EP3762113A1 - Method to create a, in particular ephemeral, network - Google Patents

Method to create a, in particular ephemeral, network

Info

Publication number
EP3762113A1
EP3762113A1 EP19714995.8A EP19714995A EP3762113A1 EP 3762113 A1 EP3762113 A1 EP 3762113A1 EP 19714995 A EP19714995 A EP 19714995A EP 3762113 A1 EP3762113 A1 EP 3762113A1
Authority
EP
European Patent Office
Prior art keywords
mobile device
activity
electronic sensor
sensor unit
server
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.)
Pending
Application number
EP19714995.8A
Other languages
German (de)
French (fr)
Inventor
Eivind SOLBERG
Jarle NORDBY-BØE
Stian VÆLITALO
Paal SMITH-MEYER
Henrik STUB AUNE
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Playfinity As
Original Assignee
Playfinity As
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Playfinity As filed Critical Playfinity As
Publication of EP3762113A1 publication Critical patent/EP3762113A1/en
Pending legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing

Definitions

  • the invention relates to a method to create a, in particular ephemeral, network between at least two mobile devices, one or more electronic sensor uni ⁇ (s) and a server. Further, the invention relates to a computer program, a mobile device, a server, an electronic sensor unit and a system.
  • the computer games can be installed on a mobile device and can be played by using the mobile device.
  • a plurality of gamers connect to a network in order ⁇ o play the game at the same time on a server.
  • One reason for the success of such games is that the game provide instant audio and visual feedback as well as scores to the players.
  • the games are mostly played with other humans located in physically different locations and the game players can share their videos of the game with other game players.
  • the game players do not move during the game but sit on a chair or elsewhere. This non-movement of the game players, in particular children, can lead to several health problems.
  • one object of the invention is to create active games with two or more participants where the data collected from the active mobile devices and sensor units affect the game play and results of the game. This is done by combining the network gaming abilities of digital games with analogue rules of active games, using the mobile devices as computing power, digitising the physical activity between players and their play objects. Through this motivate the users to perform physical activities other than playing computer games on a mobile device screens.
  • the object is solved by the method to create a, in particular ephemeral, network between at least two mobile devices, wherein a network key is generated by moving an electronic sensor uni ⁇ , in particular with a unique ID, comprising a radio device for communicating with a mobile device relative to the mobile device, in particular wherein a computer program with an ID is installed, or vice versa.
  • the unique network key can be used by other players to connect using set sensor uni ⁇ .
  • the unique key is unlocked by other players by moving the electronic sensor uni ⁇ relative to their mobile device with the computer program installed.
  • the advantage of creation the network is that the data generated from each individual user activity and the electronic sensor uni ⁇ during an activity session (Game) will affect the game play for all players and generate a total result for the game session with reviewable data. Due to the provision of the network it is possible that e.g. the users can capture and share videos containing the live data from the activity session with other users and/or ⁇ o share other data related to the activity with other users. Thus, the users have the same possibilities to share data about the activity like in computer games increasing their motivation ⁇ o perform the activity and, thus, to move. Due to the movement of the users the health problems resulted to non-movemen ⁇ can be reduced.
  • a further advantage of the network is that the network can communicate, collect and distribute data over greater distances and in environments where the direct communication via e.g. Bluetooth is impossible. The more players the greater the distance.
  • users can easily make consecutive networks that consist of different users for each activity session.
  • Method for creating an ephemeral network between two or more mobile devices by usage of an electronic sensor uni ⁇ comprising a radio device for communicating with a mobile device and a further mobile device wherein a computer program is installed on the mobile device that becomes configured for creating an activity program executed in the ephemeral network.
  • a master user described below can configure the software for creating the activity program executed in the ephemeral network and, thus, design an own game.
  • the ephemeral network can be created by moving the mobile device relative to the electronic sensor uni ⁇ or vice versa. Further, a unique network key is generated by moving the electronic sensor uni ⁇ relative to the mobile device or vice versa.
  • the mobile device to which the electronic sensor uni ⁇ is moved relative or vice versa is one of the at least two mobile devices of the network.
  • the mobile device can be a mobile phone or a smart speaker.
  • the network key is a unique ID that can differentiate the network related to one activity program and/or activity session with respect to other networks.
  • the mobile devices have to know the network key in order ⁇ o connect to the network.
  • the network key is generated wherein the network key is used for creating the network between the mobile device and the electronic sensor uni ⁇ .
  • the sever can also become par ⁇ of the network.
  • the electronic sensor uni ⁇ becomes par ⁇ of the network when connected to one or more of the mobile devices.
  • the electronic sensor uni ⁇ can distribute data collected to all devices in the network.
  • the network key is generated based on the unique hardware identifier from the electronic sensor uni ⁇ when the sensor uni ⁇ is passed by the mobile device.
  • the network key can be a long text-string.
  • the key can become a communication channel identifier on a messaging device.
  • the messaging service is responsible for exchanging data to all users in a channel. All devices that join on the channel with the same channel identifier can send and receive data on this channel.
  • the network key is created when the electronic sensor uni ⁇ is connected to the mobile device so that an activity session can be started as discussed below. Once a network is dissolved the same electronic sensor uni ⁇ and mobile device will create a new network unique key if connected together for a new activity session.
  • the electronic sensor uni ⁇ is a device different from the mobile device and/or is not a mobile phone.
  • the electronic sensor uni ⁇ is core to the activity and network measures data with respect to the activity program. Further, the electronic sensor uni ⁇ can be a par ⁇ of the activity program.
  • the activity program can be an outdoor game or an indoor game.
  • the activity can be a game e.g. a ball game, a shooting game, a skiing game, a trampoline game, a running game and/or a fitness activity and/or a rehabilitation activity and/or an educational activity.
  • the movement of the electronic sensor uni ⁇ relative to the mobile device can be achieved by swiping the electronic sensor uni ⁇ against the mobile device.
  • the mobile device can be stationary arranged wherein the electronic sensor uni ⁇ is moved relative to the mobile device.
  • the electronic sensor uni ⁇ can be moved linearly.
  • the relative movement between the electronic sensor uni ⁇ and the mobile device can alternatively be achieved by moving the mobile device wherein the electronic sensor uni ⁇ is stationary arranged.
  • the mobile device can be swiped against the electronic sensor uni ⁇ .
  • the motion of the electronic sensor uni ⁇ can activate (turn on) the uni ⁇ and enable it to connect ⁇ o the mobile device.
  • a sensor of the mobile device waiting for a device to connect can be triggered.
  • the master user is a person who decides what activity program will be performed. Further, the master user can decide wha ⁇ sensor data will be relevant.
  • the master user can choose and/or define the activity program on his mobile device and invite other users ⁇ o participate.
