EP1320406A1 - Plateforme-ecran electronique multi-utilisateurs pour jeux et procede de controle d'habilitation pour l'execution des jeux - Google Patents
Plateforme-ecran electronique multi-utilisateurs pour jeux et procede de controle d'habilitation pour l'execution des jeuxInfo
- Publication number
- EP1320406A1 EP1320406A1 EP01967452A EP01967452A EP1320406A1 EP 1320406 A1 EP1320406 A1 EP 1320406A1 EP 01967452 A EP01967452 A EP 01967452A EP 01967452 A EP01967452 A EP 01967452A EP 1320406 A1 EP1320406 A1 EP 1320406A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- screen
- identifier
- platform according
- housing
- platform
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
Links
Classifications
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/218—Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/73—Authorising game programs or game devices, e.g. checking authenticity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/77—Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/843—Special 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/201—Playing authorisation given at platform level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/552—Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8088—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game involving concurrently several players in a non-networked game, e.g. on the same game console
Definitions
- the present invention relates generally to electronic gaming devices.
- the first is formed by dedicated "game consoles", comprising a central processing unit to which one or more game controllers are connected at the input, and at the output a cathode-ray tube television.
- the second includes traditional computer systems, for example of the personal computer type, which execute specific game programs.
- the display is made here by the monitor belonging to the computer.
- one or more input interfaces can be connected to the device, such as a joystick, mouse, broomstick, etc., depending on the game played.
- the present invention aims to overcome these limitations of the state of the art and to propose a new electronic screen platform in particular for collective games such as board games or others, the input and output interfaces of which can be clearly assigned to different players, and that presents a user friendliness far superior to that of existing electronic game devices.
- an object of the present invention is therefore to offer a new way of developing board games by allowing them to benefit from new technologies.
- the present invention provides a multi-user electronic screen platform, in particular for electronic games, characterized in that it comprises:
- a plurality of user interface elements for several users distributed around the display screen and connected to the electronic interface means housed in the housing.
- the housing has a generally rectangular shape, with user interface elements on its four sides.
- each side there is provided at each side one or two sets of user interface elements for one or two users, respectively.
- the sets of user interface elements include joysticks separate from the housing.
- the joysticks are connected to the electronic interface means by cables and separable connectors at each side of the housing.
- the joysticks are connected to the electronic interface means by a wireless link such as an infrared link.
- each joystick can be used both inside and outside its housing.
- the sets of user interface elements are integrated into the box, in a peripheral region of the latter.
- each set of user interface elements includes a miniature display screen and a set of control buttons.
- each set of user interface elements further comprises a member for moving a cursor on the miniature display screen.
- the screen platform further comprises at least one loudspeaker for sound reproduction.
- each set of user interface elements comprises displacement means acting on at least one display element displayed by the display screen, while the action of said displacement means depends on the side of the housing at which the set of user interface elements can be used.
- each lever is usable and / or of the position of said lever.
- the screen platform has a connector for downloading game programs.
- the housing has arrangements for keeping it in the vertical position.
- the screen platform further includes a touch detection device superimposed on the screen.
- the screen platform further includes a rechargeable battery for its electrical supply.
- the screen platform includes display control means capable of modifying the orientation of the display on the flat screen, so as in particular to adapt said orientation to a particular player.
- the present invention provides a method for controlling the authorization of a user to execute a program on a computer system, and in particular a game on a computer game platform comprising a device for reading portable objects to memory, characterized in that it comprises the following stages:
- the computer system comprises a non-modifiable memory zone containing a unique identifier of said system, and in that the portable object also includes a second non-modifiable memory zone capable of containing a computer system identifier.
- the method also comprises the steps consisting in: compare the system identifier stored in the system and the system identifier stored in the portable object, and in the event of a match, authorize the execution of the program.
- the method further comprises the step of, at the server level, registering said system identifier in a database.
