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Title:
EXTERNAL STIMULI BASED REACTIVE SYSTEM
Document Type and Number:
WIPO Patent Application WO/2009/027999
Kind Code:
A1
Abstract:
The invention relates to a toy (10) comprising an event detector (26) for detecting external events; a figure (22) configured to be selectively responsive to an external event; and a control system for controlling the selective response of the figure to an external event; the determination of responding to an external event by the control system dependent on one or more external events preceding the external event. The invention also relates to a toy comprising an event detector for detecting external events; a figure configured to respond to an external event and capable of more than one response to an external event; and a control system for controlling the response of the figure to an external event; and the determination of the response to the external event dependent on one or more external events preceding the external event.

More Like This:
JPS62249671STUFFED TOY
Inventors:
PORS SOREN (IN)
Application Number:
PCT/IN2008/000544
Publication Date:
March 05, 2009
Filing Date:
August 27, 2008
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
RAO APARNA (IN)
PORS SOREN (IN)
International Classes:
A63H3/28
Foreign References:
US20010020837A12001-09-13
US20070087658A12007-04-19
US20030214524A12003-11-20
Attorney, Agent or Firm:
OBHAN, Essenese (501/7 Lane W 21 A,Western Avenue, Sainik Farms, New Delhi 2, IN)
Download PDF:
Claims:

What is claimed is:

1. A toy comprising: an event detector for detecting external events; a figure configured to be selectively responsive to an external event; and a control system for controlling the selective response of the figure to an external event; the determination of responding to an external event by the control system dependent on one or more external events preceding the external event.

2. A toy comprising: an event detector for detecting external events; a figure configured to respond to an external event and capable of more than one response to an external event; and a control system for controlling the response of the figure to an external event; and the determination of the response to the external event dependent on one or more external events preceding the external event.

3. A toy as claimed in claim 1 wherein the figure is capable of more than one response to an external event and the determination of the response to the external event is dependent on one or more external events preceding the external event.

4. A toy as claimed in claim 1 or 2 wherein the response of the toy to an external event depends on the intensity of the external event in comparison with the intensity of one or more events preceding the external event.

5. A toy as claimed in claim 1 wherein the response of the toy to an external event depends on the type of one or more events preceding the external event.

6. A toy as claimed in claim 1 or 2 wherein the response of the toy to an external event is movement of the figure within a predetermined range of movement.

7. A toy as claimed in claim 1 or 2 wherein the movement of the figure is linear.

8. A toy as claimed in claim 6 wherein the figure includes embedded lights and the movement of the figure is accompanied by lighting up of the figure.

9. A toy as claimed in claim 6 wherein the figure is capable of movement at one or more speeds determined by the control system.

10. A toy as claimed in claim 1 or 2 wherein the toy is configurable in one or more modes of operation, the control system determining a set of responses to an external event for each mode dependant on one or more external events preceding an external event.

11. A toy as claimed in claim 10 wherein the speed of movement is dependent on the mode of operation of the toy.

12. A toy as claimed in claim 10 wherein the distance of movement of the figure is dependent on the mode of operation of the toy.

13. A toy as claimed in claim 1 or 2 including electromagnets as actuators to move the figure in response to an external event.

14. A toy as claimed in claim 1 or 2 including a display for the visualization of the response of the figure in response to an external event.

15. A toy as claimed in claim 1 or 2 wherein the control system determines an average intensity of external events based on the intensity of one or more external events preceding the external event.

16. A toy as claimed in claim 10 wherein the control member determines at least one threshold intensity level of external events on the basis of the average intensity of external events.

17. A toy as claimed in claim 1 or 2 wherein the response of the toy to an external event is instant and the preferred time required from the occurrence of the external event to completion of the response is in the range of 5 milliseconds to 5 seconds.

18. A toy as claimed in claim 1 or 2 including two or more figures capable of responding to external events.

19. A behavior reactive system for a toy comprising: an event detector for detecting external events; a figure configured to be selectively responsive to an external event; and a control system for controlling the selective response of the figure to an external event; the determination of responding to an external event by the control system dependent on one or more external events preceding the external event.

