INTERACTIVE LEARNING SYSTEM

An interactive learning system can be configured with at least a plush toy adapted to house a mobile computing device and a controller. The controller can be selectively connected to the mobile electronics device. The controller may be configured to adapt at least one interactive feature of the plush toy in response to a recognized user condition.

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Description
SUMMARY

Various embodiments configure a plush toy to house a mobile computing device and a controller. The controller can be selectively connected to the mobile electronics device. The controller may be configured to adapt at least one interactive feature of the plush toy in response to a recognized user condition.

Assorted embodiments configure a plush toy to enclose a mobile computing device and a controller. The mobile computing device may be accessible via at least one aperture in the plush toy. The controller can be selectively connected to the mobile computing device and configured to adapt at least one interactive feature of the plush toy in response to a recognized user condition.

Some embodiments engage a plush toy with a mobile computing device to house the mobile computing device within the plush toy. The mobile computing device can be connected to a controller housed in the plush toy before at least one interactive feature of the plush toy is adapted in response to a recognized user condition.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block representation of an example learning system configured in accordance with various embodiments.

FIG. 2 shows a block representation of an example mobile computing device capable of being used in the learning system of FIG. 1.

FIG. 3 displays a perspective view block representation of an example interactive learning assembly configured in accordance with various embodiments.

FIGS. 4A and 4B respectively provide front and side block representations of an example interactive system configured in accordance with some embodiments.

FIG. 5 shows an example user condition identification routine that can be carried out by an interactive learning assembly in assorted embodiments

FIG. 6 displays an example interactive learning routine conducted in accordance with assorted embodiments by an interactive learning assembly.

FIG. 7 illustrates and example condition recognition scheme carried out by an interactive learning assembly in various embodiments.

DETAILED DESCRIPTION

As computer software and mobile computing devices have become more sophisticated, developmental and educational learning opportunities have become more prevalent. Computer software focused on young people has been proliferated by the mobility, computing power, and accessibility of mobile computing devices, like smartphones, laptop computers, and tablet computers. However, software executed by a mobile computing device can have a small number of capabilities to engage a user, particularly young users with developing brains. Hence, industry and consumers have an interest in interactive learning assemblies that can engage a user with a multitude of learning capabilities.

With these issues in mind, an interactive learning system can be configured with a plush toy that houses a mobile computing device and a controller that can be selectively connected to the mobile computing device as well as configured to adapt at least one interactive feature of the plush toy in response to a recognized user condition. The ability to connect a mobile computing device with a plush toy can allow software executed on the mobile computing device to utilize various capabilities of the plush toy to engage, interact, and adapt to a user to optimize a learning experience. Additionally, the ability of the plush toy to provide power and a child-friendly housing for the mobile computing device increases the attractiveness of the learning system for children of all ages.

FIG. 1 illustrates a block representation of an example interactive learning system 100 that may be utilized in various embodiments. The system shown in FIG. 1 is not required or limiting, but can be configured at least with a plush toy 102 having a controller 104 that can be selectively connected and disconnected to one or more mobile computing devices 106. The controller 104 can be local to the plush toy 102 and mobile computing device 106, individually and concurrently, to facilitate the activation, use, and adaptation of software executed by a mobile computing device 106.

While the plush toy 102 and mobile computing device 106 can be used locally by at least one user, various embodiments connect the plush toy 102 and computing device 106 to one or more remote servers 108, hosts 110, and computing devices 112 through wired or wireless network 114. That is, the plush toy controller 104 and mobile computing device 106 can individually or collectively activate and utilize a network connection to any number of remote nodes to complement the learning capabilities of the plush toy 102 and mobile computing device 106.

FIG. 2 displays a block representation of an example mobile computing device 120 that can be used as part of an interactive learning system in accordance with assorted embodiments. While not required or limiting, the mobile computing device may have one or more local processors 122, which may have one or more computing cores, to direct data to and from local data storage, such as permanent non-volatile data storage device 124 and temporary volatile cache memory 126. The data storage can facilitate the storage and execution of at least one software program 128 stored locally or remotely to perform predetermined applications.

