Abstract:
A system, method and apparatus for interactive play is provided. In an exemplary embodiment, an interactive toy is validated on a network. The validation includes the toy sending a code to a base-station, the base-station forwarding the code to a server on the network. The server sending a verification message to the base-station, which in communicated to the interactive toy. In another embodiment, accomplishments are sent to the server and additional functionality is imparted to the interactive toy based on these accomplishments. This Abstract is provided for the sole purpose of complying with the Abstract requirement rules that allow a reader to quickly ascertain the subject matter of the disclosure contained herein. This Abstract is submitted with the explicit understanding that it will not be used to interpret or to limit the scope or the meaning of the claims.

Description:
CROSS-REFERENCE TO RELATED CASES 
       [0001]    This application is a continuation-in-part of co-pending U.S. patent application Ser. No. 11/726,454, filed Mar. 22, 2007, which is a continuation-in-part of co-pending U.S. patent application Ser. No. 11/540,369, filed Sep. 29, 2006, which is a continuation-in-part of co-pending U.S. patent application Ser. No. 11/368,300, filed Mar. 3, 2006, which is a continuation-in-part of co-pending U.S. patent application Ser. No. 11/255,852, filed Oct. 21, 2005. Priority is claimed to these applications and they are incorporated by reference in their entirety. 
     
    
     FIELD OF THE INVENTION 
       [0002]    The present invention relates generally to an interactive system. More particularly the present invention concerns a system, apparatus, and methods for interactive play. 
       BACKGROUND OF THE INVENTION 
       [0003]    Interactive toys have become increasingly popular in recent times. Children enjoy playing with toys that communicate or respond to different selections or prompts from the player. 
         [0004]    For example, U.S. Pat. Nos. 6,663,393 (Ghaly) 5,607,336 (Lebensfeld et al.), 6,648,719 (Chan) and 6,585,556 (Smirnov) all disclose toys, dolls or action figures who act or respond based on some activation by the user, or by the surrounding events. 
       SUMMARY OF THE INVENTION 
       [0005]    The present invention provides a system, apparatus and methods for overcoming some of the difficulties presented above. In an exemplary embodiment, a method of validation of an interactive toy, or storage medium is provided. In this embodiment, the interactive toy communicates a code to a base-station. The base-station communicates the code to a server on the network. The server validates the code and responds to the base station with a verification message. The base station sends a verification message to the interactive toy. In response to receiving a validation message, functionality is enabled on the interactive toy. 
         [0006]    In a another embodiment a method of updating the functionality of interactive toys is provided. In this embodiment, once an interactive toy has been validated a user can interact with the toy. Over time the interactive toy will accrue an accomplishment point total based on the user interactions. These accomplishments are communicated to the server and once they exceed a predetermined threshold, additional functionality is imparted to the interactive toy via the base-station. 
         [0007]    In a still further embodiment, base-station apparatus is provided. In this embodiment, the base-station includes a network interface configured to communicate with a server on a network, such as the Internet. The base-station is further configured with a communications transceiver configured to communicate with interactive toys. When a new interactive toy communicates with the base-station, the toy is authenticated on the network. Additionally, the base-station is configured to send accomplishments to the server and receive additional functionality from the server based on the accomplishments. 
         [0008]    An additional provided embodiment is an interactive toy. The interactive toy make take a plurality of forms. The toy includes a processor, a memory, a storage medium, and a communications transceiver. The toy may be configured to authenticate itself on a network via a base-station and a server. Further, in some embodiments, the interactive toy may change its functionality through the download of additional data and in some instances software. The download may be initiated once an accomplishment point total is achieved. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0009]    Various embodiments of the present invention taught herein are illustrated by way of example, and not by way of limitation, in the figures of the accompanying drawings, in which: 
           [0010]      FIG. 1  is a perspective view of an interactive doll system according to one embodiment of the present invention with the doll shown positioned in the doll station; 
           [0011]      FIG. 2  is a front perspective view of the doll station of the system of  FIG. 1 ; 
           [0012]      FIG. 3  is a rear perspective view of the doll station of the system of  FIG. 1 ; 
           [0013]      FIG. 4  is an exploded perspective view of the base of the doll station of  FIG. 1 ; 
           [0014]      FIG. 5  is a block diagram illustrating the electrical components of the system of  FIG. 1 ; 
           [0015]      FIG. 6  is a rear perspective view of a doll according to one embodiment that can be used with the system of  FIG. 1 ; 
           [0016]      FIG. 7  is a flow chart illustrating one possible flow of operation for the system of the present invention; 
           [0017]      FIG. 8A  illustrates a chip that can be used in connection with an accessory according to the present invention; 
           [0018]      FIGS. 8B-8G  illustrate various accessories that can be used with the system of the present invention; 
           [0019]      FIG. 9  is a perspective view of a multi-doll system that utilizes the principles of the present invention; 
           [0020]      FIG. 10A  is a perspective view of an interactive doll system according to another embodiment of the present invention; 
           [0021]      FIG. 10B  is a block diagram illustrating the electrical components of the system of  FIG. 10A ; 
           [0022]      FIG. 11  is a perspective view of an interactive toy system according to another embodiment of the present invention; 
           [0023]      FIGS. 12A-12C  illustrate various accessories that can be used with the toy system of  FIG. 11 ; 
           [0024]      FIG. 13  illustrates modifications that can be made to the teddy bear in the system of  FIG. 11 ; 
           [0025]      FIG. 14  is a block diagram illustrating the electrical components of the system of  FIG. 13 ; 
           [0026]      FIG. 15  is an exploded perspective view of a toy system according to yet another embodiment of the present invention; 
           [0027]      FIG. 16  is a block diagram illustrating the electrical components of the system of  FIG. 15 ; 
           [0028]      FIG. 17  is a flow chart illustrating one possible flow of operation for the system of  FIGS. 15-16 . 
           [0029]      FIG. 18  illustrates an example of a play activity that can involve the incorporation of accessories; 
           [0030]      FIG. 19  is a perspective view of the interactive doll system of  FIG. 10A  with modifications made thereto; 
           [0031]      FIG. 20  is a perspective view of an interactive doll system according to another embodiment of the present invention; 
           [0032]      FIG. 21  is a block diagram illustrating the electrical components of the system of  FIG. 20 ; 
           [0033]      FIG. 22  is a block diagram of the base station in  FIG. 21 ; 
           [0034]      FIG. 23  is an exploded perspective view of an interactive clothing system according to one embodiment of the present invention; 
           [0035]      FIG. 24  is a block diagram illustrating the electrical components of the system of  FIG. 23 ; 
           [0036]      FIG. 25  is an exploded perspective view illustrating one example of the operation of the interactive clothing system of  FIG. 23 ; 
           [0037]      FIG. 26  is a block diagram illustrating a modification that can be made to the storage device of  FIGS. 23 and 24 ; 
           [0038]      FIG. 27  illustrates a network consistent with provided embodiments; 
           [0039]      FIG. 28  illustrates the flow of a provided method; 
           [0040]      FIG. 29  illustrates the flow of another provided method; 
           [0041]      FIG. 30  illustrates an interactive play system consistent with various provided embodiments; and 
           [0042]      FIG. 31  illustrates a base-station device consistent with various provided embodiments. 
       
    
    
       [0043]    It will be recognized that some or all of the Figures are schematic representations for purposes of illustration and do not necessarily depict the actual relative sizes or locations of the elements shown. The Figures are provided for the purpose of illustrating one or more embodiments of the invention with the explicit understanding that they will not be used to limit the scope or the meaning of the claims. 
       DETAILED DESCRIPTION OF THE INVENTION 
       [0044]    In the following paragraphs, the present invention will be described in detail by way of example with reference to the attached drawings. While this invention is capable of embodiment in many different forms, there is shown in the drawings and will herein be described in detail specific embodiments, with the understanding that the present disclosure is to be considered as an example of the principles of the invention and not intended to limit the invention to the specific embodiments shown and described. That is, throughout this description, the embodiments and examples shown should be considered as exemplars, rather than as limitations on the present invention. Descriptions of well known components, methods and/or processing techniques are omitted so as to not unnecessarily obscure the invention. As used herein, the “present invention” refers to any one of the embodiments of the invention described herein, and any equivalents. Furthermore, reference to various feature(s) of the “present invention” throughout this document does not mean that all claimed embodiments or methods must include the referenced feature(s). 
         [0045]    As used herein, the term “doll” is not limited solely to a fashion doll or play doll, but encompasses figurines, action figures, toy animals, plush toys, miniature animals, or any miniaturized or toy version of any living creature. 
         [0046]    Embodiments of the present invention provide an interactive toy system which allows the user to enact real-life activities of a doll, animal, action-figure or similar creature. More specifically, the present invention provides a toy system  20  which provides for interactive play between the system  20  and the user. The user can select different play programs which will program the doll or toy with certain emotions, responses or characters, and which will allow or direct the user to enact selected real-life activities for the doll or toy. 
         [0047]    According to one embodiment of the present invention, the doll or toy merely functions as an object that is used by the player to enact selected real-life activities, and does not communicate or interact with the player. According to this embodiment, the player communicates solely with a base unit or doll station, which provides instructions or messages to the player regarding how the real-life activities are to be enacted. The player then utilizes the doll or toy to carry out the enactment. In this embodiment, the doll or toy may communicate interactively with the base unit or doll station, but will not communicate directly with the player. 
