WO1999032203A1 - Jouet interactif autonome - Google Patents
Jouet interactif autonome Download PDFInfo
- Publication number
- WO1999032203A1 WO1999032203A1 PCT/IL1998/000617 IL9800617W WO9932203A1 WO 1999032203 A1 WO1999032203 A1 WO 1999032203A1 IL 9800617 W IL9800617 W IL 9800617W WO 9932203 A1 WO9932203 A1 WO 9932203A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- user
- toy
- interactive
- response
- doll
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63H—TOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
- A63H3/00—Dolls
- A63H3/28—Arrangements of sound-producing means in dolls; Means in dolls for producing sounds
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63H—TOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
- A63H2200/00—Computerized interactive toys, e.g. dolls
Definitions
- the present invention relates to talking toys generally and more particularly to an improved interactive toy with artificial intelligence capable of learning from its interaction with a child.
- US Patent No. 4,696,653 to McKeefery describes a toy doll which responds with spoken words or phrases to the touching of selected areas of the doll by the user or in response to the user's voice.
- the doll responds to being touched on specific parts of its body by one of two phrases related to the particular part of the doll's body being touched.
- the doll replies with a randomly selected sentences.
- US Patent No. 4,923,428 to Curran describes an interactive talking toy which simulates interaction with the child by appearing to respond to input from the child.
- the speech and movement of body parts of the toy are controlled by multiple audio tracks.
- the particular audio track reproduced at any time is directed by a processor on the basis of a response from a human.
- An object of the present invention is to provide a standalone interactive toy such as a doll configured to talk to the user and respond to vocal input from the user.
- a further object of the present invention is to provide an interactive toy utilizing artificial intelligence which responds to the user and which has learning capabilities.
- the toy is capable of initiating communication with the user, adapting to the user and developing an individual "personality" and other characteristics through interaction with the user.
- a standalone interactive toy having an adaptive personality which includes a plurality of characteristics, the plurality of characteristics representing at least one of a group including a plurality of personality characteristics of the toy, a plurality of personality characteristics of an interactive user and a plurality of interaction characterizations between the user and the toy; means for receiving and characterizing vocal input from the user; means for changing the adaptive personality thereby creating a current personality characteristic for the toy; memory storage means for storing the current personality characteristic of the toy and the plurality of characteristics; means for generating a response, the generated response being responsive to the characterized vocal input and the current personality characteristic of the toy and audio output means for outputting the response.
- the standalone interactive toy further includes means for amending the plurality of characteristic means according to at least one of a group of environment conditions including random changes, time based changes, direct and indirect feedback from the interacting user, periodic changes and programmed changes.
- the standalone interactive toy further includes decision making means wherein the generated response is responsive to the decision making means.
- the decision making means is adjustable in accordance with the vocal input from the user and/or is adjustable in accordance with the usage of each of the plurality of characteristics.
- the decision making means are determined by one of a group of conditions including randomization, weighted randomization, the usage of each of the plurality of characteristics and on the basis of which of the plurality of characteristics has been recently selected.
- the toy further includes a plurality of question types and means for determining which of the plurality of question types is to be asked by the toy.
- the toy further includes means for assessing the interactive user's response to each of the plurality of question types, for determining whether a subsequent question should be asked and means for formulating the subsequent question to ask.
- the interactive user's response includes one of a group of responses including non-response or non-reaction within a pre-determined period
- the toy further includes means for determining the subsequent step to take after a specific activity has ended and to decide whether and how to interrupt an ongoing activity.
- the initial vocal response is generated on the toy being powered up.
- the processor is any one of a group of processors including a central processing unit (CPU), a digital signal processor (DSP), microprocessor or micro-controller.
- the memory storage means includes at least one of a group of memory storage units including a ROM (read only memory) unit, a ROM paging unit, and a RAM (random access memory) unit.
- the memory storage means includes interactive computer games.
