EP1383015B1 - Timepiece having a game mode - Google Patents
Timepiece having a game mode Download PDFInfo
- Publication number
- EP1383015B1 EP1383015B1 EP20030015079 EP03015079A EP1383015B1 EP 1383015 B1 EP1383015 B1 EP 1383015B1 EP 20030015079 EP20030015079 EP 20030015079 EP 03015079 A EP03015079 A EP 03015079A EP 1383015 B1 EP1383015 B1 EP 1383015B1
- Authority
- EP
- European Patent Office
- Prior art keywords
- sequence
- answers
- electronic unit
- display
- timepiece
- 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.)
- Expired - Lifetime
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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
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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
- 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, in particular a wristwatch, comprising a game mode using the means for displaying the time.
- the invention also relates to a method of using an electronic timepiece to practice such a game.
- the present invention aims to incorporate into a timepiece, especially a wristwatch, a game of interest even if it is practiced by a single player.
- a particular purpose is to use for the game some of the organs for the normal functions of the timepiece, so as to incorporate the game in an electronic watch with the least possible additional components.
- the document US5079726 furthermore, a memory game that uses an LCD screen for displaying sequences of digits to be reproduced by the user, so that no synergy can be envisaged with an analog display watch.
- an electronic timepiece according to claim 1.
- the electronic wristwatch 1 represented in figure 1 is a multifunctional watch provided with an analog display and a digital display which are arranged below the window 2 of the watch.
- the analog display has an hour hand 3 and a minute hand 4 which are driven individually, each by an electric motor with two directions of rotation.
- the hands 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 to 2, 4, 6, 8, 10 and 12 hours respectively, and symbols operating mode 8 which, in this example are also six in number and are each formed by the English name of the corresponding mode.
- the digital display comprises an alphanumeric liquid crystal display (LCD) cell 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 case 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 six mode symbols 8 juxtaposed thereto, so that the user knows that the pressing 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 axis of the needles 3 and 4.
- the keys 14 to 20 are capacitive type keys, which the user actuates by placing the end of a finger on the outer face 2 of the window 2 opposite the selected 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 type keys which the user actuates by placing the end of a finger on the outer face 2 of the window 2 opposite the selected key, the watch containing a circuit capable of detecting the variation of capacity thus created between the electrode of the key and the mass.
- the reader may refer for example to patent publications CH 607 872 , US 4,257,115 , EP 674 247 and EP 1 122 620 .
- these keys may be replaced by other control members arranged in correspondence of the indexes 7, for example buttons or buttons placed on the bezel 22 of the watch case, such as provided for example in the patent application GB 2 315 709 .
- the figure 9 shows schematically how the display and control means described above are connected to a microprocessor 24 provided with storage means 25.
- the microprocessor 24 is associated with a time base 26 such as a quartz resonator to form the guard -time of the watch. It contains software allowing it to manage not only the time functions, but also all the 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 electrical links 28 connecting the ice to the microprocessor in the watch case.
- Each of the pushers 11 to 13 is connected to the microprocessor 24 by a pair of conductors.
- the microprocessor 24 controls the two motors 30 and 31 actuating the needles 3 and 4, as well as the digital display 9 and an electro-acoustic transducer 32, through respective pilot circuits 33, 34, 35 and 36.
- TIME 1 displaying the time of the local time zone by the hands.
- TIME 2 additional display of the time of a second time zone on the LCD display.
- CHRONO Chronograph mode.
- ALARM alarm mode.
- DATE indication of the date by the LCD display.
- GAME game mode.
- the first five aforementioned modes are well known in multifunctional electronic watches. Some of them are implemented, for example, in the watch marketed under the trademark Tissot T-Touch®, which includes the structure illustrated by the figure 9 .
- Step 41 consists of pressing the middle pusher 12 to activate these keys, so that they are monitored cyclically by the microprocessor 24 by means of the detection circuit mentioned above.
- the display does not change except that a flashing symbol 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.
- needles 3 and 4 give the receipt of this command by placing itself in superimposed position opposite 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 pressing the key 14 several times.
- Some of the terms in this menu include parameters of the game, such as for example the number of players. , the degree of difficulty of the game, the engagement or triggering of an acoustic device, etc., and the player can select values of these parameters by means of the push-buttons 11 and 13.