         [0048]      FIG. 1  illustrates the basic components of an interactive play system  20  according to one embodiment of the present invention. In its most basic form, interactive play system  20  includes a doll  22 , a doll station  24  and a storage device  26 . However, as explained herein below, the interactive play system  20  can also include a plurality of dolls  22 , a plurality of doll stations  24 , and a plurality of storage devices  26 , all of which can be utilized to create a multi-variety interactive game system. 
         [0049]    The storage device  26  can have a housing  28  that houses any conventional and well-known medium that includes a memory  30  (see  FIG. 5 ) for storing digital data. Memory  30  can be embodied in the form of a memory card or cartridge or any other conventional storage medium, including a RAM, a ROM, or any writeable memory. Housing  28  can be ornamentally configured according to a given theme (e.g., princess theme) for the system, and can also include a communication (e.g., input/output) port  32  which is adapted to be removably coupled to a communication (e.g., input/output) port  34  at the doll station  24 . Memory  30  can be adapted to store programs (software) for controlling the operation of doll station  24 , as described below. Memory  30  can also be adapted to store data that can be transferred to doll station  24 . Such data can include verbal or written messages, pre-recorded statements, sounds, music, light shows and other similar responses that can be displayed on the display screen  36  at doll station  24 , or emitted from speaker  38  at the doll station  24 . As used herein, display screen  36  and speaker  38  are mechanisms used by the interactive play system  20  to present a message. In addition, interactive play system  20  can provide a plurality of different storage devices  26 , with each storage device  26  storing software and/or data for different applications. For example, one storage device  26  can contain software and data directed to a princess doll application, another storage device  26  can contain software and data directed to a beach application, another storage device  26  can contain software and data directed to a party application, and another storage device  26  can contain software and data directed to a safari application, among others, The player can vary his/her play variety by selecting the desired storage device  26  for a desired application. 
         [0050]    In addition, the storage device  26  can be coupled to a personal computer PC (see  FIG. 5 ) to download new programs (either from the PC or from a network such as the Internet) that can be used to play the system  20 . In this regard, the storage device  26  can be embodied in the form of a CD or other diskette. 
         [0051]    In one embodiment doll station  24  is adapted to hold a doll  22  during use. Referring to  FIGS. 2-3 , doll station  24  has a base  40 , a rear wall  42 , and a roof  44 . Another embodiment of doll station  24  is illustrated in  FIG. 4 , the base  40  has a base housing  46  and a front panel  48 . The base housing  46  defines an interior space  50  for holding the doll  22 , and has an opening  52  in its front wall  54  for receiving the front panel  48 . Front panel  48  houses the electronics (see  FIG. 5 ) of doll station  24 , which in some embodiments includes a processor  56  and memory  58 . Memory  58  can be used to store basic operating instructions for processor  56 , in which case the memory  58  can be embodied in the form of a Random Access Memory (RAM) or Read Only Memory (ROM). 
         [0052]    In one embodiment, memory  58  is used to store some or all of the programs. In this embodiment memory  30  on storage device  26  is used primarily for storing data that can be utilized to control or change the operation parameters of the programs stored in the memory  58 . Referring to  FIGS. 4 and 5 , communication port  34 , speaker  38  and display screen  36  are provided on front panel  48 , and are all coupled to the processor  56 . The front panel  48  can also include a control pad  60  and control buttons  62 . Communications port  34  functions to allow data and instructions to be transferred from the memory  30  in storage device  26  to processor  56  in front panel  48 . Display screen  36  functions to display words, images, colors, and patterns that are in response to instructions or data. In one embodiment, display screen  36  displays animations and videos. In some embodiments the contents of display screen are provided by the storage device  26  or the doll  22 . 
         [0053]    In a further embodiment speaker  38  emits sounds to provide vocal instructions and music. Speaker  38  and display screen  36  are both controlled by processor  56 . Control pad  60  and buttons  62  are additionally coupled to processor  56  and may provide control signals to processor  56 . One feature of this embodiment is that it allows a player to control the operation of the interactive play system  20  by interacting with control pad  60  and buttons  62 . For example, the player can press selected buttons  62 , or control pad  60 , to select desired play modes or features, or to perform any of the play functions described herein below. 
         [0054]    Another embodiment is illustrated by referring back to  FIG. 3 . In this embodiment base  40  is provided with a battery compartment accessed by battery cover  64 . Batteries  66  (see  FIG. 5 ) can be housed inside the battery compartment, and coupled to the electronics to power the operation of doll station  24 . 
         [0055]    In one embodiment rear wall  42  extends from the top rear portion of base  40 , and is slightly curved to define a background wall for doll  22 . An optional window  68  is provided, in some embodiments, in rear wall  42  for ornamental or functional (e.g., provide access) purposes. In further embodiments, antenna  70  is provided in the rear wall  42  (see  FIG. 3 ), antenna  70  is coupled to the electronics shown in  FIG. 5  via wiring (not shown) that extends through base housing  46  and front panel  48 . 
         [0056]    Roof  44  is optional, and can be attached to the top of rear wall  42  to provide a cover or shade for doll  22  when doll  22  is positioned inside the doll station  24 . In some embodiments a handle (not shown) is provided on top of roof  44  to provide a mechanism for a user to carry doll station  24 . 
         [0057]    In some embodiments, illustrated in  FIG. 1 , interior space  50  of base  40  is adapted to hold a doll  22  with the doll  22  in the standing position. The doll  22  may be positioned in front of rear wall  42 , and below roof  44 . A user can insert doll  22  into interior space  50  via the open front space defined by roof  44 , base  40  and rear wall  42 . Even though the present embodiment illustrates the doll  22  as being positioned in a standing position, in some embodiments base housing  46 , rear wall  42  and roof  44  are configured to accommodate doll  22  in any desired position (sitting, standing, etc.). 
         [0058]    Another embodiment is illustrated in  FIG. 6 . In this embodiment doll  22  is provided with a electronic chip  72  that is secured in slot  74  that is cut out from torso  76  of doll  22 . Referring to  FIG. 5 , chip  72 , in some embodiments, includes memory  78  that is coupled to controller  82  that is in turn coupled to antenna  80 . Antenna  80 , and associated transceiver electronics, are adapted to communicate with the electronics in base  40  via antenna  70  in rear wall  42 . In addition, in some embodiments, a small battery  84  is fitted into part of slot  74  and powers chip  72 . Battery  84  can be embodied in the form of a small watch battery. In some embodiments, memory  80  in doll  22  contains data which identifies doll  22  and certain characteristics of doll  22 . These characteristics can include the name, age, height, weight, size, likes, dislikes, mood, requests, type of voice (low-pitch, high-pitch, soft, loud, etc.), and any other characteristic (e.g., shy, outgoing, gregarious, etc.) that can be ascribed to a doll. Data corresponding to desired characteristics can be transferred from memory  80  to doll station  24  to activate different responses (e.g., verbal or written messages, pre-recorded statements, sounds, music, light shows, etc.) that can be displayed on display screen  36  at doll station  24 , or emitted from speaker  38  at doll station  24 . As a further alternative, memory  78  in chip  72  can contain programs relating to different activities that specific doll  22  can engage in, and these programs can be executed by processor  56 . 
         [0059]    In one embodiment when doll  22  is placed inside interior space  50  of base  40 , antennas  70  and  80  are capable of communicating with each other. In one non-limiting embodiment of the present invention, antennas  70  and  80  are selected to be used with short-range communication technologies that can only communicate wireless signals over a short distance. The use of such short-range communication technologies ensures that the doll  22  is positioned in, or in close proximity to, base  40  before that particular doll  22  can be the subject of the activity. One feature of this embodiments is that the use of short range communication technology allows base  40  to interact with multiple types of doll  22  when each is in communication range of base  40 . In embodiments where longer range communication technologies are used in a multi-doll interactive play system  20 , antenna  70  at base  40  can be receiving signals from multiple dolls  22 . 
         [0060]    Next, the characteristics of the doll  22  are transferred to the processor  56  at doll station  24  (see step  102  below) and processor  56  can identify doll  22 . In addition, as described below, the user can select a desired application by selecting one of a variety of storage devices  26 . 
         [0061]      FIG. 7  is a flowchart that illustrates one non-limiting example of an activity flow for the interactive play system  20 . In a first block  100 , doll  22  is placed inside interior space  50  of base  40 . In block  102 , processor  56  identifies doll  22  in the manner described above, and receives the characteristics of doll  22 . For example, interactive play system  20  can be provided with a plurality of different dolls  22  that can all be used with the same doll station  24 . Thus, the identity of doll  22  is determined in block  102 . Flow continues to block  104  where a player may select a storage device  26  and insert it into front panel  48 . In block  106 , processor  56  identifies selected storage device  26  (e.g., via signals from memory  30  to processor  56  that are communicated via ports  32  and  34 ) and determines whether the selected storage device  26  can be used with the selected doll  22 . For example, some of storage devices  26  have applications that cannot be used with some of the dolls  22  in the interactive play system  20 , and block  106  functions to determine whether the player has selected a compatible storage device  26  (i.e., application). If the selected storage device  26  is not compatible with the selected doll  22 , the processor  56  will, in some embodiments, cause a message to be displayed on display screen  36 , or announced through speaker  38 , in block  108 . This informs the player that an incompatible storage device  26  has been selected. If the selected storage device  26  is compatible with the selected doll  22 , in block  110 , processor  56  will, in some embodiments, download different software programs from memory  30  in storage device  26 , and may display the various choices in the form of a menu on display screen  36 . In block  112 , the player can select the desired program for play, which is then executed in block  114 . At the end of the execution of the selected program, processing returns to block  112  where the player can again select the next program for play. 
