Michael J. Freeman

Last updated
Michael J. Freeman
Michael J. Freeman.jpg
Born1947 (age 7576)
Alma materCity University of New York, Baruch College, City College of New York
Occupation(s)Inventor, business and government consultant, educator
Known forRobotics, electronic educational toys

Michael J. Freeman (born 1947) is an American inventor who works in trend analysis, advanced behavioral systems, programming of smart toys, cable television and robotics. He was a professor at three American universities and a consultant to business and governments.

Contents

Education and career

In 1969, Freeman received his bachelor's degree in Economics and Management from the City College of New York, an MBA in 1970 in Business Management and Economics from Bernard Baruch College, and received his doctorate in 1977 from the City University of New York[ which? ], majoring in Behavior Sciences and specializing in mental adaptation techniques. [1]

Freeman was a professor at Baruch College of the City University of New York, [1] at Cornell University in Ithaca, New York, and at Hofstra University in the Village of Hempstead, New York. Freeman was the keynote speaker at Harvard University on November 14, 2001, at the conference, Innovation, Entrepreneurship and the Future. [ citation needed ] Listed in Who's Who in America 1975-2007. [2]

He commercialized approximately forty US patents, and contributed to the work of approximately twenty-five others [3] [4] [5] [6] in educational devices, programming, telephony, laser/special effects, Cable TV, and others. Core patent claims include telephone push button tones as input to the home via branching." [7] Patent claims also covering cable TV, addressability of cable converter boxes, digitization, interactivity, and smart-toys. He programmed and did the voice talent for interactive educational programs. He founded a U.S. Nasdq corporation to further developer patent claims for movies special effects, laser special effects, Hyper TV, and distance learning systems. [8] [9] [10] [11]

Developments

In 1960, at the age of 13, Freeman was awarded first prize in the Westinghouse Science Fair, now known as the Intel International Science and Engineering Fair for his demonstration of rudimentary computer memory. [12] This was one of the first pioneering embodiments of how computer memory could control a physical mechanism. In the 1970s Freeman turned his attention to the future field of verbal output computers. [13]

Leachim

Leachim with 3rd graders, c.1975 Leachim.JPG
Leachim with 3rd graders, c.1975

In 1974, he created Leachim, a 6-ft, 200 pound robot assistant teacher who Freeman programmed with the class curricular, as well as certain biographical information on the 40 students whom Leachim was programmed to teach. Leachim demonstrated that voice branching could be done quickly enough to replicated understandable speech (i.e. verbal output). This method combined phonemes, words, and sentences to form verbal responsive messages. Leachim was also programmed with biographical information on students, and to simulate 'infinite patience.' [14] Leachim was tested in a fourth grade classroom in the Bronx New York. [15] [16] In 1975, Leachim was reported stolen from the truck transporting Leachim back to New York from a 1-hour appearance on the Phil Donahue Show, located in Chicago. Lloyd's of London offered a $7,500 reward based on the insured value of $75,000. [17] Corporate espionage was suspected. [18]

Touch-tone phone branching/Automated phone menus

In 1984, Freeman introduced a telephone branching technology that recorded voice interactive messaging system, [19] a process where callers hear menu options provided by an automated telephone attendant when a business is reached. [20] The technology is officially called "automated phone menus" or "telephone branching." [19] [21]

Cable television

Telephone branching.JPG
The world's first Telephone Branching Machine invented by Freeman in 1979
LEONARD NIMOY WITH Dr. MICHAEL FREEMAN.jpg
Leonard Nimoy giving Dr. Freeman the Vulcan nerve pinch

ACTV Incorporated; Two Way Cable TV

In early 1984, Freeman created core patents for interactive TV and started an American corporation named ACTV Inc. [22] He took the company public in 1990 with the Washington Post owning a 25% share, as well as Atari founder Nolan Bushnell. [23] [24] providing cable TV subscribers with interacting programming." [25] He founded a New York-based corporation ACTV. It became a publicly held corporation on May 4, 1990 and partnered with NBC TV and Showtime to test programming. [26] [27] It was listed on the Nasdaq stock exchange. [28] Freeman was the company's CEO and President until 2001. [29] Leonard Nimoy was the company spokesperson. [30] [31] In 1992 Freeman hired John Lack, the founder of MTV to be president of ACTV Inc. [23]

Educational toys

2-XL

In 1975, Freeman licensed 2-XL, considered the first smart-toy, [32] to the Mego Corporation, [33] a US based toy company. The toy was "monumentally successful", [34] a bestseller in the late 1970s.[ citation needed ] The programs were translated into six foreign languages. A number of board games were created in conjunction with the 2-XL robot. [34]

