Abstract:
A programmable sound effects device which utilizes a motion-sensitive mechanism for selecting unique sound effects. The device is comprised of an electronic motion-sensitive actuator, a sound effect storage media for storing a plurality of predetermined sound effects, and a playback mechanism for audibly emitting the motion-activated sound effects. This device is designed to be used with amusement and entertainment type products such as toys, games, dolls, and props, with exemplary uses in toy swords, drumsticks, magic wands, and the like. A preferred embodiment is comprised of a unit which is physically incorporated into the handle of a toy sword. As the user moves the toy sword in a predefined manner, the motion-sensitive actuator senses the motion and plays out a plurality of unique sound effects as a function of the user&#39;s movements. The motion-detection algorithm which triggers the different sound effects is programmable. In another embodiment, the device is contained within a single housing unit that is worn on the user&#39;s body. This embodiment is well suited for many toys, props, games, and the like that do not have any sound effects capability but would benefit from such capability.

Description:
BACKGROUND--FIELD OF INVENTION 
     This invention relates to sound effects devices, and more particularly to a progammable sound effects device that is capable of producing interactive sound effects based on motion. 
     BACKGROUND--DESCRIPTION OF PRIOR ART 
     There are a plethora of sound effect devices that are incorporated into toys, dolls, games and the like. Typically, these sound effects devices add some amusement quality to the toy, but they do not give the user a true interactive. environment in which to play. Particularly, toys that offer some synchronized sound effects that are directly related to the motion of the toy or the user&#39;s own body creates a more realistic play environment. 
     There exist several proposals that address different designs for sound effects devices. For example, an interchangeable, wrist-worn sound effects device that can be used with a myriad of existing toys. The wrist-worn device is to be used with new or existing toys that do not have sound effects capabilities and to give the user a broader play environment by utilizing different sound effects. However, the user would need to locate and press buttons residing on a wrist band in order to play the different sound effects. So, the added realism of play when using this device is questionable since the user must continually press separate buttons for each sound effect the user would like to hear at a particular instance in time. A synchronized sound device to be used in a toy sword has also been proposed. The toy sword would be waved about, which in turn would produce an oscillatory electrical signal to trigger a sound generator synchronized with the flexing of the toy sword. The oscillating sound effects would be produced via a piezoelectric effect from a transducer attached to the sword blade. This proposal does offer some synchronization of sound with waving the sword about, however, the sound generated from the transducer would be simplistic and this device does not give the user the freedom to play specific sounds corresponding to specific movements. Furthermore, the proposal was for a fixed design which could not be reprogrammed to handle different types of motion and play different sound effects. 
     The prior art does not address a programmable sound effects device which can be designed into new toys and also used with existing toys, provide high-quality, interactive sound effects based on the user&#39;s own motion, and provide specific sound effects for specific types of movements. It would be desirable to have a sound effects device with the flexibility of activating sound effects for different types of motion which include, but not limited to, waving, striking, jabbing, and the like. Another desirable property of such a sound effects device would be the capability of being programmable and thereby able to recognize different types of motion which initiate each sound effect. Thus, the toy would play preprogrammed, individual, and unique sound effects that correspond to the toy being waved up or down, striking another object, swung over the head, shaken vigorously, and the like. 
     SUMMARY 
     This device comprises, in accordance with the present invention, a programmable motion-sensitive sound effects device comprising a motion-sensitive actuator, a sound effect storage means, and a playback means. 
     OBJECTS AND ADVANTAGES 
     The primary object of the invention is to provide a motion-sensitive device that allows the user to generate interactive, realistic sound effects based on and corresponding to the user&#39;s movement. 
     Another object of the invention is to generate high-quality, motion-related sound effects that allow the user to perceive a more realistic and natural environment. 
     A further object of the invention is to provide a device that allows the user to correlate specific movements with realistic sound effects during play without having to stop play. 
     Yet another object of the invention is to provide a device that allows the user to correlate specific movements with realistic sound effects during play without having to provide user intervention unrelated to play in order to generate the sound effect. 
