HK1177163B - Magical wand and interactive play experience - Google Patents
Magical wand and interactive play experience Download PDFInfo
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- HK1177163B HK1177163B HK13104134.4A HK13104134A HK1177163B HK 1177163 B HK1177163 B HK 1177163B HK 13104134 A HK13104134 A HK 13104134A HK 1177163 B HK1177163 B HK 1177163B
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Abstract
The present invention provides a unique interactive gaming experience using a toy "stick" (100) and/or other incentive/tracking devices (321, 325).In one embodiment, the rod (100) incorporates a wireless transmitter (150) and a motion sensitive circuit (115), wherein the motion sensitive circuit (115) is adapted to respond to specific learned rod movements to excite the transmitter.The wand allows game participants to electronically and 'magically' interact with their surrounding game environment by simply pointing, touching, and/or using their wand (100) in a specific way to achieve desired goals or produce desired effects (376, 377, 378).Various wireless receivers or exciters (362) are distributed throughout the gaming device to support this wireless interaction and drive complete immersion in a surreal experience, where participants can enjoy the real fantasy of practicing, performing, and mastering "real" magic.
Description
The present application is a divisional application of the invention patent application having application number 2004800137422 entitled magic wand and interactive gaming experience.
Technical Field
The present invention relates to children's games, and in particular to a magic wand and interactive game and game system that utilizes a wireless transponder and receiver to provide a magic interactive game experience.
Background
Games, toys, play structures, and other similar entertainment systems are well known for providing play and interaction among children and adults. A variety of commercially available game toys and games are also known for providing valuable learning and entertainment opportunities for children, such as role playing, reading, memory stimulation, contact coordination, and the like.
Magic and wizards are typical game themes that continuously capture imagination and entertain new generations of children and adults alike. Magic and the unlimited possible fun and thrill on surfaces are a reality by magical challenges to children's imagination, creativity and social interaction.
While there are many games and toys that specifically target magics and wizards as central game themes, most provide only a seemingly engaging game experience, especially for older children. There is little provision for a realistic fantasy experience that allows participants to realize and immerse themselves in practicing, performing, and mastering "real" magic. In any event, there is a continuing need for more exciting and amusing games and toys that increase the chances of children learning and entertainment and stimulate creativity and imagination.
Disclosure of Invention
The present invention provides a unique interactive gaming experience that is enabled by an interactive "wand" and/or other seemingly magical actuation/tracking device. The wand or other stimulation device allows play participants to interact with their surrounding play environment in an electronic and "magic" manner, thereby giving play participants the realistic illusion of practicing, performing, and mastering "real" magic.
The gaming environment may be real or imaginable (i.e., computer/TV generated), and may be local or remote, if desired. Optionally, a plurality of play participants, each play participant having a suitable "wand" and/or other motivational/tracking device, may play or interact together within or outside of one or more compatible play environments to achieve desired goals, master certain magic spells, and/or produce desired apparent magic effects within the play environment.
According to one embodiment, the present invention provides a toy stick or other surface-on-magic article that provides a fundamental foundation for a complex, interactive entertainment system to form a surface-on-magic interactive play experience for play participants who own and learn to use a magic stick toy.
According to another embodiment, the present invention provides a "magic" training apparatus in which play participants can select and/or build and then learn to use a "real" magic wand. The wand allows play participants to electronically and "magically" interact with their surrounding play environment by pointing at, touching or using their wand in a particular manner to achieve a desired goal or produce a desired effect within the play environment. Various wireless receivers or actuators are distributed throughout the gaming device to facilitate such interaction and to facilitate full immersion in the illusion of practicing, performing and mastering "real" magic.
According to another embodiment, the present invention provides a wand actuator device for actuating various interactive gaming effects within a compatible gaming environment. The wand comprises an elongate hollow tube or barrel having a proximal or handle portion and a distal or delivery portion. An internal cavity may be provided to accommodate one or more batteries to power optional lighting, lasers or sound effects and/or to power long-range transmissions, such as via infrared LED or RF transmitter devices. The distal end of the wand may be equipped with RFID (radio frequency identification device) transponders operable to provide relatively short range RF communications (< 60 cm) by one or more receivers or transceivers distributed throughout the gaming environment. A magnetic tip may also be provided to actuate various effects via one or more magnetically operated reed switches. The handle portion of the wand may be provided with a decorative grip selected by the play participant from the available categories. The handle may be equipped with selectable rotary switches that may be selectively rotated to indicate different spells, commands, or combinations of spells and commands for activating or controlling various associated special effects.
According to another embodiment, the invention provides a wand with an RFID transponder or tag. The transponder contains certain electronic devices that contain radio frequency tags that are pre-programmed with a unique personal identification number ("UPIN"). The UPIN may be used to identify and track individual game participants and/or wands within the gaming device. Optionally, each tag can also include a unique group identification number ("UGIN") that can be used to match a defined group of individuals having a predetermined relationship. The RFID transponder or other identification device is preferably used to store certain information identifying each game participant and/or describing certain energies or capabilities possessed by the virtual role-playing character. Players advance in magic adventure games by finding clues, casting spells, and resolving various puzzles presented. Players may also get (or lose) certain attributes such as magic skills, magic strength, combat capabilities, various spell casting capabilities, and the like. All such information is preferably stored on the RFID transponder and/or an associated database indexed by UPIN so that character attributes can be easily and conveniently transferred to other similarly equipped gaming devices, computer games, video games, home gaming consoles, handheld gaming units, etc. In this manner, a virtual role-playing character is created and stored on the transponder device that continuously transcends from one game environment to the next.
For the purpose of summarizing the invention and the advantages achieved over the prior art, certain objects and advantages of the invention have been described herein above. Of course, it is to be understood that not necessarily all such objects or advantages may be achieved in accordance with any particular embodiment of the invention. Thus, for example, those skilled in the art will recognize that the invention may be embodied or carried out in a manner that achieves or optimizes one advantage or group of advantages as taught herein without necessarily achieving other objects or advantages as may be taught or suggested herein.
All such embodiments are intended to be within the scope of the invention herein disclosed. These and other embodiments of the present invention will become readily apparent to those skilled in the art from the following detailed description of the preferred embodiments having reference to the attached figures, the invention not being limited to any particular preferred embodiment disclosed.
Drawings
The general nature of the present invention has thus been summarized, and the essential features and advantages thereof, certain preferred embodiments and modifications thereof will become apparent to those skilled in the art from the detailed description herein with reference to the following drawings, in which:
FIG. 1 is a schematic illustration of one embodiment of an interactive wand toy having features and advantages in accordance with the present invention;
FIGS. 2A and 2B are schematic illustrations of a mercury tilt switch used in accordance with an embodiment of the invention and shown in the off and on states, respectively;
FIGS. 3A and 3B are schematic illustrations of a micro-ball tilt switch (normally closed configuration) used in accordance with an embodiment of the present invention and shown in the off and on states, respectively;
FIGS. 4A and 4B are schematic illustrations of a micro-ball tilt switch (normally open configuration) used in accordance with an embodiment of the present invention and shown in the off and on states, respectively;
FIGS. 5A and 5B are schematic illustrations of the interactive wand toy of FIG. 1 in upward and downward orientations, respectively;
FIG. 6 is a partial perspective view of a user waving (waving) the interactive wand toy of FIG. 1 in such a manner as to generate an excitation thereof;
FIG. 7 is a schematic illustration of an alternative embodiment of an interactive wand toy including optional RF/IR modules and having features and advantages in accordance with the present invention;
FIG. 8 is a schematic illustration of another alternative embodiment of an interactive wand toy including an optional magnetically induced energy source having features and advantages in accordance with the present invention;
FIG. 9 is a schematic illustration of another alternative embodiment of an interactive wand toy including an optional piezoelectric generator energy source having features and advantages in accordance with the present invention;
FIG. 10 is a schematic illustration of a piezoelectric armature for a piezoelectric generator having features and advantages in accordance with the present invention;
FIG. 11 is a schematic illustration of the piezoelectric generator and power supply of FIG. 9 having features and advantages in accordance with the present invention;
FIG. 12 is a schematic illustration of another alternative embodiment of an interactive wand toy including an RF/IR module and an optional RFID transponder having features and advantages in accordance with the present invention;
FIG. 13 is a schematic illustration of another alternative embodiment of an interactive wand toy including an RF/IR module and an optional RFID transponder having features and advantages in accordance with the present invention;
FIG. 14A is a schematic illustration of another alternative embodiment of an interactive wand toy including an optional orientation sensor having features and advantages in accordance with the present invention;
FIG. 14B is a detailed cross-sectional view of a handle portion of the interactive wand toy of FIG. 14A illustrating a preferred arrangement and orientation of an optional orientation sensor and having features and advantages in accordance with the present invention;
FIG. 15A is a schematic illustration of another alternative embodiment of an interactive wand toy including an optional rotary switch having features and advantages in accordance with the present invention;
FIG. 15B is a detailed cross-sectional view of a handle portion of the interactive wand toy of FIG. 15A illustrating a preferred embodiment of a rotary switch having features and advantages in accordance with the present invention;
FIG. 15C is a partial perspective view of a user rotating the handle of the interactive wand toy of FIG. 15A in such a manner as to produce a desired wand operation or effect;
FIG. 15D is a detailed view of a handle portion and rotatable knob of the interactive wand toy of FIGS. 15A and 15B;
FIG. 16A is a schematic illustration of another alternative embodiment of an interactive wand toy including optional touch sensor elements having features and advantages in accordance with the present invention;
FIG. 16B is a detailed view of one embodiment of the touch sensor element of FIG. 16A having features and advantages in accordance with the present invention;
FIG. 16C is a partial perspective view of a user operating the touch sensor enabled interactive wand toy of FIG. 15A in such a manner as to produce a desired wand operation effect;
FIG. 16D is a detailed view of a handle portion and a contact sensor contact element of the interactive wand toy of FIGS. 16A and 16C;
17A-17B are timing illustrations of one embodiment of a wand-actuated effect using the interactive wand toy of FIG. 16 having an optional magnetic tip and magnetic reed switch with features and advantages in accordance with the present invention;
FIG. 17C is an alternative embodiment of a wand-actuated effect using the interactive wand toy of FIG. 16 having an optional magnetic tip, a magnetic reed switch, and an optional RF/IR receiver with features and advantages in accordance with the present invention;
FIGS. 18A and 18B are schematic illustrations showing a preferred method for manufacturing, assembling and finishing an interactive wand toy having features and advantages in accordance with the present invention;
FIGS. 19A-19F are schematic illustrations showing various possible configurations, arrangements, and finishes of an interactive wand toy having features and advantages in accordance with the present invention;
FIGS. 20A and 20B are schematic illustrations showing two alternative preferred embodiments of an RFID-enabled wand toy having features and advantages in accordance with the present invention;
20C and 20D are front and rear views, respectively, of a preferred embodiment of an RFID-enabled transaction card having features and advantages in accordance with the present invention;
20E and 20F are front and rear views, respectively, of a preferred embodiment of an RFID-enabled key fob having features and advantages in accordance with the present invention;
FIG. 21A is a partial cross-sectional detail view of the distal end of the interactive wand toy of FIG. 1 illustrating the provision of an RFID transponder device therein;
FIG. 21B is a schematic illustration of an RFID read/write unit for the interactive wand toy of FIG. 1 having features and advantages in accordance with the present invention;
FIG. 21C is a simplified electrical schematic diagram of the RFID read/write unit of FIG. 21B having features and advantages in accordance with the present invention;
FIG. 22 is a simplified schematic block diagram of an RF transmitter module suitable for use in accordance with a preferred embodiment of the present invention;
FIG. 23 is a simplified schematic block diagram of an RF receiver module and controller suitable for use in accordance with a preferred embodiment of the present invention;
fig. 24 is a simplified schematic diagram of an alternative embodiment of a portion of the RF receiver module of fig. 23 suitable for use in accordance with a preferred embodiment of the present invention;
fig. 25 is a detailed circuit schematic of the RF transmitter module of fig. 22 suitable for use in accordance with a preferred embodiment of the present invention;
FIG. 26 is a detailed circuit schematic diagram of the RF receiver module of FIG. 23 suitable for use in accordance with a preferred embodiment of the present invention;
FIG. 27 is a perspective illustration of a preferred embodiment of a wand-actuated play effect comprising a player piano controlled at least in part by the output of an RF receiver and/or a magnetic reed switch having features and advantages in accordance with the present invention;
FIG. 28 is a perspective illustration of another preferred embodiment of a wand-actuated play effect including a book shelf with a simulated floating book controlled at least in part by the output of an RF receiver and/or a magnetic reed switch having features and advantages in accordance with the present invention;
FIG. 29 is a perspective illustration of another preferred embodiment of a wand-actuated play effect including a fountain effect controlled at least in part by the output of an RF receiver and/or a magnetic reed switch having features and advantages in accordance with the present invention;
30A and 30B are timing perspective views of a magic training center containing various wand-actuated play effects controlled at least in part by the output of one or more RF receivers and/or magnetic reed switches having features and advantages in accordance with the present invention;
FIG. 31A is a perspective illustration of a preferred embodiment of a wand-actuated game including a light-emitting square grid controlled at least in part by one or more RF receivers and/or magnetic reed switches having features and advantages in accordance with the present invention; and
31B-31D are timing top plan views of the wand-actuated game of FIG. 31A illustrating its preferred operation and having features and advantages in accordance with the present invention.
Detailed Description
For ease of description and for a clearer and better understanding of the present invention, elements similar to those previously described may be identified by similar or identical reference numerals. However, all of the described elements in all embodiments need not be the same, as obvious differences may exist when reading and understanding the context of each particular disclosed preferred embodiment.
Interaction bar
The present invention provides a game that allows game participants to electronically and "magically" interact with their surrounding game environment by pointing at or using their wands in a particular manner to achieve desired goals or produce desired effects within the game environment. The use of the wand may be as simple as touching it to a particular surface or "magic" item within a suitably configured gaming environment, or it may be as complex as shaking or twisting the wand a predetermined number of times in a particular manner and/or pointing it precisely at a desired particular target to be "magically" transformed or otherwise affected.
