AU2021200000A1 - Game system, device and method for playing a game - Google Patents

Game system, device and method for playing a game Download PDF

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Publication number
AU2021200000A1
AU2021200000A1 AU2021200000A AU2021200000A AU2021200000A1 AU 2021200000 A1 AU2021200000 A1 AU 2021200000A1 AU 2021200000 A AU2021200000 A AU 2021200000A AU 2021200000 A AU2021200000 A AU 2021200000A AU 2021200000 A1 AU2021200000 A1 AU 2021200000A1
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signal
mode
team
player
item
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David Dobney
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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/02Games or sports accessories not covered in groups A63B1/00 - A63B69/00 for large-room or outdoor sporting games
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1613Constructional details or arrangements for portable computers
    • G06F1/163Wearable computers, e.g. on a belt
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06KGRAPHICAL DATA READING; PRESENTATION OF DATA; RECORD CARRIERS; HANDLING RECORD CARRIERS
    • G06K19/00Record carriers for use with machines and with at least a part designed to carry digital markings
    • G06K19/06Record carriers for use with machines and with at least a part designed to carry digital markings characterised by the kind of the digital marking, e.g. shape, nature, code
    • G06K19/067Record carriers with conductive marks, printed circuits or semiconductor circuit elements, e.g. credit or identity cards also with resonating or responding marks without active components
    • G06K19/07Record carriers with conductive marks, printed circuits or semiconductor circuit elements, e.g. credit or identity cards also with resonating or responding marks without active components with integrated circuit chips
    • G06K19/077Constructional details, e.g. mounting of circuits in the carrier
    • G06K19/07749Constructional details, e.g. mounting of circuits in the carrier the record carrier being capable of non-contact communication, e.g. constructional details of the antenna of a non-contact smart card
    • G06K19/07758Constructional details, e.g. mounting of circuits in the carrier the record carrier being capable of non-contact communication, e.g. constructional details of the antenna of a non-contact smart card arrangements for adhering the record carrier to further objects or living beings, functioning as an identification tag
    • G06K19/07762Constructional details, e.g. mounting of circuits in the carrier the record carrier being capable of non-contact communication, e.g. constructional details of the antenna of a non-contact smart card arrangements for adhering the record carrier to further objects or living beings, functioning as an identification tag the adhering arrangement making the record carrier wearable, e.g. having the form of a ring, watch, glove or bracelet
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06KGRAPHICAL DATA READING; PRESENTATION OF DATA; RECORD CARRIERS; HANDLING RECORD CARRIERS
    • G06K19/00Record carriers for use with machines and with at least a part designed to carry digital markings
    • G06K19/06Record carriers for use with machines and with at least a part designed to carry digital markings characterised by the kind of the digital marking, e.g. shape, nature, code
    • G06K19/067Record carriers with conductive marks, printed circuits or semiconductor circuit elements, e.g. credit or identity cards also with resonating or responding marks without active components
    • G06K19/07Record carriers with conductive marks, printed circuits or semiconductor circuit elements, e.g. credit or identity cards also with resonating or responding marks without active components with integrated circuit chips
    • G06K19/077Constructional details, e.g. mounting of circuits in the carrier
    • G06K19/07749Constructional details, e.g. mounting of circuits in the carrier the record carrier being capable of non-contact communication, e.g. constructional details of the antenna of a non-contact smart card
    • G06K19/07773Antenna details
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/20Movements or behaviour, e.g. gesture recognition
    • G06V40/23Recognition of whole body movements, e.g. for sport training
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B2071/0655Tactile feedback
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B2071/0658Position or arrangement of display
    • A63B2071/0661Position or arrangement of display arranged on the user
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B2071/0675Input for modifying training controls during workout
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/10Positions
    • A63B2220/13Relative positions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/83Special sensors, transducers or devices therefor characterised by the position of the sensor
    • A63B2220/836Sensors arranged on the body of the user
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00151Backgammon
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/02Chess; Similar board games

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  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Computer Hardware Design (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Health & Medical Sciences (AREA)
  • Human Computer Interaction (AREA)
  • General Health & Medical Sciences (AREA)
  • Microelectronics & Electronic Packaging (AREA)
  • Social Psychology (AREA)
  • Psychiatry (AREA)
  • Multimedia (AREA)
  • Computer Vision & Pattern Recognition (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • General Engineering & Computer Science (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Toys (AREA)

Abstract

TITLE OF INVENTION: Game System, Device and Method for Playing a Game ABSTRACT A wearable electronic kit, system and method for playing a game involving a plurality of players is disclosed. The kit includes a transmitter configured to emit a signal identifying the player wearing the electronic kit and a receiver configured to read the signals transmitted by the electronic kits worn by other players and measure the signal strength of each of said signals. The kit includes a processor coupled to the receiver which creates zones of influence around the other players by defining a preselected signal strength threshold for each signal. The processor is configured to recognize a presence event in the zone of influence by comparison of the signal strength read by the receiver to the preselected signal strength threshold of the player. The processor is configured to store a set of rules and to use the recognition of the presence event in the application of the rules. 1 Figure 1 SHEET 1/52 Wearable Kit 0114 0115 0101 0099 0098 0104 0113 0105 0112 0106 0111 0107 0110 0108 0109 0103

