Smart toy
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A smart toy is an interactive
toy A toy or plaything is an object that is used primarily to provide entertainment. Simple examples include toy blocks, board games, and dolls. Toys are often designed for use by children, although many are designed specifically for adults and pet ...
which effectively has its own intelligence by virtue of on-board electronics. These enable it to learn, behave according to preset patterns, and alter its actions depending upon environmental stimuli and user input. Typically, it can adjust to the abilities of the player. A modern smart toy has electronics consisting of one or more
microprocessor A microprocessor is a computer processor where the data processing logic and control is included on a single integrated circuit, or a small number of integrated circuits. The microprocessor contains the arithmetic, logic, and control circ ...
s or
microcontroller A microcontroller (MCU for ''microcontroller unit'', often also MC, UC, or μC) is a small computer on a single VLSI integrated circuit (IC) chip. A microcontroller contains one or more CPUs ( processor cores) along with memory and programmabl ...
s, volatile and/or
non-volatile memory Non-volatile memory (NVM) or non-volatile storage is a type of computer memory that can retain stored information even after power is removed. In contrast, volatile memory needs constant power in order to retain data. Non-volatile memory typi ...
, storage devices, and various forms of input–output devices. It may be networked together with other smart toys or a
personal computer A personal computer (PC) is a multi-purpose microcomputer whose size, capabilities, and price make it feasible for individual use. Personal computers are intended to be operated directly by an end user, rather than by a computer expert or te ...
in order to enhance its play value or educational features. Generally, the smart toy may be controlled by
software Software is a set of computer programs and associated documentation and data. This is in contrast to hardware, from which the system is built and which actually performs the work. At the lowest programming level, executable code consist ...
which is embedded in
firmware In computing, firmware is a specific class of computer software that provides the low-level control for a device's specific hardware. Firmware, such as the BIOS of a personal computer, may contain basic functions of a device, and may provide h ...
or else loaded from an input device such as a
USB flash drive Universal Serial Bus (USB) is an industry standard that establishes specifications for cables, connectors and protocols for connection, communication and power supply ( interfacing) between computers, peripherals and other computers. A bro ...
, Memory Stick or
CD-ROM A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains data. Computers can read—but not write or erase—CD-ROMs. Some CDs, called enhanced CDs, hold both com ...
. Smart toys frequently have extensive
multimedia Multimedia is a form of communication that uses a combination of different content forms such as text, audio, images, animations, or video into a single interactive presentation, in contrast to tradit ...
capabilities, and these can be utilized to produce a realistic, animated, simulated personality for the toy. Some commercial examples of smart toys are ''Amazing Amanda'', Furby and
iDog The iDog was a robot dog toy designed and manufactured by Sega Toys. An iDog figure receives input from an external music source, such as an MP3 player, and will light up and "dance" to the music's rhythm. It is marketed as the eDog in Germany, ...
. The first smart-toy was the Mego Corporation's 2-XL robot (2XL), invented in the 1970s


Common confusions

Smart toys are frequently confused with toys for which it is claimed that children who play with them become smarter. Examples are educational toys that may or may not provide on-board intelligence features. A toy which merely contains a media player for telling the child a story should not be classified as a smart toy even if the player contains its own microprocessor. What best distinguishes a smart toy is the way the on-board intelligence is
holistically Holism () is the idea that various systems (e.g. physical, biological, social) should be viewed as wholes, not merely as a collection of parts. The term "holism" was coined by Jan Smuts in his 1926 book ''Holism and Evolution''."holism, n." OED Onl ...
integrated into the play experience in order to create
simulated A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the ...
human-like intelligence or its facsimile.


