WO2013014402A1 - Interactive device - Google Patents
Interactive device Download PDFInfo
- Publication number
- WO2013014402A1 WO2013014402A1 PCT/GB2011/051396 GB2011051396W WO2013014402A1 WO 2013014402 A1 WO2013014402 A1 WO 2013014402A1 GB 2011051396 W GB2011051396 W GB 2011051396W WO 2013014402 A1 WO2013014402 A1 WO 2013014402A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- gaming
- unit
- units
- gaming platform
- platform according
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1006—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals having additional degrees of freedom
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1037—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/105—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/404—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network characterized by a local network connection
- A63F2300/405—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network characterized by a local network connection being a wireless ad hoc network, e.g. Bluetooth, Wi-Fi, Pico net
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
- A63F2300/6081—Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
Definitions
- the invention relates to devices and apparatus to enable participants to play a game or games; to devices providing sensory stimulation to those in need thereof; and to mental and physical training apparatus.
- Computer games, and computer gaming apparatus are known in themselves, and developments in gaming and educational technology are continuous and rapid.
- Early computer games usually comprised software running on a single computer, and often simulated known games.
- An early example would be to computer game "PONG” marketed by Atari Inc. in the early 1970s and that simulates a game of table tennis.
- specialised "gaming controllers” become commonplace, from paddles, trackballs and joysticks connected by wire to a computer through tot more recent wireless devices comprising motion controllers, such as found in the computer games marketed under the registered trade mark Wii.
- These computer games tend to share the feature that the hardware with which a user interacts is separate from the computer on which the games run, and is not the focus of the game, which is usually a screen.
- the game-playing experience is somewhat abstracted, and the "game controller" hardware becomes a mere utilitarian necessity to enable the game playing experience to take place. It is amongst the object of the present invention to provide a gaming platform that enables games to be provided that allow players to interact more fully with the gaming environment.
- the invention provides a gaming platform comprising a plurality of three- dimensional gaming units, said units having faces, and each of said units comprising: an orientation detector to detect the orientation of the unit; a sensory signal emitter capable of emitting a plurality of sensory signals detectable by a human user; a database for storing the status of each gaming unit, said status comprising: an identity code for the said unit; the orientation of said unit; which sensory signal is being emitted by said unit; and the time the status update was stored; said unit further comprising: a proximity detector on at least one face of said unit; a wireless transmitter for sending information to another such unit; a wireless receiver for receiving information from another such unit; and a processor for controlling information received and sent between said units.
- the gaming platform allows the gaming platform to be configured (by configuration of the processor) to allow each such gaming unit to change the sensory signal that it emits in response to its orientation, or its proximity to another like gaming unit.
- the sensory signal emitter could comprise a light source, such as a light-emitting diode (LED), capable of emitting light of varying colours. This could be achieved by use of a plurality of LEDs, each of a different colour.
- the surface of the faces, or at least a part thereof may be made from translucent, or transparent material.
- the faces are made from a translucent material, so the entire gaming unit changes colour, whilst the internal workings are invisible to a user.
- the sensory signal emitter could comprise a sound generator, capable of emitting sounds of differing frequencies. In this way, the status of the gaming units could be detected by a user by hearing alone. This is particularly useful for users with impaired vision.
- Orientation detectors are known in the art, from simple tilt switches to more complex accelerometer devices that measure true acceleration of devices (i.e. not the acceleration relative to a fixed coordinate frame). Such devices are now commonly installed in mobile telephones and interactive gaming devices, and are particularly preferred, as they provide more data on the orientation of the device.
- Proximity detectors to detect the proximity of a surface adjacent a gaming unit, or the presence of an adjacent other such gaming unit allow the processor to react to the presence of another gaming unit, or to detect whether the unit is placed upon a surface.
- Such proximity detectors could be, in a simple form, magnetically-operated switches, such as leaf switches, where a magnet positioned within another gaming unit, or within a surface causes the switch to operate when the two are placed adjacent each other.
- IR-LED infra-red light-emitting diode
- IR-LED infra-red light-emitting diode
- photodiode an infra-red detecting photodiode
- the combination acts as a proximity detector.
- the photodiode can detect an infra-red signal emitted from an adjacent gaming unit. This also allows the combination to be used to transmit and receive data between adjacent gaming units. This is discussed further below.
- Data stored within the database includes an identity code for the gaming unit.
- each of said units further comprises an instruction store, for storing instruction sets to be followed by said processor and wherein said instruction sets can be modified to configure the behaviour of the gaming platform.
- Providing the gaming units with an instruction store that can be modified allows the units to be reprogrammed to behave in a variety of ways.
- the gaming platform can be configured to enable a user (or users) to play a number of different games on the same platform.
- each of said units further comprises an accelerometer to detect acceleration of said unit.
- a non-accelerometer orientation detector is used in the gaming units, then a further provision of an accelerometer to detect movement of the device gives the gaming platform more capability to allow functions to be programmed into the device that respond to movement.
- each of said units further comprises a vibrator to cause said unit to vibrate.
- a vibrator which preferably is capable of vibrating at a number of frequencies, allows feedback to be given to a user touching, or holding the device. This is particularly advantageous when the gaming units are to be used by users with visual impairment, but for any user the use of vibration as a tactile feedback allows further gaming possibilities to be explored that operate in silence, and with no visible cues.
- each of said units further comprises a sound-emitter to cause said unit to emit a sound.
