GB2365360A - A simulation game with realtime input from real competitors - Google Patents

A simulation game with realtime input from real competitors Download PDF

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Publication number
GB2365360A
GB2365360A GB0019299A GB0019299A GB2365360A GB 2365360 A GB2365360 A GB 2365360A GB 0019299 A GB0019299 A GB 0019299A GB 0019299 A GB0019299 A GB 0019299A GB 2365360 A GB2365360 A GB 2365360A
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United Kingdom
Prior art keywords
data
track
car
simulation game
competitive
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Granted
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GB0019299A
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GB2365360B (en
GB0019299D0 (en
Inventor
Timothy James Ball
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Individual
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Individual
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Priority to GB0019299A priority Critical patent/GB2365360B/en
Publication of GB0019299D0 publication Critical patent/GB0019299D0/en
Priority to GBGB0106488.0A priority patent/GB0106488D0/en
Priority to GB0111673A priority patent/GB2365790A/en
Priority to US10/343,755 priority patent/US20040224740A1/en
Priority to PCT/GB2001/003498 priority patent/WO2002009833A1/en
Priority to AU2001275762A priority patent/AU2001275762A1/en
Priority to EP01953274A priority patent/EP1307269A1/en
Publication of GB2365360A publication Critical patent/GB2365360A/en
Application granted granted Critical
Publication of GB2365360B publication Critical patent/GB2365360B/en
Anticipated expiration legal-status Critical
Expired - Fee Related legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • A63F13/10
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/409Data transfer via television network
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/535Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8017Driving on land or water; Flying

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)

Abstract

A simulation game comprising a base program featuring a player controllable object which competes with a competitive object that is controlled by a real time input from a real life game. Preferably the objects are vehicles and the real time input consists of any of the following elements: position coordinates, object orientation, fuel load or steering wheel orientation. The game may be played through a games console or a training simulator. Other aspects of the application include, a method of obtaining track data by scanning from a reference point, a method and apparatus for inserting pre-race data into a base program and a method of obtaining data for a simulated car to determine the simulated car's 'optimum' capabilities. The game may be used so that a virtual player may compete in real time against the actual competitors in a motor racing competition.