20. A toy substantially as herein described with reference to and as illustrated by the accompanying drawings.

Description:

This disclosure relates generally to the technical fields of interactive toys. In particular, the disclosure relates to interactive toys that are capable of adaptation to their environment.

BACKGROUND

Previously objects used to enhance a building such as paintings, vase, lights, toys, wall papers only had limited aesthetic and entertainment value as they continued to remain static. These objects do not dynamically adapt to the changing ambience of the room and further fail to provide continued entertainment factor as they do not react to external events. These objects had aesthetic or entertainment appeal and seldom both, and in either case the appeal was static and not dynamic.

BRIEF DESCRIPTION OF THE DRAWINGS

Examples of embodiments of the invention are illustrated by way of illustration and not limitation in the figures of the accompanying drawings, in which like references indicate similar element and in which;

Figure 1 illustrates an interactive toy according to an embodiment of the invention.

Figure 2 illustrates the interactive toy in its hide, peep and stand positions according to an embodiment of the invention.

Figure 3 is a functional block diagram showing a Behaviour Reactive System according to an embodiment of the invention.

Figure 4 is an exploded view of a Stimuli Detection Module according to an embodiment of the invention.

Figure 5 is an explanatory table of a Stimuli Database according to an embodiment of the invention.

Figure 6 is an exploded view of a User Preference Input Module according to an embodiment of the invention.

Figure 7 is an explanatory table of a User Preference Database according to an embodiment of the invention.

Figure 8 is an exploded view of an Output Computation Module according to an embodiment of the present invention.

Figure 9 is an explanatory table of an Information Database according to an embodiment of the invention.

Figure 10 is an exploded view of an Output Execution Module according to an embodiment of the present invention.

Figure 11 is an explanatory table of a Grid Property Database according to an embodiment of the present invention.

Figure 12 is a perspective view of the Interactive toy comprising a Power Supply and a Behaviour Reactive System according to an embodiment of the present invention.

Figure 13 is a perspective view of an Output Grid System according to an embodiment of the present invention.

Figure 14A and Figure 14b are explanatory diagrams showing an actuator system according to an embodiment of the present invention.

Figure 15 is a table of the toy values in shy behaviour state by way of a specific example according to an embodiment of the invention.

Figure 16 is a graph showing the relationship between the displacement and time of an Interactive toy in a shy behaviour state according to an embodiment of the invention.

Figure 17 is a table of the toy values in curious behaviour state by way of a specific example according to an embodiment of the present invention.

Figure 18 is a graph showing the relationship between the displacement and time of an Interactive toy in a curious behaviour state according to the embodiment of the invention.

Figure 19 is a graph showing an average of the stimuli intensity according to an embodiment of the present invention.

Figure 20 is a graph showing the average and corresponding thresholds according to an embodiment of the present invention.

SUMMARY

The invention relates to a toy comprising an event detector for detecting external events; a figure configured to be selectively responsive to an external event; and a control system for controlling the selective response of the figure to an external event; the determination of responding to an external event by the control system dependent on one or more external events preceding the external event.

The invention also relates to a toy comprising an event detector for detecting external events; a figure configured to respond to an external event and capable of more than one response to an external event; and a control system for controlling the response of the figure to an external event; and the determination of the response to the external event dependent on one or more external events preceding the external event.

The response of the toy to an external event depends on the intensity of the external event in comparison with the intensity of one or more events preceding the external event. The

response of the toy to an external event depends on the type of one or more events preceding the external event.

The response of the toy to an external event maybe movement of the figure within a predetermined range of movement. The movement of the figure maybe linear.

In accordance with an aspect the figure includes embedded lights and the movement of the figure is accompanied by lighting up of the figure.

The toy is capable of movement at one or more speeds determined by the control system. The toy is also configurable in one or more modes of operation, the control system determining a set of responses to an external event for each mode dependant on one or more external events preceding an external event.

The speed of movement maybe dependent on the mode of operation of the toy. The distance of movement of the figure maybe dependent on the mode of operation of the toy.

