(19)
(11) EP 4 494 727 A1

(12) EUROPEAN PATENT APPLICATION

(43) Date of publication:
22.01.2025 Bulletin 2025/04

(21) Application number: 23186630.2

(22) Date of filing: 20.07.2023
(51) International Patent Classification (IPC): 
A63H 3/00(2006.01)
A63H 33/00(2006.01)
(52) Cooperative Patent Classification (CPC):
A63H 33/00; A63H 2200/00; A63H 3/003
(84) Designated Contracting States:
AL AT BE BG CH CY CZ DE DK EE ES FI FR GB GR HR HU IE IS IT LI LT LU LV MC ME MK MT NL NO PL PT RO RS SE SI SK SM TR
Designated Extension States:
BA
Designated Validation States:
KH MA MD TN

(71) Applicant: ITU Business Development A/S
2300 Copenhagen S (DK)

(72) Inventors:
  • FREDERIKSEN, Morten Roed
    4700 Næstved (DK)
  • STØY, Kasper
    1420 København K (DK)

(74) Representative: Høiberg P/S 
Adelgade 12
1304 Copenhagen K
1304 Copenhagen K (DK)

   


(54) AN INTERACTIVE DEVICE AND A METHOD FOR DIVERTING THE MENTAL FOCUS OF A PERSON


(57) An interactive device for diverting the mental focus of a person is disclosed, the physical dimensions of which device allows it to be kept and operated in a pocket of children's clothing, wherein the interactive device is arranged to communicate tactilely with a user of the interactive device by emitting tactile signals, such a vibrations, which are perceivable by the user, and receiving tactile signals from the user, for instance in the form of pressing a button or part of the surface of the interactive device or squeezing the interactive device or a part thereof, wherein, as part of this tactile communication, the interactive device is configured to be able to evaluate tactile signals received from the user and emit tactile signals depending on the result of this evaluation. Furthermore, a method for diverting the mental focus of a person is disclosed.




Description

Field of the invention



[0001] The present invention relates to an interactive device, in particular a device, which is arranged to communicate tactilely with a user thereof, and to a method for diverting the mental focus of a person.

Background of the invention



[0002] Most persons sometimes experience situations, which are perceived as frightening, although, objectively, they may not be dangerous at all. Such perceptions can, for instance, occur, simply because the situation is new and unfamiliar to a person.

[0003] Obviously, some persons, often children, are more anxious by nature than others, but in general, anxiety is not a desirable sensation. One of the reasons for this is that it may lock or freeze the mental focus of a person to be directed at something that might even not be real, and prevent the person from reacting and behaving in a normal and appropriate way in the given situation.

[0004] Although such sensations typically disappear relatively soon by themselves, some sort of external assistance to divert the mental focus, for example in the form a device or the like, may, in some cases, be useful.

Brief description of the invention



[0005] It is a purpose of the present invention to provide a device and a method, which can facilitate a diversion of the mental focus of a person in situations like the ones described above.

[0006] Thus, in a first aspect of the invention, it relates to an interactive device for diverting the mental focus of a person, the physical dimensions of which device allows it to be kept and operated in a pocket of children's clothing, wherein the interactive device is arranged to communicate tactilely with a user of the interactive device by emitting tactile signals, such a vibrations, which are perceivable by the user, and receiving tactile signals from the user, for instance in the form of pressing a button or part of the surface of the interactive device or squeezing the interactive device or a part thereof, wherein, as part of this tactile communication, the interactive device is configured to be able to evaluate tactile signals received from the user and emit tactile signals depending on the result of this evaluation.

[0007] The use of tactile communication for diverting the mental focus is advantageous, because it requires the full attention of a user of the device to receive a tactile signal, "formulate" an appropriate tactile response to be evaluated by the device, and physically transfer that response to the device through pressing and/or squeezing the device or a part thereof.

[0008] The device fitting into a pocket allows it to be used discretely and without being noticed by anybody else, which is important, since sensations of anxiety of fear tend to intensify, if they are noticed by others.