For example, various wand-compatible receivers may be distributed throughout the gaming device that will allow a wand user to initiate various associated game effects and/or play games using the wand. As game participants play and interact within each game environment they learn more about the "magic" energy possessed by the wand and become more proficient in using the wand within various game contexts to achieve desired goals or desired game effects. Optionally, game participants may collect points or earn additional magic levels or grades because they successfully achieve each game effect or task. In this way, game participants may compete with each other to see who may obtain more points and/or reach the highest magic level.
Figure 1 illustrates the basic structure of a preferred embodiment of an interactive "magic" wand toy 100 having features and advantages in accordance with the present invention. Although a magic wand is specifically contemplated and described herein as the most preferred embodiment of the present invention, those skilled in the art will readily appreciate that the present invention is not limited to wands, but may be implemented using any number or variety of other articles and toys that may be adapted to inject the particular "magic" energy or other functionality described herein. Other suitable magical articles and toys may include, for example and without limitation, ordinary sticks, branches, flowers, swords, canes, whips, paddles, blunt chucks (numb sticks), cricket sticks, baseball bats, various sport balls, brooms, feather dusters, paintbrushes, spoons, chopsticks, pens, pencils, crayons, umbrellas, walking sticks, candy sticks, candlesticks, candles, musical instruments (e.g., flute, recorder, drum sticks), books, diaries, flashlights, telescopes, kaleidoscope, laser indicators, cords, tashes, gloves, coats, hats, shoes and other clothing items, fishing rods and simulated dolls, action figures, stuffed animal dolls, rings, bracelets and other jewelry items, key chain accessories, lighters, rocks, crystals, crystal balls, prisms, and various simulated game articles, such as apple poles, joysticks, craps, whips, paddles, sticks, and the like, Orange, banana, carrot, celery and other fruits/vegetables. However, magic wands are particularly preferred because they are extremely versatile, can span a wide variety of different play themes and play environments, and, as will be described in greater detail herein, can be customized and personalized in their manufacture, assembly and polishing.
As illustrated in FIG. 1, the wand 100 basically comprises an elongated hollow tube or barrel 110 having a proximal end 112 and a distal end 114. An internal cavity 116 is preferably provided to house and safely store various circuits (described later) for activating and operating the wand and the effects of various wand controls. As will be described in more detail later, batteries, optional lighting, lasers and sound effects, and/or the like may also be provided and stored within the cavity 116 if desired. While a hollow metal or plastic tube 110 is preferred, it will be appreciated that virtually any other mechanical structure or housing may be used to support and contain the various components and parts described herein, including integrally molded or encapsulated sealing structures such as epoxies and the like. If a metal tube is chosen, care must be taken to ensure that it does not unduly interfere with any of the magnetic, RFID, or RF/IR devices described herein. Thus, for example, any RF antenna should preferably be mounted near or adjacent to the end opening and/or other openings of the tube 110 to ensure proper operating range and desired directivity.
The proximal end 112 of the tube 110 is preferably adapted to secure the tube 110 to an optional handle 120. The handle 120 may further include a securing member, such as a bolt 121, snap latch, mating magnet, etc., for receiving and securing an optional decorative handle 123. For example, the game participants may purchase, select, and/or obtain the grip 123 while they play a game and/or while they play a different game.
The distal end 114 of the wand is preferably equipped with an RFID (radio frequency identification) transponder or tag 118 that is operable to provide relatively short range RF communication (less than about 200 cm) using one or more RFID reader units or reader/writer units, as described in more detail later. The transponder 118 contains certain electronic devices that contain a radio frequency identification ("UPIN") that is pre-programmed with a unique personal identification number ("UPIN"). The UPIN may be used to identify and track individual wands and/or play participants. Optionally, each tag can also include a unique group identification number ("UGIN") that can be used to match a defined individual group having a predetermined or desired relationship.
The RFID transponder is preferably used to store certain information identifying each game participant and/or describing certain energy or capabilities possessed by the virtual role-playing character. For example, players may advance through a magic adventure game by finding clues, casting spells, and resolving various puzzles presented. Players may also get (or lose) certain attributes such as magic skills, magic strength, fighting power, various spell throwing capabilities, etc., based on the game, skill level, and/or purchase of ancillary game items. Some or all of this information is preferably stored on RFID transponder 118 so that character attributes can be easily and conveniently transferred to various compatible gaming devices, games, video games, home gaming consoles, handheld gaming units, etc. Alternatively, only the UPIN and/or UGIN are stored on the transponder 118, and all other desired information is stored on a computer accessible database indexed by the UPIN and/or UGIN.
The operation of the transponder 118 (and/or other wireless communication devices described later) is preferably controlled by an internal activation circuit 115, which internal activation circuit 115 contains (in the particular embodiment illustrated) a series connection of mercury tilt sensors 122 and 124 (represented in the respective schematic diagrams as switches S1 and S2, respectively). As illustrated in fig. 2A and 2B, each mercury tilt sensor 122, 124 comprises a sealed, evacuated glass bulb 130 containing a small liquid mercury bulb therein. A counter-electrical wire 134 extends through the glass bulb 130 at its sealed end and forms closely spaced contacts 136. In one orientation (e.g., fig. 2B), the mercury bulb 132 is pulled by gravity to cover or encapsulate the contact 136, thus completing the circuit and closing the switch S1/S2 (on state). In all other orientations (e.g., fig. 2A), the mercury ball 132 does not contact or encapsulate the two contacts 136, and thus, the circuit remains open (off state). The particular orientation and tilt angle required to trigger the on or off condition will depend on the size of the glass bulb 130, the amount of mercury 132 contained, and the size and spacing of the contacts 136. If a mercury sensor is used, it is preferably encased in a metal and/or epoxy envelope to ensure that it is protected from breakage and possible health and environmental hazards. Preferably, each mercury sensor is encased in epoxy within a sealed stainless steel ferrule.
Alternatively, one or more micro-ball tilt sensors 136 or 138 may be used in place of or in addition to the mercury switches 122, 124 to include the micro-ball tilt sensors 136 or 138. For example, fig. 3A and 3B are schematic illustrations of a micro-ball tilt switch 136 (normally closed configuration), which may be suitable for use in accordance with an alternative embodiment of the present invention. The tilt switches 136, 138 generally comprise upper and lower conductive enclosures 142, 146, respectively, separated by a suitable insulating material 144 and a conductive ball 140 free to move therein. In one orientation (e.g., fig. 3A), the internally contained conductive balls 140 reside within an annular groove that completes the circuit between the top conductive enclosure 142 and the bottom conductive enclosure 146 (on state). However, when the sensor 136 is tilted by an amount greater than the angle α (fig. 3B), the ball 140 rolls off the lower conductive enclosure 141 and, as a result, the circuit is open (off state).
Fig. 4A and 4B are schematic illustrations of another embodiment of a micro-ball tilt switch 138 (normally open configuration), which may also be adapted for use in accordance with another alternative embodiment of the present invention. In this case, in a first orientation (e.g., fig. 4A), the internally contained conductive ball 140 resides within a central conical groove formed in the lower conductive enclosure 146 and is thereby prevented from contacting the upper conductive enclosure 142 and completing the electrical connection (off state). However, when the sensor 138 is tilted by an amount greater than the angle α (fig. 4B), the ball 140 rolls out of the conical groove, thereby contacting the upper conductive enclosure 142 and completing the circuit (on state). The particular orientation and range of tilt angles required to trigger the on or off condition of the micro-ball sensors 136, 138 may be varied and/or adjusted to meet the changing needs and skill levels of the wand user.
Referring to fig. 5A and 5B, as illustrated, the tilt sensors 122 and 124 are preferably oppositely oriented and spaced apart between opposite ends of the tube 110. Those skilled in the art will appreciate that in virtually any static position of wand 100, at least one of tilt sensors 122, 124 will be in an off state. Thus, when the wand is in a non-static condition, in other words, when the wand is in motion, substantially only the transponder 118 may be activated. More specifically, the arrangement and orientation of the tilt sensors 122, 124 is preferably such that different accelerations or motions are required at the proximal and distal ends 112 and 114 to trigger both tilt sensors 122, 124 to their on positions (or off positions, as may be the case), and thus, enable or activate the transponder 118 (or other wireless communication device described later).
As illustrated in FIG. 5A, when the wand 100 is held in a vertical orientation, the tilt sensor 122 (S1) is in its on state (statically on) and the tilt sensor 124 (S2) is in its off state (statically off). Because the sensors are wired in series, the activation circuit 115 is off (open circuit) and the transponder 118 is disabled. Of course, those skilled in the art will readily appreciate that if transponder 118 requires a short circuit to disable, sensors 122 and 124 are preferably wired in parallel, and in the orientation shown, activation circuit 115 will be shorted through S1. On the other hand, when the wand 100 is held in the upside down orientation (FIG. 5B), the tilt sensor 122 (S1) is in its OFF state (static OFF) and the tilt sensor 124 (S2) is in its ON state (static ON), such that the activation circuit 115 remains in the OFF state (open circuit) and the transponder 118 remains disabled. Again, if transponder 118 needs to be shorted to disable, sensors 122 and 124 will preferably be wired in parallel, and in the orientation shown, activation circuit 115 will be shorted via S2.
Advantageously, when the user actively moves the wand 100 in this particular manner to apply different temporary acceleration forces to the distal and proximal ends of the wand 100 (or wherever the sensor is located if it is not at the distal and proximal ends), substantially only the wand activation circuit 115 according to the preferred embodiment described above is activated (and only the transponder 118 is activated). Specifically, the temporary acceleration force must be sufficient enough at one end of the wand to overcome the force of gravity acting on the upper sensor (static off), and insufficient at the other end to overcome the force of gravity acting on the lower sensor (static on). Fig. 6 illustrates this temporary situation.
The wand activation circuit 115 (and thus the transponder 118) is activated by holding the wand in one hand slightly tilted upward while gently and smoothly waving it so that the distal end 114 of the wand moves in an upward-rising arcuate pattern while the proximal end 112 remains relatively stable or moves in a smaller, more gradual arcuate pattern. The acceleration forces caused by the upward arcuate motion at distal end 114 counteract the force of gravity on tilt sensor 124 and cause tilt sensor 124 to switch from its off state to its on state. At the same time, the small arcuate motion and acceleration forces at proximal end 112 are insufficient to counteract the gravitational force on tilt sensor 122, and thus, tilt sensor 122 remains in its on state. The result is that both sensors 122 and 124 are temporarily in their on states and the wand activation circuit 115 thereby temporarily activates the transponder 118. The complexity and availability of the motion is similar to a golf swing. Only with such a special motion (or other similar learning motion) performed in a precise and repeatable manner will a temporary condition be satisfied to cause both sensors 122 and 124 to switch to their on states, thereby temporarily activating transponder 118. If the arcuate motion is too fast or significant, the lower sensor 122 will switch to its off state. On the other hand, if the arc motion is too slow or too shallow, the upper sensor 124 will not switch to its on state. Thus, successful operation of the wand 100 requires substantial skill, patience and training.
Those skilled in the art will readily appreciate and understand that various additional and/or other alternative wand activation circuits may be designed and configured in response to different desired wand activation motions. This may be accomplished, for example, by adding more sensors and/or by changing sensor positions and orientations. For example, one wand movement may trigger a first wand activation circuit (and a first wand effect), while a different wand movement may trigger a second wand activation circuit (and a second wand effect). The number, type and complexity of wand movements and the corresponding wand activation circuits are limited only by design and cost considerations and user preferences. The most desirable 6-12 unique wand activation motions and corresponding wand activation circuits are provided. Of course, those skilled in the art will recognize that multiple wand activation circuits may share one or more sensors and/or other support circuits and components as needed or desired. Alternatively, a single, multi-mode wand activation circuit may be provided, which is responsive to multiple wand movements.
The difficulty and skill level required to master the movements of each stick may preferably be adjusted to suit the age and skill level of the individual user. In general, selecting tilt sensors 122, 124 with narrow activation ranges increases the level of difficulty for the wand, as it makes it more difficult to meet the temporary conditions required to transition each sensor to its on or activated state. Similarly, adding more sensors also increases the level of difficulty, as it reduces the likelihood that all required transient conditions can be met at a given time. The placement and orientation of the sensors 122 and 124 (and any other sensors) may also make the desired level of difficulty and skill different. For example, spacing the sensors closer together (e.g., 3-5cm apart) generally makes it more difficult to operate the wand, as it becomes increasingly difficult to create different temporal conditions with respect to each sensor location. Conversely, spacing the sensors farther apart (e.g., 10-35cm apart) makes rod operation easier. The optimal sensor spacing is about 8-12 cm. If desired, some or all of the difficulty level parameters may be adjusted or changed as skill levels increase or as other circumstances permit.
Of course, those skilled in the art will appreciate that the wand activation circuit 115 is not limited to those circuits that include mercury or micro-ball tilt sensors as illustrated, but may be practiced using a wide variety of other motion and/or tilt sensors and/or other supporting circuit elements and components selected and suitable for the purposes described herein. These include, without limitation, shock sensors, microsensors, gyroscope sensors, force sensors, microswitches, momentum sensors, gravity sensors, accelerometers, and all of the various reed switches (gravity, momentum, magnetic, or otherwise). Moreover, if desired, any one or more of these and/or other similar sensor devices may also be used in conjunction with other supporting circuit elements or components (internal or external to the wand 100), including microprocessors, computers, controller boards, PID circuitry, input/output devices, and the like. Mercury and micro-sphere tilt sensors as illustrated and described above are particularly preferred because they are relatively inexpensive and reliable.
FIG. 7 is a schematic illustration of an alternative embodiment of an interactive wand 100a, the interactive wand 100a including an optional RF/IR module adapted for long-range wireless communication (up to about 100 meters). Wand 100a is substantially the same as wand 100 illustrated and described above in connection with FIG. 1, except that long-range wand operation is achieved by replacing RFID transponder 118 (FIG. 1) in wand 100 with an auxiliary RF/IR transmitter 150 (see FIGS. 22 and 25, with a discussion of electrical schematic and other details). Those skilled in the art will readily appreciate that an infrared LED transmitter of the type used for standard television remote control may be provided instead of or in addition to the RF transmitter 118 if line-of-sight or directional actuation is desired. In the latter case, a hole (not shown) should preferably be provided in the distal end 114 of the wand to accommodate the emitting LED of the IR emitter circuit. Of course, a wide variety of other wireless communication devices and various optional audio and lighting effects may also be provided, if desired.