History

Educational toys have their early roots in
clockwork Clockwork refers to the inner workings of either mechanical devices called clocks and watches (where it is also called the movement) or other mechanisms that work similarly, using a series of gears driven by a spring or weight. A clockwork mech ...
s such as those of the eighteenth and nineteenth century
cuckoo clock A cuckoo clock is, typically, a pendulum clock that strikes the hours with a sound like a common cuckoo call and has an automated cuckoo bird that moves with each note. Some move their wings and open and close their beaks while leaning forwards ...
s, music boxes of the nineteenth, and Disney audio-animatronics of the twentieth. Perhaps the biggest early contribution is from novelty and toy makers from the 1800s who made
automaton An automaton (; plural: automata or automatons) is a relatively self-operating machine, or control mechanism designed to automatically follow a sequence of operations, or respond to predetermined instructions.Automaton – Definition and More ...
s such as Vaucanson's mechanical duck, von Kempelen's The Turk, and the Silver Swan. All pre-twentieth-century precursors had in common that they were mechanical contrivances. By the second half of the 1900s toys featuring built-in media players became common. For example, Mattel introduced a variety of dolls in the 1960s and 1970s that used a pull string activated talking device to make the dolls "talk" such as the talking Crissy doll and
Chatty Cathy Chatty Cathy is a pull string "talking" doll originally created by Ruth and Elliot Handler and manufactured by the Mattel toy company from 1959 to 1965. The doll was first released in stores and appeared in television commercials beginning in 19 ...
. However, it remained until the introduction of the microprocessor in the mid-1970s for smart toys to come into their own. Texas Instrument's Speak & Spell which came on the market in the late 1970s was one of the first full-featured smart toys. The device is similar to a very limited laptop with LED read-out. It is used for spelling games and guessing a "mystery code". It speaks and makes a variety of sound effects. Another early example is
Teddy Ruxpin Teddy Ruxpin is an animatronic children's toy in the form of a talking 'Illiop', a creature which looks like a bear. The toy's mouth and eyes move while he reenacts stories played on an audio tape cassette deck built into its back. It was crea ...
, a robotic teddy bear which came out in the 1980s. It reads children's stories via a recording device built into its back and swivels its eyes and mouth. Even the earliest toys, from the nineteenth century on, have in common with their modern-day smart toy counterparts that they appear to be sentient and lifelike, at least to the extent possible using the technology available at the time. Contemporary smart toys utilize
speech recognition Speech recognition is an interdisciplinary subfield of computer science and computational linguistics that develops methodologies and technologies that enable the recognition and translation of spoken language into text by computers with the ...
and
activation Activation, in chemistry and biology, is the process whereby something is prepared or excited for a subsequent reaction. Chemistry In chemistry, "activation" refers to the reversible transition of a molecule into a nearly identical chemical o ...
; that is, they appear to comprehend and react to words that are spoken. Through
speech synthesis Speech synthesis is the artificial production of human speech. A computer system used for this purpose is called a speech synthesizer, and can be implemented in software or hardware products. A text-to-speech (TTS) system converts normal langua ...
, smart toys speak prerecorded words and phrases. These kinds of technologies, when combined together, animate the toys and give them a lifelike
persona A persona (plural personae or personas), depending on the context, is the public image of one's personality, the social role that one adopts, or simply a fictional character. The word derives from Latin, where it originally referred to a theatr ...
. Another hardware feature of modern smart toys is
sensor A sensor is a device that produces an output signal for the purpose of sensing a physical phenomenon. In the broadest definition, a sensor is a device, module, machine, or subsystem that detects events or changes in its environment and sends ...
s which enable the smart toy to be aware of what is going on in its environment. These permit the toy to tell its orientation, determine if it is being played with indoors or outdoors, and know who is playing with it based upon the strength of the squeeze the child's hand gives it or similar factors. A typical example is
Lego Mindstorms Lego Mindstorms is a hardware and software structure which develops programmable robots based on Lego building blocks. Each version includes computer Lego bricks, a set of modular sensors and motors, and Lego parts from the Technic line to ...
, a series of robotic-like devices, which integrate LEGO pieces with sensors and accessories. These toys include microcontrollers which control the
robot A robot is a machine—especially one programmable by a computer—capable of carrying out a complex series of actions automatically. A robot can be guided by an external control device, or the control may be embedded within. Robots may be ...
s. They are pre-programmed by a personal computer and utilize light and touch sensors along with
accelerometer An accelerometer is a tool that measures proper acceleration. Proper acceleration is the acceleration (the rate of change of velocity) of a body in its own instantaneous rest frame; this is different from coordinate acceleration, which is acce ...
s. Accelerometers and temperature, pressure and humidity sensors, can also be used to create various effects by smart toy designers. The development of smart toys received a major boost in 1998 when semiconductor manufacturer, Intel, and toy maker, Mattel, Inc. entered into a joint venture to open a ''Smart Toy Lab'' in Portland, Oregon. This led to products that were marketed under the Intel Play brand. The first product in the line was the ''QX3 Computer Microscope''. The Lab evolved into a toy company known today as Digital Blue, a division of Prime Entertainment, Inc. of Marietta, GA.


