SYSTEM, METHOD, DEVICE AND APPLICATIONS TO CONNECT DEVICES AND PEOPLE OVER A HYBRID SOCIAL NETWORK

A system and method enabling users to connect toys with other users and their toys over a network, said system comprising: at least one toy connected to a social network; said social network having profiles of said toys and said users respectively; a web-server having a web-services module and a database connected to said social network, said toys and said users; an update server connected to said social network, said toys and said users; and a messaging server connected to said social network, said toys and said users.

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Description
CROSS-REFERENCE TO THE RELATED APPLICATION

This application claims priority from Indian Patent Application No. 3590/MUM/2013 dated Nov. 15, 2013, the entire disclosure of which is incorporated herein by reference.

FIELD OF THE INVENTION

The present invention relates to a system and method to connect devices and people/users, over the internet, creating a hybrid social network. More particularly, the present invention relates to a system, method, device and applications to connect devices over a hybrid social network enabling the said devices to intelligently interact with each other and with the people/users.

BACKGROUND OF THE INVENTION

Social networks allow users to identify and communicate with each other via home computers, either socially such as through Facebook, MySpace or professionally such as through LinkedIn.

Devices controlled by remote, mobile apps/tablets and devices posting data to existing social networks used by adults have long existed. With the advent of Internet enabled computer IO boards, wireless communications and social networking the possibilities of toys entertaining kids/adults have arisen. The invention introduces a new way of entertaining users using a physical toy and a social network on the Internet.

The present invention, unlike the disclosure in the prior art, puts devices such as, but not limited to, toys, tablet computers, home automation systems including Lights, Television etc. On a network of users such as children or adults and integrates the real world with the virtual on a social network.

The ability to interact via physical devices such as sending/receiving personal messages via devices and the ability to create/download a custom logic application for interaction between devices (locally or remotely) on the network, are some of the new and unusual features of the instant invention. For example, in a social network created by/for the users such as children, the ability of the present invention to send/receive personal messages via toys/devices, ability to send/receive ‘pats’ to and by the toys/devices remotely, resulting in automatically generated emotional states are but a few distinguishing features of the present invention.

The present invention enabling devices, not being limited to, such as toys, tablet computers, home automation systems including Lights, Television etc. to be part of a social network and ability for any user to create/download logic linking Input/Output status from multiple devices is the unique aspect of the present invention.

SUMMARY OF THE INVENTION

The present invention relates to system and methods for connecting users and Toys/devices over a Social Network and enabling their interaction.

The present invention also relates to a Social Network for Toys/devices that enables children and adults to connect for example, smart toys with their friend's toys over a network such as the Internet, allowing them to send and receive images, audio and video messages, live streams via toys, and download logic applications and content that let the toys intelligently interact with each other and alters the toys behaviors of interaction and responses. Children and adults can create logic applications, which can be downloaded to the toys/devices to alter their behavior and responses.

The invention involves a social network in which toys/devices with Internet enabled electronic boards and adults/children are members and can interact with each other on a social network.

Accordingly, one aspect of the invention relates to a system enabling users to connect toys with other users and their toys over a network said system, comprising at least one toy connected to a social network; said social network having profiles of said toys and said users respectively; a web-server having a web-services module and a database connected to said social network said toys and said users; an update server connected to said social network said toys and said users; and a messaging server connected to said social network, said toys and said users.

The toys of the invention are identified on said social network by a unique ID and have a social network profile, which represents its visual embodiment/avatar/presence/status/emotional state on said social network.

Another aspect of the invention relates to a system enabling users to interact, set commands/instructions/configure and update content/logic of toys said system comprising of at least one input device having an input reader configured to send a user's instructions to a toy or to another user's toy over a network; at least one output device having an output writer configured to cause a response in said toys; a networking and messaging module configured to send/receive instructions and data from a messaging server and updates server; a logic updater module, a content updater module and response logic module each configured to send/receive/retrieve instructions from said networking and messaging module. The system, wherein said content updater module is configured to store commands/instructions and data in a database server being able to auto update contents/logic from said updates server.