Description

Figure 1 SHEET 1/52 Wearable Kit
0114 0115 0101
0099 0098
0104 0113
0105 0112
0106 0111
0107 0110
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[0001] CROSS REFERENCE TO RELATED APPLICATION: This application claims priority from US provisional patent application serial no.: 62/957,526 filed January 6, 2019, the entirety of which is incorporated herein by reference.
[0002] TITLE OF INVENTION: Game System, Device and Method for Playing a Game
[0003] BACKGROUND OF THE INVENTION
[0004] 1. FIELD OF THE INVENTION
[0005] The present invention relates generally to systems and methods for strategic games and athletics games. The present invention relates generally to devices and methods pertaining to novel sports, games, and amusements (USPC Index Class A63F9/00 and USPC Index Class 463). The present invention relates generally to amusement devices and games, and more specifically those including means for processing data (USPC Index Class 463 subclass 1). Certain embodiments of the invention relate to a simulated court game or athletic event (USPC Index Class 463 subclass 4). Certain embodiments of the invention relate to games using a tangible projectile (USPC Index Class 467). Certain embodiments of the invention relate generally to training appliances or apparatus for special sports (CPCA63B69/00). The present invention also relates generally to games or sports accessories (CPC A63B 71/00), and more specifically to those for large room or outdoor sporting games (A63B 71/02) as well as for small-room or indoor sporting games (CPC A63B 71/04).
[0006] 2. DESCRIPTION OF THE RELATED ART
[0007] In the prior art can be found attempts to incorporate electronics into physical games.
[0008] In US4695058A, Carter and Dooley describe a system that is used in the activity now known as laser tag. The photo-electric hit-detector type systems of Carter and Dooley, and others, employ beams and detection of beams at receivers to register a score. US4695058A does not teach games employing strategic thinking, nor proximity-based games, nor means of mitigating close-proximity related gaming injuries.
[0009] In US5393074A, Bear and Jordan describe a modular electronic gaming system that allows players to participate physically in video-game style games. The "smart gaming system" of Bear and Jordan employs interconnected modules that uses sensors to detect and indicate player positions and activities as they walk among them. The Bear and Jordan system employs a processor to translate sensor input into game states and score. US5393074A does not teach a method for players to engage in strategic and athletic games over a wide area with simple and small fixtures.
[00010] In US5127657A, Ikezawa and Mochino present an amusement system, similar to Bear and Jordan. The amusement system uses sensors to detect player position and "hits" (by shooting) and changes a game representation accordingly. US5127657A does not teach gaming methods wherein both strategy and fitness affects the gaming outcome. US5127657A does not teach gaming methods that allow play over a wide area with simple and small fixtures.
[00011] In US9396641B1, Allen et. al. describe a system for predicting and warning of impacts employing a user-wearable warning device to provide a warning output to the user (i.e. - sports player) in advance of a predicted time of the potential impact. The system of Allen et. al predicts potential impact by computation/processing based on user motion vectors and object motion vectors. US9396641B1 does not teach devices or methods for the prediction of potential impact by signal strength of waves emitted by the approaching player or object. US9396641B1 does not teach methods of gaming that avoid close-proximity play (and thereby avoid collisions).
[00012] In Pers Ubiquit Comput (2004) 8: 71-81 DOI 10.1007/s00779-004-0267-x "Human Pacman: a mobile, wide-area entertainment system based on physical, social, and ubiquitous computing", Cheok et. al describe a gaming system employing a role-playing augmented-reality processor that is physical, fantasy based, and involves real human-social and mobile gaming. The gaming system employs signal communication with LAN and central server and augmented-reality glasses, and game play that involves player contact. Some limitations of the system described by Cheok et. al include: use of a costly and range limited centralized server, use of a costly augmented-reality system, risk of player injury due to close-proximity play.
[00013] In CHI 2011, May 7-12, 2011, Vancouver, BC, Canada. ACM 978-1-4503-0268-5/11/05 "TagURIt: A Proximity-based Game of Tag Using Lumalive e-Textile Displays", and in "Social Appropriateness of Touch Sensor Placement on Interactive Lumalive E-Textile Shirts by Sylvia Hou Yan Cheng" (Queen's University Kingston, Ontario, Canada August 2011 Copyright c Sylvia Hou-Yan Cheng, 2011), Cheng et. al describe TagURIt, a dynamic game of tag wherein players physically represent a Universal Resource Indicator (URI) tagged with real-time location information, wherein each player wears a high resolution Lumalive textile display embedded in a shirt, wherein the display is modified based on player proximity, wherein player proximity is measured by LPS (local positioning system) or GPS (global positioning system) or RSSI (received signal strength using the Xbee Lily node-based bus packet-radio digital-radio communication protocol networking system). Wearable displays are modified based on player position, chasers touch target players and gain points depending on the state of the wearable display, the target is determined by a centralized processor. Some limitations of the TagURIt system include: use of a costly and range limited centralized server and architecture, reliance on expensive and cumbersome wearble lights as the main means of primary communication, risk of injury due to close-proximity play, complicated signal communication.
[00014] On Feb 3 2019, a "Superbowl" TV commercial was broadcasted that depicted a "real-life" game of Pac-Man (an arcade game). In the game, human players interacted in a maze, in a Pac-Man like game. The game employed indicators that were under manual/external control. The "Superbowl" Pac-Man broadcast does not teach a system or method of undertaking "real-life" arcade-like games, without relying on manual/external/remote control and intervention.
[00015] The ROXs real life gaming system offered by Kilian Saekel and company employs electronic objects that players touch and/or carry to play "real-world" video games intended for youth. The ROXs electronic objects communicate with each other via a master controller and RF signals. ROXs does not teach systems or methods to allow players to play strategic games without the use of network communication, in a manner that avoids close-proximity play.
[00016] In the game "SPOOKY", which is executed with the WOVEN e-wearable platform offered by wearablegames.eu (Kersten and Ribbens), players don wearable electronics, make gestures that are measured by (and affect) an electronic system in order to carry out actions in the game, and influence other players by signal communication. SPOOKY does not teach games employing strategic thinking. SPOOKY relies on wearable lights as the primary means of visual state indication. SPOOKY does not teach alternatives to using wearable lights as the primary means of visual state indication (to obviate or simplify the requirement for the usage of expensive and cumbersome wearable lights). SPOOKY does not teach methods of gaming that avoid close-proximity play. SPOOKY does not games with a strategic challenge.
[00017] The SuperSuit gaming system offered by SuperSuit Inc./MadRat games allows enhanced laser tag like games intended for youth (i.e. - similar to US4695058A, Carter and Dooley). The SuperSuit system includes a vest (with sensors and display for laser tag like games), glove (which acts as a laser tag gun or RC controller) and a bot/beacon (acts as lasertag target or shooter or captured object, may sometimes be worn to shoot opponents that are unshielded by the bot carrier/wearer). SuperSuit does not teach games employing strategic thinking. SuperSuit, relies on wearable lights as the primary means of visual state indication. SuperSuit does not teach alternatives to using wearable lights as the primary means of visual state indication (to obviate or simplify the requirement for the usage of expensive and cumbersome wearable lights). SuperSuit does not teach methods of gaming that avoid close-proximity play.
[00018] The 'ARENA' system offered by LaserForce (laserforcetag.com) includes beacons. The beacons are employed in laser tag games and can be used to shoot nearby players. Such beacons enhance the laser tag experience but do not allow for games that employ strategic thinking.
[00019] The article 'Pervasive gaming: Status, trends and design principles, Journal of Network and Computer Applications, June 2015, DOI:10.1016/j.jnca.2015.05.009' lists state of the art live action role playing games that employ electronics. A shortcoming of the games described is that they rely on costly and complicated networking methods (GPS, WiFi, IEEE 802.15.4, etc.). The games described in the paper do not teach methods of territorial control, which is an aspect of abstract strategy games.
[00020] The PhD thesis 'Pervasive GameFlow - Identifying and Exploring the Mechanisms of Player Enjoyment in Pervasive Games, Kalle Egers, Department of Informatics, Umea University Sweden, 2009' describes the game FIASCO, which employs networking and GPS methods to mark (but not control) territory in a manner that does not enable strategic athletic games.
[00021] Tagaboo is an interactive game for two or more children that is based upon wearable radio frequency identification (RFID) technology. One or more children wears a vest containing RFID tagged tokens, while one or more pursuers wear gloves with embedded RFID readers. The system lacks the ability to influence from a distance. The system lacks the ability to control zones through omnidirectional influence.
[00022] Beam virtual playground uses a projector and camera-based motion capture to create a virtual gaming space. Lumo play is similar to Beam virtual playground. The present invention does not employ a projector.
[00023] Seen in the prior art are inventions that employ complex, expensive, and cumbersome devices and communication methods that permit shoot-hit type games, laser tag type games, and other simple games (mainly for youth) that have changed little in the decades since Carter and Dooley. The physical games enabled by the prior art lack the potential to create a strategic challenge. Prior art inventions employ expensive, cumbersome, unclear wearable lighting. The prior art has not taught devices and methods and devices to provide for activities that challenge players in both strategic thinking and physical ability. Furthermore, inherent in the games taught by the prior art is close-proximity play and the attendant risk of injury due to collision, etc.
[00024] In US6981700B2, Syed and Syed describe a turn-based strategic board game called Arimaa. Arimaa was designed to be difficult for computer players. Human vs. computer competition in Arimaa furthered the development of artificial intelligence. As a result, computers are now capable of defeating humans in Arimaa. Human-computer competitive and/or cooperative play in strategic athletic games represents an opportunity to advance the science of artificial intelligence.
[00025] BRIEF SUMMARY OF THE INVENTION
[00026] The present invention is directed at a system for playing a game involving first and second players, the game having a set of rules by which the game is to be played. The system includes a transmitter worn by the first player, said transmitter emitting a first signal at a signal strength which decreases as the signal propagates away from the transmitter. The system further includes a receiver worn by the second player, said receiver configured to read the first signal, the receiver being further configured to measure the signal strength of said first signal. A processor coupled to the receiver is also included, the processor configured to create a zone of influence around one of the players by defining a preselected signal strength threshold. The processor is further configured to recognize a presence event when the signal strength read by the receiver equals or exceeds the preselected signal strength threshold. The processor is configured to store the set of rules, the processor being further configured to use the recognition of the presence event in the application of the rules. Preferably, the transmitter is an omnidirectional transmitter.
[00027] The present invention is also directed at system for playing a game as defined above further including an indicating device worn by one of the players, the indicating device coupled to the processor, the processor configured to activate the indicating device when the strength of the signal received by the receiver passes a predetermined indicating threshold, the indicating device configured such that when triggered, the indicating device emits an indicating signal selected from the group comprising an audible signal, a visual signal and a vibrational signal.
[00028] The present invention is also directed at a system for playing a game as defined in the preceding paragraphs wherein the processor is configured to identify a gesture, the processor being further configured to identify the gesture from a catalog of gestures stored on the processor, the processor being further configured to use the identified gesture in the application of the rules.
[00029] The present invention is also directed at a system for playing a game as defined in claim 1 wherein one of the players is intended to be an object and the other player is intended to be a natural person.
[00030] The present invention is also directed at a system for playing a game as defined above wherein the processor is worn by the second player.
[00031] The present invention is also directed at a system for playing a game involving at least two players on a playing field having a width, the game having a set of rules by which the game is to be played. In the system, each player wears a transmitter configured to emit a signal identifying the player wearing the transmitter, the signal having a signal strength which decreases along the width of the playing field. Each player also wears a receiver configured to read the signal transmitted by the other player, the receiver being further configured to measure the signal strength of said signal. A processor is coupled to each receiver, the processor configured to create a zone of influence around each of the players by defining a preselected signal strength threshold for each player. The processor is further configured to recognize a presence event when the signal strength read by the receiver exceeds the preselected signal strength threshold. The processor is also configured to store the set of rules, the processor being further configured to use the recognition of the presence event in the application of the rules.
[00032] The invention is also directed at a system of playing a game as defined in the preceding paragraph wherein each receiver and transmitter is wirelessly coupled to the processor, the processor being remote to each player and the transmitter is an omnidirectional transmitter.
[00033] The invention is also directed at a system for playing a game as defined in the preceding paragraph further including an indicating device worn by one of the players, the indicating device coupled to the processor, the processor configured to activate the indicating device when the strength of the signal received by the receiver passes a predetermined indicating threshold, the indicating device configured such that when triggered, the indicating device emits an indicating signal selected from the group comprising an audible signal, a visual signal and a vibrational signal.
[00034] The invention is also directed at a system for playing a game as defined in the preceding paragraph wherein the processor is configured to identify a gesture, the processor being further configured to identify the gesture from a catalog of gestures stored on the processor, the processor being further configured to use the identified gesture in the application of the rules.
[00035] The invention is also directed at a system for playing a game as defined in the preceding paragraph wherein at least one of the players is intended to be an object and at least one player is intended to be a natural person.
[00036] The invention is also directed at a system for playing a game as defined in the preceding paragraph wherein the processor comprises a plurality of processors, each player wearing one of said processors.
[00037] The invention is also directed at a wearable electronic kit useful in playing a game involving a plurality of players on a playing field having a width, at least some of the players wearing said wearable electronic kit, the game having a set of rules by which the game is to be played. Each wearable electronic kit includes a transmitter configured to emit a signal identifying the player wearing the wearable electronic kit, the signal having a signal strength which decreases along the width of the playing field. The receiver is configured to read the signals transmitted by the electronic kits worn by other players, the receiver being further configured to measure the signal strength of each of said signals. The wearable electronic kit further includes a processor coupled to the receiver, the processor configured to create zones of influence around the other players by defining a preselected signal strength threshold for each signal. The processor is further configured to recognize a presence event in the zone of influence by comparison of the signal strength read by the receiver to the preselected signal strength threshold of the player. The processor is further configured to store the set of rules and to use the recognition of the presence event in the application of the rules.
[00038] The invention is also directed at a wearable electronic kit as described in the preceding paragraph wherein the transmitter is an omnidirectional transmitter.
[00039] The invention is also directed at a wearable electronic kit as described in the preceding paragraph further including an indicating device coupled to the processor, the processor configured to activate the indicating device when the strength of the signal received by the receiver passes a predetermined indicating threshold, the indicating device configured such that when triggered, the indicating device emits an indicating signal selected from the group comprising an audible signal, a visual signal and a vibrational signal.
[00040] The invention is also directed at a wearable electronic kit as described in the preceding paragraph wherein the processor is configured to measure a gesture, the processor being further configured to identify the gesture from a catalog of gestures stored on the processor, the processor being further configured to use the identified gesture in the application of the rules. Preferably at least one antenna is also included that surrounds a body part of the wearer.
[00041] The invention is also directed at a wearable electronics kit described in the preceding paragraph wherein the receiver of at least one electronics kit receives signals transmitted in synchrony with music and wherein the processor is further configured to identify when a gesture is synchronous with the musical rhythm in the application of the rules.
[00042] The invention is also directed at a method of playing a game among a plurality of players wearing the electronic kit as described in the preceding paragraph including the steps of defining the zone of influence around at least one of the players and applying the set of rules for each presence event.
[00043] With the foregoing in view, and other advantages as will become apparent to those skilled in the art to which this invention relates as this specification proceeds, the invention is herein described by reference to the accompanying drawings forming a part hereof, which includes a description of the preferred typical embodiment of the principles of the present invention.
[00044] INTRODUCTION TO THE DRAWINGS
[00045] FIG. 1 is a conceptual elevation view of a player wearing an electronic kit made in accordance with the present invention.
[00046] FIG 2. Is a conceptual elevation view of player wearing alternative electronic kit made in accordance with the present invention.
[00047] FIG 3. Is a schematic view of the processing unit of the wearable kit shown in figures 1 and 2.
[00048] FIG. 4. Is a conceptual elevational view of the player and fixtures and projectile and robot portions of the present invention.
[00049] FIG. 5. Is a schematic diagram of fixture and projectile processing portion of the present invention.
[00050] FIG. 6. Is a conceptual plan view of the WaveTag Field game playable using the present invention.
[00051] FIG. 7. is a schematic view of the WaveTag game playable using the present invention.
[00052] FIG. 8. Is a schematic view of the WaveTag Player Parameters.
[00053] FIG. 9. is a schematic view of the WaveTag Player Modes.
[00054] FIG. 10. is a schematic view of the WaveTag Team A Processing - Part 1.
[00055] FIG. 11. is a schematic view of the WaveTag Team A Processing - Part 2.
[00056] FIG. 12. is a schematic view of the WaveTag Team A Processing - Part 3.
[00057] FIG. 13. is a schematic view of the WaveTag Fixture Processing.
[00058] FIG. 14. is a schematic view of the WaveTag Gestures.
[00059] FIG. 15. is a schematic view of the WaveTag Team A Haptic Feedback.
[00060] FIG. 16. Conceptual plan view of WaveChess Field game playable using the present invention.
[00061] FIG. 17. is a schematic view of the WaveChess Fixture Parameters.
[00062] FIG. 18. is a schematic view of the WaveChess Player Parameters.
[00063] FIG. 19. is a schematic view of the WaveChess Player Modes.
[00064] FIG. 20. is a schematic view of the WaveChess Team A Processing - Part 1.
[00065] FIG. 21. is a schematic view of the WaveChess Team A Processing - Part 2.
[00066] FIG. 22. is a schematic view of the WaveChess Team A Processing - Part 3.
[00067] FIG. 23. is a schematic view of the WaveChess Typical Goal Processing.
[00068] FIG. 24. Is a conceptual plan view of a WaveGammon Field game playable using the present invention.
[00069] FIG. 25. is a schematic view of the WaveGammon Fixture Parameters.
[00070] FIG. 26. is a schematic view of the WaveGammon Player Parameters.
[00071] FIG. 27. is a schematic view of the WaveGammon Player Modes.
[00072] FIG. 28. is a schematic view of the WaveGammon Player Processing.
[00073] FIG. 29. is a schematic view of the WaveGammon Alternate Field.
[00074] FIG. 30. is a conceptual plan view of a WaveBall Field game playable using the present invention.
[00075] FIG. 31. is a schematic view of the WaveBall Projectile Parameters.
[00076] FIG. 32. WaveBall Projectile Modes (Embodiment 10)
[00077] FIG. 33. WaveBall Player Parameters (Embodiment 10)
[00078] FIG. 34. WaveBall Player Modes and Parameters (Embodiment 10)
[00079] FIG. 35. WaveBall Team A Processing (Embodiment 10)
[00080] FIG. 36. WaveBall Projectile Processing (Embodiment 10)
[00081] FIG.37. WaveBall Team A Haptic Feedback (Embodiment 10)
[00082] FIG. 38. Is a conceptual plan view of a WaveMan Field game playable using the present invention.
[00083] FIG. 39. WaveMan Fixture Parameters (Embodiment 11)
[00084] FIG. 40. WaveMan Player Parameters (Embodiment 11)
[00085] FIG. 41. WaveMan Man Logic (Embodiment 11)
[00086] FIG. 42. WaveMan Fixture Logic (Embodiment 11)
[00087] FIG. 43. Is a conceptual plan view of a WaveBlock Field game playable using the present invention.
[00088] FIG. 44. WaveBlock Fixture Parameters (Embodiment 12)
[00089] FIG. 45. WaveBlock Player Parameters (Embodiment 12)
[00090] FIG. 46. WaveBlock Player Processing (Embodiment 12)
[00091] FIG. 47. WaveBlock Fixture Processing (Embodiment 12)
[00092] FIG. 48. is a conceptual plan view of a WaveLord Field game playable using the present invention.
