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Introduction

  • Patrick C. K. HungEmail author
  • Jeff K. T. Tang
  • Kamen Kanev
Chapter
Part of the International Series on Computer Entertainment and Media Technology book series (ISCEMT)

Abstract

A toy is an item or product intended for learning or play, which can have various benefits to childhood development. Children’s toys have become increasingly sophisticated over the years, with a growing shift from simple physical products to toys that engage the digital world as Internet of Thing (IoT). Toy makers are seizing this opportunity to develop products that combine the characteristics of traditional toys such as dolls and stuffed toys with computing software and hardware. We define a smart toy as a device consisting of a physical toy component in an electronic form that connects to a computing system with online services through networking and sensory technologies to enhance the functionality of a traditional toy. Toy makers such as Hasbro and Mattel are increasingly producing smart toys and it is important to understand the various research and practical issues. This book aims to cover the research issues of smart toys for toys computing from both technical and non-technical perspectives.

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Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  • Patrick C. K. Hung
    • 1
    Email author
  • Jeff K. T. Tang
    • 2
  • Kamen Kanev
    • 3
  1. 1.Faculty of Business and ITUniversity of Ontario Institute of TechnologyOshawaCanada
  2. 2.School of Computing and Information Sciences, Caritas Institute of Higher EducationTseung Kwan OHong Kong
  3. 3.Graduate School of Science and Technology, Shizuoka UniversityShizuokaJapan

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