In 1992, the toy was reintroduced to the marketplace by Tiger Electronics, an American toy company based in Vernon Hills, Illinois. As before, the programmed tapes were translated into many foreign languages and sold internationally. [33] Renowned basketball player Michael Jordan was the official brand ambassador for this new version of 2-XL. [35]

2XL became one of the most successful toys in the world, and soon spun off an education division created to sell tapes to school and school systems. These tapes were different from the ones for the public market, and 2XL is heralded[ by whom? ] as an important step in the development of toys and in particular, educational toys. [36]

TV game show spinoff

Freeman was one of the executive producers and licensor for a game show spin off of 2-XL named Pick Your Brain starring host Marc Summers. It was a syndicated TV game show. [37] [38] The show starred a giant-size 2-XL Robot mock up but Freeman did not do the voice.

Talk 'n Play

In 1984, Freeman created an educational game console system named Talk'n Play (also called Electronic Talk'n Play). [39] First made by CBS Toys under the brand name Child Guidance in 1984 as Electronic Talk 'n Play. It was later produced by Hasbro under the brand name Playskool in 1986 as Talk'n Play.

Kasey the Kinderbot

Kasey the Kinderbot toy was designed, developed, and sold by Fisher-Price a wholly owned subsidiary of Mattel, using an interactive robot concept licensed from Michael J. Freeman. [40]

The toy won awards as best educational toy in 2002, and the Gold Seal award from the Oppenheim Toy Portfolio 2003. [41] Although Kasey's voice was digital, professional female voice artist Kamala Kruszka studio-mastered the initial recordings. [42] [43]

In 2004, The Kasey the Kinderbot line expanded with the introduction of two lower price point toys named Toby the Totbot and Fetch the Phonicsbot, plus a DVD featuring stories about Kasey. [44] Kasey sold out of Toys R Us [45]

Interactivision

In 1986, Freeman licensed a video game system to the View-Master Ideal Toy Company Inc. This system encompassed digital interactivity considered advanced for that time period, and video games were produced by the Walt Disney Company and CTW (Children's Television Workshop). [46] The games initially released were named: Sesame Street: Let's Learn and Play Together, Sesame Street: Magic on Sesame Street, Sesame Street: Let's Play School, Sesame Street: Oscar's Letter Party, The Muppet Show: Muppet Madness, The Muppet Show: You're The Director, and Disney Cartoon Arcade. [47]

Author

In 1976, Freeman authored a book entitled: Writing Resumes, Locating Jobs, and Handling Job Interviews. The book was originally published by Richard D Irwin, Publishers but was later bought out by McGraw Hill. [48] [49] [50]

Related Research Articles

<span class="mw-page-title-main">Robot</span> Machine capable of carrying out a complex series of actions automatically

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 constructed to evoke human form, but most robots are task-performing machines, designed with an emphasis on stark functionality, rather than expressive aesthetics.

<span class="mw-page-title-main">Video on demand</span> Media distribution system allowing consumers to control playback schedule

Video on demand (VOD) is a media distribution system that allows users to access videos, television shows and films without a traditional video playback device and a typical static broadcasting schedule. In the 20th century, broadcasting in the form of over-the-air programming was the most common form of media distribution. As Internet and IPTV technologies continued to develop in the 1990s, consumers began to gravitate towards non-traditional modes of content consumption, which culminated in the arrival of VOD on televisions and personal computers.

An action figure is a poseable character model figure made most commonly of plastic, and often based upon characters from a film, comic book, military, video game or television program; fictional or historical. These figures are usually marketed toward boys and adult collectors. The term was coined by Hasbro in 1964 to market G.I. Joe to boys.

<span class="mw-page-title-main">Interactive television</span>

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The Mego Corporation is an American toy company that in its original iteration was first founded in 1954. Originally known as a purveyor of dime store toys, in 1971 the company shifted direction and became famous for producing licensed action figures, celebrity dolls, and the Micronauts toy line. For a time in the 1970s, their line of 8-inch-scale action figures with interchangeable bodies became the industry standard.

<span class="mw-page-title-main">Takara</span> Japanese toy company

Takara Co., Ltd. was a Japanese toy company founded in 1955. In March 2006, the company merged with Tomy Company, Ltd. to form Takara Tomy. The Takara motto was「遊びは文化」("playing is culture").