         [0062]    Even though the flow of the present invention is described as including the use of a menu displaying various selections of programs, it is also possible to provide each storage device  26  with only one selection, so that a menu would be unnecessary. 
         [0063]    A variety of different programs can be provided for selection by the player. Many of these programs are adapted to allow the player to enact real-life activities for doll  22 , as if doll  22  were alive and going through the normal daily activities of a living doll. These programs can be based on any of the following: (i) the characteristics of doll  22  that have been downloaded from memory  78  on chip  72 , (ii) the nature of the environment portrayed by doll station  24 , and (iii) the programs and/or theme of the selected storage device  26 . These programs can also be independent of any of these parameters, and any of these parameters can be used together or independent of each other. It is the provision and selection of these parameters that allow the player to be able to enact the real-life activities of doll  22 . The following are a few non-limiting examples of programs (enacting activities) that can be stored in memory  30  and/or  58  and/or  78  for play on doll station  24 . 
       EXAMPLE 1 
       [0064]    Processor  56  causes speaker  38  to emit an instruction, such as “I&#39;m cold, please put a jacket on me”. The player then goes to his/her doll accessories, takes a doll jacket and dresses doll  22  with a jacket. 
       EXAMPLE 2 
       [0065]    Processor  56  causes speaker  38  to emit an instruction, such as “I would like to go to the beach”. The player then takes doll  22  out of base  40  and takes doll  22  to another doll station  24  that represents a beach environment, and inserts doll  22  into base  40  of the beach doll station  24 . The steps outlined in  FIG. 7  are then executed with respect to the beach doll station  24 , and the play continues. 
       EXAMPLE 3 
       [0066]    Processor  56  causes the speaker  38  to emit an instruction, such as “I would like to play with a friend”. The player then takes a different (second) doll  22  and places it adjacent the doll station  24  so that the two dolls  22  can supposedly play with each other. The steps outlined in  FIG. 7  are executed with respect to the second doll  22  and the station  24 , and the play continues. 
       EXAMPLE 4 
       [0067]    Processor  56  causes display screen  36  to display a colorful message, accompanied by music from speaker  38 . This performance can reflect the identity of doll  22 . For example, if doll  22  is intended to be a happy doll, display screen  36  can be caused to display bright and colorful images, and speaker  38  can broadcast cheerful music. On the other hand, if doll  22  is intended to be an evil doll, display screen  36  can be caused to display malicious or dark images, and speaker  38  can broadcast somber music. These performances can be used to reflect the attitude, character, emotions or mood of doll  22 . 
       EXAMPLE 5 
       [0068]    In one non-limiting embodiment, the accessories that accompany doll  22  can be provided with electronic chips similar to chip  72  that allow for the accessory to communicate with doll station  24 . For example,  FIGS. 5 and 8A  illustrate an electronic chip  172  that can be provided for use with an accessory. The electronic chip  172  is coupled to antenna  180  that is further coupled to memory  178  and controller  182 . In one embodiment memory  178  is memory  78  and controller  182  is controller  82 . Antenna  180  allows the electronic chip  172  to communicate with processor  56  via antenna  70 . Memory  178  in chip  172  stores data identifying the characteristics of the intended accessory. Antenna  180  can be the same as the antenna  80 . 
         [0069]      FIGS. 8B-8G  illustrate various accessories that, in some embodiments, incorporate chip  172 , such as hat  130  ( FIG. 8B ), hair brush  132  ( FIG. 8C ), a pair of boots  134  ( FIG. 8D ), skirt  136  ( FIG. 8E ), blouse  138  ( FIG. 8F ), and a pair of trousers  140  ( FIG. 8G ). Any of these accessories can be used or carried by doll  22 . For example, doll  22  could be wearing blouse  138  when it is placed inside base  40 . Chip  172  on blouse  138  would communicate with processor  56  (via antennas  70  and  180 ) to identify blouse  138 . If blouse  138  is not the correct blouse  138  for the particular doll  22 , processor  56  can cause a message to be delivered (either via the speaker  38  and/or the display screen  36 ) stating that “the blouse does not belong to this doll”. As another example, if the program decides that doll  22  is supposed to wear another article of clothing, the program can cause processor  56  to deliver a message (via the speaker  38  and/or the display screen  36 ) stating that “I do not like to wear this blouse; please dress me with another article of clothing”. The same play examples can be provided for any accessory. 
         [0070]    Alternatively, a program from any of the memories  30 ,  58 ,  78 , or  178  can cause speaker  38  or display screen  36  to emit an instruction, such as “Please give me my hair brush”. The player then takes hair brush  132  and places it in the doll&#39;s hand. The electronic chip  172  on hair brush  132  would communicate with processor  56  (via antennas  70  and  180 ) to identify hair brush  132 . If the player inadvertently places the wrong accessory (e.g., hat  130 ) on doll  22 , processor  56  can cause speaker  38  and/or display screen  36  to emit a message informing the player that the wrong accessory has been chosen. 
         [0071]      FIG. 18  illustrates one non-limiting example of a play activity that can involve the incorporation of accessories. The image shown in  FIG. 18  can be shown on display screen  36  (or any of the display screens  36   c ,  36   d  described below).  FIG. 18  is an image on the screen  36  that illustrates doll  22  inside a fashion store that sells shoes  134  and handbags  133 , as well as other accessories  131 . These shoes  134  and handbags  133  are virtual representations of actual shoes  134  and handbags  133  that are supplied with the interactive play system  20 . The player can then take a selected accessory (e.g., a pair of shoes  134 ) and dress or otherwise associate the actual doll  22  with the actual accessory. When shoes  134  are worn by the doll  22 , controller  182  on chip  172  of shoes  134  will communicate with processor  56  to identify the shoes  134  being worn. The processor  56  will then cause display screen  36  to change the image shown in  FIG. 18  to show the selected shoes  134  being removed from shelf  129  (shelf  129  is a virtual shelf that only appears on display screen  36 ) and placed on to the feet of the virtual image of doll  22  on display screen  36 . When the player removes shoes  134  from the feet of the actual doll  22 , the image on display screen  36  will replicate that activity. The player can select another pair of shoes  134  to be worn by the actual doll  22 , and the image on display screen  36  will again show the newly-selected shoes  134  being removed from shelf  129  and placed on to the feet of the virtual image of doll  22  on display screen  36 . 
         [0072]    Other play activities involving these accessories can include games and challenges. For example, a program from any of the memories  30 ,  58 ,  78 , or  178  can cause speaker  38  and/or display screen  36  to guide a user through a first activity (e.g., a game or challenge) where the user can accumulate points for use in a second or subsequent activity (e.g., a shopping spree). For example, the user can accumulate points by correctly answering certain questions, successfully navigating a maze or other obstacle(s), or designing new fashion outfits. The program then guides the user through a shopping spree where the user can visit any number of shops selling these accessories, and purchase any desired accessories using the points accumulated from the first activity. For example, if a user has accumulated fifty points, the user can allocate these fifty points for use in purchasing different accessories from different shops, with each accessory having a different point requirement for purchase. As the user purchases these accessories, the user can physically dress doll  22  with the tangible embodiment of the accessory (e.g., the blouse  138 ) while interactive play system  20  checks to ensure that blouse  138  being worn by doll  22  corresponds to blouse  138  that had been purchased. 
       EXAMPLE 6 
       [0073]    The processor  56  causes speaker  38  to emit an instruction, such as “I want to dance”. The player then takes doll  22  out of base  40  and plays with doll  22 , pretending that doll  22  is dancing. During this time, speaker  38  can be broadcasting dance music, and display screen  36  can be displaying bright lights and other images. 
       EXAMPLE 7 
       [0074]    The processor  56  can recognize and store information relating to the programs selected by the player, play patterns of the player, or anything related to the use and play of interactive play system  20 . This information can be transferred to memory  30  in storage device  26  via ports  34  and  32 . The player can select such recognition and storage functions by manipulating buttons  62  and/or control pad  60 . The information in memory  30  can then be transferred by storage device  26  to a PC where the information can be analyzed, processed and stored for any desired purpose. 
       EXAMPLE 8 
       [0075]      FIG. 9  illustrates the provision of a multi-doll interactive play system  20   a , where a plurality of dolls  22   a  (each of which can be the same in construction as doll  22 ) can be electrically coupled to a plurality of doll sub-stations  24   a  (each of which can be the same in principle as base  40 ). The sub-stations  24   a  can be part of a larger doll station  24   b . Each sub-station  24   a  can have its own antenna or communication device, but an additional antenna  70   a  (or communication device) can be provided to facilitate communication between doll station  24   b  and any (or all) of dolls  22   a.    
       EXAMPLE 9 
       [0076]    Memory  58  can contain programs that include diaries, directories and calendars so that the user can input important dates, addresses, and entries for either the user or doll  22 . A user can access these diaries, directories and calendars via front panel  48 , or base unit  24   c  described below. 
         [0077]      FIGS. 10A-10B  illustrate another embodiment of system  20   c  consistent with various embodiments of the present invention where doll station  24  is now replaced by a hand-held base unit  24   c . In particular, doll  22   c  (which can be the same as doll  22 ) does not need to be positioned inside or adjacent a doll station  24 , but can instead be positioned as a stand-alone doll  22   c  without a base station  24 . The base unit  24   c  can include all the functions and basic elements of doll station  24 . A separate storage device  26   c  (which can be the same as storage device  26 ) can be inserted through a port  34   c  (which can be the same as port  34 ) in the housing  46   c  of base unit  24   c . Similar to doll station  24 , the base unit  24   c  can also include a display screen  36   c , speakers  38   c , and a control pad  60   c  that can be the same as the corresponding elements in the doll station  24 . An antenna  70   c  can be provided in the housing  46   c  of the base unit  24   c  for communicating with antenna  80   c  (see  FIGS. 10A and 10B ) in doll  22   c.    