- the acoustic device uses the electro-acoustic transducer 32 incorporated in the watch and can issue different notes corresponding for example to each index 7 and the associated key 14 to 19.
- the microprocessor 24 can be programmed to control the emission of a sequence of different sounds that correspond to the different time values of a sequence during the display of this sequence, so that the memory game is both visual and musical.
- the example presented here is a one-player game and the range of numerical values, in this case hourly values, that the watch displays and that the player must repeat includes only 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 starts the game when it has been displayed for more than three seconds.
- This automatic start is step 43, where the microprocessor 24 randomly generates and stores in its memory 25 a first sequence of time values.
- This first sequence may comprise one or more time values, depending on the parameters selected by the player. It is assumed here that the first sequence comprises three time values. Of course, a sequence may contain several times the same value.
- step 44 the microprocessor 24 temporarily and sequentially displays all the values of the sequence by means of the superimposed hands 3 and 4 as shown by FIGS. Figures 3, 4 and 5 , where we see that these three values are 2-10-8 by considering the graduation of the hours of the dial.
- the PLAYER 1 message on LCD 9 shows the player's number. Then, the needles are placed horizontally to indicate that the sequence is finished, as shown in figure 6 , and the LCD display gives the ANSWER message to prompt the player to respond.
- step 45 the player gives a sequence of responses by putting his finger 39 successively on those keys 14 to 19 which correspond to the values of the sequence that the watch has just displayed.
- the hands signal the acquisition of each response by placing itself in front of the corresponding index 7.
- the microprocessor 24 compares in step 46 each response with the corresponding value recorded. If the entire response sequence is correct, the microprocessor proceeds to step 47 of drawing one or more additional hourly values, according to the degree of difficulty chosen, and storing them after those of the preceding sequence to form the following sequence , while the LCD display gives an OK message as shown in the figure 7 to indicate that the response sequence was correct.
- the game then returns to step 44 of displaying the sequence. The game continues as for the previous sequence.
- the microprocessor 24 stops the game in step 48 and displays the state represented in FIG. figure 8 , where the LCD display indicates a score that is the number of values contained in the last fair sequence of responses.
- step 48 The display provided in step 48 is timed.
- step 49 if the player during this duration a command on the key 14 corresponding to GAME, the microprocessor returns to step 43 to restart the game automatically. During the time delay, the player may actuate another key or a key. push to switch to another mode of the watch. If no command is made, the microprocessor proceeds to the final step of returning to the initial mode of the watch.
- the very simple game mode described above can be the subject of more complicated variants, for example if the game uses the twelve usual hourly indexes of a watch with twelve corresponding keys, and / or if the values Game times are given in hours and minutes using both hands 3 and 4, as the conventional time display.
- the introduction of the response sequences can then be carried out in any appropriate manner, for example by means of a touch screen or pushbuttons, as is usually done to introduce an alarm time in the multi-function watches with display digital.
- the indexes may consist of numbers.
- the alphanumeric display 9 described above is not essential, as its indications could be displayed by particular combinations of 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 would oscillate to indicate that such a function is proposed.
- the drive of the needles by two independent bidirectional motors allows multiple variants of this kind.
- the figure 11 illustrates a variant which differs from the previous example by its display means, the digital display 9 being removed, and by its control means, the push buttons 11, 12 and 13 being replaced by a multifunctional control rod .
- the watch 51 represented in figure 11 comprises, below the window 52 of the watch, a hour hand 53 and a minute hand 54 which are driven individually by electric motors with two directions of 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 this case the numbers 3, 6, 9 and 12 representing the four values (hourly or not) which 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 bears function symbols 62 and 63 intended to represent the two main phases of the game.
- the symbol 62 (LOOK) indicates to the player that 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 answers.
- the dial 55 also carries mode symbols 64 to 69.
- the symbols 64 and 67 (SLOW) indicate a slow play mode, while the symbols 65 and 68 (FAST) indicate a fast play mode.
- the symbol 66 placed between the two symbols 64 and 65 means that the game modes represented by the latter comprise the emission of different sounds during the game, by means of an electro-acoustic transducer similar to the transducer 32 described in the example. previous.
- the strikethrough symbol 69 indicates that the two symbols 67 and 68 represent play 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 the window 52, below the four indexes 57 to 60. Electros can be made by means of a conductive paint.