- a sound-emitter to cause said unit to emit a sound.
- said proximity detector comprises said wireless transmitter and said wireless receiver. It is possible to combine the functionality of wireless transmitter and receiver to achieve the functionality of a proximity detector, to detect the proximity of another like gaming unit, or a functionally- inert surface. For example, data may be transmitted and received between gaming units by encoding the data in transmitted light such as can be achieved with infra-red LEDs. The IR signal can then be picked up using a light detector such as a photodiode on another gaming unit, and the signal decoded to retrieve the data. Therefore, the presence of a received signal by light transmission is also an indicator of proximity of a like gaming unit. If a gaming unit's own transmitted signal is reflected back and detected by the unit's own photodiode, then that acts as a proximity detector for otherwise inert surfaces.
- said units are shaped so as to tessellate on a plane. Shaping the gaming units such that they can tessellate on a plane provides opportunities for a games developer to develop a wider range of games for the gaming platform.
- said units are shaped so as to tessellate in three dimensions. If the gaming units can tessellate in three dimensions, then even more opportunities are afforded for the games designer. Where said units tessellate on a plane or in three dimensions, it is preferred that said units are cuboid.
- each face of said units has a proximity detector. Providing a proximity detector on each face of the gaming unit allows the combined units of the gaming platform to sense the presence of other adjacent units with additional spatial information as to the arrangement of the units.
- individual gaming units are configured such that arranging said gaming units in one of a predetermined number of spatial configurations relative to each other causes a corresponding one of a predetermined number of sets of instructions to be executed by the processor of each said gaming unit.
- the controlling software in each of the gaming units can, for example, sequentially poll proximity detectors on each face of the gaming unit to determine whether there is another unit adjacent each of its faces, and so construct a "proximity table" of how many adjacent units there are, and which faces have adjacent units. Data within the table can be passed between the gaming units, and one of the gaming units (configured to act as a "control unit") can determine whether one of a predetermined number of patterns of adjacency has been detected.
- control unit can send signals to other units causing them to run a predetermined set of instructions that can, for example, cause a different game to be played.
- the control unit may be configured such that change of instruction set is only activated if the units have been static for a predetermined time interval, to prevent an unwanted change of instruction set should one of the predetermined spatial configurations be momentarily encountered during game play. Examples of how this can be achieved are discussed further below. Also included within the scope of the invention is a gaming platform substantially as described herein with reference to and as illustrated by any appropriate combination of the accompanying drawings.
- Figure 1 is a schematic functional block diagram of a gaming unit
- Figure 2 is a perspective illustration of three gaming units
- Figure 3 illustrates various shapes of gaming units
- FIGS. 4 and 5 illustrate gaming units with alternative sensory signal emitters
- Figure 6 is an example algorithm for a game
- Figures 7-9 illustrate a coding scheme for configuration of a gaming platform. Description of Preferred Embodiments
- FIG. 1 illustrates, in schematic block diagram form, an embodiment of gaming unit, generally indicated by 1, forming part of a gaming platform of the present invention.
- the gaming unit has at its heart a processor 2 configured to send and receive signals from the various other elements of the system to be described.
- the processor 2 may conveniently have the form of an electrically-powered microcontroller, and be connected to the other elements by suitable interface electronics.
- the unit 1 has an orientation sensor 3 in the form of an accelerometer, providing information to the processor 2 on the roll, pitch and yaw angle of the unit 1. In this way, the processor 2 can calculate the orientation of the unit 1.
- the gaming unit is in the form of a cube, and six proximity detectors 4 are provided; one on each face of the cube. The detectors 4 pass information to the processor 2 on whether a like unit 2 is adjacent.
- the unit also has a wireless transmitter 5 and a receiver 6 to transmit and receive information to adjacent or proximate like units.
- the unit is further equipped with a sensory signal emitter (SSE) 7 to emit one of a plurality of possible signals to a user.
- this SSI has the form of a multi-coloured light emitting diode (LED), or an RGB LED array, with the ability to emit different coloured light.
- the elements of the unit 1 are encased in a translucent envelope, allowing the light to diffuse to all faces of the gaming unit 1.
- the SSI is controlled by the action of the processor 2.
- Also included in the unit 1 is a clock 8 to provide a time datum to the processor 2, to allow the storage of a timestamp on data received from, and transmitted to like proximate units.
- the unit 1 further has an instruction store 9 to store instruction sets to be carried out by the processor 2.
- Non-volatile memory would be suitable.
- the instructions sets in preferred embodiments, may be loaded and amended by means of communication via the receiver 6 and transmitter 5, by means of suitable handshake protocols.
- the unit also has a status database 10, to store the status of each gaming unit, way of non-limiting example, the form of a suitable database is given in Table 1.
- the database stores the identity of gaming unit (in this case it is "1") and status information about the unit and each of the other units in the gaming platform.
- the orientation is stored as the number of the upward-most face (each face having been assigned a number) of each of the units in the gaming platform.
- Table 1 indicates that units 2 and 4 have their faces identified as "4" uppermost, whilst units 5 and 6 have face "2" uppermost.
- Timestamp column indicates when the data was last refreshed by interrogation of other gaming units within communication range.
- FIG. 2 illustrates, in perspective form, part of a gaming platform, generally indicated by 11.
- Three gaming units 1 are illustrated, each in the form of a translucent cube.
- the transmitter 5 is in the form of an infra-red light emitting diode (IR-LED) and the receiver 6 is a photodiode.