         [0078]    The interactive play system  20   c  can operate in the same manner as interactive play system  20 , as described above. Specifically, interactive play system  20   c  allows a player to enact real-life activities of doll  22   c , such as the activities described in Examples 1, 4, 5, 6, 7 and 9 above. The interactive play system  20   c  can also implement the flowchart of  FIG. 7 . 
         [0079]    Between the interactive play systems  20  and  20   c , the interactive play system  20   c  may be better suited for use with a single doll  22   c , so that base unit  24   c  does not need to distinguish between signals received from a plurality of dolls  22   c  that are positioned in close-enough proximity to the base unit  24   c . On the other hand, interactive play system  20  may be better suited to use with a plurality of dolls  22  because the short-range communications technology used in some embodiments of interactive play system  20  allow doll station  24  to distinguish between different dolls  22 . 
         [0080]    In some embodiments, the accessories used with doll  22   c  can also include patches of conductive ink. For example, in  FIG. 10 , dress  136   c  can be provided with patches of conductive ink  135   c  which can incorporate circuitry and even an antenna. Thus, the conductive ink  135   c  can be used in lieu of the chip  172  that is provided for the accessories in  FIGS. 8B-8G . 
         [0081]      FIG. 10B  illustrates the electrical components of interactive play system  20   c , with the same elements in  FIGS. 5 and 10B  having the same numeral designations except that a “c” has been added to the designations in  FIG. 10B . In some embodiments, the interactive play systems shown in  FIGS. 5 and 10B  are the same except that the interactive play system  20   c  in  FIG. 10B  can provide electrical contacts  77   c  and  177   c  on doll  22   c  and the accessory (e.g., dress  136   c ), respectively. These contacts  77   c  and  177   c  form an electrical coupling between doll  22   c  and the accessory (e.g., dress  136   c ) so that interactive play system  20   c  can accurately identify the specific accessory that has been used with doll  22   c . In particular, controller  182   c  in chip  172   c  of dress  136   c  can communicate with controller  82   c  in doll  22   c , which can in turn can communicate to processor  56   c  the identity of dress  136   c  that has been connected. These contacts  77   c ,  177   c  can be embodied using any of the concepts described in U.S. Pat. Nos. 6,648,719 and 6,719,604, whose entire disclosures are incorporated by this reference as though set forth fully herein. 
         [0082]    The principles of the present invention are not limited to action figures and fashion dolls only.  FIGS. 11 and 12  illustrate another embodiment of an interactive play system  20   d  that is consistent with various embodiments of the present invention where doll  22   c  is now replaced by a teddy bear  22   d  or other toy animal. The interactive play system  20   d  also includes a base unit  24   d  that, in some embodiments, is identical to base unit  24   c , and a storage device  26   d  that is identical to storage devices  26   c  and  26 . Teddy bear  22   d  can also include an electronic chip (such as  72 ) and a battery (such as  84 ) to facilitate operation and use in the same manner as for the dolls  22  and  22   c  described above. Thus, a player can enact the same activities described above for the teddy bear  22   d , including changing accessories and outfits. For example, teddy bear  22   d  can be provided with accessories that incorporate an electronic chip  172   d , including a fork  132   d  (see  FIG. 12A ), a shirt  138   d  (see  FIG. 12B ), and a pair of trousers  140   d  (see  FIG. 12C ). These accessories are capable of communicating with station  24   d  in the same way that the accessories in  FIGS. 10   10 A- 10 B are capable of communicating with the doll station  24   c.    
         [0083]    In addition, as best shown in  FIG. 13 , teddy bear  22   d  can be provided with pivotable appendages  200  that are pivotably connected to other appendages  200  to create movable limbs and body parts. These appendages  200  can be controlled by gears (e.g.,  202 ) that are operatively connected to a servo motor (not shown) housed in a motor unit  204 . The motor unit  204  can include an electronic chip (not shown) that, in some embodiments, is the same as electronic chip  72  in doll  22 , and can also include an antenna  80   d . The motor unit  204  has a port  206  that can receive another storage device  26   e . The storage device  26   e  can contain software which imparts different characteristics to teddy bear  22   d , and which can be used in addition to the software stored in station  24   d  and storage device  26   d  (i.e., that is used with station  24   d ). For example, a plurality of different storage devices  26   e  can be provided, each designed to cause teddy bear  22   d  to assume a different mood (e.g., happy, sad, angry, etc.) or character (e.g., quiet, gregarious, etc.) or motion (e.g., cause the appendages to move faster or slower, or to dance, or to walk, etc.). A player can select a specific storage device  26   e  depending on the mood, character and/or motion desired for teddy bear  22   d . Storage device  26   d  can be used to enact a different activity for teddy bear  22   d , with the activity carried out based on the chosen mood, character and/or motion determined by storage device  26   e . Alternatively, the different moods, characters and/or motions can be programmed into the memory (not shown) inside the motor unit  204  (instead of providing a plurality of storage devices  26   e ), and selected by the player by actuating control buttons  208  on motor unit  204 . 
         [0084]    The teddy bear  22   d  in  FIGS. 11 and 13  can be modified to function as a base unit or station itself, so that the station  24   d  can be omitted and the elements of the station  24   d  can be provided as part of teddy bear  22   d . For example, a display screen  36   d , a speaker  38   d , a control pad  60   d  and control buttons  62   d  can be provided on the teddy bear  24   d . In this embodiment, motor unit  204  houses a battery  66   d , a processor  56   d  and a memory  58   d  that are electrically coupled to the antenna  80   d , the display screen  36   d , the speaker  38   d  and the control buttons  62   d  and control pad  60   d  in the manner illustrated in  FIG. 14 . Thus, when  FIG. 14  is compared with  FIG. 5 , these two interactive play systems  20  and  20   d  are essentially the same except that (i) antenna  80   d  now functions as antenna  70 , (ii) port  206  now functions as port  34 , (iii) storage device(s)  26   e  now function as storage device(s)  26  and  26   d , and (iv) electronic chip  72  in  FIG. 5  has been omitted. In addition, each electronic chip  172   d  be coupled to an antenna  180   d , controller  182   d  and memory  178   d  that correspond to antenna  180 , controller  182  and memory  178  in  FIGS. 1-5  and  8 A- 8 G, and each storage device  26   e  can include a memory  30   e  and port  32   e  that correspond to the memory  30  and port  32  in  FIGS. 1-5 . 
         [0085]    In some embodiments, the wireless connection via the antennas  80   d  and  180   d , is replaced by, electrical contacts  77   d  and  177   d  which are provided on teddy bear  22   d  and accessory (e.g., shirt  138   d ), respectively. Referring to  FIG. 14 , contacts  77   d  and  177   d  can form an electrical coupling between teddy bear  22   d  and accessory (e.g., shirt  138   d ) so that interactive play system  20   d  can accurately identify the specific accessory that has been used with teddy bear  22   d . In particular, controller  182   d  in electronic chip  172   d  of shirt  138   d  can communicate with processor  56   d  in teddy bear  22   d , thereby indicating to processor  56   d  the identity of shirt  138   d  that has been connected. 
         [0086]    In some embodiments, interactive play system  20   d  is modified to include a Personal Computer (“PC”) and a PC monitor  210 . The antenna  70   d  on the station  24   d  can communicate signals with antenna  212  on the PC or other computer, and the images displayed on screen  38   d  can be replicated on monitor  210 . The PC can even be used to store programs, and to transfer programs to station  24   d  for execution thereat. 
         [0087]    The principles in  FIGS. 13 and 14  can also be applied for use with systems shown in  FIGS. 1-10B . In particular, dolls  22  and  22   c  can be provided with appendages (similar to  200  in  FIG. 13 ) so that a user can use the doll station  24  or the station  24   c  to move the appendages on doll  22  or  22   c . This is illustrated in  FIG. 19  using the interactive play system  20   c , where doll  22   c  is shown as having movable limbs (e.g.,  71   c  and  73   c ) that can be controlled by doll station  24   c . In some embodiments, doll  22   c  is provided with a speaker  75   c  at the mouth, a movable head  81   c , and blinking lights  83   c  (e.g., an LED) at the eyes so that doll  22   c  can simulate a real-life human being by speaking through speaker  75   c , blinking through lights  83   c , and moving its limbs  71   c ,  73   c.    
         [0088]    The doll systems shown and described in connection with  FIGS. 1 and 10A  can be configured in a variety of different ways, with different components.  FIGS. 20 and 21  illustrate yet another way of configuring the doll system. The interactive play system  20   h  in  FIGS. 20 and 21  has a doll  22   h  that can be the same as doll  22   c , a station  24   h  that can be the same as the station  24   c  (with the exceptions noted below), a storage device  26   h  that can be the same as the storage device  26   c  (with the exceptions noted below), and a doll station that has a base  40   h , a rear wall  42   h , and a roof  44   h  that can be the same as the base  40 , the rear wall  42 , and the roof  44  in  FIG. 1  (with the exceptions noted below), respectively.  FIG. 21  illustrates the electrical components of the system  20   h , with the same elements in  FIGS. 5 ,  10 B and  21  having the same numeral designations except that an “h” has been added to the designations in  FIG. 21 . 