The RF/IR emitter module 150 and/or any other desired optional effects may be activated using the wand activation circuit 115 generally illustrated and described above in connection with FIGS. 1-6. As illustrated in FIG. 7, the tilt sensors 122, 124 (S1/S2) are wired in series with the RF/IR module between the battery 152 (voltage source V +) and ground (all or part of the tube 110). Thus, when both sensors 122 and 124 are in their on states (both switches S1 and S2 are closed), power is supplied to the RF/IR module 150. Again, as illustrated and described above in connection with FIG. 6, this temporary state may be achieved substantially only when the skilled user actively moves the wand 100a in this particular manner to apply different temporary acceleration forces to the distal and proximal ends of the wand 100 a. Except as noted above, it will be appreciated that the rod 100a is substantially identical in all other material respects to the rod 100 illustrated and described in connection with fig. 1-5. Note that the handle 120a and grip 123a are slightly modified, as these elements are preferably uniquely customized/personalized for each wand and/or wand user, as will be discussed in more detail later.
FIG. 8 is a schematic illustration of another alternative embodiment of an interactive wand toy including an optional magnetically induced energy source. Wand 100b is substantially the same as wand 100 illustrated and described above in connection with FIG. 1, except that battery 152 is replaced with a magnetic induction energy generator 162. The magnetic induction energy generator 162 includes an induction coil L1 sized and arranged so that it generates an alternating current when exposed to a fluctuating magnetic field (e.g., a moving permanent magnet 164 that rubs back and forth and/or an externally generated electromagnetic field). This resulting current is rectified by a diode Dl or, alternatively, a full-wave bridge rectifier (not shown), and the electrolytic capacitor Cl is preferably charged until it reaches a predetermined operating voltage V +. Voltage regulator means such as zener diodes (not shown) and/or active calibration circuitry may be added if desired to stabilize and improve the efficiency of the magnetic induction energy generator 162.
Alternatively, those skilled in the art will appreciate that various magnetic field effect sensors, such as the Weiland sensor, can be readily used in place of or in addition to induction coil L1, where, for example, it is desirable to improve the energy generation efficiency of circuitry 162. For example, U.S. Pat. No. 6,191,687 to Dlugos discloses a Wiegand effect energy generator comprising a Wiegand wire that changes its magnetic state in response to exposure to an alternating magnetic field. The WieGand wire has a core with divergent magnetic properties and a shell portion. The magnetic properties of the wire are such that it produces an output power signal that corresponds to the strength and rate of change of the magnetic field to which the WieGand wire is exposed. The energy pulse is typically between about 5 and 6 volts and is 10 microseconds in width. The energy pulse has sufficient voltage and duration to power a low power transmitter such as RF/IR module 150. A suitable Wiegand sensor that may be utilized in accordance with the present invention is the 2000 series sensor sold by EHD corporation. The 2000 series Wiegand sensor generates a pulse in response to passing an alternating magnetic field or permanent magnet near the sensor.
The energy generating circuit 162 is preferably such that the wand 100b has an immovable part and does not require maintenance of the replacement battery or the like during its expected life. All energy is generated and stored by rubbing the wand back and forth with a permanent magnet and/or by placing the wand within an externally generated electromagnetic field. Preferably, the inductor L1 (or Wiegand wire) and the capacitor Cl are selected such that its exposure to an external fluctuating magnetic field for 5-10 seconds will sufficiently charge the capacitor Cl to enable the wand RF/IR transmitter to be activated at least once and preferably 5-20 times without recharging. Advantageously, the absence of replaceable batteries or other visual electronic technology significantly increases the realism of the magic fantasy and the experience of being fully immersed therein, and gives the user the feeling of practicing, performing and mastering "real" magic using the "real" magic wand 100 b. Optionally, a non-replaceable, permanently rechargeable battery and/or a factory replaceable battery (not shown) may be provided in place of or in addition to the energy generating circuit 162, where long term energy storage is desired. Wand 100b is substantially identical in all other material respects to wand 100a illustrated and described above in connection with FIG. 7, except that magnetic induction energy generator 162 is used to replace battery 152. Note that the handle 120b and grip 123b are slightly modified, as these elements are preferably uniquely customized/personalized for each wand and/or wand user, as will be discussed in more detail later.
FIG. 9 is a schematic illustration of another alternative embodiment of an interactive wand toy including an optional piezoelectric generator. Wand 100c is substantially the same as wand 100b illustrated and described above in connection with FIG. 8, except that magnetic induction energy generator 162 has been replaced with a piezoelectric generator 166 and a power source 168.
Piezoelectricity relates to the unique properties of certain materials such as quartz, rochelle salts, and certain solid solution ceramic materials such as lead zirconate titanate (Pb (Zrl-xTix) 03) ("PZT"), which causes induced stress to generate a voltage, or conversely, an applied voltage to generate induced stress. In the "generator" mode, electricity is formed when a piezoelectric ("piezo") crystal is mechanically pressurized. In contrast, in the "motor" mode, the piezoelectric crystal acts mechanically when an electric field is applied.
PZT is one of the main piezoelectric materials used today. It can be fabricated in a bimorph or single crystal structure (piezoelectric element) and operated in a bending mode. These structures have the ability to produce high electrical outputs from low mechanical impedance sources (in contrast, large displacements under low-level electrical excitation). Typical applications include force transducers, cigarette lighters and boiler-fired spark pumps, microphone heads, stereo pickups, etc.
Piezoelectric elements are known for generating small amounts of useful energy from motion. For example, U.S. Pat. No. 3,456,134 to Ko (which is incorporated herein by reference in its entirety) discloses a piezoelectric energy converter for electron injection, in which a piece of piezoelectric PZT in the form of a resonant cantilever beam is used to convert bulk motion into electrical energy. See also U.S. Pat. No. 6,438,193 to Ko et al, which discloses a similar piezoelectric generator for a self-powered tire revolution counter. The piezoelectric generator has particular application and benefit to batteryless toys and wands of the type disclosed and described herein.
Figure 10 is a cross-sectional view of such a piezoelectric generator 166 including a "bimorph" piezoelectric element 170 rigidly mounted at one end forming a cantilever beam. "bimorphs" are flexural piezoelectric elements that have the ability to handle more motion and less force than a single piezoelectric plate. Bimorph piezoelectric element 170 comprises two flat piezoelectric crystals fastened together face-to-face with a spacer or paddle therebetween. The mechanical bending of the element 170 causes it to generate a corresponding voltage between the output electrodes 176, 178.
The piezoelectric element 170 is mounted and enclosed within the distal end of the tube 110 (fig. 9), and its free end is loaded with a small weight 174, the small weight 174 being selected to resonate at the appropriate frequency corresponding to the possible or expected motion of the rod 100 c. Typical measured oscillation frequencies are about 10-100 Hz. When the wand is moved periodically, the piezoelectric element 170 vibrates back and forth to generate an electrical pulse. These electrical pulses are then rectified by a full wave bridge rectifier 180 (fig. 11), filtered by a filter circuit comprising capacitors Cl, C2 and resistors R0, Rl and stored in an energy storage capacitor C3, preferably a low voltage electrolytic capacitor.
To extract maximum power from the piezoelectric element 170, the power supply circuit l68 "load" impedance is preferably selected to match the output impedance of the piezoelectric element 170. To minimize chain reaction (peak-to-peak chain magnitude imposed on the nominal DG voltage level), it is preferable to select as large an energy storage capacitor C3 as possible given the available space constraints. To improve the stability of the power supply, an optional voltage regulator 182 may be added. For example, the LM185 IC bandgap voltage regulator may be selected.
The piezoelectric generator and power circuit 166, 168 preferably has sufficient power output under normal operating conditions so that the wand 100c does not require other internal energy sources such as replaceable batteries. During use, for example, during casting spells or during normal walking or running while carrying wand 100c, all energy is generated and stored by normal movement of the wand. Preferably, the energy storage capacitor C3 is selected such that when fully charged it provides sufficient stored energy to activate the wand to be activated at least once and preferably 50-100 times without recharging. Advantageously, the absence of replaceable batteries or other visible electronic technology significantly increases the fantasy reality and the experience of fully immersing therein, and gives the user the feeling of practicing, performing and mastering "real" magic using the "real" magic wand 100 c. Optionally, a non-replaceable, permanently rechargeable battery and/or a factory replaceable battery (not shown) may be provided in place of the energy generation circuitry 166, or in addition to the energy generation circuitry 166, where long term energy storage is desired. Rod 100c is substantially identical to rod 100b illustrated and described above in connection with fig. 8 in all other material respects. Note that the handle 120c and grip 123c are slightly modified, as these elements are preferably uniquely customized/personalized for each wand and/or wand user, as will be discussed in more detail later.
FIG. 12 is a schematic illustration of another alternative embodiment of an interactive wand toy including an RF/IR module and an optional RFID transponder. Wand l00d is substantially the same as wand 100b illustrated and described above in connection with FIG. 8, except for the addition of optional RFID transponder 118 d.
Having the RFID transponder 118 illustrated and described above in connection with fig. 1, the RFID transponder 118d is operable to provide relatively short range RF communications (less than about 200 cm) using one or more RFID reader units or reader/writer units, as will be described in more detail later. Transponder 118d preferably also contains certain electronic devices that contain radio frequency tags that are pre-programmed with a unique personal identification number ("UPIN"). The UPIN may be used to identify and track individual wands and/or play participants. Optionally, each tag 118d can also include a unique group identification number ("UGIN") that can be used to match a defined individual group having a predetermined or desired relationship. The RFID transponder is preferably used to store certain information identifying each game participant and/or describing certain energies or capabilities possessed by the virtual role-playing character. Players advance in magic adventure games by finding clues, casting spells, and solving various problems presented. Players may also get (or lose) certain attributes such as magic skills, magic strength, fighting ability, various spell throwing abilities, etc., based on the game, skill level, and/or purchase of ancillary game items. Some or all of this information is preferably stored on the RFID transponder 118d so that character attributes can be easily and advantageously transmitted to various compatible gaming devices, games, video games, home gaming consoles, handheld gaming units, etc. Alternatively, only the UPIN and/or UGIN are stored on the transponder 118, and all other desired information is stored on a computer accessible database indexed by the UPIN and/or UGIN.
If desired, RFID transponder 118d may be electronically interlocked and controlled by a corresponding wand activation circuit such as that illustrated and described above in connection with FIG. 1. Preferably, however, the RFID tag 118d is not interlocked, but is always activated. In this manner, transponder 118d may be easily read at short range using an RFID reader/writer (described later) to sense and track play participants and/or to initiate various simple wand effects. When the appropriate wand activation motion is performed as described above in connection with fig. 1-6, preferably only longer range RF communication via RF/IR module 150 is enabled. Rod l00d is substantially identical to rod 100b illustrated and described above in connection with FIG. 8 in all other material respects. Note that the handle 120d and grip 123d are slightly modified, as these elements are preferably uniquely customized/personalized for each wand and/or wand user, as will be discussed in more detail later.
FIG. 13 is a schematic illustration of another alternative embodiment of an interactive wand toy including an RF/IR module and an optional RFID transponder. Except for the location and arrangement of the RFID transponder 118e, wand l00e is substantially the same as wand l00d illustrated and described above in connection with fig. 12.
Having the RFID transponder 118d illustrated and described above in connection with fig. 12, the RFID transponder 118e provides relatively short range RF communication using one or more RFID reader units or reader/writer units, as will be described in more detail later. Transponder 118e preferably also contains certain electronic devices that contain radio frequency tags that are pre-programmed with a unique personal identification number ("UPIN") and a unique group identification number ("UGIN"). It is preferred that the RFID tag 118e is always activated so that the RFID tag 118e can be easily read using an RFID reader/writer (described later) at a short range to sense and track the play participant and/or activate various simple wand effects. Placing the RFID tag 118e in the handle 120e allows for the modular structure and functionality of the wand 100e, as the auxiliary handle can be interchanged by having other unique RFID tags with unique information stored. Optionally, the handle 120e and knob 123e containing the indicia may be omitted entirely, for example, in the case where a less expensive wand is desired.
As noted above, when performing an appropriate wand-initiated motion as described above in connection with FIGS. 1-6, it is preferred that only longer range RF communication via RF/IR module 150 be enabled. Rod l00e is substantially identical to rod 100d illustrated and described above in connection with FIG. 12 in all other material respects. Note that the handle 120e and grip 123d are slightly modified, as these elements are preferably uniquely customized/personalized for each wand and/or wand user, as will be discussed in more detail later.
In certain advanced applications, it is desirable to communicate certain data and commands wirelessly to achieve different or various wand effects. For example, it may be desirable to wirelessly transmit a command signal that turns a particular item (e.g., a light) off and another command signal that turns the item on. As described above in connection with fig. 1-6, this functionality may be achieved using multiple wand activation circuits (or a single multi-mode circuit) that respond to various unique wand motions, whereby, if performed successfully, each wand motion causes a different RF or IR signal to be transmitted to control or activate a desired effect (e.g., turn the light on or off or simulate the floating of an item).
Another convenient way to achieve similar functionality is to load data bits representing a particular desired command directly into a data buffer of the RF/IR module 150f (FIG. 14A), and then, using only a single wand activation circuit and a single learned wand motion, cause an RF or R signal to be transmitted, thereby conveying the command signal and data to the RF or IR receiver and performing the relevant effect. Thus, for example, more inclined sensors 192, 194 (as schematically illustrated by switches S3/S4) may be provided in a convenient location within the wand 100f (e.g., within the handle 120). The sensors are preferably mounted and oriented such that axial rotation of the wand shaft 110 and/or wand handle 120f causes the sensors to alternately switch from their on-states to their off-states. As illustrated in the circuit schematic FIG. 14A, each sensor controls the data input bits of the RF/IR module data bus (e.g., S3, S4).