In accordance with an aspect the toy includes a display for the visualization of the response of the figure in response to an external event.

The toy includes a control system that may determine an average intensity of external events based on the intensity of one or more external events preceding the external event. The control member determines at least one threshold intensity level of external events on the basis of the average intensity of external events.

In accordance with an aspect the response of the toy to an external event is instant and the preferred time required from the occurrence of the external event to completion of the response is in the range of 5 milliseconds to 5 seconds.

In accordance with an aspect the toy includes two or more figures capable of responding to external events.

The invention also relates to a behavior reactive system for a toy comprising an event detector for detecting external events; a figure configured to be selectively responsive to an external event; and a control system for controlling the selective response of the figure to an external event; the determination of responding to an external event by the control system dependent on one or more external events preceding the external event.

An interactive toy is disclosed that reacts to an external event with 'life-like' responses, emulating simplified behavioural traits of shy and curious beings. The interactive toy consists of an enclosure and a figure that can move in and out of the enclosure. The figure moves from a hide position (hidden inside the enclosure) to a stand position (fully visible outside the enclosure). The figure ejects from and retracts into the enclosure with high reaction times and

reaction speeds akin to living beings and thus, the interactive toy appears to the viewers as a living being. Upon the occurrence of the external event, a behavioural reactive system is triggered to produce a unique response and activates an actuator that changes a position of the figure of the interactive toy. The toy is designed to be hidden behind the enclosure and will react only through the external event such as a sound, a movement, a motion or a light.

DETAILED DESCRIPTION

A toy and more particularly an interactive toy capable of responding to external events is disclosed. In the following description, for purpose of explanation, numerous specific details are set forth in order to provide an understanding of the various embodiments. It will be evident, however, to one skilled in the art that the various embodiments may be practiced without these specific details. It will be appreciated that the various embodiments discussed herein may or may not be the same embodiment, and may be grouped into various other embodiments not explicitly disclosed herein.

In addition, it will be appreciated that the various operations, processes, and methods disclosed herein may be embodied in a machine-readable medium and/ or a machine accessible medium compatible with a data processing system (e.g., a computer system). According, the specification and drawings are to be regarded in an illustrative rather than a restrictive sense.

Many of the functional units described in this specification have been labelled as modules, in order to more particularly emphasize their implementation independence. For example, a module may be implemented as a hardware circuit comprising custom very large scale integration circuits or gate arrays, off-the-shelf semiconductors such as logic, chips, transistors, or the other discrete components. A module may also be implemented in programmable hardware devices such as field programmable gate arrays, programmable array logic, programmable logic devices or the like.

Modules may also be implemented in software for execution by various types of processors. An identified module of executable code may, for instance, comprise one or more physical or logical blocks of computer instructions which may, for instance, be organised as an object, procedure, or function. Nevertheless, the executables of an identified module need not be physically located together, but may comprise disparate instructions stored in different locations which, when joined together, comprise the module and achieve the started purpose for the module.

Indeed, a module of executable code could be a single instruction, or many instructions, and may even be distributed over several different code segments, among different programs, and across several memory devices. Similarly, operational data may be identified and illustrated herein within modules, and may be embodied in any suitable form and organised within any suitable type of data structure. The operational data maybe collected as a single data set, or may be distributed over different locations including over different member disks, and may exist, at least partially, merely as electronic signals on a system or network.

Reference throughout this specification to "one embodiment" "an embodiment" or similar language means that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment of the present invention. Thus, appearances of the phrase "in one embodiment", "in an embodiment" and similar language throughout this specification may, but do not necessarily, all refer to the same embodiment.

Furthermore, the described features, structures, or characteristics of the invention may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided, such as examples of programming, software modules, user selections, network transactions, database enquires, database structures, hardware modules, hardware circuits, hardware chips, etc., to provide a thorough understanding of embodiments of the invention. One skilled in the relevant art will recognise, however, that the invention can be practised without one or more of the specific details, or with other methods, components, materials, and so forth. In other instances, well-known structures, materials, or operations are not shown or described in detail to avoid obscuring aspects of the invention.

