Abstract:
A handheld electronic device that promotes learning by movement The device includes software that guides the user through various activities via audio and visual cues. The user interacts with the handheld device with movement.

Description:
RELATED APPLICATIONS 
       [0001]    This application is a non-provisional of and claims priority to U.S. Provisional Patent Application Ser. No. 60/979,323 filed on Oct. 11, 2007. The content of the provisional application is incorporated herein by reference. 
     
    
     BACKGROUND 
       [0002]    Communication is essential in our society. As children grow, they are exposed to letters of the alphabet and numbers, which are fundamental to learning and the communication process. Teaching the letters of the alphabet and numbers is usually the responsibility of the child&#39;s parents and/or school teachers. 
       SUMMARY 
       [0003]    The introduction of computers in the home and classroom has made learning fun and interesting. It is desirable to provide a means for learning that does not require the continuous presence of an instructor or parent. In addition, it is desirable to provide a means for learning which is stimulating, engaging and fosters interest in learning. 
         [0004]    Small handheld electronic devices can assist in promoting the learning process. One embodiment of the present invention includes a small handheld device that promotes learning by movement. The small handheld device includes a personality that will guide the user through various activities via audio and visual cues. The user interacts with the handheld device with movement. 
         [0005]    In one embodiment, the invention provides an electronic interactive device comprising a housing, a sleeve coupled to the housing, the sleeve including a handle extending from a side of the sleeve, a display supported by the housing, a processor coupled to the display and supported by the housing, a data store including software stored in a computer readable medium accessible by the processor, the processor being operable to access a routine in the software, and a motion sensor in communication with the processor and supported by the housing, the motion sensor configured to detect motion of the housing as a response to a first instruction presented on the display, the processor receiving feedback from the motion sensor to determine a second instruction to present on the display. 
         [0006]    In another embodiment, the invention provides a computer program embodied by a computer readable medium capable of being executed by a processor, the computer program for use in an electronic interactive device. The computer program comprises a routine accessible by the processor, the routine including a play pattern. The play pattern includes instructions to display an character, instructions to a user to move the electronic interactive device a number of times corresponding to the character, instructions to determine the number of times motion is detected, instructions to detect when motion stops, instructions to enter the character that corresponds to the number of times motion is detected, instructions to determine if the entered character matches the displayed character, and instructions to present one of an audio signal and a visual signal to the user if the entered character matches the displayed character. 
         [0007]    Other aspects of the invention will become apparent by consideration of the detailed description and accompanying drawings. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0008]      FIG. 1  is a perspective view of a children&#39;s electronic learning device according to one embodiment of the present invention. 
           [0009]      FIG. 2  illustrates a plurality of electronic learning devices having unique housings. 
           [0010]      FIG. 3  is a schematic diagram of the electronic learning device illustrated in  FIGS. 1 and 2 . 
           [0011]      FIG. 4  is an electronic schematic of a portion of the electronic learning device illustrated in  FIGS. 1 and 2 . 
           [0012]      FIG. 5  is an electronic schematic of a portion of the electronic learning device illustrated in  FIGS. 1 and 2 . 
       
    
    
     DETAILED DESCRIPTION 
       [0013]    Before any embodiments of the invention are explained in detail, it is to be understood that the invention is not limited in its application to the details of construction and the arrangement of components set forth in the following description or illustrated in the following drawings. The invention is capable of other embodiments and of being practiced or of being carried out in various ways. Also, it is to be understood that the phraseology and terminology used herein is for the purpose of description and should not be regarded as limiting. The use of “including,” “comprising,” or “having” and variations thereof herein is meant to encompass the items listed thereafter and equivalents thereof as well as additional items. Unless specified or limited otherwise, the terms “mounted,” “connected,” “supported,” and “coupled” and variations thereof are used broadly and encompass both direct and indirect mountings, connections, supports, and couplings. 
         [0014]    Although directional references, such as upper, lower, downward, upward, rearward, bottom, front, rear, etc., may be made herein in describing the drawings, these references are made relative to the drawings (as normally viewed) for convenience. These directions are not intended to be taken literally or limit the present invention in any form. In addition, terms such as “first”, “second”, and “third” are used herein for purposes of description and are not intended to indicate or imply relative importance or significance. 