Preferably, the sensors 192, 194 are disposed at an angle of between about 60 and 120 degrees (most preferably about 90 degrees) from each other in the transverse plane of the wand (see, e.g., fig. 14B). Those skilled in the art will readily appreciate that four possible wand orientations in this manner may result in four unique sensor pair states as follows: opening/closing; off/off; on/off and off/on. These four sensor states may represent, for example, four unique command signals sent using RF/IR module 150 f. Rod l00f is substantially identical to rod 100b illustrated and described above in connection with FIG. 8 in all other material respects. Note that the handle 120f and grip 123f are slightly modified, as these elements are preferably uniquely customized/personalized for each wand and/or wand user, as will be discussed in more detail later.
Where a large number of unique command signals need to be sent, various combinations of additional orientation sensors and/or wand activation circuits may be added if desired. Alternatively, various dials, switches and/or other input devices may be provided for selecting from a large number of unique wand selection commands or "spells". For example, in a preferred embodiment illustrated in fig. 15A-C, a wand l00g is provided that includes an actuated handle rotary switch 202 that directly loads up to 4 data bits (up to 16 possible unique codes) representing a particular desired command into the data buffer of RF/IR module 150g (fig. 15A).
As illustrated in FIG. 15C, the user rotates the knob 123g and sets it to the desired spell represented by magic symbols 204 (FIG. 15D). Then, using only a single wand activation circuit and a single learned wand motion, the user causes an RF or IR signal to be emitted, transmitting unique command signals/data to the RF or IR receiver, thereby controlling or activating the associated effect. Alternatively, a potentiometer may be used in conjunction with an A/D converter circuit instead of rotary switch 202 to select wand functions/spells. Rod l00g is substantially identical to rod 100b illustrated and described above in connection with FIG. 8 in all other material respects. Note that the handle 120g and grip 123g are slightly modified, as these elements are preferably uniquely customized/personalized for each wand and/or wand user, as will be discussed in more detail later.
FIG. 16A is a schematic illustration of another alternative embodiment of an interactive wand toy including a selectable touch sensor assembly for selecting one or more wand spell commands. Wand 100h is substantially identical to wand l00f illustrated and described above in connection with FIGS. 14A and 14B, except that contact sensor assemblies 208, 210, 212 replace tilt sensors 192, 194.
The touch sensor assemblies 208, 210, 212 (represented in the accompanying schematic as S3, S4, S5) contain solid-state electronic switches (no buttons or moving parts) that are actuated by simple contact of a finger. Most preferably, they are solid state contact switches of the type illustrated and described in U.S. Pat. No. 4,063,111 to Dobler et al, the entire contents of which are incorporated herein by reference. As illustrated in fig. 16B, each contact switch contact element 208, 210, 212 is preferably formed by a pair of conductive electrodes 211 surrounded by an insulating material 213 and preferably flush with the insulating material 213. If desired, the electrodes 211 may be shaped in the form of magic symbols or other shapes that conform to the desired magic theme, as illustrated. During use, a user's finger 217 is placed on a pair of electrodes 211, and thereby forms part of a circuit to change the state of a respective solid state electronic switching device Ql, Q2, Q3, such as a MOSFET or PNP transistor, with which it communicates. Thereby activating the touch sensor.
Each touch sensor preferably controls one data input bit of the RF/IR module data bus (e.g., S3, S4, S5). One or more contact switches may be activated during a single wand transfer. Thus, those skilled in the art will readily appreciate that the eight possible combinations of touch switch actuation may correspond to eight unique sets of command input data of on/off; off/on; on/off/on; off/on; on/off; off/off; on/off and off/on/off. These eight sensor states may represent, for example, eight unique command signals sent using RF/IR module 150 h.
As illustrated in fig. 16C and 16D, a user may select spells by touching one or more selected magic symbols. Then, when holding a finger over the selected magic symbol and using only a single wand activation circuit and a single learned wand motion, the user causes an RF or IR signal to be transmitted, carrying a unique command signal/data to the RF or IR receiver, thereby controlling or activating the relevant effect.
Optionally, bar l00h includes a magnetic tip 216, as shown in FIG. 16A. This may be particularly advantageous and interesting for short-range activation of various game effects, such as turning on/off lights, triggering special sound and/or lighting effects, etc. For example, FIGS. 17A-17B are timing illustrations of one embodiment of a magnetically activated lighting effect using an interactive wand toy l00h with an optional magnetic tip 216. A magnetic reed switch 218 is provided in series between the desired lighting effect 220 and the power supply (V +). The reed switch is constructed in the normal manner. The contacts 222, 224 are normally open and, therefore, the lighting effect 220 is in its off state. However, when the magnetic tip 216 of the rod l00h is brought into relatively close proximity (2-3 cm) to the reed switch 218, the contact elements 222, 224 are magnetized by the magnetic field curve and attracted to each other. This causes the contacts 222, 224 to immediately attract, closing the gap and completing the circuit to turn on the lighting effect 220. Of course, those skilled in the art will appreciate that various relays, energy controllers, etc. may be needed or desired to provide adequate control of the larger, more complex effects. But all of these effects (whether how small/simple or how large/complex) can be triggered by a simple reed switch 218 and a bar l00h with a magnetic tip 216, as described above.
Magnetic tip 216 is particularly useful and synergistic in combination with other disclosed functions and features of rod l00 h. Thus, for example, as illustrated in FIG. 17C, the desired lighting effect is controlled by RF/IR receiver 250, which RF/IR receiver 250 is adapted to receive RF and/or IR command signals from wand l00 h. The RF/IR receiver 250 (and/or lighting effect 220) is also controlled by the series connected magnetic reed switch 218, as illustrated and described above (fig. 17A, 17B). Ideally, this allows the user to use the wand l00h and its magnetic tip 216 to select one or more effects that he or she wants to control or activate. For example, the closure of the magnetic reed switch 218 sends an activation signal to the RF/IR receiver 250. In response, the receiver starts a timer (e.g., 5-10 seconds) in which its RF and/or IR receiver circuitry is activated and ready to receive one or more transmitted commands for controlling the related effect 220. Thus, the user may choose to control the lighting effect 220 by activating the reed switch 218 with the magnetic tip 216 of the wand l00 h. The user may then cast a spell (causing wand l00h to transmit an RF or IR command signal) that commands RF/IR receiver 250 to turn the lighting effect on or off to change the lighting effect (e.g., change its color or intensity) and/or produce a related effect (e.g., simulated floating of the light source or other desired effect). In this way, the user may maintain direct and precise control over certain individual game effects, which may be desirable. Rod l00h is substantially identical to rod 100f illustrated and described in connection with FIG. 14 in all other material respects. Note that the handle 120h and grip 123h are slightly modified, as these components are preferably uniquely customized/personalized for each wand and/or wand user, as will be discussed in more detail later.
While it is particularly preferred to provide a batteryless RF-enabled, RFID-enabled, or IR-enabled wand 100, those skilled in the art will recognize that the present invention may be implemented in a variety of other ways that incorporate some or all of the inventive features disclosed and described herein. For example, the wand activation circuit 115 may be implemented in a variety of other gaming and entertainment applications, such as video games, wireless or hardwired wand input devices for computer games or home gaming consoles, slot or gambling machines, home entertainment devices that use simple bells and buzzers, and so forth. Alternatively, some or all of the various circuits and components described herein may be implemented externally, such that wand 100 may not be completely autonomous, but may rely on some or all of its functional certain external components and circuits. Alternatively, some or all of the various circuits and components described herein may be implemented in a form wearable by a user so that the various interactive game effects and the like described herein may be actuated via special hand or arm movements without the use of a wand.
Stick operation
The magic wand as disclosed and described herein may be used to throw an endless number of spells or commands (of course more complex operations are also possible and desirable) based on a single wand activation circuit, a single learned wand movement, and only a few unique wand command signals selected using any of the various circuits and structures described above in connection with fig. 14-16. For example, using the wand l00g illustrated and described in connection with FIGS. 16A-16D, a user can easily transmit three distinct command codes selected by each of the three contact sensors 108, 110, 112. Touching the "+" or "-" symbol and swinging the wand in the desired motion will trigger the internal wand activation circuit and cause the wand to transmit a Radio Frequency (RF) or Infrared (IR) signal corresponding to an "on/throw" or "off/block" command or spell, respectively. This may be useful, for example, for turning on/off various game effects over long distances (up to 100 meters) and for basic games such as spell casting competitions, target practice, etc.
If it is desired to provide signal directionality such that a command signal or spell may be aimed or cast at each particular selected game effect or target, then a directional signal source such as IR and/or directional RF is preferably selected. Alternatively, a combination of directional (e.g., IR) and omnidirectional (e.g., RF) signal sources may be effectively used to provide spell casting capabilities with a desired orientation. For example, a momentum-activated switch or accelerometer (not shown) disposed within the tip of the wand 100 may be used to activate a directional signal source (e.g., a light bulb or l.e.d. emitting a beam or cone of light) when a predetermined momentum force or acceleration is reached. Such a wand with an internal wand activation circuit and/or directional signal source may replace a pistol or rifle in conventional shooting and shooting games, such as disclosed in U.S. patent No. 4,296,929 to Meyer et al and U.S. patent No. 5,785,592 to Jacobsen, for example, both of which are incorporated herein by reference in their entirety.
Waving or activating the wand when contacting the "+" symbol will preferably initiate the initiation of a "complex" spell consisting of various combinations of the first two wand movements (2-base coding) or all three wand movements (3-base coding). Of course, those skilled in the art will recognize that with three touch sensors, up to 8-base encoding is possible by including sensor combinations that are activated simultaneously. Thus, various spells "recipes" or spells may be implemented using a sequence of individual commands and corresponding descriptions of wand movements represented by, for example, three distinct magic symbols. Table 3 below illustrates some examples of possible complex spells/commands using base-3 coding.
TABLE 1
Using up to 6 combinations of 2 wand movements (2-base), 126 different spells may be generated by a wand user. Using up to 6 combinations of 3 wand movements (3-base), the wand user may generate 1092 different spells. 299,592 different spells are possible using 6 combinations of up to 8 bar movements (8-base). There is virtually no limit to the different spells that can be generated and executed in this manner. Preferably, upon the initiation of a complex spell, a timer is initiated by the associated active receiver module and/or the effects controller during each further step thereof. If no additional command signal is received within a predetermined time period (e.g., 0.5-3 seconds), the complex spells are deemed "complete" and the effect controller actuates an appropriate relay to trigger any appropriate effect corresponding to the received complex spells. If the spell, whether incomplete or inaccurate, preferably only triggers a "swish" or similar sound effect indicating that the spell was cast but not functioning.
If desired, the active receiver module or associated effect controller may also be configured to give the user an audible and/or visual cue as each complex spell is cast. This is to help users throw complex spells and to help them identify when they have made a mistake or whether they are throwing a wrong or unwanted spell. For example, when each step in a complex spell is successfully completed, various thematic feedback effects may be provided, such as a glow, a halo effect, or a gradually increasing sound effect. In addition, this helps users learn spells and know where they may have made a mistake in casting a particular spell. This also helps the user to find and learn new spells by trial and error and remembering the various observed spell sequences/commands that produce the desired effect.
Preferably, the user engages and promotes the interactive magic experience or game over time (e.g., weeks, months, or years) according to a predetermined progression of the game level, wand level, and/or experience level. For example, various RF receivers disposed within a compatible game space may be programmed so that users of a level 1 wand may throw spells only by bringing their wand into contact with virtually any item they want to control/actuate. A user of a level 2 wand will throw simple spells (e.g., on/throw and off/block) over short and medium distance ranges, but not complex spells. Users of class 3 wands will throw both simple spells (e.g., on/throw and off/block) and partially complex spells (e.g., spells requiring 3-wand movements) over short, medium, and long distances, but will not throw more complex spells requiring 4 or more wand movements. A user of a level 4 wand will throw spells of all types and all kinds, simple and complex, over short, medium and long distances using any number of wand movements desired. Some "master" level users may also be able to write or define their own spells and share those spells with other users. There is no limit to the number and complexity of spells and their corresponding effects that can be produced.
For example, the wand level may be easily set and changed by accessing the internal circuitry of each wand and changing the address or encoding of the internal RF/IR transmitter by reversing various dip switches (dip switches). Alternatively, the wand levels may be set and stored at the receiver/controller level within the gaming device by tracking each wand unique ID code (UPIN/UGIN) and using a computer and index database to query the corresponding wand level and any other relevant gaming information associated with each unique UPIN/UGIN. Preferably, when the user reaches the appropriate point or experience to advance to the next level, a particular congratulatory effect is activated and the user is thereby informed that he or she has earned additional magic. If desired, a short congratulatory presentation may be hosted by a "Grand Wizard" when the user's wand is upgraded with new magic powers (e.g., embedding new electronics and/or adjusting various dip switches, circuit jumpers, etc.).
Rod fabrication, assembly and detailed design
The particularly exciting and beneficial aspects of the immersive interactive magic experience according to the present invention provide the user with the opportunity to select, build and/or decorate their own magic wand. Accordingly, it is preferable to standardize, modularize, and interchange all or most of the rod assemblies so that a user can stock (e.g., in a "wizard works shop") and individually purchase various prefabricated rod assemblies and starting materials to produce a myriad of unique and personalized complete rods with evolutionary power, capabilities, and/or aesthetics.
For the most immersive experience, it may be most desirable that the user not be distracted by the underlying technology that enables the wand, but simply enjoy the immersive experience of practicing, performing and mastering the "real" magic using the "real" magic wand. Thus, it is preferred that most, if not all, of the rod assemblies be simple in appearance and preferably free of significant external manifestations (or have only minimal external manifestations) of internal technology. Although not necessarily required, rod materials and components made from natural or simulated natural materials, such as wood, bone leather (bone leather), minerals (metals), and crystals, are particularly preferred.
