Numerous new products are beginning to enter the consumer toy market with small amounts of embedded computing; the new 'Barney' product is such an example, as was last year's 'Tickle Me Elmo.' Doubtless, these characters represent innovative first steps; however, in both cases, the interaction/sensing design is primitive and overpowers the simple immediacy of the stuffed animal. Neither of these examples would be the toy of choice for a child to clutch while falling asleep - in the case of Elmo, a slip of the hand might cause jarring vibrations, while in the case of Barney, turning out the light would cause him to exclaim repeatedly, "it's dark in here!"
To carry out our goals, we have selected one of the most successful and universally-recognizable franchises - the Sesame Street character set. By employing a combination of hardware and software characters, we seek to provide room for future development after the initial commercial success of our toy design. These characters have shown great longevity and appeal across cultural and age lines.
The product line will include an architecture that will allow for the gradual introduction and marketing of physical characters. Big Bird and Oscar "the Grouch" will be the first models produced, with subsequent models debuting each successive year. Our line's main target audience is for children between 3 and 6 years old, however we also perceive potential demand for older children as well.
Leveraging off of Sesame Street's traditional focus on teaching basic education, we seek to deliver a powerful platform based on streaming audio technology. Such interactions would be both standalone, and integrated with a Netscape derivative called "SesameScape." In an attempt to crush the stale model of talking dolls, we offer the Talk with me Big Bird as flag ship of our character based streaming audio platform.
In addition to the networked "physical objects", there will also be a rich medium of interactive capabilities with virtual Sesame Street characters. These interactions will harness the natural, known, relationships between the Sesame Street cast and will serve to further bolster educational scenarios.
To complement their household and school education, focus will be on teaching beginning reading, math, and computer skills. Virtual characters, such as "Super Grover," will be employed to complement the physical character interactivity. In addition we are exploring a relationship with Surf Watch to offer filtering services for SesameScape.
Prerequisites: The minimum system requirements for the "Talk with me" line will be a 486 running Windows 3.11 or higher, and an Apple Macintosh 68030 running MacOS 7.5 or higher. A minimum of 8 megs of free RAM will be required for both platforms, and sound cards and speaker are recommended. Market information shows that these configurations represent

We hope that the external appearance will be so soft and "lovable" that only complaint parents will make is that their child wore it out with affection.
The virtual SesameScape character "Super Grover" might ask the user to touch Big Birds hands. If the child touches his hands both Super Grover and Big-Bird can provide praise. This feedback system could also be interrupted by a triggered canned response such as a gyro activated "Ohhhh.... Stop spinning me I'm dizzy.. Now let's get back to the game.."
Gentle, ambiguous-gender personality; best for small children. As on the Sesame Street television show, Big Bird is rich with nurturing and educational qualities.
Character 2 - Oscar the Grouch
Eccentric, strong personality, slightly crass. Oscar's enjoyment stems from interacting with the child. Possibly better suited for the 6-7 year old range. Useful model for character specific docking station - a garbage can.
Oscar is also good for teaching cleanliness in that he can urge children to "Do as I say, kids, not as I do!" Oscar could also be complemented by other value added characters such as Slime E. D. Worm.
The overall interface system integrates multiple physical objects (the docking station and doll), software elements, and an infinite possibility of imagination. Recharging the character can take place though the inductively coupled docking station.
While our design team has made the utmost effort to employ durable parts, we seek to avoid any sort of Achilles heal. To that end, sensors will not be wired in parallel, and no one minor component should have the ability to make the rest of the system fail.
Docking Station
Software package on CD-Rom

The complete system, as pictured above, will include processing power on both the docking station and the character. The characters processor will be used as a gateway to control the flow of the pre-recorded (canned) responses and the live "streaming" audio from the computer. For the streaming audio we plan to use a C73 Microchip PIC in the docking station to serve as a D-A translator, and then an FM Transmitter to broadcast the audio information to the character.
The character will be equipped with a Linx Technologies RF Transmitter, 5 pressure sensors, to be located in the hands, feet, and beak, a gyro, and FM Receiver (~49 MHz), an EPROM, rechargeable batteries, FM receiver, and an amplified speaker. With proper compression, we believe that the record time for the canned responses will be ~1:30-2:00 in length.