- IR-LED infra-red light emitting diode
- the IR-LED and photodiodes are mounted adjacent each other in approximately the centre of the face 12 of each unit 1, and provided with suitable transparent covers or lenses such that when two of the cubes 1 are placed adjacent each other signals may pass between the units 1, as indicated by the two-headed arrow 13.
- Software running on the processor can sequentially poll the receiver on each face to determine whether there is another gaming unit adjacent.
- FIG. 3 illustrates, in perspective view, a range of alternative possible shapes and forms of gaming units 1 that can be used for the gaming platform 11.
- Figure 3 A illustrates a non-tessellating dodecahedral gaming unit.
- Figure 3B illustrates a tetrahedral gaming unit, that may be tessellated on a plane by virtue of its regular equilateral triangular faces 12and which, depending on the orientation of the units, may also be tessellated in three dimensions.
- Figure 3C illustrates a cylindrical gaming unit, having only three faces, and which is again non-tessellating.
- Figure 3D illustrates a hexagonal prism, having a total of eight faces, and which tessellates both on a plane and in three dimensions.
- FIG 4 illustrates, in schematic perspective view, a gaming unit 1 in the form of a cube.
- the unit is made of translucent plastics and has a transmitter 5 and a receiver 6 on each of its six faces 12.
- the transmitter 5 comprises IR-LEDs
- the receivers 6 comprise photodiodes.
- This gaming unit has a sensory signal emitter (SSE) in the form of and RGB diode array 14 located within the translucent cube. Light from the array diffuses through the translucent faces 12 of the unit 1, to be visible to a user.
- SSE sensory signal emitter
- FIG 5 illustrates, again in schematic perspective view, an alternative gaming unit 1 , also in the form of a cube.
- each of the faces 12 is again provided with a transmitter 5 and a receiver 6, but the sensory signal emitter (SSE) is in the form of a controllable vibrator 15, mechanically-coupled to the envelope of the cube.
- the vibrator Under control of the processor 2 (not illustrated), the vibrator can be made to vibrate the cube. In preferred embodiments, the vibrator can operate at a number of predetermined frequencies which can be perceived by the touch of a user.
- Figure 6 illustrates, in flow-chart form, a set of instructions that might be loaded into the instruction store 9 of a gaming unit 1.
- the challenge for a user, or player, is to change the orientation of each of the other cubes, which may conveniently be placed on a surface, such that they each change colour to match the colour of the control cube before the colour of the control cube changes to the next one in the sequence.
- the processor interrogates the proximity sensor 4 of each of the faces of the unit, to determine which one is face-down on the playing surface.
- the processor could merely detect which photodiode was in the dark (i.e. obscured by the playing surface).
- the orientation sensor could give the same information.
- the gaming platform could be programmed to function as a "treasure hunt” game.
- One gaming unit may be indentified in the code as the "hunter” unit, with the other "treasure” units hidden within an environment, and to be found in a particular order.
- each of the treasure units take on a different colour by means of the processor (e.g. in the hunter unit) transmitting an initial colour allocation to each other gaming unit.
- the instructions in the hunter unit then cause the colour of the hunter unit to change to the first in the sequence of colours to be found.
- the coloured light may flash intermittently to indicate which unit is the hunter.
- the player then needs to find the hidden unit of the same colour, and bring the hunter unit into proximity with the hidden treasure unit. Once in communication range, a handshaking protocol is established between the two units and information about the status of the treasure unit can be transmitted to the hunter unit. If the colours match, then the hunter unit changes colour to the next colour in the sequence to be found. The game progresses as the user sequentially finds each of the treasure units. For a multi-player game, two hunter units could be defined in the software, with each player having perhaps a different sequence of coloured "treasure" units to be found. The winner would be the user who most quickly found the treasure units in sequence.
- the functionality of the gaming platform is such that a wide variety of games or activities could be programmed into the gaming units. Being able to sense their own orientation, the proximity of other gaming units, and being able to communicate with other gaming units, as well as with users by sensory signals such as coloured light, sound and vibration, allows a wide variety of games to be programmed into the platform.
- the gaming platform can be programmed to behave in many ways like a cellular automaton, with simple rules dictating the transition of output state (i.e. the SSE) of each unit depending on a combination of the current state (orientation, SSE status etc), and the presence or absence of proximate, or adjacent gaming units. In this way, emergent behaviour of the gaming platform may be complex, even with simple transition rules.
- the system may be programmed such that the arrangement of gaming units relative to each other can be used to select which one of a plurality of pre-programmed games is executed. This is illustrated in Figures 7-9.
- Figures 7 and 8 illustrate a gaming platform 11 comprising a set of eight gaming units 1 in the form of cubes.
- the cubes have been arranged on a surface to form different configurations in Figures 7 and 8: in Figure 7, they are in the form of the letter "I” in the Latin alphabet; in Figure 8, they are arranged in the form of the letter "T” in the Latin alphabet.
- the processor in each gaming unit can determine how many other gaming units are adjacent, and which faces they abut.
- a coding scheme e.g. that illustrated in Figure 9, assigns a code to each unit, depending on the arrangement of faces on each unit that has another adjacent unit.
- a unit having just one face adjacent to another unit could be coded as "3"; a unit having two opposite faces adjacent another unit could be coded as "4"; a unit having three faces adjacent other units could be coded as "1” and a unit having two of its adjacent faces adjacent other units could be coded "2".