The base rod assembly includes a rod shaft 110. It may be a hollow plastic, wood or metal shaft provided in a variety of materials and colors. As shown, a complete wand may be constructed by simply selecting the wand shaft 110 and then equipping it with one or more magnetic end caps 216 for a beginner or entry level user. This provides an entry level bar (level 1) that can be used to initiate a variety of simple effects such as those illustrated and described above in connection with fig. 17A-17C. If desired, the small wood lathe 230 may be used to manufacture a specialty rod handle 120 made from any one of a selected wood pole and a large number of available template patterns selected by a user. If further desired, the end of the handle may be centrally drilled to accommodate studs 121, bolts or other means for removably securing selected decorative metal, wood and/or crystal handles 123a-123 f. These handles may include, for example, any of a number of standard, internally threaded bin handles or drawer pull rings such as those available from Emtek Products inc. A level 1 wand constructed in this manner preferably facilitates basic gaming within a compatible gaming device, but is not fully functional and, therefore, may not achieve some of the more desirable gaming effects or gaming experiences available.
In addition, the next-level wand (level 2) should preferably include a simple passive RFID transponder 118 inserted into and secured to one end thereof. The transponder 118 provides relatively short range RF communication and also stores a unique personal identification number ("UPIN") and optionally a unique group identification number ("UGIN"). The UPIN and UGIN may be used to identify and track individual wands and play participants. RFID transponder 118 also stores wand-specific information identifying each game participant and/or describing certain energies or capabilities possessed by a virtual role-playing character. These stored character attributes can be easily and conveniently transferred with a wand to various compatible gaming devices, games, video games, home gaming consoles, handheld gaming units, and the like. If desired, the transponder 118 may be encapsulated in a colored epoxy, Lucite (Lucite), or the like, and thereby pretend to be a natural crystal or mineral/stone. The level 2 wand preferably facilitates compatibility with basic and medium games within the gaming device. It has more functions than a level 1 wand, but the functions are still incomplete and, as a result, some of the most desirable game effects or game experiences available may not be achieved.
In addition, the next-level wand (level 3) should preferably include an active RF/IR module and associated wand activation circuitry for casting a simple spell (e.g., on/off) over long distances in a wireless manner. For example, this would be similar to rod l00d illustrated and described above in connection with FIG. 12. Preferably, the wand will power itself up without the need for batteries or other replaceable internal power sources. However, if a replaceable battery is required, it may be encapsulated in colored epoxy, lucent resin or the like as required and thereby disguised as a natural "energy crystal" or mineral/stone form and sold. The level 3 wand preferably facilitates basic, intermediate and some advanced games within compatible gaming devices. It has more functions than level 1 and level 2 sticks and can throw simple spells long distances, but not more complex spells. Thus, it may not be able to achieve some of the highest available and most desirable game effects or game experiences.
Additionally, the top-level wand (level 4) should preferably include circuitry and/or structure for selecting and casting higher-level and/or more complex spells (e.g., on/off, increase/decrease, up/down, change color, simulate floating, etc.). For example, this would be similar to the rods l00f-l00h illustrated and described above in connection with FIGS. 14-16. Preferably, the wand will power itself up without the need for batteries or other replaceable internal power sources. The level 4 wand preferably facilitates basic, intermediate and all advanced games within a compatible gaming device. It has more functions than level 1, level 2 and level 3 wands and can throw a variety of simple or complex spells over long distances to achieve the highest level and most spectacular magic performance.
Preferably, in all of the above cases, the shaft 110, the shaft 120 and/or the handle 123 may be further decorated and/or personalized, if desired, with various interwoven letters (monograms), engravings, stickies, colorants, specialization paints, etc. to suit the tastes of each individual user. For example, various assembly and manufacturing stations may preferably be provided within a dedicated "studio" area, whereby rod buyers can personally select, manufacture, assemble, and ultimately detail their own rods. Similarly, a stick "kit" may also be selected, packaged and sold, whereby a purchaser may conveniently assemble and decorate his own stick in his own home using the stick components, materials and decorative elements illustrated and described above. Fig. 19A-19F illustrate various examples of rods manufactured, assembled, and designed in detail in the manner described above.
RFID tag/transponder
Many of the preferred embodiments of the invention illustrated and described above are RFID enabled-that is, they utilize RFID technology to electronically store and transfer certain relevant information (e.g., UPIN and UGIN, game level, points, etc.) and/or wirelessly excite or control various magical game effects. RFID technology provides a universal and wireless medium for uniquely identifying items and/or people and for wirelessly exchanging information over short and medium range distances (10 centimeters to 10 meters). Commercially available RFID technology includes an electronic device calling a transponder or tag, and a reader/writer that provides an interface for communicating with the tag. Most RFID systems communicate via radio signals that carry data in one direction (read only) or (more preferably) in two directions (read/write).
Several examples of RFID tags or transponders particularly suitable for use with the present invention have been illustrated and described herein. For example, in the particularly preferred embodiments illustrated and described above, a 134.2kHz/123.2kHz, 23mm glass transponder, such as from Texas Instruments, Inc. (is preferably selectedhttp://www.tiris.comE.g., product number RI-TRP-WRHP). As illustrated in fig. 21A, this transponder basically includes a passive (battery-less) RF transmitter/receiver chip 240 and an antenna 245 provided within a hermetically sealed glass vial 250. A protective silicon sheath 255 is preferably embedded around the sealed vial 250 between the vial and the inner wall of the tube 110 to protect the transponder from shock and vibration. If desired, the RFID transponder 118 may be modified to provide an optional external interrupt/disable line 260, such as illustrated in FIG. 21A and described in more detail above in connection with FIGS. 1 and 5.
However, those skilled in the art will readily appreciate that the present invention is not limited to the particular RFID transponder devices disclosed herein, but may be implemented using any one or more of a wide variety of commercially available wireless communication devices, such as those known or will become apparent to those skilled in the art. Including (but not limited to) RFID tags, EAS tags, electronic surveillance transmitters, electronic tracking beacons, Wi-Fi, GPS, bar codes, etc.
Of particular relevance for the purposes of practicing the present invention are a wide variety of low cost RFID tags available in the form of printed circuits on thin, flat, back-adhered substrates or metal foils. For example, under the name Tag-itTMSold under the brand name of (a) and sold by Texas instruments, Inc. (http://www.tiris.com13.56mHz RFID tags available under the product numbers RI-103-110A) have particular advantages in the context of the present invention. Thin like paper and battery-free, such a universal read/write transponder is placed on a polymer tape substrate and delivered in reels. Which is mounted between laminated paper or plastic layers to produce an inexpensive adhesive,Labels, tickets, and logos. Tag-itTMThe mosaic has a useful read/write range of about 25cm and contains 256 bits of on-board memory (on-board memory) arranged in an 8x32 bit block that can be programmed (written to) and read by a suitably configured read/write device.
Another RFID tag technology that is particularly relevant for the purposes of practicing the present invention is the so-called "chipless" RFID tag. These are extremely inexpensive RFIDs available in the form of printed circuits on thin, flat adhesives. These tags are similar in size, shape and performance to the Tag-it described above, except that they do not require an on-board integrated circuit chipTMAnd (4) an inlay. Chipless RFID tags can be electronically interrogated to display a pre-encoded unique ID and/or other data stored on the tag. Because the tag does not contain a microchip, it is less expensive than conventional RFID tags. A die-less RFID tag with an adhesive-backed up to a 10 meter range and 256 bits of data may cost one-tenth of its silicon die equivalent and generally has better physical performance and durability. For example, a suitable chipless RFID tag is at its ExpressTrak from the checkpoint systemTMAnd (4) obtaining under the brand. Extremely inexpensive chipless RFID tags (and/or other types of RFID tags) can also be used such as those available from Parelec Inc on its Parmod VLTTMConductive inks and the like available under the brand name are printed directly on paper or metal foil substrates.
Such sticky-back marking devices, and the like, are extremely advantageous in the context of enabling interactive gaming experiences, or entertainment experiences, such as the types generally disclosed and described herein. Which is inexpensive, disposable, and can be easily secured or applied to virtually any gaming item, wand, wristband, badge, card, etc., in order to store and retrieve desired user-specific information or item-specific information in electronic form. The information may include, for example, UPIN, UGIN, item type/size/shape/color, first and/or last name, age, rating or level, total points accumulated, tasks completed, devices accessed, etc. For example, FIG. 20A illustrates a preferred embodiment of a wand toy 100i having an adhesive-backed RFID tag 322 affixed to the wand toy 100i for activating the wand 100i to interact with various play effects located within an RFID-enabled gaming device or game environment. Fig. 20B illustrates a second preferred embodiment of a wand toy 100j having an adhesive-backed RFID tag 322 affixed to the wand toy 100j for activating the wand 100j to interact with various play effects located within an RFID-enabled gaming device or gaming environment. Similar RFID tags may also be applied to any of the following: other wands 100a-h or any other toy, play item, jewelry, trinkets, action figures, collectibles, trading cards, and generally any other item to be incorporated as part of an RFID-enabled play experience are disclosed and described herein.
Fig. 20E and 20F illustrate one possible preferred embodiment of a key fob ornament 321 including an RFID tag 322 suitable for use in the various RFID-enabled gaming and entertainment experiences disclosed herein. Not only does the RFID-enabled item make the overall gaming and entertainment experience more exciting and interesting, it can create a unique branding opportunity (branding opportunity) and additional revenue-generating source for a gaming device owner/operator. Also, and most advantageously, character attributes developed during game participants' access to a local gaming device are stored on the indicia 322. When the game participant then accesses the same or other compatible game device again, their character attributes are all "remembered" on the indicia to enable the game participant to continue the game through the same role-playing character and to continue developing the role-playing character. Likewise, various video games, home gaming consoles, and/or hand-held gaming units may be configured and preferably are configured to communicate with tags in a manner similar to that described above and/or using other well-known information storage and communication techniques. In this manner, a game participant can use the same role-playing character that he or she has developed in a favorite video action game, role-playing computer game, or the like, with specific associated attributes.
Transaction cards incorporating RFID tags are also particularly advantageous in the context of an interactive role-playing game such as that disclosed herein. For example, fig. 20B and 20C are front and rear views, respectively, of an optional RFID-enabled transaction card 325 for use within an interactive gaming experience as described herein. For example, the RFID-enabled transaction card may be used to replace or act as an accessory (adjunct) for the wand 100 with the RFID transponder 118 as illustrated and described above in connection with FIG. 1. Each card 325 preferably comprises a paper, paperboard or plastic substrate having a front side 328 and a back side 330. The front 328 of the card 325 may be printed with graphics, photographs, or any other information as desired. In the particular embodiment illustrated, the front 328 contains an image of a magical wizard character 332 that is consistent with an overall magic or wizard theme. Further, the front 328 of the card may include any number of other designs or information 334 related to its use and application in a game. For example, a particular magic, skill and experience level of a character may be represented, as well as any other particular abilities or characteristics that the character may possess.
The reverse side 330 of the card preferably contains card electronics including an RFID tag 336 preprogrammed with information relating to the particular person, person or item depicted on the front side of the card. The tag 336 generally includes a helically coiled antenna 338, a radio frequency transmitter chip 340, and various electrical leads and terminals 342 connecting the chip to the antenna. If desired, the indicia may be covered by a sticker 344 or alternatively, the indicia may be molded directly into the thin plastic substrate used to form the card. Preferably, the marker 336 is passive (no battery required) so that it can be purchased and maintained inexpensively. The specific markers illustrated are available from Texas Instruments, Inc (a)http://www.tiris.comProduct number RI-103-110A) obtained at Tag-itTMIs sold under the trade name of (a) 13.56mHz RFID tag. The indicia may be "read/write" or "read only" depending on the particular gaming application. Equivalent, cheaper chipless tags can also be used if desired.
Those skilled in the art will readily appreciate that a variety of transaction card designs having the features and advantages disclosed herein may be used for a wide variety of unique and exciting games played within RFID-enabled gaming apparatuses and/or using RFID-enabled gaming devices or gaming consoles. Alternatively, those skilled in the art will appreciate that such games may be implemented using conventional computer gaming platforms, home gaming consoles, arcade game consoles, hand-held gaming devices, internet gaming devices, or other gaming devices that include an RFID interface. Advantageously, the trading card 325 may be used by a game participant to transmit information relating to a particular depicted person, character or item to a favorite computer action game, adventure game, interactive gaming device, or the like. For example, a suitably configured video game console and video game may be provided that reads card information and reconstructs the appearance and/or characteristics of a particular depicted person, character or item within the game. If desired, the game console may be further configured to write information into the card to change or update the characteristics or features of the person, character or object depicted by the card 325 in accordance with a predetermined game progression.
Advantageously, the RFID-enabled character trading cards and character features (including specific capabilities, etc.) need not be static in the game, but may change over time (e.g., through a tv show or movie released over the course of weeks, months, years) depending on the central story being deployed in real-time. Thus, if the underlying character is injured or caught in the most recent episode of the story, the character trading card for games that may be needed in the week (e.g., for its particular magic or ability) may become less desirable in the next week. Another significant and surprising advantage of RFID-enabled transaction cards is that multiple cards can be stacked and read simultaneously by a single RFID reader, even if the cards are stacked close to each other and even if the reader can be hidden from view. This feature and capability creates an unlimited number of additional opportunities for heretofore unknown exciting game complexity, unique game design and game strategy.
Of course, those skilled in the art will readily appreciate that the underlying concepts of RIFD enabled cards 325 and card games are not limited to cards depicting fantasy characters or items, but may be implemented in a variety of alternative embodiments, including conventional game cards, poker, board game cards and tokens, sports cards, educational cards, and the like. If desired, any number of other suitable collectible/tradable tokens, coins, gadgets, simulated crystals, or the like may be provided according to the teachings of the present invention and used for similar gaming or entertainment purposes.
RFID reader/writer
According to another preferred embodiment of the present invention, various RFID readers and associated gaming effects are distributed throughout an entertainment device and are capable of reading the RFID tags described herein and of stimulating or controlling one or more effects in response thereto. For example, the UPIN and UGIN information can be conveniently read and provided to an associated computer, central network, display system, or other tracking, recording, or display device for purposes of interacting with an associated effect and/or creating a record of each game participant's experience within the gaming device. This information can be used for the following purposes: interactive gaming, tracking and calculating individual or team scores, tracking and/or locating missing children, verifying whether children are within the device, the purpose of taking and retrieving photographs, and many other useful purposes that will be readily apparent and understood by those skilled in the art.
