WO2002088866A2 - System comprising a companion to an electronic device - Google Patents

System comprising a companion to an electronic device Download PDF

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Publication number
WO2002088866A2
WO2002088866A2 PCT/IL2002/000330 IL0200330W WO02088866A2 WO 2002088866 A2 WO2002088866 A2 WO 2002088866A2 IL 0200330 W IL0200330 W IL 0200330W WO 02088866 A2 WO02088866 A2 WO 02088866A2
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WO
WIPO (PCT)
Prior art keywords
companion
control device
electronic control
events
computer
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Application number
PCT/IL2002/000330
Other languages
French (fr)
Other versions
WO2002088866A3 (en
Inventor
Marco Luzzatto
Original Assignee
Marco Luzzatto
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Marco Luzzatto filed Critical Marco Luzzatto
Priority to AU2002255252A priority Critical patent/AU2002255252A1/en
Publication of WO2002088866A2 publication Critical patent/WO2002088866A2/en
Publication of WO2002088866A3 publication Critical patent/WO2002088866A3/en

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/002Specific input/output arrangements not covered by G06F3/01 - G06F3/16

Definitions

  • This invention relates to systems comprising computers, particularly but not exclusively to personal computers, and in general comprising any electronic device containing a processing unit and capable of interfacing the outside world, and external devices, particularly mechanical ones, which respond to events taking place inside the electronic device.
  • computers particularly but not exclusively to personal computers
  • external devices particularly mechanical ones, which respond to events taking place inside the electronic device.
  • This is aimed mainly to amusing the user and reducing boredom and fatigue, although it may also perform an operational function, for example by giving the user useful information as to a computer activity or transmitting messages or instructions to other devices.
  • the electronic control device used must be specially built, or, if a standard device is used, such as e.g. a laptop computer, it cannot carry out its normal functions while it controls the toy.
  • a standard device such as e.g. a laptop computer
  • the player is a computer operator, as modern children often are, he must choose between carrying out normal computer operations or playing with the toy: he cannot do both things concurrently.
  • the system of the invention comprises: a) at least one electronic control device, typically but not exclusively a computer, which, when actuated by a user, carries out a number of predetermined operations, hereinafter called “events”; b) a least one controlled device, typically but not exclusively, a toylike or a robot-like device, capable of carrying out a number of actions, such as mechanical motions, emission of acoustic, optical and/or electronic signals and/or radiation, and the like, by means of corresponding actuation elements, which will be called herein "companion” or “companion device”; c) means in said electronic control device for defining a digital command associated to each of its said events; d) communication means for transmitting said digital commands to said companion; and e) at least one control unit in said companion for receiving the transmitted said digital commands and for determining the action that said companion will carry out whenever at least one of said digital commands is received.
  • digital command may be elaborated e.g. to analog form, and transmitted by any means; e.g., by electromagnetic or optical radiation, by cable, or by electromagnetic fields, and be transformed, once received, into digital or other form required.
  • a valuable embodiment of the invention comprises a plurality of companions that will carry out related actions, e.g. to simulate a fight or a dance or even a conversation, each companion or a number of companions being controlled by a single computer.
  • the possible actions of a companion may include the transmission of commands by any type of radiation, or by conductors or optical fibers, to other devices that may be called “sub-companions" or to other electronic devices, so that said companion acts, at least in part, as an electronic control device.
  • the companion is typically toy-like, and as such will be called hereinafter also "game device", and has the main purpose of amusing the user of an electronic device such as a computer and/or reducing the boredom that may be associated with such use -
  • the invention comprises the case that the companion is not toy-like and has functions and carries out actions that are not merely amusing or boredom-relieving, but have a technical purpose. Therefore the terms "companion” or “companion device” include all such possible structures and functions.
  • the invention comprises a process for actuating a companion device capable of carrying out a plurality of actions, by means of an electronic control device, which comprises the steps of: a) determining a correspondence between events of said control device and an array of digital commands; b) determining a direct or mediate correspondence between said digital commands of said array and said actions of said companion device; c) whenever an event of said control device occurs, transmitting the corresponding command to the said companion; and d) causing the actions of the companion corresponding to the transmitted commands to be carried out.
  • each command may be received by an electronic control of said companion and: a) be used by said control as it is, directly to determine a corresponding action of the companion, or b) be translated by said electronic control of said companion into another command and this latter be used to determine a corresponding action of the companion.
  • correspondences intervene between the events of the electronic control device and the actions of the companion. They are: 1) correspondence between said events and an array of first digital commands; 2) correspondence between said array of first digital commands and a second array of commands used to actuate the companion (which, however, may be the identity); 3) correspondence between said second array of commands and the actions of the companion.
  • Said correspondences may be stored in memories, or be produced by predetermined programs, or they may be defined in LUTs. Whenever at least one of such correspondences changes, so will change the way in which the companion reacts to a given computer session.
  • Said correspondences may be fixed and stored, or they may be changed according to any predetermined rule, or they may be downloaded from single electronic devices or networks, particularly LAN or INTERNET, or they may be partly or wholly random.
  • the downloading may be carried out by transferring and saving the file to a persistent memory, e.g. a computer hard drive, or by transferring the file to a volatile memory, e.g. a RAM, from which it can be executed only as long as the volatile memory content is available. It is seen therefore that the behavior of the companion is unpredictable.
  • Fig. 1 is a schematic illustration of a companion, which is a toy-like device, and an electronic control device, which is a laptop computer;
  • Fig. 2 is a schematic illustration of two more, different companions
  • Fig. 3A is a table that illustrates the correlation between computer events and companion actions (called in the table headings "computer creature events") and Fig. 3B and 3C are tables illustrating different associations created between computer events and computer event indexes;
  • Fig. 4 is a table showing an example of management of the behavior of a companion.
  • FIG. 5 to 9 schematically illustrate five particular embodiments of the invention. Detailed Description of Preferred Embodiments
  • CCS Computer Companion System
  • the second element of the CCS is the companion, which contains another processing unit, which will be called hereinafter the "Secondary Processing Unit".
  • the Secondary Processing Unit may be a general purpose processing unit or a dedicated processing unit designed to control the operations of the specific companion.
  • the companion also contains a component, typically an electro-mechanical one or of any other kind, which can generate visually, acoustically or otherwise detectable actions.
  • This electro-mechanical unit will be called Behavior Generating Unit (BGU).
  • BGU can cause suitable elements of the companion to generate motions, sounds, activate other elements, like Leds for the eyes, and optionally control the timing of these actions.
  • the package component of the companion, the " Skin" reflects the actions generated by the BGU.
  • the BGU is mounted on a skeleton that may be adapted to an animal, a robot, a vehicle, or any other kind of BGU the manufacturer may desire.
  • a skeleton can accommodate different skins, which suit the skeleton category they are mounted on.