For example, the processor 122 can passively or actively execute software 128 stored in the local data storage device 124 to generate temporary execution files stored in the cache memory 126 and generate a graphical user interface on one or more screens 130. The processor 122 may further facilitate the use of appropriate network protocol 132 to establish and utilize data transfer over one or more wire or wireless communication pathways, such as a wireless pathway to a cloud computing node. The ability to tune the hardware and software configurations of the mobile computing device 120 can allow for use individually and as part of a collective computing system, such as system 100 of FIG. 1.

In various embodiments, the software 128 executed by the processor 122 can be directed towards stimulating and developing the brain to increase the number of neural connections and responses of a child, such as an infant, toddler, and young adult, ages 0-18 years old. Such software 128 can establish a foundation of neural pathways that can be developed via predetermined interactions provided to a user in predetermined visual, auditory, and temporal patterns. Despite the software 128 attempting to engage a young user with attractive colors and sounds, gaining and maintaining a child's attention and focus can be difficult. Additionally, the mobile computing device 120 can have limited ability to sense and measure interactions with the child.

Accordingly, a plush toy can be configured to complement a mobile electronics device 120 to provide additional interactive features that can expound the capabilities of the software 128 while making the mobile computing device 120 more engaging and attractive to a child. FIG. 3 shows a perspective line drawing of an example interactive system 140 that can be constructed and operated in accordance with some embodiments. The interactive system 140 can comprise a plush toy having torso 142 and head 144 portions that can be connected or disconnected to resemble an actual or fictional character. As shown, the torso 142 and head 144 resemble an owl, but such configuration is not limiting as a diverse variety of animals can be constructed as a plush toy.

It should be noted that the material, shape, and size of the plush toy could be tuned to any variety of configurations without limitation. The size, number, and position of a computing aperture 146 may also be tuned to any variety of configurations that allow a mobile computing device to be housed within the torso 142 and head 144 portions, individually or collectively, while allowing a user to see, hear, and contact the mobile computing device through the aperture 146. In various embodiments, the computing aperture 146 can be sized to fit a variety of different mobile computing devices, such as a smartphone and computing tablet and have an aperture cover that partially or completely spans the aperture 146.

The plush toy can be configured with a number of interactive features positioned on various portions of the torso 142 and head 144. As a non-limiting example, one or more wings 150 of the torso 142 can illuminate, emit sound, and provide tactile responses upon activation by a controller of the mobile computing device and/or a controller of the plush toy. That is, software executed on the mobile computing device can trigger the controller of the plush toy to activate interactive features of a wing 150 to light up, change colors, articulate in a flapping motion, and vibrate according to a predetermined pattern dictated by the program being executed by the mobile computing device.

Various portions of the plush toy, such as the ears 152, eyes 154, and feet 156, can be equipped with one or more interactive features that can be activated by the software executed on the mobile computing device. Any portion of the torso 142 and head 144 can be used to house one or more sensors, like a motion, heat, light, and proximity sensor, which can sense, monitor, and log the environment and behavior of a user. For instance, a motion sensor can be placed in the eyes 154 of the head 144 of the plush toy while a proximity sensor is positioned in the ears 152 of the head 144. In another non-limiting example, a photo or video lens of the mobile computing device itself is selectively utilized to detect and log user conditions.

Any sensors of the interactive system 140 can be used to detect the level of attention and focus of a user. In other words, one or more sensors can be used individually or in concert to recognize if and the degree to which a user is paying attention to and focusing on the software being executed on the mobile computing device. The measured level of user attention and focus can correspond to a predetermined algorithm and be used to adapt the software and interactive features of the plush toy to attain and maintain a predetermined level of user attention and focus, such as a minimum latency, number of user eye blinks, predicted motion, and contact with the mobile computing device.