The content updater module is configured to store commands/instructions and data in a database server being able to auto update contents/logic from said updates server. The said response logic module is configured to send/receive/retrieve commands/instructions from said database/storage and/or said networking and messaging module. Further, the emotional and social logic module is configured to store/retrieve commands/instructions and data from said database said database/storage and said response logic module. The output devices are configured to retrieve instructions from said response logic module, said emotional and social logic module and said database manifesting a response in said toys.

Another aspect of the invention relates to a method enabling users to connect and create relationships with toys, with other users and their toys over a network, said method comprising the steps of initiating a friend request to connect a user having at least one toy with another user having at least one toy in a social network comprising plurality of profiles of toys and users; establishing a connection between said users upon acceptance of the friend request; allowing the said users to interact with, send instructions and have access to said connected toys.

Another aspect of the invention relates to a method to alter a toy's behavior/emotional state through electronic/input sensors and interaction history of a toy with users and other toys in a social network, the method comprising the steps of: decoding a message/instructions/commands received from a response logic module, whether the said message/instructions/commands is a message for said social network or a instructions/commands for said toy; sending instructions through a response logic module to an output device if message is found to be a command for said toy; analyzing said users' interaction history and emotional state of said toy by an emotional and social logic module; generating and sending message/data to all connected users on said social network by/through a messaging server; expressing emotional state through activation of electronic components and displaying/playing different media content such as messages, images, videos, sound clips etc.

The emotional state/behavior of toys is capable of being altered by sending instructions to the response logic module by an input device. The response logic module is connected to the networking and messaging module which in turn is connected to the social network. Further, the emotional state/behavior of toys is capable of being altered by sending instructions to said messaging server and in turn to said network and messaging module. The toys are also configured to send instructions/messages/data to users, other toys and upload content on social network via said networking and messaging module.

The Smart Toy/device of the invention is configured to use a combination of electronic hardware, software, applications and the Internet to provide a novel way of entertainment for children/adults.

The Smart Toy/device of the invention allows a child/adult to connect his toys/device on a Social Network and have fun interacting with friends and their toys/devices. The Smart Toys/devices are a part of the child's extended Social Network.

In one embodiment the Smart Toy/device is configured with an electronic I/O board. Each type of toy/device has unique input sensors and output devices, depending on its creative configuration. The electronic board of the invention is configured with an operating system and/or firmware to read write I/O devices. Electronic boards are internet enabled with embedded modules or via supplementary circuits. The electronic boards can also be Bluetooth, RFID, or the like enabled. Batteries or AC to DC Adapters or the like used to power the electronic board.

The Social network is hosted on a server or a network of servers accessible over the internet. The Messaging Server is hosted on a server/network of servers accessible over the internet.

In one embodiment the electronic board is internet enabled and is configured to communicate with servers on the Internet. Communication is carried out by the communication login in the proprietary application on the electronic board viz., via Network Sockets.

In another embodiment the electronic board, not being limited to, is Bluetooth/RFID/Light sensor or the like enabled and communicates with other toys with electronic boards in nearby physical location using Bluetooth/RFID/Light sensors.

In another embodiment the electronic board is configured to communicate, not being limited to, via Internet/Bluetooth/RFID or the like with a server on the local area network (LAN).

The users and toys/devices connect with each other as friends on a Social Network and exchange messages with each other.

The user or a toy/device can also initiate play with the toy/device by sending it a message in any content format as provided by the Social Network.

The application embedded in the electronic board has logic implementation application to interpret the messages sent by the users and send a response back to the user via the messaging communications layer of the toy application. This response is visible to the user on the Social Network as a message.

In one embodiment, the I/O status of the toy/device is interpreted by the I/O logic implementation application on the toy and in combination with the logic application it creates/changes emotions on the toy. The emotions of a toy are modeled and maintained by the emotion and social logic module which is a part of the custom application on the toy. Different emotions are stored for each of the toys friends which include users and other toys. These emotions can be broadcasted to the toys friends on the Social Network. The emotional state also alters the toys avatar on the Social Network when viewed by toys friends on the social network. Users can interact based on the status/emotional state of the Toy or respond to a message sent by the Toy by sending it back a message.