FIG. 21B is a simplified schematic diagram of an embodiment of an RFID reader/writer 300 for use with the wand and RFID transponder 118 of FIG. 21. A preferred reader/writer device is one available from Texas Instruments, Inc. (b. (R))http://www.tiris.com. E.g., product number RI-STU-MRD 1). As illustrated, the reader/writer 300 basically includes an RF module 302, a control unit 304 and an antenna 306. When the distal end of the wand 100 and the transponder 118 contained therein enter a predetermined range (-20-200 cm) of the antenna 306, the transponder antenna 245 is excited by the radiated RF field 308 and immediately generates a corresponding voltage signal that powers the RF transmitter/receiver chip 240. Next, the RF transmitter/receiver chip 240 outputs an electrical signal response that causes the transponder antenna 245 to propagate certain information stored within the transponder 235, including, for example, information stored therein80 to 1000 bits of information in internal memory. This information preferably includes a unique user ID (UPIN/UGIN), a magic level or rating, and/or some other item of information about the user, the wand, and/or the gaming experience or gaming experience.
The carrier signal embodying the information is received by the antenna 306 of the RFID reader/writer 300. The RF module 302 decodes the received signal and provides the decoded information to the control unit 304. The control unit 304 processes the information and provides it to an associated logic controller, PID controller, computer or the like using a variety of standard electrical interfaces (not shown). Thus, information transmitted by transponder 118 and received by reader/writer 300 may be used to control one or more associated game effects via, for example, a programmable logic controller. The game effects may include, for example, lighting effects, sound effects, various mechanical or pneumatic actuators, and the like.
Preferably, the RFID reader/writer 300 is also configured to propagate or "write" certain information back into the transponder 118 to change or update the information stored in, for example, its internal memory. The communication exchange occurs extremely rapidly (-70 ms) and thus it appears to be virtually instantaneous from the user's perspective. Thus, the wand 100 may be used to "magically" excite and/or communicate with various related effects by simply contacting or bringing the tip of the wand 100 into relatively close proximity with the antenna 306 of the reader/writer unit 300.
Fig. 21C is a simplified circuit schematic diagram of the reader/writer unit 300 of fig. 21B. A read or write cycle begins with a charge (or power phase) that typically lasts 15-50 ms. During this stage, the RF module 302 causes the antenna 306 to emit an electromagnetic field at a frequency of about 134.2 kHz. The antenna circuit is mainly formed of a resonance capacitor Cl and an antenna coil (antenna coil) 306. Whereby the counterpart resonant circuit of the transponder 118 is energized and the induced voltage is rectified by the integrated circuit 240 and temporarily stored using a small internal capacitor (not shown).
The charge phase state is directly followed by the read phase (read mode). Thus, when transponder 118 detects the end of a charge burst (charge burst), transponder 118 begins to use Frequency Shift Keying (FSK) and transmit its data with the energy stored in the capacitor. The typical low bit frequency of data is 134.2kHz and the typical high bit frequency of data is 123.2 kHz. The lower and upper bits have different durations because each bit is transmitted using 16RF cycles. The high bit has a duration of typically 130 mus and the low bit has a duration of 119 mus. Regardless of the number of low and high bits, the transponder response duration is less than about 20 ms.
The carrier signal embodying the transmitted information is received by the antenna 306 and decoded by the RF module 302. The RF module 302 contains an integrated circuit 312 that provides an interface between the transponder 118 and the control module 304 (data processing unit) of the reader/writer unit 300. Which has the primary functions and capabilities of charging the transponder 118, receiving the transponder response signal, and demodulating the transponder response signal for further digital data processing.
The control unit 304, which contains a microprocessor 314, a power supply 316 and an RS232 driver 318, handles most of the data protocol items and detailed fast timing functions of the reader/writer module 300. It may also operate as an interface to a PC, logic controller, or PLC controller for handling display and command input/output functions (e.g., operating/activating various associated game effects).
Remote transmitter and receiver
In many of the preferred embodiments of the present invention as illustrated and described herein, the use of Radio Frequency (RF) and/or Infrared (IR) transmitters to send wand command signals over relatively long distance ranges (e.g., 10-100 meters or more) is disclosed. For example, wand 100A illustrated and described in connection with FIG. 7 includes an internal RF/IR module 150 that transmits various command signals to one or more remote RF/IR receivers and associated effects. The command signal receiver may be located, for example, on a remote roof or ceiling surface of a compatible gaming device, retail outlet, restaurant, leisure resort device, or even an outdoor public gaming area. Internal RF/IR module 150 may include any number of small, inexpensive RF transmitters such as those commercially available from axces, inc. If directionality is desired, any number of small, inexpensive infrared LED emitters may be used, such as the types commonly used in television remote controls, keyless entry systems, and the like.
Fig. 22 is a schematic block diagram of a particularly preferred transmitter module 150 suitable for use in accordance with the present invention. The transmitter module 150 typically includes an RF transmitter 358 that is driven and controlled by a microprocessor or ASIC 350. The ASIC 350 includes an address storage module 352, a data storage module 354, and a shift register 356. The address storage module 352 includes, for example, a stored address or encoded value in a parallel bit format, which is a preselected encoded value that may be associated only with a particular transmitter module 150. The address storage module 352 applies the address encoding value to an encoder, such as a shift register 356, which when enabled, the shift register 356 encodes the encoded value by converting it from a parallel bit format to a serial bit format that is applied to a Radio Frequency (RF) transmitter 358. Similarly, data storage module 354 may include encoded data or commands provided by a user (e.g., via any of the various command input circuits and structures described above in connection with fig. 14-16). The data storage module 354 applies the encoded data values to a shift register 356, which when enabled, the shift register 356 encodes the encoded values by converting them from a parallel bit format to a serial bit format that is also applied to a Radio Frequency (RF) transmitter 358. Radio frequency transmitter 358 modulates the encoded address and data values, encoded in serial bit format, onto a radio frequency carrier wave as an RF output signal (RF) via, for example, a simple loop antennaout) To be transmitted.
The application of electrical energy from the internal battery power source 152 (or one or more self-generating power sources as described herein) is preferably controlled via a wand activation circuit 115 such as illustrated and described above in connection with fig. 1-6. Thus, when the wand circuitry 115 is successfully activated and a corresponding command signal is to be transmitted, the transmitter module 150, the address storage module 352, the data storage module 354, the shift register 356 and/or the RF transmitter 358 are powered, and preferably are powered only for a short period of time. Those skilled in the art will recognize that transmitter module 150 may be implemented by a variety of known electronic technologies, such as discrete electronic circuits and/or integrated circuits. An embodiment using an integrated microprocessor or Application Specific Integrated Circuit (ASIC) 350 is shown diagrammatically in fig. 22. Preferably, integrated circuit technology and/or surface mount componentization is used to reduce the physical size of the circuit 150 to enable it to fit within the relatively small cavity 116 of the wand handle 110 or handle 120 (see FIG. 1).
Fig. 23 is a schematic block diagram of a receiver module 362 that operates in conjunction with the previously described transmitter module 150. Using as input signal (RF) the radio frequency command signal transmitted by the transmitter module 150In) To an RF receiver 363 which may contain a simple tuning circuit (not shown) with a loop antenna. The command signal received by the RF receiver 363 is applied to a decoder, such as a shift register 364, which converts the encoded values therein from a serial bit format to a parallel bit format. The address comparator 366 receives at an input the transmitter module encoded address value in parallel bit format from the shift register 364 and at its other input a preselected fixed or dynamically stored encoded value from the address memory 368. The preselected encoding value from address memory 368 corresponds to a preselected encoding value for transmitter module 150 with which it is associated or compatible. In other words, the preselected encoded value stored in the transmitter address memory 352 of the transmitter module 150 is the same as or compatible with the preselected encoded value stored in the address memory 368 of the receiver module 362 associated with or compatible with it. If the encoded address value in the received command signal matches all and a predetermined portion of the pre-selected fixed or dynamic encoded values stored in address memory 368, then this match is detected by address comparator 370 and applied to restart or reset receive timer 372. The reception timer 372 preferably has (for example)A pause period of 0.5-3 seconds and if the receive timer 372 is not restarted or reset within this period, it generates a command termination signal that tells the associated controller 374 to process the received command signal and actuate one or more corresponding game effects such as lighting effect 376, sound effect 377, and motorized actuator 378. As illustrated, each of the functional elements of the receiver module 362 and the controller 374 receive power from a suitable power supply 380.
In operation, a user activates the circuit 150 by appropriately waving or moving the wand. This causes a voltage from the battery 150 to be applied across the RF transmitter module 150, thereby causing the RF transmitter module 150 to transmit a desired command signal (RF) comprising encoded address and optionally encoded data informationout). This signal is provided as an input signal (RF) by the receiver module 362In) And receiving and decoding. The decoded transmitter address information is compared to the fixed or dynamically stored encoded value from address memory 368. Preferably, a direct effect such as a pulsed light or sound is actuated by the controller 374 to provide a visual and/or audible cue of receiving the command signal. The receive timer 372 is started and the RF receiver module 362 waits for the next command signal. If no further signals are received before the time has expired, then the spell is assumed to be complete and controller 374 is instructed to process the received command signal and thereby activate the appropriate relay, triggering any appropriate effect corresponding to the received spell. Preferably, as described above, if the spell is not completed or accurate, a "swoosh" or similar sound effect is triggered indicating that the spell was cast but not functioning. For simple spells, a fixed coded value may be stored in address memory 368. For complex spells, the stored coded values may be dynamically changed to match an expected or required sequence or progression of command signals. Alternatively, address memory 368 may be fixed and the command signals may be carried and conveyed to controller 374 (FIG. 22) as decoded data corresponding to data stored in data storage module 354.
For applications that support multiple wands (i.e., multiple RF transmitter modules 150) within a single game space, the address comparator 366 of the receiver module 362 is preferably configured to accept: (1) a valid range of "compatible" addresses from the set of RF transmitter modules 150; or (2) any effective address from a list of effective addresses stored in the address storage module 368. In a first scenario, each emitter module 150 within a defined set of emitter modules (e.g., all level 1 sticks) should preferably be configured to have an encoded address value with a portion of the same address bits and a portion of the address bits that may be unique, but unique data bits, chosen by each user. When a compatible sequence of address bits is detected, the receiver module 362 decodes its data bits and sets the latch selected by the particular data bit. A large number of such latches may be provided, for example, to further identify and distinguish the command signals initiated by multiple users and/or sticks. In the second case, the receiver module 362 stores a list of particular encoding values (i.e., valid addresses) in a memory, such as the memory 368, and when the transmitted address is received, compares the transmitted address to the valid addresses in this list. Thus, only signals transmitted by RF transmitter modules on the list of effective addresses are received by the receiver module 362. In this way, for example, command signals sent by a level 1 wand may be distinguished from command signals sent by a level 2 wand, command signals sent by a level 2 wand may be distinguished from command signals sent by a level 3 wand, and so on.
FIG. 24 is a schematic block diagram of a portion of a receiver module 362 ', which includes an embodiment of an address comparator 370 ' and address memory 368 ' particularly adapted for operation with a plurality of simultaneously operating transmitter modules 150. Blocks that are the same as in fig. 23 and described above are shown by dashed lines and identified by the same numerical designation as in fig. 23. The address memory 368 'includes addressable registers and memory 386 in which are stored preselected encoded identification values corresponding to preselected encoded identification values for each of a desired plurality of compatible RF transmitter modules 150 to be operatively associated with the receiver 362'. Address selector 388 repeatedly generates a sequence of addresses comprising the addresses of all of the registers of addressable registers 386 for a relatively short period of time of less than about 50-100 milliseconds. Thus, all of the preselected set of stored encoded values are applied to one input of the encoded value comparator 390, whereby the received encoded identification value received and decoded at the output of the shift register 364 and applied to the other input of the encoded value comparator 390 is compared to each of the stored encoded values of the set of encoded values stored in the addressable register 386.
The comparator 370' preferably includes a latch circuit 392 having an addressable latch corresponding to each of the addressable registers 386 and which is addressed by the same address value generated by the address selector 388 to address the registers 386. When there is a match at the input of code value comparator 390 between the received code value and the subsequently generated stored code value, the match that occurred is stored by setting the designated corresponding latch in latch circuits 392. If the received coded identification value corresponding to all of the stored fixed code values is received AND properly encoded, then all latches of latch circuit 392 will be set, thereby causing a true condition at the input of AND gate 294 AND causing a true at its output. As described above in connection with FIG. 23, the TRUE signal from AND gate 294 resets receive timer 372 AND also activates reset circuit 296 to reset all latches of latch circuit 392 so that comparison of the received sequence of encoded identification values to the stored set of fixed encoded values begins again. If all of the preselected received code values are not received, then all latches in latch circuit 392 are not set, the output of AND gate 294 is not TRUE, AND receive timer 372 times out AND issues the command abort signal described above.
Fig. 25 is a detailed circuit schematic of an exemplary embodiment of the transmitter module 150 illustrated and described above. Electrical energy is provided by one or more batteries 152 and/or other power sources illustrated and described herein. The energy is preferably switched by the wand activation circuit 115 and/or the optional timer module 402. The transmission timer Ul is supplied with electric power via a diode D2, such as an integrated circuit single-shot multi-resonator type (ic-saw) LM555, available from National Semiconductor Corporation. The pause interval of the multivibrator Ul is established by the resistors R2, R3 and the capacitor Cl, which do not require high precision components. When the wand activation circuit 115 is activated, a voltage is applied to the gate of the transistor Ql through the resistor Rl. This results in the application of electrical power from the battery 152 to a five volt voltage regulator U4, such as model LM78L05, also available from National Semiconductor Corporation. Alternatively, the periodic output from Ul may be applied to the gate of transistor Ql to produce the same effect (e.g., sending a periodic "pyrotechnic" transmission).