Description

<Desc/Clms Page number 1> SIMULATION SYSTEM This invention relates to a simulation system, and more particularly, but not exclusively, to a competitive simulation game. An example of a competitive game is motor racing.
Motor racing simulation games are well known, such as that sold by Electronic Axts Incorporated under the nam Fl 2000. This game runs on a personal computer and may be used with a steering wheel and pedals as a user interface. The steering wheel may provide the player with physical feedback to increase realism. Such a steering wheel is disclosed in US-A-5 868 573, which is co-owned by the present applicant.
The Fl 2000 gam is partly loaded on to a hard drive, and is partly run from RAM in the personal computer and from a CD-ROM.
In operation, the simulation game combines a simulated track and a simulated car. The simulated track is mapped on to a computer in the form of a mesh made up of a series of spaced points, the position of which are approximated from physical estimations of a real track. The mesh is cloaked in various shades of grey to make the track appear similar to the*real track. The simulated car is modelled on a real car's dynamic capabilities. The simulated car has many adjustable features, such that the car can be "set-up" to suit a particular track. The sort of features which can be changed affect the dynamics of the car, which comprise: type of tyres, aerodynamic wing set-up, suspension set-up and gear ratios.
It is known to daisy chain several computers together and to set up each computer with the same track, each having a different car. The players can race against each other in their individual cars so that a competitive simulation game can be played. This can be accomplished by linking computers together in a network.
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Simulation games are becoming more realistic. Playability is improving.
According to the present invention, there is provided a competitive simulation game comprising a base program and at least one controllable object controllable in use, by a player, characterised in that, in use, a real time input from a real life event controls a competitive object in the competitive simulation game as a competitor to the player. Such events include, for example motor car racing, motor bike racing, truck racing, rallying, moto cross, horse riding, swimming, fishing, cycling, jet skiing, snow skiing, sailing and motor boat racing.
Advantageously, the real time input comprises at least one descriptive element of said object Preferably, the real time input comprises a position coordinate.
Advantageously, the real time input comprises orientation of said object.
Advantageously, said object is a vehicle. Preferably, the descriptive element of said vehicle comprises at least one of the following: road wheel orientation; steering wheel orientation; and fuel load.
Advantageously, the real time input is uploaded into the base program via a broad bandwidth line. Preferably, the real time data is sent in a bit stream. The broad bandwidth line may be an optical fibre or an ADSL line or DDSL line or be transmitted by satellite.
Preferably or alternatively, the real time input is uploaded from the data obtained from the real life gam to the internet, and downloaded into the base program from which said competitive simulation game is played. The data transmitted over the internet is generally sent in packets of compressed data. The compressing and decompressing of the packets coupled with delays in
<Desc/Clms Page number 3>
sending over the internet reduces the probability of the data reaching the games console or base program in a manner which will allow a player to feel a smooth operation of the simulation. Accordingly, buffers may be used to store the relevant information such that a player uses the simulation a few seconds after the real event. The simulation is effectively time shifted by perhaps one minute. Advantageously, the base program is stored on a personal computer or games console.
Alternatively or additionally, the base program is stored on a computer forming part of the internet, which may be accessed through a dumb terminal.
The invention also provides a games console, a simulator and a training simulator comprising the competitive simulation gam According to a second aspect of the invention, there is provided a method of obtaining track data, comprising the step of scanning a track from at least one reference point, and inserting an electronic image of said track into a base program.
If desired, said scanning may be conducted from a series of defined points located around said track. Or from several undefined points, the sections of track subsequently joined together, such that only relative positions are required.
Alternatively or additionally, said scanning may be conducted from an aeroplane preferably, in a single sweep.
Preferably, said computer program is a base program of a racing simulation game.
Advantageously, said method comprises the step of combining the scanned image of said track with track conditions and track properties obtained from other
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means. Preferably, said track conditions and properties include adhesive qualities, temperature, humidity, dampness, wetness and visibility.
If desired, the condition of the track may be continually monitored and data transmitted to update said base program as and when a significant change occurs, for example oil spill or shower of rain.