  • the participating user is a person who joins an activity program defined by the master user using their own mobile device that, using the electronic sensor unit, in the following is named further mobile device.
  • the further mobile device receives data from the electronic sensor unit depending on the activity program.
  • the audience user is a person who does no ⁇ participate actively in the activity program bu ⁇ receives scores and sound and records and/or watches the activity through his mobile device that, in the following is named other mobile device.
  • the other mobile device receives the aggregate activity data from the network. The data is displayed on the other mobile device as specified by the activity program described by the master user.
  • An activity program describes the rules and conditions of an activity and the data collected ⁇ o provide results ⁇ o the users during and after the activity session. It can contain a name, an ID as well as specific sound files and imagery to be displayed while the activity program is running.
  • the activity program can be a game. I ⁇ can be either predefined or user generated. Further, it can be shared amongst players.
  • An activity is an action performed by the users based on the instructions and conditions in the activity program.
  • the activity conditions are both digital and/or physical.
  • the activity can be described in a video and/or text.
  • An activity session is a period of time ⁇ ha ⁇ the activity program is used by the network.
  • the users can continue ⁇ o play the same activity program over and over within one activity session.
  • the method comprises several modes, in particular an activation mode, a participating mode and an audience mode. Said modes are described below in detail.
  • the activation mode firs ⁇ of all the computer program installed on the mobile device (App) is activated before a specific activity program is selected or created.
  • a connection to sensor unit is created by moving the electronic sensor unit relative ⁇ o the mobile device or vice versa.
  • the computer program can be an app and can be downloaded from a server. Additionally, the computer program can comprise information, in particular activity parameters, related ⁇ o an activity program discussed below.
  • the provision of the computer program to be activated shows the advantage ⁇ ha ⁇ it can be avoided ⁇ ha ⁇ the network is created by an accidental movement of the electronic sensor unit relative ⁇ o the mobile device. That means, the network can only be created when the master user wants ⁇ o create it and has initiated the activity program
  • a data connection between the mobile device and the electronic sensor unit can be established when the sensor unit is moved relative ⁇ o the mobile device or vice versa.
  • the electronic sensor unit has ⁇ o be moved within a predetermined distance ⁇ o the mobile device as otherwise no data connection is established. Due ⁇ o the data connection the devices can communicate with each other.
  • data is exchanged between the electronic sensor unit, in particular the radio device of the electronic sensor unit, and the mobile device.
  • the data can be exchanged between the two devices e.g. via Bluetooth.
  • the data connection can be maintained as long as the network exists.
  • the data connection between the mobile device and the electronic sensor can be established only when the computer program is activated before the electronic sensor unit is moved relative to the mobile device or vice versa.
  • the server is part of the network a data connection with the sensor can be established as well by moving the electronic sensor unit relative ⁇ o the mobile device or vice verse.
  • a unique messaging channel with a unique channel identifier can be created with a server, in particular a messaging server. In this channel all data and scores collected will be distributed. Each further mobile device or other mobile device that is paired with the electronic sensor unit will connect ⁇ o the same unique channel.
  • the activity program can be defined by means of the mobile device by a computer program or as a user defined program by entering one or more of activity parameters and/or by selecting one or more activity parameters from a plurality of activity parameters.
  • the activity program comprises several information, like activity parameters, of the activity to be performed.
  • Activity parameters can be activity rules and activity limits, the activity name, the activity creator, the activity location, the date and time of location, etc..
  • the master user can enter several activity parameters and/or select a plurality of activity parameters from a list in order to define the activity program, in particular the activity rules.
  • the activity program can be selected from a plurality of activity programs by means of the mobile device.
  • the plurality of the activity programs have been pre configured before and are part of the computer program.
  • the provision of the plurality of activity programs comprises the advantage that the master user does no ⁇ have ⁇ o define the activity program itself by entering and/or selecting the respective activity parameters.
  • the master user is the only user of the network that can configure the activity program.
  • the participating users mentioned below can participate ⁇ o the activity program but cannot configure if. After they have participated all users mobiles will have the configured program created by master user on their mobiles even after ephemeral network is terminated.
  • a further electronic sensor unit is present.
  • the electronic sensor units have individual unique id’s.
  • Two types of networks can be created with the electronic sensor unit and the further electronic sensor unit.
  • the other network can be a network where the electronic sensor unit and the further electronic sensor unit and multiple mobile devices are connected together.
  • one or more of the electronic sensor units will analyse sensor data internally and distribute data relevant to the activity to the mobile devices, which will then distribute this data ⁇ o the entire network of the mobile devices.
  • the sensor data ⁇ o be measured by the electronic sensor unit are determined by sending instructions from the mobile device ⁇ o the electronic sensor unit.
  • the instructions comprise information which sensor data shall be measured.
  • the mobile device can tell the electric sensor unit what and how to analyse the measured data and what data ⁇ o send back to the mobile device.
  • the electronic sensor unit may or may no ⁇ receive data from the mobile device.
  • the master user can easily se ⁇ the data ⁇ o be measured and/or analysed by the electronic sensor unit.
  • the measured and/or analysed data depends on the activity to be performed in the activity program.
  • the electronic sensor unit can also analyse data locally before transmitting specific events and associated data back to the mobile device. In this way the amount of data transmitted ⁇ o the network is reduced. For example, the electronic sensor unit has been programmed ⁇ o identify a sensor pattern as a throw. Once this pattern is identified in the electronic sensor unit, the event “message throw” is sent back to the network. The mobile device will subsequently react ⁇ o this message by playing the sound associated with the event throw and present the score defined by the master user for the event throw and present the score defined by the master user for the event throw. All mobile devices will play the sounds a ⁇ the same time and display the score.
  • the mobile device can send data about the selected or defined activity program, in particular the activity parameters, and/or the network key ⁇ o a server.
  • the activity program is activated so ⁇ ha ⁇ further users can participate ⁇ o the activity program. That means, a ⁇ said moment the activation mode, in which the activity program to be performed is defined by the master user, is finished. Afterwards, the participation mode starts, in which other participants who want to perform the activity program can join to the network.
  • the participation mode is described below.
  • a ⁇ leas ⁇ one further mobile device can be connected ⁇ o the network by moving the electronic sensor unit relative ⁇ o the further mobile device or vice versa.
  • the electronic sensor unit sends the generated network key ⁇ o the further mobile device so ⁇ ha ⁇ the further mobile device can be connected ⁇ o the network.
  • Due ⁇ o ⁇ ha ⁇ the a ⁇ leas ⁇ one further mobile device ⁇ o listen in on the unique messaging channel where all data is distributed from the server, in particular the messaging server, as long as the network is active.