Controversies

Widespread commercialization of smart toys is mainly a 21st-century phenomenon. As they have gained acceptance in the marketplace, controversy has been brewing. One of the chief criticisms has been that despite often being technical marvels, many smart toys have only limited play value. In short, these toys neither involve the child in play activity nor do they stimulate the imagination. Consequently, regardless of store-shelf attractiveness, the child tires quickly of them after only one or two play sessions, and the parents' investment is largely wasted.
Stevanne Auerbach Stevanne Auerbach (September 22, 1938 - October 19, 2022), also known as Dr. Toy, was an American educator, child development expert, writer and toyologist. She was best known for being an expert on as well as an advocate of toys, play and the t ...
, in her book ''Smart Play—Smart Toys'' introduces the notion of ''Play Quotient'' or simply ''PQ''. Auerbach criticizes smart toys for often having low PQs. PQ is a rating system based upon a
weighted average The weighted arithmetic mean is similar to an ordinary arithmetic mean (the most common type of average), except that instead of each of the data points contributing equally to the final average, some data points contribute more than others. The ...
constructed from a comprehensive list of ''play value'' attributes. Playthings with higher PQs are desirable from the standpoint of stimulating the child's imagination, creativity, and inquisitiveness. Generally, children choose to play with these products over and over again. Those toys with low PQs are quickly set aside. The child finds them boring and uninteresting. Many
child development Child development involves the Human development (biology), biological, developmental psychology, psychological and emotional changes that occur in human beings between birth and the conclusion of adolescence. Childhood is divided into 3 stages o ...
experts prefer open-ended toys such as construction toys, blocks,
doll A doll is a model typically of a human or humanoid character, often used as a toy for children. Dolls have also been used in traditional religious rituals throughout the world. Traditional dolls made of materials such as clay and wood are foun ...
s, etc. over smart toys. For example, a cardboard box that the child turns into a pretend play house will be played with continuously by the child for many hours whereas an expensive smart toy can quickly exhaust the child's interest once its novelty has worn off. Jillian Trezise typifies the attitude often taken by child development specialists and educators towards smart toys, "...if kids can't take their expensive toys to the sandpit or open them up to see how they work, then they don't provide much educational value. All they do is entertain and they don't hold young people's attention for very long." Another implicit concern about smart toys is that even when they hold the child's attention they could become so entertaining that parents may be tempted to turn over some of the child-rearing to the smart toys. Thus, children will be deprived of needed parental attention. In other words, because of their strong multimedia capabilities children may watch presentations provided by the smart toys and be entertained, but will not really play with the devices nor be otherwise engaged by them. Judy Shackelford, a toy industry veteran, has a more positive view regarding smart toys. She cautions that children may even be deprived should they be not exposed to them. She sees smart toys as part of the surrounding environment that children will need to adapt to as they mature. Should they not be given access to these kinds of toys, they may become less well adapted to thrive and benefit as technology evolves. Smart toy advocates also point to research indicating that children learn more effectively with good interactive software. This seems to support the idea that smart toys may have many educational benefits as well. There have been increasing concerns that smart toys, especially ones that directly connect to the Internet, are becoming easy targets for
cybercriminal A cybercrime is a crime that involves a computer or a computer network.Moore, R. (2005) "Cyber crime: Investigating High-Technology Computer Crime," Cleveland, Mississippi: Anderson Publishing. The computer may have been used in committing ...
s, who can use hacking to easily obtain
personal data Personal data, also known as personal information or personally identifiable information (PII), is any information related to an identifiable person. The abbreviation PII is widely accepted in the United States, but the phrase it abbreviates ha ...
collected from a smart toy, especially personal names. For example, smart toys such as Niantic's Pokémon Go collects the user's geo-locations and Mattel's Hello Barbie collects audio recordings.


Industry

Market research company GfK Australia found that parents are spending record amounts on electronic and interactive toys. Mark Allen states that the greatest impediment to the further growth of the smart toy industry is the lack of development of
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech ...
and
speech recognition Speech recognition is an interdisciplinary subfield of computer science and computational linguistics that develops methodologies and technologies that enable the recognition and translation of spoken language into text by computers with the ...
. At their present stage of evolution smart toys really can't learn so they are limited to predefined actions and speech. Present artificial intelligence capabilities are too expensive to implement in a toy, but this will change as computational power and speed come down in price. Eventually, this will result in cheaper technology, enhanced functionality, and a richer play experience. Some toy designers think it could be five years or more before the technology is cheap enough to be widely available. Others have cited the high cost of
MEMS Microelectromechanical systems (MEMS), also written as micro-electro-mechanical systems (or microelectronic and microelectromechanical systems) and the related micromechatronics and microsystems constitute the technology of microscopic devices, ...
-based sensors and actuators as a factor constraining the rapid development of smart toys. These costs are expected to come down eventually also, thereby helping toy companies to hit their price targets. According to figures from the NPD Group, at the end of 1999, the smart toy segment made up 2.5 percent of the $23 billion toy market. The smart toy industry grew out of several other product categories, which include children's software, electronic toys, and
video games Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedbac ...
. A 2001
Forrester Research Forrester is a research and advisory company that offers a variety of services including research, consulting, and events. Forrester has nine North America locations: Cambridge, Massachusetts; New York, New York; San Francisco, California; McLe ...
study projected that the smart toy segment would grow to more than $2 billion by the year 2003. Factors enhancing the growth of the smart toy segment include the greatly more sophisticated tastes of children today as well as the spread of home PCs. A 2005 market research study by Tangull America LLC of New York, NY indicated that toys with embedded information technologies—that is, nano, bio and cognitive technologies—are growing over 15% annually, and will grow to sales of US $146 billion by 2015. As an example, one of the "smart toys" the study cites are "interactive puppets" that become "real playmates" through the combination of artificial intelligence and ultrafine sensors. The latter can measure changes in
facial expression A facial expression is one or more motions or positions of the muscles beneath the skin of the face. According to one set of controversial theories, these movements convey the emotional state of an individual to observers. Facial expressions are ...
s, movements, and environment and the puppets react accordingly.