- the pushers of the previous example are replaced here by a push rod 75 of electrical control, having a ring outside the watch case and rotatable and occupy four axial positions. When the rod 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 drawn from the rod 75 puts the two needles 53 and 54 in superposition and makes it possible to move them together by rotation of the rod, in particular to select a game mode.
- a second position drawn from the rod makes it possible to set the time .
- the arrangement of such a four-position control rod for controlling an electronic watch is well known and allows further control of other functions by different combinations of actions on the rod.
- the diagram of the electronic means of the watch 51 may be similar to that of the figure 9 , by removing the elements 9 and 35 and replacing the contacts of the pushers 11 to 13 by contacts actuated by the appropriate movements of the rod 75.
- the watch is initially in a time display mode, the player must first select a game mode by 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 the symbols 64, 65, 67 and 68 by rotating the rod 75 until the superimposed hands are next to the desired symbol. It then pushes the rod to the neutral position, then activates the capacitive keys 71 to 73 by briefly pushing the rod.
- the game then starts automatically and runs as in the previous example, except for the display.
- the hour hand 53 points to the function symbol 62 (LOOK), while that the minute hand 54 temporarily and successively points to the symbols 58 and 59 to indicate to the player the sequence to be memorized.
- the display by the hands is then as shown in the figure 11 . If a sound mode has been selected, the display of each value is accompanied by the emission of a corresponding note by the electro-acoustic transducer (buzzer). Then the hour hand 53 points to the function symbol 63 (PLAY) to indicate the entry into the response phase.
- the player tries to reproduce the sequence by placing a finger on the keys 72 and 73 corresponding to the values 6-9. If the response sequence is correct, the watch returns to the first phase by adding a value to the sequence, which becomes, for example, 6-9-6, and the game continues. If the answer is false, the two needles are superimposed and indicate temporarily on the scale 56 a score between 0 and 59, corresponding to the number of successful sequences during this game, then the watch returns to the display mode of the game. hour. During the entire game, the watch returns to the time display mode if the player does not act on the control means during a given period, for example 10 seconds.
- the watch 51 could include other game modes in addition to or in place of the four modes described above, for example a mode where each sequence would be different from the previous sequence.
- the numerical hour indices 57 to 60 of the watch 51 could be replaced by any type of graphic elements such as drawings or symbols, or by visible marks formed by projections on the ice . They could also be deleted insofar 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 constituted by the respective positions of the needle 54 in front of the electrodes.
Description
La présente invention concerne une pièce d'horlogerie électronique, notamment une montre-bracelet, comportant un mode de jeu utilisant les moyens d'affichage de l'heure. L'invention concerne également un procédé d'utilisation d'une pièce d'horlogerie électronique pour pratiquer un tel jeu.The present invention relates to an electronic timepiece, in particular a wristwatch, comprising a game mode using the means for displaying the time. The invention also relates to a method of using an electronic timepiece to practice such a game.
On connaît des montres électroniques dotées d'un ou plusieurs modes de fonctionnement comme jeu. Par exemple, la demande de brevet
Dans le brevet
Bien que le jeu de loto soit très populaire, sa mise en oeuvre dans une montre prĂ©sente beaucoup moins d'intĂ©rĂªt que le vĂ©ritable jeu de loto pratiquĂ© collectivement, car c'est cette pratique collective qui permet des gains Ă©levĂ©s constituant le principal attrait de ce jeu.Although the game of lotto is very popular, its implementation in a watch is much less interesting than the actual lotto game practiced collectively, because it is this collective practice that allows high profits constituting the main attraction of this game. Game.
La prĂ©sente invention a pour but d'incorporer dans une pièce d'horlogerie, en particulier une montre-bracelet, un jeu prĂ©sentant un intĂ©rĂªt mĂªme s'il est pratiquĂ© par un seul joueur. Un but particulier consiste Ă utiliser pour le jeu certains des organes destinĂ©s aux fonctions normales de la pièce d'horlogerie, de façon Ă pouvoir incorporer le jeu dans une montre Ă©lectronique avec le moins possible de composants additionnels.The present invention aims to incorporate into a timepiece, especially a wristwatch, a game of interest even if it is practiced by a single player. A particular purpose is to use for the game some of the organs for the normal functions of the timepiece, so as to incorporate the game in an electronic watch with the least possible additional components.