  • the further mobile device is also part of the network so ⁇ ha ⁇ a data exchange between the mobile device and the further mobile device and/or with the server and/or with the electronic sensor unit is possible.
  • the further mobile device can be connected ⁇ o the network when a computer program installed on the further mobile device is activated.
  • the computer program is the same as the computer program installed on the mobile device.
  • the computer program does no ⁇ have ⁇ o have the activity program as this will be shared once connected ⁇ o the network.
  • the further mobile device can also be a mobile phone.
  • the participating user needs ⁇ o select“Join Activity” on their mobile device which will ask for a sensor unit. By moving the electronic sensor unit with respect ⁇ o the further mobile device or vice versa the user device will connect ⁇ o the ephemeral network and activity program associated with the electronic sensor unit.
  • Sensors of the mobile device and/or of the further mobile device can collect data during an activity session. This can be the location from the GPS, microphone, camera, and other sensors. All data from all mobile devices can become part of the activity defined from the master user.
  • the server can send data related ⁇ o the activity program, in particular the activity parameters, to the further mobile device.
  • the server can send rules of the activity, an electronic sensor unit ID and avatar, a participants ID, activity session rules, sensor unit data, sound files, mobile device data, time, location and video recording for the specific activity session and network to the further mobile device.
  • the data can be sent after the activity program is activated as it is described below.
  • the mobile device or further mobile device can collect its own data, like step counter during the activity session and send this together with the electronic sensor unit data it receives ⁇ o the server. After all participating users that want to join to the activity program are connected to the network via their further mobile devices the participation mode is finished so that the playing mode can be started.
  • the participation mode can be finished and, thus, the selected or defined activity program can be started after a start button of the electronic sensor unit is activated.
  • the start button can be pushed in order to start the activity program.
  • the activity program can be started from the mobile device and/or by activating one or more sensors on the electronic sensor unit, e.g. by throwing the ball.
  • the start button can be activated by the master user or by one of the further users. After activating the start button the playing mode described below begins.
  • the mobile device and the further mobile device sends data to the server.
  • the server sends data to the mobile device and the further mobile device ensuring that all mobile devices have the same data.
  • the server ensures that all users of the network receive the same information with respect to the activity program they are participating.
  • the participants of the activity program can see live scores, hear live sounds and stream live data including video from network as long as the activity program is active.
  • the mobile device and the further mobile device receive data from the electronic sensor unit.
  • the received data can be interpreted by means of the mobile device and/or the further mobile device dependent on the activity program.
  • the master user can challenge a further user that do not actively participate to the activity program. This is the case if the master user recognizes from the received data that the further user is e.g. not moving.
  • the received data can be sent to the server by means of the mobile device and/or the further mobile device.
  • the sensor unit can process the measured data before sending it to the mobile device and/or the further mobile device.
  • the sensor unit can e.g. determine the velocity and/or the acceleration of the electronic sensor unit based on the measured data before sending the data to the mobile device and/or the further mobile device.
  • another mobile device can select an available activity session from a list of activity sessions stored on the server.
  • the list of activity sessions can alternatively or additionally be stored on the mobile device and or as applications that can be downloaded ⁇ o the other mobile device as a computer program.
  • the audience user can see that the activity session initiated by the master user is existent. This can be avoided if the master user decides that the initiated activity session is no ⁇ publicly available when the activity program is defined.
  • the audience user differs from the master user or the participating users in that the audience user does no ⁇ actively participate in the activity of the activity program.
  • the audience user can be allowed ⁇ o view, capture and share data received during the activity session.
  • the other mobile device can be a mobile phone.
  • the server can send a request for participation to the mobile device.
  • the master user can accept the request for participation. If the master user accepts the request for participation the other mobile device is connected ⁇ o the network.
  • the server can send data related ⁇ o the activity program to the other mobile device.
  • the audience user can receive the same data related ⁇ o the activity program as the master user and/or the participating users as well as accompanying sounds as an overlay ⁇ o the other mobile device.
  • the audience user can also send activate challenges ⁇ ha ⁇ will be broadcasted ⁇ o all or selected participants of the network as long as the activity session is ongoing.
  • the audience user can be able ⁇ o record the activity session on the other mobile device.
  • the recording can be logged on the server and can be linked ⁇ o specific activity sessions accessible for review by all participants of the activity program.
  • the recording can also be shared ⁇ o other digital platforms or networks.
  • the joining of the audience user to the network occurs in an audience mode.
  • the audience mode can occur before the playing mode starts or during the playing mode.
  • the electronic sensor unit does no ⁇ send measured data related ⁇ o the started activity program and/or activity session to the other mobile device.
  • This is no ⁇ necessary as the audience user does no ⁇ actively participate in the started activity program bu ⁇ joins the activity program as an audience.
  • the connection of the other mobile device ⁇ o the network is no ⁇ performed by using the electronic sensor unit.
  • the audience user is in the same area like the master user and the participating user.
  • the audience user can be a ⁇ home whereas the other participants of the network are playing outside.
  • the master user and/or the server can determine in which geographical region the audience user has ⁇ o be in order to be able ⁇ o connect ⁇ o the network.
  • the computer program created or predefined by the master user can be distributed ⁇ o all further mobile devices and/or other mobile devices by joining the network. Once a network is dissolved all mobile devices will have the predefined or created program available.
  • the data generated in the activity program can be stored on the server. Data can only be collected as long as the activity session is ongoing.
  • the stored data can be part of an activity log for the specific activity program. Due to the storage of the data is possible that the participants of the activity program can see the data anytime they wish. It can also be possible to make the stored data available to the public.
  • the electronic sensor unit ID the activity parameters like activity rules and activity limits, the activity name, the activity creator, the participants player ID’s and avatar, the participants audience ID’ and avatar, video recording, activity location, date and time of the activity session, GPS location from the mobile devices, sensor data, like the sensor data from the electronic sensor unit and, in particular all, the mobile devices, and the game data, like score and ranking, created based on the sensed data.
  • the activity rules and activity limits may be e.g. timer limits, throw limits, bounce limits, height limits, airtime limits, force limits, frequency limits.
  • the network is dissolved when the activity session is terminated. Due to said reason the network is an ephemeral network.
  • An ephemeral network is a non permanent network that is established by the user(s) for a specific event, e.g. the activity session. That means, the network can only exist for performing the activity session. Once the event, in particular the activity session, is over, the network ceases to exist and cannot be re-established.
  • the objective of the network is to allow for a group of users to connect their mobile devices during an activity session, to share specific activity program relevant data, collected from one or more electronic sensor units and all mobile devices. This data can be distributed throughout the network and be translated to, but limited to, points sounds and imagery. Once an activity session is over all users have the same results and data to review on their individual mobile devices.