Selection criteria

The issue of balance is often mentioned in connection with smart toys—namely, that their use should be kept in proportion with other play activities. They should also be age appropriate and not become a substitute for interaction with parents. Playing with smart toys should be a supplement, not a replacement, for traditional play activities. Stevanne Auerbach emphasizes smart toys which have strong ''play value'' for the child, and are the "right toy at the right time." She does not favor those toys which fail to encourage discovery and exploration. Auerbach quips that "a toy playing with a child, as opposed to a child playing with a toy, is not beneficial for the child. Those toys that give the child control over interaction are best according to some child development researchers. Kiely Gouley argues that "...some of these toys are very entertaining and they make the child a passive observer." She continues: "...you want the child to engage with the world. If the toy does everything if it sings and beeps and shows pictures, what does the child have to do?" Smart toys should have very clean, easy-to-understand and navigate
user interface In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine f ...
s. Claire Lerner, a child-development specialist, says that pretend play can be inhibited by highly structured toys: "They superimpose someone else's story on the kids. So kids don't develop their imaginations." In her view, simpler toys are preferable, because they are more flexible.Carroll, op. cit. From a designer of smart toy's viewpoint, this means that in order to achieve simplicity technologies need to be combined so as to render a very naturalistic user interface within the limits of other design constraints. Children by nature are unpredictable and often fail to follow the same rules followed by adults. One of the tasks of the designer is to anticipate ways that interaction with children can fail to be as expected and to guide the user into one of the expected responses. This can be achieved by giving the child options to select and other types of cues to follow. For parents and child development specialists alike, the task remains to select the right toys at the right time. However, from the toy designer's standpoint, the challenge is to identify the best technologies at a feasible cost, and then to develop products around those capabilities and limitations of the technologies used in smart toys. Anthropologist David Lancy argues that parent-child play is largely an artifact of wealthy developed countries not practiced by most of the world's population. It results from competitive pressures to ready children for survival in an information-based economy. He views the promotion of interaction between parents and children in "play activities" as a form of cultural imperialism practiced by the upper and upper middle class upon lower income socioeconomic strata. This is possibly one reservation on a completely unrestricted view that parents should always be involved in selecting appropriate smart toys for their children.


In popular culture

Smart toys are a relatively new but growing theme in popular culture, most notably (but not always) in the
horror fiction Horror is a genre of fiction which is intended to frighten, scare, or disgust. Horror is often divided into the sub-genres of psychological horror and supernatural horror, which is in the realm of speculative fiction. Literary historian ...
genre. Notable examples include the ''
Black Mirror ''Black Mirror'' is a British anthology television series created by Charlie Brooker. Individual episodes explore a diversity of genres, but most are set in near-future dystopias with science fiction technology—a type of speculative fiction ...
'' episode " Rachel, Jack and Ashley Too", which features a smart toy modelled after a famous fictional pop idol, the 2022 film '' M3GAN'', which features a smart toy resembling a little girl designed as a "friend" for real children, and 51N3RG.Y (pronounced "Synergy"), a small benevolent robot appearing in '' Jem and the Holograms''. While earlier films from the 2000s explored the idea of
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech ...
used to mimic life, such as the Red and White Queens in the ''
Resident Evil ''Resident Evil'', known in Japan as is a Japanese horror game series and media franchise created by Capcom. It consists of survival horror, third-person shooter and first-person shooter games, with players typically surviving in environments ...
'' film series or "Simone" (S1M0NE) in ''
Simone Simone may refer to: * Simone (given name), a feminine (or Italian masculine) given name of Hebrew origin * Simone (surname), an Italian surname Simone may also refer to: * Simone (1918 film), ''Simone'' (1918 film), a French silent drama film * S ...
'', the exploration of such technology in the realm of smart toys is still a growing and fairly recent territory in fiction.


See also

* Connected toys *
Toy A toy or plaything is an object that is used primarily to provide entertainment. Simple examples include toy blocks, board games, and dolls. Toys are often designed for use by children, although many are designed specifically for adults and pet ...
* Rachel, Jack and Ashley Too * Toys-to-life


References

{{Pervasive games Smart devices Electronic toys Toy controversies