Le document
Selon un premier aspect de l'invention, il est prévu une pièce d'horlogerie électronique selon la revendication 1.According to a first aspect of the invention, there is provided an electronic timepiece according to
L'idĂ©e d'intĂ©grer un tel jeu de mĂ©morisation dans un objet personnel tel qu'une montre est avantageuse par le fait qu'on peut pratiquer ce jeu aussi bien individuellement qu'Ă plusieurs joueurs sans que le jeu perde de l'intĂ©rĂªt. Dans la mesure oĂ¹ le jeu consiste Ă mĂ©moriser des valeurs horaires, c'est-Ă -dire des nombres susceptibles d'Ăªtre affichĂ©s par les organes d'affichage ordinaires d'une pièce d'horlogerie, un organe d'affichage supplĂ©mentaire n'est pas indispensable. De mĂªme, lorsque la montre est dĂ©jĂ Ă©quipĂ©e de plusieurs organes de commande comme c'est le cas dans les montres chronographes et les montres multifonctions, l'intĂ©gration du jeu dans la montre peut se faire sans organe de commande supplĂ©mentaire. Dans le meilleur des cas, l'intĂ©gration du jeu dans la pièce d'horlogerie peut s'effectuer simplement par incorporation d'un logiciel spĂ©cifique dans le microprocesseur qui gère les fonctions de la pièce d'horlogerie Ă©lectronique.The idea of integrating such a memory game into a personal object such as a watch is advantageous in that one can practice this game both individually and several players without the game losing interest. Insofar as the game consists of storing time values, that is to say numbers that can be displayed by the ordinary display members of a timepiece, an additional display member is not essential. Similarly, when the watch is already equipped with several control members as is the case in chronograph watches and multifunction watches, integration of the game in the watch can be done without additional control member. In the best case, the integration of the game in the timepiece can be done simply by incorporating a specific software in the microprocessor that manages the functions of the electronic timepiece.
Selon un second aspect de l'invention, il est prévu un procédé d'utilisation d'une pièce d'horlogerie électronique selon la revendication 12.According to a second aspect of the invention there is provided a method of using an electronic timepiece according to
D'autres caractéristiques et avantages de la présente invention apparaîtront dans la description suivante d'un mode de réalisation préféré et d'une variante, présentés à titre d'exemples non limitatifs en référence aux dessins annexés, dans lesquels :
- 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 Ă lafigure 1 , illustrant une variante.
- the
figure 1 is a top view of a multifunctional wristwatch in which the present invention is implemented according to a preferred embodiment, the display means of the watch being represented in a time display mode, - the
Figures 2 to 8 represent different states of the display of the watch during the memory game, - the
figure 9 is a functional diagram of the main organs of the watch which are used to implement the memory game, - the
figure 10 is a diagram of the steps of an embodiment of the memory game, and - the
figure 11 is a view similar to thefigure 1 , illustrating a variant.
La montre-bracelet électronique 1 représentée en
Les moyens de commande de la montre 1 comportent trois boutons-poussoirs 11, 12 et 13, qui peuvent Ăªtre disposĂ©s de manière classique sur la carrure de la boĂ®te de la montre, et sept touches de commande 14 Ă 20 qui, dans cet exemple, sont formĂ©es par des Ă©lectrodes transparentes appliquĂ©es sous la glace 2. Les six touches 14 Ă 19 sont disposĂ©es au-dessus des six index horaires 7 et des six symboles de mode 8 juxtaposĂ©s Ă ceux-ci, afin que l'utilisateur sache que l'actionnement de l'une de ces touches correspond Ă l'index ou symbole visible derrière cette touche. La septième touche 20 se trouve au centre de la glace 2, au-dessus de l'axe des aiguilles 3 et 4.The control means of the
Les touches 14 à 20 sont des touches de type capacitif, que l'utilisateur actionne en posant l'extrémité d'un doigt sur la face extérieure 2 de la glace 2 en regard de la touche choisie, la montre contenant un circuit capable de détecter la variation de capacité ainsi créée entre l'électrode de la touche et la masse. Pour une description détaillée d'un tel système de commande par touches capacitives, le lecteur pourra se référer par exemple aux publications de brevet