  • Both electronic control device and companion are equipped each with at least one communication channel - the electronic control device communication channel, hereafter ECC and the companion communication channel, hereafter CCC - through which they can communicate with the external world.
  • ECC and the companion communication channel hereafter CCC - through which they can communicate with the external world.
  • Each of them may comprise only a communication channel port, the two terminals being joined by a channel that is therefore common to both the electronic control device and the companion.
  • Said channel may be physical (a conductor or optical cable) or consist in radiation, in which case the electronic control device and companion will be provided with emitter and receiver means and, insofar as needed, digital-to-analog and/or analog-to-digital converters.
  • the ECC and the CCC use serial or parallel communication, infrared, ultrasound or radio (particularly bluetooth) communication and/or any other kind of electromagnetic transmission
  • the CCS described above also includes a software package consisting of a number of elements:
  • Event Trapping Routine runs in the electronic control device and awaits for certain predefined events to occur, and intercepts them when they occur. Each event is associated to a code or command, which is then transmitted through the ECC and the CCC.
  • the Companion Idle Routine runs in the companion and awaits for information to arrive through the ECC and CCC. This routine intercepts incoming information.
  • Companion Parsing Routine interprets information passed over by the Companion Idle Routine.
  • the software package can be fixed or loadable.
  • the BGU Routine Library for instance, could reside in a EEPROM inside the companion and its information could be changed or accumulated through the CCC or any other interface or input means with which the companion is equipped.
  • the electronic control device software may be installed and resident in the electronic control device or made run from a CD or another storage device, or downloaded from any kind of network or made run through volatile instructions present in a temporary memory (RAM), being these instructions temporarily received through another mechanism (e.g. being streamed during an Internet connection).
  • RAM temporary memory
  • the companion may, of course be shaped in endless variations to resemble any desirable object or creature which is given its peculiar character. For example, if the companion is shaped as a little car model, the BGU response may be to cause a motion of the car or to cause a speaker present in the companion to play a sound reproducing a car engine.
  • the companion may also be a device which performs no motions, but produces optical or acoustic events, and may also be very small, such as an ornament worn as a dress accessory, a jewel, and the like.
  • the companion may be an ornamental object, connected directly or indirectly to the phone and which comments, so to speak, the phone conversation, e.g., by a play of colors.
  • the companion may also control a liquid crystal display and generate different words or figures in response to events of the electronic control device.
  • Fig. 1 shows a possible configuration of the "Computer Companion System” (CCS).
  • CCS Computer Companion System
  • electronic control device is represented by a laptop computer (1).
  • the computer's CPU (2) functions also as the Primary Processing Unit of the CCS.
  • the companion (3) contains a Behavior Generating Unit (BGU) (5) which comprises a Secondary Processing Unit, which is a CPU (4), a mechanical unit (6) and memories.
  • the mechanical unit (6) actuates different mobile parts (105), sound elements (such as speakers) (7), eyes lights (8) and any other attached element.
  • the memories may and generally will comprise a ROM or EEPROM (101), which can store some of the companion software, such as driver routine or other programs according to the particular embodiment of the invention; a RAM memory (102); and, optionally, a storage device (103).
  • the BGU (5) is mounted on a skeleton (9) which, in this particular drawing, is an animal-shaped one covered by a rabbit-shaped skin (10).
  • the electronic control device (1) and the companion (3) communicate through electronic control device communication port (ECC) (11) and companion communication port (CCC) (100).
  • the companion also comprises means which enable the user to interfere with the program flow while the BGU is active.
  • this means is symbolized by a button (104) that, when pushed, affects the program flow by, e.g. halting or pausing the execution of the same.
  • Fig. 2 shows two examples of skins with which the companion may be provided.
  • the term "Skin” relates to the entire exterior appearance of the companion.
  • the two skins which appear in the drawing are a car skin (21) and a dinosaur skin (22).
  • the Companion Idle Routine intercepts the incoming information which is processed by the Companion Parsing Routine and, in this example, reduced to an index number passed to the BGU Driver Routine.
  • the BGU Driver Routine may already contain all the routines that activate the BGU or it may address a routine library containing other BGU routines.
  • the BGU Driver Routine associates index number "1" passed to it from the companion parsing routine, with Creature Computer Event “Move Limb N. 1 Forward", being, “Limb N.l", one of the Computer Creature's arms or legs.
  • Creature Computer Event "Move Limb N. 1 Forward” being, “Limb N.l”
  • the second line of the table shows how computer event "Save File” results into the computer creature generating a "Beep” event through computer event index "2”.
  • the table indicates that it is intended to contain, when filled, twenty items, but this indication is given for the sake of illustration, since, of course, any number of associations between computer and computer creature events may be created.
  • Dynamically changing association between computer event and computer event index is highly desirable, as it produces different companion reactions to the same computer event and, by doing so, the illusion of spontaneous behavior by the companion is highly enhanced.
  • Different methods for creating dynamically changing association between computer event and computer event index can be easily implemented by any skilled programmer. One way to do so, would be to create a given number of different association tables and to change the association tables as a function of time elapsed or of number of computer actions performed, or as a function of another criterion.
  • Random number generators are programming functions commonly used, well known to any person skilled in the art.
  • Figs. 3 A and 3B illustrate different associations created between computer events and computer event indexes. Still, the correlation between computer events and computer creature behavior could be changed in other ways. For instance, different associations could be created between computer event index and computer creature event instead of between computer events and computer event indexes. A mixed mode between these two option could also be created, and more generally, between each possible software element in found in between the initial computer event and final companion behavior.
  • Fig. 3C shows symbolically the software elements involved in the creation of the companion behavior. While Figs 3A and 3B relate to possible combinations and randomizations of associations between vector 1 and vector 2 (where "vector” signifies the item that comprise a category of events like, e.g., "computer event") Fig. 3C shows n possible event vectors which can all be associated in different ways. For instance, instead of associating vector 1 and 2, we could associate vector 3 and vector n-2 and vector n.
  • Fig. 4 shows one the many possible graphic interfaces of a computer program which can run typically, but not exclusively, in the electronic control device and which functions as manager of the behavior of the companion.
  • the companion is assumed to be a creature, and therefore the title Computer Creature Behavior Manager (CCBM) is used.
  • CCBM Computer Creature Behavior Manager
  • While the associations between computer events and computer creature behavior illustrated in Figs. 3A, 3B and 3C may operate in the background and be transparent from the user's point of view, the CCBM calls for active involvement of the user in creating the above mentioned associations.
  • the CCBM graphic interface in this example has a list of computer events (41) and a list of creature events (42).
  • the association of an effect to a cause generates a cause-effect unit (hereafter the "behavior ").
  • the behavior list (43) shows the association cause-effect for the computer event which is on the same row of the behavior.
  • behavior n.3 relates to cause n.3 (and not to effect n.3) and shows that Computer event n.3.
  • Each cause and effect involved in a behavior, as well as the behavior itself, is highlighted in the lists.
