EP1383015A2 - Pièce d'horlogerie électronique comportant un mode de jeu - Google Patents
Pièce d'horlogerie électronique comportant un mode de jeu Download PDFInfo
- Publication number
- EP1383015A2 EP1383015A2 EP03015079A EP03015079A EP1383015A2 EP 1383015 A2 EP1383015 A2 EP 1383015A2 EP 03015079 A EP03015079 A EP 03015079A EP 03015079 A EP03015079 A EP 03015079A EP 1383015 A2 EP1383015 A2 EP 1383015A2
- Authority
- EP
- European Patent Office
- Prior art keywords
- sequence
- display
- electronic unit
- timepiece
- indications
- 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.)
- Granted
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Classifications
-
- G—PHYSICS
- G04—HOROLOGY
- G04G—ELECTRONIC TIME-PIECES
- G04G21/00—Input or output devices integrated in time-pieces
- G04G21/08—Touch switches specially adapted for time-pieces
-
- 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
- A63F2250/00—Miscellaneous game characteristics
- A63F2250/49—Miscellaneous game characteristics with provisions for connecting to a part of the body
- A63F2250/495—Hand, arm or wrist
-
- 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
- A63F9/00—Games not otherwise provided for
- A63F9/18—Question-and-answer games
- A63F9/183—Question-and-answer games electric
Definitions
- the present invention relates to an electronic timepiece, including a wristwatch, including a game mode using the means time display.
- the invention also relates to a method of using a electronic timepiece for practicing such a game.
- patent application GB 2 205 180 discloses a watch equipped with a digital display capable of displaying a table of numbers such as those of a lotto game, and perform and display a random draw among these numbers. By acting on the control pushbuttons of the shows, the user can control the game and further preselect parameters such as the range of numbers to be considered and the number of numbers to shoot.
- the present invention aims to incorporate in a timepiece, in particular a wristwatch, a game with an interest even if it is practiced by only one player.
- a particular goal is to use for the game some of the organs intended for the normal functions of the timepiece, so that incorporate the game into an electronic watch with as few components as possible additional.
- the electronic wristwatch 1 represented in FIG. 1 is a watch multifunction display with an analogue display and a digital display which are arranged below the ice 2 of the watch.
- the analog display has a hour hand 3 and a minute hand 4 which are driven individually, each by an electric motor with two directions of rotation.
- the needles 3 and 4 turn in front of a dial 5 carrying a graduation 6 completed by hour indices 7, which are six in this example and correspond respectively at 2, 4, 6, 8, 10 and 12 hours, and mode symbols of functioning 8 which in this example are also six in number and are each formed by the English name of the corresponding mode.
- Digital signage includes an alphanumeric liquid crystal display (LCD) 9 placed in a window of the dial 5.
- LCD liquid crystal display
- the control means of the watch 1 comprise three push buttons 11, 12 and 13, which can be arranged in a conventional manner on the middle of the box of the watch, and seven control keys 14 to 20 which, in this example, are formed by transparent electrodes applied under the ice 2.
- the six keys 14 to 19 are arranged above the six hour markers 7 and the six symbols of mode 8 juxtaposed with these, so that the user knows that the actuation of one of these keys corresponds to the index or symbol visible behind this key.
- the seventh key 20 is in the center of the ice 2, above the needle axis 3 and 4.
- the keys 14 to 20 are capacitive type keys, which the user operates by placing the end of a finger on the outer face 2 of the ice 2 in the chosen key, the watch containing a circuit capable of detecting the variation of capacity thus created between the electrode of the key and the mass.
- capacitive keys For a detailed description of such a control system by capacitive keys, the reader may refer for example to patent publications CH 607 872, US 4,257,115, EP 674,247 and EP 1,122,620. It will be noted, however, that in the context of of the present invention, these keys can be replaced by other organs control means arranged in correspondence of the indexes 7, for example keys or buttons placed on the bezel 22 of the watch case, as provided for example in GB 2 315 709.
- FIG. 9 schematically shows how the display and display means control described above are connected to a microprocessor 24 provided with means
- the microprocessor 24 is associated with a time base 26 such as than a quartz resonator to form the timepiece of the watch. It contains software that allows it to manage not only time functions, but also all other functions of the watch 1. It is connected to the seven electrodes 14 to 20 by a set of transparent conductive tracks 27 applied under the ice 2 and a set of electrical links 28 connecting the ice to the microprocessor in the watch box. Each of the pushers 11 to 13 is connected to the microprocessor 24 by a pair of drivers.