- the standalone interactive toy further includes a non-volatile memory unit.
- the non-volatile memory unit includes at least one of a group including flash memory and EEPROM memory.
- the standalone interactive toy further includes a replaceable cartridge unit and/or a PC computer connectable to the processor.
- the cartridge unit and/or a PC computer includes interactive computer games.
- the cartridge unit and/or a PC computer includes at least one of a group of memory storage units including flash memory, EEPROM memory and ROM memory.
- the interactive computer games are time and date dependent.
- the standalone interactive toy further includes at least one of a group of actuators responsive to activation by the user including a plurality of sensors, indicators and a communication link connected to the processor.
- the sensors comprise touch sensitive contacts having specific operating functions.
- the ROM (read only memory) unit includes at least one of a group including: a library of recognition words; software for activating the recognition words library, a synthesizer library; software for activating the synthesizer library, application software for controlling and activating the doll, and a text database storing data for the use with the vocal input converting means.
- the vocal input converting means includes a text-to-speech (TTS) converter.
- TTS text-to-speech
- the processor includes at least one of a group of including: modules for speech recognition, artificial intelligence , music synthesis , speech synthesis and digital sound processing.
- the standalone interactive toy further includes a clock and a scheduler for scheduling games and activities dependent on time and date.
- a method of interactive communication between an adaptive standalone interactive toy and a user comprising the steps of: creating a plurality of characteristics, the plurality of characteristics representing at least one of a group including a plurality of personality characteristics of the toy, a plurality of personality characteristics of an interactive user and a plurality of interaction characterizations between the user and the toy; creating a current personality characteristic for the toy; receiving and characterizing the vocal input from the user; storing the current personality characteristic of the toy and the plurality of characteristics; generating a response, the generated response being responsive to the characterized vocal input and the current personality characteristic of the toy; and outputting the response.
- the method of interactive communication further includes the step of amending the plurality of characteristic means according to at least one of a group of environment conditions including random changes, time based changes, direct and indirect feedback from said interacting user, periodic changes and programmed changes. Furthermore, in accordance with a preferred embodiment of the invention, the method of interactive communication further includes the step of decision making, the step of generating a response being responsive to the step of decision making.
- the method of interactive communication further includes the step of determining whether a subsequent question should be asked; and if so, determining which of a plurality of question types is to be asked by said toy.
- the method further includes the step of assessing said interactive user's response to each of said plurality of question types and the step of formulating the subsequent question to ask.
- the method further includes the step of determining what step to take after a specific activity has ended and/or determining whether and how to interrupt an ongoing activity.
- FIG. 1A illustrates an interactive speaking doll, in accordance with a preferred embodiment of the invention
- Fig. 1 B is a high level block diagram illustration of the main elements of the interactive speaking doll of Fig. 1A;
- Fig. 2 is a block diagram illustration of the electronic components of the doll of Fig. 1A;
- Fig. 3 is a schematic representation of the software application components which are processed by the electronic components of the doll of Fig.
- Fig. 4 is a schematic representation of the contents of the ROM and RAM units of the electronic components of the doll of Fig. 1 ;
- Fig. 5 is a high level flow chart illustration of the question asking mechanism.
- Figs. 6A, 6B and 6C are flow chart diagram illustrations of the functional operation of the doll of Fig. 1.
- Figs. 1A, 1 B and 2 illustrate the interactive speaking doll, generally referenced 1 1 , in accordance with a preferred embodiment of the invention.
- the mechanism, generally designated 10, for operating the interactive speaking doll in accordance with a preferred embodiment of the invention is embodied within the body 12 of doll 1 1 , illustrated in Fig. 1A.
- Fig. 1 B is a high level block diagram illustration of the main elements of the interactive speaking doll 11.
- Fig. 2 is a block diagram illustration of the electronic components of the mechanism 10.
- the mechanism 10 is controlled by a processor 20.
- processor 20 is hereinbelow referred to as a central processing unit (CPU).
