GB2499623A - Interactive toy for use in a game of conkers - Google Patents

Interactive toy for use in a game of conkers Download PDF

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Publication number
GB2499623A
GB2499623A GB1203079.7A GB201203079A GB2499623A GB 2499623 A GB2499623 A GB 2499623A GB 201203079 A GB201203079 A GB 201203079A GB 2499623 A GB2499623 A GB 2499623A
Authority
GB
United Kingdom
Prior art keywords
conker
impact
artificial
skin
interactive toy
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
GB1203079.7A
Other versions
GB201203079D0 (en
Inventor
Vincent Middleton
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
THINK ON Ltd
Original Assignee
THINK ON Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by THINK ON Ltd filed Critical THINK ON Ltd
Priority to GB1203079.7A priority Critical patent/GB2499623A/en
Publication of GB201203079D0 publication Critical patent/GB201203079D0/en
Priority to PCT/GB2013/050413 priority patent/WO2013124653A1/en
Publication of GB2499623A publication Critical patent/GB2499623A/en
Withdrawn legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • A63B69/0053Apparatus generating random stimulus signals for reaction-time training involving a substantial physical effort
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B37/00Solid balls; Rigid hollow balls; Marbles
    • A63B37/14Special surfaces
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B67/00Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
    • A63B67/10Games with thread-suspended or swingably-mounted bodies, e.g. balls, pointed bodies shaped as birds, animals, or the like, for aiming at and hitting targets ; Games using tethered bodies, e.g. balls, not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B37/00Solid balls; Rigid hollow balls; Marbles
    • A63B37/12Special coverings, i.e. outer layer material
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B43/00Balls with special arrangements
    • A63B43/06Balls with special arrangements with illuminating devices ; with reflective surfaces
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • AHUMAN NECESSITIES
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/22Accessories; Details
    • A63F7/36Constructional details not covered by groups A63F7/24 - A63F7/34, i.e. constructional details of rolling boards, rims or play tables, e.g. frame, game boards, guide tracks
    • A63F7/38Playing surfaces movable during play, i.e. games played on a non-stationary surface, e.g. the ball intended to be in permanent motion
    • A63F7/382Playing surfaces movable during play, i.e. games played on a non-stationary surface, e.g. the ball intended to be in permanent motion held by the user, e.g. spinning hoops, whirling amusement devices, orbiting toys
    • AHUMAN NECESSITIES
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    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
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    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H33/00Other toys
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    • AHUMAN NECESSITIES
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    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H5/00Musical or noise- producing devices for additional toy effects other than acoustical
    • AHUMAN NECESSITIES
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    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • A63B2071/0625Emitting sound, noise or music
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    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
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    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B2071/0655Tactile feedback
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    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
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    • A63B2208/00Characteristics or parameters related to the user or player
    • A63B2208/12Characteristics or parameters related to the user or player specially adapted for children
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
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    • A63SPORTS; GAMES; AMUSEMENTS
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    • A63B2220/40Acceleration
    • A63B2220/44Angular acceleration
    • AHUMAN NECESSITIES
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    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/50Force related parameters
    • A63B2220/51Force
    • A63B2220/53Force of an impact, e.g. blow or punch
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/801Contact switches
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/15Miscellaneous features of sport apparatus, devices or equipment with identification means that can be read by electronic means
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/50Wireless data transmission, e.g. by radio transmitters or telemetry
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/74Miscellaneous features of sport apparatus, devices or equipment with powered illuminating means, e.g. lights
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B43/00Balls with special arrangements
    • A63B43/007Arrangements on balls for connecting lines or cords
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B43/00Balls with special arrangements
    • A63B43/008Balls with special arrangements with means for improving visibility, e.g. special markings or colours
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/22Accessories; Details
    • A63F7/36Constructional details not covered by groups A63F7/24 - A63F7/34, i.e. constructional details of rolling boards, rims or play tables, e.g. frame, game boards, guide tracks
    • A63F7/40Balls or other moving playing bodies, e.g. pinballs or discs used instead of balls
    • A63F2007/4087Tethered balls
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2411Input form cards, tapes, discs
    • A63F2009/2419Optical
    • A63F2009/242Bar codes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2436Characteristics of the input
    • A63F2009/2442Sensors or detectors
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
    • A63F2009/2451Output devices visual using illumination, e.g. with lamps
    • A63F2009/2454Output devices visual using illumination, e.g. with lamps with LED
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/18Use of resilient or deformable elements