- the microprocessor 24 controls the two motors 30 and 31 actuating the needles 3 and 4, as well as the digital display 9 and a transducer electro-acoustic 32, through respective pilot circuits 33, 34, 35 and 36.
- the first five aforementioned modes are well known in watches multifunctional electronics. Some of them are implemented, for example, in the watch marketed under the brand name Tissot T-Touch®, which includes the structure illustrated in Figure 9.
- Step 41 consists in pressing the middle pusher 12 to activate these keys, so that they are monitored cyclically by the microprocessor 24 by means of the circuit of detection mentioned above.
- the display does not change except that a symbol flashing is added on the LCD 9 to indicate that the keys are active.
- step 42 the player places his finger next to the GAME symbol, which actuates the corresponding key 14 and puts the watch in play mode.
- hands 3 and 4 give a receipt for this command by placing in a superimposed position next to the symbol GAME, which is at noon in this example.
- the LCD display 9 displays a drop-down menu that indicates different ways of playing and that the player scrolls by operating several times 14. Some of the terms in this menu include game settings, such as for example the number of players, the difficulty of the game, the engagement triggering an acoustic device, etc., and the player may select values of these parameters by means of pushers 11 and 13.
- the acoustic device uses the electro-acoustic transducer 32 incorporated in the watch and can emit different notes corresponding for example to each index 7 and the key associated with 14 to 19.
- the microprocessor 24 can be programmed to control the emission of a sequence of different sounds that correspond to different time values of a sequence during the display of this sequence, so that the Memory game is both visual and musical.
- the game can even be practiced only aural way, if the player sets himself the goal of reproducing the sequence of sounds he just heard and therefore refrains from looking at the display of the sequence proposed by the watch.
- We can also provide in the menu drop a command to delete the display of said sequence by the hands, so that the watch proposes it only by the acoustic way.
- the example presented here is a one-player game and the range of numerical values, in this case hourly values, that the watch shows and that the player must repeat only includes the values 2, 4, 6, 8, 10 and 12 which are symbolized on the dial by the six indexes 7 and are indicated by the two needles 3 and 4 superimposed opposite the corresponding index.
- the menu includes a START command that automatically launches the game when it has been displayed for more than three seconds.
- This automatic start is step 43, where the microprocessor 24 generates randomly and stores in its memory 25 a first sequence of hourly values.
- This first sequence may have one or more time values, in depending on the parameters selected by the player. It is assumed here that the first sequence includes three time values. Of course, a sequence can contain many times the same value.
- step 44 the microprocessor 24 temporarily displays and successively all the values of the sequence by means of the needles overlays 3 and 4 as shown in Figures 3, 4 and 5, where we see that these three values are 2-10-8 considering the graduation of the hours of the dial.
- the message PLAYER 1 on LCD 9 shows the player's number. Then the needles horizontally to indicate that the sequence is finished, as shown in Figure 6, and the LCD display gives the ANSWER message to invite the player to reply.
- step 45 the player gives a sequence of responses by asking his finger 39 successively on those keys 14 to 19 which correspond to values of the sequence that the watch has just displayed. Needles signal the acquisition of each answer by placing itself in front of the corresponding index 7.
- the microprocessor 24 compares in step 46 each response with the corresponding value saved. If the entire response sequence is correct, the microprocessor proceeds to step 47 of drawing one or more values hours, depending on the degree of difficulty chosen, and memorize them after those of the previous sequence to form the next sequence, while the LCD display gives an OK message as shown in Figure 7 to indicate that the response sequence was right.
- the game then returns to step 44 of displaying the sequence. The game continues as for the previous sequence.
- the microprocessor 24 stops the set in step 48 and display the state shown in Fig. 8, where the LCD display indicates a score which is the number of values contained in the last sequence just answers.
- step 48 The display provided in step 48 is timed.
- step 49 if the player during this time a command on the key 14 corresponding to GAME, the microprocessor returns to step 43 to restart automatically During the time delay, the player may activate another key or push to switch to another mode of the watch. If no order is operated, the microprocessor proceeds to the final step 50 of returning to the initial of the watch.