- CPU central processing unit
- the processor 20 may include any processing unit including a central processing unit (CPU), a digital signal processor (DSP), microprocessor or micro-controller.
- the interactive speaking doll 1 1 is configured to talk to the user and to respond to the vocal commands of the user via text-to-speech (TTS) and voice recognition software, respectively, generated by means of the processor 20.
- the interactive speaking doll 1 1 is a standalone doll and does not require to be connected to another unit, such as a computer or video game to operate.
- a feature of the interactive speaking doll 11 of the present invention is its use of artificial intelligence (Al) and its machine learning capabilities.
- the doll 1 1 is capable of initiating communication with the user and adapting itself and developing an individual "personality" through interaction with the user. The various features of the doll will be described in detail hereinbelow.
- the mechanism 10 comprises a microphone 14 (for audio input) and a speaker 16 (for audio output) linked via a codec 18 to processor 20.
- Processor 20 comprises a vocal input converter 90, a response generator 92 and a text to speech (TTS) converter 94.
- TTS text to speech
- the electronic components of the mechanism 10 further comprise memory storage means, generally designated 19 (Fig. 1A) comprising a ROM (read only memory) unit 22, a ROM paging unit 24, a RAM (random access memory) unit 26 and a non-volatile memory unit 28 (best seen in Fig.2).
- the doll 11 comprises a plurality of sensors 30, indicators 32 and a communication link 34, all of which are connected to the central processing unit
- the mechanism 10 is controlled by a power control unit 36 and powered by a battery power supply 37.
- the mechanism 10 further comprises clock units
- a cartridge unit 38 and/or a computer (PC) 40 may also be connected to processor 20.
- communication link 34 can be coupled to an external computer (PC) 35.
- a microphone amplifier 44 is connected between microphone 14 and codec 18 for amplifying the analog signals prior to being decoded.
- a second amplifier 45 is used to amplify the doll's voice signals being broadcast via the speaker 16.
- Codec 18 is a standard known in the art coder/decoder device for converting analog signals to digital for transmission and vice versa for converting digital signals to analog.
- the sensors 30 comprise touch sensitive contacts, generally designated
- the sensors 30 may also optionally comprise buttons, generally designated 48 having specific operating functions, which may be activated by the user.
- the indicators 32 may comprise light emitting diodes (LEDs) to attract the user's attention to the doll 11.
- LEDs light emitting diodes
- Fig. 3 is a schematic representation of the various software application components which are processed by processor 20.
- Fig. 4 is a schematic representation of the contents of the ROM unit 22 and RAM unit 26.
- Processor 20 is configured to process software applications and comprises modules for speech recognition 50, speech synthesis 52, music synthesis 54, the generation of sound effects 56, artificial intelligence 58 and digital sound processing 60.
- the vocal input converter 90 (Fig. 1 B) of the processor 20 analyzes and processes the speech of the user using the recognition module 50 and speech recognition program 64 in conjunction with the word library 62.
- Response generator 92 utilizes software driven algorithms to decide on the appropriate response.
- the "decision making” algorithms which are described in greater detail below, utilize techniques from control theory and machine learning to render an appropriate response.
- the text to speech (TTS) converter 94 utilizes a combination of speech synthesis 52, music synthesis 54, sound effect blocks 56 together with the synthesizer library 66 and synthesizer software 68 to output the response via speaker 16.
- ROM unit 22 comprises at least the following elements: a) a library of recognition words 62 and software 64 for activating the recognition words library 62, b) a synthesizer library 66 and software 68 for activating the synthesizer library, c) application software 70 for controlling and activating the doll, and d) a text database 72 for the use with the Text-to-Speech (TTS) software.
- TTS Text-to-Speech
- the memory space available in RAM unit 26 is suitably partitioned into a main application work area 74, a synthesis work area 76 and a recognition work area 78 for use by the response generator 92, the text to speech (TTS) converter 94 and the vocal input converter 90.