- the method further comprises the following steps: - add to a program to download a number combining a system identifier and a program identifier,
- FIG. 1 schematically illustrates the electronic architecture of a screen platform according to the invention
- FIG. 2 illustrates in top view the housing of the screen platform and its various user interfaces (input and output),
- FIGS. 3 and 4 are two side views of the box of FIG. 2,
- FIGS. 5 and 6 are detailed views, respectively from above and from the side, of a user interface
- FIG. 7 is a top view of the housing of another embodiment of a screen platform according to the invention.
- FIG. 8 is a side view of the box of FIG. 7, and
- Figure 9 is a partial perspective view of a particular arrangement of the housing of a screen platform according to the invention.
- FIG. 10 is a flow diagram of an authentication procedure that can be used in the screen platform of the preceding figures.
- FIG. 11 is a flow diagram of a procedure for connecting to a server from which games can be downloaded which can be executed on the screen platform of the preceding figures,
- Figure 12 is a flow diagram of a procedure for launching a game downloaded using the previous procedure.
- an electronic screen platform preferably comprises a standard electronic card 10 housing a microprocessor 100, random access memories 102 and 104, sound processing circuits 106 (chip specialized) reproducing sounds on speakers 120 or other transducers described below, a circuit video 108 for controlling a flat display screen 110, and a modem 112 and a network interface (Ethernet or other) 113 connected via input / output circuits 114.
- a standard electronic card 10 housing a microprocessor 100, random access memories 102 and 104, sound processing circuits 106 (chip specialized) reproducing sounds on speakers 120 or other transducers described below, a circuit video 108 for controlling a flat display screen 110, and a modem 112 and a network interface (Ethernet or other) 113 connected via input / output circuits 114.
- the flat screen 110 can be produced using conventional technologies (active matrix liquid crystals, polymers or luminescent organic materials, etc.).
- the read-only memory 104 is in the form of one or more interchangeable boxes, so as to allow updates of certain software components resident on the screen platform (BIOS, etc.).
- a mass storage unit 116 such as a hard disk, a flash memory, etc., for the storage of applications and associated files (in particular parameters backup files, etc. in the case of games).
- the input / output circuits 114 comprise a set of input / output controllers defining a certain number of connection ports Pn, preferably standardized (universal USB serial bus ports, infrared ports, etc.).
- This peripheral unit can also be associated or integrated if necessary, in a manner known per se, other peripheral equipment such as a CD-ROM or versatile digital disc (DVD) reader, a smart card reader (with memory , with microprocessor, ...) designated by the reference 115 (the smart card itself being designated by the reference 118), microphone jack, headphone jack, etc.
- other peripheral equipment such as a CD-ROM or versatile digital disc (DVD) reader, a smart card reader (with memory , with microprocessor, ...) designated by the reference 115 (the smart card itself being designated by the reference 118), microphone jack, headphone jack, etc.
- the flat screen it is advantageous for the flat screen to integrate, superimposed on the screen 110, a tactile detection system 111 allowing, using an appropriate interface not shown, to enter commands using the finger, in a manner known per se.
- the power supply of the assembly is carried out either by an integrated power supply unit, or by an external power supply unit, in which case the screen platform may have a rechargeable battery allowing it to be used without requiring a connection to the sector.
- the screen platform comprises a generally rectangular flat housing 200, typically a few centimeters thick and a few tens of centimeters long and wide.
- the four sides 204a, 204d of the housing 200 each have two connectors, respectively 206a-208a to 206d-
- each game controller comprises a set of knobs and / or control levers (here six control buttons 310 and a control wheel 312), a liquid crystal display screen 314 (of the alphanumeric type, for example from 2 to 4 lines of 80 to 120 characters or graphics), the assembly being connected to an internal electronic card (not shown) integrating, for example in the form of a standard microcontroller appropriately programmed, the input / output coding / decoding circuits and the communication circuits with the central unit 100, 200 via the connectors 302, 304.
- an internal electronic card not shown
- buttons include, for example, on the left a validation button and a cancel button, and on the right four movement buttons (up, down, left, right).