- the numbers in each unit in Figures 7 and 8 correspond to this coding scheme, and the number lists under each figure (the "configuration list") are the (unordered) set of coding for each gaming platform.
- the units can communicate with each other and e.g. the processor in a control unit can decode the configuration list and configure the gaming platform to play a particular game.
- configuration list [4,4,3,3,3,3,1,1] from Figure 7 might correspond to the colour changing game illustrated in Figure 6, and configuration list [4,4,4,4,3,3,3,1] from Figure 8 might correspond to the "treasure hunt" game described above.
- a base board having the capacity to inductively charge individual gaming units placed on the board.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Pinball Game Machines (AREA)
Abstract
A gaming platform having multiple 3-dimensional gaming units each having an orientation detector, a sensory signal emitter (such as a light), a database for storing the status of each gaming unit, a proximity detector, a wireless transmitter and receiver and a processor for controlling information received and sent between the units. Arrangement of gaming units in predetermined spatial relationship to each other may cause different programs to run on the processor.
Description
INTERACTIVE DEVICE
Field of the Invention
The invention relates to devices and apparatus to enable participants to play a game or games; to devices providing sensory stimulation to those in need thereof; and to mental and physical training apparatus. Background and Prior Art Known to the Applicant
Computer games, and computer gaming apparatus are known in themselves, and developments in gaming and educational technology are continuous and rapid. Early computer games usually comprised software running on a single computer, and often simulated known games. An early example would be to computer game "PONG" marketed by Atari Inc. in the early 1970s and that simulates a game of table tennis. As technology developed, specialised "gaming controllers" become commonplace, from paddles, trackballs and joysticks connected by wire to a computer through tot more recent wireless devices comprising motion controllers, such as found in the computer games marketed under the registered trade mark Wii. These computer games tend to share the feature that the hardware with which a user interacts is separate from the computer on which the games run, and is not the focus of the game, which is usually a screen. As a
result, the game-playing experience is somewhat abstracted, and the "game controller" hardware becomes a mere utilitarian necessity to enable the game playing experience to take place. It is amongst the object of the present invention to provide a gaming platform that enables games to be provided that allow players to interact more fully with the gaming environment.
Summary of the Invention
Accordingly, the invention provides a gaming platform comprising a plurality of three- dimensional gaming units, said units having faces, and each of said units comprising: an orientation detector to detect the orientation of the unit; a sensory signal emitter capable of emitting a plurality of sensory signals detectable by a human user; a database for storing the status of each gaming unit, said status comprising: an identity code for the said unit; the orientation of said unit; which sensory signal is being emitted by said unit; and the time the status update was stored; said unit further comprising: a proximity detector on at least one face of said unit; a wireless transmitter for sending information to another such unit; a wireless receiver for receiving information from another such unit; and a processor for controlling information received and sent between said units. Such an arrangement allows the gaming platform to be configured (by configuration of the processor) to allow each such gaming unit to change the sensory signal that it emits in response to its orientation, or its proximity to another like gaming unit. In its most basic form, the sensory signal emitter could comprise a light source, such as a light-emitting diode (LED), capable of emitting light of varying colours. This could be achieved by use of a plurality of LEDs, each of a different colour. In order for the coloured light to be visible from any face of the gaming unit, the surface of the faces, or at least a part thereof, may be made from translucent, or transparent material. In preferred embodiments, the faces are made from a translucent material, so the entire gaming unit changes colour, whilst the internal workings are invisible to a user.
In other envisaged embodiments, the sensory signal emitter could comprise a sound generator, capable of emitting sounds of differing frequencies. In this way, the status of
the gaming units could be detected by a user by hearing alone. This is particularly useful for users with impaired vision.
Orientation detectors are known in the art, from simple tilt switches to more complex accelerometer devices that measure true acceleration of devices (i.e. not the acceleration relative to a fixed coordinate frame). Such devices are now commonly installed in mobile telephones and interactive gaming devices, and are particularly preferred, as they provide more data on the orientation of the device. Proximity detectors, to detect the proximity of a surface adjacent a gaming unit, or the presence of an adjacent other such gaming unit allow the processor to react to the presence of another gaming unit, or to detect whether the unit is placed upon a surface. Such proximity detectors could be, in a simple form, magnetically-operated switches, such as leaf switches, where a magnet positioned within another gaming unit, or within a surface causes the switch to operate when the two are placed adjacent each other.
Amongst other envisaged embodiments is the use of an infra-red light-emitting diode (IR-LED) and an infra-red detecting photodiode, placed adjacent each other on the surface of a gaming unit. When such a gaming unit is placed on a surface, light from the IR-LED will be reflected from the surface and detected by the photodiode. In this way, the combination acts as a proximity detector. In other situations, the photodiode can detect an infra-red signal emitted from an adjacent gaming unit. This also allows the combination to be used to transmit and receive data between adjacent gaming units. This is discussed further below. Data stored within the database includes an identity code for the gaming unit. For example the gaming platform might comprise six such gaming units, which could be coded with numbers 1 to 6. By coding each gaming unit in this way, different numbered gaming units may be configured to behave in different ways, and to respond differently to the presence of different adjacent gaming units.