In one embodiment, the messages sent by the users from the Social Network are capable of executing electro-mechanical, audio, and application activations on the toy/device that can alter the emotional (maintained through logic application on the toy) and physical state of the toy/device through output devices.

In one embodiment, the users who are friends with the toy/device on the Social Network can read/write the toys Input Output device status and use a mobile/tablet application to create application logic that enable fun interactions. This application logic can be downloaded onto the toy application to change toy responses.

In one embodiment the toys/devices are configured to receive commands from the server to update their content and logic. The Content and Logic updater modules on the toy/device application carry out the commands and are responsible for the downloading and swapping of content and logic.

In one embodiment, the toy/device is embedded with electronic components such as a global positioning system (GPS) chip or cellular/wireless triangulation hardware that make the toy “location aware” and allow a user or other individual to determine and monitor the location of the toy.

When a toy is in the vicinity of another similar toy or other device, and depending on the toys' respective personal settings, the toys begin to communicate information back and forth with each other. Depending on the specific profile settings, the toys can flash a sequence of lights, vibrate, exchange data wirelessly, talk audibly, etc., or some combination or sub-combination of these. The toys, depending on the particular embodiment, are also capable to introduce themselves to each other. For example, one toy might say to another, “Hello, my name is Tom. Would you like to be my friend?”

Places of business and other points of interest can broadcast (e.g. over a Wi-Fi, Bluetooth, Cellular, Satellite or Radio network) data for reception by the toys/devices that can mark that the toy/device has been in that particular geographic location before and/or transmit data/offers about their location to the toy. As an example, if the toy/device has been there before, the local network system may transmit a “Welcome back, Tom” message to the toy/device.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of an illustrative embodiment depicting how a physical toy becomes part of the social network and has virtual presence on the social network according to the present invention;

FIG. 2 is a block diagram illustrating a workflow for a friend request between two users who own toys, on the social network according to the present invention;

FIG. 3 is a block diagram of the logical structure of the toy application modules according to the present invention;

FIG. 4 is a block diagram illustrating a workflow of uploading user created logic on toys to alter their behavior logic and output states according to the present invention;

FIG. 5 is a block diagram illustrating a workflow of how a users' action on the social network creates a response from the toy according to the present invention;

FIG. 6 is a block diagram illustrating a workflow of how logic on the toy changes its emotional state and the corresponding visual status of its Avatar on the Social Network according to the present invention.

FIG. 7 illustrates a conceptual schematic of toys social network according to the present invention.

FIG. 8 is a logical diagram of the components of the Social Network Server of the present invention;

FIG. 9 is a concept drawing of the modules of the mobile application used in the present invention.

Embodiments of the present disclosure and their advantages are best understood by referring to the detailed description that follows. It should be appreciated that like reference numerals are used to identify like elements illustrated in one or more of the figures, wherein showings therein are for purposes of illustrating embodiments of the present disclosure and not for purposes of limiting the same.

DETAILED DESCRIPTION OF THE INVENTION

In the following description and in various illustrative embodiments of the invention:

The terms “user” or “users” used herein unless specified otherwise will mean a human adult or child.

The terms “toy” or “device” used herein unless specified otherwise will mean a Smart Toy or Smart device respectively with an electronic board running a firmware or an Operating System with custom application and having, not being limited to, Internet connectivity and/or having Bluetooth, RFID/Light sensor connectivity or the like.

A message unless specified otherwise refers to a content delivered over the Internet/Local Area Network (LAN) from a Toy to a user and vice versa, and also exchanged between toys. A message/content can have formats of text, image, audio and video, live feeds, instructions or a combination thereof.

The terms “toy” or “toys” represented by numeral 400, 400a in drawings include reference to any and all number of toys within a social network.

The terms “user” or “users” represented by numeral 500, 500a in drawings include reference to any and all number of users within a social network.