- the wheel 312 is advantageously used to move a text cursor on the display 314 so as, for example, to make selections which will be validated for example using the validation button.
- connection between the controllers and the central unit is carried out according to the USB standard ("Universal Serial Bus” in English terminology), so as to allow on the one hand the "hot” connection of any which joystick, and 1 auto-configuration of the assembly each time a joystick is connected and disconnected.
- USB standard Universal Serial Bus
- a wireless link can be provided between each controller 300 and the central unit 100, 200, preferably by infrared.
- the 200 has, in addition to the connectors 206c, 208c for joysticks, an orifice 209 for introducing a CD- ROM, DVD or other information medium (memory card, etc.) in the corresponding drive.
- the side 204d of the box has, in addition to the connectors 206d, 208d: two USB connectors 210, 212 for other peripherals (printer, mass memory, keyboard, mouse, etc.);
- the four keys for moving the joysticks can indicate displacements which depend on the side of the screen platform to which the joystick is connected.
- the "up" key (triangle whose point is upwards in FIG. 5) will always allow the user to obtain a displacement on the screen 110 in the direction of a distance relative to 1 user.
- FIGS. 7 and 8 illustrate a first alternative embodiment of the invention, according to which the joysticks 300 are integrated into the central block 200.
- the external controller connection is entirely eliminated, and the screen platform is more easily transportable.
- a single side 204d of the housing brings together the additional connections described above, designated by the same reference signs.
- the periphery of the housing 200 incorporates at the periphery of its upper surface a plurality of housings 230 intended to receive the levers in a removable manner, by means of a latching mechanism appropriate.
- a latching mechanism appropriate.
- the variant of FIG. 9 makes it possible to use the screen platform either in the mode of FIG. 2 or in the mode of FIG. 7, according to the tastes of the users and / or the type of game.
- the platform is preferably designed to run games (or any other application) which are not loaded from a physical medium (in particular CD-ROM or cartridge containing a ROM memory, or even hard disk) , but loaded via a network such as the Internet, with rights management determined by a portable object, in this case a smart card 118 or equivalent.
- the platform is in this case marketed with one or more smart cards determining as many rights to run games.
- a game type smart card supplied with the platform or purchased separately allows the platform to establish a connection with a server in order to download the corresponding game to the platform according to a given procedure.
- each platform has its own identifier, for example frozen in a ROM memory during the manufacture thereof.
- each smart card has its own identifier, and the server, before downloading a game to the platform, checks the platform identifier and the smart card identifier, downloading is only possible if, in the server management memory, there is a match between the two.
- This feature allows you to download a game as many times as you want, but only on the same platform, so that copies of the game in question to other, unauthorized platforms is made impossible.
- the launch of the execution of a game can only be carried out by the platform if the smart card corresponding to the game in question is indeed present in the smart card reader 115 of the platform.
- the platform and the server make it possible to carry out a game purchase transaction, a bank card being in this case introduced into the platform's smart card reader and a secure payment transaction being carried out before the game can be downloaded.
- the platform is advantageously marketed with a configuration smart card containing or capable of containing a certain number of parameters relating in particular to the type of connection with the network (switched telephone network, cable, so-called ADSL connection, etc.) and the addresses (RCT telephone numbers, URLs or equivalent) providing access to the servers from which games can be downloaded, or even to a central server containing a database of games that can be downloaded.
- the network switched telephone network, cable, so-called ADSL connection, etc.
- the addresses RCT telephone numbers, URLs or equivalent
- the configuration cards will typically be different according to the countries in which the platforms are marketed.
- the configuration card is inserted into the smart card reader, a first connection with a central game server is made, and the platform in question is recorded in a “platforms” database from the server, for purposes explained below.
- procedure 400 for verifying the smart card determining rights for a given game a procedure carried out jointly at the level of the platform and at the level of the server.
- the game chip card is in the present example of a type which can be written once, cannot be modified nor rewritable (ROM).