La
Les six modes de fonctionnement représentés par les symboles 8 sont les suivants :
Les cinq premiers modes susmentionnés sont bien connus dans des montres électroniques multifonctions. Certains d'entre eux sont mis en oeuvre, par exemple, dans la montre commercialisée sous la marque Tissot T-Touch®, qui comporte la structure illustrée par la
L'adjonction du mode de jeu dans cette montre nécessite seulement d'enregistrer un logiciel spécifique dans le microprocesseur, d'apposer le symbole GAME sur le cadran et éventuellement de changer l'affichage LCD 9 et son circuit pilote 34 pour élargir la zone d'affichage alphanumérique.The addition of the game mode in this watch only requires the recording of specific software in the microprocessor, affixing the symbol GAME on the dial and possibly changing the
On décrira maintenant le déroulement du jeu de mémoire en référence au schéma d'étapes de la
On admet qu'avant le jeu la montre se trouve dans son mode standard TIME 1 et que les touches capacitives de commande 14 à 20 sont inactives. L'étape 41 consiste à presser le poussoir médian 12 pour activer ces touches, de sorte qu'elles sont surveillées cycliquement par le microprocesseur 24 au moyen du circuit de détection mentionné plus haut. L'affichage ne change pas, sauf qu'un symbole clignotant est ajouté sur l'affichage LCD 9 pour indiquer que les touches sont actives.It is assumed that before the game the watch is in its
Dans l'Ă©tape 42, le joueur pose son doigt en regard du symbole GAME, ce qui actionne la touche correspondante 14 et met la montre en mode de jeu. Comme le montre la
Pour simplifier la description, l'exemple présenté ici est un jeu à un seul joueur et la gamme des valeurs numériques, en l'occurrence des valeurs horaires, que la montre affiche et que le joueur doit répéter comprend uniquement les valeurs 2, 4, 6, 8, 10 et 12 qui sont symbolisées sur le cadran par les six index 7 et sont indiquées par les deux aiguilles 3 et 4 superposées en regard de l'index correspondant.To simplify the description, the example presented here is a one-player game and the range of numerical values, in this case hourly values, that the watch displays and that the player must repeat includes only the
Le menu comprend une commande START qui lance automatiquement le jeu quand elle est restĂ©e affichĂ©e plus de trois secondes. Ce dĂ©marrage automatique constitue l'Ă©tape 43, oĂ¹ le microprocesseur 24 engendre de manière alĂ©atoire et enregistre dans sa mĂ©moire 25 une première sĂ©quence de valeurs horaires. Cette première sĂ©quence peut comporter une seule ou plusieurs valeurs horaires, en fonction des paramètres sĂ©lectionnĂ©s par le joueur. On suppose ici que la première sĂ©quence comprend trois valeurs horaires. Bien entendu, une sĂ©quence peut contenir plusieurs fois la mĂªme valeur.The menu includes a START command that automatically starts the game when it has been displayed for more than three seconds. This automatic start is
Dans l'étape 44, le microprocesseur 24 fait afficher temporairement et successivement toutes les valeurs de la séquence au moyen des aiguilles superposées 3 et 4 comme le montrent les
Dans l'Ă©tape 45, le joueur donne une sĂ©quence de rĂ©ponses en posant son doigt 39 successivement sur celles des touches 14 Ă 19 qui correspondent aux valeurs de la sĂ©quence que la montre vient d'afficher. Les aiguilles signalent l'acquisition de chaque rĂ©ponse en se plaçant en face de l'index 7 correspondant. En mĂªme temps, le microprocesseur 24 compare dans l'Ă©tape 46 chaque rĂ©ponse avec la valeur correspondante enregistrĂ©e. Si toute la sĂ©quence de rĂ©ponses est juste, le microprocesseur passe Ă l'Ă©tape 47 consistant Ă tirer au sort une ou plusieurs valeurs horaires supplĂ©mentaires, selon le degrĂ© de difficultĂ© choisi, et les mĂ©moriser après celles de la sĂ©quence prĂ©cĂ©dente pour former la sĂ©quence suivante, tandis que l'affichage LCD donne un message OK comme le montre la
Dès que le joueur donne une rĂ©ponse fausse, le microprocesseur 24 arrĂªte le jeu dans l'Ă©tape 48 et fait afficher l'Ă©tat reprĂ©sentĂ© Ă la
