CN101522271A - 交互式模块化区块系统 - Google Patents

交互式模块化区块系统 Download PDF

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CN101522271A
CN101522271A CNA2007800369936A CN200780036993A CN101522271A CN 101522271 A CN101522271 A CN 101522271A CN A2007800369936 A CNA2007800369936 A CN A2007800369936A CN 200780036993 A CN200780036993 A CN 200780036993A CN 101522271 A CN101522271 A CN 101522271A
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CN101522271B (zh
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M·马库拉
T·马扎诺
H·C·A·德克斯
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Koninklijke Philips NV
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Abstract

本发明的交互式模块化区块系统包括多个模块化交互式区块(11、13)。该系统包括电子电路,其可操作用于确定多个模块化交互式区块的配置,以及确定对于所确定的配置是否可以玩游戏、可以玩哪一个游戏和/或可以玩游戏的哪一个变种。本发明的计算机程序产品使可编程设备能担当本发明的交互式模块化区块系统。

Description

交互式模块化区块系统
技术领域
本发明涉及一种用于在地板上玩游戏的交互式系统,该系统包括电子电路。
本发明还涉及一种计算机程序产品,它使可编程设备能担当在地板上玩游戏的交互式系统。
背景技术
此类交互式系统的例子是各种正在销售的跳舞毯,例如Konami(科乐美)的Dance Dance Revolution(跳舞跳舞革命)。这些跳舞毯具有交互点的固定配置,且允许在其上玩跳舞游戏。这些跳舞毯的缺点是可以在它们上面玩的游戏是非常有限的。
发明内容
本发明的一个目的是提供一种用于在地板上玩各类游戏的交互式系统。
根据本发明实现了这一目的,因为交互式系统是一个包括多个模块化交互式区块的交互式模块化区块系统(interactive modular tilesystem),该系统包括电子电路,该电子电路可以操作用于确定多个模块化交互式区块的配置以及确定对于所确定的配置是否可以玩游戏、可以玩哪一个游戏和/或可以玩游戏的哪一个变种。此系统允许玩各种基于地板的游戏。因为并不是所有基于地板的游戏将能够处理区块的所有不同配置,所以是否可以玩游戏、可以玩哪一个游戏和/或可以玩游戏的哪一个变种将取决于配置。与区块进行交互要求物理活动,像在区块上踩踏、从区块跳到区块、拾取以及重新配置区块。
在本发明的系统的实施例中,电子电路表明为了玩某个游戏或游戏的某个变种应当在哪里放置多个区块中的至少一个。这样系统给出如何对所希望的游戏或游戏的变种进行配置的提示。
多个区块中的至少一个可以表明为了玩某个游戏或该游戏的某个变种,另一个区块应当紧邻该一个区块放置。一个区块或区块的一边可以开始闪烁(可能以某种颜色)。
多个区块在形状上可以是六边形。这允许创建很多不同的配置。
多个区块中的一个可以充当具有主电源的主区块。主区块也可以具有扩音器。通过将某些昂贵的组件合并入主区块以及额外地防止主区块遭到损伤,本系统的耐用性得以改善。
至少一些区块可以包括灯和/或显示器。虽然可能经由电视屏幕给用户反馈,但让用户经由区块本身,例如通过光信号或甚至是文本和图像,接收反馈会更容易。
区块可以具有连接器,其允许主区块和所述区块中另外的区块被堆叠起来,且允许当主区块和所述区块中另外的区块被堆叠在一起时对所述区块中另外的区块的电池进行充电。这保证当区块被储存备用时区块的电池被重新装载(reload)。当电池被重新装载时区块的灯和/或显示器可以点亮(light up)。
附图简介
例如参考附图,本发明的这些和其它方面将会明显,且将进一步得以阐明,其中:
图1是本发明的方法的流程图;
图2显示本发明的交互式模块化区块系统的实施例;和
图3显示图2的其中两个区块的框图。
图中相应元件由相同参考数字表示。
具体实施方式
参见图1,本发明的方法包括两个步骤。步骤1包括确定多个模块化交互式区块的配置。步骤3包括确定对于所确定的配置是否可以玩游戏、可以玩哪一个游戏和/或可以玩游戏的哪一个变种。
图2显示本系统的实施例,本系统具有一个主区块11和十一个其它区块13,称作“玩区块(play tile)”。所有区块有六边形形状。为了开始玩游戏,需要用11个玩区块制作布局。当连接区块时在区块边缘可以看到小的光猝发(light burst),以确认连接。当玩区块的整个布局被制作时,需要连接主区块来通电。
主区块具有智能、电源和扬声器。一经与玩区块连接,光猝发便从主区块产生进入并遍及所有玩区块,以表明通电。通电后,在每一个区块上都显示游戏的图标,可以通过踩踏那个区块来选择玩该游戏。在这一点之后,游戏将以它的游戏特定的指导开始,以及最终是游戏本身。为了复位和选择另一游戏,断开和重新连接主区块。
在已经选择一个要求特定区块布局的游戏之后,系统将表明要移动哪些区块以及移动到哪里。要结束游戏,只是拆除主区块。将所有区块堆叠到主区块上面将对玩区块进行充电。要玩像“跳房子”那样的特定游戏——这里需要将一个指示器扔到区块上,系统会一起供给2个圆盘(puck)。这些是类似豆子袋(beanbag)的物体,其内带有LED,可以被扔到区块上。