- the very simple game mode described above can more complicated variants, for example if the game uses the twelve usual hourly indexes of a watch with twelve corresponding keys, and / or the hourly values of the game are given in hours and minutes by means of both needles 3 and 4, like the classic time display.
- the field of applications of the invention is not limited to display timepieces analogue, because the display of time value sequences drawn by lot by the microprocessor can just as well be done digitally, or even graphic, for example in the form of visual indications such as symbols, if the display screen allows it.
- the introduction of the response sequences can then in any appropriate manner, for example by means of a touch screen or pushbuttons, as is usually done to introduce an hour of alarm in multi-function watches with digital display.
- the display Analog associated with keys near the hour markers of the dial is preferred because it is a particularly user-friendly interface between the room watchmaking and the user.
- the indexes can be constituted by figures.
- the alphanumeric display 9 described above is not essential, because its indications could be displayed by combinations particular positions and / or movements of the needles 3 and 4 and possibly additional needles.
- one of the needles 3 and 4 could point to a function symbol applied to the dial while the other hand oscillates to signal that such a function is proposed.
- the training of the needles by two Independent bidirectional motors allow multiple variants of this kind.
- Figure 11 illustrates a variant that differs from the previous example by its display means, the digital display 9 being removed, and by its means of control, the push-buttons 11, 12 and 13 being replaced by a rod of multifunction control.
- the watch 51 represented in FIG. comprises, below the window 52 of the watch, a hour hand 53 and a minute hand 54 which are individually driven by motors electrical two-way rotation.
- the hands 53 and 54 turn in front of a dial 55 bearing a time scale 56 supplemented by indexes 57, 58, 59 and 60, in the occurrence of the numbers 3, 6, 9 and 12 representing the four values (hourly or no) that will be used in the game.
- the indexes 57 to 60 are applied on the ice rather than on the dial.
- the dial 55 also carries function symbols 62 and 63 for represent the two main phases of the game.
- the symbol 62 (LOOK) indicates to the player he must observe the sequence of values displayed by the watch during the first phase of the game.
- the symbol 63 (PLAY) indicates to the player that he must give a sequence of responses.
- the dial 55 also bears mode symbols 64 to 69.
- the symbols 64 and 67 (SLOW) indicate a slow play mode, while symbols 65 and 68 (FAST) indicate a fast game mode.
- the symbol 66 placed between the two symbols 64 and 65 means that the game modes represented by these include the broadcast different sounds during the game, using an electro-acoustic transducer similar to the transducer 32 described in the previous example.
- the symbol strikethrough 69 indicates that the two symbols 67 and 68 represent game modes without sound emission.
- the symbols 64, 65, 67 and 68 respectively represent four different game modes.
- the control means of the watch 51 comprise, as in the previous example, capacitive control keys 71 to 74 which are formed by non-transparent electrodes applied under ice 52, below four indexes 57 to 60. These electrodes can be made by means of a paint conductive.
- the pushers of the previous example are replaced here by a push rod 75 electrical control, having a crown on the outside of the watch case and rotatable and occupy four axial positions. When the stem 75 is pushed from its neutral position, it closes an electrical contact, then returns to the neutral position by the effect of a spring.
- a first position taken from the rod 75 puts the two needles 53 and 54 in superposition and allows them to be moved together by rotating the rod, in particular to select a game mode.
- second position from the stem allows you to set the time.
- the arrangement of such four-position control rod to control an electronic watch is well known and allows to control other functions by different combinations of actions on the stem.
- the diagram of the electronic means of the watch 51 can be analogous to that of Figure 9, removing elements 9 and 35 and replacing the contacts pushers 11 to 13 by contacts actuated by the appropriate movements of the stem 75.
- the watch is initially in a of time, the player must first select a game mode in which putting the rod 75 in its first drawn position, so that the two needles 53 and 54 are superimposed and are positioned for example at 6 o'clock.
- the player selects one of the game modes represented by symbols 64, 65, 67 and 68 by making turn the rod 75 until the overlapping hands are next to the desired symbol. He then pushes the rod back to the neutral position and then activates the capacitive keys 71 to 73 by briefly pushing the rod.
- the game then starts automatically and proceeds as in the previous example except for regards the display.