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  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Acoustics & Sound (AREA)
  • Human Computer Interaction (AREA)
  • Toys (AREA)

Abstract

An interactive toy for use in a game of conkers has a body 12 for use as an artificial conker. The body is configured for detecting instances of impact upon its surface. The body includes a status indicator for indicating the operative status of the artificial conker in response to instances of impact detected upon the surface of the body. A memory records instances of impact upon the body and accumulates data relating to multiple recorded instances of impact. The toy is configured to record movement data, for indicating that a strike has been experienced by the body and/or the relative strength of an impact on the body. The status indicator is configured to provide an output after a detected impact. The output may vary dependent upon the relative force and/or the relative strength of impact detected on the body.

Description

1
Interactive Toy
The present invention relates to an interactive toy, more particularly, but not exclusively, to 5 an interactive toy for use as a conker.
'Conkers' is the name given to a children's game, well known in the UK, which is played using a seed from a horse chestnut tree (commonly referred to as a 'conker') threaded onto a length of string. The game involves two players, each having their own conker and each 10 taking turns to strike the other player's conker until one of the conkers breaks. The player left with their conker intact is the winner, and the number of winning games is often tallied for the triumphant conker, in order to give an indication of the status of that conker or its owner.
There are problems associated with the game of conkers. For example, the aim of the game 15 is the destruction of conkers. Hence, a large number of conkers is required if multiple players are to enjoy the game. However, access to conkers may be limited in areas where there are few horse chestnut trees, notably in urban areas. Moreover, horse chestnuts' seed are suitably ripe only in autumn. Also, horse chestnut trees are under threat from disease, particularly in the UK, where the game is popular. In addition, conkers often look very much alike, and it 20 can be difficult to distinguish one conker from another conker. The shattering of a conker has also been noted as a potential danger to players.
Toys for use as 'conkers' have been proposed. Typically, these have inserts or attachments intended to be displaced during the game to indicate a loser. However, there is a problem in 25 reliably keeping track of the winning status of the 'conker'. Also, the inserts may become lost, damaged or rendered difficult to re-assemble after periods of use.
An object of the invention is to provide an alternative to known toy conkers.
30 According to a first aspect of the present invention, there is provided an interactive toy for use in a game of conkers, the interactive toy comprising a body for use as an artificial conker (e.g. for use in striking or receiving a strike from another conker), which is configured for detecting instances of impact upon the surface of the body, and includes a status indicator for
2
indicating the operative status of said artificial conker in response to instances of impact detected upon the surface of the body.
In exemplary embodiments, the body includes a memory for recording instances of impact 5 upon the body and for accumulating data relating to multiple recorded instances of impact.
In exemplary embodiments, the body contains a force detection device (e.g. an accelerometer) or a force detection circuit, for detecting an impact experienced by the body.
10 In exemplary embodiments, the status indicator is configured to provide an output after a detected impact, and wherein the output varies dependent upon the relative force of impact detected on the body.
In exemplary embodiments the interactive toy is configured to record movement data, for 15 indicating that a strike has been experienced by the body and/or the relative strength of an impact on the body.
In exemplary embodiments, the body includes a memory for storing a value of virtual health for the artificial conker, wherein this value can be affected by instances of impact upon the 20 body, dependent upon the force or strength of impact, and wherein the memory is configured to record data for instances of impact against the body and to modify the virtual health value accordingly.
In exemplary embodiments, the status indicator is configured to vary its output per impact in 25 response to changes in the virtual health of the artificial conker.
In exemplary embodiments, the interactive toy includes an element intended to be hand-held by a user, for use in swinging or suspending the body. Said element may take the form of a length of flexible material, such as a cord or tether or the like, and may be integrally 30 connected to or removably coupled with the body.
The body may include electronics (e.g. located within the body) for communication with a remote electronic device, such as a desktop computer or a mobile processor. The body may include a USB port and/or wireless communicator.
3
The status indicator may include audio and/or visual indicators. In exemplary embodiments, the status indicator includes at least one LED or other light emitting device. In exemplary embodiments, the status indicator includes at least one sound producing or vibration 5 producing device.
The body may include a removable skin which covers at least a portion of the outer surface of the body. In exemplary embodiments, the skin encases the body. The skin may communicate with the body and affect the status or operative characteristics of the artificial 10 conker.