A toy responsive to external events is described. An external event could include sound, light, temperature or movement or any combination thereof. An external event could also include no external events for a pre-determined period of time. The toy is adaptable to the external events and configured to selectively respond to external events. The decision of responding to an external event may be based on at least one external event preceding the external event.

In accordance with another aspect, the toy is also capable of responding to an external event in different ways. The response may be in the form of a movement of a figure or movement accompanied by lights. The movement may be swift or slow. The movement may be for a short distance or for a greater distance. The determination of the nature of the

response to an external event is made by the toy based on at least one external event preceding the external event. The possible responses to external events may be categorized into modes.

The toy may or may not react to an external event, and the reaction of a toy, when it decides to react may be one of a number of possibilities. The decisions of responding to an external event and also the decision of the type of response to an external event are based on a control system such as a behaviour reactive system of the toy that makes such determinations on the basis of one or more external events preceding the external event. This randomness in toy behaviour dependent on the environment the toy is placed in makes the toy life like and appear to have an intellectual ability.

In accordance with an aspect, it is preferred that the response of the toy is movement. More particularly, it is preferred that the response of the toy is linear movement especially in a physical implementation of the invention.

The control system of the toy is capable of determining the average magnitude or intensity of the external event that the toy is subjected to in its environment. Based on the average levels of external events in a particular environment, the toy distinguishes between external events below and above the average level. External events below the average levels may be considered to be part of the environment and the toy may be configured to not react to such external events. On the other hand external events above the average levels may cause the toy to react.

With reference to figure 19, the intensity of the external event or the stimuli intensity over discrete periods of time is charted. On the basis of the external events an average intensity of the external events is determined. As may be seen the average level is constantly adapting to the environment and consequently the response of the toy to an external event also varies. For example, if the sound levels in an environment where the toy is placed are consistently at a high level over a predetermined number of past external events or a predetermined interval of time preceding the external event, the average sound levels of that environment are also high. Consequently, the toy may react to only very high sound levels that are above the average sound level. If however, over the next few external events the sound levels drop to a very low level, the average sound level also drops and the toy may now react to an external event that was earlier below the average level. This permits the toy to selectively respond to a same external event on the basis of one or more past external events.

The number of past external events to be considered or the period of time preceding the external event to be considered; for determining the average may be preset by the toy manufacturer or may be user configurable. The average level of the external event may be determined in real time. For example, in a user configurable toy, if the user settings are set to a so called "forgetful" mode the toy may only consider a minimum number of past external events in determining the average or may calculate the average levels based on real time calculations. On the other hand if the toy is set to a so called "never forget" mode the toy may consider a larger number of external events or over a large period of time to determine the average.

On determining that a response to an external event is to be executed, the toy is also capable of responding differently to external events. The type of response may be based on the difference of the external event intensity from the average levels. The toy may also be configured to determine one or more thresholds above and below the average. The thresholds may be determined in a constant relation with the average levels such that the thresholds vary along with the average levels.

With reference to figure 20, two thresholds are determined for the toy above the average level. Though the thresholds in the illustration of figure 20 are indicated only above the average level, one or more thresholds may be determined below the average level. The toy may be configured to react differently on the basis of the external event intensity and the nearest threshold. For example, where the external event is such that a determination of a response is made, and the intensity of the external event is such that it crosses the first threshold but not the next one, a slower movement of the figure may take place. On the other hand if the intensity of the external event is such that it crosses all thresholds a very rapid movement of the toy may take place.

The toy may be configured to respond in different ways based on different modes of the toy. These modes may be preset by the manufacturer of may be user configurable. Using the average level and one or more thresholds various modes may be developed for the toy, and the toy would react differently in different modes to the same stimuli or external event. The direction of movement of the toy is based on the user configurations and the mode in which the toy is set.

For example the toy may be capable of a "SHY" mode, "CURIOUS" mode, "SHY- CURIOUS", "SHOCKED" or an "ALERT" or "LAZY" mode.

