CA2485395A1 - Interactive motion activated video game - Google Patents
Interactive motion activated video game Download PDFInfo
- Publication number
- CA2485395A1 CA2485395A1 CA 2485395 CA2485395A CA2485395A1 CA 2485395 A1 CA2485395 A1 CA 2485395A1 CA 2485395 CA2485395 CA 2485395 CA 2485395 A CA2485395 A CA 2485395A CA 2485395 A1 CA2485395 A1 CA 2485395A1
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- CA
- Canada
- Prior art keywords
- user
- monitor
- action
- signal
- television screen
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
Links
- 230000033001 locomotion Effects 0.000 title claims abstract description 18
- 230000002452 interceptive effect Effects 0.000 title claims abstract description 10
- 230000004044 response Effects 0.000 claims abstract description 4
- 238000004590 computer program Methods 0.000 claims abstract description 3
- 230000001960 triggered effect Effects 0.000 claims description 4
- 238000004080 punching Methods 0.000 description 11
- 230000035939 shock Effects 0.000 description 7
- 238000010586 diagram Methods 0.000 description 4
- 230000000694 effects Effects 0.000 description 4
- 239000013078 crystal Substances 0.000 description 3
- 230000000881 depressing effect Effects 0.000 description 3
- 230000006870 function Effects 0.000 description 2
- 241000612154 Coris monspeliensis Species 0.000 description 1
- 241000628997 Flos Species 0.000 description 1
- 241000567769 Isurus oxyrinchus Species 0.000 description 1
- 241001108995 Messa Species 0.000 description 1
- 101100205847 Mus musculus Srst gene Proteins 0.000 description 1
- 208000028804 PERCHING syndrome Diseases 0.000 description 1
- 208000003443 Unconsciousness Diseases 0.000 description 1
- 239000005862 Whey Substances 0.000 description 1
- 102000007544 Whey Proteins Human genes 0.000 description 1
- 108010046377 Whey Proteins Proteins 0.000 description 1
- 230000009286 beneficial effect Effects 0.000 description 1
- 230000000903 blocking effect Effects 0.000 description 1
- 230000005021 gait Effects 0.000 description 1
- 230000003278 mimic effect Effects 0.000 description 1
- 230000002093 peripheral effect Effects 0.000 description 1
- 230000011514 reflex Effects 0.000 description 1
- 230000000284 resting effect Effects 0.000 description 1
- 230000035807 sensation Effects 0.000 description 1
- 210000000352 storage cell Anatomy 0.000 description 1
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/212—Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/428—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
- A63F13/235—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1012—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1025—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
- A63F2300/1031—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection using a wireless connection, e.g. Bluetooth, infrared connections
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/302—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Health & Medical Sciences (AREA)
- Life Sciences & Earth Sciences (AREA)
- Biophysics (AREA)
- Cardiology (AREA)
- General Health & Medical Sciences (AREA)
- Heart & Thoracic Surgery (AREA)
- Input From Keyboards Or The Like (AREA)
Abstract
An interactive electronic game adapted to be used in conjunction with a television or video monitor comprises: at least two control units to be held by or attached to the hands of a user; an interactive electronic game adapted to be used in conjunction with a television or video monitor comprising: at least two control units to be held by or attached to the hands of a user; a base unit adapted to receive wireless signals from the control units, to send signals to a body unit, and to generate video action on the television screen or monitor in response to actions of the user; the body unit being adapted to be worn on the body of the user and to receive signals from the control unit corresponding to actions occurring in a program displayed on the television screen or monitor; each said control unit comprising: a motion sensor adapted to sense motion of the control unit and to generate a sensor signal; a transmitter adapted to transmit said sensor signal to the base unit; the base unit comprising: a pre-recorded computer program adapted to be transmitted to the television screen or monitor comprising an action sequence with which the user may interact; receivers to receive wireless signals from each of said control units; computer software embedded in a computing device adapted: to recognize a first coded signal to be from a first one of said control units; using clock means, to determine whether to accept a second signal from said first control unit or a differently coded signal from a second of said control units; and to generate a signal to be transmitted to the body unit to simulate an action from the program being displayed on the television screen or monitor.
Description
INTERACTIVE MOTION ACTIVATED VIDEO GAME
FIELD OF THE INVENTION
This invention is in the field of interactive video games.
DESCRIPTION OF THE PRIOR ART
There is a host of video games in the marketplace. Typically, video games comprise computer software loaded onto computer hardware to generate activities on a television screen or video monitor involving a character interacting with an environment, or multiple characters interacting with each other. In general, the activities of a character are controlled by the user using a desktop mouse, joystick, or hand control with push buttons, control sticks, etc. Accordingly, the user ofthe video game performs some action with the fingers to generate an action of the character on the screen far difFerent from the motion of the user's fingers.
In order to create additional interest for the user, it would be useful to have the actions appearing on the television or video screen mimic those of the user. For example, in a fight sequence, it would be beneficial if the user could watch the actions of an opposing character on the screen and conduct fight-like movements to generate similar actions on the screen.
FIELD OF THE INVENTION
This invention is in the field of interactive video games.
DESCRIPTION OF THE PRIOR ART
There is a host of video games in the marketplace. Typically, video games comprise computer software loaded onto computer hardware to generate activities on a television screen or video monitor involving a character interacting with an environment, or multiple characters interacting with each other. In general, the activities of a character are controlled by the user using a desktop mouse, joystick, or hand control with push buttons, control sticks, etc. Accordingly, the user ofthe video game performs some action with the fingers to generate an action of the character on the screen far difFerent from the motion of the user's fingers.