- a main application work area 74 for use by the response generator 92, the text to speech (TTS) converter 94 and the vocal input converter 90.
- TTS text to speech
- the recognition words library 62 comprises a database containing strings of words or phrases.
- the extent of the database and the capability of the speech recognition software 50 are dependent upon the processing speed and memory capacity available.
- Speech recognition software 50 such as the automatic speech recognition (ASR) products from Lernout and Hauspie of Massachusetts, USA, are commercially available.
- ASR automatic speech recognition
- ASR is a process by which machines understand spoken output and is generally capable of recognizing natural and fluently spoken words continuous digits, isolated words, key words and the alphabet.
- Automatic speech recognition is speaker independent. That is, it is capable of being used by different speakers without speaker involvement.
- ASR can adapt to changes in background knowledge level and the users manner of speech pronunciation tones of speech and pitch.
- the ASR also has the capability of processing and recognizing a string of naturally and continuously spoken words.
- a further feature of ASR is its capability to recognize isolated words and to identify key words from a group of surrounding words from other sounds and continuous speech. For example the ASR could recognize the word "song" from a phrase such as "I want a happy song”.
- the text to speech (TTS) software converts computer readable text stored in the TTS database 72 into computer generated speech.
- the text to speech is phoneme based, capable of reading any word whose pronunciation is consistent with the general rules of pronunciation for the particular language.
- the available vocabulary is only limited by the capabilities of the processor and size of the memory storage.
- TTS attempts to mimic natural sounding speech and an alternative embodiment the speech output (speaker volume, speech rate and speech pitch) is adjustable by the processor 20.
- TTS Text to speech modules are commercially available, for example the TTS3000 module from Lernout and Hauspie, Massachusetts, USA.
- the response generator 92 of the interactive speaking doll 11 of the invention utilizes algorithms and functions which include the following elements:
- each of the personality 'characteristics' of the doll and of the user can be represented by a vector of numbers.
- a personality characteristic such as the sense of humor or the intelligence of the doll can be represented by a number from 0 to 100, where 0 means “not at all” and 100 means "the maximum”.
- personality characteristics which describe the user of the doll such as an estimate of the user's intelligence or how much the user likes jokes or songs, can also represented by a number from 0 to 100.
- the development of the doll's personality is adaptive, that is, its personality changes and adapts to the responses made by the user and 'environment' changes. Every response of the doll can be related to one or more of characteristics of the doll and the user. For example, if the doll is deciding whether to yawn or not, it will take into account the 'tiredness characteristic' of the doll and how much the user likes non-regular responses (that is, interruptions in the regular flow of events).
- Non-limiting examples of "characteristics” include: A. Patience - When the doll is impatient it will only accept one wrong answer in response to a question, and when the doll is patient it will allow the user several tries to find the correct answer. B. Tiredness - When the doll is tired it will be less active, that is, it will initiate less and will yawn every now and then. C. Doll's Amusement - When the doll is amused it will laugh more often, try to initiate funnier activities and will act in a more pleasant manner and be "nicer” to the user. D. User's intelligence - If the user's intelligence is considered to be high, he will be asked tougher questions and the doll will assume that the user knows what he wants well.
- the doll has to decide whether to accept the user's proposal for a game, it will give a higher consideration to a suggestion made by an "intelligent" user than an "unintelligent” one.
- the various characteristics are reflected in the behavior of the doll, the way the doll treats the user and the agenda of the doll. Every characteristic can be reflected in any or all of the above.
- non-volatile memory unit 28 such as an EEPROM
- the doll becomes impatient as directed by software programmed commands.
- the doll can be programmed to have certain "feelings". For example, in a game which requires apparently behavior, the doll's 'amusement' characteristic is increased so that the overall behavior of the doll will become more amusing and funny.