L'affichage prévu dans l'étape 48 est temporisé. Dans l'étape 49, si le joueur effectue pendant cette durée une commande sur la touche 14 correspondant à GAME, le microprocesseur retourne à l'étape 43 pour recommencer automatiquement le jeu. Durant la temporisation, le joueur peut actionner une autre touche ou un poussoir pour passer à un autre mode de la montre. Si aucune commande n'est opérée, le microprocesseur passe à l'étape finale 50 consistant à revenir au mode initial de la montre.The display provided in
Le lecteur comprendra que le mode de jeu très simple dĂ©crit ci-dessus peut faire l'objet de variantes plus compliquĂ©es, par exemple si le jeu utilise les douze index horaires habituels d'une montre avec douze touches correspondantes, et/ou si les valeurs horaires du jeu sont donnĂ©es en heures et minutes au moyen des deux aiguilles 3 et 4, comme l'affichage classique de l'heure. L'introduction des sĂ©quences de rĂ©ponses peut alors s'effectuer de toute manière appropriĂ©e, par exemple au moyen d'un Ă©cran tactile ou de boutons-poussoirs, comme cela se fait habituellement pour introduire une heure d'alarme dans les montres multifonctions Ă affichage numĂ©rique. Bien entendu, les index peuvent Ăªtre constituĂ©s par des chiffres.The reader will understand that the very simple game mode described above can be the subject of more complicated variants, for example if the game uses the twelve usual hourly indexes of a watch with twelve corresponding keys, and / or if the values Game times are given in hours and minutes using both
On notera aussi que l'affichage alphanumĂ©rique 9 dĂ©crit ci-dessus n'est pas indispensable, car ses indications pourraient Ăªtre affichĂ©es par des combinaisons particulières de positions et/ou de mouvements des aiguilles 3 et 4 et Ă©ventuellement d'aiguilles supplĂ©mentaires. Par exemple, l'une des aiguilles 3 et 4 pourrait pointer sur un symbole de fonction appliquĂ© sur le cadran, tandis que l'autre aiguille oscillerait pour signaler qu'une telle fonction est proposĂ©e. L'entraĂ®nement des aiguilles par deux moteurs bidirectionnels indĂ©pendants autorise de multiples variantes de ce genre.Note also that the
La
Comme dans l'exemple précédent, la montre 51 représentée en
Le cadran 55 porte en outre des symboles de fonction 62 et 63 destinés à représenter les deux phases principales du jeu. Le symbole 62 (LOOK) indique au joueur qu'il doit observer la séquence de valeurs affichées par la montre pendant la première phase du jeu. Le symbole 63 (PLAY) indique au joueur qu'il doit donner une séquence de réponses.The dial 55 also bears
Le cadran 55 porte aussi des symboles de mode 64 à 69. Les symboles 64 et 67 (SLOW) indiquent un mode de jeu lent, tandis que les symboles 65 et 68 (FAST) indiquent un mode de jeu rapide. Le symbole 66 placé entre les deux symboles 64 et 65 signifie que les modes de jeu représentés par ces derniers comprennent l'émission de différents sons pendant le jeu, au moyen d'un transducteur électro-acoustique similaire au transducteur 32 décrit dans l'exemple précédent. Au contraire, le symbole barré 69 indique que les deux symboles 67 et 68 représentent des modes de jeu sans émission de son. Ainsi, les symboles 64, 65, 67 et 68 représentent respectivement quatre modes de jeu différents.The dial 55 also carries
Les moyens de commande de la montre 51 comportent, comme dans l'exemple prĂ©cĂ©dent, des touches capacitives de commande 71 Ă 74 qui sont formĂ©es par des Ă©lectrodes non transparentes appliquĂ©es sous la glace 52, au-dessous des quatre index 57 Ă 60. Ces Ă©lectrodes peuvent Ăªtre rĂ©alisĂ©es au moyen d'une peinture conductrice. Les poussoirs de l'exemple prĂ©cĂ©dent sont remplacĂ©s ici par une tige-poussoir 75 de commande Ă©lectrique, comportant une couronne Ă l'extĂ©rieur de la boĂ®te de montre et pouvant tourner et occuper quatre positions axiales. Quand la tige 75 est poussĂ©e Ă partir de sa position neutre, elle ferme un contact Ă©lectrique, puis revient Ă la position neutre par l'effet d'un ressort. Une première position tirĂ©e de la tige 75 met les deux aiguilles 53 et 54 en superposition et permet de les dĂ©placer ensemble par rotation de la tige, notamment pour sĂ©lectionner un mode de jeu. Une deuxième position tirĂ©e de la tige permet de rĂ©gler l'heure. L'agencement d'une telle tige de commande Ă quatre positions pour commander une montre Ă©lectronique est bien connu et permet de commander encore d'autres fonctions par diffĂ©rentes combinaisons d'actions sur la tige.The control means of the