A regulated voltage from voltage regulator U4 is applied to shift register 356 (pin 18) and RF transmitter 358. The shift register 356 is implemented by an encoder integrated circuit U2, such as a 212 series encoder type HT12E available from Holtek Microelectronics of Hsinchu, Taiwan, r.o.c. The non-volatile address memory 352 is implemented by twelve single-pole switches in switch box (switch package) SW1 and SW2, which switch boxes SW1 and SW2 are set to produce twelve-bit encoded values that are applied to the encoder integrated circuit U2 of the shift register 356 in a parallel bit format. Once set by the manufacturer or user, the preselected code value stored in the address memory 352 is fixed and will not change the default human intervention. However, in alternative embodiments, SW2 may be replaced in whole or in part by a wand command selection circuit, such as the contact switches, mercury tilt switches (mercurytilt switches), and the like illustrated and described above in connection with FIGS. 14-16. The circuit enables a user to actively select and change the encoded data applied to address lines 8-10 of encoder integrated circuit U2. Integrated circuit U2 regenerates the encoded address and data values in pulse width modulated serial bit format and applies them to RF transmitter 358 through diode Dl. The RF transmitter 358 includes a class B bias transistor Q2 in an L-C tuned RF oscillator transmitter coupled to the loop antenna 406 for transmitting command signal encoded values (address bits encoded by SW1 and data bits encoded by SW 2) generated by an encoder U2.
The transmitter module 150 need only use a small antenna, such as a small loop antenna, and need not have optimal antenna coupling. In an exemplary embodiment, a peak transmitter power output of less than or equal to one milliwatt results in a transmission range R of about 20-30 meters with a transmitter frequency of about 915 MHz. Other frequencies and power levels may also be used. Low transmitter power is particularly advantageous because it allows the size of the transmitter module 150 to be made extremely small.
Fig. 26 is a circuit schematic of an exemplary embodiment of the receiver module 362 illustrated and described above. The energy is provided by a voltage source 410, which may be a battery or a DC power source. The voltage from the voltage source 410 is regulated by a voltage regulator circuit U3, such as model LM78L05, to generate a stable +5 volt supply for the functional blocks of the receiver module 362. In operation, command signals transmitted from the transmitter module are received at the loop antenna 412 and applied to the RF receiver 363 comprising a receiver sub-circuit integrated circuit U8, such as the RX-2010 model available from RF Monolitics of Dallas, Tex. An identification signal comprising a twelve bit encoded value in serial bit format is coupled from an output of the receiver sub-circuit U8 to a shift register decoder and address comparator 364/366, which shift register decoder and address comparator 364/366 is implemented in an integrated circuit U5, such as a 212 series HT12D decoder, also available from Holtek Microelectronics. The decoder U5 converts the encoded values in serial bit format into parallel bit format and compares the received encoded values to preselected stored encoded fixed reference values in parallel bit format determined by, for example, the positions of twelve single pole switches in the switch boxes SW3, SW4 of the address storage module 368.
The receive timer 372 is implemented by a one-shot timer integrated circuit U6a, such as model 74123N, and a D-flip flop (D-flip flop) U7a, such as model 74HC74D, both of which are available from national semiconductor Corporation of Santa Clara, Calif. When the comparator 366 detects a match between the code value received from the transmitter module 150 and the code value stored in the address memory 368, it resets the click timer U6 a. If one-shot timer U6a is no longer reset for the time determined by timing resistor R8 and timing capacitor C9, U6a sets flip-flop U7a and its Q output goes low, thereby applying a voltage input to controller 374 to signify the end of the transmitted simple or complex spell. The controller 374 then processes the received command signal or signals (e.g., stored in a stack register) and manipulates the associated game effect or effects 376 as appropriate.
Those skilled in the art will appreciate that the switch positions of the twelve switches SW1, SW2 of the transmitter module 150 correspond to the switch positions of the respective twelve switches SW3, SW4 of the receiver module 362. These preset values may be fixed or dynamic, as described above. The twelve bits available for storing encoded values may be allocated in a convenient manner, for example, into an address portion and a data portion. For example, a twelve-bit encoded value may be allocated to a ten-bit address portion (1024 possible combinations) and a two-bit data portion, which should accommodate up to four different transmitter command signals. If desired, the ten-bit address portion may be further divided into various logical portions representing, for example, a designated wand level (e.g., 1, 2, 3, or 4), a particular acquired magic power or skill, an experience level, and the like. This encoded data is preferably common and parallel between all transmitter modules 150 and receiver modules 362 so that each wand will in fact have its own unique energy and capability as represented and identified by the encoded address data. Thus, certain receivers and associated game effects are not activated by certain wands unless the address code of their transmitter module is encoded by appropriate matching data. Those skilled in the art will also recognize that the re-encoding of the transmitter module is a convenient way to provide advances to game participants within an interactive gaming experience. This may be done manually (e.g., by flipping the tilt switch SW1/SW 2) or automatically/wirelessly (e.g., via RF programmable code latch circuitry, not shown), for example.
While the foregoing embodiments have been described in terms of Radio Frequency (RF) transmissions between a transmitter module 150 and receiver module 362, various alternative embodiments are readily implemented, such as replacing (or exchanging) RF transmitter and receiver groups (358, 363) with appropriately selected Infrared (IR) transmitter and receiver groups. The latter has particular advantages in that it is desirable, for example, to provide directional control of transmitted command signals, such as useful for directionally casting spells, target practices, and wand-based shooting ranges.
Competitive game and game effect
Those skilled in the art will appreciate that the invention disclosed and described herein facilitates a plethora of new and unique gaming opportunities and interactive gaming experiences heretofore unknown in the entertainment industry. In one embodiment, the present invention provides a unique gaming experience that can be implemented in compatible gaming devices, retail spaces (retail space), and/or other devices that utilize the wands disclosed and described herein. Through a wand or other similar enabling device, game participants can interact with their surrounding game environment in an electronic and "magic" manner to produce desired game effects, thereby completing the game participants' illusion of practicing, performing, and mastering "real" magic.
For example, fig. 27 illustrates a preferred embodiment of a wand-actuated play effect comprising a player piano 425, said player piano 425 being adapted to respond to or be controlled by RF command signals transmitted by the magic wand toy 100. Those skilled in the art will readily appreciate that radio frequency receivers and associated controllers such as disclosed and described herein may be readily hidden within and/or near the piano 425 to electronically connect with and direct various selected control circuits associated with the piano 425. These may include, for example, circuitry for controlling: energy on/off, song selection, play speed and volume, tool selection and special sound effects, sound sampling, etc. In operation, the user 430 swings the wand 100 according to one or more particular learned motions selected by the user to achieve a desired effect (e.g., piano on/off, playing a next song, accelerating/decelerating, changing piano sounds, etc.). Optimally, the wand 100 contains an internal activation circuit such as described herein, so that the wand can be activated by user-guided motion on the wand and so that the activation and control of a particular effect appears to be produced by the "real" magic and is felt by the user 430.
Figure 28 illustrates another preferred embodiment of a stick actuated play effect comprising a magic or "magic" bookshelf 436. The bookshelf contains a plurality of shelves of simulated or real books 438 controlled by one or more hidden actuators. The actuator is preferably positioned and configured such that, when actuated, it causes one or more selected books to move, vibrate or float gently. Again, those skilled in the art will readily appreciate that RF receivers and/or associated controllers such as disclosed and described herein may be readily concealed within and/or near bookshelf 436. The movement and vibration of the selected book may be provided by, for example, various linear stepper motor actuators associated with one or more books 438. Each actuator may be controlled by, for example, a magnetic reed switch closure concealed behind the binder of each book. When the user 430 lightly touches the binder surface of each book with the magnetically tipped wand 100, the associated reed switch (not shown) closes, coupling power to the associated oscillator/exciter. Then, when the user 430 swings the wand 100 in one or more particular ways, the selected book appears to vibrate or move as if it were lifted by the wand 100 or controlled by the wand. More spectacular effects may include (for example): (i) an effect that causes all or some of the books 438 to vibrate or move violently, randomly, and/or in a rhythmic pattern (e.g., as if dancing); (ii) causing one or more books to appear to float or float gently; (iii) the effect of causing all or some of the books to rearrange themselves in a magic way; (iv) an effect that causes one or more selected books to speak or tell a story; and (v) the effect of causing two or more books to display a quarrel, dispute, or debate (e.g., about an interesting historical fact or event). Some or all of these larger and more spectacular effects may be limited, and preferably limited, by the user 430 who only owns and learns to use, for example, grade 3 sticks and above. Thus, for example, a goal-specific or goal-driven, interactive game may be provided in which game participants compete with one another to learn and master certain game tasks in order to continually achieve more challenging goals or goals and thereby earn additional energy, spells, competencies, points, special praise, and/or other remuneration in the context of the overall game experience. Preferably, in each case and regardless of the level of wand used, the actuation and control of a particular effect appears to be produced by the "real" magic and is felt by the user 430. Of course, many other possible funs and/or stimulating specific effects will be readily apparent and appreciated by those skilled in the art.
Fig. 29 illustrates another preferred embodiment of a wand-stimulated play effect including a fountain 440 having one or more related water features 442 that are responsive to or controlled by RF command signals transmitted by one or more wands 100. An RF receiver and associated controller such as disclosed and described herein can be readily placed within an associated fountain control system or panel, electronically connected thereto to direct or control various selected fountain features or functions. These may include, for example, on/off control of water flow, fountain lighting, specific water features 442, and the like. In operation, one or more users 430 will wave their wand 100 to achieve a desired effect (e.g., fountain spray, next water feature, increase/decrease water feature, change illumination intensity/color, etc.) according to one or more particular learned actions selected by each user. Preferably, each wand 100 contains an internal activation circuit such as described herein so that each wand can be activated by each user through movements guided on the wand and so that the activation and control of a particular effect appears to be produced by the "real" magic and is felt by the user 430.
Figures 30A and 30B are schematic illustrations of the passage of time of a preferred embodiment of a gaming apparatus or center constructed in accordance with the present invention. The gaming apparatus may comprise a home entertainment center, retail entertainment space, casino, theme park, leisure resort, restaurant or the like, subject to a magic training center or any kind of other suitable subject matter as may be desired. The game apparatus preferably includes a variety of wand-inspired game effects 400, such as a talking animal 452, a magic cap 454, a crystal ball 456, magic books 458, and various shooting range style gunshot target effects 460, 462. These may be physical game items configured to have a particular effect as illustrated and/or they may be graphical images or computer generated images displayed in: for example, on one or more associated computer monitors, TV monitors, DVD display monitors, or computer game consoles, etc. Those skilled in the art will readily appreciate that all of these effects and many other possible play effects may be actuated or controlled by using one or more RF receivers, RFID readers/writers and/or a wand 100 of magnetic reed switches, as disclosed and described above.
Some interactive game effects 400 may have simple or direct results, while other effects may have complex and/or delayed results and/or may interact with other effects. Some game effects 400 may be local (short range) while other effects may be long range (long range). Each play participant 430, or sometimes a group of play participants working together, preferably must use their magic wand 100 to conduct various play effect trials in order to find and learn how to create one or more desired effects. Once the game participant understands the game effect, he or she can use the resulting game effect to surprise and entertain other game participants. However other play participants will observe the activity and will try to figure out to twist the situation in the next group. Repeated use of a particular play element may increase the skill of the participant in the accuracy of use of the wand 100 to produce a desired effect or increase the size or range of the effect.
Preferably, live, purpose-specific or goal-specific interactive games are provided whereby game participants compete with each other (and/or with themselves) within a compatible game space to learn and master certain game effects and game tasks in order to continually achieve more challenging goals or game goals, and whereby additional energy, spells, competencies, points, special praise and/or other rewards are earned within the context of the overall game experience. For example, game participants may compete with one another to tell which participant or group of participants can produce a larger, longer, more accurate, or more spectacular effect. Other goals and game objectives may be programmed into the entertainment story, such as magic adventure (magic quest) or treasure hunt games in which the game participants are immersed. The first task may be to build a magic wand. The next task may be to learn to use the magic wand to locate an open secret jewel filled with magic secrets (e.g., various spell formulas or magic powers). The ultimate goal may be to find a particular frog (e.g., identified by a secret print or other secret feature) and transform it into a prince/princess. Of course, many other possibilities for games and themes are possible and desirable. Various "take home" play effects may also be provided as desired to allow play participants to continue the magic experience (and practice their skills) at home.
In a preferred embodiment, user 430 preferably points at and/or swings wand 100 in accordance with a selected motion or spell of a particular student or students to achieve a desired effect on one or more selected items. For example, as illustrated in FIG. 30B, a spell may cause the rabbit 452 to speak; another spell may cause cap 454 to magic-style sprout and bloom 464; another spell may cause book 458 to open and frog 466 to pop out; another spell may cause a portrait of the wizard 468 to appear magically (with optional sound and lighting effects) within the crystal ball 456; another spell may cause candle 462 to self-ignite in a magic manner to automatically excite flame 470. Preferably, the wand 100 contains an internal activation circuit such as described herein so that the wand can be activated by the motion guided thereon by the user 430 and so that the actuation and control of a particular effect appears to be produced by the "real" magic and is felt by the user 430. To provide additional mystery and enjoyment, certain effects 400 may be hidden so that they must be discovered by the game participants. If desired, various cues may be provided, such as part of a magic mystery game.
In each of the game effects described above, it is possible and in many cases desirable to provide additional control interlocks such that multiple input signals are required to actuate a given desired effect. For example, a proximity sensor associated with a given effect and electronically interlocked with the effect controller may be provided such that the effect cannot be operated if the proximity sensor has not been activated. This may help to reduce unintentional or random actuation of various effects. Likewise, voice activation control and voice recognition software may also be implemented with and interlocked with the effect controller so that when, for example, the magic wand 100 is swung in order to stimulate a desired effect, the user 430 should need to speak a special "magic" word or phrase.
In other embodiments, the RFID reader preferably interlocks with one or more effects controllers in order to provide more precise control of various effects and also provide improved tracking of game progress, points, etc. For example, one or more items or targets 452, 454, 456, 458, 462 may be picked at close range using an RFID transponder and associated RFID reader. Once all desired items have been selected, all selected items/effects can be controlled simultaneously using the remote RF capability of the wand 100. Those skilled in the art will readily appreciate that similar functionality can readily be provided by providing various magnetic reed switches or the like associated with each item or target. If desired, various fired targets 462, etc. may be arrayed in shooting range 460, whereby user 430 may practice aiming wand 100 and cast various spells on one or more desired targets 462. In such a case, the wand 100 is preferably adapted to transmit a directional signal, such as an infrared or laser, instead of or in addition to the RF signals described herein.