[0009] In an embodiment of the invention, the interactive device is configured to initiate a tactile communication sequence with the user in response to an input signal, which input signal may be a tactile signal from the user, emit a tactile signal to be perceived by and responded to by the user, receive a tactile signal from the user in response to the emitted tactile signal, emit a new tactile signal to be perceived by and responded to by the user, the characteristics of the new tactile signal being dependent on the result of an evaluation of the latest received tactile signal according to a set of specified criteria, and repeat the reception and emittance of tactile signals, until one or more predefined criteria for discontinuing the tactile communication sequence have been fulfilled.

[0010] Everything else begin equal, the quality of the responses received from the user will reflect the mental state of the user. Thus, letting a given tactile signal emitted by the device depend on the latest response received from the user enables the device to adapt its communication to the current level of anxiety or nervousness of the user. This, in turn, may help the user to calm down gradually until a level of tranquillity has been reached, at which the quality of the responses from the user fulfils the criteria for discontinuing the tactile communication sequence.

[0011] In an embodiment of the invention, the tactile signal to be perceived and responded to by the user comprises a rhythmic sequence generated by the interactive device, the evaluation of the received tactile signal includes determining whether the received tactile signal comprises the same rhythmic sequence as the latest emitted tactile signal, and another rhythmic sequence is generated and emitted with the next tactile signal if the received signal is evaluated as comprising the latest emitted rhythmic sequence, and the same rhythmic sequence is emitted again with the next tactile signal if this is not the case.

[0012] This embodiment represents an implementation of one example of the large variety of possible different tactile communication sequences, which may be used by an interactive device for serving the purpose of the present invention as described above.

[0013] In an embodiment of the invention, the evaluation of the received tactile signals and/or the generation of the rhythmic sequences are performed by the interactive device.

[0014] For the sake of simplicity, the evaluation can be performed locally by the interactive device. This means that the tactile communication sequence does not depend on a wireless connection for remote evaluation of the received tactile signal.

[0015] In an embodiment of the invention, the interactive device is configured to be able to communicate wirelessly, for instance using a public communication network, with one or more other devices, such as a similar interactive device.

[0016] The capability of the interactive device to communicate with other devices allows the user of the interactive device to communicate with one or more other people, which may also be very useful for calming a person, who needs some kind of distraction or diversion to stop focusing inappropriately on a situation, which is perceived as frightening.

[0017] In an embodiment of the invention, the interactive device is configured to be able to send a wireless signal to one or more other devices, such as a similar interactive device, when a tactile signal is received from the user and/or to emit a tactile signal to be perceived by the user when a wireless signal is received from another device, such as a similar interactive device.

[0018] Forwarding a tactile signal like this allows the user of the interactive device to virtually squeeze the hand of another non-present person and to physically feel this other person "squeeze" the user's hand back in response, which can be very comforting in a situation of anxiety or nervousness.

[0019] In an embodiment of the invention, the evaluation of the received tactile signals and/or the generation of the rhythmic sequences are performed by a user of another device, such as a similar interactive device, which is in wireless communication with the interactive device.

[0020] This embodiment emphasizes the large variation of ways, in which the interactive device can be configured and used.

[0021] In an embodiment of the invention, the interactive device is designed as a stylized humanoid robot with a head, two arms and/or two legs.

[0022] If the device is to be used by children, designing it like a robot may contribute to the child perceiving it as a friend or a companion, a "buddy", which may cause the child not to feel alone in an unpleasant situation, thereby facilitating the calming of the child.

[0023] In an embodiment of the invention, buttons and/or surfaces for receiving tactile signals from the user and surfaces for emitting tactile signals are arranged on the body, on the head, on the arms and/or on the legs of the stylized robot.

[0024] Arranging the buttons and surfaces for receiving tactile signals on the head, arms and/or legs of the stylized robot emphasizes the humanoid expression of the robot, since these extremities are naturally moveable or flexible parts of the humanoid figure.

[0025] In another aspect of the invention, it relates to a method for diverting the mental focus of a person, which method comprises the steps of initiating a tactile communication sequence with the person, emitting tactile signals, such a vibrations, to be perceived and responded to by the person, receiving tactile signals from the person, for instance in the form of pressing a button or part of the surface of a device or squeezing a device or a part thereof, in response to the emitted tactile signal, and continuing the tactile communication until one or more predefined criteria for discontinuing the tactile communication sequence have been fulfilled.