         [0015]      FIGS. 1 and 2  illustrate an electronic interactive device  10  according to one embodiment of the present invention. The electronic interactive device  10  includes a housing  14  having a front wall, a back wall, and a plurality of side walls. In one embodiment, the housing  14  has a width of about 4″ and a height of about 4.5″. The housing  14  is generally no thicker than about 2″. 
         [0016]    The electronic interactive device  10  includes a screen  18 , such as a LCD supported by the housing  14  and a bezel  22  supported by the housing  14  that surrounds the edges of the screen  18 . The screen  18  is large enough for the user to get visual cues from various animations. For example, the screen  18  is about 2″ by about 2″ in size and can be black-and-white or color. The screen  18  also can be backlit. 
         [0017]    The electronic interactive device  10  also includes a plurality of lights  26 , such as single color or bi-color LCDs supported by the housing  14  and positioned under the bezel  22 . The bezel  22  is generally comprised of a translucent or semi-translucent material to see the illumination of the lights  26  through the bezel  22 . The electronic interactive device  10  can include driver programs and/or driver chips (e.g., LCD driver chips) to facilitate the function of the screen  18 . 
         [0018]    As illustrated in  FIG. 3 , the electronic interactive device  10  includes a processor  30  supported by the housing  14 . The electronic interactive device  10  also includes a data store or memory  34  having computer code and/or a software program for a learning exercise or routine and/or for storing computer code that relates to the operation of the electronic interactive device  10 . The memory  34  can be any suitable temporary or permanent information storage device. For example, the memory  34  may include one or more of optical, magnetic, or electronic storage media such as optical or magnetic disks, tapes, sticks, and the like. Storage devices such as these may be used alone or in combination to make up the memory  34 . Any suitable number of RAM (random access memory), ROM (read only memory) and EPROM (erasable programmable memory) chips may also be included in the memory  34 . The memory  34  can be internal and/or external to the housing of the electronic interactive device  10 . In addition, the memory  34  can be or include a cartridge (e.g., in a flash data cartridge), a disk, a tape, or a memory stick. Any suitable amount of storage space may be provided on the memory  34 . 
         [0019]    Additionally, the interactive device  10  can include one or more ports  38  in the housing  14  and adapted to receive the electronic storage media, such as a cartridge or memory stick. The port  38  includes appropriate circuitry that allows data from the electronic storage media to be read. The port  38  also can accommodate an external connector (e.g., USB connector) that can interface with an external device such as computer  42  or other processor to download programs from an external source (e.g., CD or DVD). The external connector allows the user to connect to external devices such as the Internet via the computer to download learning programs, game content, music, movies, pictures, and other suitable media. In addition, the interactive device  10  includes wireless technology and associated circuitry  40  for communication with the computer  42  and/or other external devices, and/or other similar devices  10 , and therefore, does not require a hard-wired connection. 
         [0020]    The electronic interactive device  10  also includes a microphone  46  adapted to receive and/or detect sounds and audible signals. The housing  14  includes one or more openings for the microphone  46  to detect the sounds. The electronic interactive device  10  also includes a speaker  50  adapted to output sound waves detectable by the user. The housing  14  includes one or more openings for transmitting the sound waves from the speaker  50  to the user. 
         [0021]    The electronic interactive device  10  also includes a motion sensor  54  operable to detect whether the device  10  is in motion and a position sensor  58  operable to detect a position of the device  10 . The electronic interactive device  10  also includes an orientation sensor  62 , such as a 6-position orientation switch, operable to detect the orientation of the device  10 . The electronic interactive device  10  can also include an accelerometer  64  for measuring movement and tilt of the device  10 . The electronic interactive device  10  also includes a motor  66  supported by the housing  14 . The motor  66  can be eccentrically weighted to provide “force feedback” through the housing  14  to the user. 
         [0022]    The electronic interactive device  10  also includes a power source  70 , such as one or more batteries supported by the housing  14 . The back wall of the housing  14  includes a recess adapted to support the power source  70  and a cover that fits over the power source  70  to enclose the recess. The power source  70  may be a typical hardwired outlet in lieu of or in addition to the one or more batteries. The electronic interactive device  10  also includes a switch  74  supported by the housing  14  and operable to provide input from the user to the processor  30 . 