  • the network can automatically dissolve. This can happen if e.g. a predetermined time has lapsed after the last action, in particular after the last message is sent in the network and/or a predetermined time has lapsed after the last mobile has left the network.
  • the activity session can be terminated with reaching a predefined session limit set by the master user or a specific activity.
  • the activity session can be terminated, in particular only, by the master user. After termination of the network there is no connection anymore between the mobile device and the electronic sensor unit. Further, there is no communication between the further mobile devices and/or the other mobile devices and the sensor unit. Additionally, there is no communication anymore between the mobile devices and the server relating to the terminated activity session.
  • ⁇ o provide a computer program that is embodied as a mobile device computer program and is designed and intended ⁇ o be loaded into the working memory of the mobile device, wherein the mobile device computer program has program instructions which make if possible ⁇ o carry out an inventive method if the mobile device computer program runs on the mobile device. Further, it is advantageous ⁇ o provide a computer program that is embodied as a server computer program and is designed and intended ⁇ o be loaded into the working memory of the server, wherein the server computer program has program instructions which make if possible ⁇ o carry out an inventive method, if the server computer program runs on the server.
  • a device for carrying out an inventive method in particular a device on which a mobile device computer program is loaded and/or on which a mobile device computer program runs.
  • the device can be the mobile device and/or the further mobile device and/or the other mobile device.
  • a server for carrying out an inventive method in particular a server on which on which a server device computer program is loaded and/or on which a server computer program runs.
  • the electronic sensor unit can comprise a power source and/or a processor and/or a memory for storing data. Further, the electronic sensor unit can comprise a ⁇ leas ⁇ one button, in particular the start button, and/or a radio two-way unit for transfer of data between the electronic sensor unit and the mobile devices.
  • the electronic sensor unit can be shaped so ⁇ ha ⁇ it can be inserted into a game device, in particular a ball.
  • the insertion of the electronic sensor unit into the game device can be performed before or after the electronic sensor unit is moved relative ⁇ o the mobile device and/or to the further mobile device.
  • the users can play with the game device during the activity session.
  • the electronic sensor unit can be placed inside or on the outside of an object or placed on the body of the user.
  • I ⁇ is also advantageous ⁇ o provide a system comprising a ⁇ leas ⁇ one electronic sensor unit, a ⁇ leas ⁇ two mobile devices, a ⁇ leas ⁇ one server and a ⁇ leas ⁇ one electronic sensor unit. It is clear that the mobile devices comprise the mobile device and a ⁇ leas ⁇ one further mobile device and/or a ⁇ leas ⁇ one other mobile device.
  • figure 1 shows an electronic sensor uni ⁇ and a mobile device
  • figure 2 shows an ephemeral network comprising a electronic sensor unit, a mobile device and several further mobile devices and a server
  • figure 3 shows another ephemeral network comprising an electronic sensor unit, the mobile device, several further mobile devices and several other mobile devices and a server,
  • figure 4 shows a further ephemeral network
  • figure 5 shows a flow chart of initiating and performing an activity by usage of the method according to the invention.
  • Figure 1 shows an electronic sensor unit 2 and a mobile device 1.
  • a computer program 3 is installed on the mobile device 1.
  • the mobile device 1 is a mobile phone.
  • the electronic sensor unit 2 comprises a radio device for wireless communicating with the mobile device 1.
  • the radio device is used to receive data 7 sent from the mobile device 1 and/or to sent data 7 from the electronic sensor unit 2 to the mobile device 1 .
  • the electronic sensor unit 2 and the mobile device 1 can communicate with each other via Bluetooth.
  • the electronic sensor unit 1 comprises several sensors for measuring data during the activity session discussed below. Further the electronic sensor unit 2 can be inserted into a ball or other object, attached to an object or to a users body, that is not shown in the figures. Said ball is used in the activity session.
  • a network key can be generated by moving the electronic sensor unit 2 relative to the mobile device 1 or vice versa.
  • the network key is used for creating an ephemeral network comprising the mobile device 1 and the electronic sensor unit 2 and further mobile devices 5 and/or other mobile devices 6 shown in figure 3 and/or server 4.
  • a user activates the computer program 3 installed on the mobile device 1. After activation of the computer program 3 the mobile device 1 can recognize whether the electronic sensor unit 2 is moved relative to the mobile device 1.
  • the user of the mobile device 1 can define an activity program by entering an activity parameter and/or by selecting one or more activity parameters from a plurality of parameters.
  • the master user can select an activity program from a plurality of activity programs.
  • Said activity programs are pre-configured by e.g. the software developer or other users and are part of the computer program 3.
  • the master user of the mobile device can define an activity program by entering an activity parameter and/or by selecting one or more activity parameters from a plurality of parameters.
  • the master user can select an activity program from a plurality of activity programs.
  • Said activity programs are pre-configured by e.g. the software developer or other users and are part of the computer program 3.
  • the mobile device 1 informs the electronic sensor unit 2 of the activity program defined or selected by the master user. In particular, the mobile device 1 informs the electronic sensor unit
  • the mobile device 1 sends also the information about the defined or selected activity program directly ⁇ o the server 4. Additionally, the network key is sent to the server 4 by means of the mobile device 1 . Based on the network key the ephemeral network 9 can be created. After receiving the information sent from the mobile device 1 the server 4 stores the received information in a server memory. From said time if is possible that further users join the network.
  • a participating user can join the network 9 comprising the mobile device 1 and the electronic sensor unit 2 and, thus, the activity program by moving the electronic sensor unit 2 relative ⁇ o a further mobile device 5 or vice versa.
  • Figure 2 shows four further mobile devices 5 which are connected ⁇ o the same network 9 as the mobile device 1 , the server 4 and the electronic sensor unit 2.
  • the server 4 sends all relevant data related ⁇ o the activity program via the network 9 to the further mobile devices 5.
  • the mobile device 1 and the further mobile devices 5 can send data via the network 9 and receive data via the network 9.
  • the activity program can be started if the master user or one of the participating users of the activity program activates a start button of the electronic sensor unit 2 or any other predefined activation parameters (sensor value, sound, tap on screen of mobile device) .
  • the electronic sensor unit 2 After starting of the activity program the electronic sensor unit 2 sends data related ⁇ o the activity program to the mobile device 1 and the further mobile devices 5 as is shown by the further arrows 1 1 . From Figure 2 it is also evident that only the mobile device 1 can sent data ⁇ o the electronic sensor unit 2 during the playing mode.
  • the mobile device 1 and the further mobile devices 5 send the received data ⁇ o the server 4.
  • the server 4 ensures that all mobile devices 1 , 5 being part of the network 9 have the same information. That means, the server 4 sends the information received from one of the mobile devices 1 , 5 to the remaining mobile devices 1 , 5.