  • the user creates the behavior by first selecting, by mouse -clicking or other means, the cause and then by selecting the effect.
  • a behavior can be erased by selecting the item on the behavior list (43) and by clicking the "Clear” button (44).
  • a behavior can also be created randomly by selecting the cause and by clicking the "Randomize” button (45). By doing so, the program associates to the cause an effect selected randomly among the available ones.
  • N behaviors (N > 1) constitute a "character” which gives the computer creature - and in general any companion - a sort of recognizable individuality.
  • the latter can be saved by clicking the "Save Character” button (46) or saved under a different name, using the "Save Character As” button (48).
  • the user can also choose not to save the changes made in a character and to restore the original character, by clicking the "Revert Character” button (47).
  • the characters are stored in a library (hereafter the "Character Library”) the items of which are shown in the "Character List” (49).
  • the user can change the character by selecting the desired character from the Character List (49) and by confirming the selection in the "Current Character” section clicking on the "OK” button (400).
  • companion characters may come from different sources. While mentioning these sources, it is paramount to stress that the definition of "behavior” means all the objects and files necessary in order to generate the behavior as well as the association cause-effect.
  • the companion behavior sources may include: a. Preset companion characters which come with a companion package and represent the initial characters the manufacturer gave the companion. b. Characters loaded to the electronic control device or to the companion - if the latter has storage capability - from CD, diskette or any other storage device. c. Characters downloaded from the Internet or any other network or through any kind of file transfer like ftp, http or the like. These file transfers may be initiated by the user or occur automatically when the user is online, e.g. on a reoccurring date criterion if the user is subscribed to such a service, d. Characters transferred by communicating with another computer like, e.g. through infrared file transmission.
  • a character does not necessarily have to be stored in any element of the CCS and that it could also be volatile.
  • An example of volatile character could be a set of instructions that are downloaded to the computer when the user accesses a certain Internet site. These instructions, downloaded and processed in a streaming fashion by the companion software, can be translated into companion behavior without saving them to a permanent memory. As a result, the character would be active as long as the user stays logged to a certain site and stop as soon as the user leaves the site. Said character, since it is not saved, could not be duplicated unless the user logs in again to the same site. These features could be useful to generate chargeable services when the user uses a certain site. For example, a company advertising a product, could offer to the site visitors volatile companion characters that require the user to stay in the site in order to experience these characters.
  • FIG. 5 A first embodiment of the invention is illustrated in Fig. 5.
  • An electronic control device in this case a laptop computer (1), is downloading a file from the Internet (60).
  • the companion has the shape of a dinosaur as in Fig. 2 and is indicated with the same numeral (22), and will have the same shape and be so indicated in the following features, it being clear that this is done merely for convenience of description and does not have any limiting effect whatsoever.
  • a companion behavior is created by associating between the "download completed” event occurring in computer (1) and a "play sound file” occurring in the companion.
  • the "download completed” event is a command generated by the Internet browser when this program detects the completion of the downloading process.
  • the computer (1) then sends (50) to the companion (22) a command, which triggers the companion behavior (51), by which the companion informs the user that the download process is completed.
  • This behavior may be the only one in this specific character or it may comprise any number of additional behaviors. Some of these behaviors may be direct (that is, static and recognizable as associated to a certain computer event) or indirect (that is, randomized or, in any case, not clearly recognizable by the user as associated to a specific computer event and appearing as been spontaneous).
  • Fig. 6 shows a second embodiment of the invention.
  • An electronic control device in this case a computer (1'), is connected to the Internet (60) and the computer user is visiting a certain commercial site (61).
  • the site (61) is a site from which toys and games can be purchased.
  • the potential client visits the site and views on the computer screen (62) products offered at the site.
  • the company that runs the site is interested both in prolonging the time the potential client stays logged to the site, and in making this time an enjoyable one for the perspective client. In order to do so, the following procedure is used.
  • the server - the computer which hosts the commercial site - using well known Internet procedures, checks if the prospective client has a companion - which in Fig. 6 is illustrated once again as a dinosaur (22), but could be any other companion - connected to the computer. It must be noted that a server can retrieve certain information from computers logged to the same. Using the same procedures, the site can detect the presence of a companion connected to the client's computer (!')• Once the companion's presence is detected, the server starts sending to the client's computer (1') data which represent a companion character. This character is preferably sent and processed by client's computer (1') in streaming data format.
  • streaming data we refer to a data file which can be processed and executed portion by portion, as the information is being received.
  • the streaming data can also be transmitted in such a format that makes them volatile.
  • volatile in this context refers to the possibility of transmitting the data in a way which does not allow them to be saved to a hard disk or any other permanent memory, but only to a RAM memory which is volatile and loses the data when the computer is shut down, or when the running program is terminated.
  • the user can received the specific companion character only while visiting the commercial site, a fact that represents a marketing advantage for the site's owners.
  • Fig. 7 shows a third embodiment of the invention.
  • the CCS comprises an electronic control device, which in this case is a cellular phone (1"), and a companion in the form of a rabbit (70).
  • Phone (1") and companion (70) are connected using a cable (75) plugged to the phone port or in any other suitable way.
  • the communication between cellular phone and companion could be different, e.g. wireless or of any kind described in the other embodiments of the invention or of any other kind.
  • the companion (70) responds to events occurring in the cellular phone (1"). Said events may be an incoming call signal, a low battery message, an end of communication signal or any other operation taking place in the cellular phone.
  • the companion is equipped with a keypad (74) and a display (72).
  • the user inputs a preferred number using the keypad (74).
  • the number is shown on the display (72).
  • the companion plays a vocal message and a melody (73) or moves in a predetermined manner.
  • cellular phone events other than the detection of the preferred incoming call, occur, the companion behaves randomly according to behavior routines stored therein in a ROM (101) or other storage means.
  • FIG. 8 shows a fourth embodiment of the invention.
  • An electronic control device in this case a TV remote control (80) operates a TV set (81).
  • a companion (82) is equipped with a receiver capable of capturing infrared signals or other kinds of signal used by the remote control.
  • the companion (82) responds to the signals according to behavior routines stored therein in a ROM (101) or other storage means
  • Fig. 9 shows a fifth embodiment of the invention.
  • the drawing shows a CCS that comprises two or more companions (22) which both respond concurrently to the electronic control device, in this case a computer (1).
  • the functioning of a multiple companion system can take place in any of the following manners or in any combination of the same: a) The computer software is such that the data is transmitted in an alternating fashion to both companions, as schematically indicated at (90). b) The computer software is such that the data is transmitted to a first companion, which then retransmits the data to another companion or transmits another command generated in the first companion itself, as schematically indicated at