- the microprocessor memorizes and makes display a sequence of values corresponding to some of the indexes 57 to 60, for example example 6-9, the hour hand 53 points to the function symbol 62 (LOOK), while the minute hand 54 points temporarily and successively to the symbols 58 and 59 to indicate to the player the sequence to be memorized. Display by the hands will then appear as shown in Figure 11. If a sound mode has been selected, the display of each value is accompanied by the issuing of a note corresponding by the electro-acoustic transducer (buzzer). Then the needle hours 53 points to the function symbol 63 (PLAY) to indicate the entry into the response phase.
- the function symbol 62 LOOK
- PLAY function symbol 63
- the player tries to reproduce the sequence by putting a finger on the keys 72 and 73 corresponding to the values 6-9. If the response sequence is just, the watch goes back to the first phase by adding a value to the sequence, which becomes eg 6-9-6, and the game continues. If the answer is wrong, both needles are superimposed and indicate temporarily on the graduation 56 a score between 0 and 59, corresponding to the number of successful sequences during this game, then the watch returns to the time display mode. Throughout the game, the watch returns to time display mode if the player does not do any action on the control means during a given period, for example 10 seconds.
- the watch 51 could include other modes of play in addition or instead of the four modes described above, for example a mode where each sequence would be different from the previous sequence.
- the numerical hourly indexes 57 to 60 of watch 51 could be replaced by any type of graphic elements such as drawings or symbols, or visible marks formed by protrusions on the ice. They could also be deleted as long as the electrodes of the capacitive keys 71 to 74 can be visible, for example colored, and serve as an index to identify the visual indications formed by the respective positions of the needle 54 opposite the electrodes.
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- General Physics & Mathematics (AREA)
- Electric Clocks (AREA)
- Electromechanical Clocks (AREA)
Abstract
Description
- la figure 1 est une vue de dessus d'une montre-bracelet multifonctions dans laquelle la présente invention est mise en oeuvre selon un mode de réalisation préféré, les moyens d'affichage de la montre étant représentés dans un mode d'affichage de l'heure,
- les figures 2 à 8 représentent différents états de l'affichage de la montre au cours du jeu de mémoire,
- la figure 9 est un schéma fonctionnel des principaux organes de la montre qui sont utilisés pour mettre en oeuvre le jeu de mémoire,
- la figure 10 est un schéma des étapes d'un mode de réalisation du jeu de mémoire, et
- la figure 11 est une vue analogue à la figure 1, illustrant une variante.
- TIME 1 :
- affichage de l'heure du fuseau horaire local par les aiguilles.
- TIME 2 :
- affichage additionnel de l'heure d'un second fuseau horaire sur l'affichage LCD.
- CHRONO :
- mode chronographe.
- ALARM :
- mode alarme.
- DATE :
- indication de la date par l'affichage LCD.
- GAME:
- mode de jeu.
Claims (17)
- Pièce d'horlogerie électronique, notamment montre-bracelet (1, 51), comportant un mode de jeu et ayant des moyens d'affichage capables d'afficher l'heure, qui sont commandés par une unité électronique (24) pourvue de moyens de mémorisation, la pièce d'horlogerie comportant en outre des moyens manuels de commande (11-20, 71-75) permettant à un utilisateur d'introduire des données dans l'unité électronique,
caractérisée en ce que le mode de jeu est un mode de jeu de mémoire, dans lequel l'unité électronique (24) engendre, mémorise et fait afficher temporairement une ou plusieurs indications visuelles par les moyens d'affichage (3, 4, 9, 53, 54), puis l'utilisateur fournit des réponses tentant de reproduire lesdites indications à l'aide des moyens manuels de commande (11-20, 71-75) et l'unité électronique (24) compare lesdites réponses aux dites indications enregistrées. - Pièce d'horlogerie selon la revendication 1, caractérisée en ce que lesdites indications visuelles sont des valeurs numériques et en ce que dans le mode de jeu l'unité électronique (24) engendre de manière aléatoire au moins une première séquence d'une ou plusieurs valeurs numériques et l'affiche temporairement, puis l'utilisateur fournit une séquence de réponses consistant à reproduire successivement lesdites valeurs numériques de la première séquence, l'unité électronique compare les réponses aux valeurs enregistrées et produit l'affichage d'une indication sur le résultat de la comparaison au moins si la séquence de réponses n'est pas identique à la séquence des valeurs enregistrées.