Preferably, each of said units further comprises an instruction store, for storing instruction sets to be followed by said processor and wherein said instruction sets can be modified to configure the behaviour of the gaming platform. Providing the gaming units with an instruction store that can be modified allows the units to be reprogrammed to behave in a variety of ways. By this means, the gaming platform can be configured to enable a user (or users) to play a number of different games on the same platform. In any aspect of the invention it is preferred that each of said units further comprises an accelerometer to detect acceleration of said unit.
If a non-accelerometer orientation detector is used in the gaming units, then a further provision of an accelerometer to detect movement of the device gives the gaming platform more capability to allow functions to be programmed into the device that respond to movement.
Also in any aspect of the invention it is preferred that each of said units further comprises a vibrator to cause said unit to vibrate. The provision of such a vibrator, which preferably is capable of vibrating at a number of frequencies, allows feedback to be given to a user touching, or holding the device. This is particularly advantageous when the gaming units are to be used by users with visual impairment, but for any user the use of vibration as a tactile feedback allows further gaming possibilities to be explored that operate in silence, and with no visible cues.
Also in any aspect of the invention it is preferred that each of said units further comprises a sound-emitter to cause said unit to emit a sound. Again, the addition of a sound-emitter, especially in cases where the sensory signal emitter is not a sound emitter allows the programming of further gaming possibilities.
Also in any aspect of the invention it is preferred that said proximity detector comprises said wireless transmitter and said wireless receiver. It is possible to combine the
functionality of wireless transmitter and receiver to achieve the functionality of a proximity detector, to detect the proximity of another like gaming unit, or a functionally- inert surface. For example, data may be transmitted and received between gaming units by encoding the data in transmitted light such as can be achieved with infra-red LEDs. The IR signal can then be picked up using a light detector such as a photodiode on another gaming unit, and the signal decoded to retrieve the data. Therefore, the presence of a received signal by light transmission is also an indicator of proximity of a like gaming unit. If a gaming unit's own transmitted signal is reflected back and detected by the unit's own photodiode, then that acts as a proximity detector for otherwise inert surfaces.
Also in any aspect of the invention it is preferred that said units are shaped so as to tessellate on a plane. Shaping the gaming units such that they can tessellate on a plane provides opportunities for a games developer to develop a wider range of games for the gaming platform.
Also in any aspect of the invention it is preferred that said units are shaped so as to tessellate in three dimensions. If the gaming units can tessellate in three dimensions, then even more opportunities are afforded for the games designer. Where said units tessellate on a plane or in three dimensions, it is preferred that said units are cuboid.
In any aspect of the invention it is preferred that each face of said units has a proximity detector. Providing a proximity detector on each face of the gaming unit allows the combined units of the gaming platform to sense the presence of other adjacent units with additional spatial information as to the arrangement of the units.
In especially preferred embodiements where multiple instruction sets are stored within the gaming platform, individual gaming units are configured such that arranging said gaming units in one of a predetermined number of spatial configurations relative to each other causes a corresponding one of a predetermined number of sets of instructions to be executed by the processor of each said gaming unit.
The controlling software in each of the gaming units can, for example, sequentially poll proximity detectors on each face of the gaming unit to determine whether there is another unit adjacent each of its faces, and so construct a "proximity table" of how many adjacent units there are, and which faces have adjacent units. Data within the table can be passed between the gaming units, and one of the gaming units (configured to act as a "control unit") can determine whether one of a predetermined number of patterns of adjacency has been detected. If this occurs, the control unit can send signals to other units causing them to run a predetermined set of instructions that can, for example, cause a different game to be played. The control unit may be configured such that change of instruction set is only activated if the units have been static for a predetermined time interval, to prevent an unwanted change of instruction set should one of the predetermined spatial configurations be momentarily encountered during game play. Examples of how this can be achieved are discussed further below. Also included within the scope of the invention is a gaming platform substantially as described herein with reference to and as illustrated by any appropriate combination of the accompanying drawings.
Brief Description of the Drawings
The invention will be described with reference to the accompanying drawings, in which: Figure 1 is a schematic functional block diagram of a gaming unit;
Figure 2 is a perspective illustration of three gaming units;
Figure 3 illustrates various shapes of gaming units;
Figures 4 and 5 illustrate gaming units with alternative sensory signal emitters;
Figure 6 is an example algorithm for a game;
Figures 7-9 illustrate a coding scheme for configuration of a gaming platform.
Description of Preferred Embodiments
Figure 1 illustrates, in schematic block diagram form, an embodiment of gaming unit, generally indicated by 1, forming part of a gaming platform of the present invention. The gaming unit has at its heart a processor 2 configured to send and receive signals from the various other elements of the system to be described. The processor 2 may conveniently have the form of an electrically-powered microcontroller, and be connected to the other elements by suitable interface electronics. The unit 1 has an orientation sensor 3 in the form of an accelerometer, providing information to the processor 2 on the roll, pitch and yaw angle of the unit 1. In this way, the processor 2 can calculate the orientation of the unit 1. In this embodiment, the gaming unit is in the form of a cube, and six proximity detectors 4 are provided; one on each face of the cube. The detectors 4 pass information to the processor 2 on whether a like unit 2 is adjacent. The unit also has a wireless transmitter 5 and a receiver 6 to transmit and receive information to adjacent or proximate like units.