Abstract

System which comprises an electronic control device (1), which carries out a number of events, when activated, a companion (3) capable of carrying out a number of actions by means of corresponding actuation elements, means in the electronic control device (1), for defining a digital command for each of the events, communication means for transmitting the digital commands to the companion (3), a control unit in the companion (3) for receiving the transmitted the digital commands and for determining the action that the companion (3) will carry out every time that a the digital command is received.

Description

SYSTEM COMPRISING A COMPANION TO AN ELECTRONIC
DEVICE
Field of Invention
This invention relates to systems comprising computers, particularly but not exclusively to personal computers, and in general comprising any electronic device containing a processing unit and capable of interfacing the outside world, and external devices, particularly mechanical ones, which respond to events taking place inside the electronic device. This is aimed mainly to amusing the user and reducing boredom and fatigue, although it may also perform an operational function, for example by giving the user useful information as to a computer activity or transmitting messages or instructions to other devices.
Background of the Invention
It is known in the art to construct mechanical toys which, when actuated, have a predetermined behavior, effecting a series of motions and/or displacements, emitting acoustic and/or optical signals, which may simulate human conversation. Such toys may be amusing to a limited extent only, since the user knows beforehand what they will do and their behavior is repetitive and finally boringΛ
In order to render the toys more amusing, it is known to incorporate in them somewhat different behaviors, providing switch means for choosing any one among them. No great advantage is obtained in this way, however, since the number of possible behaviors is limited and the user very soon knows them all and anyway it is he who will decide what the toy will do. The limited advantage such toys provide, therefore, hardly compensates the increased complication and cost which they involves. The art has recently developed toys that can be actuated by the user as he wishes from an electronic control device such as a computer. A number of programs can be stored in said device or downloaded, e.g. from a_network such as Internet. In this way greater variety is achieved. However, only a limited enjoyment is produced, and further, the electronic control device used must be specially built, or, if a standard device is used, such as e.g. a laptop computer, it cannot carry out its normal functions while it controls the toy. Thus, if the player is a computer operator, as modern children often are, he must choose between carrying out normal computer operations or playing with the toy: he cannot do both things concurrently.
It is therefore a purpose of this inventions to overcome the limitations of the art, and therefore: to provide a system whereby a user can operate an amusing device by carrying out normal operations on an electronic device, e.g. on computer; to provide an amusing device the behavior of which is greatly variable and to a large extent or even wholly unforeseeable; to provide an amusing device that keeps the user company while he works and that at times communicates with the user, and therefore may be considered, and will be called hereinafter, a "companion"; to provide an amusing device that to some extent cooperates with the user in normal and/or professional activities; to reduce the fatigue and boredom sometimes connected with computer operations; to achieve the aforesaid purposes in a simple and inexpensive manner.
Other purposes and advantages of the invention will appear as the description proceeds.
Summary of the Invention
The system of the invention comprises: a) at least one electronic control device, typically but not exclusively a computer, which, when actuated by a user, carries out a number of predetermined operations, hereinafter called "events"; b) a least one controlled device, typically but not exclusively, a toylike or a robot-like device, capable of carrying out a number of actions, such as mechanical motions, emission of acoustic, optical and/or electronic signals and/or radiation, and the like, by means of corresponding actuation elements, which will be called herein "companion" or "companion device"; c) means in said electronic control device for defining a digital command associated to each of its said events; d) communication means for transmitting said digital commands to said companion; and e) at least one control unit in said companion for receiving the transmitted said digital commands and for determining the action that said companion will carry out whenever at least one of said digital commands is received.
It should be understood that the digital command may be elaborated e.g. to analog form, and transmitted by any means; e.g., by electromagnetic or optical radiation, by cable, or by electromagnetic fields, and be transformed, once received, into digital or other form required.
The term "events" comprises any kind of action taking place inside an electronic control device, whether it is a low level system event or a high level event. For purposes of illustration, the electronic control device will be described hereinafter and referred to as a computer, but it should be understood that no limitation is intended by this and that what is said about a computer can be valid for any other electronic device. Any electronic or electro- mechanical device generally needs a power source, in many cases but not necessarily a battery or a connection to a power line. Therefore, a power source will be a part of the companion or operatively connected to it; and this will not be repeated nor illustrated in the drawings and should understood throughout the following description.
For purposes of illustration a single computer will be described, but the invention may be carried out with a plurality of computers. Likewise a single companion will generally be described, but the invention may be carried out with a plurality of companions. A valuable embodiment of the invention comprises a plurality of companions that will carry out related actions, e.g. to simulate a fight or a dance or even a conversation, each companion or a number of companions being controlled by a single computer. Further, in an embodiment of the invention, the possible actions of a companion may include the transmission of commands by any type of radiation, or by conductors or optical fibers, to other devices that may be called "sub-companions" or to other electronic devices, so that said companion acts, at least in part, as an electronic control device. It is clear therefore that - while the companion is typically toy-like, and as such will be called hereinafter also "game device", and has the main purpose of amusing the user of an electronic device such as a computer and/or reducing the boredom that may be associated with such use - the invention comprises the case that the companion is not toy-like and has functions and carries out actions that are not merely amusing or boredom-relieving, but have a technical purpose. Therefore the terms "companion" or "companion device" include all such possible structures and functions.
In another aspect, the invention comprises a process for actuating a companion device capable of carrying out a plurality of actions, by means of an electronic control device, which comprises the steps of: a) determining a correspondence between events of said control device and an array of digital commands; b) determining a direct or mediate correspondence between said digital commands of said array and said actions of said companion device; c) whenever an event of said control device occurs, transmitting the corresponding command to the said companion; and d) causing the actions of the companion corresponding to the transmitted commands to be carried out.
The correspondence between said transmitted commands and said actions of said companion device is said to be direct or mediate because each command may be received by an electronic control of said companion and: a) be used by said control as it is, directly to determine a corresponding action of the companion, or b) be translated by said electronic control of said companion into another command and this latter be used to determine a corresponding action of the companion.