In order to create additional interest for the user, it would be useful to have the actions appearing on the television or video screen mimic those of the user. For example, in a fight sequence, it would be beneficial if the user could watch the actions of an opposing character on the screen and conduct fight-like movements to generate similar actions on the screen.
SUMMARY OF THE INVENTION
In accordance with a principal aspect of the invention, an interactive electronic game adapted to be used in conjunction with a television or video monitor comprises:
at least two control units to be held by or attached to the hands of a user;
an interactive electronic game adapted to be used in conjunction with a television or video monitor comprising: at least two control units to be held by or attached to the hands of a user; a base unit adapted to receive wireless signals from the control units, to send signals to a body unit, and to generate video action on the television screen or monitor in response to actions of the user; the body unit being adapted to be worn on the body of the user and to receive signals from the control unit corresponding to actions occurring in a program displayed on the television screen or monitor;
each said control unit comprising: a motion sensor adapted to sense motion of the control unit and to generate a sensor signal; a transmitter adapted to transmit said sensor signal to the base unit; the base unit comprising: a pre-recorded computer program adapted to be transmitted to the television screen or monitor comprising an action sequence with which the user may interact; receivers to receive wireless signals from each of said control units; computer software embedded in a computing device adapted: to recognize a first coded signal to be from a first one of said control units;
using clock means, to determine whether to accept a second signal from said first control unit or a differently coded signal from a second of said control units; and to generate a signal to be transmitted to the body unit to simulate an action from the program being displayed on the television screen or monitor.
In further aspects of the invention:
(a) each said control unit further comprises an action key adapted to be triggered by the user to generate a signal corresponding to an action to be transmitted to said base unit thereby to incorporate said action into the program displayed on the television screen or monitor;
(b) each said control unit further comprises multiple action keys, each said key adapted to be separately triggered by the user to generate a respective signal corresponding to an action to be transmitted to said base unit thereby to incarporate said action into the program displayed on the television screen or monitor.
BRIEF DESCRIPTION OF THE DRAWINGS
Fig. 1 is a schematic representation of the elements of the video game equipment.
Fig. 2 illustrates in further detail the controllers, body unit and base unit.
Fig. 3 is a schematic illustration ofthe elements ofthe video game equipment showing transmitters and receivers.
Fig. 4 is a circuit diagram for a controller.
Fig. S is a circuit diagram for a base unit.
Fig. 6 is a circuit diagram for a body unit.
DETAILED DESCRIPTION OF THE INVENTION
A preferred embodiment of the invention will now be described. This embodiment allows a user to interact with a program being displayed on a television screen or video monitor in a boxing or fighting mode.
Left and right hand controls may be held by the user individually or incorporated into gloves, such as boxing gloves, or gloves worn by an action hero, to more accurately simulate a character. Each control unit or hand controller comprises a source of power, typically battery storage cells, computing means, typically comprising integrated circuits, and at Least one motion sensor or shock sensor. The shock sensor may employ a piezo crystal which is sensitive to pressure.
Multiple shock sensors may be employed to generate more sophisticated motion response.
Depending on the hand motion of the user, pressure on the piezo crystal will occur in different places. For example, a thrusting or jab punch will generate force on the piezo crystal in a different way than would an uppercut or cross punch.
The signal from the shock sensor may be transmitted from one or more transmitters. The transmitters may send any appropriate signal, although radio frequency or infrared frequencies are probably most suitable for toys. Each signal corresponding to a jab, uppercut, or cross, for example, may be directed to a particular transmitter or to multiple transmitters to help ensure that the signal reaches its destination, particularly when the controller is being moved around rapidly in different orientations while the user generates various punching actions. If a single infrared frequency is used, for example, different codes may be embedded into the signal so that when received, it will be recognized as one of a jab, uppercut or cross punch, for example.
In addition, the hand controller may be fitted with one or more keys. Key 1 and key 2 are illustrated in the attached Figures. The keys are used not for punching, but rather for other actions. For example, the user may move forward or backward, kick an opponent, pick up and throw an object, jump, or perform other suitable actions.
The signals generated by the hand controls are transmitted to a base unit or console which, in turn, is hooked up to the television or video monitor. A
videocassette recording machine may be interposed between the base unit and the television. The base unit comprises at least one receiver to receive signals from the controllers. The infrared receiver illustrated in the drawings recognizes whether the signal has been generated by the shock sensor to represent a particular punch, or be a key, to represent some other action, by the coding of the signal. The base unit then creates a suitable signal to incorporate the selected action into the program being displayed on the television screen or video monitor, and generates another signal to produce a suitable sound from the television. The sounds of jab, hook or cross and uppercut punches may differ, as may the sounds of moving backwards or forwards, kicking, etc.
For optimal operation of the system, it is important for the base unit to properly recognize the intended signal. Clearly, if multiple signals are generated by the control units simultaneously, a means to choose the signal to be accepted at any particular time must be available. Various suitable protocols are possible.
For example, it may be determined that a punch signal should always be accepted over a simultaneous action signal generated by depressing an action key. This may be appropriate since depressing a key while executing a punch may be an unconscious reflex of the user.
By the same token, the user may generate motion of the controller when depressing an action key. The controller should be able to distinguish whether a true punch is intended or whether a keyed action is desired.
Apart from coding of the various signals themselves, the means to differentiate and choose between competing signals can be based at least partly upon clocks.
For example, a clock can be used to block a signal which follows too closely on the heels of a first signal. In practice, this will allow only one hand to punch at a time. Again, different protocols are possible. For example, using the clocks, it is possible to choose the first signal received as the one to generate an action. Thereafter, a second signal will not be accepted for a specified period of time. Thus, if the left hand commences a punch before the right hand, the left hand punch will be recorded and the right hand punch will not be recorded until a new punch signal is generated.