         [0089]    One difference between the interactive play system  20   h  and the interactive play systems  20 ,  20   c  is in the communication modes between the respective components. In some embodiments of the interactive play system  20   h , the base  40   h  does not have the front panel  48  (which is now incorporated into the base unit  24   h ), but the base  40   h  includes the electrical components illustrated in  FIG. 22 , including an infrared transmitter  90   h , a controller  92   h , a battery  94   h  and a memory  98   h  that are interconnected in the manner shown in  FIG. 22 . Memory  98   h  can be used to store data, software and programs similar to data, software and programs that are stored in memory  58 . The antenna  70   h  in the rear wall  42   h  can be electrically connected to the controller  92   h . In addition, an infrared receiver  96   h  can be provided on the housing of the base unit  24   h  and electrically connected to processor  56   h , so that base unit  24   h  no longer has the antenna  70   c . The storage device  26   h  can further include an antenna  97   h  that is coupled to a processor  99   h  inside the storage device  26   h . The elements  30   h ,  32   h ,  58   h ,  66   h ,  72   h ,  80   h ,  82   h ,  78   h ,  172   h ,  180   h ,  182   h ,  178   h  in  FIG. 21  can be identical to the elements  30 ,  32 ,  58 ,  66 ,  72 ,  80 ,  82 ,  78 ,  172 ,  180 ,  182 ,  178  in  FIG. 5 , respectively. 
         [0090]    The interactive play system  20   h  operates in the following manner according to one non-limiting embodiment of the present invention. The doll  22   h  communicates with the base station via antenna  80   h  at doll  22   h  and antenna  70   h  at the rear wall  42   h . The controller  92   h  in base  40   h  receives these communications from antenna  70   h , and then communicates with base unit  24   h  via the infrared transmitter  90   h  and the infrared receiver  96   h  to the processor  56   h.    
         [0091]    The provision of an antenna  97   h  at the storage device  26   h  provides another alternative form of communication. If the base station is misplaced, omitted, or not used, doll  22   h  can still communicate with station  24   h . Specifically, doll  22   h  can communicate with storage device  26   h  via antenna  80   h  at doll  22   h  and antenna  97   h  at storage device  26   h . The processor  99   h  in storage device  26   h  receives these communications from antenna  97   h , and then communicates with station  24   h  via ports  32   h  and  34   h.    
         [0092]    The interactive play system  20   h  can operate in the same manner as the interactive play systems  20  and  20   c , as described above. Specifically, interactive play system  20   h  also allows a player to enact real-life activities of doll  22   h , such as the activities described in Examples 1, 4, 5, 6 and 7 above. In some embodiments, interactive play system  20   h  implements the functionality illustrated in flowchart of  FIG. 7 . 
         [0093]    The principles in FIGS.  11  and  13 - 14  can be further extended to provide an interactive constructional or building system.  FIGS. 15-16  illustrate a constructional system  20   f  having a station  24   f  that, in some embodiments, is similar to teddy bear  22   d  in interactive play system  20   e  of  FIG. 14  where teddy bear  22   d  is itself a station. In this embodiment, the station  24   f  forms a basic building block upon which other pieces  130   f ,  132   f ,  134   f  can be connected or assembled to form different resulting objects. 
         [0094]    In some embodiments station  24   f  includes all of the elements of the station  24 , including a battery  66   f , a processor  56   f , a memory  58   f , a display screen  36   f , a speaker  38   f , a control pad  60   f , a control button  62   f  and a port  34   f  that can be the same as the corresponding elements in  FIGS. 1-5 . The station  24   f  can also include an electrical coupling  70   f  for receiving a piece  130   f ,  132   f ,  134   f , etc. In some embodiments, coupling  70   f  is similar to contacts  77   c  and  77   d  described above. The storage device  26   f  can include all of the elements of the storage device  26 , including a memory  30   f  and a port  32   f . In addition, each of the pieces  130   f ,  132   f ,  134   f  can correspond to different accessories  130 ,  132 ,  134 , etc., in  FIGS. 8B-8G , and in this embodiment can represent a head  130   f , an arm  132   f  and a leg  134   f . Each of these pieces  130   f ,  132   f ,  134   f  can also include an electronic chip  172   f  that can be the same as the electronic chip  172 , and include the corresponding coupling  177   f  (which can be the same as coupling  177   c  and  177   d  described above), controller  182   f  and memory  178   f.    
         [0095]    In one embodiment, the station  24   f  includes software that is adapted to recognize the various pieces  130   f ,  132   f ,  134   f , etc. In addition, each different storage device  26   f  can include software for guiding a player in constructing a particular object. For example, memory  30   f  in a specific storage device  26   f  can contain software for guiding the player in constructing a dinosaur, and memory  30   f  in another storage device  26   f  can contain software for guiding the player in constructing a bird. Alternatively, storage device  26   f  can be omitted, and memory  58   f  in station  24   f  can store the different software that can be selected by the player for guiding the player in constructing the different objects. 
         [0096]    One possible use of the interactive play system  20   f  is illustrated in the flowchart of  FIG. 17 , which is educational in nature. In block  220 , a player first selects the object to be constructed. This can be accomplished by selecting a software that has been stored in memory  58   f , or by selecting the desired storage device  26   f  and inserting the selected storage device  26   f  into port  34   f . Next, in block  222 , the selected software will cause instructions or images to appear on display screen  36   f  and/or through speaker  38   f  illustrating the next piece (e.g., arm  132   f  that needs to be connected to station  24   f . In block  224 , the player connects coupling  177   f  of arm  132   f  to the appropriate coupling  70   f . In one embodiment coupling  70   f  is an electrical coupling (e.g., an electrical contact) that allows controller  182   f  in electronic chip  172   f  of arm  132   f  to communicate with processor  56   f  in station  24   f , thereby indicating to processor  56   f  the identity of the piece that has been connected. In block  226 , processor  56   f  checks to see if the correct piece has been connected. If yes, then processing proceeds to block  230  to determine if the object has been completed. If the object has not been completed, processing returns to block  222  to issue the next instructions or images for connecting the next piece. If at block  226  it is determined that the incorrect piece has been connected, processing proceeds to block  228  where an error message is displayed (on display screen  36   f ) and/or broadcast (over speaker  38   f ). Processing then returns to block  222  where the same instruction or image is displayed or broadcast again. This continues until the desired object has been completed at block  230 . The flowchart of  FIG. 17  can also include an alternative block  232  where the player can use the completed object in the same manner as teddy bear  22   d  to enact real-life activities for the completed object, according to the principles described above. 
         [0097]    The interactive play system  20   f  can be used to generate a variety of different activities. According to a second activity, memory  30   f  in storage device  26   f  or memory  58   f  in base unit  24   f  can store software and a database relating to the construction of different objects. This activity allows the player to initiate the construction and then gives the player choices as to what object(s) the player can assemble based on the start initiated by the player. Thus, this activity is more creative and interactive in nature. For example, in a first step, the player connects a piece (e.g., arm  132   f ) to any coupling (e.g.,  70   f ) in station  24   f . Then, in the next block, the software will determine the different objects that can be constructed based on the initial first connection, and will display the options to the player on display screen  36   f , including instructions for assembling each option. The player can continue to connect additional pieces, and as each additional piece is connected, the software will update its identification of the connected pieces from its database, and cause display screen  36   f  at station  24   f  to display new and updated options for the player. This process continues until an object is completely assembled, and even at that point, the player can continue to connect additional pieces, while the software will continue to search its database for possible new objects that can be built. This activity allows the player to engage in either (i) a challenging and creative interactive building game where the player attempts to outwit the interactive play system  20   f  in building an object, or (ii) an instructional interactive game where the interactive play system  20   f  can guide the player in building one of many different objects. 
         [0098]    As a non-limiting example, even though the present invention illustrates the use of antennas to facilitate communication between doll station  24  and doll  22  and accessories, it is also possible to use wires and other known electrical couplings to facilitate such communication. Also, the wired communication between ports  32  and  34  can be replaced by wireless communication utilizing separate antennas at the locations of ports  32  and  34 . 
         [0099]    In other embodiments of an interactive play system  20  full-size clothing and accessories may interact with interactive play system  20 . As used herein the term full-size refers to non-toy sized accessories. For example, clothing and carried articles, such as a backpack, that are designed for use by a person playing with interactive play system  20 . Further, in some embodiments, these full-size items provide an interactive experience to a user that is independent of interactive play system  20 . 
         [0100]      FIG. 23  illustrates the basic components of an interactive system  1020  according to one embodiment of the present invention. In its most basic form, system  1020  includes an article of clothing  1022 , a hand-held unit  1024  and a storage device  1026 . The clothing  1022  can be a shirt, a vest, a hat, a pair of trousers, or any other conventional article of clothing or accessory. The system  1020  can include more than one item of clothing  1022 , but for simplicity&#39;s sake, the present invention will be described herein below in the context of one article of clothing  1022 . 
         [0101]    The storage device  1026  can have a housing  1028  that houses any conventional and well-known medium that includes a memory  1030  (see  FIG. 24 ) for storing digital data. The memory  1030  can be embodied in the form of a memory card or cartridge or any other conventional storage medium, including a RAM, a ROM, or any writeable memory. The housing  1028  can be configured to include a communication (e.g., input/output) port  1032  which is adapted to be removably coupled to a communication (e.g., input/output) port  1034  at the hand-held unit  1024 . The memory  1030  can be adapted to store programs (software) for controlling the operation of the hand-held unit  1024 , as described below. The memory  1030  can also be adapted to store data that can be transferred to the hand-held unit  1024 . Such data can include verbal or written messages, pre-recorded statements, sounds, music, light shows and other similar responses that can be displayed on the display screen  1036  at the hand-held unit  1024 , or emitted from the speaker  1038  at the hand-held unit  1024 . As used herein, the display screen  1036  and the speaker  1038  are mechanisms used by the system  20  to present a message. In addition, the system  1020  can provide a plurality of different storage devices  1026 , with each storage device  1026  storing software and/or data for different applications. For example, one storage device  1026  can contain software and data directed to an environmental application (e.g., for measuring and broadcasting temperature or other environmental conditions), another storage device  1026  can contain software and data directed to an entertainment application (e.g., for playing certain music or a video), and another storage device  1026  can contain software and data directed to a game, among others. The player can vary his/her play variety by selecting the desired storage device  1026  for a desired application. 