     Still another object of the invention is to provide a plurality of motion-sensitive sound effects by using a programmable storage media, with each media storing a unique set of sound effects. 
     Another object of the invention is to provide a plurality of motion-sensitive sound effect applications by using a programming media, with each media storing a unique set of program instructions. 
     Another object of the invention is to provide a device that contains programming means to generate interactive sound effects based on different types of movement. 
     Yet another object of the invention is to provide a device that can be designed into a manufacturer&#39;s existing line of toys, dolls, books, and the like that lack the capability of producing interactive sound effects. 
     Still another object of the invention is to provide a device that can be designed into a manufacturer&#39;s line of new toys, dolls, books, and the like to include the capability of producing interactive, motion-based sound effects. 
     A further object of the invention is to provide a device that allows the user to play with any toy, doll, book, or the like and add interactive sound effects when there existed no sound effects previously. 
     Another object of the invention is to provide a cost effective device since only one device is needed for a plurality of sound effects. 
     Another object of the invention is to provide a cost effective device since only one device is needed for a plurality of motion-based sound effects applications. 
     Yet another object of the invention is to provide a device that is lightweight and small enough to be physically incorporated into a toy, doll, game, or the like. 
     A further object of the invention is to provide a device that is lightweight and small enough to be physically worn by the user. 
     Still yet another object of the invention is to provide a device that is portable and can be powered by a small, replaceable power source. 
     Other objects and advantages of the present invention will become apparent from the following descriptions, taken in connection with the accompanying drawings, wherein, by way of illustration and example, an embodiment of the present invention is disclosed. 
    
    
     DRAWING FIGURES 
     FIG. 1 is a partial sectional view of the first embodiment of the present invention. 
     FIG. 2 is a basic block diagram showing the components comprising the first embodiment of FIG. 1. 
     FIG. 3. is a more detailed schematic block diagram showing the basic circuitry employed in FIG. 2. 
     FIG. 4. is a flow chart which describes the program code employed in the preferred embodiment of the present invention. 
     FIG. 5. is a partial sectional view of a second embodiment of the present invention. 
     FIG. 6. is a perspective view of a third embodiment of the present invention. 
    
    
     The drawings constitute a part of this specification and include exemplary embodiments to the invention, which may be embodied in various forms. It is to be understood that in some instances various aspects of the invention may be shown exaggerated or enlarged to facilitate an understanding of the invention. 
     DESCRIPTION 
     FIGS. 1-4--Preferred Embodiment 
     Detailed descriptions of the preferred embodiment are provided herein. It is to be understood, however, that the present invention may be embodied in various forms. Therefore, specific details disclosed herein are not to be interpreted as limiting, but rather as a basis for the claims and as a representative basis for teaching one skilled in the art to employ the present invention in virtually any appropriately detailed system, structure or manner. Referring now to FIG. 1, the amusement device of the present invention is generally designated as 100. Specifically, as a first embodiment of the present invention, a toy sword handle 110 is shown with a sword blade 131, a hilt guard 130, and a hilt cap 132. The handle 110, hilt guard 130, and hilt cap 132 are fabricated from plastic or metal. The blade 131 is made of plastic or other material that is known in the art to create a rigid, non-brittle, and safe blade for play. The blade 131 may also be semi-transparent or translucent and coated with a light-sensitive material in order to give it a glowing effect. 
     The electronic components of the present embodiment are encased in the handle 110. These electronic components comprise a motion-sensitive actuator 123, a playback 115, and a power supply 112. 
     The playback 115 includes an amplifier 113 and a speaker 111. The motion-sensitive actuator 123 is enabled and disabled via a button 124. Button 124 is a momentary pushbutton, slide switch, or other type of switch that has at least one pole. The motion-sensitive actuator is comprised of an accelerometer 122, a signal processor 121, and a storage 120. The accelerometer 122 converts any detected motion into an electrical signal. The resulting electrical signal from accelerometer 122 is transferred to the signal processor. The signal processor monitors the incoming motion data from the accelerometer and determines, via a predetermined algorithm, whether or not the detected motion meets a predefined criteria for playing a certain sound effect. This predefined criteria is pre-programmed into the signal processor and can be a simple or complex set of rules, equations, or logic that base their decision on the incoming motion detected by the accelerometer. As a simple example, the signal processor 121 can play one unique sound effect if it detects significant motion, such as waving, in the x direction, while another unique sound effect can be played if significant motion is detected in the y direction, respectively. As a consequence, different sound effects can be played as a function of the direction of the detected motion as well as the magnitude of the detected motion, a feature not present in the prior art. 