- a game chip card whether delivered with the platform or purchased from a distributor, determines rights for a given game and contains an identifier for the game in question, as well as an initially empty memory area intended for receive the identifier of the platform on which the game will be run for the first time.
- step 401 the card in question is inserted into the reader 115 of the platform.
- the content of the smart card is read, and it is determined in step 403 if a memory area of the latter ci, intended to contain the platform identifier, is empty or not.
- step 404 the process goes to step 404 where the identifier of the platform in communication with the server is read in the memory of said platform, and this identifier is written in the memory zone in question, then goes to a verification step 405.
- step 405 the program goes directly to this verification step 405 where the content of the memory area of the smart card intended to contain the platform identifier is read and compared to the identifier of the platform in which the card has been inserted.
- the platform then initiates in step 406 a procedure with a server in view determining (step 408) whether the platform identifier read from the smart card corresponds, in the server's "platforms" database, to a platform duly registered. If not, the process ends at step 409 by displaying an error message on the platform and stopping the connection.
- step 410 indicates that the smart card is on loan, and that the corresponding game can be downloaded and executed, but deleted from the memory after the end of the execution as will be seen in detail below. If now step 405 reveals that the identifier of the platform receiving the card is identical to the platform identifier stored in the card, then the process ends at step 407, which indicates that the smart card has been loaded on the platform of its owner.
- FIG. 11 represents the process of connection to the server via the Internet, generally designated by 500.
- step 501 a transaction request with the server is triggered by the user (via an appropriate menu as we will see more far) .
- the connection is established in step 502, during which the platform identifier is transmitted to the server.
- the server checks whether the identifier in question corresponds to a platform which is referenced in the server's “platforms” database. If not, the platform is considered to be invalid, and a corresponding message is displayed by the platform and the connection is stopped, in step 504.
- the next step 505 consists in interrogating the chip card reader 115 in order to obtain a card presence (or absence) signal. This signal is tested in step 506. If a card is present, the card verification procedure 400, as described with reference to FIG. 10, is executed in step 507. In the case where this verification is successful , i.e. leads to one of steps 407 and 410 of FIG. 10, the process tests in step 508 the type of situation (card on loan or card on the owner's platform). In the first case, the procedure for downloading the game in “ready” version or mode is executed in step 514 (which will involve erasing the game after use), the game being determined by the game identifier stored in the card smart, then the connection is stopped in step 515. In the second case, a game download procedure in “owner” version or mode is launched in step 509, then the connection is stopped in step 513 .
- the server offers the user via the platform, at step 510, choices, in particular the choice to insert a smart card in the reader 115 (step 511), or to access, without a smart card, demonstration versions (generally free) of games (step 512).
- the download procedure itself consists in transferring an executable version of the game, compressed as we saw above, to the platform.
- the computer code of the game sent contains information representative of the platform identifier (and where appropriate a customer number), this information being verified at each launch. of the game, and preventing launch if the platform number contained in the code and the identifier of the platform on which wish to run it do not match.
- the computer code also contains, for the purposes explained below, an encrypted license number.
- the procedure for launching (executing) a game stored in the platform after downloading is illustrated in FIG. 12 and generally designated by the reference 600.
- a game downloaded from an authorized server includes, within its code, a license number of which there are in this example three types:
- demo corresponding to a demo version (generally free) of the game, which can be run on any platform; “owner” license, corresponding to a game downloaded to a platform whose identifier is the same as the platform identifier contained in the game smart card (see above); “ready” license, corresponding to a game downloaded to a third-party platform (see above and below).
- This license number is preferably determined by an encryption algorithm involving the platform identifier and the game identifier, this algorithm being able to be reversible or not (here non-reversible).
- the encrypted license number of the game is read, and if it is a “demo” license, the execution of the game in demo version is launched in step 602.
- the platform knows that it is an "owner” license or a "loan” license.
- the central unit of the platform reads the platform identifier in the memory of the platform, and reads the game identifier in the game chip card inserted in the reader of the platform, and recalculates, in using the aforementioned encryption algorithm, a license number (all in step 603).