         [0102]    In addition, storage device  1026  can be coupled to a personal computer (“PC”) (see  FIG. 24 ) to download new programs (either from the PC or from the Internet) that can be used to play the system  1020 . In this regard, storage device  1026  can be embodied in the form of a CD, a cartridge or other diskette. 
         [0103]    In an exemplary embodiment, the electronics (see  FIG. 24 ) of the hand-held unit  1024  includes a processor  1056  and a memory  1058 . The memory  1058  can be used to store basic operating instructions for the processor  1056 , in which case the memory  1058  can be embodied in the form of a RAM or ROM. Alternatively, memory  1058  can be used to store some or all of the programs, with memory  1030  on storage device  1026  used primarily for storing data that can be utilized to control or change the operation parameters of the programs stored in memory  1058 . The communication port  1034 , speaker  1038  and display screen  1036  are provided in housing  1048  of hand-held unit  1024 , and are all coupled to the processor  1056 . The housing  1048  can also include a control pad  1060  and control buttons  1062 . The port  1034  functions to allow data and instructions to be transferred from memory  1030  in storage device  1026  to processor  1056  in housing  1048 . The screen  1036  functions to display words, images, colors, and patterns that are in response to instructions or data provided by storage device  1026  or clothing  1022 . The speaker  1038  emits sounds to provide vocal instructions and music. The speaker  1038  and screen  1036  are both controlled by processor  1056 . The control pad  1060  and buttons  1062  are coupled to processor  1056  to provide control signals to processor  1056 , so that a player can control the operation of interactive system  1020  by controlling pad  1060  and buttons  1062 . For example, a player can press selected buttons  1062 , or control pad  1060 , to select desired modes or features, or to perform any of the operational functions described herein below. 
         [0104]    In addition, an antenna  1070  can be provided in housing  1048 , with antenna  1070  coupled to the electronics shown in  FIG. 24 . In addition, housing  1048  in some embodiments is provided with a battery compartment accessed by a battery cover (not shown). Conventional batteries  1066  (see  FIG. 24 ) can be housed inside the battery compartment, and coupled to the electronics to power the operation of the hand-held unit  1024 . 
         [0105]    Even though the term “hand-held” is used to describe the unit  1024 , the unit  1024  can be hand-held, or can be a main unit that is secured to any stationary or larger object, such as the dashboard of an automobile, a cabinet or piece of furniture, the wall of a building, etc. As described herein, the unit  1024  is essentially a control unit. 
         [0106]    The clothing  1022  is provided with a chip  1072  that allows for clothing  1022  to communicate with hand-held unit  1024 . For example,  FIG. 24  illustrates an electronic chip  1072  that can be provided for use with an article of clothing  1022 . The chip  1072  includes a memory  1078  that is coupled to a controller  1082  that is in turn coupled to an antenna  1080 . The antenna  1080  is adapted to communicate with the electronics in the hand-held unit  1024  via the antenna  1070  in the housing  1048 . In some embodiments, memory  1078  in electronic chip  1072  contains data which is relevant to the designated activity, and can include, but is not limited to information relating to the article of clothing  1022 , the game being played, a condition being measured (e.g., temperature), etc. This data or information can be transferred from memory  1078  to hand-held unit  1024  to activate different responses (e.g., verbal or written messages, pre-recorded statements, sounds, music, light shows, etc.) that can be displayed on display screen  36 , or emitted from speaker  1038 , at hand-held unit  1024 . As a further alternative, memory  1078  in electronic chip  1072  can even contain programs relating to different activities that the user can engage in, and these programs can be transferred to processor  1056  during operation. 
         [0107]    In various embodiments, an electronic device  1085  can be attached to the clothing  1022 , and electrically coupled to controller  1082 . The electronic device  1085  can be a sensing device (e.g., a temperature sensor for measuring temperature, a CCD sensor for capturing images), or a speaker, or a display screen, among others. 
         [0108]    The clothing  1022  can also include patches of conductive ink that are well-known in the art. For example, in  FIG. 23 , the clothing  1022  can be provided with patches of conductive ink  1075  which can incorporate circuitry and even an antenna, as is well-known in the art. Thus, the conductive ink  1075  can be used in lieu of the chip  1072 . 
         [0109]    Some embodiments of the interactive system  1020  operate in the following general manner. The clothing  1022  communicates with unit  1024  via antennas  1080  and  1070 . The processor  1056  in unit  1024  receives these communications from antenna  1070 , and then displays images at display screen  1036  and/or broadcasts sounds or music at speaker  1038  that are dependent upon the data being communicated by clothing  1022  to unit  1024 . The communication can be initiated by either controller  1082  or processor  1056 , with initiating controller  1082  or processor  1056  directing a communication signal to be sent via antennas  1070 ,  1080  to other of processor  1056  or controller  1082 . Any of the conventional communication protocols can be used to facilitate the initiation of the communication, and the continued communication between, processor  1056  and controller  1082 . 
         [0110]    The storage device  1026  can provide another alternative form of communication. In this embodiment, storage device  1026   b  further includes an antenna  1097   b  and communication electronics that are coupled to processor  1099   b  inside storage device  1026   b , as best shown in  FIG. 26 . The clothing  1022  can communicate with storage device  1026   b  via antenna  1080  at clothing  1022  and antenna  1097   b  at storage device  1026   b . The processor  1099   b  in storage device  1026   b  receives these communications from antenna  1097   b , and then communicates with unit  1024  via the ports  1032   b  and  1034 . The memory  1030   b  can be coupled to the processor  1099   b . The memory  1030   b  and port  1032   b  can be the same as the memory  1030  and the port  1032 , respectively. 
         [0111]    The following are some examples illustrating how the interactive clothing system  1020  can be used. 
       EXAMPLE 1 
       [0112]    The electronic device  1085  can be a camera which takes photographs when actuated by a switch (not shown) provided on clothing  1022  and electrically coupled to the camera. The captured image(s) can then be transmitted (via the antennas  1080  and  1070 ) to the processor  1056  to be displayed by display screen  1036 . The captured image(s) can be stored in memory  1078 , or transferred to memories  1058  and/or  1030 . This camera can be a hidden camera that appears to be a badge or accessory that is part of the clothing item  1022 , and be suited for use in police or investigative work. The camera can even be positioned on the rear of a shirt or trouser so that the user can hold the unit  1024  as he/she is walking so that he/she can see if anyone is following him/her without turning the head. If used in this manner, the camera can operate as a safety device. 
       EXAMPLE 2 
       [0113]    In one embodiment the electronic device  1085  is a thermometer which measures the temperature of the environment. The measured temperature(s) can be stored in memory  1078 , and/or transmitted (via the antennas  1080  and  1070 ) to the processor  1056  to be displayed by the display screen  1036  or broadcast by the speaker  1038 . In one application, the program in memory  1058  that is executed by the processor  1056  will only broadcast or display a temperature only if the temperature exceeds or falls below a certain threshold. Thus, in this application, the system  1020  will be used as a warning or notification device that notifies the user of a potentially dangerous situation. For example, a mountain-climber might wear a jacket having chip  1072 , with electronic device  1085  measuring the temperature, wind chill, wind speed or other environmental condition, and then issuing a warning at the unit  1024  if a particular condition exceeds or falls below a certain threshold. The captured environmental condition can even be stored in memory  1078 , or transferred to memories  1058  and/or  1030 . 
       EXAMPLE 3 
       [0114]    The interactive system  1020  can be used to match the colors or styles of different items of clothing  1022 , or to locate items of misplaced clothing. In this Example, electronic device  1085  on clothing  1022  can be a sensor that will detect the motion, environment, or other measurable characteristic, and will convey the information to hand-held unit  1024  via antennas  1070  and  1080 . 
         [0115]    For example, a clothing line can provide electronic chips  1072  in all of its clothing  1022  sold to customers. Each item of clothing  1022  has a chip  1072 , with memory  1078  in chip  1072  pre-programmed to contain information about that particular item of clothing  1022  and that line of clothing. For example, a designer can pre-program certain desired matches (e.g., a particular top with a particular skirt or a particular pair of shoes), and certain undesirable matches, into memory  1058  at unit  1024  or even in memory  1030  at storage device  1026 . When a user puts on two or more items of clothing  1022  from the same line, controller  1082  in chip  1072  at the items of clothing  1022  will communicate their identities to processor  1056  at unit  1024  (via the antennas  1080  and  1070 ), and processor  1056  will determine whether the selected clothing items are a desirable match, and communicate to the user via speaker  1038  or display screen  1036 . 
         [0116]    The user can also use this system to locate misplaced clothing  1022 . For example, the identities of all clothing items having a chip  1072  can be stored in memory  1058  or memory  1030 . If the user cannot find a particular item of clothing  1022 , the user can use control pad  1060  and control buttons  1062  on unit  1024  to instruct the processor  1056  to locate clothing  1022 . The processor  1056  would then communicate with controller  1082  (via the antennas  1070  and  1080 ) on the particular clothing  1022 , and controller  1082  would cause a speaker (i.e., an electronic device  1085 ) to emit beeps or other sounds so that the user can be led to the location of the clothing  1022 . 