         [0023]    The electronic interactive device  10  also includes a removable sleeve  80  that encases the side walls and a portion of the front wall and the back wall of the housing  14 . The sleeve  80  can be molded or sculpted to look like a character as illustrated in  FIG. 2 . In one construction, the sleeve  80  includes a first handle  82  extending from a first side  86  of the sleeve  80  and a second handle  90  extending from a second side  94  of the sleeve  80 . The first handle  82  and the second handle  90  can include extensions of the material of the sleeve  80  to aid in gripping of the handles  82 ,  90 . The sleeve  80  can comprise rubber, plastic, or other suitable materials or combinations of materials. 
         [0024]    In one embodiment, the sleeve  80  has a thickness of about 2 mm to about 5 mm. The thickness of the sleeve  80  can vary depending on the location. For example, the thickness of the sleeve  80  at the handles  82 ,  90  may be thicker than around the housing  14  for shock absorption. The overall shape of the sleeve  80  and the handles  82 ,  90  can vary from the shapes illustrated in  FIGS. 1 and 2 . 
         [0025]    In operation, the electronic interactive device  10  is activated by pressing the switch  74 . After activation, the processor  30  randomly accesses one of a plurality of routines stored in memory  34 . Upon completion of the routine, the electronic interactive device  10  proceeds to inquire whether another routine should be accessed. 
         [0026]    A first routine is a game, for example, that teaches the user the alphabet by using physical interaction to identify letters and objects that start with a specific letter. The game has two phases. In the first phase, the electronic interactive device  10  gives the user a “target” letter and instructions to “hop on down” to that letter. For example, the screen  18  can display the letter “A” and announce the letter name. Every time that the user hops as detected by the motion sensor  54 , the screen  18  shows the next letter of the alphabet and the speaker  50  outputs the letter name. Once the user stops hopping for a certain period of time, the letter currently displayed is “entered”. If the entered letter does not correspond with the target letter, the speaker  50  outputs which letter it is and gives an example of a word that starts with the letter and shows a corresponding image on the screen  18 . The game then instructs the user to keep going and revert back to the previous mode (hopping and showing the alphabet) where the user left off. If the entered letter matches the target letter, the user receives a reward, i.e., one or more of the lights  26  illuminate in a specific pattern and the motor  66  pulses in sync with the lights  26 . The game then proceeds to phase two. 
         [0027]    In phase two, the game instructs the user to tilt the unit to find an animal that starts with the target letter. When the unit is tilted, an animal scrolls into the screen  18  from the opposite direction of the tilt angle. If the switch  74  is pressed while the animal that corresponds with the target letter is on the screen  18 , the user receives a reward. If the selected image does not correspond with the target letter, the speaker  50  generates an output announcing what the image is and shows the letter that it starts with. The game then reverts (tilting to find the correct image) where the user left off. When phase two is complete, the game inquires whether the user would like to continue and instructs the user to hop (or perform some other act detectable by the motion sensor  54 ) to play again or press the switch  74  to do something else. If continuing, the game starts at phase one and a different letter can be chosen. If not continuing, then the game proceeds to a different random routine stored in the memory  34 . 
         [0028]    A second routine is a game that teaches the user numbers from 1-20 and associates the number with a corresponding amount of displayed objects. This game uses verbal and physical interaction. The game has two phases. In the first phase, the electronic interactive device  10  gives the user a “target” number and instructions to yell “stop” when they see the number. Numbers 1-10 begin to appear on the screen  18 , in order, and are animated on the screen in various ways. Once the user yells “stop”, the microphone  46  detects the audible signal, and the processor  30  stops at the letter currently displayed and is “entered”. If the entered number does not correspond with the target number, the speaker  50  announces which number it is and displays an equal number of objects on the screen  18 . The game instructs the user to keep going and revert back to the previous mode (animating through the numbers) where the user left off. If the number matches the target number, the user receives a reward, i.e., one or more of the lights  26  illuminate in a specific pattern and the motor  66  pulses in sync with the lights  26 . The game then proceeds to phase two. 