In a so called "SHY" mode, the toy is personified as a shy being that would tend to move away from external events. This is translated into toy behaviour by the behaviour reactive system by the figure of the toy moving towards or into the enclosure. On the other hand a "CURIOUS" mode personified by the toy as a being that would move towards an external event and would make the figure of the toy move outwards or away from the enclosure on the occurrence of an external event. A "SHY-CURIOUS" mode signifies a being that is curious and would move towards an external event, though in a shy and controlled way. This is personified by the toy moving out of the enclosure only on external events that are above a certain threshold and the speed of such movement would differ from an ordinary "SHY" or "CURIOUS" toy. "SHOCKED" signifying an external event significantly larger in intensity than the average intensity of the external events that is determined for the toy. The toy may be configured to react differently in a so called "SHOCKED" mode.

In addition the toy may also have preset or user configurable "ALERT" or "LAZY" mode. On there being no or negligible external events over a predetermined number of external events or a predetermined interval of time; the toy may move into a so called "LAZY" or "SLEEPING" mode. The behaviour reactive system would cause the toy to respond differently to an external event when a toy is in a "LAZY" mode. On the other hand if the toy is set to be in "ALERT" mode or there have been continuous external events over a predetermined interval of time, the toy is said to be in the so called "ALERT" mode and the behaviour reactive system would cause the toy to respond differently to an external event when a toy is in a "ALERT" mode.

If on the other hand, no external events are detected for a period of time, the absence of the external events may also trigger a response as explained more fully below.

With reference to Figure 1 a toy 10 in accordance with an embodiment is illustrated. The toy comprises of an enclosure 20, a figure 22 and an event detector 26. The enclosure 20 is a casing for the interactive toy 10 and houses the event detector. The event detector may be any sensor device or system capable of recognizing and or measuring external events and stimuli. The figure 22 is capable of movement and the movement may be in response to an external event detected by the event detector 26. Figure 2 illustrates an embodiment of the toy where the figure 22 is shown to assume three different positions in response to the external events. In the illustrated positions of Figure 2, the three positions may be referred to as "HIDE" where the figure is completely within the enclosure, "PEEP" where the figure is

partly out of the enclosure and "STAND" where the figure is completely out of the enclosure. Though there may be any number of positions that the figure may assume, the following description will refer to these positions to explain the working of the invention.

With reference to figure 2 again, when the toy is configured in for example a "SHY" mode, it would tend to remain within the enclosure. In the absence of an external event for a predetermined period of time or the average level reaching a threshold, the figure may move to the "peep" position where part of the figure is visible outside the enclosure. If the situation continues for another predetermined period of time, the figure may extend to the "stand" position and is fully visible. If at the "peep" or "stand" position an external event such as a sound is detected by the toy the toy may retract to the "hide" position from the "peep" position or to the "peep" or "hide" position if it is in the "stand" position. The position to be reached along with the speed and the predetermined periods are determined by the control system of the toy based on the mode of operation, intensity of the external event and the average level for the toy.

Similarly, if the toy is configured in a "CURIOUS" mode, the figure would tend to extend from the enclosure on the toy detecting an external event. Where the figure is in the "hide" position and an external event is detected the figure may extend to either the "peep" position or the "stand" position depending on the mode of operation, average level and the intensity of the external event. The position to be reached along with the speed and the predetermined periods are determined by the control system of the toy based on the mode of operation, intensity of the external event and the average level for the toy.

In accordance with an embodiment, a "SHOCKED" mode is defined for the toy where in the event that an external event is significantly larger in magnitude than the average level, the toy may be configured to enter a " SHOCKED" mode. In such a so called "SHOCKED" mode the toy may not react to subsequent external events even if they are above the average level, as the toy is said to be recovering from the shock of such a large magnitude external event. The toy may be configured to remain in a "SHOCKED" mode for a predetermined period of time or when the average level reaches a predefined threshold.

Various such modes may be defined for the toy, with each mode representing a certain character trait of living beings, such that the behaviour of the toy may be considered life like. In addition, in accordance with an aspect the toy is configured to react instantly to an external event when a response is determined to be executed. It is also preferred that the speeds of

execution of the toy movement be as quick as possible, so as to closely emulate life like responses.