       EXAMPLE 4 
       [0117]    In one embodiment the system can be used as a single user game. In this embodiment, clothing  1022  can contain a number of touch pads provided in different colors (i.e., as an electronic device  1085 ), and a game can be stored in any of memories  1030 ,  1058  and  1078 . The unit  1024  can broadcast instructions via its display screen  1036  or its speaker  1038 , such as “touch the red patch” or “touch the green patch”, and the user will attempt to touch the correct touch pad, earning points for each successful touch. The electronic device  1085  on clothing  1022  can also include a sensor that will detect the motion, environment, or other measurable characteristic, and will convey the information to the hand-held unit  1024  via antennas  1070  and  1080 . 
         [0118]    The same game can be modified to be more educational, for example, by providing touch pads on different parts of a long-sleeve shirt. The unit  1024  can broadcast instructions via its display screen  1036  or its speaker  1038 , such as “touch your shoulder”, or “touch your chest” or “touch your back”, and the child will attempt to touch a correct touch pad that is located at the correct body area, earning points for each successful touch. This game can be effective in teaching toddlers their body parts. 
       EXAMPLE 5 
       [0119]    In another embodiment the interactive system  1020  can be used as a multi-user game. A game can be stored in either memory  1030  or memory  1058 . A first player wears clothing  1022 , and a second player controls the unit  1024 . The first player can attempt to run around in an irregular (or regular) manner, and the first player&#39;s movement will be displayed on display screen  1036  (via communication through antennas  1080 ,  1070  and processor  1056 ). Many different games can be played based on tracking the movement of the first player. For example, the second player can manipulate control buttons  1062  and control pad  1060  in an attempt to catch the image of the first player on display screen  1036 . As another example, the game can be a version of a “hide-and-seek” game where the second player cannot see where the first player is, but can track the location of the first player on display screen  1036 . These games can be extended to more than two players, where two or more players, each wearing a different clothing  1022 , can be moving around and being tracked by a separate player who manipulates the unit  1024 . The electronic device  1085  on clothing  1022  can also include a sensor that will detect the motion, environment, or other measurable characteristic, and will convey the information to hand-held unit  1024  via antennas  1070  and  1080 . 
       EXAMPLE 6 
       [0120]    In this embodiment, the system  1020  can be used in lieu of security tags on merchandise. Each merchandise can contain a chip  1072 , and when a purchaser pays for clothing  1022 , the cashier utilizes a main unit  1024  to identify the clothing  1022  that is being purchased, which will disable an alarm (e.g., the electronic device  85 ). If a thief removes clothing  1022  from the store without disabling the alarm, then the alarm will activate when the thief passes the security zone. 
       EXAMPLE 7 
       [0121]      FIG. 25  illustrates how an embodiment of the interactive system  1020  can be implemented when the article of clothing  1022  is a pair of shoes  1022   a . The shoe  1022   a  can have a chip  1072   a  that can be the same as chip  1072 . As shown in  FIG. 25 , the user U can wear the shoe  1022   a  during an activity, such as dancing, jogging, and walking, among others. The electronic device  1085  on shoe  1022   a  can be a sensor that will detect the motion, environment, or other measurable characteristic, and will convey the information to hand-held unit  1024  via antennas  1070  and  1080 . 
         [0122]    For example, interactive system  1020  can be used as part of a real-time virtual simulation system where the user U wears shoe  1022   a  and goes on a walk or a jog. As the user U walks, the sensor detects the speed of the walking or jogging motion, and communicates with unit  1024  to display images on the display screen  1036  correlating to the motion. The images can depict the user walking through a scenic forest, or a hiking trail, or other virtual scene. The speed through which the user is shown navigating through the scene will depend upon the speed of the motion of shoe  1022   a . The speaker  1038  can be used to broadcast soothing and relaxing music relating to the activity or scene. 
         [0123]    As another example, the system can be used to detect environmental characteristics associated with the ground. In this example, the user U wears the shoe  1022   a  and the sensor detects the temperature or other environmental characteristic, which is then communicated to unit  1024  where it can be displayed on display screen  1036  or broadcast via speaker  1038 . 
         [0124]    As yet another example, the system can be used to simulate a dance performance. In this example, the user U wears shoe  1022   a  and begins a dance routine. As the user U dances, the sensor detects the dancing motion, and communicates with unit  1024  to display images on the display screen  36  correlating to the dancing motion. The images can depict the user doing his/her dance routine, while the speaker  1038  can be used to broadcast music that accompanies the selected dance. 
         [0125]    In all the above embodiments and Examples, processor  1056  can also recognize and store information relating to the programs selected by the player, play patterns of the player, or anything related to the use and play of the system  1020 . This information can be transferred to memory  1030  in storage device  1026  via ports  1034  and  1032 . The player can select such recognition and storage functions by manipulating control buttons  1062  and/or control pad  1060 . The information in memory  1030  can then be transferred by storage device  1026  to a PC where the information can be analyzed, processed and stored for any desired purpose. 
         [0126]    The system  1020  can even be modified to include a PC and a PC monitor. The antenna  1070  on unit  1024  can communicate signals with an antenna on the PC or other computer, and the images displayed on the screen  1038  can be replicated on the monitor. The PC can even be used to store programs, and to transfer programs to the unit  1024  for execution thereat. 
         [0127]    As a further example, the PC can be used to connect to the Internet for communicating with other units  1024  at distant locations. For example, some of the activities described hereinabove for interactive system  1020  can be controlled by a user at a distant or remote location. One example is the multi-user game described in Example 5 above. The second player can be in a remote or distant location with the signals being communicated from clothing  1022  worn by the first player to unit  1024  located near the first player, and then from unit  1024  to a PC which then transmits these signals via the Internet to a PC where the second player is located. 
         [0128]    Various provided embodiments utilize communication technologies and networks. When embodiments refer to communications via antennas one of ordinary skill will understand that there are communications transceivers coupled to the antennas. As is known in the art, networks can be classified in a number of ways. A network may be classified by the range supported by the underlying technology. For example, some network technologies are designed to provide communication across significant ranges. The Public Switched Telephone Network (PSTN) is a network with almost global reach. Significant portions of the PSTN comprise a wired infrastructure. Portions of the PSTN comprise optical fiber media. Other portions of the PSTN infrastructure may include microwave or radio frequency links communicating across a wireless medium. Wireless and cellular telephone networks interface to the PSTN. 
         [0129]    The development of cellular networks has evolved over time. Initially, cellular networks only supported voice traffic. More recently, data technologies have been enabled across these networks. One of the earlier cellular based data technologies was General Packet Radio Service (GPRS). GPRS is packet based wireless communication service that provides data communication services in the 50 to 100 Kilobit per second (Kbps) speed range. The GPRS standard is based on the Global System for Mobile (GSM) standard and compliments existing services such as circuit switched cellular phone connections and the Short Message Service (SMS). As used herein, the terms circuit switched and packet switched refer to types of network connections. Circuit switched connections are typically dedicated connections between users during the entirety of the communication. Packet switched refers to a connection in which packets are routed across a network based on destination and source addresses of the packets. 
         [0130]    Other cellular based data technologies exist and others are currently under development, Enhanced Data GSM Environment (EDGE) is a faster data transfer technology capable of data rates up to almost 400 Kbps. Like GPRS, EDGE is based on the GSM standard and uses the GSM Time Division Multiple Access (TDMA) frame structure. Cellular or mobile based data technologies continue to evolve. The High Speed Downlink Packet Access (HDSPA) is one of the next steps in the evolution of the Universal Mobile Telecommunications Service (UMTS). The goal of UMTS is to provide up to 2 Megabits per second (Mbps) to the user which will allow the transmission of text, video, voice multi-media and other services. Other Third Generation (3G) cellular efforts are additionally based on the GSM architecture. The CDMA2000 based data services include Evolution Data Optimized (EV-DO) and 1X-EVDO may additionally be employed to practice aspects of the present invention. (CDMA2000 is a registered trademark of the Telecommunications Industry Association). 
         [0131]    Other types of data networks, may or may not interface with voice networks. These networks may have essentially global ranges, such as the Internet. These networks may include wireless metropolitan area network technologies such as the technology currently referred to as WiMax. Metropolitan area networks may include wired or optical media as well as a wireless medium. Local area networks may be wired, typically employing twisted-pair wired media, or wireless. Wireless local area networks (WLANs) may include networks employing wireless technologies like Direct Sequence Spread Spectrum (DSSS) or Orthogonal Frequency Division Multiplexing (OFDM). These two wireless technologies are currently the basis for well known WLAN technologies commonly referred to as WiFi or 802.11a, b, g, and n. 
         [0132]    Wireless networks may additionally be classified as Wireless Personal Area Networks (WPAN). Typically in WPAN technologies the data rates can be quite significant but the ranges may be limited to under 20 meters. One example of WPAN technology includes a frequency hopping spread spectrum technology, such as the technology currently known as BLUETOOTH (BLUETOOTH is a registered trademark of the Bluetooth Special Interest Group). Other WPAN technologies that are currently under development include Ultra-Wideband, which currently is being implemented as an impulse technology, a DSS technology, and a frequency hopping OFDM technology. Still further short range wireless technologies include RFID. 
         [0133]    Some provided embodiment embodiments employ low range communication technologies. These low range technologies may include the WPAN technologies mentioned above or may comprise other low data rate low range communication transceivers. 