- the license number contained in the downloaded game and the license number reconstituted in the platform are compared, and in the event of identity, the verification procedure ends in 608 and the “owner” game can be executed.
- step 604 If it results from step 604 that the license numbers do not correspond, the process goes to step 605 where the platform checks whether the license number designates a license of the “ready” type. If so, the verification procedure ends at step 607, and the game of the ready type can be executed (by being erased from the memory of the platform at the end of the game, as already indicated).
- step 605 If the answer in step 605 is negative, then it is that no valid license number could be identified, and an error message is displayed on the screen 110, and the if necessary, the platform is stopped (step 606).
- the “Configuration” submenu allows you to configure the platform, such configuration being possible only if the configuration smart card has been previously inserted in the smart card reader.
- This configuration includes in particular the configuration of the type of Internet access (by modem, network card, ...), server addresses, network parameters, etc.
- the “Internet Connection” submenu enables communication with a given server to be downloaded in order to download a game from said server. As we have seen, this involves holding and inserting into the smart card reader the smart card determining the rights for the game in question.
- compression / decompression techniques are implemented at the server and platform level to speed up transfers, decompression preferably taking place automatically when the game is launched for the first time.
- the “Choose” submenu allows you to choose a game to run from all the games already loaded in the platform's memory.
- the central processing unit 200 can be given any form other than square or rectangular, depending in particular on aesthetic or ergonomic considerations.
- the screen platform according to the invention can also be equipped, internally and / or externally, with connectors and associated locations for extension modules such as:
- the housing 200 may include, in particular at its back (opposite the screen 110), arrangements for its positioning in vertical orientation (easel, etc.) and / or its wall hanging.
- the display screen has been described as being flat, it, in particular with the new technologies of luminescent organic materials, can adopt a curved shape, for example curved.
- provision can advantageously be made for connecting two screen platforms to one another, for example using their respective network interface, their USB connectors, etc., or else a link. wireless, in particular to multiply the possible number of players or to practice games (naval battle type) where each player has his own screen that the other player should not be able to observe.
- means are also advantageously provided for temporarily assembling two screen platforms, back-to-back, upright (or any other mutual position desired).
- the display on the screen 110 is controlled so that the player with the hand sees the virtual game board reproduced on the screen 110 "in his sense", that is to say in the way that is most visible to him.
- This display control is easily achieved with conventional techniques for modifying the reading of the video memory. It can be manual, under the command of a given button either on the game board (physical button or virtual button on the screen, in cooperation with the touch screen function), or on the user's controller. It can also be automatic, in the event that the logic of a given electronic game is capable of identifying the player who takes the hand. According to yet another variant, the same smart card can contain several game identifiers, so as to authorize the downloading of several games (for example of the same series or of the same theme).