- Pièce d'horlogerie selon la revendication 2, caractérisée en ce que lorsque le résultat de la comparaison indique que la séquence de réponses est identique à la séquence des valeurs enregistrées, l'unité électronique (24) engendre et enregistre une séquence suivante de valeurs numériques, puis l'utilisateur fournit une nouvelle séquence de réponses, l'unité électronique compare lesdites réponses aux valeurs enregistrées et produit l'affichage d'une indication sur le résultat de la comparaison au moins si la séquence de réponses n'est pas identique à la séquence des valeurs enregistrées, et ainsi de suite.
- Pièce d'horlogerie selon l'une des revendications précédentes, caractérisée en ce que les moyens d'affichage comportent un affichage analogique de l'heure, ayant des index horaires (7, 57-60) et au moins deux aiguilles (3, 4, 53, 54) actionnées individuellement par des moyens moteurs distincts (30, 31), et en ce que les moyens manuels de commande comportent des touches de commande (14-19, 71-74) disposées en correspondance d'au moins certains des index horaires.
- Pièce d'horlogerie selon la revendication 4, caractérisée en ce que les touches de commande (14-19, 71-74) sont formées par des électrodes disposées contre une glace (2, 52) de la pièce d'horlogerie, vis-à-vis des index horaires correspondants (7).
- Pièce d'horlogerie selon la revendication 4, caractérisée en ce qu'elle comporte en outre un affichage alphanumérique (9) servant à afficher des messages relatifs au déroulement du jeu.
- Pièce d'horlogerie selon la revendication 4, caractérisée en ce que lesdites indications visuelles sont des valeurs horaires et en ce que l'affichage des valeurs horaires dans le mode de jeu est effectué par positionnement d'au moins une des aiguilles (3, 4, 53, 54) en regard d'un des index horaires (7, 57-60).
- Pièce d'horlogerie selon la revendication 7, caractérisée en ce que l'affichage des valeurs horaires dans le mode de jeu est effectué au moyen des aiguilles des heures et des minutes (3, 4) comme l'affichage classique de l'heure.
- Pièce d'horlogerie selon la revendication 4, caractérisée en ce que les moyens d'affichage comportent des symboles de fonction (62, 63), l'une (53) des aiguilles étant positionnée en regard d'un (62) des symboles de fonction pendant la phase d'affichage temporaire d'une ou plusieurs indications visuelles, puis en regard d'un autre (63) des symboles de fonction pendant que l'utilisateur fournit une séquence de réponses.
- Pièce d'horlogerie selon la revendication 1, caractérisée en ce qu'elle comporte un transducteur électro-acoustique (32) commandé par l'unité électronique (24) et agencé pour émettre, durant l'affichage desdites indications visuelles, différents sons qui correspondent aux différentes indications visuelles affichées.
- Pièce d'horlogerie selon la revendication 1, caractérisée en ce que l'unité électronique (24) est agencée pour déterminer et faire afficher des résultats du jeu de mémoire pour différents joueurs.
- Procédé d'utilisation d'une pièce d'horlogerie électronique (1, 51) comme jeu de mémoire, la pièce d'horlogerie comportant des moyens d'affichage capables d'afficher l'heure, qui sont commandés par une unité électronique (24) pourvue de moyens de mémorisation (25), la pièce d'horlogerie comportant en outre des moyens manuels de commande (11-20, 71-75) permettant à un utilisateur d'introduire des données dans l'unité électronique,
caractérisé en ce que dans une première phase du jeu de mémoire, l'unité électronique (24) engendre, mémorise et fait afficher temporairement une ou plusieurs indications visuelles par les moyens d'affichage (3, 4, 9, 53, 54), et dans une phase suivante l'utilisateur fournit des réponses tentant de reproduire lesdites indications visuelles à l'aide des moyens manuels de commande (11-20, 71-75) et l'unité électronique (24) compare lesdites réponses aux dites indications mémorisées. - Procédé selon la revendication 12, caractérisé en ce que l'unité électronique, dans la première phase, engendre de manière aléatoire au moins une première séquence d'une ou plusieurs indications visuelles, l'enregistre dans les moyens de mémorisation et l'affiche temporairement par les moyens d'affichage de l'heure, puis l'utilisateur fournit une séquence de réponses consistant à reproduire successivement lesdites indications visuelles de la première séquence à l'aide des moyens manuels de commande, l'unité électronique compare les réponses aux indications enregistrées et produit l'affichage d'une indication sur le résultat de la comparaison au moins si la séquence de réponses n'est pas identique à la séquence des indications enregistrées.