[00093] FIG. 49. is a conceptual plan view of a WaveWar Field game playable using the present invention.
[00094] FIG. 50. WaveWar Parameters.
[00095] FIG. 51. is a conceptual plan view of a WaveDodge Field game playable using the present invention.
[00096] FIG. 52. Conceptual view of shin worn apparatus (Embodiment 16)
[00097] In the drawings like characters of reference indicate corresponding parts in the different figures.
[00098] DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
[00099] In the embodiment descriptions, playing field is used to denote a location where a game takes place. The playing field will generally have a width which is defined as the greatest linear dimension of the field. The playing field may be square, rectangular, circular or any other shape desired, depending on the needs of the game to be played on the playing field. Playing fields may be indoor or outdoor and may cover a relatively large area. Drawings are not to scale. In some cases, for clarity of presentation, the embodiment presented may be a simplified version of an embodiment more likely to be employed. In certain embodiment descriptions below, certain features will be explained in less detail than others, due to commonality with features described elsewhere. In some embodiment descriptions (e.g. - where poses, gestures, and movements are used to convey information), the terms pose, gesture, and informatory movement may be used interchangeably. Programming logic shown is indicative and arranged for clarity of presentation; actual implementation of programming logic may vary from what is shown herein.
[000100] Embodiment 1 of the invention is shown in FIG. 1. FIG. 1 describes a wearable electronic kit that would enable a player to participate in most of the games described in this specification (albeit the kit of FIG. 1 is not necessarily the minimum kit required for such). The embodiment 1kit includes a belt 0101 which is worn and supports the electronic components of the wearable kit. In some embodiments the belt is incorporated into clothing (shirt, pants, etc.). Embodiment 1 includes antenna 0102 which is used to transmit and receive signals. Antenna 0102 is operatively coupled to a transmitter 0100 which generates the signal. Antenna 0102 may, in some embodiments, also be operatively coupled to a receiver 0099 which is configured to read the signal and measure its signal strength. Antenna 0102 surrounds the player's body and is substantially omnidirectional (with respect to the player's body); emitting and receiving signals in all (azimuthal) directions. In embodiment 1the antenna is worn on the waist; in other embodiments antennae may surround the head or neck or ankle(s) or other body parts, or may be embedded in shoes or shoe soles or other wearable items. In some embodiments an omnidirectional antenna of the halo loop type or other loop type is employed. In some embodiments a patch array antenna is used. In some embodiments elements of an antennae array are individually adjusted to achieve desired omnidirectionality. In some embodiments, elements of an antenna array transmit and/or receive in sequence. In some embodiments, a cylindrical antenna may be employed. In some embodiments a coil or spring antenna may be employed. In some embodiments the wearable antennae may be isolated from the body. In some embodiments, the wearable belt 0101 may be made dual purpose for comfortable everyday use as a belt, with unobtrusive electronic components and antennae. In embodiment 1, antenna 0102 serves as both a transmitting and receiving antenna. In other embodiments one or more transmitting antennae and/or one or more receiving antennae may be employed. Antenna 0102, through design and/or calibration, can be made to emit in such a way that constant (azimuthal) signal strength is measured around the perimeter of the zone influenced by the player, so that signal strength may be used to demarcate a zone of influence (e.g. - a circular zone). Preferably, transmitter 0100 is configured to transmit a signal at a substantially constant signal strength and receiver 0099 is configured to measure the strength of the signal transmitted by another player's transmitter. A zone of influence can be defined around the players by setting a threshold strength defining the perimeter of the zone of influence. A presence event wherein a player is within the zone of influence (such as the entry of another player into the zone of influence) can be measured by receiver 0099 and noted by processor 0103 as equaling or exceeding the threshold signal strength defining the limits of the zone of influence. The noting of a presence event, or lack thereof, can be used to recognize or infer entry, exit, presence within or presence outside of the zone of influence. This feature can be utilized to control or influence territory, a feature of abstract games and strategy games. It will be appreciated that the nature and strength of the signal must be selected to be operatively effective. If the signal strength is too great, there may be too little difference in the strength of the signal immediately adjacent a player and the strength of the signal at the farthest reach of the playing field. Therefore, to maximize the operative effectiveness of the signal, the strength of the signal emitted by the transmitting antenna should measurably decrease as the signal propagates away from the antenna across the width (length) of the playing field.
[000101] Signal-strength-based zone influence allows players to reliably influence each other at a distance, and to mitigate close-proximity play. It also allows a player's zone of influence to be readily implied to other players (i.e.- the zone of influence surrounds the player). In some embodiments (played in appropriate lighting conditions), wearable lights controlled by a player processor can create a spotlight at the player's feet to provide additional indication of zone influence. In comparison to network-based gaming communication, signal-strength-based zone influence is immediate and robust. Note however, that network methods, mesh networks, communication protocols, beam communication, time of flight methods, etc. can be used alongside signal-strength-based zone influence in a complementary manner (i.e. - for secondary purposes such as data transfer, handshaking, corroboration, etc.). Signal-strength-based zone influence systems allow players to be reliably warned about the approach of other players (or fixtures or projectiles). Such warnings can mitigate the risk of collision and injury. Such warnings can also be used to inform a player of a nearby zone of influence, which may guide a player's (strategic) decision about whether to enter said zone.
[000102] In some embodiments, signal-strength along the perimeter of a zone is constant at a given elevation but varies with elevation. In some cases, such variation is acceptable. In some cases, such variation would undermine reliable zone influence demarcation to an unacceptable degree (e.g. due to differences in player height, etc.). Cylindrical antennae and/or ankle worn antenna and/or multi-antennae kits can be employed to mitigate such variation. Calibration means and/or processor means and/or other means can be used to mitigate such variation.
[000103] Processor 0103 is preloaded with the codified rules of the game and is configured to apply the rules of the game as the game is being played. Preferably, a game program is loaded into processor 0103, the game program being adapted to apply the rules of the game as the game is played, such as noting when a player's zone of influence is breached by another player entering the zone of influence (i.e. a presence event occurs wherein a player is within a zone of influence). The program is preferably configured to use these zone breach events (or zone entry events or presence events) to calculate a score, activate a warning signal, calculate a score or some other function pursuant to the rules of the game codified in the processor. Processor 0103 represents game state according to codified rules as programmed in the processor. Processor 0103 receives electronic inputs from worn components (e.g. - antennae, etc.) and sends signals to worn electronic components (e.g. - vibrators, buzzers). First vibrator 0104 provides warning haptic feedback to the player. First light 0105 provides status information. Movement detector 0106 (e.g. - accelerometer, triangulation unit, proximity sensor on each foot, etc.) provides motion information to the processor 0103. Motion can serve as an instruction to the processor. As will be described below, motion can be compelled by the processor 0103 (and compliance may be confirmed with detector 0106). RFID reader 0107 obtains signals from passive RFID tags on the body. RFID reader 0107 can signal to the processor 0103 to express movement, pose, or gesture (i.e. - a specified communicative motion). Button 0108 allows local user input (e.g.- for game configuration). Button 0109 allows local user input. Speaker 0110 provides status info (e.g. - sounds, bleeps, bloops, voiced messages or instructions or warnings, etc.). Battery module 0111 provides power to the wearable electronic kit. Second light 0112 provides status information. Second vibrator 0113 provides informational haptic feedback to the player.
[000104] Right passive RFID bracelet 0114 allows right hand poses and gestures to be measured by the RFID reader 0107. Left passive RFID bracelet 0115 allows left hand poses and gestures to be measured by the RFID reader 0107. RFID reader 0107 can measure poses and gestures by methods known in the prior art (e.g. - methods of 'Gesture recognition using RFID technology, Personal and Ubiquitous Computing, Asadzadeh et. al, 16(3):225-234 : March 2012', or, 'Are RFID Sensing Systems Ready for the Real World?, Wang et. al, University of Waterloo, MobiSys '19 June 17-21 Seoul Korea', or by other means). Poses such as one hand up, both hands up, hands to the side, hands on hips, open hand, closed fist, etc. and other poses and gestures used in strategic athletics games can be effectively communicated to the processor by passive RFID methods (typical RFID response times are under 100 ms). In some embodiments, gesture and pose may be measured without RFID bracelets (e.g. - methods of 'Humantenna: Using the Body as an Antenna for Real-Time Whole Body Interaction, Cohn et. al, CHI 2012, May 5-10 2012 Austin Texas'). Analogous to semaphore, poses and gestures can serve as an instruction to the processor, as well as an indication to other players. Poses and gestures can be compelled or prohibited by the processor to enforce rules, and to maintain pose and gesture as a reliable means of visual indication. In some embodiments, gesturing methods obviate (or enhance, or render optional) wearable indicator lights. In some embodiments, other actions such as speech (to inform other players of the game status, etc.) can be compelled, or used as an input to the processor to initiate actions. Processor 0103 may, in some embodiments, be configured to use the gestures and poses in the application of the game rules during the running of the game program.
[000105] Processor 0103 is preferably directly coupled to the transmitter 0100 and receiver 0099; however, processor 0103 may in fact be a sub-processor which is wirelessly coupled to a remote processor 0098. Remote processor 0098 may be preloaded with the rules of the game to be played and configured to execute the rules of the game taking into consideration the reading of gestures and the reading of zone entry/breach events.
[000106] An alternative wearable kit of embodiment 2 is shown in FIG. 2. First vibrator 0201 provides warnings. Speaker 0202 provides audio information near the players' ears. Player passive RFID tag 0203 provides unique information about the player to game fixtures and players. Display 0204 provides additional supplementary indication. Smartphone 0205 assists with processing and can provide a supplementary network connection. Antenna 0206 transmits and receives signals. Antenna 0206 includes a flexible substrate and a transmitting/receiving element that is wave shaped. The wave shape of antenna 0206 enhances an ability to adapt to a variety of waist sizes (in other embodiments the antenna can assume other shapes). Belt 0207 holds electronic components. Bracelets 0208 and 0213 allow RFID based pose identification. Battery 0209, movement detector 0210, RFID reader 0211, and button 0212 serve similar functions to their counterparts in embodiment 1. RFID tag 0214 and RFID tag 0215 are used in pose and gesture measurement. A variety of wearable kit configurations are possible, as reflected in the generality of the claims.
[000107] FIG. 3 depicts a general electrical schematic for the wearable electronic kit of embodiment 3. Using an apparatus similar to that shown in embodiment 1, a processor 0301, obtains signal information from an antenna 0311, movement information from module 0312, gesture information from module 0313 (or directly from passive RFID tags or the like), and button input via module 0314 (or directly from buttons). As a result, the processor 0301 can cause signals transmission via antenna 0321, visual output via module 0322, sound output via module 0323, and haptic feedback via module 0324. Other inputs (0315) and outputs (0325) are possible.
[000108] Embodiment 4, shown in FIG. 4, depicts various main elements that may be involved in a strategic athletics system: player 0410, major fixture 0420, minor fixture 0430, projectile 0440, and robot 0450. Player 0410 wears an electronic system that allows signal communication with other players, fixtures, projectiles, and robots. Major fixture 0420 is capable of signal communication and processing and has extensive features, including camera 0421 (e.g. - for group gesture recognition), general area antenna 0422 (e.g. - for triangulation signal broadcast or state information broadcast), indicator 0423, pregame configuration screen 0424, as well as gaming and calibration antenna 0425 (used during game play). In some embodiments, major fixtures are equipped with a foam or padded casing to minimize the risk of injury and/or damage in the event of collision. Minor fixture 0430 is capable of signal communication and processing and has a screen 0431. Minor fixture 0430 is placed on the floor or ground. Minor fixture 0430 has beveled edges to avoid trip hazard. Minor fixtures can be designed to be stackable, with power and network terminals that contact during stacking, for battery charging and bus communication (e.g. - for programming). Robot 0450 is capable of signal communication and processing and can employ a screen 0451and/or other indicators. Robot 0450 employs systems for motion which may employ wheel 0452 or other means. In addition to the above-mentioned main elements, non-electronic obstacles and terrain may be involved in strategic athletics.
[000109] Through a calibration procedure (or by design), it is possible to adjust signal emission strength and sensitivity to received signals, such that all players (and fixtures and projectiles) encounter identical signal strength delineation of zone boundaries. Calibration (or design) can also be used to achieve "handicapping". Through calibration it is possible to adjust signal strength zone delineation on a team or individual basis, to customize influence radius, level of difficulty, or gaming experience. It can also be seen from the embodiments described below that "handicapping" can be achieved by modifying parameters in the processor (e.g. - increase or decrease times allowed for movement, time limit to score, time limit to think, etc.). Player antenna calibration can be performed by standing a known distance from a fixture, causing the player and fixture to emit signals, measuring the strength of signals received by player and fixture, and adjusting the receipt and/or emission of signals until the desired signal strength measurement/demarcation is achieved. During calibration of a radio-based system, ambient radio signal interference (typically from distant emitters) can be nullified. Also, intermittent or intentionally disruptive game-time radio interference can be addressed by various means (e.g. - systematic signal strength fluctuation, scheduled signal strength shift, scheduled frequency shift, encoded waves, etc.).
[000110] In some embodiments, major fixtures may be employed in purpose built playing fields in public or private areas and can be made to operate in synchrony with external lights, or external speakers, or other external devices. In some embodiments, wearable kits or fixtures can be fitted with audio sensors to discern musical rhythm and promote player movement in rhythm with music.
[000111] FIG. 5 depicts a general electrical schematic for the major fixture of embodiment 5. Using a fixture apparatus similar to that shown in embodiment 4, a processor 0501, obtains signal information from an antenna 0511, group movement information via camera 0512, player input via input module 0513 (typically for pre-game configuration) and input module 0514. As a result, the processor 0301 can cause signal transmission via antenna 0521, visual output via module 0522, and sound output via module 0523. Other inputs (0515) and outputs (0525) are possible. Generally, the electrical system of minor fixtures and projectiles are similar to those of major fixtures. Minor fixtures are capable of some of the functionality of major fixtures. Projectiles are capable some of the functionality of major fixtures. A variety of fixture and projectile configurations are possible as reflected in the generality of the claims.
[000112] Embodiment 6, associated with FIG. 6 through 15, relates to a novel game called WaveTag; variants of which are made possible by the invention. In WaveTag, two teams (e.g.- team A vs. team B) compete in a game related to tag, british bulldog, football, cricket. An important aspect of the game is the notion of influence, which is the zone influenced by a player or fixture (sometimes referred to as the player's, or fixture's, influence). The perimeter of the influence zone is delineated by constant strength of a signal emitted by the player or fixture. WaveTag can be played with a minimal wearable kit and minimal fixtures.
[000113] In WaveTag, two fixtures are designated as goals, and the goals are placed at opposite ends of a playing field. Initially, Team A includes a player in the scorer role. Team A scores after the scorer has achieved proximity to a first goal, and then a second goal, within a time limit. Team A fails to score when one of the following conditions is met: (a) the scorer enters the influence of any stationary Team B player (i.e. - pawn or hunter), or (b) the scorer enters the influence of a hunter of
Team B, or (c) a timer expires. A scorer is immune to the influence of opposing players while in the zone of influence of a stationary teammate (i.e. - pawn). If Team A fails to score, the Team A scorer is reassigned the role of Team A hunter and the Team B hunter is reassigned the role of Team B scorer, with Team B proceeding to attempt a score in the manner described. During the game, a player will temporarily lose their zone of influence under the following condition: said player is in motion while entering the zone of influence of a stationary opponent. In the game, player gestures and motion are variously compelled and prohibited in a manner that enforce rules and provides for a reliable gesture-based system of visual indication. Such compelling and prohibition is achieved by the threat of penalization (e.g. - assignment of demerit points, decreasing score, etc.). Penalization is registered electronically (and automatically) by the wearable kit.
[000114] For example, FIG. 6 depicts a moment in a WaveTag game, wherein Team A scorer 0631is in pursuit of south goal 0612. Team B hunter 0651 is running northwestwards in pursuit of the scorer 0631, in an attempt to place scorer 0631 in zone 0661, to deactivate the scorer, and to gain the ability to score. Scorer 0631 runs southwest seeking the influence (zone 0642) and protection of Team A Pawn 0632. If successful in seeking the protection of pawn 0632, scorer 0631 may consider continuing onwards to south goal 0612 by passing safely through the influence of Team A pawn 0633 and Team A pawn 0634, which are effective in blocking nearby Team B Pawns. The figure also depicts Team B Pawn 0654 which has entered the influence of stationary Team A Pawn 0635; Team B Pawn 0654 is therefore (temporarily) "out".
[000115] FIG. 7 describes parameters in the processor of the goal fixtures (0601, 0611). North goal 0601emits a signal (0701) to define influence zone 0602. South goal 0611 emits a signal (0702) to define influence zone 0612. Scoring and game completion are tracked (0705, 0706, 0707,0708). Game play and game completion is timed (0709, 0710). Depending, the north goal 0601 may operate in various modes that coordinate signal emission/processing (0711, 0712, 0713, 0714). Similarly, the south goal 0611 may operate in various modes that coordinate signal emission/processing (0715, 0716, 0717, 0718).
[000116] FIG. 8 describes parameters in the processor of wearable kits borne by players. Team A players may emit signals related to role, as well as attack, defense, basic handshaking, and penalization (0801, 0802, 0803, 0804, 0805, 0806), and similarly, so may Team B players (0807, 0808, 0809, 0810, 0811, 0812). A player's electronic kit uses variables to register motion and gesture (0813, 0814, 0815, 0816, 0817, 0818, 0819, 0820). For example, if player motion is detected (e.g. - by a module similar to movement detector 0106 of embodiment 1) then the variable VM will be set to true (0813). For example, if a right-hand passive RFID tag (similar to tag 0114 of embodiment 1) goes out the of range of the wearable RFID reader (i.e. - a reader similar to reader 0107 of embodiment 1) then a right hand up can be inferred by the processor, and variable VHU is set to true (0815). Various timers that affect play and compel movement are used (0821, 0822, 0823, 0824, 0825, 0825, 0826). For example, if a scorer does not score before score timer TS (0823) elapses then the scorer is deactivated.
[000117] FIG. 9 describes player modes, which dictate signal emission and processor logic. Modes related to roles (i.e. - pawn/hunter/scorer) and player status (i.e. still/moving/out/penalized/handshaking/vulnerable/protected) are listed for Team A (0901, 0902,
0903,0904,0905,0906,0907,0908,0909,0910,0911,0912,0913,0914,0915)and forTeam B (0916,0917,0918,0919,0920,0921,0922,0923,0924,0925,0926,0927,0928,0929,0930).For example (0902), when a Team A pawn is still, in MAPS mode, said Team A pawn will emit signal SAP.
[000118] FIG. 10 describes the methods of Team A pawn processors. In each row of the tabular diagram is indicated a player mode and the corresponding signal emission, as well as mode and parameter updates that are made in response to parameter conditions and received signals. If a moving pawn (MAPM mode) enters opposing pawn influence (signal SBP), or goal influence (SGN, SGS) then the moving pawn is put in out mode (MAPO mode) according to methods 1001, 1002, 1003. If, after moving (MAPM), the pawn is stationary, still mode (MAPS) is applied (1004). If, while stationary, the pawn moves, moving mode is applied (1005). If a stationary pawn raises a hand, handshaking (to attempt role change) is initiated (1006). If a pawn has been recently deactivated and put in out mode (MAPO), then said deactivated pawn can resume play after being stationary with hands on hips for a specified duration (1007). A pawn can influence a zone (by emitting signal SAP) while stationary (1005, 1006). A moving pawn cannot influence a zone (1001, 1002, 1003).
[000119] FIG. 10 describes the methods of Team A hunter processors. If a moving hunter enters opposing pawn influence, or goal influence, then said hunter is put in out mode according to methods 1008, 1009, 1010. If a stationary hunter raises a hand, handshaking (to attempt role change) is initiated (1011). A deactivated hunter (i.e. - in out mode, MAHO) can resume play after being stationary with hands on hips for a specified duration (1012). Hunters can influence a zone (by emitting signal SAP) while still or moving (1008, 1009, 1010).