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- User Interface Of Digital Computer (AREA)
- Position Input By Displaying (AREA)
Abstract
Description
Claims
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
FR0011462A FR2813804B1 (fr) | 2000-09-08 | 2000-09-08 | Plateforme-ecran electronique multi-utilisateurs, notamment pour jeux |
FR0011462 | 2000-09-08 | ||
PCT/FR2001/002784 WO2002020110A1 (fr) | 2000-09-08 | 2001-09-07 | Plateforme-ecran electronique multi-utilisateurs, notamment pour jeux, et procede de controle d'habilitation pour l'execution de programmes tels que des jeux |
Publications (1)
Publication Number | Publication Date |
---|---|
EP1320406A1 true EP1320406A1 (fr) | 2003-06-25 |
Family
ID=8854100
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP01967452A Withdrawn EP1320406A1 (fr) | 2000-09-08 | 2001-09-07 | Plateforme-ecran electronique multi-utilisateurs pour jeux et procede de controle d'habilitation pour l'execution des jeux |
Country Status (6)
Country | Link |
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US (2) | US20040070625A1 (fr) |
EP (1) | EP1320406A1 (fr) |
JP (1) | JP2004508113A (fr) |
AU (1) | AU2001287831A1 (fr) |
FR (1) | FR2813804B1 (fr) |
WO (1) | WO2002020110A1 (fr) |
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US9457281B1 (en) * | 2001-09-22 | 2016-10-04 | Peter Ar-Fu Lam | Electronics toy play set |
US20040009815A1 (en) * | 2002-06-26 | 2004-01-15 | Zotto Banjamin O. | Managing access to content |
FR2849227B1 (fr) * | 2002-12-18 | 2005-06-10 | Sylvius | Dispositif d'interface utilisateur pour jeu electronique mettant en jeu des cartes |
KR20050110667A (ko) | 2003-03-10 | 2005-11-23 | 코닌클리케 필립스 일렉트로닉스 엔.브이. | 다중 뷰 디스플레이 |
MX2007005057A (es) * | 2004-11-05 | 2007-06-19 | Mattel Inc | Dispositivo de entretenimiento sensible al tacto de usuarios multiples. |
EP1859616B1 (fr) * | 2005-03-08 | 2016-05-11 | Koninklijke Philips N.V. | Commande par utilisateurs multiples d'une application telechargeable |
WO2007086838A1 (fr) * | 2006-01-25 | 2007-08-02 | Mattel, Inc. | Dispositif de jeu electronique dote de commandes a la main et au pied |
US20100019454A1 (en) * | 2008-07-22 | 2010-01-28 | Nasim Saleh | Device and method for playing a card game |
US9390578B2 (en) | 2010-01-08 | 2016-07-12 | Ami Entertainment Network, Llc | Multi-touchscreen module for amusement device |
US8118680B2 (en) * | 2010-01-08 | 2012-02-21 | Ami Entertainment Network, Inc. | Multi-touchscreen module for amusement device |
US20130318445A1 (en) * | 2011-02-28 | 2013-11-28 | April Slayden Mitchell | User interfaces based on positions |
US8469800B2 (en) * | 2011-08-24 | 2013-06-25 | Igt | Mobile device interfaces at an electronic gaming machine |
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US5098110A (en) * | 1989-07-19 | 1992-03-24 | Michael Yang | Method for remotely controlling a video game system of a video game apparatus |
JPH0412785A (ja) * | 1990-04-28 | 1992-01-17 | Ask Kikaku:Kk | ゲーム機能付天板の座卓 |
AU672770B2 (en) * | 1992-02-18 | 1996-10-17 | Ricos Co., Ltd. | Computer game device |
JPH06285259A (ja) * | 1993-03-31 | 1994-10-11 | Sega Enterp Ltd | 液晶コントローラ |
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- 2000-09-08 FR FR0011462A patent/FR2813804B1/fr not_active Expired - Fee Related
-
2001
- 2001-09-07 WO PCT/FR2001/002784 patent/WO2002020110A1/fr active Application Filing
- 2001-09-07 US US10/362,376 patent/US20040070625A1/en not_active Abandoned
- 2001-09-07 JP JP2002524592A patent/JP2004508113A/ja active Pending
- 2001-09-07 EP EP01967452A patent/EP1320406A1/fr not_active Withdrawn
- 2001-09-07 AU AU2001287831A patent/AU2001287831A1/en not_active Abandoned
-
2017
- 2017-06-01 US US15/611,763 patent/US9884259B2/en not_active Expired - Fee Related
Non-Patent Citations (1)
Title |
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Also Published As
Publication number | Publication date |
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FR2813804A1 (fr) | 2002-03-15 |
US20170319971A1 (en) | 2017-11-09 |
JP2004508113A (ja) | 2004-03-18 |
US20040070625A1 (en) | 2004-04-15 |
AU2001287831A1 (en) | 2002-03-22 |
WO2002020110A1 (fr) | 2002-03-14 |
FR2813804B1 (fr) | 2004-01-23 |
US9884259B2 (en) | 2018-02-06 |
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