In accordance with a preferred embodiment, the reaction time is instant with the time required from the start to completion of the response typically falling in the range of 20 milliseconds to 2 seconds. Preferably, the time required should be in the range of 40 milliseconds to 80 milliseconds, with a preference for faster response times.

Figure 3 is a schematic representation of a control system of the toy in the form of a Behavioural Reactive System 100 consisting of a Stimuli Detection Module 102, an User Preference Input Module 104, a Setting ModulelOό, an Output Computation Module 108 and an Output Execution Module 110. The Stimuli Detection Module 102 is capable of detecting external event, i.e. sound, light, motion or temperature. The Stimuli Detection Module 102 may also determine the quality of the external event; for example: in terms of sound, if the external event is noise or music. The Stimuli Detection Module 102 may further capture the magnitude or intensity of such external event including for example: frequency range in terms of sound, brightness in terms of quality of light, swiftness in terms of motion, heat in terms of temperature, etc. The Stimuli Detection Module 102 interacts with the Output Computation Module 108 to relay the information it has detected.

The User Preference Input Module 104 may interact with a user to identify a mode in which the toy is to be operated for example one of the so called "SHY", "CURIOUS" or "SHY-CURIOUS". The User Preference Input Module 104 may further interact with the user to identify the sensitivity of the Interactive toy 10 to the external event; such as high sensitivity, low sensitivity, etc. The User Preference Input Module 104 may also interact with the user to identify the defined external event to which the Interactive toy 10 should be sensitive to for example: sensitive to light and/ or sound, sensitive to light, sensitivity to motion, etc. The User Preference Input Module 104 interacts with the Output Computational Module 108 to relay the information loaded by the user.

The Setting Module 106 may instruct or guide the Output Computational Module 108 regarding among other things how to process information received from the Stimuli Detection Module 102 and the User Preference Input Module 104 in order to arrive at the output. The settings module may include for example the methodology of determining average external event levels and the thresholds. The settings module may be used to store all manufacturer settings.

The Output Computational Module 108 may receive information from the Stimuli Detection Module 102 and the User Preference Input Module 104. The Output Computational Module 108 may further receive guidelines for processing the information from the Setting Module 106. Based on the information received from such sources, the Output Computational Module 108 may determine if a response to the external event is to be executed. The Output Computational Module also determines the frequency, the distance and reaction time, etc should be delivered by the toy 10. The Output Computational Module 108 may further compute the duration of time for which the output (example: mechanical movement) should continue to be delivered or the duration for which the figure should be maintained by the toy at a position in the absence of other external events. The Output Computational Module 108 may connect to the Output Execution Module 110 to relay the information it has computed.

The Output Execution Module 110 may receive information from the Output Computational Module 108. The Output Execution Module 110 may further deliver a light output and a mechanical output to the Interactive toy.

Figure 4 is an exploded view of the Stimuli Detection Module 102 of Figure 3 having a Quality Determination Module 202, a Magnitude Determination Module 204, a Stimuli Database 206, a Distance Deteπnination Module 208 and a Relay Module 210 according to one embodiment. The Quality Identification Module 202 may assess the type of external event, the Quality Identification Module 202 may further determine the quality of the external event that warrants reaction from the toy 10 for example: sensitivity to music as opposed to noise. The Quality Identification Module 202 may connect with the Stimuli Database 206 to load the information it records. The Magnitude Determination Module 204 determines the magnitude or intensity of the external event. The Magnitude Determination Module 204 may connect to the Stimuli Database 206 to load the information it records. The Distance Determination Module 208 may determine the distance between the toy 10 from the source of the external event. The distance determination module may be configured to distinguish between foreground and background noises. Alternatively, the foreground and background noises may be determined on the basis of the average sound levels, with external events having sound levels below the average considered as background.

The Stimuli Database 206 may contain information pertaining to the quality and the magnitude of the external event. The Stimuli Database 206 may interact with the Quality Identification Module 202, a Magnitude Determination Module 204 and/ or a Distance

Determination Module 208 to receive and store the information pertaining to the external event.