In exemplary embodiments, the body comprises a housing for the internal components.
According to another aspect of the invention, there is provided an interactive toy having a 15 body intended for use in striking another object (e.g. another interactive toy of the same kind and configuration), wherein the body includes an internal arrangement for detecting instances of impact upon the body, and a status indicator for indicating an operative status of the toy dependent upon instances of impact upon the body. Embodiments in accordance with this aspect of the invention need not necessarily be used as an artificial conker, and may instead 20 be used for other purposes. Such embodiments may incorporate one or more features from the first aspect of the invention, either as set forth in the above statements of invention, or in the specific description and/or claims of this application.
According to another aspect of the invention, there is provided a skin for an artificial conker, 25 wherein the skin is configured for removable coupling to an artificial conker, for encasing at least a portion of the outer surface the artificial conker.
In exemplary embodiments, the skin is configured for communication with the artificial conker, for affecting the status or operative characteristics of the artificial conker.
30
According to another aspect of the invention, there is provided an interactive toy for use in a game of conkers, the interactive toy comprising a body intended to be used as an artificial conker (e.g. for striking engagement against another such artificial conker), wherein the body includes a memory for recording instances of impact upon the surface of the body and for
4
accumulating data relating to multiple recorded instances of impact, in order to modify the operative status of the artificial conker.
The interactive toy of this aspect may include one or more features of the first aspect of the 5 invention, in any combination.
Other aspects and preferred features of the invention will be readily apparent from the claims and following description of preferred embodiments made, by way of example only, with reference to the following drawings, in which:
10
Figure 1 is a schematic view of a toy conker according to a first embodiment of the invention;
Figure 2 is a cross-sectional view through a toy conker showing a schematic layout of internal components;
15
Figure 3 is a schematic perspective view of the toy conker of Figures 1 and 2 with a computer;
Figure 4 is schematic perspective view of the toy conker of Figures 1 and 2 with a computer 20 and a dongle;
Figure 5 is a schematic perspective view of a toy conker according to a second embodiment of the invention with a computer;
25 Figure 6 is a schematic side view of a toy conker having a decorative skin;
Figure 7 is a schematic view of the toy conker of Figure 6 wherein the skin is an open condition;
30 Figure 8 is a schematic view showing two conkers prior to a game of conkers;
Figure 9 is a schematic view of a game of conkers involving the two toy conkers of Figure 8; and
5
Figure 10 is a side view of a toy conker according to a third embodiment of the invention.
With reference to Figure 1, a toy conker is indicated generally at 10. The toy conker 10 has a generally spherical conker body 12 that can be used as an artificial conker. The toy conker 5 10 has a cord 14 extending from the conker body 12. The cord 14 is durable so that it will not easily break under force exerted upon it or the conker body 12 during a game of conkers. The cord may be made from material such as nylon, for example.
The conker body 12 of this embodiment defines a bore 16 passing through the body 12. The 10 cord 14 extends through the bore 16 and is simply secured at one end external to the conker body 12 by means of a knot 18 larger than the bore diameter, to prevent the cord 14 being unintentionally pulled through the conker body 12. In alternative embodiments the cord 14 may be fixedly coupled to the conker body 12 by other means. For example, the cord 14 may be tied or otherwise fastened to an eyelet or other integral component of the conker body 12.
15
The conker body 12 is similar in size and weight to an average horse chestnut conker (e.g. in the region of 30mm in diameter and 5-10 grams in weight), and provides a suitable replacement for a horse chestnut conker in a game of conkers. Moreover, exemplary embodiments of the toy conker 10 have a set of characteristics that can be used to enliven and 20 personalise a game of conkers, as will be described below.
The conker body 12 is shown in cross section in Figure 2, where a number of other components of the toy conker 10 are shown schematically.
25 The conker body 12 has an outer shell 20 made of a hard, tough, shatterproof material (e.g. made from suitable plastics material). Set in the shell 20 is an on/off switch 22 configured to activate and deactivate the toy conker 10.
The shell 20 serves as a housing for encasing internal components of the toy conker 10. The 30 shell 20 houses a device or circuit for detecting or recording the force of an impact received by the conker body 12, e.g. in the form of an accelerometer or gyroscope 26. In addition or alternatively, movement data may be recorded, for example, for indicating that a strike has been experienced by the body 12 and/or the relative strength of an impact on the body 12.
6
An electronic memory 40 is provided in the housing, for storing audio and/or visual and/or vibration data to be exhibited by the toy during use, e.g. in response to an impact experienced by the body 12. In exemplary embodiments, the memory 40 is configured for recording and storing information relating to impacts experienced by the conker body 12 (e.g. made by 5 impact from or against another toy conker 10).