The unit is further equipped with a sensory signal emitter (SSE) 7 to emit one of a plurality of possible signals to a user. In preferred embodiments, this SSI has the form of a multi-coloured light emitting diode (LED), or an RGB LED array, with the ability to emit different coloured light. In preferred embodiments, the elements of the unit 1 are encased in a translucent envelope, allowing the light to diffuse to all faces of the gaming unit 1. The SSI is controlled by the action of the processor 2. Also included in the unit 1 is a clock 8 to provide a time datum to the processor 2, to allow the storage of a timestamp on data received from, and transmitted to like proximate units.
The unit 1 further has an instruction store 9 to store instruction sets to be carried out by the processor 2. Non-volatile memory would be suitable. The instructions sets, in preferred embodiments, may be loaded and amended by means of communication via the receiver 6 and transmitter 5, by means of suitable handshake protocols.
Finally, the unit also has a status database 10, to store the status of each gaming unit, way of non-limiting example, the form of a suitable database is given in Table 1.
Table 1 - Example Database
Unit ID Orientation SSE Timestamp
00:00
00:00
01:23
00:45
00:05
01:37
My ID: 1
In this example, the database stores the identity of gaming unit (in this case it is "1") and status information about the unit and each of the other units in the gaming platform. In this embodiment, the orientation is stored as the number of the upward-most face (each face having been assigned a number) of each of the units in the gaming platform. Table 1 indicates that units 2 and 4 have their faces identified as "4" uppermost, whilst units 5 and 6 have face "2" uppermost. The column labelled SSE gives the status of the sensory signal emitter 7, in this case a multi-coloured light source with the following coding: R=Red, G=Green, B=Black (i.e. no light) and C=Cyan. Other codings are, of course, possible.
The Timestamp column indicates when the data was last refreshed by interrogation of other gaming units within communication range.
Figure 2 illustrates, in perspective form, part of a gaming platform, generally indicated by 11. Three gaming units 1 are illustrated, each in the form of a translucent cube. On each face 12 of each unit is located a transmitter 5 and a receiver 6. The transmitter 5 is in the form of an infra-red light emitting diode (IR-LED) and the receiver 6 is a photodiode. The IR-LED and photodiodes are mounted adjacent each other in approximately the centre of the face 12 of each unit 1, and provided with suitable transparent covers or lenses such that when two of the cubes 1 are placed adjacent each other signals may pass
between the units 1, as indicated by the two-headed arrow 13. Software running on the processor can sequentially poll the receiver on each face to determine whether there is another gaming unit adjacent. If so, a handshake protocol can be established between the units, the information within each unit's database 10 can be updated and appropriately time-stamped by means of the clock 8, and actions taken to change the status of each cube, dependent on the rules, or instructions, programmed into the instruction store 9. An example of such a set of instructions will be described below to illustrate one operation of the gaming platform. Figure 3 illustrates, in perspective view, a range of alternative possible shapes and forms of gaming units 1 that can be used for the gaming platform 11. Figure 3 A illustrates a non-tessellating dodecahedral gaming unit. Figure 3B illustrates a tetrahedral gaming unit, that may be tessellated on a plane by virtue of its regular equilateral triangular faces 12and which, depending on the orientation of the units, may also be tessellated in three dimensions. Figure 3C illustrates a cylindrical gaming unit, having only three faces, and which is again non-tessellating. Finally Figure 3D illustrates a hexagonal prism, having a total of eight faces, and which tessellates both on a plane and in three dimensions.
Figure 4 illustrates, in schematic perspective view, a gaming unit 1 in the form of a cube. The unit is made of translucent plastics and has a transmitter 5 and a receiver 6 on each of its six faces 12. Again, in this embodiment, the transmitter 5 comprises IR-LEDs, and the receivers 6 comprise photodiodes. This gaming unit has a sensory signal emitter (SSE) in the form of and RGB diode array 14 located within the translucent cube. Light from the array diffuses through the translucent faces 12 of the unit 1, to be visible to a user.
Figure 5 illustrates, again in schematic perspective view, an alternative gaming unit 1 , also in the form of a cube. In this embodiment, each of the faces 12 is again provided with a transmitter 5 and a receiver 6, but the sensory signal emitter (SSE) is in the form of a controllable vibrator 15, mechanically-coupled to the envelope of the cube. Under control of the processor 2 (not illustrated), the vibrator can be made to vibrate the cube. In preferred embodiments, the vibrator can operate at a number of predetermined frequencies which can be perceived by the touch of a user.
Figure 6 illustrates, in flow-chart form, a set of instructions that might be loaded into the instruction store 9 of a gaming unit 1. The instructions code for a game in which a control gaming unit, referred to here as the control cube (e.g. identified as cube number "1" in the database), but without loss of generality to other shapes of gaming units, sequentially changes colour at pre-determined time intervals. The challenge for a user, or player, is to change the orientation of each of the other cubes, which may conveniently be placed on a surface, such that they each change colour to match the colour of the control cube before the colour of the control cube changes to the next one in the sequence.
The operation of the algorithm should be largely self-explanatory from the flowchart, but for sake of clarity it is further explained as follows: When the game is initialised, a random colour sequence is generated by the processor, and the colour of the control cube is set to the first colour, by changing the colour output of a light emitting SSE 7 in the gaming unit, and a timer is set. When the control cube is running its instruction set
(illustrated by the left-hand loop of the flowchart) it merely sequences the SSE through each of the random colours at pre-set intervals. For the other gaming units, the processor interrogates the proximity sensor 4 of each of the faces of the unit, to determine which one is face-down on the playing surface. In the case of gaming units using a photodiode, the processor could merely detect which photodiode was in the dark (i.e. obscured by the playing surface). Alternatively, the orientation sensor could give the same information. Once the orientation of the gaming unit has been detected, the processor changes the colour of the cube (i.e. the output of the SSE) to a colour associated with the determined orientation.