在本实施例(其它实施例可以具有不同的物体,例如没有固定的玩区块)中有下面的物体可用:
7个固定的玩区块(+2个备用的)
7个玩区块用软材料制成,且在顶面下将各有169个LED栅格布局。当彼此连接时,它们将在彼此连接的边上点亮。区块也具有触觉开关,因此当有人站在其上时它们可以传感。每一个游戏对于这些区块都将有特定的性态。
4个松散的玩区块(+1个备用的)
4个松散区块除了它们是无线的以及可以被提起以重新布置布局之外与7个固定区块相同。无线数据转移将通过IR穿过地板来完成。电源将通过磁铁来完成。
1个松散的主区块
优选地主区块具有智能、电源和扬声器。顶层可以用光滑的珀斯佩克斯有机玻璃(Perspex)制成。当主区块与其它区块连接时,其将产生光猝发并在所有玩区块上作动画(animate)。
2个圆盘
两个像豆子袋的圆盘在扔到区块上时将被检测到。
要开始玩,首先需要布置所有的区块。当彼此连接时,它们将在连接的边上点亮,以表明连接。为了给区块供电,连接主区块。一经连接,主区块便产生光脉冲并在所有其它区块上作动画。
在这个初始的脉冲之后,在每一个区块上将有一个图标出现。每一个图标代表可以被选择来玩的游戏。要选择其中一个游戏,用户需要踩踏有他想要玩的游戏的图标的那个区块。然后这个区块被加亮。在上一次选择后开始的3秒超时之后,选择被确认。这个超时时间可以被做成是在区块上可视的&可听的。在所有区块上超时之后,可以有一个视觉的确认。
如果被选中的游戏要求特定的布局(跳房子),则需要对区块进行重新配置。需要被移动的区块将变暗并且已经在正确位置的区块将发光。为引导你,区块需要被连接的边将被以某种颜色加亮。当新区块被正确连接时,这个区块也将像其它区块一样发光。当新布局完成时,在所有区块上均有一个视觉的确认。
在短暂过渡之后,所有区块都以不同的颜色点亮。要选择玩家的数量以及将代表每一个个体玩家的颜色,每一个玩家踩踏有他们想要的颜色的区块,被踩踏的区块将被加亮。在上一次选择后开始的3秒超时之后,选择被确认。这个超时时间可以被做成是在区块上可视的&可听的。在所有区块上超时之后,可以有一个视觉的确认。
在短暂过渡之后,在其上开始游戏的区块将以玩家颜色中的一种发光,表明那位玩家在进行。在该玩家站在这个区块上后,游戏开始。要复位游戏,主区块应当被断开并被重新连接。要关闭游戏,主区块应当被断开。
游戏01:按Simon说的做(Simon says)
这个游戏使用音调(tone)和灯光。系统会播放一系列音调并以不同颜色点亮区块(仅从一个开始)。在区块中的一个区块上,出现第一个玩家的颜色。要开始他的轮次,玩家必须站在这个区块上。几秒之后第一模式将开始。然后玩家必须重复系统做了什么并返回到开始区块。通过在每一轮将新音调增加到序列中,游戏得以进行。当玩家错过重复该序列的时间时他就出局了,且所有区块上的动画会对此进行加亮。然后下一位玩家进行。游戏继续玩直到复位。
游戏02:跳房子
第一位玩家将他的圆盘扔到方块1(square one)。之后,他必须单脚跳入每一个方块,从方块1开始,到方块10结束。
如果有两个方块在一起,他跳起,在每一个方块中用一只脚着地;但如果仅有一个方块,则他必须用单脚跳。
当他到达方块编号10时,他必须折回再跳,直到方块编号1。然后他可以继续玩下一级别。
这次玩家通过将石头扔到方块编号2中开始。在下一级别,他将它扔到方块编号3中。他可以继续直到级别10。
完成所有级别的第一个玩家就是赢家。最重要的事是玩家必须跳过石头所在的那个方块。
该游戏有一些规则。如果以下事情之一发生,则玩家必须停止,且轮到另一个玩家玩。
1、玩家不能将他/她的一只脚或双脚放在方块的线上。
2、玩家不能在方块1、4、7、10内用双脚跳。
3、玩家不能摔倒。
4、扔圆盘时玩家不能投不中方块。
主区块11包括电子电路21,参见图3。电子电路21可操作来确定多个模块化交互式区块的配置,以及确定对于所确定的配置是否可以玩游戏、可以玩哪一个游戏和/或可以玩游戏的哪一个变种。电子电路21可以包括通用或专用的处理器。主区块11还包括主电源23,其可以连接到例如,110伏或220伏。主区块11还包括电源连接器25用于例如通过使用感应来向其它区块提供电力。主区块11还包括存储装置27来存储游戏。该主区块11还包括用于再生游戏的音频的扬声器29。
玩区块13包括六个传感器31,每一边有一个,用于检测其它区块连接到哪里。通过这一信息,可以确定区块的配置。玩区块13还包括电源连接器25,用于例如通过感应来从主区块11接收电力,以及当玩区块13的电源连接器25与主区块11的电源连接器25耦合时用于重新装载电池。玩区块13还包括输入装置33,其可能与灯或显示器进行组合。玩区块13的电子电路从传感器31和从输入装置33接收数据。
虽然已经结合优选的实施例对本发明进行了描述,但要理解:在前面概述的原则下对其的修改对本领域的专业人员来说是显然的,因此本发明不限于优选的实施例,而是意图囊括此类的修改。本发明具备每一个和所有新颖的特有特征以及特有特征的每一个和所有组合。权利要求中的参考数字并不限制其的保护范围。动词“包括”和它的变形的使用并不排除除权利要求中记载的那些元件之外的元件的存在。在元件前使用冠词“一个”没有排除多个此类元件。
正如对本领域的专业人员明显的,“装置”意味着包括任何硬件(诸如分开的或集成的电路或电子元件)或软件(诸如程序或程序的多个部分),它们在操作中执行或被设计来执行指定的功能,无论是单独的或是与其它功能相结合,也不论是孤立的或与其它元件一起合作。本发明可以通过包括几个不同的元件的硬件以及通过适当编程的计算机加以实现。在列举几个装置的设备权利要求中,这些装置中的几个可以由同一个硬件项具体化。“计算机程序产品”应被理解为意指任何软件产品,其可以是存储于诸如软盘的计算机可读介质上的、可经由诸如因特网之类的网络下载的、或以任何其它方式可出售的软件产品。