Le schĂ©ma des moyens Ă©lectroniques de la montre 51 peut Ăªtre analogue Ă celui de la
On décrira maintenant une manière de pratiquer le jeu de mémoire sur la montre 51 représentée en
Durant la première phase oĂ¹ le microprocesseur engendre, mĂ©morise et fait afficher une sĂ©quence de valeurs correspondant Ă certains des index 57 Ă 60, par exemple 6-9, l'aiguille des heures 53 pointe vers le symbole de fonction 62 (LOOK), tandis que l'aiguille des minutes 54 pointe temporairement et successivement vers les symboles 58 et 59 pour indiquer au joueur la sĂ©quence Ă mĂ©moriser. L'affichage par les aiguilles se prĂ©sente alors comme le montre la
Bien entendu, la montre 51 pourrait comporter d'autres modes de jeu en plus ou Ă la place des quatre modes dĂ©crits ci-dessus, par exemple un mode oĂ¹ chaque sĂ©quence serait diffĂ©rente de la sĂ©quence prĂ©cĂ©dente.Of course, the
Dans une variante non reprĂ©sentĂ©e, les index horaires numĂ©riques 57 Ă 60 de la montre 51 pourraient Ăªtre remplacĂ©s par n'importe quel type d'Ă©lĂ©ments graphiques tels que des dessins ou des symboles, ou par des marques visibles formĂ©es par des saillies sur la glace. Ils pourraient aussi Ăªtre supprimĂ©s dans la mesure oĂ¹ les Ă©lectrodes des touches capacitives 71 Ă 74 peuvent Ăªtre visibles, par exemple colorĂ©es, et servir d'index pour repĂ©rer les indications visuelles constituĂ©es par les positions respectives de l'aiguille 54 en face des Ă©lectrodes.In a variant not shown, the
Claims (17)
- Electronic timepiece, particularly a wristwatch (1, 51), including a game mode and having time displaying means comprising hands (3,4,53,54), which are controlled by an electronic unit (24) provided with storage means, the timepiece further including manual control means (11-20, 71-75) allowing a user to enter data into the electronic unit,
characterised in that the game mode is a memory game mode, wherein the electronic unit (24) is arranged for generating, storing and temporarily displaying one or more visual indications via said hands (3, 4, 53, 54), and for comparing answers provided by the user attempting to reproduce said indications using the manual control means (11-20, 71-75) and the electronic unit (24) compares said answers to said stored indications. - Timepiece according to claim 1, characterised in that said visual indications are numerical values and in that in the game mode the electronic unit (24) randomly generates at least a first sequence of one or more numerical values and temporarily displays it, then the user provides a sequence of answers consisting in successively reproducing said numerical values of the first sequence, the electronic unit compares the answers to the stored values and displays an indication as to the result of the comparison at least if the sequence of answers is not identical to the sequence of stored values.
- Timepiece according to claim 2, characterised in that when the result of the comparison indicates that the sequence of answers is identical to the sequence of stored values, the electronic unit (24) generates and stores a next sequence of numerical values, then the user provides a new sequence of answers, the electronic unit compares said answers to the stored values and displays an indication as to the result of the comparison at least if the sequence of answers is not identical to the sequence of stored values, and so on.
- Timepiece according to any of the preceding claims, characterised in that the display means include an analogue time display, having hour symbols (7, 57-60) and at least two hands individually driven by distinct motor means (30, 31), and in that the manual control means include control keys (14-19, 71-74) arranged in registration to at least certain of the hour symbols.
- Timepiece according to claim 4, characterised in that the control keys (14-19, 71-74) are formed by electrodes arranged against a glass (2, 52) of the timepiece and facing the corresponding hour symbols (7).
- Timepiece according to claim 4, characterised in that it further includes an alphanumerical display (9) used for displaying messages relating to the progress of the game.
- Timepiece according to claim 4, characterised in that said visual indications are time values and in that the time value display in the game mode is achieved by positioning at least one of the hands (3, 4, 53, 54) facing one of the hour symbols (7, 57-60).