Referring now to the drawings, FIG. 1 is a block diagram depicting an illustrative method to connect a toy 400 to the social network 100 and have a virtual presence on the social network by means of a toy social network profile 101. As illustrated, a user 500 is prompted to configure a toy 400, connect it to social network 100 via the Internet/network. The toy 400 is identified on the social network 100 by toy profile 101 with a unique ID, and it connects with other users 500a and toys profiles 105 on the social network 100 as a friend on their social graph. The toy 400 has a social network profile 101, which represents its “presence” on the social network 100. The physical toy 400 is configured with an application 601 which connects the toy 400 to a messaging server 300. The messaging server 300 acts as a bridge with the social network 100 and delivers messages to and fro. The messaging server 300 is configured to communicate with the Social Network 100 via a web-services module 200. However, the users 500 do not control or update any content on toy social network profile 101. The toys profile 101 is updated with status messages and activity messages autonomously by application 601 on the physical toy 400.

The physical toy 400 can also communicate with one or more devices e.g., servers or other remote systems, tablet computers, desktop computers, laptop computers, notebooks, smart phones or the like over various communication links. For instance, a device can have wired connection to one or more toys 400 (e.g., USB cable), or a device viz., mobile networked device can have wireless connections (e.g., Bluetooth or Wi-Fi) to the one or more toys 400. The toys 400 can also communicate with a device via multiple connections, such as via a network e.g. the Internet and wireless/wired connections. The illustrated connections are illustrative only and should not be taken as limiting. Rather a wide variety of connections can be used.

Referring now to FIG. 2 the workflow of creating a friendship relationship between users 500, 500a with user profiles 102,104 and their toys 400, 400a with toy profiles 101,103,105 is illustrated. A connection between two user profiles 102, 104 and their toys' profiles 101,103,105 is a multiple relationship micro-network 111. Two users A 500 with profile 102 and B 500a with profile 104 own a number of physical toys 400, 400a and are friends with the toys' profiles 101,103,105 via the social network 100. By accepting user A 500 with profile 102 as a friend on the social network 100, user B 500a with profile 104 gives user A 500 with profile 102, access to the toy profile 105 he owns (user B 500a with profile 104). The friend request acceptance process is an action carried out physically by the user 500 by clicking a button/link on a webpage. Toys 400 being devices cannot carry this action out physically so implicit connections are created by a Social Network Relationship Manager 175, on behalf of the toys 400, connecting the toy profile 105 to the user A 500 with profile 102. As user A 500 with profile 102 owns toys 400 with profiles 101,103, user B 500a with profile 104 is also connected to the user A's toys 400 with profiles 101,103 by the Social Network Relationship Manager 175. This creates an N-N relationship between all entities involved and is a micro-network 111 within the larger social network 100. The social network manager 175 uses various methods such as, not being limited to, a graph data structure to create such relationships. The relationships are stored in a database 176. The social network 100 comprises many such micro-networks 111, representing relationship between sets of users 500, 500a, their profiles 102,104 and their toys profiles 101,103,105. These micro-networks 111 are necessary so that the toys 400, can autonomously communicate with its friends' profiles 102,104 and their toys' profiles 101,103,105.

The network 100,111 may be coupled to one or more social networking host computing devices 150 enabling toys 400, 400a and their profiles 101, 103, 105 are social profiles of the toys, logic to communicate will exist within the social network based on an event raised by toys 400 or an action by the users 500 to communicate with social media systems, for example Twitter, Facebook, LinkedIn or the like. Data about the toys 400, 400a and their profiles 101, 103, 105 (e.g., communications from toys) can be published and shared via the social media systems.

FIG. 3 is a block diagram detailing the application modules configured on the toy 400. The toy 400 as described earlier has an electronic board 600 with an operating system/firmware 651 and capable of executing custom application 601. The custom application 601 has a network and messaging module 602 to connect through network sockets on the Internet/Local Area Network or communicate via Bluetooth/RFID depending on the toy 400 configuration.

As illustrated in FIG. 3, the response logic module 605 is configured to store the instructions/ application logic on how to interpret and respond to a message. The toy's custom application 601 has features to update its content and behavioral logic when triggered by certain types of messages for example, on the day of Christmas greet the user with a Happy Christmas audio message; message will have a link to download the Christmas greeting audio clip. Toy will play it on Christmas. Another example include, when the toy is sad show a new image on its display, message will have a link to download the new image. When the toy is sad (emotional state) it displays the newly downloaded image on its screen (LCD). Users 500, as well as the update server 800 can send messages to the toys 400. The update server 800 is configured to send commands embedded in messages. The update server 800 can also send a content update message containing the commands and links to update the content on the toy 400. The content updater module 603 and logic updater module 604 decode commands from the messages sent.