The Relay Module 210 may interact with the Stimuli Database 206 to collect the information pertaining to the external event. The Relay Module 210 may further organise the data collected from the Stimuli Database 206 to enable easy computation. The Relay Module 210 may connect to the output Computation Module 108 of Figure 3 through an Information Database 408 of Figure 8 to transmit the information it has collected and/ or organised.

Figure 5 is a table illustrating the details stored in the Stimuli Database 206 of Figure 4 having an External Event Type field, a Quality of External Event field, a Magnitude field and a Distance From Source field. The stimuli database 206 may contain information ranging from the type of external event to the distance of toy 10 from the source of the external event. The stimuli database 206 may receive information from the Quality Identification Module 202, a Magnitude Determination Module 204 and/ or a Distance Determination Module 208.

Figure 6 is an exploded view of the User Preferences Input Module 104 of Figure 3 having a Preferred Stimuli Definition Module 302, a Preferred Sensitivity Definition Module 304, a Grid Definition Module 306, and a User Preference Database 308 according to one embodiment. The Preferred Stimuli Definition Module 302 may enable the user to define the type of external event such as sound, light, motion and/ or temperature to which the toy 10 should be sensitive to. The Preferred Stimuli Definition Module 302 may connect to the User Preference Database 308 to load the defined external event information.

The Preferred Sensitivity Definition Module 304 may define the sensitivity level of the Interactive toy to the external event such as high sensitivity, low sensitivity, etc. The Preferred Sensitivity Definition Module 304 may connect to the User Preference Database 308 to load the defined sensitivity information.

The Grid Definition Module 306 allows for multiple toys to be controlled as a collective unit and the behaviour of the toys to be determined as a group. The Grid Definition Module 306 may connect to the User Preference Database 308 to load the defined grid information.

Figure 7 is a table illustrating for a multiple toy system the User Preference Database 308 of Figure 6 having a Preferred Stimuli field, a Sensitivity Level field, a Grid Definition field and a Preferred Stimuli Quality Sensitivity field. The User Preference Database 308 may connect to the Stimuli Definition Module 302, the Preferred Sensitivity Definition Module 304 and/ or the Grid Definition Module 306.

Figure 8 is an exploded view of the Output Computation Module 108 of Figure 3 having a Time Range Computation Module 402, a Duration Computation Module 404, a Position Computation Module 406, an Information Database 408, a Speed/Light Computation Module 410 and an Instruction Relay Module 412. The Time Range Computation Module 402 extracts inputs from the Information Database 408 pertaining to user preference and/ or the external event. The Time Range Computation Module 402 may further compute the time range to be assigned to the Interactive toy 10 to enable then to react simultaneously to the external event. The Time Range Computation Module 402 may interact with the Instruction Relay Module 412 to transmit the information regarding computed time range.

The Duration Computation Module 404 may extract inputs from the Information Database 408 pertaining to user preference and/ or the external event. The Duration Computation Module 404 may further analyse the inputs and/ or compute the duration of time for which the Interactive toy 10 should deliver the output or maintain a position in the absence of external events. The Duration Computation Module 404 may interact with the Instruction Relay Module 412 to submit the computed information.

The Position Computation Module 406 may connect to the Information Database 408 to obtain inputs on user preference and/ or the external event. The Position Computation Module 406 may compute the position at which the Interactive toy 10 should be placed based on the inputs from the Information Database 408. The Position Computation Module 406 may interact with the Instruction Relay Module 412 to submit the computed information.

The Speed/ Light Computation Module 410 may connect to the Information Database 408 to obtain inputs on user preference and/ or the external event. The Speed/ Light Computation Module 410 may compute the speed at which the Interactive toy 10 delivers output for example mechanical movement based on inputs received form the Information Database 408. The Speed/ Light Computation Module 410 may interact with the Instruction Relay Module 412 to submit the computed information.