- Direct Feedback - from the user For example, if the user answers difficult questions correctly, the user's intelligence will increase; and 5. Indirect Feedback - from the user can indicate if decisions that were made in acceptance with certain characteristics in the past are liked by the user. For example, if the doll plays a song and the user doesn't respond after a time, it is deduced that the user doesn't like songs and therefore the user's "like songs" characteristic is reduced.
- Both the Direct and Indirect Feedback models also affect characteristics which relate to interaction between user and the doll. In the case of the Indirect Feedback model, the user's response is generally delayed. The various characteristics may vary in their rate of change, that is how much a measurement affects the value of the characteristic. The characteristic has various properties such as 'confidence level' which represent how much the value can be trusted and other information.
- a further feature of the interactive toy is the response generator 92 which activates a software driven component that performs "decision making”.
- the "decision making” algorithms are weighted according to feedback and the actual usage of the dolls characteristics to customize decisions to the specific doll and the user. Techniques from control theory and machine learning are utilized to adapt the "decision making” algorithms. The weights of decisions and the decisions taken are stored in the non-volatile memory 28.
- the "decision making” weighting mechanism allows for different options to be chosen. For example, the decision to which of three stories, "A", "B” or “C”, should be read, can be linked to the "humor” characteristic of the doll. The probability of choosing a particular story such as “A”, which is rated as “funny”, will be increased (or reduced) depending on the mood of the doll. Thus, if story A is classed as 'funny', when the doll is in a humorous mood, the weight of story “A” will be increased by the "humor” characteristic
- There are several possible “decision making” strategies non-limiting examples of which include:
- the basic weight of the options can be updated.
- the "weighting" can be stored in the non-volatile memory 28.
- Non-limiting examples of the types of questions which the doll can ask the user are as follows:
- Fig. 5 is a high level flow chart illustration of the question asking mechanism.
- the initial type of question to be asked (step 102) is determined, based upon the user's intelligence, local and global understanding and the last question asked.
- the type of question is selected from the group of either "Open", “Enumerate” or “Yes/No” questions (step 104) The operational flow then continues depending on the answer given (query box 105).
- the relevant databases including characteristics database are updated (step 106). If the correct answer is given, the relevant databases including characteristics database are updated (step 106). If the wrong answer is given, a decision made whether to ask the question again (query box 108). The decision is made according to the maximal number of questions allowed, upon the user's intelligence and understanding and the doll's characteristics (such as patience).
- step 104 the kind of question to be asked (Open, Enumerate or Yes/No) (step 104)) is determined according to the user's intelligence and understanding (step 110) and the above loop steps 104 -110 continues.
- step 106 other parameters, including the number of consecutive questions not having a response or the number of Yes/No questions answered incorrectly are also updated.
- a further feature of the interactive toy is a software driven mechanism called the "What Next” mechanism which allows the doll 1 1 to decide what to do after a specific activity ended and decide whether and how to interrupt an ongoing activity.
- the "What Next” mechanism uses a technique called “RuleBase”, which is based on prior gained knowledge of the user and which checks any of a plurality of possible conditions have occurred and responds accordingly.
- A. Non-User Response If the user did not react or respond within a pre-determined period, for example, if the user didn't either switch the doll off or call the doll or verbally address the doll to suggest a new activity, the mood of the doll 11 can be changed?
- B. Mood Changes A check is made to determine periodic or random changes in mood. Preferably, mood changes are not changed constantly, but rather only a pre-determined time period.
- Action Determination An action decision is made.
- the action decision may include whether to make a funny remark, asking the user to decide what to do or suggesting an activity to the user. i) If the user is asked to decide for himself, the guestion asked by the doll is weighted towards the user's preferred activities. The doll decides whether accept the user's suggestion, according to the mood of the doll and/or the user's recent behavior, ii) If the doll suggests a new activity to the user, activities that were not used recently are suggested first. Alternatively, the doll may insist on playing a certain activity if it is in a stubborn mood, for example.
