnet of each clothing article is placed in a different location than the magnet of the other clothing articles.
31. The toy of claim 15 wherein said doll has a body and said controller and speaker are disposed within said body.
Type: Application
Filed: Oct 19, 2005
Publication Date: Apr 19, 2007
Inventor: Andrew Rifkin (Rolling Hills Estates, CA)
Application Number: 11/255,055
International Classification: A63H 3/00 (20060101);