     A plurality of sound effects and program instructions for signal processor 121 are stored in the storage 120. In the present embodiment, the storage 120 consists of an EPROM chip. By re-programming the EPROM with different program instructions for signal processor 121, different motion-detecting algorithms can be implemented using a single realization of the present embodiment; yet another advantage over the prior art. 
     Again referring to FIG. 1 of the present embodiment, when signal processor 121 subsequently determines that the detected motion from the accelerometer meets the criteria for playing a particular sound effect, it sends out an analog signal representative of the chosen sound effect to the playback 115. The amplifier 113 receives the analog signal from the motion-sensitive actuator, amplifies the analog signal, and sends the amplified signal to the speaker 111 for auditory playback. 
     The motion-sensitive actuator and the playback are powered by the power supply 112, which is also encased in the handle 110. 
     The hilt cap 132 attaches to the end of the sword handle 110 and can have an open or closed bottom. In the present embodiment, the bottom of hilt cap 132 is open and is covered with a protective screen 133 to protect the speaker. The hilt cap in this embodiment will allow sound to emanate freely out of the handle from the speaker. The power supply is also replaceable by removing the hilt cap and the speaker from the sword handle. 
     Referring now to FIG. 2, a block diagram is shown of the motion-sensitive actuator 123 and the supporting components. The accelerometer 122 is a solid-state measurement device which converts dynamic and static accelerations into electrical signals that are directly proportional to acceleration. These electrical signals are sent to the signal processor 121 for analysis. The signal processor is comprised of a digital signal processor (DSP) 210, a master clock 211, and a digital-to-analog converter (DAC) 212. Alternatively, DSP 210 can be replaced with a standard microcontroller known in the art that is capable of analyzing data from the accelerometer. The master clock supplies DSP 210 with a synchronous clock to run program instructions which analyze the incoming signals from the accelerometer. The program instructions and prerecorded sound effects are both stored in the storage 120, which is comprised of an EPROM chip. The EPROM loads the data into the DSP upon applying power to the device. 
     While the button 124, denoted Si, stays in the &#34;off&#34; position, the DSP remains in an low-power mode to conserve battery life. When S1 is placed into the &#34;on&#34; position, the DSP begins running its internal program to analyze incoming signals from the accelerometer. Upon the DSP analyzing data and subsequently deciding that a sound effect is to be played based on the incoming motion measurements, it sends out digital sound effect samples representative of the selected sound effect to DAC 212. 
     The DAC is comprised of a digital-to-analog converter chip which converts these digital sound effects samples that are representative of the selected sound effect into an analog signal. This analog signal is then passed to the playback 115. The amplifier 113 boosts the analog signal representative of the selected sound effect and then sends the resulting amplified signal to the speaker 111. The speaker converts the analog signal into an audible sound indicative of the chosen sound effect, which the user can readily hear. 
     The power supply 112 powers the playback and motion-sensitive actuator. The power supply is comprised of a voltage regulator and replaceable battery capable of powering the motion-sensitive actuator and the playback. 
     Now turning to FIG. 3, a more detailed diagram of the components that comprise the motion-sensitive actuator and the power supply are shown. In the present embodiment, the signal processor is implemented by using off-the-shelf components. All of the components, data sheets, and relative connections for completing a necessary PCB board can be found by using an off-the-shelf DSP evaluation board, the ADDS-21xx ez-kit lite. The ADDS-21xx ez-kit lite is manufactured by Analog Devices, Inc., and is an evaluation DSP board that contains the DSP, the DAC, the EPROM, and the power supply. The ADDS-21xx ez-kit lite board is a standard prototyping tool that allows one skilled in the art to develop real-time DSP assembly code software. The software for the preferred embodiment of the invention was developed using this board. 