<span class="mw-page-title-main">The Lego Group</span> Danish multinational toy production company

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<span class="mw-page-title-main">2-XL</span> 1970s - 1990s Educational Toy

2-XL is an educational toy robot that was marketed from 1978–1981 by the Mego Corporation, and from 1992–1995 by Tiger Electronics. 2-XL was the first "smart-toy" in that it exhibited rudimentary intelligence, memory, gameplay, and responsiveness. 2-XL was infused with a "personality" that kept kids focused and challenged as they interacted with the verbal robot. Learning was enhanced via the use of jokes and funny sayings as verbal reinforcements for performance. 2-XL was heralded as an important step in the development of toys, particularly educational ones. 2-XL won many awards, and Playthings, a toy industry magazine, placed 2-XL on its 75th anniversary cover as one of the industry's top-ten toys of all time. The 2-XL name is a pun of the phrase "to excel".

<span class="mw-page-title-main">Micronauts</span> Action figures

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<span class="mw-page-title-main">Fisher-Price</span> American toy company

Fisher-Price is an American company that produces educational toys for infants, toddlers and preschoolers, headquartered in East Aurora, New York. The company was founded in 1930 during the Great Depression by Herman Fisher, Irving Price, Helen Schelle, and Margaret Evans-Price.

A smart toy is an interactive toy 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 microprocessors or microcontrollers, volatile and/or non-volatile memory, storage devices, and various forms of input–output devices. It may be networked together with other smart toys or a personal computer in order to enhance its play value or educational features. Generally, the smart toy may be controlled by software which is embedded in firmware or else loaded from an input device such as a USB flash drive, Memory Stick or CD-ROM. Smart toys frequently have extensive multimedia 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 first smart-toy was the Mego Corporation's 2-XL robot (2XL), invented in the 1970s

<span class="mw-page-title-main">Robotics</span> Design, construction, use, and application of robots

Robotics is an interdisciplinary field that involves the design, construction, operation, and use of robots.

A smart TV, also known as a connected TV (CTV), is a traditional television set with integrated Internet and interactive Web 2.0 features, which allows users to stream music and videos, browse the internet, and view photos. Smart TVs are a technological convergence of computers, televisions, and digital media players. Besides the traditional functions of television sets provided through traditional broadcasting media, these devices can provide access to over-the-top media services such as streaming television and internet radio, along with home networking access.

<span class="mw-page-title-main">Talk 'n Play</span> Interactive desktop educational toy book reader

Talk 'n Play was an American interactive desktop educational toy book reader with a built in microphone and action buttons that was sold from 1983 to 1992 as an entertaining and educational toy manufactured by Hasbro. It appears to work utilizing the two sets of right/left tracks to have the "interactive" mono audio segments. It then also provided a record capability so as a child could add in their own voice and create interactions with characters on the program. It was invented and Patented by Michael J. Freeman Ph.D. and licensed for use by the Children's Television Workshop and the Walt Disney Company, among others. Similar to adapted 4 channels of educational information to produce interactivity, but the main voices were created and produced by Sesame Street and Disney characters under license. Because the toy contained an integrative book reader, some considered it an early lower tech version of the kindle. Talk 'n Play would say turn the page now. Story programs were produced by others Talk 'n Play had many music programs where children could add in or take out, different instruments as the song is played.

Educational robotics teaches the design, analysis, application and operation of robots. Robots include articulated robots, mobile robots or autonomous vehicles. Educational robotics can be taught from elementary school to graduate programs. Robotics may also be used to motivate and facilitate the instruction other, often foundational, topics such as computer programming, artificial intelligence or engineering design.

The history of AT&T dates back to the invention of the telephone. The Bell Telephone Company was established in 1877 by Alexander Graham Bell, who obtained the first US patent for the telephone, and his father-in-law, Gardiner Greene Hubbard. Bell and Hubbard also established American Telephone and Telegraph Company in 1885, which acquired the Bell Telephone Company and became the primary telephone company in the United States. This company maintained an effective monopoly on local telephone service in the United States until anti-trust regulators agreed to allow AT&T to retain Western Electric and enter general trades computer manufacture and sales in return for its offer to split the Bell System by divesting itself of ownership of the Bell Operating Companies in 1982.

<span class="mw-page-title-main">Kasey the Kinderbot</span>

Kasey the Kinderbot is an educational toy learning system designed, developed, and sold by Fisher-Price, a wholly owned division of the Mattel Corporation, nominated for the Educational Toy of the Year award in 2002. Because of its strong commercial sales, Kasey was reported as an important item in the balance sheet of Fisher-Price.

Leachim was an early example of Diphone synthetic speech and demonstrated how voice branching could be done quickly via computer discs to create understandable speech. This method combined phonemes, words, and sentences to form verbal responsive messages when prompted by the computer. The device received attention on a world-wide basis because hundreds of articles were written about it.

{{Infobox company | type = Brand | logo = Optimum Rebranded New logo.webp | industry = Telecommunications | founded = 1972 2005 as optimum by cablevision

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