- Procédé selon la revendication 13, caractérisé en ce que lorsque le résultat de la comparaison indique que la séquence de réponses est identique à la séquence des indications enregistrées, l'unité électronique engendre et enregistre une séquence suivante d'indications visuelles, puis l'utilisateur fournit une nouvelle séquence de réponses, l'unité électronique compare lesdites réponses aux indications enregistrées et produit l'affichage d'une indication sur le résultat de la comparaison au moins si la séquence de réponses n'est pas identique à la séquence des indications enregistrées, et ainsi de suite.
- Procédé selon la revendication 14, caractérisé en ce que ladite séquence suivante comporte au moins une indication visuelle de plus que la séquence précédente.
- Procédé selon la revendication 15, caractérisé en ce que ladite séquence suivante est engendrée par adjonction d'au moins une indication visuelle supplémentaire à celles de la séquence précédente.
- Procédé selon la revendication 12, caractérisé en ce que la pièce d'horlogerie émet, durant l'affichage des indications visuelles, différents sons qui correspondent aux différentes indications visuelles affichées.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP20030015079 EP1383015B1 (fr) | 2002-07-19 | 2003-07-03 | Pièce d'horlogerie électronique comportant un mode de jeu |
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP02077950 | 2002-07-19 | ||
EP02077950 | 2002-07-19 | ||
EP20030015079 EP1383015B1 (fr) | 2002-07-19 | 2003-07-03 | Pièce d'horlogerie électronique comportant un mode de jeu |
Publications (3)
Publication Number | Publication Date |
---|---|
EP1383015A2 true EP1383015A2 (fr) | 2004-01-21 |
EP1383015A3 EP1383015A3 (fr) | 2008-12-17 |
EP1383015B1 EP1383015B1 (fr) | 2010-04-07 |
Family
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Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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EP20030015079 Expired - Lifetime EP1383015B1 (fr) | 2002-07-19 | 2003-07-03 | Pièce d'horlogerie électronique comportant un mode de jeu |
Country Status (1)
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EP (1) | EP1383015B1 (fr) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2434222A (en) * | 2006-01-17 | 2007-07-18 | Zoggs Internat Ltd | Watch with surface input means |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2205180A (en) * | 1987-05-21 | 1988-11-30 | Kim Chang Kyu | Watch with random number generator |
US5079726A (en) * | 1989-08-16 | 1992-01-07 | Keller Lloyd E | Response speed and accuracy measurement device |
EP0715233A1 (fr) * | 1994-12-01 | 1996-06-05 | Asulab S.A. | Pièce d'horlogerie à affichage analogique comportant des moyens de sélection d'une information numérique |
WO2000010662A1 (fr) * | 1998-08-26 | 2000-03-02 | Trendmasters, Inc. | Appareil de divertissement numerique interactif |
-
2003
- 2003-07-03 EP EP20030015079 patent/EP1383015B1/fr not_active Expired - Lifetime
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2205180A (en) * | 1987-05-21 | 1988-11-30 | Kim Chang Kyu | Watch with random number generator |
US5079726A (en) * | 1989-08-16 | 1992-01-07 | Keller Lloyd E | Response speed and accuracy measurement device |
EP0715233A1 (fr) * | 1994-12-01 | 1996-06-05 | Asulab S.A. | Pièce d'horlogerie à affichage analogique comportant des moyens de sélection d'une information numérique |
WO2000010662A1 (fr) * | 1998-08-26 | 2000-03-02 | Trendmasters, Inc. | Appareil de divertissement numerique interactif |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2434222A (en) * | 2006-01-17 | 2007-07-18 | Zoggs Internat Ltd | Watch with surface input means |
GB2434222B (en) * | 2006-01-17 | 2009-03-25 | Zoggs Internat Ltd | Stopwatch |
Also Published As
Publication number | Publication date |
---|---|
EP1383015A3 (fr) | 2008-12-17 |
EP1383015B1 (fr) | 2010-04-07 |
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