[0026] As mentioned above, the use of tactile communication for diverting the mental focus is advantageous, because it requires the full attention of a person to receive a tactile signal, "formulate" an appropriate tactile response, and physically transfer that response to a device.

[0027] In an embodiment of the invention, the characteristics of a given emitted tactile signal depend on the result of an evaluation of the latest received tactile signal according to a set of specified criteria.

[0028] Forming the emitted tactile signals depending on the latest received tactile signal allows for gradually changing the level of concentration needed by the user to respond appropriately to the tactile signals emitted from the interactive device, thus leading the user to the desired state of tranquillity.

[0029] In an embodiment of the invention, the tactile signal to be perceived and responded to by the user comprises a rhythmic sequence, the evaluation of the received tactile signal includes determining whether the received tactile signal comprises the same rhythmic sequence as the latest emitted tactile signal, and another rhythmic sequence is generated and emitted with the next tactile signal if the received signal is evaluated as comprising the latest emitted rhythmic sequence, and the same rhythmic sequence is emitted again with the next tactile signal if this is not the case.

[0030] This embodiment represents an implementation of one example of the large variety of possible different tactile communication sequences, which may be used in the method for serving the purpose of the present invention as described above.

[0031] In an embodiment of the invention, the method is performed at least partly by an interactive device as described above.

The drawings



[0032] In the following, a few embodiments of the invention are described in more detail with reference to the drawings, of which
Fig. 1a
is a schematic front view of an interactive device according to an embodiment of the invention,
Fig. 1b
is a schematic rear view of the interactive device shown in Fig. 1a, embodiment of the invention,
Fig. 1c
is a schematic side view of the interactive device shown in Figs. 1a and 1b,
Fig. 2
is a flowchart describing a tactile communication sequence used in an embodiment of the invention,
Fig. 3
illustrates schematically a system for virtual handholding comprising two interactive devices according to an embodiment of the invention, and
Fig. 4
illustrates schematically a system for group communication comprising a number of interactive devices according to an embodiment of the invention.

Detailed description



[0033] Figs. 1a, 1b and 1c are schematic front, rear, and side views, respectively, of an interactive device 1 according to an embodiment of the invention. In this embodiment, the interactive device 1 is designed as a pocket-sized stylized humanoid robot comprising a number of communication features 3-7 arranged on a central body part 2.

[0034] A main display 3 is arranged on the front side of the body part 2, forming the "stomach skin" of the robot. This main display 3 is configured to be used for visual communication with a user of the interactive device 1, when, for instance, the interactive device 1 is held in free air by the user rather than being stuck unseen away in a pocket or the like.

[0035] Two arm buttons 4 and two leg buttons 5 are configured to receive tactile signals from the user through pressing or squeezing the buttons 4, 5 against the body part 2 of the interactive device 1. At the positions of the ears, the interactive device 1 is provided with a couple of capacitive touch areas 6, so that the interactive device 1 registers when the user touches these areas 6 on the surface of the robot.

[0036] Furthermore, in the shown embodiment, the robot is provided with a face display 7 on the front side of its head, which face display 7 can be used for indicating a "mood" or status of the robot, for instance through the use of different types of stylized eyes being shown in the face display 7. Thus, the interactive device 1 in the form of a humanoid robot may be configured to act as a virtual friend of the user, which friends goes through difficult situations along with the user. The behaviour and "mood" of the interactive device 1 may vary with the emotional status of the user of the interactive device 1. Furthermore, the robot may be configured to start out acting "emotionally closed" and to gradually seem more "confident" as the user of the interactive device 1 overcomes stressful situations.

[0037] The interactive device 1 may be equipped with a number of wireless communication features, such as Wi-Fi and/or Bluetooth interfaces, a SIM card and/or a GSM module.