The second aspect of the invention also provides a computer simulated track modelled using the method set out in the above statements.
According to a third aspect of the invention, there is provided an apparatus for inserting pre-race data into base program, said apparatus comprising means for obtaining said pre-race data, means for uploading said pre-race data on to the internet and means for downloading said pre-race data into said base program.
Preferably, the pre-race data includes at least one of the following: track information and car set up.
The third aspect of the invention also provides a method for inserting pre-race data into a base program, said method comprising the steps of obtaining said pre- race data, uploading said data on to the internet and downloading said pre-race data into said base program.
According to a fourth aspect of the invention, there is provided a method of obtaining data for a simulated car competing against representations of real cars on a track said method comprising the steps of obtaining data from a real car driving on a track and using said obtained data for obtaining an approximation of said simulated car's "optimurn' capabilities.
Preferably, said obtained data comprises the speed at at least one point on said track.
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Advantageously, said obtained data is obtained from a near perfect performance from said car on said track.
Preferably, said obtained data is obtained before said competition.
Advantageously, said obtained data is obtained from said real car during said competition. Preferably, said obtained data is obtain from an average or otherwise statistically derived method of at least two real cars during said competition.
Preferably, said obtained data is processed using a prediction program, such that said simulated car's parameter's are also submitted to said prediction program to obtain an approximation of said simulated car's loptimi-iml capabilities.
There is also provided a competitive simulation g comprising an algorithm to carry out the method as set out above.
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For a better understanding of the present invention, reference will now be made, by way of example, to the accompanying drawing, in which: Figure 1 is a schematic diagram of a simulation system according to the present invention.
Referring to Figure 1, there is shown a system of the present invention for a motor racing simulation game. The system comprises a main computer 1 into which pre- race data and real time data is uploaded. The uploaded data is processed in the main computer 1 into a form suitable for being downloaded into a computer console 2 running a base program. It is envisaged that the computer console may alternatively, be a 'dumb terminal', the base program and the downloaded data being stored on a computer on the internet and accessed by the dumb terminal. Preferably, the computer console is a home games console with a broad band input, such as an optical fibre input, or an ADSL input. Such a console is the Play Station I12K sold by Sony Corporation.
Pre-race data. comprises the track information and car set up.
The track information comprises: the form of the race track; the wear qualities of the track, such as the roughness and the adhesive qualities of the track; the position of the pits and signals and pit boards and location of the marshals.
The track is scanned using a scanning device 3 such as that disclosed in PCT Publication No. WO 97/40342 in the name of Cyra Technologies, Inc. and sold under the trade mark CYRA 3D Laser Mapping System. This type of scanner is able to scan large areas, up to a 70m radius to within 2mm of accuracy. The scanning device 3 located at a first spot at the beginning of the track. The first spot is at a known position or a position which can be derived, the known position defined by, for example, an
<Desc/Clms Page number 7>
x-y-z coordinate, thus a segment of the track is scanned from a known location. The scanning device 3 is then moved to a second spot which is also at a known position or at a position, which can be derived and a second segment is scanned. This is repeated until the entire track is scanned. The segmented scanned images are then put together to form a complete image or mesh of the entire track. The mesh is made up of a series of points which may be defined by x-y-z coordinates and/or polar coordinates and may be placed in the a matrix forming a mesh. The scanning procedure may be conducted without a known absolute position. The track may simply be mapped in several sections and pasted together using relative positions, such as the sides of adjacent sections of scanned track. Tracks are usually in the form of loops, the first section of scanned track should meet up with the final section of scanned track. The mesh is then uploaded into the main computer 1. The mesh is then processed into a form suitable for loading into the base program. The processing may include an encoding step.
The reflectivity of the track gives an indication of its colour, which may be used to expedite the formation of the computer model for insertion into the base program of the simulation.
The adhesive and wear qualities of the track can be assessed using current techniques and measurements, or from data obtained from the track owners such as Shore hardness test. This data is then uploaded into the main computer 1, processed into data which will be accepted by the base program and may be encoded.