[000120] FIG. 11 describes the methods of Team A scorer processors. To begin a scoring attempt, the scorer enters the north goal influence, and is assigned MAS1V mode, which is to say, "vulnerable" and in pursuit of south goal (1013). If the scoring attempt does not commence in the required time the scorer is out (1014). A scorer is vulnerable until the scorer enters the influence of a teammate (1015) and is thereby "protected". If a (vulnerable) scorer remains outside of teammate influence for a specified duration (timer TR), the scorer is out (1016). If a scorer fails to reach goal proximity within a specified duration (timer TS), the scorer is out (1017). If a scorer leaves the influence of a teammate, the scorer become vulnerable (1019), and a timer is initiated (timer TR). Methods 1020, 1021, 1022 are 'protected scorer analogues' of methods 1016, 1017, 1018. Upon reaching the south goal, the scorer now begins pursuit of the north goal (1018) by entering MAS2V mode. Methods 1023, 1024, 1025, 1026, 1027, 1028, 1029, 1030 relate to scorers in north-goal pursuit, and are analogous to the south-goal pursuit methods 1015, 1016, 1017, 1018, 1019, 1020, 1021, 1022 described above. Upon reaching the north goal, the team A score is incremented by the goal fixture, and the scorer begins pursuit of the south-goal in a new scoring attempt/turn (1030). If the scorer gets "out" (e.g. - by methods 1014, 1016, 1017, 1020, 1021, 1024, 1025, 1028, 1029) then the scorer enters handshake mode (MASH) to initiate a process wherein the Team B hunter becomes a Team B scorer, and the Team A scorer becomes a Team A hunter.
[000121] FIG. 11 describes the processor methods related to handshaking and exchanging roles. A pawn that is in handshake mode, stationary, with hand-up for the required duration, and in receipt of the hunter handshake signal, assumes the hunter role (1101). If the pawn's hand is lowered or the pawn moves during handshaking, the pawn resumes normal play (1102). A hunter that is in handshake mode, stationary, with hand-up for the required duration, and in receipt of the pawn handshake signal, assumes the pawn role (1103). A hunter that is in handshake mode, stationary, with hand-up for the required duration, and in receipt of the opponent scorer's handshake signal, assumes the scorer role (1104). If the hunter's hand is lowered or the hunter moves during handshaking, the hunter resumes play in the hunter mode (1105). A scorer that is in handshake mode, stationary, with hand-up for required duration, and in receipt of the opponent hunter handshake signal, assumes the hunter role (1106). If scorer/hunter handshaking does not occur within the required duration, scorer retains the scorer role and begins a new "turn" (1107). A scorer is obliged to attempt role change during handshaking. If, while in handshake mode, the scorer fails to put up a hand, or enters a goal area, the scorer is penalized (1108, 1109, 1110). While in "penalty" mode, the scorer's penalty timer increments until the scorer reaches the opponents goal (1111). While in the influence of the opponent goal, the penalty timer of the penalized scorer is decremented (1112). While the penalty timer is decremented, penalties are registered at the opponent goal as will be described later. After the penalty timer elapses the scorer enters hunter mode (1113). After this occurs, the opposing hunter will have an opportunity to become scorer. In such a penalty scenario, when a hunter receives a "grant" signal from the fixture, the hunter becomes scorer (see 1306 described below).
[000122] A delay between scorer outage and scorer handshaking can be implemented, to allow a scorer to take up a preferable location for handshaking. In other embodiments, handshaking can be achieved by more sophisticated methods. In some embodiments, handshaking can include physically shaking hands or other gestures, along with appropriate gesture recognition.
[000123] FIG. 12 describes the processor methods of gesture enforcement, which ensure a reliable system of gesture indication. Gesture obviates, or minimizes the need for, wearable light indicators (note that, among other shortcomings, wearable light indicators are expensive and hard to discern). If a pawn puts a hand up while moving, the pawn gets "out" (1201). If a pawn puts hands on hips while not "out", the pawn gets "out" (1202, 1203). If, while out, the pawn raises a hand, the required time to end the "outage" is extended (1204). If a hunter puts hands on hips while not "out", the hunter gets "out" (1205). If, while out, the hunter raises a hand, the required time to end the "outage" is extended (1206). Scorer methods 1207&1208 and 1209&1210 and 1211&1212 and 1213&1214 are analogous to pawn methods 1201&1202.
[000124] FIG. 13 describes methods of the north goal fixture. A timer defines game duration (1301). During gameplay (i.e. - play mode MNGP), receipt of a scorer signal increments the team A score (1302). Receipt of a team B penalty signal penalizes Team B in proportion to the duration of signal receipt (1303). If, after the Team B penalty signal ceases, a Team B hunter signal is subsequently received, the goal enters "grant" mode (1304). In grant mode the goal is able to confer the scorer role (to resolve the penalty scenario described above). The grant signal, when received by a Team A hunter causes the Team A hunter to become a scorer (1114). If a Team A hunter signal is received, the goal transitions from grant mode to normal play (1306). When the game timer elapses, game end mode is initiated. Initiation of game end is accompanied by visual and/or audio indication and the initiation of the end game timer. During game end, the status of the hunter and scorer is obtained by the goals, in order to finalize the game. A Team A hunter can trigger north goal finalization, by entering north goal proximity (1307). A penalized opposing scorer, after first registering penalties, can trigger goal finalization (1308, 1309). An opposing hunter can also trigger goal finalization (1310). The game is over when both goals have been finalized, or by the elapsing of the end game timer (1311). Finalizing the game according to the above methods disincentivizes a penalized scorer from leaving the playing field to the detriment of the opponent (i.e. - "running away with the game").
[000125] FIG. 14 shows typical WaveTag gestures and possible corresponding wearable display indications (which are optional). Hand-up gesture 1411 corresponds to display image 1412. Hands on hip gesture corresponds to display image 1422. A wearable display is not required for WaveTag.
[000126] FIG. 15 shows the haptic feedback scheme for Team A processors. A player is warned to varying degrees about the approach of teammates and opponents (1501, 1502, 1506, 1507, 1502, 1512). Haptic feedback (and accompanying sounds) can be used to confirm successful handshake (1503, 1504, 1505, 1509, 1510, 1511). Haptic feedback (and accompanying sounds) can be used to confirm and remind the player (and others) of a new or current role (1513, 1514, 1515, 1516, 1517, 1518, 1519, 1520, 1521, 1522, 1523, 1524, 1525, 1526, 1527). Various other signals can trigger haptic and other feedback (1528). Various other parameter values can trigger haptic and other feedback (1529).
[000127] Team A methods have been described above; Team B methods are analogous. North goal methods have been described above; south goal methods are analogous. The processing methods of all roles are loaded onto the player processor at game start, and variously applied as the game dictates. Though the WaveTag processor methods are several, player actions are basic and intuitive, thus the subtly deep game of WaveTag may be readily adopted by learners.
[000128] In embodiment 6, a score is registered after achieving proximity of both goals. However, other scoring schemes are possible (e.g. - scoring with each achievement of goal proximity, all Team A players given a scoring tenure in an innings analogous to cricket, etc.). A variation of WaveTag is played without fixtures. In the fixture-less variation, a scorer seeks to enter the influence of one or more designated opponents, rather than a goal. WaveTag play can be coordinated to music (similar to WaveChess described below). WaveTag can incorporate possession/occupancy/territorial-control of island (non-goal) fixtures.
[000129] Embodiment 7, associated with FIG. 16 through 23, relates to a novel game called WaveChess; variants of which are made possible by the invention. In WaveChess, electronic systems compel players to move in a manner analogous to chess pieces (Bishop, Rook, King). The game is won when a team captures the opposing king in a manner similar to standard chess. In embodiment 7, movement is coordinated in rhythm with music. Coordination to music promotes game organization and gives players and viewers the enjoyable impression of dancing to audio, video, disco.
[000130] For example, FIG. 16 depicts a moment in a WaveChess game, wherein Team A is preparing to move. Prior to the game players don shirts, placards, signs, or the like to indicate their role (i.e. to indicate membership to team A or B, to indicate the role of bishop or rook or king). If Team A rook 1621 moves, it will be compelled to move in one of two ways, along the east-west line 1622 or the north-south line 1623. If Team A bishop moves, it will be compelled to move in one of two ways, along the northwest-southeast diagonal 1612 or the southwest-northeast diagonal 1613. Bishop 1611 may consider capturing opposing rook 1651 (i.e. - rook 1651 threatens attack on the Team A king 1631).
[000131] FIG. 17 describes parameters in the processors of major fixtures (1601, 1602, 1603, 1604) which are located at the perimeter of the playing field. Major fixtures emit signals for the purpose of triangulation. Player measurements of major fixture signal strength are used in triangulation calculations, local position determination, and ultimately control of movement. Each fixture emits a unique location-related signal for triangulation (1701, 1702, 1703, 1704). One or more of the fixtures also emits signals that coordinates gameplay to measures of music (1705, 1706, 1707, 1708). One or more cameras of the major fixtures recognize gestures made by players (1713, 1714) for the purpose of conferring movement privileges. Recognition of such gestures can be enhanced if identifying (and/or colourful) clothing/sleeves are worn by the players. A music (measure) timer (1715) and measure modes (1716, 1717, 1718, 1719) are used to coordinate play in rhythm with music. Embodiment 7 employs 4/4 time; other time signatures are possible.
[000132] FIG. 18 describes the parameters in the processor of wearable kits borne by players. Players may emit a signal characteristic of the team (1801, 1802). The status of movement (1803), gestures (1804, 1805, 1806, 1807), fixture signal strength (1808, 1809, 1810, 1811), location (1812, 1813, 1814, 1815, 1816, 1817, 1818, 1819), position status (1820, 1821), and timers for running (1822) and outage (1823) are tracked in the processor.
[000133] FIG. 19 describes Team A player modes and corresponding signal emission. Bishops, rooks, and kings can be in stationary, moving, or out mode. The A Team signal is emitted while moving (i.e. - bishop method 1902, rook method 1906, king method 1910). B Team modes and signals are analogous to those of Team A.
[000134] FIG. 20 describes methods of Team A bishop processors. If a bishop in stationary mode makes a movement the bishop is "out" (2001) and must leave the playing field. A stationary bishop is made "out" after receiving a teammate's "SA" signal (2002); this is analogous to making an illegal movement in standard chess. A stationary bishop is made "out" after receiving an opponent's "SB" signal (2003); this is analogous to piece capture in standard chess. A stationary bishop gains permission to move when the following conditions are met: hand raised for a sufficient duration, measure 2 signal "SM2" received, permissive signal "SAOK" recently received. When these conditions are met, the diagonals of the current position are noted (VDIAGXO, VDIAGYO) and the bishop enters move mode (2004). If the stationary bishop raises a hand, but the player is not unique among teammates in doing so, fixtures will emit a "SABAD" signal. A player with a raised hand that is in receipt of the "SABAD" signal is out (2005). After a bishop enters move mode, the bishop can continue movement until measure signal "SM3" is received (2006), which signifies the next musical measure. If the bishop position deviates from the diagonals identified at the start of the move, the bishop is out (2007). If the bishop leaves the playing field, the bishop is out (2008). Hand raising is reserved for seeking movement privileges; if the bishop raises a hand while in move mode, the bishop is out (2009). After getting "out", the bishop must leave the field with both hands up. If the bishop is out, on the field, and does not have both hands up, the bishop enters penalty mode (2010).
The bishop is afforded some time to leave the field according to the outage timer. If the bishop does not leave the field in the allotted time, the bishop enters penalty mode (2011). At game end, a team is penalized according to the number of its players that entered penalty mode during the game.
[000135] FIG. 21 describes methods of Team A rook processors. Rook methods 2101, 2102, 2103, 2104, 2105, 2106, 2107, 2108, 2109, 2110, 2111 are analogous to bishop methods 2001, 2002, 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2010, 2011. Whereas method 2007 constrains bishops to diagonals, method 2107 constrains rooks to east-west paths (ranks) or north-south paths (files).
[000136] FIG. 22 describes methods of Team A king processors. King methods 2201, 2202, 2203, 2204, 2205 are analogous to bishop methods 2001, 2002, 2003, 2004, 2005. Bishops and rooks are permitted long movements, whereas kings are limited to short movements by a timer. This feature simulates the limited movement of kings in standard chess. This feature allows physical fitness to significantly affect king movement. When the time allotted for movement is elapsed, the king enters still mode (2206). King methods 2207, 2208, 2209 are analogous to bishop methods 2008, 2009, 2010.
[000137] FIG. 23 describes methods of a typical fixture. To conduct play in rhythm with four measure music, the fixture emits signals to signify measures of music (2301, 2302, 2303, 2304). Measure 1 is allotted for Team A's selection of the active player, measure 2 for Team A's move, measure 3 for Team B's selection of the active player, and measure 4 for Team B's move. If, at the conclusion of measure 1, a single team A hand is raised, then a permissive signal (SAOK) is emitted (2305). If, during measure 1, more than one team A hand is raised, then a team A penalty signal (SABAD) is emitted (2306). If during measure 1, a B team member raises a hand, then a B penalty signal (SBBAD) is emitted (2307). If any Team A hands are raised during measure 2, team A is penalized (2308). If any Team B hands are raised during measure 2, team B is penalized (2309). Measure 3 methods 2310&2311&2312 are analogous to measure 1 methods 2305&2306&2307. Measure 4 methods 2313&2314 are analogous to measure 2 methods 2308&2309. By these methods gesture communication is meaningful, and play is coordinated.
[000138] Embodiment 7 includes bishops, rooks, and kings only. In similar embodiments other roles may be employed (e.g. - from standard chess or otherwise). For clarity of presentation, in embodiment 7, major fixture cameras are used to confer player movement privileges. In other embodiments move privilege can be conferred by fixture-to-player radio communication, conferred by external motion detectors, monitored by opponent processors, etc. In other embodiments, the procedure for players leaving the field after outage may include additional constraints related to walking speed, route, avoidance of players, etc. In embodiment 7 there are cases when a player emits two signals simultaneously; in other embodiments the same may be achieved by a single signal. Some variations of WaveChess may allow simultaneous movement of two (or more) players. Some variations of WaveChess may allow player movement at any time, may apply limits to movement duration, or may compel delays between player movements.
[000139] Embodiment 8, associated with FIG. 24 through 28, relates to a novel game called WaveGammon, variants of which are made possible by the invention. In WaveGammon, two teams (e.g.- team A vs. team B) compete in a game related to standard backgammon. In embodiment 8, an "out-area" is designated at the north end of the playing field, and an out-area is designated at the south end of the playing field. Team A wins if all Team A players reach the south out-area before all Team B players can reach the north out-area, and vice versa. At game start some players are allowed/compelled to occupy initial positions on the field. A player may only move when permitted, and according to a distance determined at random by the player processor. During play, a player may decline the move option presented and wait for another opportunity to move. Once a move is accepted, the move must be carried out. During play, players move to designated areas of the playing field, in a designated direction. While stationary and in the influence of a teammate, a player is safe from attack; otherwise the player is vulnerable. If a vulnerable player encounters the influence of an opponent, the player is out. An "out" player re-enters the game from the "out" area most distant from their objective. WaveGammon features simultaneous player motion, in contrast to standard backgammon which is turn-based.
[000140] For example, FIG. 24 depicts a moment in a WaveGammon game. The playing field has been marked with boundaries that correspond to permitted player locations (not to scale), including locations 2401, 2402, 2405, 2408, 2415, 2424, along with north out-area 2431, and south out-area 2432. A Team A player occupies location 2401 and is vulnerable. A Team A player occupies location 2402 and is vulnerable. Location 2408 is occupied by two Team A players, both of whom are safe due to the proximity of their teammate. Location 2405 is occupied by a single vulnerable Team B player, and location 2415 is occupied by two safe Team B players. Once all Team A players are south of line 2442 they may "bear off" to south out-area 2432. Once all Team B players are north of line 2441 they may "bear off" to north out-area 2431.
[000141] A vulnerable player may be put "out" by an opponent when the opponent enters the vulnerable player's location. For example, if player 2441 accepts permission to move to location 2405, the Team B player in location 2405 will be put "out". An "out" B player is compelled to step away from the playing area, and to retreat to south out-area 2432, whence the "out" Team B player can begin a new pursuit of the north out-area 2431. In the figure, as an example, Team A player 2442 is shown as "out", and approaching the north out-area 2431, whence it can begin a new pursuit of the south out-area 2432. Team A wins if all Team A players reach south out-area 2432 before all Team B players reach north out-area 2431, and vice versa.
[000142] FIG. 25 describes parameters in the processor of the major fixtures (2451, 2452, 2453, 2454). Fixtures emit signals for the purpose of triangulation (2501, 2502, 2503, 2504). Fixtures use cameras to assess whether players are positioned to "bear off"; if so, a permissive signal is emitted (2505,2506). Variables record whether a team is permitted to bear off (2507, 2510). Score is recorded (2508, 2511). Fixtures use cameras to assess whether a team has completely borne off and won (2509, 2512). Fixtures use timers to manage gameplay (2513, 2514).
[000143] FIG. 26 describes parameters in the processor of players. A player can emit a signal for team identification (2601, 2603), and to defend/attack (2602, 2604). Defense/attack can occur when in the presence of a teammate, or when entering a new location. The processor tracks whether the player is in motion (2605), or still (2606), or with hand up (2607), or with both hands up (2608), or whether a hand has been held up for a specified duration (2609). Strength of fixture triangulation signals is tracked (2610, 2611, 2612, 2613), and thereby position is determined (2614,
2615, 2616, 2617). This enables the player processor to determine whether the player is in the playing area (2618) or in the permitted playing locations (2619, 2620). The processor can employ a tolerance value (2621) to expand or limit the size of permitted player locations. The processor randomly generates a "roll" value periodically and randomly (2622) that is representative of a distance that a player may be permitted to travel. A player is allotted a specified duration to accept or reject the "roll" generated (2629). The processor can monitor whether the player has reached the "out-area" (2623, 2624). Furthermore, run times are controlled (2630), and "outage" wait times are controlled (2631).
[000144] FIG. 27 describes Team A player modes and corresponding signal emission. Players modes include: still, moving, attack, out, done, penalized (2701, 2702, 2703, 2704, 2705, 2706). B Team modes and signals are analogous to those of Team A.
[000145] FIG. 28 describes methods of Team A player processors. A stationary player that is vulnerable (i.e. - no teammate nearby) and in receipt of an opponent's attack signal, is out (2801). Periodically, a random "roll" is assigned to the player (haptic&audio indications prompt the player); the player is given an opportunity to accept the roll within a given time frame (2802). If the time frame for acceptance elapses then the roll (and permission to move) is revoked (2803). Conversely, if the player moves then the roll is accepted, and the player is permitted to move ahead in proportion to the roll: the newly designated location for the player is noted, and a timer to complete the movement is initiated (2804). If a still player moves before a roll (permission to move) is available, that player is penalized (2805). If a still player is not at their designated location, that player is penalized (2806). If the still player's position is not within the playing field, that player is penalized (2807, 2808). If, after accepting a roll, the player reaches the objective goal, the player is done (2809) and may leave the playing field. If, after accepting a roll, a moving player reaches the newly designated location, the player enters "attack" mode (2810). Upon gaining attack mode status, a player briefly emits an attack signal to deactivate any co-located vulnerable opponent before transitioning to still mode (2812). If a moving player has not reached the newly designated location in the allotted time, or is not still after the allotted time, that player is penalized (2811). If an attacking player is not in the designated location, that player is penalized (2813). A player can end "outage" by entering the out-area furthest from their objective (e.g. - Team A returns to the north out-area to end outage) and remaining still for the allotted time (2814). During outage, the player must remain outside of the playing area; if not the player is penalized (2815). Doubling is an aspect of standard backgammon games; fixture recognition of team gestures and other means can be used to initiate, and respond to, doubling in WaveGammon (2816). Additionally, various methods can be implemented that prevent a player from accepting rolls to a location already occupied by invulnerable opponents (2817); which is illegal in standard backgammon. Such illegal moves can be penalized or prevented by limiting the "roll" values generated.