FIGS. 4A and 4B respectively illustrate front and side block representations of portions of an example plush toy 160 configured in accordance with various embodiments. In FIG. 4A, a front view of a computing aperture 162 aspect of a torso 164 of the plush toy shows how a rigid cradle 166 can provide securing features 168 to secure a mobile computing device 170 to the cradle 166 and within the torso 164. The rigid cradle 166 can be configured to be loosely or rigidly mounted within the torso 164 to allow efficient user engagement of the mobile computing device 170 with at least one interface 172 of the cradle 166, which can be aided by the securing features 168 providing alignment and securement of some or all of the circumference of the mobile computing device 170.

The size, position, and connectivity of the rigid cradle 166 may be tuned, in some embodiments, to allow a user to easily secure the mobile computing device 170 within the torso 164. The rigid cradle 166 may further be tuned to connect the mobile computing device 170 to electrical components of the plush toy. FIG. 4B displays a side view of a computing aperture 162 that is occupied by a mobile computing device 170 respectively connected to a plush toy controller 174 and power source 176 via a loose plug 178 and electrically conductive wire 180. Connection of the mobile computing device 170 with the power source 176, such as rechargeable batteries and automatic watch movement, allows the controller 174 to charge the mobile computing device 170 continually or at selected times, like after 1 hour of use.

The ability to charge the mobile computing device 170 can also provide power to activate various interactive features of the plush toy. For example, the power source 176 can concurrently recharge the mobile computing device 170 and supply power to activate tactile, auditory, and illumination interactive features simultaneously. FIG. 4B shows how the rigid cradle 166 can be substituted for a securing sleeve 182 that continuously extends about the computing aperture 162 to secure the mobile computing device 170 against interior surfaces of a boundary ring 184 that surrounds the computing aperture 162. Construction of the securing sleeve 182 as an elastic or plastic material can allow the mobile computing device 170 to be installed within the torso 164 from a front aspect of the plush toy and held in place with at least one securing tab 184, as opposed to having to open the plush toy to install the mobile computing device 170.

In various embodiments, the securing sleeve 182 is constructed to continuously span the computing aperture 162 with strips, mesh, and single-piece of elastic, plastic, or rigid materials. For instance, the securing sleeve 182 may be formed of elastic bands that may or may not have hook-and-loop fasteners to house the mobile computing device 170 within the torso. Other embodiments may use fasteners, like buttons, snaps, and magnets, to house the mobile computing device 170 so that the screen is externally accessible and viewable by a user without extending outside the areal extent of the plush toy, even after movement and trauma is incurred by the plush toy.

Regardless of the fitment of the mobile computing device 170 within the plush toy, the controller 174 can be tuned to operate in conjunction with the mobile computing device 170 to measure, gain, and maintain the attention and focus of a user. FIG. 5 displays an example user condition identification routine 190 that may be carried out by a controller of a plush toy in accordance with assorted embodiments. Initially, step 192 activates a sensor in response to use of the plush toy or the mobile computing device. Step 192 can correspond with a plush toy configured with proximity or motion sensors that detect engagement of the plush toy by a user. Such engagement may be the installation of a mobile computing device in a computing aperture as well as the mobile computing device and/or plush toy being moved, played with, and manipulated.

Step 192 may alternatively activate one or more sensors with verbal or tactile engagement of a mobile computing device housed within the plush toy. Upon activation of at least one sensor in step 192, a controller of the plush toy and/or mobile computing device can continuously, randomly, or periodically log environmental and conditional parameters, such as heat, toy motion, location, user position, plush toy contact, mobile computing device touch, and user movement. Step 194 then compares the logged parameters to previously recognized user conditions, which may be stored in a look-up table in local memory of the plush toy and mobile computing device or accessible via a network connection. As a non-limiting example, comparison of a predetermined number of user blinks, movements, and contact with the mobile computing device to a database can render a user condition being recognized, such as a user turning their back to the plush toy.