- Timepiece according to claim 7, characterised in that the display of the time values in the game mode is achieved by means of the hour and minute hands (3, 4) like the conventional time display.
- Timepiece according to claim 4, characterised in that the display means include function symbols (62, 63), one (53) of the hands being positioned facing one (62) of the function symbols during the temporary display phase of one or more visual indications, then facing another (63) of the function symbols while the user provides a sequence of answers.
- Timepiece according to claim 1, characterised in that it includes an electro-acoustic transducer (32) controlled by the electronic unit (24) and arranged to emit, during display of said visual indications, various sounds that correspond to the various visual indications displayed.
- Timepiece according to claim 1, characterised in that the electronic unit (24) is arranged for determining and displaying the results of the memory game for different players.
- Method of using an electronic timepiece (1, 51) as a memory game, the timepiece including time displaying means comprising hands (3,4,53,54), which are controlled by an electronic unit (24) provided with storage means (25), the timepiece further including manual control means (11-20, 71-75) allowing a user to enter data into the electronic unit,
characterised in that in a first phase of the memory game, the electronic unit (24) generates, stores and temporarily displays one or more visual indications via said hands (3, 4, 53, 54), then the user provides answers attempting to reproduce said indications using the manual control means (11-20, 71-75) and the electronic unit (24) compares said answers to said stored indications. - Method according to claim 12, characterised in that, in the first phase, the electronic unit randomly generates at least a first sequence of one or more visual indications, stores it in the storage means and temporarily display it via said hands (3,4,53,54), then the user provides a sequence of answers consisting in successively reproducing said visual indications of the first sequence with the manual control means, the electronic unit compares the answers to the stored indications and displays an indication as to the result of the comparison at least if the sequence of answers is not identical to the sequence of stored indications.
- Method according to claim 13, characterised in that when the result of the comparison indicates that the sequence of answers is identical to the sequence of stored indications, the electronic unit (24) generates and stores a next sequence of visual indications, then the user provides a new sequence of answers, the electronic unit compares said answers to the stored indications and displays an indication as to the result of the comparison at least if the sequence of answers is not identical to the sequence of stored indications, and so on.
- Method according to claim 14, characterised in that said next sequence comprises at least one visual indication more than the preceding sequence.
- Method according to claim 15, characterised in that said next sequence is generated by adding at least one extra visual indication to those of the preceding sequence.
- Method according to claim 12, characterised in that, during the display of the visual indications, the timepiece emits various sounds which correspond to the various visual indications displayed.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP20030015079 EP1383015B1 (en) | 2002-07-19 | 2003-07-03 | Timepiece having a game mode |
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP02077950 | 2002-07-19 | ||
EP02077950 | 2002-07-19 | ||
EP20030015079 EP1383015B1 (en) | 2002-07-19 | 2003-07-03 | Timepiece having a game mode |
Publications (3)
Publication Number | Publication Date |
---|---|
EP1383015A2 EP1383015A2 (en) | 2004-01-21 |
EP1383015A3 EP1383015A3 (en) | 2008-12-17 |
EP1383015B1 true EP1383015B1 (en) | 2010-04-07 |
Family
ID=29781473
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP20030015079 Expired - Lifetime EP1383015B1 (en) | 2002-07-19 | 2003-07-03 | Timepiece having a game mode |
Country Status (1)
Country | Link |
---|---|
EP (1) | EP1383015B1 (en) |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2434222B (en) * | 2006-01-17 | 2009-03-25 | Zoggs Internat Ltd | Stopwatch |
Family Cites Families (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2205180B (en) * | 1987-05-21 | 1990-12-12 | Kim Chang Kyu | Watch |
US5079726A (en) * | 1989-08-16 | 1992-01-07 | Keller Lloyd E | Response speed and accuracy measurement device |
CH688600B5 (en) * | 1994-12-01 | 1998-06-15 | Asulab Sa | Piece analogue display timepiece comprising means for selecting a digital information. |
GB2340626B (en) * | 1998-08-26 | 2000-09-13 | Trendmasters Inc | Interactive digital wristwatch |
-
2003
- 2003-07-03 EP EP20030015079 patent/EP1383015B1/en not_active Expired - Lifetime
Also Published As
Publication number | Publication date |
---|---|
EP1383015A2 (en) | 2004-01-21 |
EP1383015A3 (en) | 2008-12-17 |
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