  • the network 9 is dissolved. In said case no communication is possible anymore between the electronic sensor unit 2 and the mobile devices 1 , 5 and/or between the mobile devices 1 , 5 and the server 4.
  • Figure 3 shows another ephemeral network 9.
  • the network 9 shown in figure 3 differs from the network 9 shown in figure 2 in that other mobile devices 6 are part of the network 9.
  • the mobile device 1 , the electronic sensor units 2 two further mobile devices 5, the server 4 and two other mobile devices 6 are part of the network 9.
  • the other mobile devices 6 differ from the mobile device 1 and the further mobile devices 5 in that they do not communicate with the electronic sensor unit 2 but they communicate merely with the server 4. This can be done directly as shown by the further double arrow 12 and/or via the network 9.
  • the audience users of the other mobile devices 6 are only audiences of the activity session.
  • the other user of the other mobile device 6 firstly has to select the activity session shown in figure 3 from a list of activity sessions stored on the server 4.
  • the server 4 then sends a request of participation to the master user, in particular to the mobile device 1 .
  • the other mobile device 6 is connected to the network 9. Further, the server 4 sends all information related to the activity session to the audience user of the other mobile devices 6. Flowever, the audience users of the other mobile devices 6 do not actively participate in the activity session as the master user and the participating users do.
  • Figure 4 shows a further ephemeral network 9.
  • Said network 9 differs from the networks 9 discussed above in that a further mobile device 5 is arranged such that there cannot be a direct communication between the electronic sensor unit 2 and the further mobile device 5. This can result from that the further mobile device 5 is arranged outside the set range of communication of the electronic sensor unit 2 and/or because there are obstructions that hinder the communication. In this embodiment the further mobile device 5 receives data in real time from the server 4 and, thus, not directly from the electronic sensor unit 2.
  • Figure 5 shows a flow chart of initiating and performing an activity program and activity session by usage of the method according to the invention.
  • an activation mode 13 a participating mode 14, a playing mode 15 and an audience mode 16.
  • the master user activates the computer program installed on the mobile device 1.
  • the master user selects a predefined activity program or creates his own, then starts the activity program and moves the mobile device 1 with respect to the electronic sensor unit 2 or vice versa to create a connection and to create an unique network key in a second method step S2.
  • the master user can be promoted by the computer program to connect at least one electronic sensor unit 2.
  • a network key is generated enabling that a network between the mobile device 1 and the electronic sensor unit 2 is created.
  • the mobile device 1 is held by hand of the master user and can be moved in a linear way with respect to the electronic sensor unit 2. Further, a unique messaging channel is created with the server 4. All subsequent mobile devices can use the network key to become part of the network.
  • the computer program receives an electronic sensor unit unique key.
  • the computer program combines the electronic sensor unit unique key with an activity key. Further, the computer program asks the server if the activity key is active.
  • the server will generate the network key to the activity key.
  • a network key with a unique messaging channel for the activity has been created.
  • the network key is returned to the computer program and the computer program connects on a messaging server on the server 4. This opens the messaging channel with the network key.
  • the network key is returned to the computer program from the server 4. Afterwards, the computer program connects on the messaging server on the server 4 so that the messaging channel with the network key is opened.
  • a third method step S3 the master user chooses or defines the activity program via the mobile device 1 .
  • the defined or chosen activity program is sent to the server 4 in the third method step S3.
  • a fourth method step S4 at least one further mobile device 5 is moved relative to the electronic sensor unit 2 or vice versa resulting in that the further mobile device 5 becomes part of the network.
  • the server 4 sends data related to the activity program to the further mobile device 4.
  • the playing game is activated and, thus, the activity session is started. This can be done by the master user via the mobile device 1 or by pressing a start button on the mobile device, the electronic sensor unit 2 or by activating one or more sensors on the electronic sensor unit 2. Step 6 can be repeated over and over.
  • the generated data with respect ⁇ o the activity session is sent to the server 4 according to a seventh method step S7.
  • the data corresponds with measured data by the electronic sensor unit 2 and/or mobile devices 1 and/or with data processed with the mobile device 1 and/or electronic sensor unit 2.
  • an audience user can join to the network. This can be done in the audience mode 16 according to which in an eight method step S8 the audience user selects the activity session from a list of activity sessions stored on the server 4. After choosing the activity session the server 4 sends in ninth method step S9 a request for participation to the mobile device 1 of the master via the other mobile device 6. The master user can in tenth method step S10 accept the request for participation so that the other mobile device 6 becomes part of the network.
  • step Sl l the server 4 sends data related ⁇ o the activity session to the other mobile device of the audience user.
  • the data of all mobile devices can in a twelfh method step be sent to the server 4 that secures that all mobile devices of the network have the same information.
  • the ephemeral network is dissolved in a twelfh method step SI 2 in order to end the playing mode 15.
  • the playing mode can be finished after the activity program or activity session is terminated. This can be done by the master user. Alternafivafely or additionally, the activity session is finished after a predetermined time has lapsed after the las ⁇ mobile device has let ⁇ the network.
  • the network can only be recreated following SI -SI 5, but will have a new unique network key generated. That means, the used unique network key is erased and can never be regenerated.

Abstract

The invention relates to a method to create a, in particular ephemeral, network between at least two mobile devices wherein a network key is generated by moving an electronic sensor unit comprising a radio device for communicating with a mobile device relative to the mobile device or vice-versa.

Description

Method to create a, in particular ephemeral, network
The invention relates to a method to create a, in particular ephemeral, network between at least two mobile devices, one or more electronic sensor uni†(s) and a server. Further, the invention relates to a computer program, a mobile device, a server, an electronic sensor unit and a system.
From the prior art a plurality of computer games is known. The computer games can be installed on a mobile device and can be played by using the mobile device. In particular, there exists a lot of games where a plurality of gamers connect to a network in order†o play the game at the same time on a server. One reason for the success of such games is that the game provide instant audio and visual feedback as well as scores to the players. The games are mostly played with other humans located in physically different locations and the game players can share their videos of the game with other game players. Usually the game players do not move during the game but sit on a chair or elsewhere. This non-movement of the game players, in particular children, can lead to several health problems.
In addition, from the prior art a lot of activities are known, which can be performed by one or more gamers in the same location and in which the gamers have to move to perform the activify/game with or without physical game objects and goals. Ball sports are an example of such activities. However such games are relying on analogue rules and mostly analogue fracking of the games progress and results.
Thus, one object of the invention is to create active games with two or more participants where the data collected from the active mobile devices and sensor units affect the game play and results of the game. This is done by combining the network gaming abilities of digital games with analogue rules of active games, using the mobile devices as computing power, digitising the physical activity between players and their play objects. Through this motivate the users to perform physical activities other than playing computer games on a mobile device screens.