- Figs. 6A - 6C are flow chart illustrations of an embodiment of the functional operation of the doll 11.
- step 200 Once the doll 11 is switched on (step 200), initially by an on/off switch connected to the power control 36, the doll 1 1 is activated for play (step 202).
- Vocal activation may be either initiated by the doll itself (step208) or by the user (child) (step 210).
- Non-vocal operation is initiated by the user activating one of the sensors 30 or buttons 48. After the doll 1 1 initiates a request (step 208), a sub-routine 211 (Fig.
- the doll 11 will wait for the user to respond (query box 212). If there is a hiatus in the play between the doll and the child, after a pre-selected period of time, the doll will make the selection (step 214). Depending on the routine logic, the routine will wait for the user's response (query box 213) or return to central control ((step 215).
- the routine returns to the central control (202) to await further response (vocal or non-vocal).
- the type and length of question is determined by the programming and can, for example, be a single word such as "hello”, or a longer phrase such as "How are you?", "Who are you?", and "What game do you want to play today?' 'Let me give you a choice”.
- the doll can be configured so that the by default the doll initially waits for a pre-selected time period for the user to start a conversation. For example, if the child wishes to play with the doll it could activate the doll vocally (step 210) by calling it by name. If the child uses a longer phrase or a couple of words strung together, the doll will react according to how the child itself makes the request. In other words, the doll interacts with the child. If, for example, the child says "play with me", the doll may well inquire "what do you want to play? - A game?" - "or do you want me to sing a song?”.
- the response the doll makes can also be time and date dependent.
- the doll can greet the user on her birthday by singing "happy birthday” or suggest playing a specific game on a specific date such as Christmas.
- a sub-routine 217 (Fig. 6C) is performed.
- the child's vocal request is analyzed and processed by the speech recognition module 50 (step 218). If the word or phrase is 'understood', that is recognized by the speech recognition program 64 in conjunction with the word library 62, the doll 11 will decide on a response (step 220).
- the doll's response will depend on the application program, as described in detail hereinabove (Fig. 5). The response may be in the form of a question to the user or the doll may begin 'playing the game' or 'singing the song' requested, for example.
- the main processing blocks used for the doll to speak include the speech synthesis 52, music synthesis 54, generating sound effects 56 blocks and the synthesizer library 66 and synthesizer software 68. If the speech recognition module 50 does not match the user's speech with its word library 62, the speech recognition program 64 can "recognize" the new words spoken and store them in the non-volatile memory unit 28 (step 222).
- the speech recognition module 50 is basically a combination of recognition engines, language and environment dependent databases and application programming interfaces.
- the recognition engine has four processing blocks; data acquisition and pre-processing, feature extraction, acoustic match and dynamic programming.
- Data acquisition converts the spoken analog signal into digital form.
- Pre-processing such as automatic game control, echo cancellation and voice activity detection, for example, may be applied to the signal.
- the relevant acoustic phonetic information is captured in a feature vector every few msecs. Algorithms are adapted to recording channel and to suppression of background noise.
- the acoustic match block uses a probabilistic matching score which is computed between each feature vector to describe the smallest acoustic phonetic units which are know to the recognizer, such as context independent and context dependent phonemes and word models.
- the dynamic programming block finds the best match and alignment for the speech input on a word and sentence level by accumulating the acoustic scores over time within the restrictions imposed by lexical and syntactic constraints.
- the text to speech (TTS) technology converts computer readable text stored in the TTS database 72 into synthetic speech in stages, first converting the text into a phonetic transcription, calculating the speech parameters and finally using these parameters to generate synthetic speech signals.
- the text to speech (TTS) technology is also capable of adding vocal and tonal enhancements, referred to as 'improved TTS'.
- the doll may be powered up initially by the on/off switch connected to the power control 36 (step 200) and activated non-vocally by pressing one of the plurality of operationally defined buttons 48 (steps 230, 232).