The positions of the signals and marshals can be obtained from the race stewards computer 4, or from physical measurements and uploaded into the main computer 1, processed into data which will be accepted by the base program and may be encoded.
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The car set up data can be determined by the dynamic capabilities of each of the cars. For instance, if the player wanted to choose a car from a particular team, for example McLaren, the dynamic capabilities would be downloaded from stored information taken during warm up or qualifying data. The particular data used may include telemetric data used by the teams, such as the speed at each point along the track. This may then be used to set the fastest speed the player's car will go at any point along the track. This is one way of determining the player's car's '40ptiml-i-M, capabilities during the subsequent race. The player may be provided with control to vary this aspect to allow the player an advantage over the real cars and/or to compensate for differences in a car's dynamic capabilities between warm up, qualifying and race set ups. Other dynamic factors may be used in the alternative or additionally, such as the rate at which the car can accelerate and decelerate, and cornering ability. A 'prediction' program may then be used to assess the 'optimum' capabilities of the altered set-up, as explained with reference to the following alternative or complimentary method.
Another method of obtaining the player's car's loptimuml capabilities is to use a test car, such as a Formula 3000 car fitted with a plurality of sensors. The test car is driven around the circuit prior the race. Once the car has completed what is reckoned to be a 'perfect' lap, the data for that lap is inserted into a prediction program, such as that provided by D.A.T.A.S. Ltd and sold under the trade name Race Sim. To obtain a prediction of a differently set up Formula 3000 car, or even a prediction of a different type of car, the prediction program provides an input screen for inserting relevant' parameters of the differently set up Formula 3000 car or different car. The prediction program then
<Desc/Clms Page number 9>
calculates a "perfect' lap for that car and def ines the car's "optimum' capabilities i.e. the program estimates the fastest speed attainable at any point on the circuit for a car with the parameters entered in the prediction program.
During a live race, the "optimum' capabilities of the player's car may be based on the preceding lap times of the real life, leading car of the race. This would be particularly useful in situations in which the track conditions have changed since qualifying or using a test car or changed during the race. Such conditions are rain, strong sunshine, snow or sleet. For instance, at the apex of a first corner, a car's maximum speed may be 160km/hr, however in rain the maximum speed may be 100km/hr and even less in heavy rain. As the loptimuml capabilities of the player's car is based on the actual real life car's, the player will be on an even footing with the real cars, which should result in a pleasing and realistic race.
The data from the real life leading car may be taken from a preceding lap and inserted into a the prediction program described above, which would then give a prediction of the player's car's "optimuml capabilities at each point along the track. This would be particularly useful if the leading car was using wet weather tyres and the player is using slick tyres for instance.
It may be advantageous to obtain an average of a few leading cars in order to obtain a better estimation of the actual "perfect' lap at that particular time, given the track conditions. This may be advantageous if one of the leading cars is being held up by a back marker or is slowing due to technical difficulties or a crash. It is preferable that cars that are held up by back markers or technical problems are not used for this purpose. Another option would be to have a pace car, which would provide consistent data for gauging the 'optimum' capabilities in
<Desc/Clms Page number 10>
varies track condition changes.
Real time data comprises the competitors car's position, orientation, road wheel orientation, steering wheel position, fuel load, the load on each wheel, and possibly the overall down force acting on the car and also comprises real time track conditions, such as dampness and wetness of the track, track temperature and ambient pressure and humidity.
Each car's position can be determined from a sensor on the car, which is standard equipment in many race series, such as Formula 1, Formula 3000 and Indy racing. The sensors transmit data back to their teams computers and to the stewards computer via a telemetric system. This data is uploaded into the main computer, processed, possibly including encoding, for onward transmission to a computer holding the base program.
Other sensors on each car can transmit other data, which can be used to better simulate the competitors' positions and characteristics for the simulation gam such as an orientation, The data sent between the base program and the main computer and the sensors on the cars and the track, may travel over the internet, and/or over a dedicated telephone line and/or via satellite.