The object is solved by the method to create a, in particular ephemeral, network between at least two mobile devices, wherein a network key is generated by moving an electronic sensor uni†, in particular with a unique ID, comprising a radio device for communicating with a mobile device relative to the mobile device, in particular wherein a computer program with an ID is installed, or vice versa.
The unique network key can be used by other players to connect using set sensor uni†. The unique key is unlocked by other players by moving the electronic sensor uni† relative to their mobile device with the computer program installed. The advantage of creation the network is that the data generated from each individual user activity and the electronic sensor uni† during an activity session (Game) will affect the game play for all players and generate a total result for the game session with reviewable data. Due to the provision of the network it is possible that e.g. the users can capture and share videos containing the live data from the activity session with other users and/or†o share other data related to the activity with other users. Thus, the users have the same possibilities to share data about the activity like in computer games increasing their motivation†o perform the activity and, thus, to move. Due to the movement of the users the health problems resulted to non-movemen† can be reduced.
A further advantage of the network is that the network can communicate, collect and distribute data over greater distances and in environments where the direct communication via e.g. Bluetooth is impossible. The more players the greater the distance. In addition, users can easily make consecutive networks that consist of different users for each activity session.
According†o another independent inventive idea the following method is provided:
Method for creating an ephemeral network between two or more mobile devices, by usage of an electronic sensor uni† comprising a radio device for communicating with a mobile device and a further mobile device wherein a computer program is installed on the mobile device that becomes configured for creating an activity program executed in the ephemeral network.
In particular, a master user described below can configure the software for creating the activity program executed in the ephemeral network and, thus, design an own game. The ephemeral network can be created by moving the mobile device relative to the electronic sensor uni† or vice versa. Further, a unique network key is generated by moving the electronic sensor uni† relative to the mobile device or vice versa.
For clarification purposes it is mentioned that the mobile device to which the electronic sensor uni† is moved relative or vice versa is one of the at least two mobile devices of the network. The mobile device can be a mobile phone or a smart speaker.
The network key is a unique ID that can differentiate the network related to one activity program and/or activity session with respect to other networks. The mobile devices have to know the network key in order†o connect to the network. By moving the electronic sensor uni† relative to the mobile device or by moving the mobile device relative to the electronic sensor uni† the network key is generated wherein the network key is used for creating the network between the mobile device and the electronic sensor uni†. As discussed below the sever can also become par† of the network. The electronic sensor uni† becomes par† of the network when connected to one or more of the mobile devices. Thus, a data communication between the electronic sensor uni† and the mobile device is possible. In particular, the electronic sensor uni† can distribute data collected to all devices in the network. The network key is generated based on the unique hardware identifier from the electronic sensor uni† when the sensor uni† is passed by the mobile device.
The network key can be a long text-string. The key can become a communication channel identifier on a messaging device. The messaging service is responsible for exchanging data to all users in a channel. All devices that join on the channel with the same channel identifier can send and receive data on this channel. As mentioned before the network key is created when the electronic sensor uni† is connected to the mobile device so that an activity session can be started as discussed below. Once a network is dissolved the same electronic sensor uni† and mobile device will create a new network unique key if connected together for a new activity session.
The electronic sensor uni† is a device different from the mobile device and/or is not a mobile phone. The electronic sensor uni† is core to the activity and network measures data with respect to the activity program. Further, the electronic sensor uni† can be a par† of the activity program. The activity program can be an outdoor game or an indoor game. The activity can be a game e.g. a ball game, a shooting game, a skiing game, a trampoline game, a running game and/or a fitness activity and/or a rehabilitation activity and/or an educational activity.
The movement of the electronic sensor uni† relative to the mobile device can be achieved by swiping the electronic sensor uni† against the mobile device. In particular, the mobile device can be stationary arranged wherein the electronic sensor uni† is moved relative to the mobile device. The electronic sensor uni† can be moved linearly. The relative movement between the electronic sensor uni† and the mobile device can alternatively be achieved by moving the mobile device wherein the electronic sensor uni† is stationary arranged. In particular, the mobile device can be swiped against the electronic sensor uni†.
The motion of the electronic sensor uni† can activate (turn on) the uni† and enable it to connect †o the mobile device. In particular, a sensor of the mobile device waiting for a device to connect can be triggered.
In the following, if is differentiated between three kinds of users, namely the master user, a participating user and an audience user who can participate in an activity. The master user is a person who decides what activity program will be performed. Further, the master user can decide wha† sensor data will be relevant. The master user can choose and/or define the activity program on his mobile device and invite other users†o participate.
The participating user is a person who joins an activity program defined by the master user using their own mobile device that, using the electronic sensor unit, in the following is named further mobile device. As explained below the further mobile device receives data from the electronic sensor unit depending on the activity program.
The audience user is a person who does no† participate actively in the activity program bu† receives scores and sound and records and/or watches the activity through his mobile device that, in the following is named other mobile device. The other mobile device receives the aggregate activity data from the network. The data is displayed on the other mobile device as specified by the activity program described by the master user.
An activity program describes the rules and conditions of an activity and the data collected†o provide results†o the users during and after the activity session. It can contain a name, an ID as well as specific sound files and imagery to be displayed while the activity program is running. The activity program can be a game. I† can be either predefined or user generated. Further, it can be shared amongst players.
An activity is an action performed by the users based on the instructions and conditions in the activity program. The activity conditions are both digital and/or physical. The activity can be described in a video and/or text.
An activity session is a period of time†ha† the activity program is used by the network. The users can continue†o play the same activity program over and over within one activity session.
The method comprises several modes, in particular an activation mode, a participating mode and an audience mode. Said modes are described below in detail.
According to an embodiment in the activation mode firs† of all the computer program installed on the mobile device (App) is activated before a specific activity program is selected or created. Once started a connection to sensor unit is created by moving the electronic sensor unit relative†o the mobile device or vice versa. The computer program can be an app and can be downloaded from a server. Additionally, the computer program can comprise information, in particular activity parameters, related†o an activity program discussed below. The provision of the computer program to be activated shows the advantage†ha† it can be avoided†ha† the network is created by an accidental movement of the electronic sensor unit relative†o the mobile device. That means, the network can only be created when the master user wants†o create it and has initiated the activity program
A data connection between the mobile device and the electronic sensor unit can be established when the sensor unit is moved relative†o the mobile device or vice versa. In particular, the electronic sensor unit has†o be moved within a predetermined distance†o the mobile device as otherwise no data connection is established. Due†o the data connection the devices can communicate with each other. In particular it is possible that data is exchanged between the electronic sensor unit, in particular the radio device of the electronic sensor unit, and the mobile device. The data can be exchanged between the two devices e.g. via Bluetooth. The data connection can be maintained as long as the network exists. In particular, the data connection between the mobile device and the electronic sensor can be established only when the computer program is activated before the electronic sensor unit is moved relative to the mobile device or vice versa. Further, as the server is part of the network a data connection with the sensor can be established as well by moving the electronic sensor unit relative†o the mobile device or vice verse.