     The DSP is an Analog Devices ADSP-2181 operating at 33 MHz. The DSP has 16 k words of internal data RAM and 16 k words of internal program RAM. External master clock 211 runs at 16.67 MHz and is upconverted to 33 MHz in the DSP. The DAC is comprised of an Analog Devices AD1847 SoundPort running with an external DAC clock 310 at 24.576 MHz. The AD1847 has a programmable sampling frequency for its onboard ADC and DAC that is controlled via the DSP. The AD1847 is connected to the DSP via synchronous serial port 0, denoted SPORT0. The storage 120 is comprised of a 27C010 EPROM which is connected to the DSP via eight data lines and seventeen address lines. The data lines (D7-D0) of the EPROM are connected to eight data lines (D8-D15) of the DSP. The seventeen address lines of the EPROM are comprised of a combination of the fourteen address lines (A13-A0) and three data lines (D18-D16) of the DSP. Upon powerup, the DSP sets the /BMS line low and loads in the data and program instructions from the EPROM into its own internal memory. After loading is complete, the DSP jumps to the beginning line of program code and begins program execution. 
     The accelerometer 122 is an Analog Devices ADXL202+/-2 g dual axis digital output accelerometer chip. This accelerometer is different than any motion actuator used in the prior art in the fact that it measures precise acceleration in two coordinate axes, which is used by the DSP to classify different types of movement, such as waving versus striking, jabbing versus blocking, and the like. The ADXL202 also outputs a pulse-width modulated digital signal that is proportional to the acceleration experienced by the chip in each respective axis. It is able to measure static acceleration, such as gravity, and also dynamic accelerations for each axis. The digital signals outputted by the ADXL202, XOUT and YOUT, are connected to the DSP via external port pins PF0 and PF1, respectively. The x-axis output is connected to the PF0 port pin, and the y-axis output is connected to the PF1 port pin on the DSP. Thus, the DSP is responsible for polling the port pins and decoding the pulse-width modulated digital signal via a software decoding routine. This novel approach eliminates the need for a dual-channel ADC that would typically be needed to convert analog acceleration signals into digital values for the DSP. 
     The button 124 is connected to the external interrupt line /IRQE on the DSP and debounced via resistor R and capacitor C. Any type of debouncing circuit known in the art can be used in conjunction with the button to provide a clean signal to /IRQE. Every time the button is pressed, the /IRQE line is pulled low, and the program running internally on the DSP responds by jumping to the appropriate /IRQE interrupt subroutine, in which the DSP then enables or disables itself, depending on its previous state, in order to monitor incoming acceleration data from the accelerometer. The power supply 112, also shown in FIG. 3, is comprised of a nine-volt battery 320 and a five-volt regulator LM7405 321. The five-volt regulator also resides on the ADDS-2181 ez-kit lite DSP board, and the only external component supplied is the nine-volt battery. 
     In accordance with an important feature of the present invention, there is shown in FIG. 4 a flowchart of the program code that is contained in EPROM 120 and executed by DSP 210. The program monitors the motion data from the accelerometer 122 and determines whether a sound effect should be played in accordance with a predetermined set of rules. The software flowchart in FIG. 4 is described in connection with the present embodiment, it is not intended to limit the scope of the alternative programs, methods, and techniques that are contained within the spirit of the present invention. 