By way of a further example to illustrate the operation of the apparatus, the gaming platform could be programmed to function as a "treasure hunt" game. One gaming unit may be indentified in the code as the "hunter" unit, with the other "treasure" units hidden within an environment, and to be found in a particular order. At the commencement of the game, each of the treasure units take on a different colour by means of the processor (e.g. in the hunter unit) transmitting an initial colour allocation to each other gaming unit. The instructions in the hunter unit then cause the colour of the hunter unit to change to the
first in the sequence of colours to be found. The coloured light may flash intermittently to indicate which unit is the hunter. The player then needs to find the hidden unit of the same colour, and bring the hunter unit into proximity with the hidden treasure unit. Once in communication range, a handshaking protocol is established between the two units and information about the status of the treasure unit can be transmitted to the hunter unit. If the colours match, then the hunter unit changes colour to the next colour in the sequence to be found. The game progresses as the user sequentially finds each of the treasure units. For a multi-player game, two hunter units could be defined in the software, with each player having perhaps a different sequence of coloured "treasure" units to be found. The winner would be the user who most quickly found the treasure units in sequence.
It will be apparent to the skilled addressee that the functionality of the gaming platform is such that a wide variety of games or activities could be programmed into the gaming units. Being able to sense their own orientation, the proximity of other gaming units, and being able to communicate with other gaming units, as well as with users by sensory signals such as coloured light, sound and vibration, allows a wide variety of games to be programmed into the platform.
The gaming platform can be programmed to behave in many ways like a cellular automaton, with simple rules dictating the transition of output state (i.e. the SSE) of each unit depending on a combination of the current state (orientation, SSE status etc), and the presence or absence of proximate, or adjacent gaming units. In this way, emergent behaviour of the gaming platform may be complex, even with simple transition rules. As an example of the great flexibility of the gaming platform, the system may be programmed such that the arrangement of gaming units relative to each other can be used to select which one of a plurality of pre-programmed games is executed. This is illustrated in Figures 7-9. Figures 7 and 8 illustrate a gaming platform 11 comprising a set of eight gaming units 1 in the form of cubes. The cubes have been arranged on a surface to form different configurations in Figures 7 and 8: in Figure 7, they are in the form of the letter "I" in the
Latin alphabet; in Figure 8, they are arranged in the form of the letter "T" in the Latin alphabet. The processor in each gaming unit can determine how many other gaming units are adjacent, and which faces they abut. A coding scheme, e.g. that illustrated in Figure 9, assigns a code to each unit, depending on the arrangement of faces on each unit that has another adjacent unit. For example, and as illustrated in Figure 9, a unit having just one face adjacent to another unit could be coded as "3"; a unit having two opposite faces adjacent another unit could be coded as "4"; a unit having three faces adjacent other units could be coded as "1" and a unit having two of its adjacent faces adjacent other units could be coded "2". The numbers in each unit in Figures 7 and 8 correspond to this coding scheme, and the number lists under each figure (the "configuration list") are the (unordered) set of coding for each gaming platform. Once the configuration has been established by a user, the units can communicate with each other and e.g. the processor in a control unit can decode the configuration list and configure the gaming platform to play a particular game. For example, configuration list [4,4,3,3,3,3,1,1] from Figure 7 might correspond to the colour changing game illustrated in Figure 6, and configuration list [4,4,4,4,3,3,3,1] from Figure 8 might correspond to the "treasure hunt" game described above.
In preferred embodiments of the invention, a base board is also provided, having the capacity to inductively charge individual gaming units placed on the board.
Claims
1. A gaming platform comprising a plurality of 3 -dimensional gaming units, said units having faces, and each of said units comprising:
an orientation detector to detect the orientation of the unit;
a sensory signal emitter capable of emitting a plurality of sensory signals detectable by a human user;
a database for storing the status of each gaming unit, said status comprising: an identity code for the said unit;
the orientation of said unit;
which sensory signal is being emitted by said unit; and
the time the status update was stored;
a proximity detector on at least one face of said unit;
a wireless transmitter for sending information to another such unit;
a wireless receiver for receiving information from another such unit; and a processor for controlling information received and sent between said units.
2. A gaming platform according to claim 1 wherein each of said units further comprises an instruction store, for storing instruction sets to be followed by said processor and wherein said instruction sets can be modified to configure the behaviour of the gaming platform.
3. A gaming platform according to either of Claims 1 and 2, wherein each of said units further comprises an accelerometer to detect acceleration of said unit.
4. A gaming platform according to any preceding claim, wherein each of said units further comprises a vibrator to cause said unit to vibrate.
5. A gaming platform according to any preceding claim, wherein each of said units further comprises a sound-emitter to cause said unit to emit a sound.
6. A gaming platform according to any preceding claim wherein said proximity detector comprises said wireless transmitter and said wireless receiver.
7. A gaming platform according to any preceding claim wherein said units are shaped so as to tessellate on a plane.
8. A gaming platform according to any preceding claim wherein said units are shaped so as to tessellate in three dimensions.