Alternatively, it may be desired to give preference to signals from one hand.
In that case, any time a right hand signal conflicts with a left hand signal, for example, the right hand signal will be accepted.
As an additional feature, a body unit may be employed. The body unit is worn by the user at an appropriate location. The body unit could be a belt, or a chest plate, or a helmet, depending upon where a physical sensation is desired to be imparted to the user.
The embodiment illustrated is a chest unit or chest plate. The chest plate is provided with some sort of straps or other means to fasten it to the body at the appropriate location. The chest plate does not generate signals to contribute to the action on the television screen or monitor, but instead generates activity at the body of the user corresponding to actions occurring on the television screen or monitor.
In particular, the computer software program stored and run in the base unit, in conjunction with a television or video monitor, may illustrate a boxer or opponent who may be punched and who may punch back. To respond to movement of the character on the television screen, the user may move a hand along with a control unit; the movement is detected by the motion sensor which will register as a signal to block an incoming punch. If the user is not punching or blocking, but is rather resting, the character on the screen will generate a completed punch which appears visually on the television screen or monitor. When that occurs, a signal is generated at the base unit. Multiple transmitters may be employed in the base unit in order to facilitate sending the signal to a user regardless of where the user is standing in relation to the television screen or monitor. When a signal from the base unit is received by a receiver, such as an infrared receiver, on the body unit, a vibration motor in the body unit may be activated. This simulates the feeling of a punch from the character on the television screen having landed on the user's chest. In addition, or alternatively, lights in the body unit may be activated upon receipt of the signal from the base unit at the body unit.
The point of view of the user may be chosen appropriately. For example, in a typical mode, the user standing in the room facing the television will face an opponent on the television screen. When the user lands a punch, the user's gloved hand may appear on the television screen striking the opponent. When the opponent lands a punch, his fist may be shown coming towards the user and perhaps landing at the surface of the television screen or monitor. When the user kicks, the user's foot may appear on the screen. All of these actions may be accompanied by appropriate sounds, as previously described.
Alternatively, the user can become a character on the screen. In that mode, the opponent, rather than facing outwards into the room, will face the user's proxy character across the television screen. In this mode, all the motions generated by the user will appear on the screen including punches, kicks, throwing of objects, etc.
Although a boxing mode has been illustrated, this invention could be adapted to other activities, such as sword fighting, jousting, etc.
Further details of the invention are found in the handwritten description on the following pages.
Variations of the invention will be apparent to those skilled in the art. The invention is not to be seen as restricted to the preferred embodiments described.
~t ~a6c'n.l Y~aV~ d. '~ ~'~' -= r . ; .~o ~ ' .
BATMAN ROLE PLAY Tt?~L SET D~~IGh~ G'L3ID$
Equipment ~escri t~ ion There are 3 peripheral equipments in Batman . . !
Roie play tool set, describe as below ;
' 1. Two Gloves ' . 2. One chest . . : ' ' . , 3, Main console . . ' ..
. l .f ..
Fu c lo , .a'=' ' -.
. ~ .n.;
.
' 1. Gloves : Ono glove include key l,key2, ~ ' !
one shock sensor, and' I~ trattsmitterl, &
iR Transmitter2. IR Transmitteris located ~ ~:3j'';~.~~
at two diffbrent diraetiona, the function .. of these transmittor ;';.~' is sending two different directional 1R messages ;. .:
to main .
v' console. (show as figure l) . . ~ t;
_ < .- ~. "'~~,~ S~ E ~~y':
l' !' .
=
' ~
, t~l~ bi~eo~~l ~~' ',..
w . a. .
. l . .
' l l l ' < 1 . . . k .i.:il ;
c ~;~ure ~ . ) C ~Y''bvY~a~dcbn Q.f~~.~' :.:
:.:.
k ~~
' 2, Chest ; When the bad guy hit the Hatman,main ' ! ~
console will a~ IR messaga to ~< '.
. chest, and then the vibration motor of ; : ~:.' the chest will ba aactivated~fpt s while. ' There are four different codes within this . ? ~
kind of TR message, tHetse~Qro, there are : ~
' ' also four different reaction. (show as . ' t.
flgure2) . . 'w ' .r.4....._..._.. ~~,~' ' a ~
~t~ ~2cai reY' ,':' .:~
. . . .
. ;y ~
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;
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V ;
. ~F.
. .
. . ~~ .
;
v ~ , .~".:
~
C ~'t~tYe 2 ~, ' .
. ~;'.:..
3. Main console : The function ofmain console is receiving 4 kinds ~ massages . froth glove.
( ~ kinds : l. pressing keyl ; 2. pressing :: ~~
key 2 ; 3. punching direction ; ; 4. ~: .
. .,a , perching direcrion2 ) After main console receiva those messages, it will pass them to the TY game controller to react what it shall do; " ' Besides, when bad guy hit Batman; main console will send IR message to Chest' ' IR receiver. .
After Chest's IR receiver receive the IR
message, Chest will be vibrated by vibration motor.(show as figure) . ' ' ., .
T ~:: ~ ~: ~.t ~:: .~' :::~~,'.~y~,'~/a ::
: ': . . Q'' ' : .:::: ~:'' ./~!,A7. v.:;:
:~.. .:~: : y:
'L y ' ::i:~:C'.'.~~:::::.:~~:.:~~:~~~~:i~if:S:::~i:
:i:
....................................................................
::::~~~~:.~~~?:ii:S:i:::i:i:i:i:::.::i::n:::i:::i:ii::y:y:i;:::i::?:::i:i:i .......,...................~'r:i::
.........,..
, a ze-~ ~e ~~:ez be-zi-.pan ' ..~ I
. Sisnal ser~din_g diagram : . i . :.