A number of other electronic components are housed within the shell 20. These include an audio communication means in the form of a loudspeaker 28 configured to emit predetermined sounds from the conker body 12, and a vibration response system 30 10 configured to make the conker body 12 vibrate. These may be programmed to activate at least one output from a range of predefined outputs, e.g. in response to an external stimulus, such as an impact received by the conker body 12. The loudspeaker 28 and the vibration response system 30 can thus provide further indication of an impact, and the size of that impact, received by the conker body 12. Multiple tunes and/or sounds may be stored by the memory.
15
A number of lights, in the form of LEDs 24, are set in the shell 20, as shown in Figure 2. The LEDs 24 are controlled to provide visual indication of an event, such as an impact against the conker body 12. For example, the LEDs 24 may be controlled to light up in a range of colours and/or sequences in response to a predetermined stimulus, e.g. impact received by the conker 20 body 12. Different visual indications may be provided by the LEDs 24 in response to varying impact force, for example. Such indications may be stored in the memory 40.
RTTVl
A wireless transmitter/receiver 32, for example a Bluetooth system, is also contained within the shell 20, for communication of data to or from an external electronic device such 25 as a desktop computer or mobile processor. This enables access to the memory 40, for example, in order to upload/download information.
A battery 42 is housed within the shell 20. The battery 42 provides power for the various components of the toy conker. The battery is preferably re-chargeable.
30
A CPU 41 within the body 12 controls the electronic components.
In the embodiment of Figure 2, the toy conker 10 is configured for communication with a desktop computer 34 (e.g. as shown in Figure 3). In an alternative embodiment shown in
7
Figure 4, the toy conker 10 is configured for communication with a bespoke dongle 36 connected to a desktop computer 34, which allows a user to connect the toy conker 10 to any computer rather than their own personal computer. Yet a further alternative embodiment is shown in Figure 5, where the toy conker 10 is configured for direct connection to a desktop 5 computer 34 via a USB link 38. Communication with an external electronic device is provided so that the conker 10 can be registered and activated prior to first use, and to allow downloading of data to the memory 40.
The toy conker 10 may be supplied with a unique ID, allowing the conker 10 to be 10 distinguished from other such conkers by electronic devices. The unique ID may be stored in the memory and read remotely, e.g. via wireless link to a computer or other processor configured to read the ID.
The conker 10 may be programmed with a plurality of different operative characteristics, e.g. 15 in terms of relative resistance to impact during a game and/or in terms of one or more predefined responses to be exhibited dependent upon the force or relative strength of an impact received during a game.
The conker 10 may be provided with a functionality to switch randomly between different 20 characteristics or sets of characteristics after each game, e.g. to enable the conker 10 to switch between being a 'strong' or 'resilient' conker and 'weak' or 'fragile' conker. Hence, such changes will affect the relative susceptibility to virtual damage. In addition or alternatively, the conker 10 may be configured with functionality to switch between a plurality of different 'personalities' stored in the memory 40, e.g. to enable the conker to switch between being a 25 'male' conker and a 'female' conker. Such changes will affect the type of output that the toy conker exhibits during use, e.g. in terms of sounds, lighting and/or vibration.
New characteristics or sets of characteristics can obtained, e.g. by purchasing a package of characteristics and electronically applying them to the conker (i.e. to the on board memory 30 40).
In the illustrated embodiments, the conker body 12 is surrounded by a skin 44. The skin 44 is in this embodiment made of durable material suitable for withstanding a typical impact from
8
or against another toy conker 10. In alternative embodiments, the skin 44 may be of flexible and/or elastomeric material such as rubber.
The skin 44 provides some protection to the shell 20. In the illustrated embodiment, the skin 5 44 defines apertures (not shown) corresponding to the LEDs 24 set in the skin 20 to display light emitted therefrom.
In the embodiment of Figure 7, the skin 44 is formed from two hemispherical portions 44a, 44b that come together to encase the shell 20. The hemispherical portions 44a, 44b are 10 separate to one another, though in alternative embodiments they may be connected. The skin 44 is releasably attached to the shell 20 by a suitable attachment arrangement, such as a series of C-shaped recesses 46 defined by the shell 20 and a series of corresponding protrusions 48 at the interior of the portions 44a, 44b. Each portion 44a, 44b is configured to be fitted over half of the spherical shell 20 such that its protrusions 48 clip into the recesses 46 at a first end 15 46a thereof. Turning each portion 44a, 44b in a clockwise direction as shown in Figure 7 allows each protrusion 48 to slot into a second end 46b of its respective recess 46, in which it is secured until the portions 44a, 44b are turned in an anti-clockwise direction to facilitate removal of the skin 44. The conker 10 is thus childproof, as the skin 44 requires knowledge for removal.