With sensed parameters being compared, decision 196 evaluates and determines if a condition is recognized. The recognition of a user condition advances routine 190 to step 198 where at least one interactive feature of the plush toy is activated to mold the attention, focus, and behavior of the user. For instance, a waning user attention recognized user condition can correspond with predetermined sounds and lights to be emitted until the user engages in more attentive behavior, such as touching the mobile computing device screen. In this manner, the plush toy can recognize user behaviors and adapt to maintain predetermined levels of attention and focus on the software being executed in the mobile computing device.

In the event no user condition is present from decision 196, step 200 can switch logged sensors, or sensor combinations, to being logging different user parameters before returning to decision 196. It is contemplated that the activation of one or more interactive features of the plush toy in step 198 may not result in modification of a user's attention, focus, or behavior. Decision 202 evaluates if new user information is present during or after the activation of the interactive features in step 198 to determine if the user's condition has been altered. If no new information comes about for a predetermined amount of time, step 204 can turn off the toy and mobile computing device to conserve energy.

Registration of new user information, such as contact with the plush toy or mobile computing device, can be met with a tactile response, like a vibration or articulating eyes and feet, before newly sensed information is compared to recognized user conditions in step 194, which may be stored as a newly recognized user condition with newly defined levels of user attention and focus. Through the user condition identification routine 190, the plush toy can detect and identify user behavior that indicates the user's level of attention and focus. Routine 190 can further execute choreographed interactive feature patterns to alter the user's level of attention and focus, which can increase the effectiveness of learning software running on the mobile computing device.

The user condition identification routine 190 can be conducted individually or concurrently with other routines, such as the example interactive learning routine 210 shown in FIG. 6. The interactive learning routine 210 can begin with engagement of a mobile computing device with a computing aperture of a plush toy in step 212. Step 214 next activates learning software on the mobile computing device that passively syncs with a controller of the plush toy to utilize various sensors and interactive features as extensions of the learning software. That is, the interactive features of the plush toy can be activated in response to the learning software to elicit responses and learning in the user as well as to sense the behavior, attention, and focus of the user.

Subsequently, step 216 requests a user for a response by visual or auditory prompts. At least one interactive feature is activated in response to a sensed user condition in step 218, such as inattentiveness or lack of focus. In some embodiments, step 218 activates an interactive feature with a first pattern, such as one blink per second, that is altered to a different second pattern, such as three blinks per second, upon sensing an inattentive user condition.

It is contemplated that user behavior that follows the learning software or is altered by the interactive features allows step 220 to adapt the learning software to the user's reaction to the interactive feature. In other words, step 220 can increase speed, praise the user, and advance to new learning drills in response to sensed user cooperation. Conversely, step 220 can pause the software and engage in increasingly aggressive attention grabbing measures in collaboration with the plush toy in response to sensed user inattention.

It is understood that different users and single users over time can exhibit different behavior that indicates varying levels of attention and focus. As such, an existing user condition database may become stale and out-of-date. Accordingly, the condition recognition routine 230 of FIG. 7 can adapt to new user behavior and update its user condition database in accordance with various embodiments. Step 232 initially compares logged user condition data to existing user condition tables. Decision 234 then determines if the logged data from step 232 is unique. Non-unique data is then flushed in step 236, which can be conducted after the recognized user condition is accommodated by plush toy and/or mobile computing device actions.

The presence of unique user conditional data from 234 proceeds scheme 230 to step 238 where a new user condition is created in temporary memory, such as cache memory of the plush toy. Assorted embodiments can populate the new condition with default interactive feature activations, such as lights, sounds, and plush toy movement. However, other embodiments employ step 240 to prompt a host, which can be a different person than the user, to assign interactive feature activations and patterns to the newly created user condition in response to defined levels of user attention, such as number of touches of the mobile computing device per minute, and focus, such as number of correct answers to questions posed by software operating on the mobile computing device. The passive assignment of default interactive feature activations or the active host assignment of interactive features is followed by step 242 where the new condition is stored in the user condition database.