[000146] FIG. 29 shows the alternate WaveGammon playing field arrangement of Embodiment 9, which is similar in layout to a standard backgammon board. Whereas embodiment 8 employed floor markings to demarcate acceptable player locations, embodiment 9 employs minor fixtures to do so. Embodiment 8 employed major fixtures and cameras to manage player locations, whereas embodiment 9 employs minor fixtures to do so. In embodiment 9, a typical fixture, for example 2909, is capable of simple signal communication to adjacent fixtures; for example, circle 2919 shows the range of influence of fixture 2909. In this way, low power signal communication can be used in a daisy chain manner to control bearing off, game completion, doubling, etc. In some embodiments, the field may be arranged so that Team A is constrained to one side of the acceptable player locations, and Team B to the other side, to further minimize chance of collision. In some embodiments, non-linear or multiple-branch or parallel WaveGammon paths can be implemented. In some (substantially) fixture-less WaveGammon embodiments, players are not constrained to locations, but rather, by run timers. In some embodiments, a player may be compelled to accept a roll after having declined a certain number of rolls. Embodiment 9 shows a minor-fixture based variant of WaveGammon; note also that minor-fixture based variants of WaveChess and WaveBall (described below) are also possible.
[000147] Embodiment 10, associated with FIG. 30 through 37, relates to a novel game called WaveBall; variants of which are made possible by the invention. In WaveBall, two teams compete in an athletic game related to soccer (in particular 'tiki-taka' or 'one-touch' football). Players don wearable electronics kits with processors that codify the rules (thus obviating a referee and promoting sportsmanlike play). Close-proximity play is penalized by conditions programmed in the processor thereby reducing the risk of injury. Goals are designated by fixtures that emit radio signals. Scoring is registered when the ball detects a goal fixture signal (via signal strength methods). The ball projectile used in the game transmits and receives radio signals that allow possession to be managed. Possession is registered by the player and/or ball via signal strength detection. Possession time is limited by processor methods. Ball possession for a duration exceeding the possession timer is penalized. Players control space using zone influence, in a manner that prevents close-proximity play and allows players to strategically block others safely. Due in part to the elimination of close-proximity play, the rules of WaveBall are simplified when compared to standard soccer.
[000148] For example, FIG. 30 depicts a moment in a WaveBall game. Four major fixtures are placed around the field (3001, 3002, 3003, 3004). Goal fixtures are used to detect goals (i.e. - north end goal fixtures 3011, 3012 and similar south end goal fixtures). Team A player 3041, with influence 3051, is shown in possession of the (projectile) ball 3071, with influence 3081. Team B player 3062 has entered the influence (3052) of Team A player 3042 and is therefore out. Team B player 3061 is active.
[000149] FIG. 31 describes parameters in the processor of the projectile (3081). The ball emits signals to indicate: play in progress (3101), Team A permission to free kick (3102), Team B permission to free kick (3103), free kick location (3104, 3105, 3106), and whether or not a goal has been scored (3107, 3108). Goal signals are identified by the ball (3109, 3110). The ball tracks score (3111, 3112), whether the ball was impacted (3113), the last team to impact the ball (3114), the strength of triangulation related signals (3115, 3116, 3117, 3118), strength of goal signals (3119, 3120), the strength of other "event-signifying-signals" (3121), out of bounds status (3122), hand ball status (3123), current location (3124), location for free kick (3125). The projectile performs calculations for use in directing players to the appropriate free kick location (3126, 3127, 3128, 3129).
[000150] FIG. 32 describes projectile modes and corresponding signal emission. Signals are emitted to signify regular play (3201), free kick possession (3202, 3203), and recent scorer (3204, 3205).
[000151] FIG. 33 describes parameters in the processor of players. A player can emit a team signal (3301, 3303), which is used for zone influence and for free-kick identification. A player can emit a foul signal (3302, 3304), which is used for free-kick identification. Forearm/wrist/hand sleeves worn by the player continuously emits a hand signal (3305), which, when received by the ball, triggers a hand-ball infraction sequence described below. The hand signal is emitted by a battery powered circuit, or by a passive RFID circuit, or by other means. Player movement and gesture is tracked in a manner similar to other embodiments (3306, 3307, 3308, 3309).
[000152] FIG. 34 describes player modes and corresponding signal emission. FIG. 34 also describes player timers. Player modes, for each team, include: still, moving, in possession, out, and penalized (3401, 3402, 3403, 3404, 3405 and 3406, 3407, 3408, 3409, 3410). A timer limits the duration of dribbling (3411). A timer controls "outage" time (3412).
[000153] FIG. 35 describes methods of Team A non-goalie player processors (the goalie processor allows hand contact with the ball in certain cases). A stationary player enters moving mode by making a movement (3501). When a stationary player obtains a play signal from the ball, possession mode and the dribble timer are initiated (3502). When a moving player obtains a play signal from the ball, possession mode and the dribble timer are initiated (3503). A moving player that obtains an opponent's team signal gets "out"; haptic feedback provides indication (3504). If the dribble timer expires while a player is in possession of the ball, the player emits a foul signal and gets "out" (3505). If a player loses the ball signal before the possession timer expires then the player resumes normal play (3506). A stationary "out" player, with hand up for a specified duration, resumes normal play (3507). An "out" player that moves is penalized (3508). An "out" player without their hand up is penalized (3509). An "out" player that fails to resume normal play within the allotted time is penalized (3509). At game end, penalized players negatively affect a team's score or outcome (3511). Additional processor methods can be employed to ensure that opponents remain an appropriate distance from the ball during free kicks, throw-ins, etc. Additional processor methods can enforce appropriate throw-in technique (e.g. - hand signal received by ball, appropriate hands gesture, use of motion detector to confirm feet planted and no upward body acceleration, shoe-mounted passive RFID, etc.)
[000154] FIG. 36 describes methods of the ball (projectile). If the ball is impacted while in receipt of the Team A signal, the last possessor is noted as Team A (3601), similar for Team B (3602). If the ball goes out of bounds and Team A was the last possessor, the free kick location is noted and the ball enters free kick team B mode (3603); a similar method is defined for free kick team A mode (3605). If the ball enters close-proximity to a Team A player's hand, then the ball receives a "hand" signal from the player's wearable item, and as a result the free kick location is noted and the ball enters free kick team B mode (3604); a similar method is defined for a Team B hand-ball (3606). If a player possesses the ball longer than the accepted duration, the player emits a foul signal, the ball receives the foul signal, and the ball enters free kick mode (3607, 3608). If the ball receives the goal signal then a goal is registered (3609, 3610). If the ball is in free kick mode, and in the designated location, and in receipt of the appropriate Team signal (i.e. - from the free-kick taker), then the ball enters normal play (3611, 3612). If a goal has just been scored, and the ball has been returned to centre, and the ball is in receipt of the appropriate Team signal (i.e. - the kick taker), then the ball enters normal play (3613, 3614). Additional features to enforce player setup after goal scoring, setup of corner kick, avoidance of free-kick delays, etc. can be implemented with methods that are similar to those described above.
[000155] In some embodiments, battery powered electronic systems within the projectile may be recharged through a septum on the ball exterior surface. In some embodiments, processing and signal communication of the projectile can be achieved by read/write passive RFID tags. WaveBall may be used in coordination with other complementary existing soccer ball technologies such as Ctrus and Micoach.
[000156] FIG. 37 describes Team A player haptic feedback. If a ball is in free kick mode, and if the ball is currently far from the required free kick location, the ball will emit signal SPD1. A free kick taker in receipt of SPD1 will feel (repetitive) single pulse haptic feedback (3701). As the ball is moved closer to the desired location, the ball will emit SPD2. A free kick taker in receipt of SPD2 will feel double pulse feedback (3702). A ball at the desired location will emit SPD3. A free kick taker in receipt of SPD3 will feel triple pulse feedback (3703). In this way, the player is guided to the correct location. A player in proximity to a ball that has been scored by one's own team will feel strobe feedback, signifying that possession is designated for the opponent (3704). A player in proximity to a ball that has been scored by one's opponent will feel an SOS pulse ( i.e. - dot dot dot dash dash dash dot dot), signifying the ball should be returned to centre to resume play (3705). A player in proximity to a ball that is reserved for free kick by the opponent will feel strobe feedback (3706). Receipt of signals from the ball or other players initiates haptic feedback from the safety indicator vibrator (3707, 3708, 3709, 3710, 3711, 3712, 3713), which warns a player of possible collision with the ball or other players that are entering proximity. Pulse feedback (and audio feedback) provides confirmation of a new mode assignment (3714, 3715, 3716, 3717, 3718). Additional parameters (3719) and signals (3720) can be used to trigger indications and events.
[000157] During game play, a fixture embedded at the centre of the field (or elsewhere) can interrogate the ball (projectile) wirelessly for scoring updates after each goal. At game end, the ball (projectile) can be interrogated wirelessly to confirm the final game score.
[000158] Embodiment 11, associated with FIG. 38 through 42, relates to a novel game called WaveMan; variants of which are made possible by the invention. In WaveMan, one or more protagonists and one or more antagonists compete physically in a game like PacMan (an arcade game). Players don wearable electronics kits, fixtures emit and receive radio signals to represent a maze-like playing field, emission/detection of fixture radio signals constrains players to the maze, emission/detection of fixture radio signals simulates the collection of tokens of the maze-like playing field, proximity based signal communication between players is used as a means of attack.
[000159] For example, FIG. 38 depicts a moment in a WaveMan game. Dot fixture 3801, 3802 and others like it represent dot tokens that are collected for points. Power fixtures 3811, 3812, 3813, 3814 are special. A player that achieves proximity to a power fixture (temporarily) gains the power to attack. The figure depicts one protagonist 3831and antagonists 3851, 3852, 3853. Antagonist
3851 pursues the protagonist by heading south-west; antagonist 3852 pursues by heading north. If protagonist 3831 reaches power fixture 3811 before encountering the influence of an antagonist, it will gain the ability to attack the anatagonists temporarily. Antagonist 3853, having recently been attacked, is shown deactivated, without influence, and nearby the home fixture 3821. At the home fixture, antagonist 3853 can attempt to reactivate. The protagonist 3831 wins by collecting the tokens of all dot and power fixtures. Protagonist 3831loses if attacked by an antagonist. The protagonist may be referred to as 'man', the antagonist as 'chaser'. The hexagonal fixture arrangement of the WaveMan field of embodiment 11 mitigates tee-intersection-related collisions as well as sharp-turn-related knee injuries; however other fixture arrangements are possible.
[000160] FIG. 39 describes parameters in the processor of fixtures. Power fixtures emit a signal to indicate that the related token is not yet collected (3901) or collected (3902). Dot fixtures emit a signal to indicate that the related token is not yet collected (3903) or collected (3904). The home fixture emits a signal (3905). A variable tracks whether the fixture is on (3906). Fixture modes, namely 'on' and 'off' coordinate signal emission for power fixtures (3907, 3908) and dot fixtures (3909, 3910).
[000161] FIG. 40 describes parameters in the processor of players. A defensive and vulnerable protagonist emits an identifying signal 4001, and an attacking protagonist emits an attack signal 4002. Chasers emit an identifying signal 4003. Score (4004), gesture (4005), and attack time duration (4006) are tracked. A run timer (4007) constrains players to the maze-like playing field. A power timer (4008) tracks the duration of attack. Antagonist and protagonist modes coordinate signaling (4009, 4010, 4011, 4012, 4013, 4014, 4015).
[000162] FIG. 41 describes the methods of the protagonist (man) processor. A vulnerable man that receives the chaser signal is out (4101). The score of a vulnerable man gaining proximity to an active dot signal is incremented (4102); similar for an attacking man (4104). The score of a vulnerable man gaining proximity to an active power signal is incremented, the vulnerable man is put in attack mode, the power mode timer is started, and audio indication begins (4103); similar for an attacking man (4105). The score of an attacking man gaining proximity to a chaser is incremented (4106). When the attack (power) timer elapses, the attacking man enters vulnerable (defensive) mode and related audio indication ends (4107). Players are constrained to the maze by a run timer (i.e. - if a player strays from the fixtures for a specified duration, the player is out). When a fixture signal is lost, the run timer starts (4109, 4110, 4111, 4112). When a fixture signal is gained, the timer stops (4113, 4114, 4115, 4116). If the run timer elapses the player is penalized (4117). Chasers do not gain points or affect fixture states. Chasers are constrained to the maze-like playing field in a similar manner to the protagonist (i.e. - run timer). Chasers lose influence by being attacked (by the protagonist). Chasers regain influence by remaining at the home fixture for the required duration and gesturing as required.
[000163] FIG. 42 describes the methods of fixture processors. A fixture that has not yet entered protagonist proximity is considered 'on'. A fixture that has entered protagonist proximity is considered 'off. An "on" dot fixture that enters defensive protagonist (4201) or attacking protagonist (4202) proximity transitions to "off" mode, and as a result the fixture display is modified. An "off" fixture that enters protagonist proximity remains "off" but continues to emit an identifying signal (4203). Similar methods apply to power fixtures (4204, 4205, 4206). 'On' and 'off' fixtures can be differentiated by visual indication. Dot and power fixtures can be differentiated by visual indication.
[000164] Embodiment 12, associated with FIG. 43 through 47, relates to a novel game made called WaveBlock; variants of which are made possible by the invention. In WaveBlock two teams (each consisting of one or more players) compete in a sliding puzzle game. An array of fixtures is arranged in a grid-like pattern. Initially, two or more fixtures are randomly selected for Team A marker indication, and two or more fixtures are randomly selected for Team B marker indication. The objective of Team A is to move Team A markers into a position that meets the "success criterion" (e.g. - adjacent to each other). A similar objective is assigned to Team B. A player may enter the influence of a fixture that is not occupied by another player, and not possessed by an opponent's marker. If a player enters the influence of a fixture displaying the marker of the player's own team, the marker is moved to the fixture last occupied by the player. If a player enters the influence of a fixture displaying an opponent's marker, the player is made inactive. If a player remains outside of the influence of fixtures for a defined duration, the player is made inactive (i.e. - the player is constrained to the grid by a run timer). If a player enters the influence of a fixture recently vacated by an opponent, and subsequently said opponent causes an opponent's marker to be transferred to said fixture, said player is made inactive.
[000165] Embodiment 12 employs the following "success" criteria: all markers adjacent to each other or "touching". In other embodiments, "success criteria" may include: all markers in a row, markers relocated to a pre-selected area, markers form a pre-defined shape, etc. Embodiment 12 relates to a game between two players. In other similar embodiments, two or more players per team may participate.
[000166] For example, FIG. 43 depicts a moment in a WaveBlock game, wherein player 4391is attempting to connect all 'o' tokens, and player 4392 is attempting to connects all'x' tokens. Having just moved from fixture 4365 to fixture 4375, player 4392 has won the game by causing an 'x' token to move in the opposite direction, namely from fixture 4375 to 4365; this achieves the success criterion. The tokens of player 4391 are shown on fixtures 4312, 4333, 4336. Player 4391 was unsuccessful in arranging the 'o' tokens according to the success criterion.
[000167] FIG. 44 describes the parameters of fixture processors. A fixture may emit a signal to indicate it is in an "open" state, which is to say, neither displaying a token nor in the proximity of a player (4401). A fixture may emit a signal to indicate that the fixture is on hold, which occurs temporarily, after a player has just left proximity (4402, 4403). Hold status is an intermediate step in token transfer (should it occur). A fixture may emit a signal to indicate that it is blocked, which signifies that the fixture is currently displaying a token (4404, 4405). A fixture may emit a signal to initiate token transfer; by entering transfer mode after a player has just entered proximity (4406, 4407). A fixture can detect when the success criterion has been reached (4408, 4409). A fixture employs a handshake timer to coordinate the token transfer sequence (4410). A fixture employs various modes that coordinate signal emission and game play (4411, 4412, 4413, 4414, 4415, 4416, 4417).
[000168] FIG. 45 describes parameters in the processor of players. A player emits a signal to represent still mode (4501, 4503). A player emits a signal to represent moving mode (4502, 4504). Modes are employed to manage signal emission (4505, 4506, 4507, 4508, 4509, 4510). A run timer is used to constrain the player to the playing field and fixtures (4511).
[000169] FIG. 46 describes methods of player processors. If, while in motion, a player receives the opponents "still signal", the player is out. If a player enters the influence of a fixture that is held (4602), blocked (4603), or reserved for transfer (4604) by the opponent, then the player is out. If a player in still mode subsequently makes a movement, that player transitions to moving mode (4605). A player that is "out", loses the game. In some other embodiments, point deduction or the like is applied to "out" players. If a player loses fixture influence, a run timer is initiated (4607, 4608, 4609, 4610). If the player gains fixture influence before the timer is elapsed, the player continues play as normal (4611, 4612, 4613, 4614), otherwise the player is "out" (4615).
[000170] FIG. 47 describes methods of fixtures. If the fixture is open, and a player signal is lost (signifying a player leaving proximity), the fixture enters hold mode for a limited duration (i.e.- the handshake timer is initiated) to facilitate a possible token transfer (4701, 4702). While in hold mode, if a transfer signal is received, the fixture enters block mode and display of the appropriate token begins (4703, 4705). If, while in hold mode, the handshake timer elapses before token transfer takes place then the fixture is returned to open mode (4704, 4706). If a fixture is in block mode, and a signal is obtained from a player, the fixture enters transfer mode for a limited duration (i.e. handshake timer initiated) to facilitate a possible token transfer (4707, 4708). While in transfer mode, if a hold signal is received, the fixture enters open mode and ends display of the token (4709, 4711). If the handshake timer elapses before token transfer takes place then the fixture is returned to block mode (4710, 4712). In other embodiments of the invention, the WaveBlock token movement scheme described above may be combined with other game aspects.
[000171] Embodiment 13, associated with FIG. 48, relates to a novel game called WaveLord; variants of which are made possible by the invention. In WaveLord, one or more players engage in a game related to physics puzzle games. The objective of the player is to travel from a starting point to an objective by navigating a course that is represented by fixtures.
[000172] For example, FIG. 48 depicts a moment in a WaveLord game, wherein player 4891 is constrained to the playing field and fixtures (by methods similar to those previously described). The objective of player 4891is to find a path from the starting point fixture 4801to the objective fixture 4841. Entering the proximity of toggler 4811 toggles the states of door fixtures 4812 and 4813 (via signal communication). The possible states of door fixture 4812 are: passable or not passable. The possible states of door fixture 4813 are: passable and not passable. When door fixture 4812 is passable, 4813 is not, and vice versa. Toggler 4821 toggles fixture 4822 between passable and not passable states. Closed fixture 4861 and other opaque fixtures like it are not passable, whereas open fixture 4871 and others like it are passable. If a player enters proximity of a fixture that is not passable that player is out. Path 4892 shows a possible route for player 4891 to achieve the objective. Toggler 4811 is activated, which makes 4813 passable, which allows access to toggler 4821 to cause fixture 4822 to be passable. Then toggler 4811 is activated a second time to make fixture 4812 passable. Then the player 4891is able to travel west-north-east-south-west-north west-north-west to the objective, winning the game/scenario. The player is constrained to the fixture by a run timer and penalized for entering the influence of non-passable fixtures. Other embodiments may incorporate moving blocks, jumping over non-passable fixtures, obtaining keys to unblock passages, obstacles, etc.
[000173] Embodiment 13, associated with FIG. 49 through 50, relates to a novel game called WaveWar; variants of which are made possible by the invention. The embodiment employs similar methods to those described above. In WaveWar, two teams (Team A vs. Team B) compete in a game related to war games. In embodiment 13, each team consists of five players (and in other embodiments more or fewer players may participate). To start the game, each team assigns roles. Embodiment 13 employs the following roles: one boat (B), two artillery (A), one infantry (I), one plane (P) are the roles defined in embodiment 13. In other embodiments, other roles may be defined. The zones outside the influence of fixtures represent the sea. The zones within the influence of fixtures represent land. One fixture is designated as the Team A base. One fixture is designated as the Team B base. Team A wins when a Team A player enters proximity of the enemy base. Team B can win in a similar manner. A player may not enter the influence of its own base.