1. Pressing keyl of key2 on Glove: 1 ' ~.t1'tC''~°~hr ~ _. c,.; : ;
~~, ca~.s~
y i '~- ~.
cLi Ye ~-l'~:h..~,. ~ ~ta v: ~, !
'~'~ ':
;.;; _: .._ .
When yotc press key) { or key2), TR messages will be sent by direction) and :
!.; 'v, v=~
direction2 at the same time, which showed as Figute3. ~ ::' . ' ' .e. . !
2. Punching ' ~~ '' ' When glove is punching, the 1R message will bo sani by two diroctions at the ' difi'erent time. ; ' s There are 3 kinds ofconditiona. Dosigns doscribed as below m #.;:.
' . Condition 1 :,,. , : ',~:
' ~.:;~.~.
When main console only receive the IR message of dir~ction2, and miss the ~
~~~ ' n.. .. a :. direction I, which show as Figure4a ,~Lv'~~~-~~~.,.t' . ~.~; .~
. ~ , ~?~Gtt'rt. coriSdta- ~ t .
y - . a;~~~ ,. :; .i . !~~.. .
~ ~ l ~QG"'~%t~~G Vt.. 2 l ~i~.'~ .2 lr~ ,~
.-.~: ;:..~.~
'. Because of the incorrect direction { or angte~~om Posh to main consola, main ~ , ~'' console can't receive ariy iR mossage from glovt.(see Figure4) ~ '~ ~ ~~.
' , s. So, even if glove scud IR Posl first, main console can still receivo the IR Pos2 ~ ::~~:.:~ ~ . .
~i~ later. :~p..:. : !
1, l e.i..
. 1r'.' ..
Condition 2 ;
~ l When main console only receive the IR message of direction), and floss the v .v .' direction2. {seo Fig~re5) ~ .' '.3~~.: . , .::~,~ .:: .
;:. : . .. l _ . ..
~ d.:;,.'.: .
:.:....~:::.::::.~::...:..~:::::.::..:.:::.:..:.::::::.::: ' o~ . . ': ~' :.-:..:::::,:....:..: :....::::. : :;~ ::..:.:.: ::::::::::: . :. .. , .::.:::::...:.:.:.:.:..;.:;..y;::: ~::~::~~' ~ p , ::. .
. ":yv":::.::::~-::'.':yv.~>' ° ' ' ~~.:;1;~x::~~.::....::..::::.::::::.::::.:::.: . :. . :., ~. .
:::....:.,.::..:::::::.::::~::...::::::::::%:::::::~::::::: ., ~ ..::. ~ .., .
.
~E~twl ~:::{.:f'ir'~t'~'::::::::::::>:::::::: '~' C bY~ ° dtY~Ct~ ~
!'~! . . ;
:::::::::::::::::::::::::::::::::::::::::::: ~ .~ . 'oi~.~.,.,, ;
~::: :: :::yzg.-.d _~.~:: ::::: . :: :::: ::.::::::::::: _ ..
LZ.6E frel~~7E-t'1rt I~ Ga ~ ~. (~ , a 1 ~ ~(.~ LL'J~t Because of the incorrect direction (or angle) ~rom IR Pos2 to main console, , ..
main console can't receive any iR message ~ratxa glove' {sae Figurc5) So, even i~ glove send Qt Pos2 first, main console can still receive the 3R :
j ' Posl later.
I
Condition 3 : ' When main console receive the direction) and duection2 at the same S~ ,, time:(see FigureG~
l 5~~ ~ '~
C,ati,S~-_.,.,....~..~. ,~r.°',._._..._... ~ 6 , ~ ..;..>., :..
~ c '~'~~.y~ Q .
~. ;- .
~~~ ~ r~. e°~e'~ k o-~,~~o.S Z" l :..y:.~.~.
::
If main console received the first l~z~esssge of direction), and then receive . ;.~' ;;..,:, ,;:.,;~ ;.::;.;: ,..
the second 1R message of directiott2, main console will accept the Srst : ~, ~n; :: ;: -x:: .
..
message ofdirectionl, and neglect the second message of direction2. " 1 ' '~~'f; ,.
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~ ~f; Main console send hit message to chest. . ; s'~j :';~:~~: ii ~'~ ~c :l' . ~
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(fur design is " nnain console wil~continuously send over t11~ tim~o of~. hit . . l'. ' messages to chest in order to make sure chest can receive this hit messa,~~see ; v.
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'there are two gloves and one chest equipments. If we punch with ehe right and left :.;:
glove, or press the key of two gloves at the same tim~when we play the Via. ' ;v ~,ttlow to avoid the situations ofthc message crash, which lead to inactive, boeause of - v '' '~:
' the collision betweon 2 IR messages. ' .;.:
Whcn the Batman be hit by bad guy, the main console will send vibrating signal to ~ ' chest. And also, how to avoid the co3lision between this vibrating signal and the IR . , ~ ' message of gloves. ;
ie°~ ze ~ ssee~a ~e-~i-i~o . f~
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in order to solve these probletua, we design the special ways to make sad tktai~~tho. ..:~ ' signals won't be missing, which described as'helow: ' . . ; , . ; .. , ' .
v ~P.S. what is the meaning of the signals won't be missing, it tneatis' maur coris~ie.'.. . . - ~ y,~i..'~':.Yi . t::=:.v=
wit! definitely receive only one of the 1R messages. ~ ~ ' ~ v ' ' ' ' _ : , ' 1. Glove equipment~see . l : .
Figure8 :' , ~
Corcditioz~ 1 : ;. ~ .
!eft sad right glove punching at the namo time.
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When glove is punching, it will aativato fine shock aettsor of.g,~ov~o,.w$ich lead to IR transmitter! . .v' sending the dit~ectionl 3:.