Fig. 31A-D illustrate a preferred embodiment of a wand-actuated game 500 having unique features and advantages in accordance with the present invention. The game 500 basically comprises a 3x7 light emitting square grid (including optional visual graphics and/or sound effects) controlled by a game effects controller (not shown) and one or more RF receivers (not shown). Those skilled in the art will readily understand and appreciate how to install and program the game controller and/or one or more RF receivers disclosed and described herein to achieve the game functionality and various effects described herein below. Preferably, each play participant 430 is provided with a radio frequency receiver (or IR receiver, RFID receiver, etc.) so that command signals from each player can be distinguished. For example, multiple RF receivers may be directionally focused or range adjusted to receive only RF command signals from selected respective players 430a or 430 b.
Individual squares within a defined playard 504 are illuminated or darkened in timed sequence in response to one or more predetermined RF command signals ("spells") received from one or more RF-enabled wands 100. Preferably, a special 3x1 array of squares 510a, 510b (labeled 1-2-3) is provided at opposite ends of the playard 504 and is adapted to respond to signals applied by, for example, the presence, proximity, or weight of the play participants 430a, 430b when the play participants 430a, 430b stand on each square. These special squares may be raised or otherwise varied, if desired, to indicate their special function within game 500. Actuating individual squares within arrays 510a, 510b (e.g., by walking or standing thereon) allows game participants 430a, 430b to select respective columns of squares in playard 504, where game participants 430a, 430b may need to launch an attack, counter attack, or defense using various learned spells or spells. Spells may be actuated, for example, by swinging wand 100 in one or more particular learned motions selected to produce a desired game effect or spell. These spells as described above may be an infinite variety.
Preferably, when player 430a or 430b successfully casts a spell, the first square in front of the player immediately lights up or is otherwise controlled to produce a special effect indicating that the spell has been cast. Other squares in the same column are then lit, preferably in a timed sequence or gradually moving toward the opposite player (see, e.g., fig. 31B and 31C). Most preferably, the lighting effect and/or other associated special effects of each square are controlled or altered to some extent to indicate the type of spell cast (e.g., a fireball spell, an ice spell, a deformed spell, etc.). For example, various colors or patterns of light may be used to indicate each spell. Alternatively, various graphical images and/or associated sound effects may be used to indicate each spell. These may be displayed, for example, on a top-mounted TV or associated computer monitor (not shown).
When a relative player perceives that a spell has been cast and is being moved toward it, that player (e.g., player 430B in FIG. 31B) attempts to quickly identify the type of spell and cast a countermeasure or "block spells" in the same column in an attempt to counteract or block a running spell (see, e.g., FIG. 31C). In addition to adding a "block" command, block spells may be cast, for example, using the same specific wand motion or sequence of wand motions used to cast "forward" spells. Accordingly, spells casting blocking spells in progress, as indicated by the progression of the illuminated square and/or other effects controlled in a similar manner, as described above. If the block spell is valid (i.e., selected and executed appropriately), the forward spells are cancelled out and the column of squares that are lit is cleared (see, e.g., FIGS. 31C and 31D). If the blocking spell is invalid, the advancing spell continues to advance until it reaches the end of the column. Preferably, successful player points and/or other game progress awards are given whenever spells reach opposite sides. These may vary, for example, depending on the difficulty level of the spell, the experience level of the relative player, and so on. In a particularly preferred embodiment, successful players are rewarded by allowing certain spells to "catch" or disable special squares for opposing players in each respective column (and unsuccessful players are penalized) (see, e.g., FIG. 31D). Once all players' special squares 510a, 510b have been captured or disabled, the game ends.
Preferably, the speed of the game is increased and becomes faster and faster as the game continues (e.g., spells move faster). In this manner, game 500 continually challenges game participants to improve their reaction speed and accuracy of spells. Games also encourage players to learn and master more difficult or complex spells, as these are often more difficult and take longer for an opponent to successfully block. Spells may also be provided with some additional spells or high-level commands in order to speed up spells or slow down progress spells. Any infinite variety and possibility of other spells and game nuances are possible and desirable in accordance with the basic aspects of the invention disclosed and described herein.
Those skilled in the art will also recognize that game 500 is not limited to use with RF-enabled input devices, such as the sticks, cards, tokens, etc., described herein. Alternatively, game 500 may be readily adapted and used with a wide variety of other input devices including, but not limited to, RFID tracking devices, magnetic actuators, joysticks, buttons, computer mice or keypads, foot pedals, motion sensors, virtual reality gloves, etc., proximity sensors, weight sensors, etc. Similarly, game 500 is not limited to use with a magic theme, but may be implemented in a wide variety of other suitable themes, such as, but not limited to, war games, martial arts, "gunfight" games, foreign enemy intrusions, memory games, games played with a board, educational games, trivia games, strategy games, and the like. It is also expressly contemplated that game 500 may be expanded or modified to accommodate three or more players. For example, a six-sided playard that accommodates up to six different players can be easily implemented using a similar playard that consists of hexagonal "squares".
Although the present invention has been disclosed in the context of certain preferred embodiments and examples, it will be understood by those skilled in the art that the present invention extends beyond the specifically disclosed embodiments to other alternative embodiments and/or uses of the invention and obvious modifications and equivalents thereof. Therefore, it is intended that the scope of the present invention herein disclosed should not be limited by the particular disclosed embodiments described above, but should be determined only by a fair reading of the claims that follow.
1. A motion-activated toy for facilitating wireless interactive play, said motion-activated toy comprising:
a generally elongate shaft having distal and proximal portions;
a wireless transmitter disposed on or within the generally elongated shaft, the wireless transmitter including a radio frequency, infrared, and/or RFID transmitter capable of transmitting a plurality of different motion-determined output signals and user tracking information; and
a motion responsive circuit operatively coupled to the elongated shaft, the motion responsive circuit comprising:
one or more orientation sensors configured to sense axial rotation of the elongate shaft;
one or more acceleration sensors configured to sense temporary accelerated motion of the elongated shaft;
the motion responsive circuit causes the wireless transmitter to wirelessly transmit one of the plurality of different output signals in accordance with the one or more sensed motions for initiating or controlling the effects of one or more remotely controlling the motion activated toy.
2. The motion-activated toy of claim 1, wherein one of the plurality of different output signals causes an item to be turned on and another of the plurality of different output signals causes an item to be turned off, and wherein the one of the plurality of different output signals is different from the another of the plurality of different output signals.
3. The motion-activated toy of claim 1, wherein the one or more acceleration sensors are configured to cause an on state or an off state.
4. The motion-activated toy of claim 3, wherein the one or more orientation sensors are configured to cause an on state or an off state.
5. The motion-activated toy of claim 4, wherein the one or more acceleration sensors include a first acceleration sensor switch and a second acceleration sensor switch configured to cause four unique sensor pairing states including: on/on, off/off, on/off, and off/on.
6. The motion-activated toy of claim 1, wherein the one or more orientation sensors include a first tilt sensor and a second tilt sensor disposed at an angle between approximately 60 degrees and 120 degrees from each other.
7. The motion-activated toy of claim 6, wherein said first and second tilt sensors are disposed within a transverse plane of the wand.
8. The motion-activated toy of claim 1, wherein the one or more orientation sensors include a first tilt sensor and a second tilt sensor, the first tilt sensor and the second tilt sensor being disposed at an angle of approximately 90 degrees to each other.
9. The motion-activated toy of claim 1, further configured to allow a play participant to use the motion-activated toy to interact with an ambient play environment that includes the one or more effects.
10. The motion-activated toy of claim 9, wherein the ambient gaming environment interaction comprises a home entertainment center, retail entertainment space, casino, theme park, leisure resort, or restaurant. Blocking forward spells (see, e.g., FIG. 31C). In addition to adding a "block" command, block spells may be cast, for example, using the same specific wand motion or sequence of wand motions used to cast "forward" spells. Accordingly, spells casting blocking spells in progress, as indicated by the progression of the illuminated square and/or other effects controlled in a similar manner, as described above. If the block spell is valid (i.e., selected and executed appropriately), the forward spells are cancelled out and the column of squares that are lit is cleared (see, e.g., FIGS. 31C and 31D). If the blocking spell is invalid, the advancing spell continues to advance until it reaches the end of the column. Preferably, successful player points and/or other game progress awards are given whenever spells reach opposite sides. These may vary, for example, depending on the difficulty level of the spell, the experience level of the relative player, and so on. In a particularly preferred embodiment, successful players are rewarded by allowing certain spells to "catch" or disable special squares for opposing players in each respective column (and unsuccessful players are penalized) (see, e.g., FIG. 31D). Once all players' special squares 510a, 510b have been captured or disabled, the game ends.
Preferably, the speed of the game is increased and becomes faster and faster as the game continues (e.g., spells move faster). In this manner, game 500 continually challenges game participants to improve their reaction speed and accuracy of spells. Games also encourage players to learn and master more difficult or complex spells, as these are often more difficult and take longer for an opponent to successfully block. Spells may also be provided with some additional spells or high-level commands in order to speed up spells or slow down progress spells. Any infinite variety and possibility of other spells and game nuances are possible and desirable in accordance with the basic aspects of the invention disclosed and described herein.
Those skilled in the art will also recognize that game 500 is not limited to use with RF-enabled input devices, such as the sticks, cards, tokens, etc., described herein. Alternatively, game 500 may be readily adapted and used with a wide variety of other input devices including, but not limited to, RFID tracking devices, magnetic actuators, joysticks, buttons, computer mice or keypads, foot pedals, motion sensors, virtual reality gloves, etc., proximity sensors, weight sensors, etc. Similarly, game 500 is not limited to use with a magic theme, but may be implemented in a wide variety of other suitable themes, such as, but not limited to, war games, martial arts, "gunfight" games, foreign enemy intrusions, memory games, games played with a board, educational games, trivia games, strategy games, and the like. It is also expressly contemplated that game 500 may be expanded or modified to accommodate three or more players. For example, a six-sided playard that accommodates up to six different players can be easily implemented using a similar playard that consists of hexagonal "squares".
Although the present invention has been disclosed in the context of certain preferred embodiments and examples, it will be understood by those skilled in the art that the present invention extends beyond the specifically disclosed embodiments to other alternative embodiments and/or uses of the invention and obvious modifications and equivalents thereof. Therefore, it is intended that the scope of the present invention herein disclosed should not be limited by the particular disclosed embodiments described above, but should be determined only by a fair reading of the claims that follow.
Claims (19)
1. A motion-activated toy for facilitating wireless interactive play, said motion-activated toy comprising:
a generally elongate body having a distal end and a proximal end portion;
a wireless transmitter disposed on or within the generally elongated body, the wireless transmitter comprising a radio frequency, infrared, and/or RFID transmitter capable of transmitting a plurality of different output signals including user tracking information; and
a stimulation circuit operatively coupled to the elongate body, the stimulation circuit comprising:
at least two sensors configured to sense different temporary acceleration forces;
the at least two sensors being responsive to one or more movements of the elongated body to cause the wireless transmitter to wirelessly transmit one of the plurality of different output signals in accordance with the one or more movements for initiating or controlling the effects of one or more remotely controlled motion-initiating toys;
wherein each of the at least two sensors comprises one or more of a micro-ball sensor, a tilt sensor, a motion sensor, a shock sensor, a gyroscope sensor, a force sensor, or an accelerometer.
2. The motion-activated toy of claim 1, wherein one of the plurality of different output signals causes an item to be turned on and another of the plurality of different output signals causes an item to be turned off, and wherein the one of the plurality of different output signals is different from the another of the plurality of different output signals.
3. The motion-activated toy of claim 1, wherein the excitation circuit is configured to be excited when a user actively moves the motion-activated toy in a manner to apply different temporary acceleration forces to the distal and proximal portions of the elongated body.
4. The motion-activated toy of claim 1, wherein the at least two sensors are further configured to cause an on state or an off state.
5. The motion-activated toy of claim 1, wherein said at least two sensors are spaced apart by 3-5 cm.
6. The motion-activated toy of claim 1, wherein said at least two sensors are spaced apart by 10-35 cm.
7. The motion-activated toy of claim 1, wherein said at least two sensors are spaced 8-12cm apart.
8. The motion-activated toy of claim 4, wherein the at least two sensors are configured to cause four unique sensor pairing states, including: on/on, off/off, on/off, and off/on.
9. The motion-activated toy of claim 1, further configured to allow a play participant to use the motion-activated toy to interact with an ambient play environment that includes the one or more effects.
10. The motion-activated toy of claim 9, wherein the ambient gaming environment interaction comprises a home entertainment center, retail entertainment space, casino, theme park, leisure resort, or restaurant.
11. The motion-activated toy of claim 1, wherein the one or more effects include at least one talking animal, magic cap, crystal ball, magic book, shooting range style gunshot target effect, water flow, fountain lighting, water characteristics, song selection, play speed and volume, tool selection, special sound effect, vibration, or light float.
12. The motion-activated toy of claim 1, wherein said one or more motions includes pointing at, contacting, or using said motion-activated toy in a predetermined manner.
13. The motion-activated toy of claim 1 wherein said user-tracking information includes a unique personal identification number.
14. The motion-activated toy of claim 1, wherein the user-tracking information includes a unique set of identification numbers.
15. The motion-activated toy of claim 1, wherein the user-tracking information includes a magic level or grade.
16. The motion-activated toy of claim 1, wherein the user-tracking information includes certain information represented by the motion-activated toy that describes certain energy or abilities possessed by the virtual role-playing character.
17. The motion-activated toy of claim 1, wherein the generally elongated body is configured to be decorated and/or personalized for a particular user.
18. The motion-activated toy of claim 1, further comprising a power generation circuit configured to generate energy to power the motion-activated toy in response to a fluctuating external magnetic field.
19. The motion-activated toy of claim 1, further comprising a power generation circuit configured to generate energy to power the motion-activated toy in response to movement of the motion-activated toy.
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US10/397,054 | 2003-03-25 | ||
| US10/397,054 US7500917B2 (en) | 2000-02-22 | 2003-03-25 | Magical wand and interactive play experience |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| HK1177163A1 HK1177163A1 (en) | 2013-08-16 |
| HK1177163B true HK1177163B (en) | 2016-01-22 |
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