[0038] Fig. 2 is a flowchart describing a tactile communication sequence used in an embodiment of the invention. The illustrated communication sequence comprises five steps S1-S5 and two tests T1, T2:
S1: INI (Initialization)
  The tactile communication sequence is initiated by the interactive device 1 in response to an input signal from the user, for instance in the form of a pressing one or more arm buttons 4 and/or leg buttons 5. Thus, if the user feels frightened and needs some kind of diversion of his/her mental focus, the tactile communication sequence can be initiated simply by pressing, grapping or squeezing the interactive device 1.
S2: CRS (Create Rhythmic Sequence)
  The interactive device 1 creates a rhythmic sequence to be repeated by the user.
S3: ERS (Emit Rhythmic Sequence)
  A tactile signal comprising the created rhythmic sequence is emitted to the user, for instance by vibrating the arms buttons 4, the leg buttons 5 and the body part 2 of the interactive device 1.
S4: RR (Receive Response)
  A response is received from the user in the form of pressing or squeezing one or more arms buttons 4 and/or legs buttons 5.
T1: RC? (Response Correct?)
  The received response is evaluated for checking, if the latest emitted rhythmic sequence is comprised in the received response.
  If not, the tactile communication sequence jumps back to continue again from step S3 and emits the same rhythmic signal to be repeated by the user once again.
  If the latest emitted rhythmic sequence is, in fact, comprised in the received response, the tactile communication sequence continues to test T2.
T2: CDF? (Criteria for discontinuation fulfilled?)
  It is tested whether predetermined criteria for discontinuing the tactile communication sequence are fulfilled. Such criteria can, for instance, relate to an estimated level of tranquillity obtained by the user.
  If these criteria are not estimated to be fulfilled, the tactile communication sequence jumps back to continue again from step S2 and creates a new rhythmic signal to be repeated by the user. The quality of the latest received response, i.e. the level of resemblance between the latest emitted rhythmic signal and the rhythmic signal received with the response, may be taken into consideration when creating the new rhythmic signal.
  If the criteria for discontinuation are, in fact, fulfilled, the tactile communication sequence continues to step S5.
S5: STOP
  The interactive device 1 discontinues the tactile communication sequence.


[0039] In some embodiments, the interactive device 1 may comprise or be connected to one or more sensors for obtaining biofeedback from the user, for instance in the form of average heart rate, pulse rate variation, breathing frequency, and the like. Such information may, for instance, be used for evaluating the emotional status of the user and form part of the criteria for discontinuing the tactile communication sequence.

[0040] It is to be understood that the above-described tactile communication sequence is just one of a large variety of possible different tactile communication sequences, which may be used in relation to the present invention for serving the purpose thereof, namely to facilitate a diversion of the mental focus of a person in situations, which are perceived by the person as frightening.

[0041] The main display 3 may be used, for instance through a simple displaying of a number of stars, to teach the user how to play the game, i.e. how to respond appropriately to the tactile rhythmic sequences emitted by the interactive device 1.

[0042] Fig. 3 illustrates schematically a system for virtual handholding comprising two interactive devices 1 according to an embodiment of the invention communicating with each other through a server 8. In other embodiments, the interactive devices 1 may communicate directly with each other, for instance using Wi-Fi or Bluetooth, without the intermediate server 8. The interactive devices 1 are configured to "forward" a tactile signal received by one of the interactive devices 1 to the user of the other interactive device 1, and vice versa. This means that the user of one interactive device 1 is able to tactilely communicate with the user of another interactive device 1, so that, virtually, the two users can hold and squeeze each other's hands. Thus, a user of an interactive device 1 may experience that a parent or a friend is only a "grasp" away.

[0043] The system can also be used for a positive reward communication in the sense that a signal from a user of an interactive device 1 indicating that a stressful situation has been overcome can be acknowledged and appreciated by a user of another interactive device 1.

[0044] Fig. 4 illustrates schematically a system for group communication comprising a number of interactive devices 1 according to an embodiment of the invention communication with each other through a server 8. Again, in other embodiments, the interactive devices 1 may be configured to communicate directly with each other without the intermediate server 8.

[0045] In such a system, a number of users may communicate internally to motivate and support each other by "holding hands" and acknowledging and appreciating each other's progresses when it comes to overcoming stressful situations.