It is envisaged that pre-race data will be downloaded through the internet or via a television link such as via digital cable or digital satellite. The data may pass directly into a broad bandwidth input of a games console, such as that provided on the Sony Play Station III. The real time data may be sent via the internet, however, due to the way data is sent over the internet i.e. in compressed packets of data and the fact that the internet speed often varies, it is preferable to 'stream' data through a cable or via satellite. Methods used by cable and satellite television channels for transmission
<Desc/Clms Page number 11>
of their programs is preferred. The data may be compressed before sending and decompressed at the player's console. Compression and decompression of data takes time and therefore all the data may have to be buffered and then used to provide a realistic uninterrupted play. Another broad bandwidth line which may be used is an Asymmetric Digital Service Line (ADSL). This provides means for consoles to receive large quantities of data very quickly.
The background graphics such as the grandstands, crowds, landscape and grasslands, may be filmed and superimposed during the pre-race data set up stage. The background graphics may be filmed over a period of time - pre-race, such that the scenery may change whilst the game is played.
It will be appreciated that the role of racing with real life competitors will not be totally interactive, as for instance if the player's car will not affect the competitor in real life. However, in the simulation game one of a number of possibilities exists. In particular, if the player appears to hit a competitor's car, the base program may incorporate an algorithm which handles the representation of the competitor's car appear to wobble and then return to the car's real life track position and orientation thereafter, thus giving an illusion of the interaction whilst retaining the reality of the race positions.
If the player's car hits a competitor's car hard, the base program may execute an algorithm incorporated into the base program which will make the representation of the competitor I s car on screen to spin off of the track and go out of the race. A visible structure of the car will disappear from the rest of the race. The final result of the race will be different from that of reality, however, this will introduce a more interactive
<Desc/Clms Page number 12>
element to the game.
If a real car' s position hits the player, s car in the simulation, the player's car may wobble, or cause the player's car to spin off, or damage a part of the player's body work. Because the driver of a real car does not "see' the player's car, the program may provide a function to allow the simulated real cars to pass through the players car, not affecting the player's car at all or at least minimally.
It is envisaged that the track could be scanned using a scanner in an air borne vehicle such as an aeroplane. The aeroplane may then pass over the track, scanning the entire track in one sweep. The mesh that results can be uploaded into the main computer I and processed as described here nbefore. It is also envisaged that once a track has been scanned and mapped on to a computer, the The base program may include a decoder 5 for decoding encoded data downloaded from the main computer 1.
If desired, the base program could be downloaded on to a remote server, for example on the internet and/or via satellite 6.
The simulation game may be played using: a monitor 7 or television for cUsplaying the graphic images of the simulation game; a steering wheel 8 for an interface; a set of pedals 9 for an additional /alternative interface; a keyboard 10 for an additional/alternative interface; and a seat arrangement 11 for the player with an integral stand 12 for a monitor. A simulator may comprise any of the before mentioned items and may be installed in a racing car shell or part of a shell, thus adding to the realism aspect of the simulation.
A real time game played using the computer simulation program may be recorded and replayed for the
<Desc/Clms Page number 13>
purposes of instruction and debriefing. The recording may be made on a hard disk, to RAM or any other storage medium. The computer simulation program may have an option to I ride with a competitor I . The controls may also be reactive in response to the real driver's inputs. This may be used as an instructional tool. In this case, more information would be required from at least one of the cars of the competitors. Such additional information may comprise: extent of depression of brake pedal and accelerator pedal; steering wheel position; gear selection. This would require sensors for each of the above for providing information to be sent to the main computer for processing before being sent on to the base program.
The base program may be flexible enough to accept different sorts of competitive gam s, such that simply the pre-race data need be downloaded for a plurality of events. The sorts of events that may be downloaded into the base program are: motor bike racing, truck racing, rallying, moto cross, horse riding, swimming, fishing, cycling, jet skiing, snow skiing, sailing and motor boat racing.
It is envisaged that information regarding the real car's track position as well as obtaining data about the track may be obtained from digitised pictures from a video cam ra. The cameras may be placed on the cars. The digitised pictures can be analysed by a computer to assess positions, distances and orientation on the track.
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Claims (32)