Claims (8)

1、一种交互式模块化区块系统,包括多个模块化交互式区块(11、13),该系统包括电子电路(21),该电子电路(21)可操作用于:
-确定(1)多个模块化交互式区块(11、13)的配置;和
-确定(3)对于所确定的配置是否可以玩游戏、可以玩哪一个游戏和/或可以玩游戏的哪一个变种。
2、如权利要求1中所要求的交互式模块化区块系统,其中,电子电路(21)表明为了玩某个游戏或游戏的某个变种,该多个区块(13)中的至少一个区块应当被放置在哪里。
3、如权利要求2中所要求的交互式模块化区块系统,其中,该多个区块(11、13)中的至少一个区块表明为了玩某个游戏或游戏的某个变种,另外的区块(13)应当被紧邻该一个区块放置。
4、如权利要求1中所要求的交互式模块化区块系统,其中,该多个区块(11、13)在形状上是六边形。
5、如权利要求1中所要求的交互式模块化区块系统,其中,该多个区块(11、13)中的一个区块担当具有主电源(23)的主区块(11)。
6、如权利要求5中所要求的交互式模块化区块系统,其中,区块具有连接器(25),其允许主区块(11)和区块中的另外的区块(13)堆叠,且允许当该主区块(11)和区块中的另外的区块(13)被堆叠时对区块中的另外的区块(13)的电池充电。
7、如权利要求1中所要求的交互式模块化区块系统,其中,该区块中的至少一些区块(11、13)包括灯和/或显示器(33)。
8、一种计算机程序产品,其使可编程设备能担当权利要求1的系统。
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