List of reference numbers



[0046] 
  1. 1. Interactive device
  2. 2. Body part
  3. 3. Main display
  4. 4. Arm button
  5. 5. Leg button
  6. 6. Capacitive touch area
  7. 7. Face display
  8. 8. Server



Claims

1. An interactive device for diverting the mental focus of a person, the physical dimensions of which device allows it to be kept and operated in a pocket of children's clothing, wherein the interactive device is arranged to communicate tactilely with a user of the interactive device by

- emitting tactile signals, such a vibrations, which are perceivable by the user, and

- receiving tactile signals from the user, for instance in the form of pressing a button or part of the surface of the interactive device or squeezing the interactive device or a part thereof,

wherein, as part of this tactile communication, the interactive device is configured to be able to evaluate tactile signals received from the user and emit tactile signals depending on the result of this evaluation.
 
2. The interactive device according to claim 1, wherein the interactive device is configured to:

a. initiate a tactile communication sequence with the user in response to an input signal, which input signal may be a tactile signal from the user,

b. emit a tactile signal to be perceived by and responded to by the user,

c. receive a tactile signal from the user in response to the emitted tactile signal,

d. emit a new tactile signal to be perceived by and responded to by the user, the characteristics of the new tactile signal being dependent on the result of an evaluation of the latest received tactile signal according to a set of specified criteria, and

e. repeat the reception and emittance of tactile signals, until one or more predefined criteria for discontinuing the tactile communication sequence have been fulfilled.


 
3. The interactive device according to claim 2, wherein

- the tactile signal to be perceived and responded to by the user comprises a rhythmic sequence generated by the interactive device,

- the evaluation of the received tactile signal includes determining whether the received tactile signal comprises the same rhythmic sequence as the latest emitted tactile signal, and

- another rhythmic sequence is generated and emitted with the next tactile signal if the received signal is evaluated as comprising the latest emitted rhythmic sequence, and the same rhythmic sequence is emitted again with the next tactile signal if this is not the case.


 
4. The interactive device according to claim 3, wherein the evaluation of the received tactile signals and/or the generation of the rhythmic sequences are performed by the interactive device.
 
5. The interactive device according to any of the preceding claims, wherein the interactive device is configured to be able to communicate wirelessly, for instance using a public communication network, with one or more other devices, such as a similar interactive device.
 
6. The interactive device according to claim 5, wherein the interactive device is configured to be able to send a wireless signal to one or more other devices, such as a similar interactive device, when a tactile signal is received from the user and/or to emit a tactile signal to be perceived by the user when a wireless signal is received from another device, such as a similar interactive device.
 
7. The interactive device according to claims 3 and 6, wherein the evaluation of the received tactile signals and/or the generation of the rhythmic sequences are performed by a user of another device, such as a similar interactive device, which is in wireless communication with the interactive device.
 
8. The interactive device according to any of the preceding claims, wherein the interactive device is designed as a stylized humanoid robot with a head, two arms and/or two legs.
 
9. The interactive device according to claim 8, wherein buttons and/or surfaces for receiving tactile signals from the user and surfaces for emitting tactile signals are arranged on the body, on the head, on the arms and/or on the legs of the stylized robot.
 
10. A method for diverting the mental focus of a person, which method comprises the steps of:

- initiating a tactile communication sequence with the person,

- emitting tactile signals, such a vibrations, to be perceived and responded to by the person,

- receiving tactile signals from the person, for instance in the form of pressing a button or part of the surface of a device or squeezing a device or a part thereof, in response to the emitted tactile signal, and

- continuing the tactile communication until one or more predefined criteria for discontinuing the tactile communication sequence have been fulfilled.


 
11. The method according to claim 10, wherein the characteristics of a given emitted tactile signal depend on the result of an evaluation of the latest received tactile signal according to a set of specified criteria.
 
12. The interactive device according to claim 11, wherein

- the tactile signal to be perceived and responded to by the user comprises a rhythmic sequence,

- the evaluation of the received tactile signal includes determining whether the received tactile signal comprises the same rhythmic sequence as the latest emitted tactile signal, and

- another rhythmic sequence is generated and emitted with the next tactile signal if the received signal is evaluated as comprising the latest emitted rhythmic sequence, and the same rhythmic sequence is emitted again with the next tactile signal if this is not the case.


 
13. The method according to any of claims 10-12, wherein the method is performed at least partly by an interactive device according to any of claims 1-9.
 




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