Next, step 244 executes the new user condition upon repetition of the conditional data. It is contemplated that a plush toy controller may be monitoring and creating multiple different new user conditions concurrently. The ability to create new user conditions allows the plush toy to adapt to changing user and demographic factors that can degrade the effectiveness of learning software. Moreover, the ability to detect and alter user behavior can maximize the efficiency of learning software by making the executed program more engaging by the use of one or more interactive features of the plush toy.

It is to be understood that even though numerous characteristics and configurations of various embodiments of the present disclosure have been set forth in the foregoing description, together with details of the structure and function of various embodiments, this detailed description is illustrative only, and changes may be made in detail, especially in matters of structure and arrangements of parts within the principles of the technology to the full extent indicated by the broad general meaning of the terms in which the appended claims are expressed. For example, the particular elements may vary depending on the particular application without departing from the spirit and scope of the present disclosure.

Claims

1. An apparatus comprising:

a plush toy adapted to house a mobile computing device and a controller, the controller selectively connected to the mobile computing device and configured to adapt at least one interactive feature of the plush toy in response to a recognized user condition.

2. The apparatus of claim 1, wherein the plush toy comprises a dock that secures the mobile computing device within the plush toy.

3. The apparatus of claim 2, wherein the controller is housed within the dock.

4. The apparatus of claim 1, wherein the plush toy comprises a power supply adapted to charge the mobile computing device during connection.

5. The apparatus of claim 1, wherein the mobile computing device comprises a smartphone.

6. The apparatus of claim 1, wherein the mobile computing device comprises a mobile computer.

7. The apparatus of claim 1, wherein the at least one interactive feature comprises a tactile element.

8. The apparatus of claim 1, wherein the at least one interactive feature comprises a visual element.

9. The apparatus of claim 1, wherein the at least one interactive feature comprises an auditory element.

10. A system comprising a plush toy adapted to house a mobile computing device and a controller, the mobile computing device enclosed within the plush toy and accessible via at least one aperture, the controller selectively connected to the mobile computing device and configured to adapt at least one interactive feature of the plush toy in response to a recognized user condition.

11. The system of claim 10, wherein the recognized user condition comprises a loss in attention of a user.

12. The system of claim 10, wherein the recognized user condition comprises an incorrect user response to a query posed by the mobile electronics device.

13. The system of claim 10, wherein the recognized user condition comprises a correct user response to a query posed by the mobile electronics device.

14. The system of claim 10, wherein the controller connects to the mobile computing device with wired and wireless connections concurrently.

15. The system of claim 10, wherein the plush toy comprises at least one sensor adapted to sense the recognized user condition.

16. A method comprising:

engaging a plush toy with a mobile computing device to house the mobile computing device within the plush toy; and
connecting the mobile computing device to a controller housed in the plush toy; and
adapting at least one interactive feature of the plush toy in response to a recognized user condition.

17. The method of claim 16, wherein the at least one interactive feature is adapted to activate in response to the recognized user condition.

18. The method of claim 16, wherein the at least one interactive feature selectively activates and deactivates according to a software executed by a processor of the mobile electronics device.

19. The method of claim 18, wherein the software prompts a user to engage the mobile computing device while the mobile computing device is housed within the plush toy.

20. The method of claim 19, wherein the software is adapted to increase a number of neural connections in a user via engagement of the mobile electronics device.

Patent History
Publication number: 20150174499
Type: Application
Filed: Dec 23, 2013
Publication Date: Jun 25, 2015
Applicant: Olive & Mint LLC (Dallas, TX)
Inventor: Shana Rosenheck (Dallas, TX)
Application Number: 14/139,358
Classifications
International Classification: A63H 3/00 (20060101);