It is seen therefore that three correspondences intervene between the events of the electronic control device and the actions of the companion. They are: 1) correspondence between said events and an array of first digital commands; 2) correspondence between said array of first digital commands and a second array of commands used to actuate the companion (which, however, may be the identity); 3) correspondence between said second array of commands and the actions of the companion. Said correspondences may be stored in memories, or be produced by predetermined programs, or they may be defined in LUTs. Whenever at least one of such correspondences changes, so will change the way in which the companion reacts to a given computer session. Said correspondences may be fixed and stored, or they may be changed according to any predetermined rule, or they may be downloaded from single electronic devices or networks, particularly LAN or INTERNET, or they may be partly or wholly random. The downloading may be carried out by transferring and saving the file to a persistent memory, e.g. a computer hard drive, or by transferring the file to a volatile memory, e.g. a RAM, from which it can be executed only as long as the volatile memory content is available. It is seen therefore that the behavior of the companion is unpredictable.
It should be noted that the expression "digital commands" should not be construed as limiting. The commands may be non-digital, in particular analog, without exceeding the scope of the invention.
The invention will now be described in greater detail.
Brief Description of the Drawings
In the drawings:
Fig. 1 is a schematic illustration of a companion, which is a toy-like device, and an electronic control device, which is a laptop computer;
Fig. 2 is a schematic illustration of two more, different companions;
Fig. 3A is a table that illustrates the correlation between computer events and companion actions (called in the table headings "computer creature events") and Fig. 3B and 3C are tables illustrating different associations created between computer events and computer event indexes;
Fig. 4 is a table showing an example of management of the behavior of a companion; and
Figs. 5 to 9 schematically illustrate five particular embodiments of the invention. Detailed Description of Preferred Embodiments
The systems to be described, will be called hereinafter "Computer Companion System" (CCS). Each CCS comprises two basic components.
The first component is an electronic control device. The electronic control device contains a processing unit which, for the sake of clarity, will be called the "Primary Processing Unit". The electronic control device may be, in the most obvious example, a personal computer, but it could also be any other electronic device, such as a cellular telephone, a DVD player, or any similar apparatus, including a sophisticated home appliance, like a microwave.
The second element of the CCS is the companion, which contains another processing unit, which will be called hereinafter the "Secondary Processing Unit". The Secondary Processing Unit may be a general purpose processing unit or a dedicated processing unit designed to control the operations of the specific companion.
The companion also contains a component, typically an electro-mechanical one or of any other kind, which can generate visually, acoustically or otherwise detectable actions. This electro-mechanical unit will be called Behavior Generating Unit (BGU). The BGU can cause suitable elements of the companion to generate motions, sounds, activate other elements, like Leds for the eyes, and optionally control the timing of these actions. The package component of the companion, the " Skin", reflects the actions generated by the BGU. The BGU is mounted on a skeleton that may be adapted to an animal, a robot, a vehicle, or any other kind of BGU the manufacturer may desire. A skeleton can accommodate different skins, which suit the skeleton category they are mounted on. Both electronic control device and companion are equipped each with at least one communication channel - the electronic control device communication channel, hereafter ECC and the companion communication channel, hereafter CCC - through which they can communicate with the external world. Each of them may comprise only a communication channel port, the two terminals being joined by a channel that is therefore common to both the electronic control device and the companion. Said channel may be physical (a conductor or optical cable) or consist in radiation, in which case the electronic control device and companion will be provided with emitter and receiver means and, insofar as needed, digital-to-analog and/or analog-to-digital converters. The ECC and the CCC use serial or parallel communication, infrared, ultrasound or radio (particularly bluetooth) communication and/or any other kind of electromagnetic transmission
The CCS described above also includes a software package consisting of a number of elements:
1. Event Trapping Routine The Event Trapping Routine runs in the electronic control device and awaits for certain predefined events to occur, and intercepts them when they occur. Each event is associated to a code or command, which is then transmitted through the ECC and the CCC.
2. Companion Idle Routine.
The Companion Idle Routine runs in the companion and awaits for information to arrive through the ECC and CCC. This routine intercepts incoming information.
3. Companion Parsing Routine The Companion Parsing Routine interprets information passed over by the Companion Idle Routine.
4. Driver routines managing the BGU.
5. Library of routines to be performed by the BGU.
6. Answering routines by which the companion responds to the electronic control device using the communication channel.
The software package can be fixed or loadable. The BGU Routine Library, for instance, could reside in a EEPROM inside the companion and its information could be changed or accumulated through the CCC or any other interface or input means with which the companion is equipped.
The electronic control device software may be installed and resident in the electronic control device or made run from a CD or another storage device, or downloaded from any kind of network or made run through volatile instructions present in a temporary memory (RAM), being these instructions temporarily received through another mechanism (e.g. being streamed during an Internet connection).
The companion may, of course be shaped in endless variations to resemble any desirable object or creature which is given its peculiar character. For example, if the companion is shaped as a little car model, the BGU response may be to cause a motion of the car or to cause a speaker present in the companion to play a sound reproducing a car engine. The companion may also be a device which performs no motions, but produces optical or acoustic events, and may also be very small, such as an ornament worn as a dress accessory, a jewel, and the like.
If the electronic control device is a cellular phone, the companion may be an ornamental object, connected directly or indirectly to the phone and which comments, so to speak, the phone conversation, e.g., by a play of colors. The companion may also control a liquid crystal display and generate different words or figures in response to events of the electronic control device.
Fig. 1 shows a possible configuration of the "Computer Companion System" (CCS). In this example electronic control device is represented by a laptop computer (1). The computer's CPU (2) functions also as the Primary Processing Unit of the CCS.
The companion (3) contains a Behavior Generating Unit (BGU) (5) which comprises a Secondary Processing Unit, which is a CPU (4), a mechanical unit (6) and memories. The mechanical unit (6) actuates different mobile parts (105), sound elements (such as speakers) (7), eyes lights (8) and any other attached element. The memories may and generally will comprise a ROM or EEPROM (101), which can store some of the companion software, such as driver routine or other programs according to the particular embodiment of the invention; a RAM memory (102); and, optionally, a storage device (103).
The BGU (5) is mounted on a skeleton (9) which, in this particular drawing, is an animal-shaped one covered by a rabbit-shaped skin (10). The electronic control device (1) and the companion (3) communicate through electronic control device communication port (ECC) (11) and companion communication port (CCC) (100).
The companion also comprises means which enable the user to interfere with the program flow while the BGU is active. In this drawing this means is symbolized by a button (104) that, when pushed, affects the program flow by, e.g. halting or pausing the execution of the same.