(Poll) d ~~ ~i~~~
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e en ~ s gna s a eren ng me, . ~
t To avoid the collision : t:
of iR messages betwoe~ right ~d 1eR gloves when these two gloves punch ;';
at the same tines, ~
we develop the updcial tog~raol~gyto mako . sore main oonsolc ~ . ,~:'~,.:
won~t be missing .
IR message 8oui right atld lef~~loves, which described as below: (sec Figure9) ~ ~~1 ~.~ :~' ~,~ tS
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No matter which situation, we ran guarantee main console will definitely ' ' ~-' receive ostly the punching signal of right glove.
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3' - In the Figure 10, we can easily find out than it will be collision between leR and right hand IR message in first l 40 min six. Aiier SQmin aeo delay, 3t will ba safe with right hand gt message. It rneana that, main console can only reoeive tho . ~ ..
punching signal from right glove In this "safe'° time.
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2. Pressing the key of left and rlglat gloves at the same-time.
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ya Press the k y ( ys) of left and right :
gloves at ;' ' v the same time. According to tho design .
of Figurel l, we can also -toa m~
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console will definitely receive the sigaal ofpr~sirtg right hand key .
,a .a . -- 3. When you punch wi#h left (or t:
right) glove, and press the light (or ~~
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In accordance with a principal aspect of the invention, an interactive electronic game adapted to be used in conjunction with a television or video monitor comprises:
at least two control units to be held by or attached to the hands of a user;
an interactive electronic game adapted to be used in conjunction with a television or video monitor comprising: at least two control units to be held by or attached to the hands of a user; a base unit adapted to receive wireless signals from the control units, to send signals to a body unit, and to generate video action on the television screen or monitor in response to actions of the user; the body unit being adapted to be worn on the body of the user and to receive signals from the control unit corresponding to actions occurring in a program displayed on the television screen or monitor;
each said control unit comprising: a motion sensor adapted to sense motion of the control unit and to generate a sensor signal; a transmitter adapted to transmit said sensor signal to the base unit; the base unit comprising: a pre-recorded computer program adapted to be transmitted to the television screen or monitor comprising an action sequence with which the user may interact; receivers to receive wireless signals from each of said control units; computer software embedded in a computing device adapted: to recognize a first coded signal to be from a first one of said control units;
using clock means, to determine whether to accept a second signal from said first control unit or a differently coded signal from a second of said control units; and to generate a signal to be transmitted to the body unit to simulate an action from the program being displayed on the television screen or monitor.
In further aspects of the invention:
(a) each said control unit further comprises an action key adapted to be triggered by the user to generate a signal corresponding to an action to be transmitted to said base unit thereby to incorporate said action into the program displayed on the television screen or monitor;
(b) each said control unit further comprises multiple action keys, each said key adapted to be separately triggered by the user to generate a respective signal corresponding to an action to be transmitted to said base unit thereby to incarporate said action into the program displayed on the television screen or monitor.
BRIEF DESCRIPTION OF THE DRAWINGS
Fig. 1 is a schematic representation of the elements of the video game equipment.
Fig. 2 illustrates in further detail the controllers, body unit and base unit.
Fig. 3 is a schematic illustration ofthe elements ofthe video game equipment showing transmitters and receivers.
Fig. 4 is a circuit diagram for a controller.
Fig. S is a circuit diagram for a base unit.
Fig. 6 is a circuit diagram for a body unit.
DETAILED DESCRIPTION OF THE INVENTION
A preferred embodiment of the invention will now be described. This embodiment allows a user to interact with a program being displayed on a television screen or video monitor in a boxing or fighting mode.
Left and right hand controls may be held by the user individually or incorporated into gloves, such as boxing gloves, or gloves worn by an action hero, to more accurately simulate a character. Each control unit or hand controller comprises a source of power, typically battery storage cells, computing means, typically comprising integrated circuits, and at Least one motion sensor or shock sensor. The shock sensor may employ a piezo crystal which is sensitive to pressure.
Multiple shock sensors may be employed to generate more sophisticated motion response.
Depending on the hand motion of the user, pressure on the piezo crystal will occur in different places. For example, a thrusting or jab punch will generate force on the piezo crystal in a different way than would an uppercut or cross punch.
The signal from the shock sensor may be transmitted from one or more transmitters. The transmitters may send any appropriate signal, although radio frequency or infrared frequencies are probably most suitable for toys. Each signal corresponding to a jab, uppercut, or cross, for example, may be directed to a particular transmitter or to multiple transmitters to help ensure that the signal reaches its destination, particularly when the controller is being moved around rapidly in different orientations while the user generates various punching actions. If a single infrared frequency is used, for example, different codes may be embedded into the signal so that when received, it will be recognized as one of a jab, uppercut or cross punch, for example.
In addition, the hand controller may be fitted with one or more keys. Key 1 and key 2 are illustrated in the attached Figures. The keys are used not for punching, but rather for other actions. For example, the user may move forward or backward, kick an opponent, pick up and throw an object, jump, or perform other suitable actions.
The signals generated by the hand controls are transmitted to a base unit or console which, in turn, is hooked up to the television or video monitor. A
videocassette recording machine may be interposed between the base unit and the television. The base unit comprises at least one receiver to receive signals from the controllers. The infrared receiver illustrated in the drawings recognizes whether the signal has been generated by the shock sensor to represent a particular punch, or be a key, to represent some other action, by the coding of the signal. The base unit then creates a suitable signal to incorporate the selected action into the program being displayed on the television screen or video monitor, and generates another signal to produce a suitable sound from the television. The sounds of jab, hook or cross and uppercut punches may differ, as may the sounds of moving backwards or forwards, kicking, etc.