[000174] For example, FIG. 49 depicts a moment in a WaveWar game.
[000175] FIG. 50 describes player movement permission. Boat players may travel over the sea with or without accompaniment of teammates (5001). Boat players may not travel on land (5001). Artillery and infantry players may not travel over the sea, unless in proximity to a boat teammate (5002, 5003). Artillery and infantry players may travel over land (5002, 5003). Plane players may travel over sea or land without accompaniment (5004). Plane players are, at times, compelled to remain still, to simulate landing/refuel/etc. (5004). Plane players may not remain still over the sea (5004).
[000176] FIG. 50 describes player movement details. Boat players are permitted to move for a "run interval" not exceeding 2 seconds, and thereafter are compelled to remain still for a "wait interval" 2 seconds (5005). Infantry players and artillery players, when on land, are permitted to move for a duration not exceeding 2 seconds, and thereafter are compelled to remain still for 2 seconds (5006, 5007). Infantry players and artillery player, when in proximity to a boat, are permitted to move freely. Plane players are permitted to move for a duration not exceeding 10 seconds, and thereafter are compelled to remain still for 10 seconds (5008).
[000177] FIG. 50 describes player attacks. The diameter of the influence zone of boat players and artillery players are relatively large. The diameter of the influence zone of infantry players and planes are relatively small. A boat player, whether still or moving, emits an attack signal. Infantry players and artillery players that are on land, whether still or moving, emit an attack signal. Infantry players and artillery players that are in the proximity of a boat (at sea) do not emit an attack signal. A plane emits an attack signal only when moving.
[000178] FIG. 50 describes player attack details. During every 4 second "hit interval" (5009), a player's processor performs a calculation to assess whether the player is vulnerable to opponent attack signals, based on the assigned vulnerability probability pertaining to each opponent attack signal. If, during the hit interval, the player is vulnerable to a certain attack signal, and receives said attack signal, the player is out. In embodiment 13, a boat is vulnerable to an opponent boat signal in % of hit intervals, to infantry 20%, to artillery 80%, to planes 20% (5010). Signal vulnerability probabilities are also defined for infantry (5011), artillery (5012), and planes (5013).
[000179] FIG. 49 shows the Team A base (4911) to the north, and the Team B base (4921) to the south. 'East Island' is composed of fixtures 4931, 4932, 4933. 'West Island' is composed of fixtures 4941, 4942, 4943. Team A boat 4851 and Team A artillery 4952 travel southward; Team B plane 4965 approaches them from the south in preparation for attack. Team B artillery 4964, on the "east island" dissuades Team A boats from passing through the channel between "east island" and "west island".
[000180] In other similar embodiments, the effect of run interval, wait interval, and hit interval may be varied or removed. In other embodiments, signal vulnerability may be varied or removed or obviated by another means of attack signal processing. In other embodiments, resource gathering may be simulated. In other embodiments points may be gained for controlling territory.
[000181] Embodiment 14, associated with FIG. 51, relates to a novel game made called WaveDodge; variants of which are made possible by the invention, by employing similar methods to those described above. In WaveDodge, one or more players engage in a game related to Frogger (an arcade game). Two-dimensional objects in motion are represented on fixtures. A player attempts to dodge objects by moving to vacant fixtures (i.e. - those fixtures that do not currently represent a moving two-dimensional object).
[000182] For example, FIG. 51 depicts a moment in a WaveDodge game. Currently, fixtures within the area denoted by space 5113 are illuminated. Prior to that, the fixtures within the area denoted by space 5112 were illuminated. Prior to that, the fixtures within the area denoted by space 5111 were illuminated. In this way, movement of an object was simulated. Similarly, a second moving object was simulated by progressive illumination of fixtures in the space 5121, then 5122, then 5123, etc. To "dodge" the objects, player 5151 moves to the fixture 5171 as indicated by the related arrow.
[000183] Embodiment 16 of the invention is shown in FIG. 52. FIG. 52 describes a wearable electronic kit that would enable a player to participate in various games described in this specification and others. The embodiment 16 kit includes a left shin assembly 5201 and a right shin assembly 5202. Included in left shin assembly 5201 are processor 5211, antenna 5212, battery 5213, and buzzer 5214. Similarly, included in right shin assembly 5202 are processor 5221, antenna 5222, battery5223,buzzer5224.
[000184] Antenna 5212 and 5222 (linked to processors 5211 and 5221 respectively) are each used to emit and scan BLE (Bluetooth low energy) advertisements. Processors 5211 and 5221 perform various functions including: calculate RSSI (received signal strength indication) values for received signals, employ logic to determine player status as a function of RSSI and other values, and employ logic to cause signals to be emitted as a function of player status. In a game setting, the left and right shin assembly of each player emits characteristic (unique) advertisements.
[000185] Antenna 5212 surrounds the left calf of the wearer, so as to emit and receive signals omnidirectionally (about the left leg of the wearer). Antenna 5222 surrounds the left calf of the wearer, so as to emit and receive signals omnidirectionally (about the right leg of the wearer). The benefit of antenna omnidirectionality is described throughout this specification (e.g. - for zone influence).
[000186] Buzzer 5214 and buzzer 5224 are used to provide auditory, and to a degree haptic, information to players (e.g. -confirm player status, warn of approach of players, etc.). In other embodiments, other (or no) indicators may be used.
[000187] A player's left shin assembly 5201 is capable of measuring RSSI of the characteristic signal emitted from their right shin assembly 5202 (i.e. - the opposing shin signal). A player's right shin assembly 5202 is capable of measuring RSSI of the characteristic signal emitted from their left shin assembly 5201 (i.e. - the opposing shin signal). By virtue of opposing shin signal RSSI, processors can determine when a player is in motion, namely when the RSSI of the opposing shin signal varies. By virtue of opposing shin signal RSSI, processors can determine when a player is making a certain pose (with the leg). When the player is stationary, standing, and with legs spread apart, RSSI of the opposing shin signal is substantially constant, and lower than a predetermined value. When the player is stationary, standing, and with legs close together, RSSI of the opposing shin signal is substantially constant, and higher than a predetermined value. Similarly, intermediate leg positions can be recognized in this manner. Similarly, leg gestures can be recognized in this manner. The benefit of processor recognition of motion, pose, and gesture is described throughout this specification.
[000188] A shin (or leg or ankle or foot or other part sufficiently close to the ground) worn apparatus facilitates proximity detection of other players (and thereby zone influence games are made possible). If the left shin signal or right shin signal of another player is received with RSSI above a predetermined value, the processor recognizes that the other player has reached a corresponding proximity. A dual (left/right) shin type apparatus ensures that a line of sight signal path is always available from at least one of the shins of an approaching player, which facilitates proximity detection accuracy of the RSSI scheme (i.e. - so that body blocking of signals does not confound the method).
[000189] By virtue of being worn on the shin, the shin worn apparatus provides certain advantages (depending on the application). A shin worn apparatus is not cumbersome to wear (similar to soccer shin pads, which are familiar to many players). A shin worn apparatus emits signals from substantially the same elevation for all players, regardless of player height, which facilitates proximity detection accuracy of the RSSI scheme.
[000190] In a game setting, intentional shielding of the shin apparatus (with the torso, arms, upper body, etc.) is typically an undesired behavior that interferes with the RSSI proximity detection scheme. However, the undesired behavior provides limited benefit to the player, as it impedes the player's ability to move and to emit "attacking" signals. Nonetheless, it can be beneficial to monitor and penalize such undesired behavior to promote a fair game. The undesired behavior is easily recognized (visually) by observers and may be penalized "manually". The undesired behavior may also be recognized by the processor and penalized "automatically". One method by which a processor may recognize the undesired behavior is by measuring RSSI of signals emitted from relatively distant reference beacons (e.g. - goals, field boundary beacons, etc.). An abrupt decline in reference signal RSSI can indicate the undesired behavior, when such a decline is so rapid that it can't be attributed to body blocking by other players nor by movement of the kit wearer. Simultaneous and abrupt decline of RSSI from beacons that lie in opposite directions of the kit wearer can indicate the undesired behaviour. Other methods, and a combination of methods, may be used to indicate the undesired behavior.
[000191] Another benefit of a shin worn apparatus is that leg gestures can be used to initiate commands (e.g. - some typical gestures include: the player can jiggle the foot to confirm readiness to start the game, the player can click heels together three times to confirm game end, etc.).
[000192] A possible embodiment of the shin worn type could comprise components as follows: shin worn processor with Bluetooth low energy (BLE) enabled processor (e.g. - ESP32 or alternate), fixtures including the long distance BLE enabled processor (e.g. - NRF52840 or alternate).
[000193] Below are general comments regarding the invention.
[000194] Regarding other games that are made possible with the invention: Various game related embodiments have been described. By using the system and methods of the invention many other games are possible (e.g. - games related to: some sports, some yard games, board games, some euro games, some video games, some arcade games, role playing games, resource placement games, cooperative games, area control games, party games, puzzle games, combat games, novel games, etc.). Endless customization and games can be updated to the game system by an authorized administration group and/or others. Combinations of elements of the game embodiments described above (and other game embodiments) are possible. Adedicated and customized programming language, suited to games playable with the invention (e.g. -'wave game' programming), can be distributed to programmers and users to allow them to readily program wave game processors. The invention may be used to provide challenges similar to existing sports, with a lesser risk of injury. For example, games variants of WaveBall, WaveTag, and other wave games can allow challenges similar to football, rugby, hockey, ultimate frisbee, baseball, basketball, contact games, etc. Video game (non-physical) analogues of the games of WaveTag, WaveChess, WaveGammon, WaveBall, WaveMan, WaveBlock, WaveLord, WaveWar, and WaveDodge are possible; albeit without the physical/athletic-related benefits of the embodiments described herein. Furthermore, the invention may be used for training (safely), or to improve group coordination, group team-building, etc. A limited number of game variations have been described in detail in this specification; many variations not described herein are possible, as can be seen from the generality of the claims.
[000195] Regarding fixture types: Minor fixtures have been shown as circular. In other embodiments the minor fixtures can be formed in other shapes (e.g. - square, rectangular, triangular, hexagonal, polygonal, etc.). Minor fixtures may be made contiguous. Minor fixtures may be used in a contiguous array in a manner that forms a continuous video screen. Line or rod shaped fixtures may be used. For example, rod shaped fixtures could be used to delineate the edge of a playing field, both physically and by virtue of signal communication. A wavefront from a rod shaped fixture can be used to create an influenced zone along the border of an area. A wavefront from a rod shaped fixture can be used to constrain movements to paths parallel to said rod shaped fixture. For example, a rod shaped fixture extending the length of a playing field in a north-south direction can be used in WaveChess to constrain rook motion to north-south paths. East-west and diagonal rod fixtures can be used in a similar manner.
[000196] Regarding playing fields: In some embodiments, fixtures are battery powered, portable, and relocatable. In some embodiments, dedicated spaces (analogous to commercial laser tag facilities) can be created for wave games. In such spaces, fixtures can be permanently installed and calibrated to the location. In such spaces, external speakers, lights, music, effects, etc. can be coordinated with the fixtures and games to provide an immersive experience. Public spaces can be arranged for wave games. One method of doing so is to embed minor fixtures in the ground (underneath a protective surface if necessary) and/or in walls, with major fixtures mounted in a protective manner that mitigates theft, vandalism, damage, tampering, etc., and with minor fixtures mounted flush to the ground. In such an installation, permanent power (rather than battery power) and network wiring can be provided to fixtures. Players (i.e. - the public) can interact with such an installation merely with a relatively inexpensive wearable electronic kit. Personal wearable RFID tags can be used to communicate with the public space system to obtain permission for use (and to coordinate payment for use if applicable). Access to playing fields, or to distributed wave games (e.g. - available through a network or the internet, for download to the apparatus) may be monetized. Wave games may be provided as a service (e.g. - arenas, rented equipment) or product (purchased wearable kit) or both. In some embodiments, several wave game fields/sessions/instances can be made to interface, interact, or combine by internet or networking methods (e.g. - allowing players at one facility to alter the state of fixtures at another facility, thereby allowing players at separate facilities to participate in a common game).
[000197] Regarding player protection (from collision): In several embodiments, a still player emits a signal that, when received by a moving player in proximity, deactivates said moving player. In several embodiments, a player emits a signal that, when received by another player, elicits a warning indication from the wearable kit of said other player (e.g. - haptic feedback). The radius of the warning/protective zone surrounding a player can be chosen to suit circumstances, the playing field, the game, etc. A protective radius in the range of 2 ft to 8 feet could be useful in many embodiments, however other radii could be employed. Zone influence protective methods are, in and of themselves, useful, and can be employed (for protection alone) in traditional sports.
[000198] Regarding signal emission: In some embodiments described herein there are cases when a player emits two signals simultaneously; in other embodiments the same may be achieved by a single signal that is a proxy for multi-signal emission. In the embodiments described, signal strength measurements of carrier waves delineated zone influence. In some embodiments, signal strength can be used together with signal modulation and/or encoded signals. In some of the embodiments described, teammates emit a characteristic signal at the same frequency. In other embodiments, players can emit the characteristic signal at unique frequencies. In some embodiments, gesture recognition can be used to adjust signal emission/receipt (e.g. - to compensate for any undesired human antenna effect, and to maintain signal strength delineation of zones).
[000199] Regarding control of territory and influence. Influence is an aspect of strategic athletics. In the game embodiments presented, influence is achieved by the local emission and signal strength method (which is low cost, robust, less susceptible to obstruction than other methods, etc.). However, it is possible for fixtures to track player location, and for fixtures to send position and (calculated) influence information by signal communication, albeit such a method requires a complex fixture design (in particular for games involving many players that play over a wide area). For example, if all players on the same team wear the same team colour, a major fixture can employ visual detection of team colours to assign influence to a zone.
[000200] An additional benefit of the gaming method and system of the invention is that it enables players to engage from a distance; in this manner players can engage in physical activity while maintaining social distancing which is a mitigation for covid-19 and other diseases.
[000201] Other embodiments of the invention could incorporate signal emitting circuitry embedded in shoes, belts, or other clothing or accessories.
[000202] Other embodiments of the invention could incorporate microphones for obtaining the an audio signal representative of music played in the vicinity, such that the audio signal could be employed by a processor of the wearable kit to alter game conditions (e.g. - receipt of a characteristic sound, music note, or beat could be used to signal permission to move, etc.)
[000203] Other embodiments of the invention could permit wireless communication with other electronic devices (e.g.- transmission of data to pocket worn smartphone, sound cues to ear buds, etc.).
[000204] In some embodiments of the present invention, electronics, basic signal communication, proximity detection, and processor programs (and/or electrical circuit logic) are employed to enable games wherein a player must employ situational awareness and decision tree style thinking in order to respond to challenges in an athletic manner.
[000205] In some embodiments of the present invention, players don wearable electronics kits that include a processor and antennae (for transmission and receipt of signals). Receipt of signals modifies the game state, as represented in processor programs, according to codified rules programmed in the processor. In some embodiments of the present invention, processor programs cause indications to be made, in a way that provides information to players to inform their strategic thinking.
[000206] In some embodiments of the present invention, physical movements and gestures are compelled or prohibited, in a way that enables strategic athletic games, and furthermore, allows physical movement and gesture to convey information.
[000207] In some embodiments of the present invention, game conditions can be communicated to players via lights, speakers, buzzers, vibrators, movements, gestures, and other indicators. Such indicators can be used to rapidly present players with information about the game, and thus enable interesting game play. Such indicators can be used to inform players about impending collisions.
[000208] In some embodiments of the present invention, players influence each other at a distance by virtue of signal communication, and thereby close-proximity play can be managed, limited, or avoided. Embodiments of the present invention may be considered as a medium (or beneficial lack thereof) through which players may engage in strategic games directly (i.e. - without the burdensome use of symbolic instruments such as board game pieces, video game controllers, video screens, etc.). Also, the present invention allows multiple players to participate in a strategic game simultaneously in an organized manner.
[000209] In some embodiments of the present invention, signal communication allows discrete zones of a playing field to be continuously controlled or influenced by virtue of signal communication. The invention provides a novel means of territorial control and game element modification that enables strategy games and abstract games of a physical nature. If a player (or fixture or projectile) enters or exits the zone of influence of another player (or fixture or projectile), the state of game variables may be changed in one or more processors. In this manner, territorial influence or control, which is an important aspect of various strategic games, can be achieved.
[000210] In some embodiments of the present invention, an influence on a zone of the playing field may be delineated by constant signal strength around the perimeter of said zone. Signals type employed may include radio, pressure waves (e.g. - ultrasonic waves), light waves, or other waves. VHF and other bands of radio signals may be employed. In various game embodiments presented in this specification, carrier wave radio signals are used (for example). Signal strength measurements can change the state of game variables stored in the processors of players (or fixtures, or projectiles) which can affect game variables and ultimately the game outcome.
[000211] In some embodiments of the present invention, the antennae of the wearable electronics kit of a player is substantially omnidirectional. Territorial influence is achieved by emitting signals via the omnidirectional antenna. The perimeter of a zone of influence surrounding the player is delineated by a defined signal strength value. Furthermore, the omnidirectional antenna causes a player to be sensitive to territorial signals emitted by others. A defined signal strength value is measured by the omnidirectional antennae of other players or fixtures at a distance corresponding to the zone diameter. The wave-field-based influence means described above differs from the beam-based shooting methods of lasertag and other such prior art games.
[000212] In some embodiments of the present invention, one or more programs may be loaded onto the processors of the gaming system; each program being a codification of a set of game rules. Through local or remote or internet connection, the programs can be modified or added to by local users, a community of users, or an administrative group. In this way an endless variety of programs can be created and improved to meet the evolving needs of players. Game data may be collected to support the creation and improvement of programs or for other uses.
[000213] Some games made possible by the present invention may be referred to generally as "strategic athletics" or "wave-gaming" or "wave-games" or "wave" or "waveletics" (alluding to: the use of signal waves, the use of waving gestures, the anticipated rapid adoption of the invention, the anticipated attendant surge in health & GDP, the electronic music integrated with some embodiments of the invention, the shape of wearable antennae employed in certain embodiments, wave-particle duality as a metaphor for player interaction, the acronym Wireless Athletic Virtual Exercise, etc.). Players of wave games may be referred to as 'wavers'. On the chest of the player of FIG. 1is shown a novel icon and mark that may be associated with wave gaming.
[000214] Specific embodiments of the present invention have been disclosed; however, several variations of the disclosed embodiments could be envisioned as within the scope of this invention. It is to be understood that the present invention is not limited to the embodiments described above, but encompasses any and all embodiments within the scope of the following claims.