20
The skin 44 may have a decorative appearance. For example, the skin 44 may display an image of the user's chosen football team, as shown in Figure 6, or favourite band, or simply display an aesthetic pattern.
25 In exemplary embodiments, the skin 44 may be configured for changing or setting the operative characteristics of the conker. For example, the skin may include a bar code or other optically readable code 47 hat is readable by a sensor 45 set in the shell 20. The code contains information which sets a particular suite of characteristics that the toy conker 10 must exhibit during use. These may be selected from a pre-set plurality of characteristics 30 held on the conker memory. For example, where the skin 44 displays an image associated with a particular football team, the code on that skin 44 may be used to instruct the conker body 12 to emit tunes associated with that team upon the occurrence of predetermined external stimuli. The code also contains instructions regarding a light display to be emitted by the LEDs 20 - e.g. different colours and sequences of light, for that particular skin.
9
The skin 44 can be replaced with an alternative skin having a different appearance and a different code, which will cause the conker body 12 to produce associated different sounds and/or vibration and/or lighting effects. In effect, the skin 44 can be used to attribute a unique 5 personality to the conker, (e.g. strong or weak, male or female, human or animal or alien etc).
The toy conker 10 is configured so as to be suitable for use in a similar way to a horse chestnut seed in the game of conkers, e.g. as illustrated in Figures 8 and 9. That is, a first player attempts to strike the conker body 112 of a second player with their own conker body 10 12.
Upon the first player striking the conker body 112 of the second player both conker portions 12, 112 record the force or relative strength of the impact. Various characteristics may be displayed or exhibited by each conker on impact, for example an LED sequence or 15 predetermined sounds. Different characteristics may be displayed as one conker body 12 starts to lose, e.g. after being struck by a certain force on multiple occasions - for example, the LEDs may start to fade or suitable sounds may be produced by either conker body 12. Such interactive feedback from each may reflect the relative state of 'health' of the respective conker at any particular time in the game, and/or reflect particular characteristics that have 20 been applied to the conkers.
In exemplary embodiments, the memory stores a value of virtual 'health' for the artificial conker. This value can be affected by instances of impact upon the body, e.g. dependent upon the force of impact. Hence, the conker can be programmed to modify the virtual health 25 value stored in the memory dependent upon the force or relative strength of impact received by the body. The audio/visual output from the toy can then be varied in response to changes in the virtual health of the artificial conker, e.g. in accordance with the pre-set personality or characteristics of the artificial conker.
30 The two conker portions 12, 112 are configured to communicate with one another through the wireless communication means. If a strike is made that exceeds a pre-determined impact force, the struck conker body 12 may be deemed to have been "destroyed" (though it remains physically intact). This will depend upon the virtual strength of the two conkers (and their deterioration in virtual 'health') as the game progresses.
10
In exemplary embodiments, each conker may be configured to record a change in health for each impact, whether being used actively to strike another conker or passively to receive an impact from another conker. The ratio of the change in health per impact may differ if the 5 conker is active or passive in the impact.
The conker may be programmed to record and display/output the number of victories or defeats it has experienced.
10 In exemplary embodiments, the winning conker 10 receives any points the destroyed conker may have accumulated - a total that is then recorded on the attacking conker 10 and retained for further bouts. The status of the conker 10 is thus securely and retrievably updated and retained.
15 In exemplary embodiments, an extra life may be purchased for the "destroyed" conker 10, e.g. to be applied electronically to the memory before the conker 10 can become interactively operative for another game. Additionally or alternatively, it may be possible to buy 'health' or particular characteristics to strengthen the conker before destruction. Such updates are electronically applied to the memory, and may be applied at any time (e.g. subject to
20 agreement between the playing parties).
Conkers 10 may be used without a skin 44, or with a skin that only partially encloses the shell, or with a skin that fully encloses the shell. Conkers 10 may not have LEDs, audio communication or vibration means, or may have some combination of the three. The conker
25 body 12 may be some other shape than spherical, with a correspondingly shaped skin. For example, as shown in Figure 10, the conker portion 212 may be heart-shaped, with a corresponding heart-shaped skin 244. Skins 44 may have varying thickness, so that areas of weakness where successful strikes may be made are created. Some skins 44 may be thicker than others, so that varying standards of skin 44 are available.
30
The toy conker 10 provides a suitable alternative to horse chestnuts in a game of conkers. It allows personalisation of conkers for entertainment and easy recognition, and allows conker status to be recorded and retained.
11