- a plurality of buttons 48 each of which has a different function, can be placed on the doll 11 in any suitable position, such as a belt 80 around the doll's waist (Fig.
- buttons 48 can be configured with operational functions, such as “stop”, “continue”, “on”, “off.
- buttons can be configured for specific reaction functions, for example "sing a song", or "play a game”.
- the doll 11 is configured to switch itself off after a pre-determined period inactivity, that is not receiving any reaction from the child/user.
- the non-vocal routine for example, can be used to terminate operations. Referring to Fig. 5A, the non-vocal routine awaits a user response (steps 230, 232). If a button is not pressed within a pre-determined time period (loop steps 234, 230), the program terminates (236).
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Abstract
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| AU15754/99A AU1575499A (en) | 1997-12-19 | 1998-12-17 | A standalone interactive toy |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US99415197A | 1997-12-19 | 1997-12-19 | |
| US08/994,151 | 1997-12-19 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO1999032203A1 true WO1999032203A1 (fr) | 1999-07-01 |
Family
ID=25540337
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/IL1998/000617 Ceased WO1999032203A1 (fr) | 1997-12-19 | 1998-12-17 | Jouet interactif autonome |
Country Status (2)
| Country | Link |
|---|---|
| AU (1) | AU1575499A (fr) |
| WO (1) | WO1999032203A1 (fr) |
Cited By (14)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2001076714A1 (fr) * | 2000-04-07 | 2001-10-18 | Valagam Rajagopal Raghunathan | Jouet intelligent |
| FR2811238A1 (fr) * | 2000-07-04 | 2002-01-11 | Tomy Co Ltd | Jouet interactif, dispositif et procede de production de modele de reaction de celui-ci |
| WO2002013935A1 (fr) * | 2000-08-12 | 2002-02-21 | Smirnov Alexander V | Jouets imitant le comportement de personnages |
| EP1151779A3 (fr) * | 2000-03-31 | 2003-05-14 | Sony Corporation | Robot et procede de determination en fonction de l'action pour robot |
| ES2187243A1 (es) * | 1999-10-25 | 2003-05-16 | Onilco Innovacion Sa | Muñeco que simula aprender a hablar. |
| EP1175929A3 (fr) * | 2000-07-26 | 2003-08-13 | Funtel GmbH | Jouet connecté à une base de données externe |
| KR100396751B1 (ko) * | 2000-08-17 | 2003-09-02 | 엘지전자 주식회사 | 웹 서버를 이용한 완구의 학습/성장 시스템 및 방법 |
| WO2010061286A1 (fr) * | 2008-11-27 | 2010-06-03 | Stellenbosch University | Jouet capable de liens affectifs |
| EP2720216A3 (fr) * | 2012-10-10 | 2015-10-07 | Zanzoon SAS | Procédé pour établir une interactivité virtuelle entre un individu et un dispositif de jeu à deviner électronique |
| US9443515B1 (en) | 2012-09-05 | 2016-09-13 | Paul G. Boyce | Personality designer system for a detachably attachable remote audio object |
| US9868072B2 (en) * | 1999-07-10 | 2018-01-16 | Interactive Play Devices Llc | Interactive play device and method |
| US20210134295A1 (en) * | 2017-08-10 | 2021-05-06 | Facet Labs, Llc | Oral communication device and computing system for processing data and outputting user feedback, and related methods |
| CN113696201A (zh) * | 2021-09-17 | 2021-11-26 | 灵起科技(深圳)有限公司 | 一种桌面宠物机器人模拟生病和康复的方法 |
| CN116745014A (zh) * | 2020-12-18 | 2023-09-12 | 库布斯股份公司 | 播放数字媒体的交互式玩具组 |