Claims (20)

CLAIMS Therefore, what is claimed is:
1. A system for playing a game involving first and second players, the game having a set of rules by which the game is to be played, the system comprising: a. a transmitter worn by the first player, said transmitter emitting a first signal at a signal strength which decreases as the signal propagates away from the transmitter; b. a receiver worn by the second player, said receiver configured to read the first signal, the receiver being further configured to measure the signal strength of said first signal; c. a processor coupled to the receiver, the processor configured to create a zone of influence around one of the players by defining a preselected signal strength threshold; d. the processor being further configured to recognize a presence event when the signal strength read by the receiver equals or exceeds the preselected signal strength threshold; e. the processor configured to store the set of rules, the processor being further configured to use the recognition of the presence event in the application of the rules.
2. A system for playing a game as defined in claim 1 wherein the transmitter is an omnidirectional transmitter.
3. A system for playing a game as defined in claim 1further comprising an indicating device worn by one of the players, the indicating device coupled to the processor, the processor configured to activate the indicating device when the strength of the signal received by the receiver passes a predetermined indicating threshold, the indicating device configured such that when triggered, the indicating device emits an indicating signal selected from the group comprising an audible signal, a visual signal and a vibrational signal.
4. A system for playing a game as defined in claim 1 wherein the processor is configured to identify a gesture, the processor being further configured to identify the gesture from a catalog of gestures stored on the processor, the processor being further configured to use the identified gesture in the application of the rules.
5. A system for playing a game as defined in claim 1 wherein one of the players is intended to be an object and the other player is intended to be a natural person.
6. A system for playing a game as defined in claim 1 wherein the processor is worn by the second player.
7. A system for playing a game involving at least two players on a playing field having a width, the game having a set of rules by which the game is to be played, the system comprising: a. each player wearing a transmitter configured to emit a signal identifying the player wearing the transmitter, the signal having a signal strength which decreases along the width of the playing field; b. each player wearing a receiver configured to read the signal transmitted by the other player, the receiver being further configured to measure the signal strength of said signal; c. a processor coupled to each receiver, the processor configured to create a zone of influence around each of the players by defining a preselected signal strength threshold for each player; d. the processor being further configured to recognize a presence event when the signal strength read by the receiver exceeds the preselected signal strength threshold; e. the processor configured to store the set of rules, the processor being further configured to use the recognition of the presence event in the application of the rules.
8. A system of playing a game as defined in claim 7 wherein each receiver and transmitter is wirelessly coupled to the processor, the processor being remote to each player.
9. A system for playing a game as defined in claim 7 wherein the transmitter is an omnidirectional transmitter.
10. A system for playing a game as defined in claim 7 further comprising an indicating device worn by one of the players, the indicating device coupled to the processor, the processor configured to activate the indicating device when the strength of the signal received by the receiver passes a predetermined indicating threshold, the indicating device configured such that when triggered, the indicating device emits an indicating signal selected from the group comprising an audible signal, a visual signal and a vibrational signal.
11. A system for playing a game as defined in claim 7 wherein the processor is configured to identify a gesture, the processor being further configured to identify the gesture from a catalog of gestures stored on the processor, the processor being further configured to use the identified gesture in the application of the rules.
12. A system for playing a game as defined in claim 7 wherein at least one of the players is intended to be an object and at least one player is intended to be a natural person.
13. A system for playing a game as defined in claim 7 wherein the processor comprises a plurality of processors, each player wearing one of said processors.
14. A wearable electronic kit useful in playing a game involving a plurality of players on a playing field having a width, at least some of the players wearing said wearable electronic kit, the game having a set of rules by which the game is to be played, each wearable electronic kit comprising: a. a transmitter configured to emit a signal identifying the player wearing the wearable electronic kit, the signal having a signal strength which decreases along the width of the playing field; b. a receiver configured to read the signals transmitted by the electronic kits worn by other players, the receiver being further configured to measure the signal strength of each of said signals; c. a processor coupled to the receiver, the processor configured to create zones of influence around the other players by defining a preselected signal strength threshold for each signal; d. the processor being further configured to recognize a presence event in the zone of influence by comparison of the signal strength read by the receiver to the preselected signal strength threshold of the player, and e. the processor configured to store the set of rules and to use the recognition of the presence event in the application of the rules.
15. A wearable electronic kit as defined in claim 14 wherein the transmitter is an omnidirectional transmitter.
16. A wearable electronic kit as defined in claim 14 further comprising an indicating device coupled to the processor, the processor configured to activate the indicating device when the strength of the signal received by the receiver passes a predetermined indicating threshold, the indicating device configured such that when triggered, the indicating device emits an indicating signal selected from the group comprising an audible signal, a visual signal and a vibrational signal.
17. A wearable electronic kit as defined in claim 14 wherein the processor is configured to measure a gesture, the processor being further configured to identify the gesture from a catalog of gestures stored on the processor, the processor being further configured to use the identified gesture in the application of the rules.
18. A wearable electronic kit as defined in claim 14 further comprising at least one antenna that surrounds a body part of the wearer.
19. The electronics kit defined in claim 17 wherein the receiver of at least one electronics kit receives signals transmitted in synchrony with music and wherein the processor is further configured to identify when a gesture is synchronous with the musical rhythm in the application of the rules.
20. A method of playing a game among a plurality of players wearing the electronic kit defined in claim 14, the method comprising the steps of defining the zone of influence around at least one of the players and applying the set of rules for each presence event.
Figure 1 SHEET 1/52 01 Jan 2021
Wearable Kit 2021200000
0114 0115 0101 0102
0100 0099 0098
0104 0113
0105 0112
0106 0111
0107 0110
0108 0109
Figure 2 SHEET 2/52 01 Jan 2021
Alternative Wearable Kit
0216 0201
0202 0203 0217 2021200000
0204
0205 X 0206
0207
0208
0209 0210 0211 0212
0213
0214
Figure 3 SHEET 3/52 01 Jan 2021
Wearable Kit Schematic
0301 2021200000
RECEIVING TRANSMITTING 0321 0311 ANTENNA ANTENNA
MOVEMENT VISUAL 0322 0312 DETECTOR OUTPUT
GESTURE SOUND 0323 0313 DETECTOR PROCESSOR OUTPUT
LOCAL VIBRATION 0324 0314 BUTTONS OUTPUT
OTHER OTHER 0325 0315 INPUT OUTPUT
SHEET 4/52 01 Jan 2021
Figure 4 Player and Fixtures and Projectile and Robot Drawing 2021200000
0421 0422
0423 0411 0442 0424
0441 0425 0443 (possible calibration) 0451
0452 0444 0431
0450 0440 0410 0430 0420
Figure 5 SHEET 5/52 01 Jan 2021
Fixture and Projectiles Schematic
0501 2021200000
RECEIVING TRANSMITTING 0521 0511 ANTENNA ANTENNA
VISUAL 0522 0512 CAMERA OUTPUT
SOUND KEYBOARD/PAD 0523 0513 INPUT OUTPUT
LOCAL 0514 PROCESSOR BUTTONS
OTHER OTHER 0525 0515 INPUT OUTPUT
Figure 6 SHEET 6/52 01 Jan 2021
WaveTag Field
0601
0602 2021200000
N
0642 0631
0632 0661
AP 0633
AP
BP 0634 BP
0651 AP 0652 AP
BPO 0635 BP 0654
0611 0662 S
Figure 7 SHEET 7/52 01 Jan 2021
WaveTag Fixture Parameters Item Signal Code Description 0701 SGN Goal North Signal 0702 SGNG Goal North Grant
Item Signal Code Description 2021200000
0703 SGS Goal South Signal 0704 SGSG Goal South Grant
Item Local Variable Code Description Applicable Fixtures 0705 VAS Team A Score Count Goal North 0706 VAD Team A Done Goal North
Item Local Variable Code Description Applicable Fixtures 0707 VBS Team B Score Count Goal South 0708 VBD Team B Done Goal South
Item Local Timer Code Description Applicable Players 0709 TG Game Timer Goal 0710 TE End Timer Goal
Item Local Mode Code Description Signal Emission 0711 MNGP North Goal Play Mode SGN 0712 MNGG North Goal Grant Mode SGNG 0713 MNGE North Goal End Mode 0714 MNGF North Goal Final Mode
Item Local Mode Code Description Signal Emission 0715 MSGP South Goal Play Mode SGS 0716 MSGG South Goal Grand Mode SGSG 0717 MSGE South Goal End Mode 0718 MSGF South Goal Final Mode
Figure 8 SHEET 8/52 01 Jan 2021
WaveTag Player Parameters
Item Signal Code Description 0801 SAP Pawn A Signal 0802 SAS Scorer A Signal 0803 SAPH Pawn Handshake A Signal 2021200000
0804 SAHH Hunter Handshake A Signal 0805 SASH Scorer Handshake A Signal 0806 SAX A Penalty Signal
Item Signal Code Description 0807 SBP Pawn B Signal 0808 SBS Scorer B Signal 0809 SBPH Pawn Handshake B Signal 0810 SBHH Hunter Handshake B Signal 0811 SBSH Scorer Handshake B Signal 0812 SBX B Penalty Signal
Item Local Variable Code Description 0813 VM Moving 0814 VS Still 0815 VHU Still & hand up 0816 VHH Still & hand on hips 0817 VHU1 Still & hand up for specified duration 0818 VHH1 Still & hand on hips for specified duration 0819 VHU0 NOT Still & hand up for specified duration 0820 VHH0 NOT Still & hand on hips for specified duration
Item Local Timer Code Description 0821 TG Game Timer 0822 TB Begin Timer 0823 TS Score Timer 0824 TR Run Timer 0825 TH Handshake Timer 0826 TP Penalty Timer
Figure 9 SHEET 9/52 01 Jan 2021
WaveTag Player Modes Item Local Mode Code Description Signal Emission 0901 MAPM Pawn A Moving Mode 0902 MAPS Pawn A Still Mode SAP 0903 MAPO Pawn A Out Mode 0904 MAPH Pawn A Handshake Mode SAPH 0905 MAHN Hunter A Normal Mode SAP 2021200000
0906 MAHO Hunter A Out Mode 0907 MAHH Hunter A Handshake Mode SAHH 0908 MASB Scorer A Begin 0909 MAS1V Scorer A Normal Mode 1 Vulnerable 0910 MAS1P Scorer A Normal Mode 1 Protected 0911 MAS2V Scorer A Normal Mode 2 Vulnerable SAS 0912 MAS2P Scorer A Normal Mode 2 Protected SAS 0913 MASO Scorer A Out Mode 0914 MASH Scorer A Handshake Mode SASH 0915 MAX A Penalty Mode SAX
Item Local Mode Code Description Signal Emission 0916 MBPM Pawn B Moving Mode 0917 MBPS Pawn B Still Mode SBP 0918 MBPO Pawn B Out Mode 0919 MBPH Pawn B Handshake Mode SBPH 0920 MBHN Hunter B Normal Mode SBP 0921 MBHO Hunter B Out Mode 0922 MBHH Hunter B Handshake Mode SBHH 0923 MBSB Scorer B Begin 0924 MBS1V Scorer B Normal Mode 1 Vulnerable 0925 MBS1P Scorer B Normal Mode 1 Protected 0926 MBS2V Scorer B Normal Mode 2 Vulnerable SBS 0927 MBS2P Scorer B Normal Mode 2 Protected SBS 0928 MBSO Scorer B Out Mode 0929 MBSH Scorer B Handshake Mode SBSH 0930 MBX B Penalty Mode SBX
Figure 10 SHEET 10/52 01 Jan 2021
WaveTag Team A Processing – Part 1 Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter
1001 MAPM SBP MAPO 1002 MAPM SGN MAPO 1003 MAPM SGS MAPO 2021200000
1004 MAPM VS=true MAPS 1005 MAPS SAP VM=true MAPM 1006 MAPS SAP VHU=true MAPH 1007 MAPO VHH1=true MAPS
1008 MAHN SAP SBP MAHO 1009 MAHN SAP SGN MAHO 1010 MAHN SAP SGS MAHO 1011 MAHN VHU=true MAHH 1012 MAHO VHH1=true MAHN
1013 MASB SGN MAS1V 1014 MASB TB elapse MASO 1015 MAS1V SAP MA1P Stop TR 1016 MAS1V TR elapse MASO 1017 MAS1V TS elapse MASO 1018 MAS1V SGS MAS2V 1019 MAS1P (Lose SA) MAS1V Restart TR 1020 MAS1P TR elapse MASO 1021 MAS1P TS elapse MASO 1022 MAS1P SGS MAS2P 1023 MAS2V SAS SAP MAS2P Stop TR 1024 MAS2V SAS TR elapse MASO 1025 MAS2V SAS TS elapse MASO 1026 MAS2V SAS SGN MAS1V Restart TS 1027 MAS2P SAS (Lose SA) MAS2V Restart TR 1028 MAS2P SAS TR elapse MASO 1029 MAS2P SAS TS elapse MASO 1030 MAS2P SAS SGN MAS1P Restart TS Increment VAS 1031 MASO MASH Restart TH
Figure 11 SHEET 11/52 01 Jan 2021
WaveTag Team A Processing – Part 2 Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter
1101 MAPH SAPH VHU1=true SAHH MAHN 1102 MAPH SAPH VHU=false MAPS 2021200000
1103 MAHH SAHH VHU1=true SAPH MAPS 1104 MAHH SAHH VHU1=true SBSH MASB 1105 MAHH SAHH VHU=false SAHN
1106 MASH SASH VHU1=true SBHH MAHN 1107 MASH SASH TH elapse MASB Restart TB 1108 MASH SASH VHU=false MAX 1109 MASH SASH SGN MAX 1110 MASH SASH SGS MAX
1111 MAX SAX (no SGS) TP forward 1112 MAX SAX SGS TP reverse 1113 MAX SAX TP=0 MAHN (allow exit)
1114 MAHO SGNG MASB
Figure 12 SHEET 12/52 01 Jan 2021
WaveTag Team A Processing – Part 3 Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter
1201 MAPM VHU=true MAPO 1202 MAPM VHH=true MAPO 1203 MAPS VHH=true MAPO 2021200000
1204 MAPO VHU=true MAPO *VHH1 penalty
1205 MAHN VHH=true MAHO 1206 MAHO VHU=true MAHO *VHH1 penalty
1207 MAS1V VHU=true MAX 1208 MAS1V VHH=true MAX 1209 MAS1P VHU=true MAX 1210 MAS1P VHH=true MAX 1211 MAS2V VHU=true MAX 1212 MAS2V VHH=true MAX 1213 MAS2P VHU=true MAX 1214 MAS2P VHH=true MAX
Figure 13 SHEET 13/52 01 Jan 2021
WaveTag Fixture Processing Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter
1301 *game start Restart TG
1302 MNGP SGN SAS VAS++ 2021200000
1303 MNGP SGN SBX *VAS++/time 1304 MNGP SGN SBHN post MNGG SBX 1305 MNGP TG elapse MNGE Restart TE
1306 MNGG SGNG SAHO MNGP
1307 MNGE SAHO MNGF 1308 MNGE SBX *VAS++/time 1309 MNGE SBHN post MNGF SBX 1310 MNGE SBHO MNGF 1311 MNGE TE elapse MNGF
1312 MNGF (game end)
Figure 14 SHEET 14/52 01 Jan 2021
WaveTag Gestures 2021200000
1411 1421
1412 1422
I -
hand up hands on hips (for handshake) (end outage)
Figure 15 SHEET 15/52 01 Jan 2021
WaveTag Team A Haptic Feedback Item Start Current Current Received Vibrator 1 Vibrator 2 Mode Transmission Parameter External Signal Various Information warning levels 1501 SAP Pulse 2021200000
1502 SAS Pulse 1503 SAPH Strobe 1504 SAHH Strobe 1505 SASH Strobe 1506 SAX Pulse
1507 SBP Pulse 1508 SBS Pulse 1509 SBPH Strobe 1510 SBHH Strobe 1511 SBSH Strobe 1512 SBX Pulse
1513 MAPM Pulse 1514 MAPS Pulse 1515 MAPO Pulse+Audio1 1516 MAPH Pulse 1517 MAHN Pulse 1518 MAHO Pulse+Audio1 1519 MAHH Pulse 1520 MASB Pulse+Audio3 1521 MAS1V Pulse+Audio3 1522 MAS1P Pulse+Audio3 1523 MAS2V Pulse+Audio3 1524 MAS2P Pulse+Audio3 1525 MASO Pulse+Audio1 1526 MASH Pulse 1527 MAX SOS+Audio2
1528 *varies *varies
1529 *varies *varies
Figure 16 SHEET 16/52 01 Jan 2021
WaveChess Field
1601 1602 NW NE 2021200000
1631
1611 AK
1621 1619 1613 AB 1612 AR
1622 1623
BR BB BK
1641
1603 1661 1651 SW SE
Figure 17 SHEET 17/52 01 Jan 2021
WaveChess Fixture Parameters
Item Goal Signal Code Description 1701 SNW North West Signal 1702 SNE North East Signal 1703 SSW South West Signal 2021200000
1704 SSE South East Signal 1705 SM1 Measure 1 Signal 1706 SM2 Measure 2 Signal 1707 SM3 Measure 3 Signal 1708 SM4 Measure 4 Signal 1709 SAOK Fixture Initiated Team A Move Permissive 1710 SBOK Fixture Initiated Team B Move Permissive 1711 SABAD Team A Gesture Penalty Signal 1712 SBBAD Team B Gesture Penalty Signal
Item Goal Variable Code Description 1713 VACOUNT # of A Players with 1 Hand Up = function (image processing) 1714 VBCOUNT # of B Players with 1 Hand Up = function (image processing)
Item Goal Timer Code Description 1715 TM Measure Timer
Item Local Mode Code Description Signal Emission 1716 MGM1 Measure 1 Mode SM1 1717 MGM2 Measure 2 Mode SM2 1718 MGM3 Measure 3 Mode SM3 1719 MGM4 Measure 4 Mode SM4
Figure 18 SHEET 18/52 01 Jan 2021
WaveChess Player Parameters
Item A Player Signal Code Description 1801 SA Team A Signal 2021200000
Item B Player Signal Code Description 1802 SB Team B Signal
Item Variable Code Description 1803 VM Moving 1804 VS Still 1805 VHU Still & hand up 1806 VBHU Both hands up 1807 VHU1 Still & hand up for specified duration 1808 SNWS Strength of North West Signal 1809 SNES Strength of North East Signal 1810 SSWS Strength of North West Signal 1811 SSES Strength of North East Signal 1812 VLAT current latitude = function (SNWS, SNEW, SSWS, SSES) 1813 VLONG current longitude = function (SNWS, SNEW, SSWS, SSES) 1814 VLAT0 latitude at start of movement 1815 VLONG0 longitude at start of movement 1816 VDIAGX current NW-SE diagonal = function (SNWS, SNEW, SSWS, SSES) 1817 VDIAGY current SW-NE diagonal = function (SNWS, SNEW, SSWS, SSES) 1818 VDIAGX0 NW-SE diagonal at start of movement 1819 VDIAGY0 SW-NE diagonal at start of movement 1820 VFIELD true when in bounds = function (SNWS, SNEW, SSWS, SSES) 1821 TOL distance tolerance
Item Timer Code Description 1822 TR Run Timer 1823 TO Out Timer
Figure 19 SHEET 19/52 01 Jan 2021
WaveChess Player Modes Item Local Mode Code Description Signal Emission 1901 MABS Bishop A Still Mode 1902 MABM Bishop A Moving Mode SA 1903 MABO Bishop A Out Mode 1904 MABX Bishop A Penalty 1905 MARS Rook A Still Mode 2021200000
1906 MARM Rook A Moving Mode SA 1907 MARO Rook A Out Mode 1908 MARX Rook A Penalty 1909 MAKS King A Still Mode 1910 MAKM King A Moving Mode SA 1911 MAKO King A Out mode