     Referring now to FIG. 4, when power is applied to the device, the DSP loads the program code from the EPROM into its own internal memory, then jumps to the starting program code segment and begins running the program internally. At the beginning of the program, the DSP initializes all relevant variables and sits in a &#34;wait&#34; loop until button S1 is placed into the &#34;on&#34; position. When button S1 is pressed in this manner, the signal processor reacts by sending out a &#34;power up&#34; sound effect to the playback. This gives the user the realism that the toy sword has been &#34;activated&#34; and has come to life. The signal processor waits until the sound has been completely played, and afterwards it begins to monitor acceleration measurements delivered by the accelerometer. The DSP decodes the incoming acceleration digital data in the x and y axes, respectively. Once it receives a valid acceleration measurement for each axis direction, the derivative of acceleration in each direction is calculated. By computing the derivative of acceleration, it can be determined how vigorously the sword is being waved in each of the accelerometer axes. Furthermore, since the accelerometer is capable of measuring static acceleration, by computing the derivative this static acceleration is removed, and the resulting measurement only contains the acceleration components due to dynamic motion, such as waving, striking, and the like. 
     The derivative measurements are then compared next to two thresholds, a high (T2) and low (T1) threshold for both the x and y axes. If either of these axis measurements surpasses the T1 threshold, then there is a significant dynamic acceleration typical of the user waving the sword handle around. Thus, a &#34;waving&#34; sound effect is played. The waving sound effects are unique to the x and y axes, respectively. That is, if T1 is surpassed in the x direction only, one type of waving sound effect is played. If T1 is surpassed in the y direction only, another type of waving sound effect is played. If T1 is surpassed in both directions, then yet another type of waving sound effect is played, for example, the two unique waving sound effects for both axes can be added together by the DSP before sent to the playback. In a similar manner, if either axis derivative measurement surpasses the T2 threshold, then this is indicative of a large dynamic acceleration, typical of sudden stops of the sword handle or the sword blade striking another object. Thus, if either of the axis derivative measurements surpasses T2, then a corresponding &#34;clashing&#34; sound is played in accordance with the rules set forth above and as shown in FIG. 4. If the measurements do not surpass any of the thresholds, then no &#34;waving&#34; or &#34;clashing&#34; sounds are played since the detected motion is considered minimal. 
     While the sword is &#34;on&#34;, the DSP also plays out a constant &#34;hum&#34; sound. This gives the user the added realism that the toy sword is &#34;active&#34;. The hum can be an ambient energy hum or similar sound effect, an example being the sound emanated from an activated lightsaber in the popular Star Wars movies. The hum sound effect is mixed in real time with any other sound effect currently being played out by the DSP, as set by the flowchart in FIG. 4. So, if there is no &#34;waving&#34; or &#34;clashing&#34; sound effects playing, then the user will only hear the &#34;hum&#34; sound effect while the sword is on. If a &#34;waving&#34; or &#34;clashing&#34; sound effect is presently being played, the &#34;hum&#34; sound effect is mixed with the currently outputted sound effect. After mixing the sound effects together, the DSP sends out the resulting mixed sound to the playback. 
     At the end of the main program loop, the program checks to see whether button S1 has been pressed again. If button S1 has not been pressed, the program continues monitoring acceleration data from the accelerometer and playing out sound effects based on the flowchart shown in FIG. 4. If button S1 has been pressed again, this is indicative of &#34;deactivating&#34; the sword. In this case, the DSP sends out a &#34;power down&#34; sound effect to the playback, which gives the user the added realism that the sword is now turned off. After the entire &#34;power down&#34; sound effect is played, the DSP returns to a power-down mode and again waits for button S1 to be pressed. In this state, no sound effects are played out and the program once again waits for button S1 to be turned on. 
     Table 1 contains program instructions in object code for the storage 120 on the ADDS-21xx ez-kit lite kit. The object code is listed in S-record format. The program implements the spirit of the algorithm specified in FIG. 4., with the acceleration measurements on the PF1 port pin decoded exclusively, corresponding to y-axis acceleration measurements. The sound effects for each event as specified in FIG. 4 can be chosen to correlate the specific movements to each unique sound effect outputted. 
     While the program flowchart shown in FIG. 4 and object code shown in Table 1 is representative of the preferred embodiment, anyone skilled in the art will recognize that many other motion-based algorithms can be readily implemented by writing new software for the DSP and storing the program into the storage. Since the storage also stores the predetermined sound effects, these sound effects can be changed as well to suit the specific application. This process requires no changes to the hardware described above and results in a programmable motion-sensitive sound effects device. 