         [0134]    Networks may be additionally, classified by structure. In client-server networks such as the one illustrated in  FIG. 27 , network  2010  may comprise a number of servers  2020 . Additionally, the network  2010  may contain a number of clients  2030 . Consistent with one embodiment of the present invention a client  2030  may forward data to and from a number of wireless devices  2040 . In this embodiment wireless device  2040  may be configured as an interactive play base-station, interactive dolls, handheld devices, interactive toys, or interactive clothing. In a typical client-server network  2010 , clients  2030  communicate with servers  2020  over network  2010 . Servers  2020  may be located locally within a particular business location where customer service interaction occurs or servers  2020  may be remotely located. Additionally, network  2010  may additionally comprise a number of computers  2060  which may be configured base stations in interactive play systems. Network  2010  may also include routers  2050  which route real-time business information to computers  2060  and wireless devices  2040 . As illustrated in  FIG. 27 , network  2010  may comprise or additionally include the PSTN  2200 . 
         [0135]    An embodiment of an interactive play system is illustrated in  FIG. 30 . In this embodiment, a base-station  2180  is connected to a server  2160  across a network  2010 . As stated above, network  2010  can comprise any form of network, but in an exemplary embodiment network  2010  is the Internet. Further, as illustrated base-station  2180  is connected to the network  2010  with a wired medium such as a twisted pair cable. As is known in the art this connection of the base-station  2180  to network  2010  may be a wireless connection. It may additionally comprise a connection through a router (not shown). Server  2160  is additionally connected to network  2010  and like the above base-station  2180  connection, this connection may take many forms. As discussed above, base-station  2180  may take many forms such as doll station  24 , base  40 , or other devices illustrated in the above embodiments. 
         [0136]    In one embodiment, base-station  2180  comprises a wireless communications transceiver and associated antenna. Base-station  2180  is configured to communicate across a wireless medium to a plurality of interactive devices  2190 . These interactive devices may include interactive dolls, accessories, handheld devices, articles of clothing, and other interactive toys. Further, base-station  2180  may communicate information received from interactive devices  2190  to server  2020  across network  2010 . As illustrated server  2020  may include a database  2160 . In alternate embodiments, (not shown) database  2160  may reside on other electronic devices on network  2010 . 
         [0137]    The flow of data and functionality provided by various embodiments is illustrated in  FIG. 28 . Flow begins in block  2070  where a wireless enabled interactive toy  2190  communicates a code to a base-station  2180 . This communication may include an authentication code unique to the interactive toy  2190 , or alternatively may include an authentication code unique to a storage medium. In the embodiment where the code is associated to an interactive toy  2190 , it may serve to authenticate the interactive toy  2190 . In the embodiment were the code is associated to a storage medium, it may authenticate the data and/or software present on the storage medium. Flow continues to block  2080  where base-station  2180  communicates the code to server  2020  across network  2010 . In block  2090  the code is validated on server  2020 . In some embodiments this validation block is accomplished by submitting a query to a database  2160  and verifying the code is found in the database and therefore authentic. 
         [0138]    Flow continues to block  2100  where the server  2020  sends a validation message to base-station  2180  across network  2010 . Once receiving an appropriate validation message from the server base-station  2180  sends a validation message to interactive toy  2190  in block  2110 . Flow continues to block  2121  where functionality is enabled on interactive toy  2190 . 
         [0139]    In various embodiments, the wireless communication comprises transmitting and receiving a wireless communications signal. As is known in the art this wireless communication signal could take many forms. Exemplary forms include: a wireless local area network signal, a wireless personal area network signal, a wireless metropolitan area network signal, an orthogonal frequency division multiplexed wireless signal, a direct sequence spread spectrum wireless signal, a frequency hopped spread spectrum wireless signal, and an impulse wireless signal. Further, base-station  2180  may comprise a number of devices, exemplary devices include: a computer, a personal computer, an electronic device, a portable electronic device, a laptop computer, a desktop computer, a personal digital assistant, and a handheld electronic device. 
         [0140]      FIG. 29  illustrates another embodiment of a provided method. In this embodiment, like the above embodiment, flow begins in block  2070  and continues through block  2120  in the same manner as the embodiment illustrated in  FIG. 28 . Flow then continues to block  2130  where an accomplishment is communicated to base-station  2180  from an interactive toy  2190 . This accomplishment, in some embodiments is a point total accrued by interacting with interactive toy  2190  through various activities. These activities include, but are not limited to play activities, or other interactions a user has with the interactive toy  2190 . In some embodiments these activities also comprise interactions between interactive toys  2190 . Flow continues to block  2140  where the accomplishment is communicated to server  2020  across network  2010 . 
         [0141]    In block  2150  an enabling message is sent from server  2020  to base-station  2180 . In one embodiment this enabling message contains a code or other authentication mechanism that allows additional functionality resident on an interactive toy  2190  to be enabled. In other embodiments, this enabling message contains additional data and in some instances software that when executed by an interactive toy  2190  impart new functionality to the interactive toy  2190 . In block  2160  new interactive toy  2190  functionality is enabled. The enablement of new functionality, in some embodiments, is accomplished by unlocking new functionality at a base-station  2180  where the new functionality may be stored on a storage medium suitable for use in an interactive toy  2190 . As discussed above, various storage media are known and may be used to practice the current invention. Exemplary storage media include a removable storage medium, a CD, a DVD and a memory module. 
         [0142]    In another embodiment, base-station  2180  communicates the data and potentially new software to the interactive toy  2190  through the wireless communication technology. In this embodiment, the data and software imparting the new functionality may be stored in the internal memory of the interactive toy  2190 . TAs is known in the art, this internal memory may be in the form of removable memory, non-removable memory, ROM, or RAM. 
         [0143]    One feature of this embodiment, is as a user interacts and plays with interactive toy  2190 , additional functionality is imparted the system. For example, a user may play with an interactive doll  22  in a manner described above, and accrue accomplishment points. The user may then put on an article of interactive clothing, such as shoes, and an interactive back-pack. When the user approaches another interactive toy  2190  user, the interactive toys may “recognize” each other and allow the users to interact. When the users return to their respective base-station  2180 , the points accrued from the interaction are “uploaded” to server  2020  across network  2010 . Once the accomplishment points reach a predetermined level, additional functionality is imparted to the interactive toys  2190 . In this manner the user is encouraged to find and interact with other users of the interactive toy system, and rewarded when the interaction occurs. 
         [0144]    An embodiment of a base-station  2180  is illustrated in  FIG. 31 . In this embodiment, base station  2180  comprises a network connection  2210  for connecting base-station  2180  to a network, like the Internet. As illustrated, network connection  2210  is a wireless network connection communicating with wireless router  2050 . In other embodiments, base-station may communicate with a router  2050  through a wired media, such as twisted-pair cable. In other embodiments, router  2050  may not be present and base-station  2180  may communicate directly with network  2010 . Base-station  2180  further comprises a processor  2230 , memory  2240 , a storage media  2180 , and an Input/Output (I/O) port  2220 . Base station  2180  further comprises a wireless transceiver  2260  and antenna  2270  for communication with interactive toys  2190 . 
         [0145]    In one embodiment, storage media  2250  contains a set of machine executable instructions that, when executed by processor  2210  configure base station  2180  to function as described in the flow charts illustrated in  FIGS. 28 and 29 . As discussed above, in embodiments where new functionality is to be downloaded from server  2020  across network  2010 , the new functionality may be transmitted to the interactive toys  2190  or in alternate embodiments written to removable storage media through I/O port  2220 . As is known in the art I/O port may be any form of port which allows data and in some instances software to be written to removable media. As discussed above, exemplary media include CD Rom and DVDs. Other media are known in the art and may be used to practice the current invention. 
         [0146]    Another embodiment of an interactive play system includes a handheld electronic device and an interactive doll  22 . In this embodiment, the hand held electronic device may be configured to allow a user to play a video game. The doll may be a doll as described above but further comprises a plurality of controls such as buttons or knobs. The controls are used to configure the doll into various positions. For example, interacting with a knob may cause the doll to twist, while interaction with another control, such as a button, may cause the doll to spin or duck. Each control is associated with a unique action. In this embodiment actions taken in the video game may be supplemented by movements by the doll. For example, a user may be playing an action video game where the character in the video game is involved in a fight scene. In a situation where the video character needs to dodge or spin to avoid an action within the game, the user may pause the game, and interact with a control on the doll. This action repositions the doll and the character in the video game. 
         [0147]    In this embodiment, the control action selected by the user indicates a unique action. Data related to this unique action is communicated via wireless communication to the handheld electronic device. When the handheld electronic device receives the data, the game-play is adapted according to this data. In another embodiment, the system includes the base station, once the user interacts with a control, the doll communicates the interaction to the base station which communicates the action to the handheld device and the character in the game responds accordingly. 
         [0148]    Thus, it is seen that a system, method and apparatus for interactive play are provided. One skilled in the art will appreciate that the present invention can be practiced by other than the above-described embodiments, which are presented in this description for purposes of illustration and not of limitation. The specification and drawings are not intended to limit the exclusionary scope of this patent document. It is noted that various equivalents for the particular embodiments discussed in this description may practice the invention as well. That is, while the present invention has been described in conjunction with specific embodiments, it is evident that many alternatives, modifications, permutations and variations will become apparent to those of ordinary skill in the art in light of the foregoing description. Accordingly, it is intended that the present invention embrace all such alternatives, modifications and variations as fall within the scope of the appended claims. The fact that a product, process or method exhibits differences from one or more of the above-described exemplary embodiments does not mean that the product or process is outside the scope (literal scope and/or other legally-recognized scope) of the following claims.