The content updater module 603 is configured to communicate with the update server 800, and content is downloaded via the internet, and stored locally on the toy 400. The content can be in the form of images, text or video or a combination thereof. The content updater module 603 stores the content in the local database 609 on the toy and is configured to reinitialize the content settings, so that the output writer 608 could reflect the refreshed content.

Similar to the content updater module 603, the logic updater module 604 is configured to decode commands to download new logic. The response logic module 605 loads a part of its instructions from a database/storage 610. The logic updater module 604 is configured to download the new instruction set from the update server 800 and write/store them to the database 610. The logic updater module 604 is configured to reinitialize the response logic module 605 to load the new instructions, so that the input reader 607 could reflect the refreshed instructions. These instructions are responsible to cause change in response behavior of the toy 400.

FIG. 4 is a block diagram with flow indicating the method by which a user 500 can create a custom logic and upload that to the toy 400. The user 500 can download an accompanying mobile application 900 for a mobile device or a tablet. The application 900 is configured to have a user-friendly interface to create a custom logic of conditions and actions, to alter the behavior of the toy 400. The conditions include status of the input devices 607n of the toy 400.

The toys 400 of the invention have unique input devices 607n and output devices 608n, depending on its creative configuration. Input devices 607n support sensors such as Peizo, Proximity, Photoelectric, Temperature, Audio, Camera, Light sensors, buttons, touch pads etc. and output devices 608n support audio speakers, display screens, Motor-Actuators, Relay-switch, LEDs etc. These Sensor and Actuators values and states are explicitly addressable by friends using the mobile application.

The conditions can also include status reflecting the emotional state or activities of the toys 400 or their friends. The actions also involve writing to output devices 608n, changing emotional state of the toy 400 or responding with a message to the toys friends.

In one embodiment the internet is used as a medium to relay the message to the toy 400. In this scenario, the logic is created on the mobile application 900 using a friendly user interface. It is then uploaded to a database 203, on the server via web services module 200. Instructions to extract this logic are encoded in a message. This message is targeted at the logic updater module 604 and sent to the messaging server 300. The flow of messages from the messaging server 300 to the logic updater module 604 and the process by which the logic updater module 604 updates the logic in the toy 400, has already been described above.

In another embodiment RFID/Bluetooth can be used by the mobile application 900 to update the logic on the toy 400. It is assumed that the mobile app 400 is in the required distance range for the mentioned protocols for its activation. The logic is sent encoded in message to the toy 400 via the network and messaging module 602. The process of updating the logic remains same as already described above.

FIG. 5 illustrates a workflow diagram of how a users' action on the social network causes a response in the toy 400. The responses could be as follows:

    • Message for Social Network 612—The toy sends a message back to the user on the social network
    • Write to Output 613—The toy 400 carries out an electronic/electro-mechanical action on one/multiple output devices attached to it via the output writer 608

The response logic module 605 is configured to interpret the command embedded in the message to generate a suitable action. If a reply message is to be sent back to the Social Network 100, a response is generated. The sender's profile 101, 102 interaction history with the toy 400 and the current emotional state of the toy 400 may influence this generated message. This response is then delivered to the social network 100 via the network and messaging module 602.

Some messages interpreted by the response logic module 605 generate an output write response. The response logic module 605 sends these responses to the Output writer 608, which writes them to the target device changing the output state of the toy 400.

The messages are also sent to the Emotion and Social logic module 606. This module alters the emotional state of the toy 400. A change in an emotional state of a toy 400 may give rise to an output write response 613 changing the output device 608n status.

FIG. 6 illustrates a workflow diagram that depicts how input device 607n readings changes on the toy 400 changes its emotional state and how it is updated on the toy profile 101 on the social network 100.

Part 1

The input devices 607n on a toy relay change in status of I/O states (or the lack of them) to the input reader 607.