Fig. 2 shows two examples of skins with which the companion may be provided. The term "Skin" relates to the entire exterior appearance of the companion. The two skins which appear in the drawing are a car skin (21) and a dinosaur skin (22).
Fig. 3A is a table that illustrates the correlation between computer events and companion actions. Since reference is made to the embodiments in which the companion is in the form of a creature, the companion actions are called "computer creature events" in this table , as well as in the tables of Figs. 3B, 3C and 4. Each computer event receives an index number. For instance, the first item of the table shows that when the "Shift" button is pressed this action is intercepted by the Event Trapping Routine and recognized as number "1" in the computer event index. This index number is transmitted to the companion through the ECC, in a suitable form. Such form, in a simple format, could be a byte of information representing the index number itself. When this index number reaches the companion through the CCC, the Companion Idle Routine intercepts the incoming information which is processed by the Companion Parsing Routine and, in this example, reduced to an index number passed to the BGU Driver Routine. The BGU Driver Routine may already contain all the routines that activate the BGU or it may address a routine library containing other BGU routines.
In the present case, the BGU Driver Routine associates index number "1" passed to it from the companion parsing routine, with Creature Computer Event "Move Limb N. 1 Forward", being, "Limb N.l", one of the Computer Creature's arms or legs. At the end of the process, the pressing of the "Shift" button in the computer, results into the creature moving one of its limbs (limb number one) forward. The second line of the table shows how computer event "Save File" results into the computer creature generating a "Beep" event through computer event index "2". The table indicates that it is intended to contain, when filled, twenty items, but this indication is given for the sake of illustration, since, of course, any number of associations between computer and computer creature events may be created.
Fig. 3B is a table showing different associations between computer events and computer event indexes. For instance, computer event "Save File" is associated, in table 3A with computer event index number 2 and in table 3B with computer event index number 20. Thus, the same computer event will result in two different computer creature events, provided that nothing has changed at companion software level.
Dynamically changing association between computer event and computer event index is highly desirable, as it produces different companion reactions to the same computer event and, by doing so, the illusion of spontaneous behavior by the companion is highly enhanced. Different methods for creating dynamically changing association between computer event and computer event index, can be easily implemented by any skilled programmer. One way to do so, would be to create a given number of different association tables and to change the association tables as a function of time elapsed or of number of computer actions performed, or as a function of another criterion.
A better way to do so (and closer to a seemingly spontaneous behavior) would be to randomize the association between computer event and computer event index. Random number generators are programming functions commonly used, well known to any person skilled in the art.
The two tables shown in Figs. 3 A and 3B illustrate different associations created between computer events and computer event indexes. Still, the correlation between computer events and computer creature behavior could be changed in other ways. For instance, different associations could be created between computer event index and computer creature event instead of between computer events and computer event indexes. A mixed mode between these two option could also be created, and more generally, between each possible software element in found in between the initial computer event and final companion behavior.
Fig. 3C shows symbolically the software elements involved in the creation of the companion behavior. While Figs 3A and 3B relate to possible combinations and randomizations of associations between vector 1 and vector 2 (where "vector" signifies the item that comprise a category of events like, e.g., "computer event") Fig. 3C shows n possible event vectors which can all be associated in different ways. For instance, instead of associating vector 1 and 2, we could associate vector 3 and vector n-2 and vector n.
Fig. 4 shows one the many possible graphic interfaces of a computer program which can run typically, but not exclusively, in the electronic control device and which functions as manager of the behavior of the companion. In this figure too the companion is assumed to be a creature, and therefore the title Computer Creature Behavior Manager (CCBM) is used.
While the associations between computer events and computer creature behavior illustrated in Figs. 3A, 3B and 3C may operate in the background and be transparent from the user's point of view, the CCBM calls for active involvement of the user in creating the above mentioned associations.
The CCBM graphic interface in this example has a list of computer events (41) and a list of creature events (42). The user clicks on the computer event (hereafter the "cause") to which he/she wishes to associate a computer creature event (hereafter the "effect"). The association of an effect to a cause, generates a cause-effect unit (hereafter the "behavior "). The behavior list (43) shows the association cause-effect for the computer event which is on the same row of the behavior. For example, behavior n.3 relates to cause n.3 (and not to effect n.3) and shows that Computer event n.3. - "Shut Down Computer - generates effect n.15 - Play file "See you soon". Each cause and effect involved in a behavior, as well as the behavior itself, is highlighted in the lists. The user creates the behavior by first selecting, by mouse -clicking or other means, the cause and then by selecting the effect.
A behavior can be erased by selecting the item on the behavior list (43) and by clicking the "Clear" button (44). A behavior can also be created randomly by selecting the cause and by clicking the "Randomize" button (45). By doing so, the program associates to the cause an effect selected randomly among the available ones. N behaviors (N > 1) constitute a "character" which gives the computer creature - and in general any companion - a sort of recognizable individuality.
Once the user has created or edited a character, the latter can be saved by clicking the "Save Character" button (46) or saved under a different name, using the "Save Character As" button (48). The user can also choose not to save the changes made in a character and to restore the original character, by clicking the "Revert Character" button (47). The characters are stored in a library (hereafter the "Character Library") the items of which are shown in the "Character List" (49). The user can change the character by selecting the desired character from the Character List (49) and by confirming the selection in the "Current Character" section clicking on the "OK" button (400).
In addition to characters created or edited by the user, companion characters may come from different sources. While mentioning these sources, it is paramount to stress that the definition of "behavior" means all the objects and files necessary in order to generate the behavior as well as the association cause-effect.
The companion behavior sources may include: a. Preset companion characters which come with a companion package and represent the initial characters the manufacturer gave the companion. b. Characters loaded to the electronic control device or to the companion - if the latter has storage capability - from CD, diskette or any other storage device. c. Characters downloaded from the Internet or any other network or through any kind of file transfer like ftp, http or the like. These file transfers may be initiated by the user or occur automatically when the user is online, e.g. on a reoccurring date criterion if the user is subscribed to such a service, d. Characters transferred by communicating with another computer like, e.g. through infrared file transmission.