When the electronic sensor unit is connected with the mobile device a unique messaging channel with a unique channel identifier can be created with a server, in particular a messaging server. In this channel all data and scores collected will be distributed. Each further mobile device or other mobile device that is paired with the electronic sensor unit will connect†o the same unique channel.
The activity program can be defined by means of the mobile device by a computer program or as a user defined program by entering one or more of activity parameters and/or by selecting one or more activity parameters from a plurality of activity parameters. The activity program comprises several information, like activity parameters, of the activity to be performed. Activity parameters can be activity rules and activity limits, the activity name, the activity creator, the activity location, the date and time of location, etc.. In particular, the master user can enter several activity parameters and/or select a plurality of activity parameters from a list in order to define the activity program, in particular the activity rules.
Alternatively or additionally, the activity program can be selected from a plurality of activity programs by means of the mobile device. The plurality of the activity programs have been pre configured before and are part of the computer program. The provision of the plurality of activity programs comprises the advantage that the master user does no† have†o define the activity program itself by entering and/or selecting the respective activity parameters. The master user is the only user of the network that can configure the activity program. The participating users mentioned below can participate †o the activity program but cannot configure if. After they have participated all users mobiles will have the configured program created by master user on their mobiles even after ephemeral network is terminated.
According to an embodiment a further electronic sensor unit is present. The electronic sensor units have individual unique id’s. Two types of networks can be created with the electronic sensor unit and the further electronic sensor unit. One network with multiple mobile devices that are connected†o the electronic sensor unit, where the data is distributed†o all mobile devices. The other network can be a network where the electronic sensor unit and the further electronic sensor unit and multiple mobile devices are connected together. Depending on the activity program chosen for the network one or more of the electronic sensor units will analyse sensor data internally and distribute data relevant to the activity to the mobile devices, which will then distribute this data†o the entire network of the mobile devices.
The sensor data†o be measured by the electronic sensor unit are determined by sending instructions from the mobile device†o the electronic sensor unit. The instructions comprise information which sensor data shall be measured. In particular, the mobile device can tell the electric sensor unit what and how to analyse the measured data and what data†o send back to the mobile device. During an activity session the electronic sensor unit may or may no† receive data from the mobile device. Thus, the master user can easily se† the data†o be measured and/or analysed by the electronic sensor unit. The measured and/or analysed data depends on the activity to be performed in the activity program.
The electronic sensor unit can also analyse data locally before transmitting specific events and associated data back to the mobile device. In this way the amount of data transmitted†o the network is reduced. For example, the electronic sensor unit has been programmed†o identify a sensor pattern as a throw. Once this pattern is identified in the electronic sensor unit, the event “message throw” is sent back to the network. The mobile device will subsequently react†o this message by playing the sound associated with the event throw and present the score defined by the master user for the event throw and present the score defined by the master user for the event throw. All mobile devices will play the sounds a† the same time and display the score.
The mobile device can send data about the selected or defined activity program, in particular the activity parameters, and/or the network key†o a server. By sending this data†o the server the activity program is activated so†ha† further users can participate†o the activity program. That means, a† said moment the activation mode, in which the activity program to be performed is defined by the master user, is finished. Afterwards, the participation mode starts, in which other participants who want to perform the activity program can join to the network. The participation mode is described below.
According to an embodiment a† leas† one further mobile device can be connected†o the network by moving the electronic sensor unit relative†o the further mobile device or vice versa. In particular, the electronic sensor unit sends the generated network key†o the further mobile device so†ha† the further mobile device can be connected†o the network. Due†o†ha† the a† leas† one further mobile device†o listen in on the unique messaging channel where all data is distributed from the server, in particular the messaging server, as long as the network is active. Thus, the further mobile device is also part of the network so†ha† a data exchange between the mobile device and the further mobile device and/or with the server and/or with the electronic sensor unit is possible. By connecting the further mobile device†o the network via the server, the participating user of the further mobile device can participate †o the selected or defined activity program provided from the server.
The further mobile device can be connected †o the network when a computer program installed on the further mobile device is activated. The computer program is the same as the computer program installed on the mobile device. The computer program does no† have†o have the activity program as this will be shared once connected†o the network. The further mobile device can also be a mobile phone. The participating user needs†o select“Join Activity” on their mobile device which will ask for a sensor unit. By moving the electronic sensor unit with respect†o the further mobile device or vice versa the user device will connect†o the ephemeral network and activity program associated with the electronic sensor unit.
Sensors of the mobile device and/or of the further mobile device can collect data during an activity session. This can be the location from the GPS, microphone, camera, and other sensors. All data from all mobile devices can become part of the activity defined from the master user.
After moving the electronic sensor unit with respect†o the further mobile device or vice versa the server can send data related†o the activity program, in particular the activity parameters, to the further mobile device. In particular, the server can send rules of the activity, an electronic sensor unit ID and avatar, a participants ID, activity session rules, sensor unit data, sound files, mobile device data, time, location and video recording for the specific activity session and network to the further mobile device. The data can be sent after the activity program is activated as it is described below.
The mobile device or further mobile device can collect its own data, like step counter during the activity session and send this together with the electronic sensor unit data it receives†o the server. After all participating users that want to join to the activity program are connected to the network via their further mobile devices the participation mode is finished so that the playing mode can be started.
The participation mode can be finished and, thus, the selected or defined activity program can be started after a start button of the electronic sensor unit is activated. For example, the start button can be pushed in order to start the activity program. Alternatively or additionally the activity program can be started from the mobile device and/or by activating one or more sensors on the electronic sensor unit, e.g. by throwing the ball. The start button can be activated by the master user or by one of the further users. After activating the start button the playing mode described below begins.
During the activity session that begins after starting the activity program and ends when the activity program is terminated the mobile device and the further mobile device sends data to the server. In addition or alternatively, the server sends data to the mobile device and the further mobile device ensuring that all mobile devices have the same data. Thus, the server ensures that all users of the network receive the same information with respect to the activity program they are participating. In particular, the participants of the activity program can see live scores, hear live sounds and stream live data including video from network as long as the activity program is active.
The mobile device and the further mobile device, in particular directly, receive data from the electronic sensor unit. The received data can be interpreted by means of the mobile device and/or the further mobile device dependent on the activity program. Based on the received data the master user can challenge a further user that do not actively participate to the activity program. This is the case if the master user recognizes from the received data that the further user is e.g. not moving. Thus, there exists the possibility by analysing the received data to motivate participating users to move. The received data can be sent to the server by means of the mobile device and/or the further mobile device.