These readings are sent to the response logic module 605, which can trigger the following functions.

    • Send a message to the social network 100, further process described earlier in FIG. 5 (612)
    • Alter the current emotional state of the toy 400 and reflect that on the social network profile of the toy 101
    • Change in emotional state may send out a new message 617 to the social network 100. The message sending process described earlier in FIG. 5

Thus, the input reader 607 is configured to send instructions/commands to said response logic module 605 and in turn to said Networking and Messaging Module 602.

Part 2

When an emotion status change message is received by the social network 100 it broadcasts it to all the toys' friends 115. If the recipients are toys 400, the message may generate a response in them (A message or an output state change or change in emotion).

Part 3

When a user 500 accesses a toy profile 101, the social network 100 fetches the last emotion update received. The web server 201 scripts compose the avatar/visual representation of the toy by rendering the images corresponding to the last emotion status update 116 received.

FIG. 7 illustrates the conceptual schematic of toys social network of the present invention. As shown, toy 400 with profile 101 is self-configurable and registered as a toy attached to any one particular child (user 500) with profile 102 on a network 100. The toy is accessible by a companion mobile application 900 on any hand-held computing device (like tablet, computer, smart-phone), and using this the child 500 can interact with his friends (other users) 500a and their toys 400a. A child (user 500) can send invite to his other friends (other users 500a) to join the network 100. Other friends 500a can accept the invite on the mobile application 900, and once on the network 100 can view all friends along with their registered toys 400, 400a. They are now able to message each other via their registered toys, and perform a host of other actions detailed below.

As detailed above, the toys 400 of the invention are powered by an electronics board 600 and communicate over a Wi-Fi network, via the Internet. Once attached to the social network 100, each toy has a unique ID (alias) that identifies the owner (registered user 500 on network), and the type of toy 400.

Friends can read/write toys 400 I/O status and using mobile application 900 able to create and download application logic that enable fun interactions. The mobile application 900 allows the child (owner) to create logical functions using his friends toy status.

The toys are also capable of receiving virtual inputs like a “pat” from friends, and transmitting virtual states like “emotional status” on the network. The local logic applications layer computes emotional states depending on interactions status of the toy with its owner and his group of friends.

FIG. 8 illustrates the logical structure of the Social Network Server 100. This is a logical structure and the components can reside on the same server, a network of servers or the component hosting can be distributed on the internet cloud. The Web Server 201 is the touch-point for all users via the browser. The Toys communicate with the Social Network 100 via the Messaging Server 300 and exchange data via Web services module. The mobile application communicates with the Social Network via Web-services module 200 and the Messaging Server 300. The Updates server 800 sends logic and content update instructions via the messaging server 300 to the toys.

FIG. 9 details the components of the mobile application 900. The GUI (Graphical User Interface) 901 and I/O handler and App logic 902 are standard components needed by a mobile application built on the mobile application framework. The user will be able to interact with the toy and his friends via the GUI on the mobile app. The User Application Builder module 903 will help the user customize the toy by altering its behavior. It 903 will have custom logic to generate instructions that will alter the behavior/output of the toy based on I/O states of other toys or other conditions specified by the user. The Networking module 908 uses the host operating system modules to communicate over Internet or Bluetooth, NFC, RFID technologies depending on the situation. The networking module will choose the technology best suited for the situation for communication. The Social Network service client 906 and the messaging server client 907 will communicate with the Messaging Server 300 and Social Network 100 via web-services module 200. The application will also download and present data to the user for selection and purchase using the ecommerce module 904 and the application platforms marketplace eg Android Play or IOS App Store.

From the foregoing description, it will be apparent to one ordinarily skilled in the art that many changes and modification can be made thereto without departing from the spirit or scope of the invention as set forth herein. Accordingly, it is not intended that the scope of the foregoing description be limited to the description set forth above, but rather that such description be construed as encompassing all of the features of patentable novelty that reside in the present invention, including all the features and embodiments that would be treated as equivalents thereof by those skilled in the relevant art.