It must be stressed that a character does not necessarily have to be stored in any element of the CCS and that it could also be volatile. An example of volatile character could be a set of instructions that are downloaded to the computer when the user accesses a certain Internet site. These instructions, downloaded and processed in a streaming fashion by the companion software, can be translated into companion behavior without saving them to a permanent memory. As a result, the character would be active as long as the user stays logged to a certain site and stop as soon as the user leaves the site. Said character, since it is not saved, could not be duplicated unless the user logs in again to the same site. These features could be useful to generate chargeable services when the user uses a certain site. For example, a company advertising a product, could offer to the site visitors volatile companion characters that require the user to stay in the site in order to experience these characters.
Bearing in mind the above mentioned facts, the Computer Creature Behavior Manager illustrated in Fig. 4 includes the option to import a behavior, using the "Import Character" button (401). By "importing a character" is meant copying to the computer a file that contains information that defines the associations between computer events and companion actions, that optionally contains files (like audio files) necessary to generate the companion actions and optionally other instructions and settings pertaining to the logic which regulates the succession of the behaviors. This option is meant especially, but not exclusively, for offline sessions. The "Import Sound" button (402) enables the user to import sound files to be associated later with causes.
The No-Event Options Area (403) governs the computer creature behaviors when the CCS does not detect a listed computer event. The user can determine the number of seconds of inactivity after which the programs starts randomizing behaviors by randomly creating cause-effect associations. In the example, this option is set to 5 seconds. The user can also choose between randomizing the behaviors after a set lapse of time for a given number of times (in this example 10 times) or keep randomizing the behaviors continuously until a defined computer event occurs and then the regular working mode resumes. The Computer Creature Behavior Manager also offers the option to select randomly a character with every new computer session (404).
The following Examples illustrate some embodiments of the invention.
Example 1
A first embodiment of the invention is illustrated in Fig. 5. An electronic control device, in this case a laptop computer (1), is downloading a file from the Internet (60). The companion has the shape of a dinosaur as in Fig. 2 and is indicated with the same numeral (22), and will have the same shape and be so indicated in the following features, it being clear that this is done merely for convenience of description and does not have any limiting effect whatsoever. A companion behavior is created by associating between the "download completed" event occurring in computer (1) and a "play sound file" occurring in the companion. The "download completed" event is a command generated by the Internet browser when this program detects the completion of the downloading process. The computer (1) then sends (50) to the companion (22) a command, which triggers the companion behavior (51), by which the companion informs the user that the download process is completed. This behavior may be the only one in this specific character or it may comprise any number of additional behaviors. Some of these behaviors may be direct (that is, static and recognizable as associated to a certain computer event) or indirect (that is, randomized or, in any case, not clearly recognizable by the user as associated to a specific computer event and appearing as been spontaneous).
Example 2
Fig. 6 shows a second embodiment of the invention. An electronic control device, in this case a computer (1'), is connected to the Internet (60) and the computer user is visiting a certain commercial site (61). In this example, the site (61) is a site from which toys and games can be purchased. The potential client visits the site and views on the computer screen (62) products offered at the site. The company that runs the site is interested both in prolonging the time the potential client stays logged to the site, and in making this time an enjoyable one for the perspective client. In order to do so, the following procedure is used.
The server - the computer which hosts the commercial site - using well known Internet procedures, checks if the prospective client has a companion - which in Fig. 6 is illustrated once again as a dinosaur (22), but could be any other companion - connected to the computer. It must be noted that a server can retrieve certain information from computers logged to the same. Using the same procedures, the site can detect the presence of a companion connected to the client's computer (!')• Once the companion's presence is detected, the server starts sending to the client's computer (1') data which represent a companion character. This character is preferably sent and processed by client's computer (1') in streaming data format. By the term "streaming data" we refer to a data file which can be processed and executed portion by portion, as the information is being received. Therefore, there is no need to wait for the full download of the information before the computer (1') can process the data and the companion (22) can execute it and translate it into a behavior. This option is significant because the potential client can witness a companion behavior almost immediately, without having to wait for a download which may be a lengthy one.
The streaming data can also be transmitted in such a format that makes them volatile. The term "volatile" in this context refers to the possibility of transmitting the data in a way which does not allow them to be saved to a hard disk or any other permanent memory, but only to a RAM memory which is volatile and loses the data when the computer is shut down, or when the running program is terminated.
Ultimately, the user can received the specific companion character only while visiting the commercial site, a fact that represents a marketing advantage for the site's owners.
Example 3
Fig. 7 shows a third embodiment of the invention. The CCS comprises an electronic control device, which in this case is a cellular phone (1"), and a companion in the form of a rabbit (70). Phone (1") and companion (70) are connected using a cable (75) plugged to the phone port or in any other suitable way. Of course, the communication between cellular phone and companion could be different, e.g. wireless or of any kind described in the other embodiments of the invention or of any other kind. The companion (70) responds to events occurring in the cellular phone (1"). Said events may be an incoming call signal, a low battery message, an end of communication signal or any other operation taking place in the cellular phone. The companion is equipped with a keypad (74) and a display (72). The user inputs a preferred number using the keypad (74). The number is shown on the display (72). When the cellular phone detects an incoming call arriving from the preferred telephone number, the companion plays a vocal message and a melody (73) or moves in a predetermined manner. When cellular phone events, other than the detection of the preferred incoming call, occur, the companion behaves randomly according to behavior routines stored therein in a ROM (101) or other storage means.
Example 4
Fig. 8 shows a fourth embodiment of the invention. An electronic control device, in this case a TV remote control (80) operates a TV set (81). A companion (82) is equipped with a receiver capable of capturing infrared signals or other kinds of signal used by the remote control. The companion (82) responds to the signals according to behavior routines stored therein in a ROM (101) or other storage means
Example 5
Fig. 9 shows a fifth embodiment of the invention. The drawing shows a CCS that comprises two or more companions (22) which both respond concurrently to the electronic control device, in this case a computer (1). The functioning of a multiple companion system can take place in any of the following manners or in any combination of the same: a) The computer software is such that the data is transmitted in an alternating fashion to both companions, as schematically indicated at (90). b) The computer software is such that the data is transmitted to a first companion, which then retransmits the data to another companion or transmits another command generated in the first companion itself, as schematically indicated at
(91). c) A combination of the two first possibilities.
While specific embodiments of the invention have been described for the purpose of illustration, it will be understood that the invention may be carried into practice by skilled persons with many modifications, variations and adaptations, without exceeding the scope of the claims.