For optimal operation of the system, it is important for the base unit to properly recognize the intended signal. Clearly, if multiple signals are generated by the control units simultaneously, a means to choose the signal to be accepted at any particular time must be available. Various suitable protocols are possible.
For example, it may be determined that a punch signal should always be accepted over a simultaneous action signal generated by depressing an action key. This may be appropriate since depressing a key while executing a punch may be an unconscious reflex of the user.
By the same token, the user may generate motion of the controller when depressing an action key. The controller should be able to distinguish whether a true punch is intended or whether a keyed action is desired.
Apart from coding of the various signals themselves, the means to differentiate and choose between competing signals can be based at least partly upon clocks.
For example, a clock can be used to block a signal which follows too closely on the heels of a first signal. In practice, this will allow only one hand to punch at a time. Again, different protocols are possible. For example, using the clocks, it is possible to choose the first signal received as the one to generate an action. Thereafter, a second signal will not be accepted for a specified period of time. Thus, if the left hand commences a punch before the right hand, the left hand punch will be recorded and the right hand punch will not be recorded until a new punch signal is generated.
Alternatively, it may be desired to give preference to signals from one hand.
In that case, any time a right hand signal conflicts with a left hand signal, for example, the right hand signal will be accepted.
As an additional feature, a body unit may be employed. The body unit is worn by the user at an appropriate location. The body unit could be a belt, or a chest plate, or a helmet, depending upon where a physical sensation is desired to be imparted to the user.
The embodiment illustrated is a chest unit or chest plate. The chest plate is provided with some sort of straps or other means to fasten it to the body at the appropriate location. The chest plate does not generate signals to contribute to the action on the television screen or monitor, but instead generates activity at the body of the user corresponding to actions occurring on the television screen or monitor.
In particular, the computer software program stored and run in the base unit, in conjunction with a television or video monitor, may illustrate a boxer or opponent who may be punched and who may punch back. To respond to movement of the character on the television screen, the user may move a hand along with a control unit; the movement is detected by the motion sensor which will register as a signal to block an incoming punch. If the user is not punching or blocking, but is rather resting, the character on the screen will generate a completed punch which appears visually on the television screen or monitor. When that occurs, a signal is generated at the base unit. Multiple transmitters may be employed in the base unit in order to facilitate sending the signal to a user regardless of where the user is standing in relation to the television screen or monitor. When a signal from the base unit is received by a receiver, such as an infrared receiver, on the body unit, a vibration motor in the body unit may be activated. This simulates the feeling of a punch from the character on the television screen having landed on the user's chest. In addition, or alternatively, lights in the body unit may be activated upon receipt of the signal from the base unit at the body unit.
The point of view of the user may be chosen appropriately. For example, in a typical mode, the user standing in the room facing the television will face an opponent on the television screen. When the user lands a punch, the user's gloved hand may appear on the television screen striking the opponent. When the opponent lands a punch, his fist may be shown coming towards the user and perhaps landing at the surface of the television screen or monitor. When the user kicks, the user's foot may appear on the screen. All of these actions may be accompanied by appropriate sounds, as previously described.
Alternatively, the user can become a character on the screen. In that mode, the opponent, rather than facing outwards into the room, will face the user's proxy character across the television screen. In this mode, all the motions generated by the user will appear on the screen including punches, kicks, throwing of objects, etc.
Although a boxing mode has been illustrated, this invention could be adapted to other activities, such as sword fighting, jousting, etc.
Further details of the invention are found in the handwritten description on the following pages.
Variations of the invention will be apparent to those skilled in the art. The invention is not to be seen as restricted to the preferred embodiments described.
~t ~a6c'n.l Y~aV~ d. '~ ~'~' -= r . ; .~o ~ ' .
BATMAN ROLE PLAY Tt?~L SET D~~IGh~ G'L3ID$
Equipment ~escri t~ ion There are 3 peripheral equipments in Batman . . !
Roie play tool set, describe as below ;
' 1. Two Gloves ' . 2. One chest . . : ' ' . , 3, Main console . . ' ..
. l .f ..
Fu c lo , .a'=' ' -.
. ~ .n.;
.
' 1. Gloves : Ono glove include key l,key2, ~ ' !
one shock sensor, and' I~ trattsmitterl, &
iR Transmitter2. IR Transmitteris located ~ ~:3j'';~.~~
at two diffbrent diraetiona, the function .. of these transmittor ;';.~' is sending two different directional 1R messages ;. .:
to main .
v' console. (show as figure l) . . ~ t;
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' 2, Chest ; When the bad guy hit the Hatman,main ' ! ~
console will a~ IR messaga to ~< '.
. chest, and then the vibration motor of ; : ~:.' the chest will ba aactivated~fpt s while. ' There are four different codes within this . ? ~
kind of TR message, tHetse~Qro, there are : ~
' ' also four different reaction. (show as . ' t.
flgure2) . . 'w ' .r.4....._..._.. ~~,~' ' a ~
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3. Main console : The function ofmain console is receiving 4 kinds ~ massages . froth glove.
( ~ kinds : l. pressing keyl ; 2. pressing :: ~~
key 2 ; 3. punching direction ; ; 4. ~: .
. .,a , perching direcrion2 ) After main console receiva those messages, it will pass them to the TY game controller to react what it shall do; " ' Besides, when bad guy hit Batman; main console will send IR message to Chest' ' IR receiver. .
After Chest's IR receiver receive the IR
message, Chest will be vibrated by vibration motor.(show as figure) . ' ' ., .
T ~:: ~ ~: ~.t ~:: .~' :::~~,'.~y~,'~/a ::
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, a ze-~ ~e ~~:ez be-zi-.pan ' ..~ I
. Sisnal ser~din_g diagram : . i . :.