     FIG. 5--Second Embodiment 
     Referring now to FIG. 5, a second embodiment of the present invention is shown. In this embodiment of the invention, the playback 115 is replaced by a transmitter 510. The transmitter is a device that is encased within the sword handle 110 and transmits the analog signal received from the motion-sensitive actuator to a remote receiver 515. In this embodiment of the invention, the amplifier and speaker are no longer necessary and can be eliminated from the handle. Likewise, the power supply supplies the necessary power to the transmitter. The transmitter uses a signal from a family of signals comprised of radio frequency signals, ultrasonic signals, or infrared signals. The receiver is comprised of components that are capable of decoding the signal emanated by the transmitter, amplifying the decoded signal, and audibly emitting the decoded and amplified signal. The decoded signal is an analog signal representative of the selected sound effect. As an example, the transmitter 510 is encased in the handle and is a typical FM transmitter known in the art. The remote receiver 515 is a typical FM radio receiver, which effectively gives the user a wireless link between the toy sword and the remote radio receiver. 
     FIG. 6--Third Embodiment 
     A third embodiment of the present invention is demonstrated in FIG. 6. This embodiment is comprised of a body-worn sound effects unit 600 which is attached to the user&#39;s body and can be used with existing toys or props. The body-worn unit is comprised of a housing 610 and a band 611. The band is designed for the wrist or ankle and is attached to the housing. The band allows the user to wear the housing comfortably. The electronics in the body-worn unit are comprised of the same components as the second embodiment and operates in the same manner as the second embodiment. However, in this embodiment, the difference is that the user wears the body-worn sound effects unit which can be used in conjunction with any toy, game, doll, and the like. As the user moves in a predefined manner, the body-worn unit senses the motion and plays out unique sound effects as a function of the user&#39;s movements. Like the second embodiment, the sound effects based on the user&#39;s motion are transmitted by the transmitter to a remote receiver. This embodiment is advantageous to the user that has a plurality of toys, games, dolls, and the like that do not have sound effects capability, but would like to add sound effects capability to those toys, games dolls, and the like by using this one device. This embodiment adds further realism and provides an interactive environment in which the user can play with a plurality of preexisting toys, games, dolls, and the like. 
     Operation 
     The manner of using the illustrated embodiments are the same. When the button is pushed once so that it is placed into the &#34;on&#34; position, the motion-sensitive actuator is enabled. The device plays an &#34;activation&#34; sound effect, giving the realism that the device has become active. Also, a constant &#34;hum&#34; or other relevant sound effect is sent to the playback indicating to the user that the device is &#34;active&#34;. Subsequently, when the device is waved about in either the x-direction or y-direction, the resulting motion is detected by the motion-sensitive actuator. The motion-sensitive actuator analyzes the motion, and based on its internal motion-detection algorithm, it decides whether or not the resulting motion satisfies its requirements. If the motion does satisfy the requirements, the motion-sensitive actuator sends a unique sound effect that is representative of the detected motion to the playback. The playback audibly emits a signal indicative of the selected sound effect for the user to hear. As the user moves the device around, the device will continue to play out the motion-based sound effects until the button is pressed once more. Upon pressing the button, the constant &#34;hum&#34; sound is stopped and a &#34;deactivating&#34; sound effect is played, giving the added realism that the device in now inactive. In this mode, the motion-sensitive actuator is disabled and no sound effects are played. The motion-sensitive actuator then waits until the button is pressed again, and the program cycle is repeated. 
     Conclusion, Ramifications, and Scope of Invention 
     Accordingly, the reader will see that the motion-sensitive sound effects device of this invention provides a programmable, portable, and interactive sound effects solution that can be designed into new toys or used with preexisting toys, providing a more realistic and fulfilling play environment for the user. 
     While the invention has been described in connection with a preferred embodiment, it is not intended to limit the scope of the invention to the particular form set forth, but on the contrary, it is intended to cover such alternatives, modifications, and equivalents as may be included within the spirit and scope of the invention as defined by the appended claims and their legal equivalents. 
     
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