Claims

1. System which comprises: a) at least one electronic control device, which, when activated, carries out a number of events; b) a least one companion capable of carrying out a number of actions by means of corresponding actuation elements; c) means in said electronic control device for defining a digital command for each of its said events; d) communication means for transmitting commands corresponding to said digital commands to said companion; and e) at least one control unit in said companion for receiving the transmitted commands and for determining the action that said companion will carry out every time that at least one of said transmitted commands is received.
2. System according to claim 1, wherein the events of the electronic control device comprise the low level system events and the high level events.
3. System according to claim 1, wherein the electronic control device is a computer.
4. System according to claim 1, wherein the companion is a toylike or a robot-like device.
5. System according to claims 1 to 3, comprising a single electronic control and a single companion.
6. System according to claims 1 to 3, comprising a plurality of companions.
7. Process for actuating a companion device capable of carrying out a plurality of actions, by means of an electronic control device, which comprises the steps of: a) determining a correspondence between events of said control device and an array of digital commands and memorizing the same in said control device; b) determining a direct or mediate correspondence between said digital commands of said array and said actions of said companion device and memorizing the same in said companion; c) whenever an event of said control device occurs, transmitting the corresponding command to the said companion; and d) causing the actions of the companion corresponding to the transmitted commands to be carried out.
8. Process according to claim 7, wherein the correspondence between the digital commands memorized in the control device and the actions of the companion device is direct or mediate.
9. Process according to claim 8, wherein each transmitted command is received by an electronic control of the companion and: a) is used by said control as it is, directly to determine a corresponding action of the companion; or b) is translated by said electronic control of said companion into another command and this latter is used to determine a corresponding action of the companion.
10. Process according to claim 7, wherein the correspondence between the events of the electronic control device and the actions of the companion is created online in the course of a connection with a network, in particular the Internet, and wherein said correspondence may be stored in the electronic control device or be volatile as said connection is ended.
11. Process according to claim 7, wherein between the events of the electronic control device and the actions of the companion intervene: 1) a correspondence between said events and an array of first digital commands; 2) a correspondence between said array of first digital commands and a second array of commands used to actuate the companion; and 3) a correspondence between said second array of commands and the actions of the companion.
12. System according to claim 1, further comprising a software package consisting of at least one routine comprised in the group consisting of Event Trapping Routines, Companion Idle Routines, Companion Parsing Routines, Routine Driver routines, Library of routines and Answering routines, all as hereinbefore defined.
13. System comprising an electronic control device and a companion device, substantially as described and illustrated.
14. Process for actuating a companion device by means of an electronic control device, substantially as described and illustrated.
PCT/IL2002/000330 2001-04-29 2002-04-25 System comprising a companion to an electronic device WO2002088866A2 (en)

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Citations (5)

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US6160986A (en) * 1998-04-16 2000-12-12 Creator Ltd Interactive toy
US6380844B2 (en) * 1998-08-26 2002-04-30 Frederick Pelekis Interactive remote control toy
US6415439B1 (en) * 1997-02-04 2002-07-02 Microsoft Corporation Protocol for a wireless control system

Patent Citations (5)

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Publication number Priority date Publication date Assignee Title
US5746602A (en) * 1996-02-27 1998-05-05 Kikinis; Dan PC peripheral interactive doll
US6415439B1 (en) * 1997-02-04 2002-07-02 Microsoft Corporation Protocol for a wireless control system
US6160986A (en) * 1998-04-16 2000-12-12 Creator Ltd Interactive toy
US6380844B2 (en) * 1998-08-26 2002-04-30 Frederick Pelekis Interactive remote control toy
US6149490A (en) * 1998-12-15 2000-11-21 Tiger Electronics, Ltd. Interactive toy

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