9. A gaming platform according to either Claim 7 or Claim 8 wherein said units are cuboid.
10. A gaming platform according to any preceding claim wherein each face of said units has a proximity detector.
1 1. A gaming platform according to any of claims 2 to 10 wherein individual gaming units are configured such that arranging said gaming units in one of a predetermined number of spatial configurations relative to each other causes a corresponding one of a predetermined number of sets of instructions to be executed by the processor of each said gaming unit.
12. A gaming platform according to Claim 1 1 wherein the spatial configuration of said gaming units is determined using the following steps:
(a) for each gaming unit, determining the pattern of faces that have another such gaming unit lying adjacent;
(b) allocating a code to each gaming unit depending on the pattern so determined;
(c) providing a lookup table associating combinations of codes from the plurality of gaming units with one or more instruction sets.
13. A gaming platform or unit substantially as described herein with reference to and as illustrated by any appropriate combination of the accompanying drawings.
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| GBGB1112664.6A GB201112664D0 (en) | 2011-07-22 | 2011-07-22 | Interactive device |
| GB1112664.6 | 2011-07-22 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2013014402A1 true WO2013014402A1 (en) | 2013-01-31 |
Family
ID=44652191
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/GB2011/051396 Ceased WO2013014402A1 (en) | 2011-07-22 | 2011-07-22 | Interactive device |
Country Status (2)
| Country | Link |
|---|---|
| GB (1) | GB201112664D0 (en) |
| WO (1) | WO2013014402A1 (en) |
Cited By (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| RU190565U1 (en) * | 2019-05-28 | 2019-07-03 | Леонид Евгеньевич Селявко | Cube simulator with colored edges for practicing the restoration of finger and hand movements, spatial perception and spatial memory |
| CN118949395A (en) * | 2024-10-12 | 2024-11-15 | 西湖大学 | A cellular automaton simulation device for Conway's Game of Life |
Citations (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| EP1839717A1 (en) * | 2006-03-27 | 2007-10-03 | Radica Games Ltd. | Internet enabled multiply interconnectable environmentally interactive character simulation module method and system |
-
2011
- 2011-07-22 WO PCT/GB2011/051396 patent/WO2013014402A1/en not_active Ceased
- 2011-07-22 GB GBGB1112664.6A patent/GB201112664D0/en not_active Ceased
Patent Citations (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| EP1839717A1 (en) * | 2006-03-27 | 2007-10-03 | Radica Games Ltd. | Internet enabled multiply interconnectable environmentally interactive character simulation module method and system |
Non-Patent Citations (1)
| Title |
|---|
| "Cubed: A networked physical gaming system", ISBN 978-86895-103-5 REVOLVER VERLAG, 2010 - 26 August 2010 (2010-08-26), Berlin, pages 353 - 355, XP002657754, Retrieved from the Internet <URL:http://www.isea2010ruhr.org/files/redaktion/pdf/isea2010_proceedings_p36_askham_hastilow.pdf> [retrieved on 20110829] * |
Cited By (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| RU190565U1 (en) * | 2019-05-28 | 2019-07-03 | Леонид Евгеньевич Селявко | Cube simulator with colored edges for practicing the restoration of finger and hand movements, spatial perception and spatial memory |
| CN118949395A (en) * | 2024-10-12 | 2024-11-15 | 西湖大学 | A cellular automaton simulation device for Conway's Game of Life |
Also Published As
| Publication number | Publication date |
|---|---|
| GB201112664D0 (en) | 2011-09-07 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| US10105594B2 (en) | Wearable garments recognition and integration with an interactive gaming system | |
| US8298084B2 (en) | Multi-player game controller system with combinable hand-held game controllers | |
| KR102435819B1 (en) | Smart magic cube and operating method thereof | |
| US10561950B2 (en) | Mutually attachable physical pieces of multiple states transforming digital characters and vehicles | |
| CN106470741B (en) | Interactive Play Kit | |
| US10610773B2 (en) | Interactive digital platform device and method | |
| US9662557B2 (en) | Music gaming system | |
| US20180071621A1 (en) | Gaming System, Kit, and Method for Enabling Interactive Play | |
| JP2009512484A (en) | Game with programmable luminous segments | |
| US11766607B2 (en) | Portal device and cooperating video game machine | |
| EP2079535A2 (en) | Interactive three dimensional gaming device with recessed chambers | |
| US20180071626A1 (en) | Tag reader and system comprising a tag reader | |
| WO2019107399A1 (en) | Staging apparatus, staging system, and staging method | |
| JP2021509609A (en) | Interactive components for amusement parks | |
| WO2013014402A1 (en) | Interactive device | |
| CN201139929Y (en) | Electronic scale novel electronic chess pieces | |
| WO2023239757A1 (en) | Method and apparatus for game play | |
| WO2014082171A1 (en) | Glove-based gaming system | |
| WO2006098299A1 (en) | Information processing system and information input device for the same | |
| JP5722788B2 (en) | Sound step | |
| JP7295586B2 (en) | Production system and production method | |
| KR101678118B1 (en) | Ball play device | |
| CN118678512A (en) | Tumbler pattern lighting device, stage lighting system using same, and stage lighting method | |
| US20130059661A1 (en) | Interactive video game console | |
| US20190353458A1 (en) | Interactive laser tag converter |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| 121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 11736148 Country of ref document: EP Kind code of ref document: A1 |
|
| NENP | Non-entry into the national phase |
Ref country code: DE |
|
| 122 | Ep: pct application non-entry in european phase |
Ref document number: 11736148 Country of ref document: EP Kind code of ref document: A1 |