Claims (1)

  1. Claims
    1. An interactive toy for use in a game of conkers, the interactive toy comprising a body for use as an artificial conker, which is configured for detecting instances of impact upon the
    5 surface of the body, and includes a status indicator for indicating the operative status of said artificial conker in response to instances of impact detected upon the surface of the body.
    2. An interactive toy according to claim 1 wherein the body includes a memory for recording instances of impact upon the body and accumulating data relating to multiple
    10 recorded instances of impact.
    3. An interactive toy according to claim 1 or claim 2 wherein the body contains a force detection device or a force detection circuit, for detecting an impact experienced by the body.
    15 4. An interactive toy according to any preceding claim wherein the interactive toy is configured to record movement data, for indicating that a strike has been experienced by the body and/or the relative strength of an impact on the body.
    5. An interactive device according to claim 3 or claim 4 wherein the status indicator is 20 configured to provide an output after a detected impact, and wherein the output varies dependent upon the relative force and/or the relative strength of impact detected on the body.
    6. An interactive device according to any of claims 1 to 5 wherein the body includes a memory for storing a value of virtual health for the artificial conker, wherein this value can
    25 be affected by instances of impact upon the body, dependent upon the force or strength of impact, and wherein the memory is configured to record data for instances of impact against the body and to modify the virtual health value accordingly.
    7. An interactive device according to claim 6 wherein the status indicator is configured 30 to vary its output per impact in response to changes in the virtual health of the artificial conker.
    12
    8. An interactive device according to any preceding claim wherein the artificial conker is programmed with a plurality of different operative characteristics, which affect the nature of the outputs from the status indicator.
    5 9. An interactive device according to claim 8 wherein the conker has functionality to switch randomly between different characteristics or sets of characteristics after each game.
    10. An interactive toy according to any preceding claim wherein the status indicator includes audio and visual indicators.
    10
    11. An interactive toy according to any preceding claim wherein the body includes electronics for communication of data to or from a remote electronic device.
    12. An interactive toy according to any preceding claim, including a removable skin 15 configured to covers a portion of the outer surface of the body.
    13. An interactive device according to claim 12 wherein the skin is configured to communicate with the body and alter the status or operative characteristics of the artificial conker.
    20
    14. An interactive toy according to claim 12 or claim 13 wherein the skin comprises resilient material suitable for fitting over the body and withstanding a typical impact from another artificial conker.
    25 15. An interactive toy according to any preceding claim wherein the body comprises a housing for encasing the internal arrangement.
    16. An interactive toy according to any preceding claim, including an elongate flexible element for use is swinging or suspending the body in free space.
    30
    17. An interactive toy according to claim 16 wherein the elongate flexible element is removably connected to the body.
    13
    18. A skin for an artificial conker, wherein the skin is configured to be removably fitted to an artificial conker, for encasing at least a portion of the outer surface the artificial conker.
    19. A skin according to claim 18 wherein skin is configured for communication with the 5 artificial conker, for affecting the operative characteristics of the artificial conker.
    20. A skin according to claim 18 or claim 19 wherein the skin comprises resilient material suitably for fitting over the body and withstanding a typical impact from another artificial conker.
    10
GB1203079.7A 2012-02-22 2012-02-22 Interactive toy for use in a game of conkers Withdrawn GB2499623A (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
GB1203079.7A GB2499623A (en) 2012-02-22 2012-02-22 Interactive toy for use in a game of conkers
PCT/GB2013/050413 WO2013124653A1 (en) 2012-02-22 2013-02-20 Interactive conker toy