1. Pressing keyl of key2 on Glove: 1 ' ~.t1'tC''~°~hr ~ _. c,.; : ;
~~, ca~.s~
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'~'~ ':
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When yotc press key) { or key2), TR messages will be sent by direction) and :
!.; 'v, v=~
direction2 at the same time, which showed as Figute3. ~ ::' . ' ' .e. . !
2. Punching ' ~~ '' ' When glove is punching, the 1R message will bo sani by two diroctions at the ' difi'erent time. ; ' s There are 3 kinds ofconditiona. Dosigns doscribed as below m #.;:.
' . Condition 1 :,,. , : ',~:
' ~.:;~.~.
When main console only receive the IR message of dir~ction2, and miss the ~
~~~ ' n.. .. a :. direction I, which show as Figure4a ,~Lv'~~~-~~~.,.t' . ~.~; .~
. ~ , ~?~Gtt'rt. coriSdta- ~ t .
y - . a;~~~ ,. :; .i . !~~.. .
~ ~ l ~QG"'~%t~~G Vt.. 2 l ~i~.'~ .2 lr~ ,~
.-.~: ;:..~.~
'. Because of the incorrect direction { or angte~~om Posh to main consola, main ~ , ~'' console can't receive ariy iR mossage from glovt.(see Figure4) ~ '~ ~ ~~.
' , s. So, even if glove scud IR Posl first, main console can still receivo the IR Pos2 ~ ::~~:.:~ ~ . .
~i~ later. :~p..:. : !
1, l e.i..
. 1r'.' ..
Condition 2 ;
~ l When main console only receive the IR message of direction), and floss the v .v .' direction2. {seo Fig~re5) ~ .' '.3~~.: . , .::~,~ .:: .
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~ d.:;,.'.: .
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.
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:::::::::::::::::::::::::::::::::::::::::::: ~ .~ . 'oi~.~.,.,, ;
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LZ.6E frel~~7E-t'1rt I~ Ga ~ ~. (~ , a 1 ~ ~(.~ LL'J~t Because of the incorrect direction (or angle) ~rom IR Pos2 to main console, , ..
main console can't receive any iR message ~ratxa glove' {sae Figurc5) So, even i~ glove send Qt Pos2 first, main console can still receive the 3R :
j ' Posl later.
I
Condition 3 : ' When main console receive the direction) and duection2 at the same S~ ,, time:(see FigureG~
l 5~~ ~ '~
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::
If main console received the first l~z~esssge of direction), and then receive . ;.~' ;;..,:, ,;:.,;~ ;.::;.;: ,..
the second 1R message of directiott2, main console will accept the Srst : ~, ~n; :: ;: -x:: .
..
message ofdirectionl, and neglect the second message of direction2. " 1 ' '~~'f; ,.
a a~.~'v D,fg. . : ~a: ~.. ~a: ';
.1:
~ ~f; Main console send hit message to chest. . ; s'~j :';~:~~: ii ~'~ ~c :l' . ~
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~ :, t '~ c uY~e ~ :' ~' s : I .
(fur design is " nnain console wil~continuously send over t11~ tim~o of~. hit . . l'. ' messages to chest in order to make sure chest can receive this hit messa,~~see ; v.
Figure7) ..: , ..
. ~I ~
~esian Instruction : : ~:~:f.:~ .
';~ ' '..
'there are two gloves and one chest equipments. If we punch with ehe right and left :.;:
glove, or press the key of two gloves at the same tim~when we play the Via. ' ;v ~,ttlow to avoid the situations ofthc message crash, which lead to inactive, boeause of - v '' '~:
' the collision betweon 2 IR messages. ' .;.:
Whcn the Batman be hit by bad guy, the main console will send vibrating signal to ~ ' chest. And also, how to avoid the co3lision between this vibrating signal and the IR . , ~ ' message of gloves. ;
ie°~ ze ~ ssee~a ~e-~i-i~o . f~
' , . ::~.; .. .
in order to solve these probletua, we design the special ways to make sad tktai~~tho. ..:~ ' signals won't be missing, which described as'helow: ' . . ; , . ; .. , ' .
v ~P.S. what is the meaning of the signals won't be missing, it tneatis' maur coris~ie.'.. . . - ~ y,~i..'~':.Yi . t::=:.v=
wit! definitely receive only one of the 1R messages. ~ ~ ' ~ v ' ' ' ' _ : , ' 1. Glove equipment~see . l : .
Figure8 :' , ~
Corcditioz~ 1 : ;. ~ .
!eft sad right glove punching at the namo time.
.
~
When glove is punching, it will aativato fine shock aettsor of.g,~ov~o,.w$ich lead to IR transmitter! . .v' sending the dit~ectionl 3:.
(Poll) d ~~ ~i~~~
' .. I 1 :
'S~~ '~~~ :~ nt~~oe~~n ~ /~ns~~ :~t'v' , ~. . . .
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srpt~- ~.lP.s ' '' s:, '~ .. '. ' _ a 2 . ~~t'e~,, .
: . ...
t th :~~ .
di dl ~~~
i l ~ff t i S
~:ct .
os ..
e en ~ s gna s a eren ng me, . ~
t To avoid the collision : t:
of iR messages betwoe~ right ~d 1eR gloves when these two gloves punch ;';
at the same tines, ~
we develop the updcial tog~raol~gyto mako . sore main oonsolc ~ . ,~:'~,.:
won~t be missing .
IR message 8oui right atld lef~~loves, which described as below: (sec Figure9) ~ ~~1 ~.~ :~' ~,~ tS
~,. :: .