  1. Claims: 1. A competitive simulation game comprising a base program and at least one controllable object controllable by a player, characterised in that, in use, a real time input from a real life game controls a competitive object in the competitive simulation game as a competitor to the player.
  2. 2. A competitive simulation gam as claimed iri Claim 1, wherein the real time input comprises said descriptive elements of said object
  3. 3. A competitive simulation game as claimed in Claim 1 or 2, wherein the real time input comprises a position coordinate.
  4. 4. A competitive simulation game as claimed in Claim 1, 2 or 3, wherein the real time input comprises a description of said object's orientation.
  5. 5. A competitive simulation game as claimed in any preceding claim, wherein said object is a vehicle.
  6. 6. A competitive simulation game as claimed in any preceding claim, wherein the real time input includes at least one of the following descriptive elements of said vehicle: road wheel orientation; steering wheel orientation; and fuel load.
  7. 7. A competitive simulation garn as claimed in any preceding claim, wherein the real time input is uploaded into the base program via a broad bandwidth line.
  8. 8. A competitive simulation game as claimed in any preceding claim, wherein the real time data is sent in a bit stream.
  9. 9. A competitive simulation game as claimed in any preceding claim, wherein the real time input is uploaded from the real life gam to the internet, and downloaded into a base program from which said competitive simulation game is played.
  10. 10. A competitive simulation game as claimed in any
    <Desc/Clms Page number 15>
    preceding claim wherein, the base program is stored on a personal computer or games console.
  11. 11. A competitive simulation game as claimed in any preceding claim, wherein the base program is stored on a computer forming part of the internet, which may be accessed through a dumb terminal.
  12. 12. A games console comprising the competitive simulation game claimed in any preceding claim.
  13. 13. A simulator comprising the competitive simulation game as claimed in any of claims 1 to 11.
  14. 14. A training simulator comprising the competitive simulation game as claimed in any of claims I to 11.
  15. 15. A method of obtaining track data comprising the step of scanning the track from at least one reference point, and inserting a scanned image of said track into a computer program.
  16. 16. The method as claimed in Claim 15, wherein said scanning step is conducted from a series of defined points located around said track.
  17. 17. The method as claimed in Claim 15 or 16, wherein said scanning step is conducted from an aeroplane.
  18. 18. The method as claimed in Claim 15, 16 or 17, wherein said computer program is a base program of a racing simulation game.
  19. 19. The method as claimed in any of Claims 15 to 18 further comprising the step of combining the scanned image of said track with track conditions and track properties obtained from other means.
  20. 20. The method as claimed in any of Claim 15 to 19, wherein said track conditions and properties include at least one of adhesive qualities, temperature, humidity, dampness, wetness and visibility.
  21. 21. A computer simulated track modelled using the method set out in claims 15 to 20.
    <Desc/Clms Page number 16>
  22. 22. An apparatus for inserting pre-race data into base program, said apparatus comprising means for obtaining said pre-race data, means for uploading said pre-race data on to the internet and means for downloading said pre-race data into said base program.
  23. 23. A method for inserting pre-race data into a base program, said method comprising the steps of obtaining said pre-race data, uploading said data on to the internet and downloading said pre-race data into said base program.
  24. 24. A method of obtaining data for a simulated car competing against representations of real cars on a track said method comprising the steps of obtaining data from a real car driving on a track and using said obtained data for obtaining an approximation of said simulated car's "optimum' capabilities.
  25. 25. A method as claimed in Claim 24, wherein said "optimuml capabilities are used in a car racing game.
  26. 26. A method as claimed in Claim 25, wherein said obtained data comprises the speed at at least one point on said track.
  27. 27. A method as claimed in Claim 24, 25 or 26, wherein said obtained data is obtained from a near perfect performance from said car on said track.
  28. 28. A method as claimed in any of Claims 24 to 27, wherein said obtained data is obtained before said competition.
  29. 29. A method as claimed in any of Claims 24 to 28, wherein said obtained data is obtained from said real car during said competition.
  30. 30. A method as claimed in Claim 29, wherein said obtained data is obtain from an average or otherwise statistically derived method of at least two real cars
    <Desc/Clms Page number 17>
    during said competition.
  31. 31. A method as claimed in any of Claims 24 to 30, wherein said obtained data is processed using a prediction program, such that said simulated car's parameter's are also submitted to said prediction program to obtain an approximation of said simulated car's "optimum' capabilities.
  32. 32. A competitive simulation game comprising an algorithm to carry out the method as claimed in any of Claim 24 to 31.
GB0019299A 2000-08-02 2000-08-02 Racing simulation system Expired - Fee Related GB2365360B (en)

Priority Applications (7)

Application Number Priority Date Filing Date Title
GB0019299A GB2365360B (en) 2000-08-02 2000-08-02 Racing simulation system
GBGB0106488.0A GB0106488D0 (en) 2000-08-02 2001-03-16 Simulation system
GB0111673A GB2365790A (en) 2000-08-02 2001-05-12 Competitive simulation with real time input from real event
US10/343,755 US20040224740A1 (en) 2000-08-02 2001-08-02 Simulation system
PCT/GB2001/003498 WO2002009833A1 (en) 2000-08-02 2001-08-02 Simulation system
AU2001275762A AU2001275762A1 (en) 2000-08-02 2001-08-02 Simulation system
EP01953274A EP1307269A1 (en) 2000-08-02 2001-08-02 Simulation system

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Application Number Priority Date Filing Date Title
GB0019299A GB2365360B (en) 2000-08-02 2000-08-02 Racing simulation system

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GBGB0106488.0A Ceased GB0106488D0 (en) 2000-08-02 2001-03-16 Simulation system

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GB0019299D0 (en) 2000-09-27
GB0106488D0 (en) 2001-05-02

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