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB1203079.7A GB2499623A (en) 2012-02-22 2012-02-22 Interactive toy for use in a game of conkers

Publications (2)

Publication Number Publication Date
GB201203079D0 GB201203079D0 (en) 2012-04-04
GB2499623A true GB2499623A (en) 2013-08-28

Family

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Family Applications (1)

Application Number Title Priority Date Filing Date
GB1203079.7A Withdrawn GB2499623A (en) 2012-02-22 2012-02-22 Interactive toy for use in a game of conkers

Country Status (2)

Country Link
GB (1) GB2499623A (en)
WO (1) WO2013124653A1 (en)

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2143142A (en) * 1983-07-15 1985-02-06 Geoffrey Anthony Smith Mechanical conker
GB2422326A (en) * 2004-12-11 2006-07-26 Neal Jameson Scott Toy conker with hit strength sensor.

Family Cites Families (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1999012613A1 (en) * 1997-09-09 1999-03-18 Power Conkers Pty Ltd A toy
GB2328883A (en) * 1997-09-09 1999-03-10 Simon Richard Griffin Plastic conker toy
GB2356578A (en) * 1999-11-29 2001-05-30 Simon Charles Tow Action toy for two players

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2143142A (en) * 1983-07-15 1985-02-06 Geoffrey Anthony Smith Mechanical conker
GB2422326A (en) * 2004-12-11 2006-07-26 Neal Jameson Scott Toy conker with hit strength sensor.

Also Published As

Publication number Publication date
GB201203079D0 (en) 2012-04-04
WO2013124653A1 (en) 2013-08-29

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