., ~~f' hAIV~ ~J(~ttl~~- ~
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There are four ~
si uwith~h~ overt ~~1~ ~~
f n~'~i and a ~ ' ' .
~ ~~t d 1~
h t h~
nn punt ing rigs P
. , . ' ~:' , which show as F~gure9.
No matter which situation, we ran guarantee main console will definitely ' ' ~-' receive ostly the punching signal of right glove.
.l ;..-~:
' . For example ; .., : C,GI~ ( ,' ..' . j :..:' ' ~-- 1ao ntS~C . ~ :: ...
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3' - In the Figure 10, we can easily find out than it will be collision between leR and right hand IR message in first l 40 min six. Aiier SQmin aeo delay, 3t will ba safe with right hand gt message. It rneana that, main console can only reoeive tho . ~ ..
punching signal from right glove In this "safe'° time.
_ :: .
2. Pressing the key of left and rlglat gloves at the same-time.
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' There are two s~tuatzons, whey a a _ 1 or ke 1 a . . , ...:
ya Press the k y ( ys) of left and right :
gloves at ;' ' v the same time. According to tho design .
of Figurel l, we can also -toa m~
.
console will definitely receive the sigaal ofpr~sirtg right hand key .
,a .a . -- 3. When you punch wi#h left (or t:
right) glove, and press the light (or ~~
leis glove. key ' t."
~:;
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' at the same tune. , .
. l. s , ' l . Case 1 : Loft press key, right hen ;
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l . Case 2 : LeR hand pattch, right a ..."~',~.
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X, P.S. I le f it hand punch oontinuously, the sending a of tht next IR mossage must gait hx . :
;.
., , .
~' c for 30(? m sec aRer the sending ofpsevious ~
IR message. It will be clearly defino 1 ~~t ~~~~'~
..~
. . . part 4 continuous punching. ;
.
..i.
..le.
According to the device ofthese two ....
asses, we can male a~~ the maim conaois C
' '' ~
~
!
will receive the right hand signal while ~
the C01119i0Ii betWCen tho signal of ~
left at~d ' ' tlgt~tha~d~a~tons. pess~ri6a.Qe easel :
and case ~.~, s:;
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Claims (3)
1. An interactive electronic game adapted to be used in conjunction with a television or video monitor comprising:
(1) at least two control units to be held by or attached to the hands of a user;
(2) a base unit adapted to receive wireless signals from the control units, to send signals to a body unit, and to generate video action on the television screen or monitor in response to actions of the user;
(3) the body unit being adapted to be worn on the body of the user and to receive signals from the control unit corresponding to actions occurring in a program displayed on the television screen or monitor;
(4) each said control unit comprising:
(a) a motion sensor adapted to sense motion of the control unit and to generate a sensor signal;
(b) a transmitter adapted to transmit said sensor signal to the base unit;
(5) the base unit comprising:
(a) a pre-recorded computer program adapted to be transmitted to the television screen or monitor comprising an action sequence with which the user may interact;
(b) receivers to receive wireless signals from each of said control units;
(c) computer software embedded in a computing device adapted:
(i) to recognize a first coded signal to be from a first one of said control units;
(ii) using clock means, to determine whether to accept a second signal from said first control unit or a differently coded signal from a second of said control units;
(iii) to generate a signal to be transmitted to the body unit to simulate an action from the program being displayed on the television screen or monitor.
(1) at least two control units to be held by or attached to the hands of a user;
(2) a base unit adapted to receive wireless signals from the control units, to send signals to a body unit, and to generate video action on the television screen or monitor in response to actions of the user;
(3) the body unit being adapted to be worn on the body of the user and to receive signals from the control unit corresponding to actions occurring in a program displayed on the television screen or monitor;
(4) each said control unit comprising:
(a) a motion sensor adapted to sense motion of the control unit and to generate a sensor signal;
(b) a transmitter adapted to transmit said sensor signal to the base unit;
(5) the base unit comprising:
(a) a pre-recorded computer program adapted to be transmitted to the television screen or monitor comprising an action sequence with which the user may interact;
(b) receivers to receive wireless signals from each of said control units;
(c) computer software embedded in a computing device adapted:
(i) to recognize a first coded signal to be from a first one of said control units;
(ii) using clock means, to determine whether to accept a second signal from said first control unit or a differently coded signal from a second of said control units;
(iii) to generate a signal to be transmitted to the body unit to simulate an action from the program being displayed on the television screen or monitor.
2. The interactive electronic game of Claim 1, wherein each said control unit further comprises an action key adapted to be triggered by the user to generate a signal corresponding to an action to be transmitted to said base unit thereby to incorporate said action into the program displayed on the television screen or monitor.
3. The interactive electronic game of Claim 1, wherein each said control unit further comprises multiple action keys, each said key adapted to be separately triggered by the user to generate a respective signal corresponding to an action to be transmitted to said base unit thereby to incorporate said action into the program displayed on the television screen or monitor.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CA 2485395 CA2485395A1 (en) | 2004-10-20 | 2004-10-20 | Interactive motion activated video game |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CA 2485395 CA2485395A1 (en) | 2004-10-20 | 2004-10-20 | Interactive motion activated video game |
Publications (1)
Publication Number | Publication Date |
---|---|
CA2485395A1 true CA2485395A1 (en) | 2006-04-20 |
Family
ID=36242545
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CA 2485395 Abandoned CA2485395A1 (en) | 2004-10-20 | 2004-10-20 | Interactive motion activated video game |
Country Status (1)
Country | Link |
---|---|
CA (1) | CA2485395A1 (en) |
-
2004
- 2004-10-20 CA CA 2485395 patent/CA2485395A1/en not_active Abandoned
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Date | Code | Title | Description |
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FZDE | Discontinued |