The docking station will fitted with a Linx Technologies RF receiver, an FM transmitter, AC adapter, serial interface, audio encoder, serial pass through (for chaining an additional dock), and an inductive coil.
Error correction and control signals will be relayed to the computer via the Linx RF equipment.
In order to flesh out our design concept, we have envisioned a few short scenarios, indicative of what will be possible with these characters. First, we will show the case of the character where the software is not engaged; where just the doll itself provides the entire range of interaction. Second, we will describe a scenario with the docking station and software, involving short interaction with SuperGrover in one of the SesameScape teaching programs.
Mary, who is four years old, wakes up early on a Saturday morning and discovers that her beloved Big Bird doll has fallen to the ground sometime during the night. Imagining that Big Bird is crying, she yells down to the doll, "Hey, Big Bird, I'm up here! What happened to you! Don't worry, I'm coming down!" Mary gets out from under her covers and slips noiselessly down to the floor. "There, there, birdie, don't cry," she says, as she picks up the doll and gently cradles it. Internally, Big Bird's gyro indicates to its PIC that it is moving in a gentle, rocking manner. "Ah, I like when you hold me like that," croons Big Bird. After another few seconds of rocking, Big Bird starts singing a lullaby song: "That feels so nice, it makes me feel like singing a song. Lullaby, and goodnight, go to sleep now, dear Big Bird" Mary laughs, and says, "Big Bird, you are so silly! It's not time for you to sleep!" And with that, Mary gives Big Bird's beak a squeeze. "MMMmmmm,mmmm" ! says Big Bird in response, until Mary releases her grip. "Well, if you didn't like that song, do you want to hear another one?" asks Big Bird. "If you want to hear Skip to My Lou, press my right hand." Mary mistakenly presses his left hand. "That was my left hand, which has the blue ring. Now, if you want to hear a song, press my right hand, which has a red ring," intones Big Bird. Mary obliges with the correct control, and Big Bird begins singing Skip to My Lou. At the end of the song, he asks Mary to play a game with his feet and hands, so as to reinforce the concepts of left and right.
Later that evening, Mary's mother comes home from shopping, dismayed to find Mary propped up on a couch, watching television. Thinking that she should provide Mary some more stimulating entertainment before dinner, Mary's mom goes to her study and turns on the computer. Immediately, she gets a musical greeting from Big Bird's nest, which, upon recognizing that the computer is on, launches into a cheery song. "Wow," thinks Mary's mom, "how nice it is that the song changes every day, unlike that weird wash of sound I get every time Windows 95 starts up!" When Mary's mom has double-clicked on the Big Bird icon on the desktop, she calls out to her little daughter to turn off the TV and get Big Bird. Mary comes running. As the little girl and her doll arrive in the room, a song begins to play. At the end of the song, Big Bird says, "I'm tired. Can you please put me into my nest for a nap?" Mary places Big Bird down for recharging, and as he makes contact with the nest, he begins to make a soft snoring sound. Meanwhile, on the screen, the SesameScape web browser has launched, and Grover is, with great effort, trying to drag a huge letter A onto the screen from off-stage. Huffing and puffing, he says, "hey! Where's Mary! Mary, Mary! If you're there, could you please help me? Just click on a corner of this letter and help me slide it out so that I can figure out what it is!" Mary, clambering up on her mother's office chair, deftly grabs the mouse and helps Grover drag out the huge letter. "Well, now I can see it, but I don't know what it is. Do you know what it is? Yes? Well, then click on it to find out!" Mary clicks on the letter A, and a small animation follows with a song about the letter A. During it, Big Bird wakes up on the nest and sings along, before falling back asleep again. After the song, Grover and his crowd depart screen left, followed by a hard cut to an animation with the Count.
We believe that development and implementation time for our design would not be significant, particularly for companies that have already begun to commercialize similar dolls. For a company that has strong hardware and software development teams, we think that a product like this, if approved by February, could be available for purchase next Christmas. In addition, we think there is much room in our design for future optimizations, such as the use of magnetic tags to identify characters and their owners, so as to further the interaction potential.
Finally, we would hope that whatever toys are developed for market during the coming years, that they serve to inspire a child's imagination in the same way that a stuffed animal does.