         [0029]    In phase two, the game instructs the user to perform a physical action while the game counts out the corresponding amount of objects while the objects animate onto the screen  18 . When phase two is completed, the game inquires whether the user would like to continue and instructs them to hop (or perform some other act detectable by the motion sensor  54 ) to play again or press the switch  74  to do something else. If continuing, the game starts at phase one and a different number can be chosen. If not continuing, then the game proceeds to a different random routine stored in the memory  34 . 
         [0030]    The memory  34  also includes additional routines, which can be accessed by the processor  30 . The speaker  50  can announce time of day and give something for the user to relate to, such as “it&#39;s 12 o&#39;clock, it&#39;s lunch time,” “have you eaten yet?” “it is important to have a healthy lunch”. Another routine can help the user choose a snack that is healthy. The processor  30  can express its hunger and several food objects will appear around the screen  18 . The user can select a snack by tilting the electronic interactive device  10 , which will cause the “wheel of food” to rotate. When the device  10  is “righted” the wheel stops rotating and the image in the “12 o&#39;clock” position is the one that can be selected by pressing the switch  74 . Once chosen, the speaker  50  can announce the selected snack and its nutritional value. 
         [0031]    Another routine can tell a variety of jokes, riddles, and silly rhymes. When required, the electronic interactive device  10  activates the microphone to make sure that the child is responding (e.g., Knock, Knock . . . if no answer . . . I SAID KNOCK, KNOCK!!). In yet another routine, the electronic interactive device  10  can teach manners to the child. In this routine, the device  10  “accidentally” does something ill-mannered (e.g., sneeze, cough, burp, etc.) and then corrects itself and says “excuse me” to instruct the user on the proper, socially acceptable, manners to be exercised in the situation. In a further routine, the electronic interactive device  10  asks the user to bring the device  10  closer to their ear. The device  10  then whispers a general fact related to one of the educational lessons recently played by or presented to the user. 
         [0032]    The electronic interactive device  10  also includes an audio detection circuit  78  associated with the microphone  46 . The circuit  78  is illustrated in  FIGS. 4-5  and operates to detect audible pulses that are encoded on audio signals. The audible pulses can be detectable on audio signals that reside on media or on television or radio broadcasts. The detectable audio pulses range in frequency up to about 50 kHz. For example, detectable audio pulses can be embedded in a CD or DVD supplied or useable with the device  10  if the CD or DVD is played on a CD or DVD player within range of the microphone  46 . The audible pulses that are detected by the audio detection circuit  78  cause specific reactions within the device  10 . For example, a CD can include a plurality of audio tracks on the CD that relate to the game content or routines stored in the memory  34 . 
         [0033]    For example, one of the audio tracks on the CD could be a song related to the alphabet, such as the alphabet routine discussed above. As the CD plays, if the microphone  46  and circuit  78  detect the super audible pulses on the audio track, the processor  30  cues the corresponding routine related to the detected pulse. The device  10  proceeds to operate by requesting the actions associated with the letters (as discussed above). In addition, the super audible pulses in the audio track trigger the appropriate animations on the screen  18  and encourage the user to follow along. 
         [0034]    As another example, one of the audio tracks on the CD could be a song related to eating right and choosing healthy snacks. If the microphone  46  and circuit  78  detect the super audible pulses on the audio track, the device  10  can present certain images on the screen  18  related to the super audible pulses. For example, the screen  18  can display the “wheel of food” (as discussed above) and can display images of food that correspond with the lyrics of the song. This song encourages the user to follow along with the song and choose the foods that are prompted by the music. 
         [0035]    As another example, one of the audio tracks on the CD could be a song related to teaching good manners and habits. The super audible signals can trigger animations of bad habits and bad manners to be displayed on the screen  18 . The screen  18  can prompt the user to say please, thank you, excuse me, etc. The words from the user can be detected by the microphone  46  and compared to the proper response. Another audio track on the CD could be a song that plays different versions of the same song, and the detected super audible signals could trigger related images on the screen  18 . 
         [0036]    Various features of the invention are set forth in the following claims.