Thus, it is intended that the scope of the present invention herein disclosed should not be limited by particular disclosed embodiments described above but should be determined only by a fair reading of complete specifications and claims appended below.

Claims

1. A system enabling users to connect toys with other users and their toys over a network, said system comprising:

at least one toy connected to a social network;
said social network having profiles of said toys and said users respectively;
a web-server having a web-services module and a database connected to said social network, said toys and said users;
an update server connected to said social network, said toys and said users; and
a messaging server connected to said social network, said toys and said users.

2. The system according to claim 1, wherein said network includes wired connections and wireless connections.

3. The system according to claim 2, wherein said wired connections include USB cable connection, and/or wired LAN connection, and wherein said wireless connections include RF, and/or RFID/Light sensor connectivity.

4. The system according to claim 1, wherein said toys are identified on said social network by a unique ID and have a social network profile which represents its visual embodiment/avatar/presence/status/emotional state on said social network.

5. The system according to claim 1, wherein said toys comprise an electronic board including an operating system/firmware having custom applications.

6. A method enabling users to connect and create relationships with toys, with other users and their toys over a network, said method comprising the steps of:

initiating a friend request to connect a user having at least one toy with another user having at least one toy in a social network comprising plurality of profiles of toys and users;
establishing a connection between said users upon acceptance of the friend request;
allowing said users to interact with, send instructions and have access to said connected toys.

7. The method according to claim 6, wherein said connection is carried out and a relationship created by a social network relationship manager.

8. The method according to claim 6, wherein said connection is stored in a database.

9. A system enabling users to interact, set commands/instructions/configure and update content/logic of toys, said system comprising:

at least one input device having an input reader configured to send a user's instructions to a toy or to another user's toy over a network;
at least one output device having an output writer configured to cause a response in said toys;
a networking and messaging module configured to send/receive instructions and data from a messaging server and updates server;
a logic updater module, a content updater module and response logic module each configured to send/receive/retrieve instructions from said networking and messaging module.

10. The system according to claim 9, wherein said input reader is configured to send instructions/commands to said response logic module and in turn to said Networking and Messaging Module.

11. The system according to claim 9, wherein said logic updater module is configured to store instructions in a database/storage.

12. The system according to claim 9, wherein said content updater module is configured to store commands/instructions and data in a database server being able to auto update contents/logic from said updates server.

13. The system according to claim 9, wherein said response logic module is configured to send/receive/retrieve commands/instructions from said database/storage and/or said networking and messaging module.

14. The system according to claim 10, wherein an emotional and social logic module is configured to store/retrieve commands/instructions and data from said database said database/storage and said response logic module.

15. The system according to claim 10, wherein said output device is configured to retrieve instructions from said response logic module, said emotional and social logic module and said database manifesting a response in said toys.

16. A method to alter a toy's behavior/emotional state through electronic/input sensors and interaction history of a toy with users and other toys in a social network, the method comprising the steps of:

decoding a message/instructions/commands received from a response logic module, whether said message/instructions/commands is a message for said social network or a instructions/commands for said toy;
sending instructions through a response logic module to an output device if message is found to be a command for said toy;
analyzing said users' interaction history and emotional state of said toy by an emotional and social logic module.
generating and sending message/data to all connected users on said social network by/through a messaging server.
expressing emotional state through activation of electronic components and displaying/playing different media content such as messages, images, videos, sound clips etc.

17. The method according to claim 16, wherein the emotional state/behavior of said toy is capable of being altered by sending instructions to the response logic module by an input device.

18. The method according to claim 16, wherein the emotional state/behavior of said toy is capable of being altered by sending instructions to said messaging server and in turn to said network and messaging module.

19. The method according to claim 16, wherein said toy is configured to send instructions/messages/data to said users, said other toys and upload content on said social network via said networking and messaging module.

Patent History
Publication number: 20150140896
Type: Application
Filed: Nov 14, 2014
Publication Date: May 21, 2015
Inventors: Sandip Maiti (Navi Mumbai), Amit Deshpande (Thane)
Application Number: 14/541,438
Classifications
Current U.S. Class: Electric (446/484)
International Classification: A63H 33/26 (20060101); A63H 11/00 (20060101);