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- 1998-12-17 WO PCT/IL1998/000617 patent/WO1999032203A1/fr not_active Ceased
- 1998-12-17 AU AU15754/99A patent/AU1575499A/en not_active Abandoned
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| US4923428A (en) * | 1988-05-05 | 1990-05-08 | Cal R & D, Inc. | Interactive talking toy |
| US5443388A (en) * | 1994-08-01 | 1995-08-22 | Jurmain; Richard N. | Infant simulation system for pregnancy deterrence and child care training |
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| "INSTRUCTION MANUAL READY-OR-NOT TOT.", READY OR NOT TOT INSTRUCTION MANUAL, XX, XX, 1 January 1997 (1997-01-01), XX, pages COMPLETE., XP002920744 * |
| "THE BABY THINK IT OVER PROGRAM INSTRUCTOR'S HANDBOOK.", BABY THINK IT OVER PROGRAM INSTRUCTOR'S HANDBOOK, XX, XX, 1 January 1997 (1997-01-01), XX, pages COMPLETE., XP002920745 * |
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| US9868072B2 (en) * | 1999-07-10 | 2018-01-16 | Interactive Play Devices Llc | Interactive play device and method |
| ES2187243A1 (es) * | 1999-10-25 | 2003-05-16 | Onilco Innovacion Sa | Muñeco que simula aprender a hablar. |
| ES2187243B1 (es) * | 1999-10-25 | 2004-08-16 | Fabricas Agrupadas De Muñecas De Onil, S.A. | Muñeco que simula aprender a hablar. |
| EP1151779A3 (fr) * | 2000-03-31 | 2003-05-14 | Sony Corporation | Robot et procede de determination en fonction de l'action pour robot |
| WO2001076714A1 (fr) * | 2000-04-07 | 2001-10-18 | Valagam Rajagopal Raghunathan | Jouet intelligent |
| FR2811238A1 (fr) * | 2000-07-04 | 2002-01-11 | Tomy Co Ltd | Jouet interactif, dispositif et procede de production de modele de reaction de celui-ci |
| US6682390B2 (en) | 2000-07-04 | 2004-01-27 | Tomy Company, Ltd. | Interactive toy, reaction behavior pattern generating device, and reaction behavior pattern generating method |
| EP1175929A3 (fr) * | 2000-07-26 | 2003-08-13 | Funtel GmbH | Jouet connecté à une base de données externe |
| WO2002013935A1 (fr) * | 2000-08-12 | 2002-02-21 | Smirnov Alexander V | Jouets imitant le comportement de personnages |
| KR100396751B1 (ko) * | 2000-08-17 | 2003-09-02 | 엘지전자 주식회사 | 웹 서버를 이용한 완구의 학습/성장 시스템 및 방법 |
| WO2010061286A1 (fr) * | 2008-11-27 | 2010-06-03 | Stellenbosch University | Jouet capable de liens affectifs |
| US9443515B1 (en) | 2012-09-05 | 2016-09-13 | Paul G. Boyce | Personality designer system for a detachably attachable remote audio object |
| EP2720216A3 (fr) * | 2012-10-10 | 2015-10-07 | Zanzoon SAS | Procédé pour établir une interactivité virtuelle entre un individu et un dispositif de jeu à deviner électronique |
| US20210134295A1 (en) * | 2017-08-10 | 2021-05-06 | Facet Labs, Llc | Oral communication device and computing system for processing data and outputting user feedback, and related methods |
| US11763811B2 (en) * | 2017-08-10 | 2023-09-19 | Facet Labs, Llc | Oral communication device and computing system for processing data and outputting user feedback, and related methods |
| CN116745014A (zh) * | 2020-12-18 | 2023-09-12 | 库布斯股份公司 | 播放数字媒体的交互式玩具组 |
| EP4523771A3 (fr) * | 2020-12-18 | 2025-05-14 | Qubs AG | Ensemble jouet interactif de lecture de supports numériques |
| CN113696201A (zh) * | 2021-09-17 | 2021-11-26 | 灵起科技(深圳)有限公司 | 一种桌面宠物机器人模拟生病和康复的方法 |
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