Item Local Mode Code Description Signal Emission 1912 MBBS Bishop A Still Mode 1913 MBBM Bishop A Moving Mode SB 1914 MBBO Bishop A Out Mode 1915 MBBX Bishop A Penalty 1916 MBRS Rook A Still Mode 1917 MBRM Rook A Moving Mode SB 1918 MBRO Rook A Out Mode 1919 MBRX Rook A Penalty 1920 MBKS King A Still Mode 1921 MBKM King A Moving Mode SB 1922 MBKO King A Out mode
Figure 20 SHEET 20/52 01 Jan 2021
WaveChess Team A Processing – Part 1 Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter 2001 MABS VM MABO Restart TO 2002 MABS SA MABO Restart TO 2003 MABS SB MABO Restart TO 2004 MABS VHU1 recent SAOK MABM VDIAGX0 = VDIAGX 2021200000
& VDIAGY0 = VDIAGY SM2 start 2005 MABS VHU=true SABAD MABO 2006 MABM SA SM3 MABS 2007 MABM SA VDIAGX MABO Restart TO not equal VDIAGX0 --or-- VDIAGY not equal VDIAGY0 2008 MABM SA VFIELD=false MABO Restart TO 2009 MABM VHU=true SABAD MABO 2010 MABO VFIELD = true MABX --and-- VBHU=false 2011 MABO VFIELD=true MABX --and— TO Elapse
Figure 21 SHEET 21/52 01 Jan 2021
WaveChess Team A Processing – Part 2 Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter 2101 MARS VM MARO Restart TO 2102 MARS SA MARO Restart TO 2103 MARS SB MARO Restart TO 2104 MARS VHU1 recent SAOK MARM VLAT0 = VLAT 2021200000
& VLONG0 = VLONG SM2 start
2105 MARS VHU=true SABAD MARO 2106 MARM SA SM3 MARS 2107 MARM SA VLAT MARO Restart TO not equal VLAT0 --or-- VLONG not equal VLONG0 2108 MARM SA VFIELD=false MARO Restart TO 2109 MARM VHU=true SABAD MARO 2110 MARO VFIELD = true MARX --and-- VBHU=false 2111 MARO VFIELD=true MARX --and— TO Elapse
Figure 22 SHEET 22/52 01 Jan 2021
WaveChess Team A Processing – Part 3 Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter 2201 MAKS VM MAKO 2202 MAKS SA MAKO 2203 MAKS SB MAKO 2204 MAKS VHU=true recent SAOK MAKM Restart TM 2021200000
& SM2 Start 2205 MAKS VHU=true SABAD MAKO 2206 MAKM SA TM Elapse MAKS 2207 MAKM SA VFIELD=false MAKO 2208 MAKM VHU=true SABAD MAKO 2209 MAKO VFIELD = true MAKX --and-- VBHU=false
Figure 23 SHEET 23/52 01 Jan 2021
WaveChess Typical Goal Processing Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter
2301 MGM1 SM1 TM elapse MGM2 Restart TM 2302 MGM2 SM2 TM elapse MGM3 Restart TM 2303 MGM3 SM3 TM elapse MGM4 Restart TM 2021200000
2304 MGM4 SM4 TM elapse MGM1 Restart TM
2305 MGM1 VACOUNT=1 *emit SAOK
(end of MGM1) 2306 MGM1 VACOUNT>1 *emit SABAD
(end of MGM1) 2307 MGM1 VBCOUNT>0 *emit SBBAD
2308 MGM2 VACOUNT>0 *emit SABAD 2309 MGM2 VBCOUNT>0 *emit SBBAD
2310 MGM3 VBCOUNT=1 *emit SBOK
(end of MGM3) 2311 MGM3 VBCOUNT>1 *emit SBBAD
(end of MGM3) 2312 MGM3 VACOUNT>1 *emit SABAD
2313 MGM4 VACOUNT>0 *emit SABAD 2314 MGM4 VBCOUNT>0 *emit SBBAD
Figure 24 SHEET 24/52 01 Jan 2021
2451 WaveGammon Field 2401 NW SA NE 2431 2452 SA 2402
2441 2021200000
MAO 2405 SB 2442
2408 SA & SAA
2441
2442
SB
2415 SB & SBB
SB
2432
2454 2424 2453
SW SE
Figure 25 SHEET 25/52 01 Jan 2021
WaveGammon Fixture Parameters Item Signal Code Description 2501 SNW North West Signal 2502 SNE North East Signal 2503 SSW South West Signal 2504 SSE South East Signal 2505 SAOK Goal Initiated Permissive A Bear Off 2021200000
2506 SBOK Goal Initiated Permissive B Bear Off
Item Local Variable Code Description 2507 VAB Team A in position to bear off = function (image processing) 2508 VAS Team A Score Count 2509 VAD Team A Done
Item Local Variable Code Description 2510 VBB Team B in position to bear off = function (image processing) 2511 VBS Team B Score Count 2512 VBD Team B Done
Item Local Timer Code Description 2513 TG Game Timer 2514 TE End Timer
Figure 26 SHEET 26/52 01 Jan 2021
WaveGammon Player Parameters Item Signal Code Description 2601 SA Team A Signal 2602 SAA Team A Attack Signal
Item Signal Code Description 2021200000
2603 SB Team B Signal 2604 SBB Team B Attack Signal
Item Variable Code Description 2605 VM Moving 2606 VS Still 2607 VHU Still & hand up 2608 VBHU Both hands up 2609 VHU1 Still & hand up for specified duration 2610 SNWS Strength of North West Signal 2611 SNES Strength of North East Signal 2612 SSWS Strength of North West Signal 2613 SSES Strength of North East Signal 2614 VLAT current latitude = function (SNWS, SNEW, SSWS, SSES) 2615 VLONG current longitude = function (SNWS, SNEW, SSWS, SSES) 2616 VLATNEW target latitude at end of movement 2617 VLONGNEW target longitude at end of movement 2618 VFIELD true when in bounds = function (SNWS, SNEW, SSWS, SSES) 2619 VFIELDLAT[] array of acceptable latitudes for stationary players 2620 VFIELDLONG[] array of acceptable longitudes for stationary players 2621 VTOL distance tolerance 2622 VRR “roll value” 2623 VGN true when in north out area = function (SNWS, SNEW, SSWS, SSES) 2624 VGS true when in south out area = function (SNWS, SNEW, SSWS, SSES)
Item Player Timer Code Description 2629 TQ Query Timer 2630 TR Run Timer 2631 TO Out Timer
Figure 27 SHEET 27/52 01 Jan 2021
WaveGammon Player Modes Item Local Mode Code Description Signal Emission 2701 MAS Team A Still SA 2702 MAM Team A Moving 2703 MAA Team A Attack SAA 2704 MAO Team A Out 2705 MAD Team A Done 2021200000
2706 MAX Team A Penalty
Item Local Mode Code Description Signal Emission 2707 MBS Team B Still SB 2708 MBM Team B Moving 2709 MBA Team B Attack SBA 2710 MBO Team B Out 2711 MBD Team B Done 2712 MBX Team B Penalty
Figure 28 SHEET 28/52 01 Jan 2021
WaveGammon Team A Processing Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter 2801 MAS SA SBB MAO Restart TO in absence of external SA 2802 MAS SA (random) RR assigned randomly 2021200000
(periodic) Restart TQ 2803 MAS SA TQ elapse RR = 0 2804 MAS SA RR>0 & MAM VLATNEW = VLAT + RR VM=true RR = 0 Restart TR 2805 MAS SA RR=0 & MAX VM=true 2806 MAS SA VLAT MAX Not equal VLATNEW 2807 MAS SA VLAT not in MAX VFIELDLAT[] 2808 MAS SA VLONG not in MAX VFIELDLONG[] 2809 MAM VGS=true MAD 2810 MAM VLAT MAA equals VLATNEW 2811 MAM TR elapse & MAX
[VS=not true or VLAT not equal VLATNEW] 2812 MAA SAA VLAT MAS (brief) equal VLATNEW 2813 MAA SAA VLAT MAX equal VLATNEW 2814 MAO VS=true MAS and VGN=true and TO elapsed 2815 MAO VLONG MAX in VFIELDLONG[] 2816 *VHU *initiate double 2817 * penalize illegal move (e.g. – move to SAA/SBB)
Figure 29 SHEET 29/52
WaveGammon Alternate Field 01 Jan 2021
2901 2924 SAO
2902 SA
2931 2932 NORTH 2903 2021200000
2952 SA SB 2951 2909
2919
2941
SA & SAA
SA
SB & SBB
SA & SAA SA
2912
Figure 30 SHEET 30/52 01 Jan 2021
WaveBall Field
3012
3001 3011 3002 NW 3 NE GN1 GN2 2021200000
3041 3051 3071 3081 A 3042 3052 A
BO
3062
3061 B
GN3 GN4 SW SE 3003
Figure 31 SHEET 31/52 01 Jan 2021
WaveBall Projectile Parameters
Item Ball Signal Code Description 3101 SPP Ball (projectile) in Play 3102 SPKA Team A Free Kick 3103 SPKB Team B Free Kick 2021200000
3104 SPD1 Ball far from desired location 3105 SPD2 Ball near desired location 3106 SPD3 Ball at desired location 3107 SPGA Team A Goal 3108 SPGB Team B Goal
Item Goals Signal Code Description 3109 VGN Goal North Signal 3110 VGS Goal South Signal
Item Local Variable Code Description 3111 VAS Team A Score 3112 VBS Team B Score 3113 VI Ball Impact Detected 3114 VILAST Team that last impacted ball (A or B) 3115 SNWS Strength of Fixture North West Signal 3116 SNES Strength of Fixture North East Signal 3117 SSWS Strength of Fixture South West Signal 3118 SSES Strength of Fixture South East Signal 3119 SSGN Strength of Goal North Signal 3120 SSGS Strength of Goal South Signal 3121 SOTHER Other Signal from Fixtures (e.g. – offside) 3122 VOUT True if Ball Out of Bounds = function (VCUR) 3123 VHAND True if Proximity to Player Hand 3124 VCUR Current Location = function (SNWS, SNEW, SSWS, SSES) 3125 VFREE Location of Free Kick = function (SNWS, SNEW, SSWS, SSES) 3126 VD1 True if ball is far from desired location = function (VCUR, VFREE) 3127 VD2 True if ball is near desired location = function (VCUR, VFREE) 3128 VD3 True if ball is at desired location = function (VCUR, VFREE) 3129 VCEN Location of Centre
Figure 32 SHEET 32/52 WaveBall Projectile Modes
Item Local Mode Code Description Signal Emission 3201 MPP Play mode SPP 3202 MPKA Team A Free Kick mode SPKA 3203 MPKB Team B Free Kick mode SPKB 3204 MPGA Team A Goal mode SPGA 3205 MPGB Team B Goal mode SPGB
Figure 33 SHEET 33/52 01 Jan 2021
WaveBall Player Parameters
Item A Player Signal Code Description 3301 SA Team A Signal 3302 SAF Team A Foul Signal 2021200000
Item B Player Signal Code Description 3303 SB Team B Signal 3304 SBF Team B Foul Signal
Item Player Signal Code Description 3305 SH Hand Signal
Item Player Variable Code Description 3306 VM Moving 3307 VS Still 3308 VHU Still & hand up 3309 VHU1 Still & hand up for specified duration
Figure 34 SHEET 34/52 01 Jan 2021
WaveBall Player Modes and Parameters
Item Local Mode Code Description Signal Emission 3401 MAS Team A Still SA 3402 MAM Team A Moving 3403 MAPP Team A Possession Projectile SA 2021200000
3404 MAO Team A Out SAO 3405 MAX Team A Penalty
Item Local Mode Code Description Signal Emission 3406 MBS Team B Still SB 3407 MBM Team B Moving 3408 MBPP Team B Possession Projectile SB 3409 MBO Team B Out SBO 3410 MBX Team B Penalty
Item Player Timer Code Description 3411 TD Dribble Timer 3412 TO Out Timer
Figure 35 SHEET 35/52 01 Jan 2021
WaveBall Team A Processing Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter
3501 MAS SA VM=true MAM 3502 MAS SA SPP MAPP Restart TD 3503 MAM SPP MAPP Restart TD 2021200000
3504 MAM SB MAO Vibrator: Start Slow Strobe Restart TO 3505 MAPP SA TD expire SPP MAO *emit SAF briefly Restart TO 3506 MAPP SA TD expire MAS 3507 MAO VHU1=true MAS Vibrator: Stop Slow Strobe 3508 MAO VM=true MAX 3509 MAO VHU=false MAX 3510 MAO TO expire MAX 3511 MAX *penalized end of game
Figure 36 SHEET 36/52 01 Jan 2021
WaveBall Projectile Processing Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter 3601 MPP SPP VI=true SA VILAST=A 3602 MPP SPP VI=true SB VILAST=B 3603 MPP SPP VOUT=true MPKB VFREE=VCUR VILAST=A 2021200000
3604 MPP SPP VHAND=true SH MPKB VFREE=VCUR VILAST=A 3605 MPP SPP VOUT=true MPKA VFREE=VCUR VILAST=B 3606 MPP SPP VHAND=true SH MPKA VFREE=VCUR VILAST=B 3607 MPP SPP SAF MPKB VFREE=VCUR 3608 MPP SPP SBF MPKA VFREE=VCUR 3609 MPP SPP SGS MPGB VAS increment 3610 MPP SPP SGN MPGA VBS increment 3611 MPKA SPKA VCUR=VFREE SA MPP VI=true 3612 MPKB SPKB VCUR=VFREE SB MPP VI=true 3613 MPGA SPGA VCUR=VCEN SB MPP VI=true 3614 MPGB SPGB VCUR=VCEN SA MPP VI=true
Figure 37 SHEET 37/52 01 Jan 2021
WaveBall Team A Haptic Feedback Item Start Current Current Received Vibrator 1 Vibrator 2 Mode Transmission Parameter External (Warning) (Information) Signal 3701 SPKA & Single pulse SPD1 repeat 3702 SPKA & Double pulse 2021200000
SPD2 repeat 3703 SPKA & Triple pulse SPD3 repeat 3704 SPGA Strobe 3705 SPGB SOS pattern 3706 SPKB Strobe
3707 SPP Pulse 3708 SPKA Pulse 3709 SPKB Pulse 3710 SPGA Pulse 3711 SPGB Pulse 3712 SA Pulse 3713 SB Pulse
3714 MAS Pulse 3715 MAM Pulse 3716 MAPP Pulse+Audio1 3717 MAPO Pulse+Audio2 3718 MAX Pulse+Audio3
3719 *varies *varies
3720 *varies *varies
Figure 38 SHEET 38/52 01 Jan 2021
WaveMan Field 3801 3851 3861 3802 3811 c c 3812 2021200000
3831 3841 NORTH 3852 c
c c c
3821
c
3853
c c c
c 3814 3813
c c
Figure 39 SHEET 39/52 01 Jan 2021
WaveMan Fixture Parameters
Item Ball Signal Code Description 3901 SP1 Power Fixture On 3902 SP0 Power Fixture Off 2021200000
Item Signal Code Description 3903 SD1 Dot Fixture On 3904 SD0 Dot Fixture Off
Item Signal Code Description 3905 SHF Home Fixture
Item Local Variable Code Description 3906 VON When true fixture is lit
Item Local Mode Code Description Signal Emission 3907 MP1 Power Fixture On SP1 3908 MP0 Power Fixture Off Mode SP0
Item Local Mode Code Description Signal Emission 3909 MD1 Dot Fixture On SD1 3910 MD0 Dot Fixture Off Mode SD0
Figure 40 SHEET 40/52 01 Jan 2021
WaveMan Player Parameters
Item Man Signal Code Description 4001 SMD Man defend signal 4002 SMA Man attack signal 2021200000
Item Ghost Signal Code Description 4003 SC Chaser Signal
Item Player Variable Code Description 4004 VSM score 4005 VHU hand up 4006 VPS power timer setting
Item Player Variable Code Description 4007 TR Run Timer 4008 TP Power Timer
Item Local Mode Code Description Signal Emission 4009 MMD Man Defend mode SMD 4010 MMA Man Attack mode SMA 4011 MMO Man Out mode 4012 MMX Man Penalty mode
Item Local Mode Code Description Signal Emission 4013 MCP Chaser Play mode SC 4014 MCO Chaser Out mode 4015 MCX Chaser Penalty Mode
Figure 41 SHEET 41/52 01 Jan 2021
WaveMan Man Logic Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter
4101 MMD SMD SC MMO 4102 MMD SMD SD1 VSM increment 4103 MMD SMD SP1 MMA VSM increment 2021200000
Restart TP Begin audio
4104 MMA SMA SD1 VSM increment 4105 MMA SMA SP1 VSM increment Restart TP Begin audio 4106 MMA SMA SC VSM increment 4107 MMA SMA TP elapse MMD End audio
4108 MMO *game over
4109 lose SP1 Restart TR 4110 lose SP0 Restart TR 4111 lose SD1 Restart TR 4112 lose SD0 Restart TR
4113 gain SP1 TR stop 4114 gain SP0 TR stop 4115 gain SD1 TR stop 4116 gain SD0 TR stop
4117 TR elapse MAX *game over, penalize
Figure 42 SHEET 42/52 01 Jan 2021
WaveMan Fixture Logic Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter
4201 MP1 SP1 VON=true SMD MP0 VON=false 4202 MP1 SP1 VON=true SMA MP0 VON=false 2021200000
4203 MP0 SP0 VON=false
Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter
4204 MD1 SD1 VON=true SMD MD0 VON=false 4205 MD1 SD1 VON=true SMA MD0 VON=false
4206 MD0 SD0 VON=false
Figure 43 SHEET 43/52 01 Jan 2021
WaveBlock Field
4311 4312 NORTH
c 2021200000
4336 4391 4333
4345 4346
4355
4365
4375 4392
c
Figure 44 SHEET 44/52 01 Jan 2021
WaveBlock Fixture Parameters Item Signal Code Description 4401 SFO Fixture Open 4402 SFAH Fixture A Hold 4403 SFBH Fixture B Hold 4404 SFAB Fixture A Block 4405 SFBB Fixture B Block 2021200000
4406 SFAT Fixture A Transfer 4407 SFBT Fixture B Transfer
Item Fixture Timer Code Description 4408 VAV True when Team A Victory (All A Blocks adjacent or arranged in required pattern) 4409 VBV True when Team B Victory (All B Blocks adjacent or arranged in required pattern)
Item Fixture Timer Code Description 4410 TH Handshake timer
Item Local Mode Code Description Signal Emission Indication 4411 MFO Fixture Open Mode SFO Unlit 4412 MFAH Fixture A Hold Mode SFAH Violet 4413 MFBH Fixture B Hold Mode SFBH Pale Red 4414 MFAB Fixture A Block Mode SFAB Blue 4415 MFBB Fixture B Block Mode SFBB Pale Orange 4416 MFAT Fixture A Transfer Mode SFAT Green 4417 MFBT Fixture B Transfer Mode SFBT Pale Yellow
Figure 45 SHEET 45/52 01 Jan 2021
WaveBlock Player Parameters Item Ball Signal Code Description 4501 SA Player A 4502 SAM Player A Moving
Item Ball Signal Code Description 2021200000
4503 SB Player B 4504 SBM Player B Moving
Item Local Mode Code Description Signal Emission 4505 MAM Team A Moving SAM 4506 MAS Team A Still SA 4507 MAO Team A Out
Item Local Mode Code Description Signal Emission 4508 MBM Team B Moving SBM 4509 MBS Team B Still SB 4510 MBO Team B Out
Item Player Timer Code Description 4511 TR Run Timer
Figure 46 SHEET 46/52 01 Jan 2021
WaveBlock Player Processing
Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter
4601 MAM SAM SB MAO 2021200000
4602 MAM SAM SFBH MAO 4603 MAM SAM SFBB MAO 4604 MAM SAM SFBT MAO
4605 MAS SA VM=true MAM
4606 MAO *lose
4607 lose SFO Restart TR 4608 lose SFAB Restart TR 4609 lose SFAH Restart TR 4610 lose SFAT Restart TR
4611 gain SFO TR stop 4612 gain SFAB TR stop 4613 gain SFAH TR stop 4614 gain SFAT TR stop
4615 TR elapse MAO *lose
Figure 47 SHEET 47/52 01 Jan 2021
WaveBlock Fixture Processing
Item Current Current Current Received Update Update Mode Transmission Parameter Signal Mode Parameter
4701 MFO lose SAM MFAH Restart TH 2021200000
4702 MFO lose SBM MFBH Restart TH
4703 MFAH SFAT MFAB 4704 MFAH TH elapse MFO
4705 MFBH SFBT MFBB 4706 MFBH TH elapse MFO
4707 MFAB gain SAM MFAT Restart TH 4708 MFBB gain SBM MFBT Restart TH
4709 MFAT SFAH MFO 4710 MFAT TH elapse MFAB
4711 MFBT SFBH MFO 4712 MFBT TH elapse MFBB
Figure 48 SHEET 48/52 01 Jan 2021
WaveLord Field NORTH 2021200000
4841
c c c c c c c c
4812
4822
c
c
4811
4871 4813
4861
4892 4891 4801
Figure 49 SHEET 49/52 01 Jan 2021
WaveWar Field NORTH
4911 2021200000
A
4851 4952 4932
AB 4954 AA 4931 4964
4965 `
BA 4941 AI
4953 4963 4942 4962 4933
4943 BB
4944 AI 4961
4955 B
Figure 50 SHEET 50/52 01 Jan 2021
WaveWar Parameters Item Role Sea Sea Land Land Still Moving Still Moving Permission Permission Permission Permission 5001 Boat yes yes no no 5002 Infantry with boat with boat yes yes 5003 Artillery with boat with boat yes yes 2021200000
5004 Plane no yes yes yes
Item Role Run Interval (s) Wait Interval (s) 5005 Boat 2 2 5006 Infantry 2 (land) 2 (land) 5007 Artillery 2 (land) 2 (land) 5008 Plane 10 10
Item Variable Value (s) 5009 Hit Interval 4
Item Role Opponent Opponent Opponent Opponent Boat Infantry Artillery Plane Signal Signal Signal Signal Vulnerability Vulnerability Vulnerability Vulnerability Probability Probability Probability Probability 5010 Boat 80% (high) 20% (low) 80% (high) 20% (low) 5011 Infantry 50% (med) 50% (med) 50% (med) 50% (med) 5012 Artillery 50% (med) 50% (med) 50% (med) 50% (med) 5013 Plane 20% (low) 20% (low) 20% (low) 20% (low)
Figure 51 SHEET 51/52 01 Jan 2021
WaveDodge Field
NORTH 2021200000
c `
5111
` ` 5112 5123 5122
5121 5113
c
5151 5171
Figure 52 SHEET 52/52 01 Jan 2021
Shin worn apparatus ` 2021200000
5213
5221 5211 5223
5214 5224 5222 5212
5202
AU2021200000A 2020-01-06 2021-01-01 Game system, device and method for playing a game Pending AU2021200000A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU2021200000A AU2021200000A1 (en) 2020-01-06 2021-01-01 Game system, device and method for playing a game

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
AUUNKNOWN 2020-01-06
AU2021200000A AU2021200000A1 (en) 2020-01-06 2021-01-01 Game system, device and method for playing a game

Publications (1)

Publication Number Publication Date
AU2021200000A1 true AU2021200000A1 (en) 2021-07-22

Family

ID=76861790

Family Applications (1)

Application Number Title Priority Date Filing Date
AU2021200000A Pending AU2021200000A1 (en) 2020-01-06 2021-01-01 Game system, device and method for playing a game

Country Status (1)

Country Link
AU (1) AU2021200000A1 (en)

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