The Instruction Relay Module 412 may connect to the Time Range Computation Module 402, the Duration Computation Module 404, the Position Computation Module 406, and/ or the Speed/Light Computation Module 410 to receive the computed information. The Instruction Relay Module 412 may analyse the information it receives from various sources including the plurality of modules and/ or database. The Instruction Relay Module 412 may connect to the Output Execution Module 110 of Figure 3 through a Grid Property Database 506 of Figure 10 to relay the information for delivering the output.

Figure 9 is a table view of the Information Database 408 of Figure 8 having the External Event Type field, the Quality of External Event field, the Magnitude field, the Distance From Source field, a User Defined Sensitivity field, a User Defined Grid field, a Defined Stimuli Quality Sensitivity field and/ or a User Defined Stimuli Sensitivity field. The Information Database 408 may receive information pertaining to the external event and/ or user preferences from the Stimuli Detection Module 102 and/ or the User Preference Input Module 104 of Figure 3.

Figure 10 is an exploded view of the Output Execution Module 110 of Figure 3 comprising of a Light Output Execution Module 502, a Mechanical Output Execution Module 504 and/ or Grid Property Database 506. The Light Output Execution Module 502 may connect to the Grid Property Database 506 and/ or accordingly deliver the light output through a Output Grid 600 of Figure 13 .The Mechanical Output Execution Module 504 may connect to the Grid Property Database 506 and/ or accordingly deliver the mechanical output through the Interactive toy 10 of Figure 12.

Figure 1 1 is a table view of the Grid Property Database 506 of Figure 10 comprising of a Position at Time fields (example: Pl, Tl, P2, T2, etc.) corresponding to a toy field (example: OPDl, OPD2, etc.). For every Interactive toy field (example: OPDl, OPD2, etc.) there are corresponding Position at Time fields (example: Pl, Tl, P2, T2, etc.).

Figure 12 is a perspective view of the Interactive toy 10 comprising of an enclosure 20 and a figure 22. The control system such as the behavioural reactive system and the power source may be encased within the casing of the toy or may be separately housed. It is preferred that all elements are collectively housed. The Interactive toy 10 may deliver the output for example: mechanical movement through the Output Execution Module 1 10 of the behavioural reactive system.

An output system 600 comprising of an Output Grid 602, may interact with the Behavioural Reactive System 100 to produce the light output, as shown in Figure 13. This would enable the figures to be depicted on a screen including a computer or television screen or other display units for positioning in public places. The output grid may also represent a series of devices collectively arranged in that the behavioural reactive system controls all such devices.

With reference to figure 14, a mechanism of actuating the figure 22 is illustrated. However, any other mechanism including a rack and pinion arrangement or a motor actuated system may be used to achieve the desired speeds and reaction times. The movement of the

figure 22 between the three positions mentioned above is achieved by electromagnet coils 24. By selectively energising these coils the pygmy that is provided with a ferrite material 25, may be actuated to different positions. In the case of the external event, the figure may slide on the basis of the energisation of the coils that is determined by the control system depending on the behaviour state, as shown in Figure 14 and Figure 2.

With reference to figures 15 to 18, a specific example of working the toy in shy and curious modes is illustrated. The speeds achieved and the distances covered by the toy are illustrative only. With reference to figure 15, a table listing the responses of the toy in shy behaviour state is shown. The table shows the distance covered by the figure 22 when it moves between different positions and the corresponding reaction time and speed of movement. The graphical representation of these values for a single figure and two figures is shown in Figure 16.

As may be seen in the example, the figure may either move from one end of the range of travel to another end directly or may move to at least one intermediate position first. Different speeds are implemented when the figure is moving in different directions, and the speeds are determined by the mode of operation as well as the average level, the thresholds and the intensity of the external event.

Similarly the table of figure 17 lists the curious behaviour values by way of a specific example. The table shows the distance covered by the figure 22 when it moves between different positions and the corresponding reaction time and reaction speeds. The graphical representation of these values for a single figure and two figures is shown in Figure 18.

The life like responses of the toy is enhanced by the high reflex times and the high speeds similar to the reflex reactions of humans or other beings to an external event such as a sound in an environment. Like living beings that with time adapt to certain sound levels and do not react to them, the toy is also capable of adapting to the external events of the environment.