The sensor unit can process the measured data before sending it to the mobile device and/or the further mobile device. In particular, the sensor unit can e.g. determine the velocity and/or the acceleration of the electronic sensor unit based on the measured data before sending the data to the mobile device and/or the further mobile device.
According to an embodiment of the invention another mobile device can select an available activity session from a list of activity sessions stored on the server. The list of activity sessions can alternatively or additionally be stored on the mobile device and or as applications that can be downloaded†o the other mobile device as a computer program. Thus, the audience user can see that the activity session initiated by the master user is existent. This can be avoided if the master user decides that the initiated activity session is no† publicly available when the activity program is defined. The audience user differs from the master user or the participating users in that the audience user does no† actively participate in the activity of the activity program. The audience user can be allowed†o view, capture and share data received during the activity session. The other mobile device can be a mobile phone.
After selecting the activity session from a list of activity sessions by means of the other mobile device the server can send a request for participation to the mobile device. The master user can accept the request for participation. If the master user accepts the request for participation the other mobile device is connected†o the network.
After accepting the request for participation by means of the mobile device the server can send data related †o the activity program to the other mobile device. In particular, the audience user can receive the same data related†o the activity program as the master user and/or the participating users as well as accompanying sounds as an overlay†o the other mobile device. The audience user can also send activate challenges†ha† will be broadcasted †o all or selected participants of the network as long as the activity session is ongoing. Further, the audience user can be able†o record the activity session on the other mobile device. The recording can be logged on the server and can be linked†o specific activity sessions accessible for review by all participants of the activity program. The recording can also be shared†o other digital platforms or networks.
The joining of the audience user to the network occurs in an audience mode. The audience mode can occur before the playing mode starts or during the playing mode.
The electronic sensor unit does no† send measured data related†o the started activity program and/or activity session to the other mobile device. This is no† necessary as the audience user does no† actively participate in the started activity program bu† joins the activity program as an audience. As described above the connection of the other mobile device†o the network is no† performed by using the electronic sensor unit. Thus, it is no† necessary that the audience user is in the same area like the master user and the participating user. For example, the audience user can be a† home whereas the other participants of the network are playing outside. The master user and/or the server can determine in which geographical region the audience user has†o be in order to be able†o connect†o the network.
The computer program created or predefined by the master user can be distributed †o all further mobile devices and/or other mobile devices by joining the network. Once a network is dissolved all mobile devices will have the predefined or created program available.
According to an embodiment the data generated in the activity program can be stored on the server. Data can only be collected as long as the activity session is ongoing. The stored data can be part of an activity log for the specific activity program. Due to the storage of the data is possible that the participants of the activity program can see the data anytime they wish. It can also be possible to make the stored data available to the public. In particular the following data can be stored during the activity session: The electronic sensor unit ID, the activity parameters like activity rules and activity limits, the activity name, the activity creator, the participants player ID’s and avatar, the participants audience ID’ and avatar, video recording, activity location, date and time of the activity session, GPS location from the mobile devices, sensor data, like the sensor data from the electronic sensor unit and, in particular all, the mobile devices, and the game data, like score and ranking, created based on the sensed data. The activity rules and activity limits may be e.g. timer limits, throw limits, bounce limits, height limits, airtime limits, force limits, frequency limits.
The network is dissolved when the activity session is terminated. Due to said reason the network is an ephemeral network. An ephemeral network is a non permanent network that is established by the user(s) for a specific event, e.g. the activity session. That means, the network can only exist for performing the activity session. Once the event, in particular the activity session, is over, the network ceases to exist and cannot be re-established. The objective of the network is to allow for a group of users to connect their mobile devices during an activity session, to share specific activity program relevant data, collected from one or more electronic sensor units and all mobile devices. This data can be distributed throughout the network and be translated to, but limited to, points sounds and imagery. Once an activity session is over all users have the same results and data to review on their individual mobile devices.
The network can automatically dissolve. This can happen if e.g. a predetermined time has lapsed after the last action, in particular after the last message is sent in the network and/or a predetermined time has lapsed after the last mobile has left the network. The activity session can be terminated with reaching a predefined session limit set by the master user or a specific activity. The activity session can be terminated, in particular only, by the master user. After termination of the network there is no connection anymore between the mobile device and the electronic sensor unit. Further, there is no communication between the further mobile devices and/or the other mobile devices and the sensor unit. Additionally, there is no communication anymore between the mobile devices and the server relating to the terminated activity session. If is advantageous †o provide a computer program that is embodied as a mobile device computer program and is designed and intended†o be loaded into the working memory of the mobile device, wherein the mobile device computer program has program instructions which make if possible†o carry out an inventive method if the mobile device computer program runs on the mobile device. Further, it is advantageous †o provide a computer program that is embodied as a server computer program and is designed and intended†o be loaded into the working memory of the server, wherein the server computer program has program instructions which make if possible†o carry out an inventive method, if the server computer program runs on the server.
Additionally, if is advantageous†o provide a device for carrying out an inventive method, in particular a device on which a mobile device computer program is loaded and/or on which a mobile device computer program runs. The device can be the mobile device and/or the further mobile device and/or the other mobile device.
Further, it is advantageous†o provide a server for carrying out an inventive method, in particular a server on which on which a server device computer program is loaded and/or on which a server computer program runs.
If is also of advantage†o provide an electronic sensor unit for usage in an inventive method. The electronic sensor unit can comprise a power source and/or a processor and/or a memory for storing data. Further, the electronic sensor unit can comprise a† leas† one button, in particular the start button, and/or a radio two-way unit for transfer of data between the electronic sensor unit and the mobile devices.
The electronic sensor unit can be shaped so†ha† it can be inserted into a game device, in particular a ball. The insertion of the electronic sensor unit into the game device can be performed before or after the electronic sensor unit is moved relative†o the mobile device and/or to the further mobile device. The users can play with the game device during the activity session. Alternatively, the electronic sensor unit can be placed inside or on the outside of an object or placed on the body of the user.
I† is also advantageous†o provide a system comprising a† leas† one electronic sensor unit, a† leas† two mobile devices, a† leas† one server and a† leas† one electronic sensor unit. It is clear that the mobile devices comprise the mobile device and a† leas† one further mobile device and/or a† leas† one other mobile device.
The subject matter of the invention is illustrated by way of example and schematically in the drawings, and will be described below on the basis of the drawings, wherein identical elements or elements of identical action are normally denoted by the same reference signs. In the drawings: figure 1 shows an electronic sensor uni† and a mobile device, figure 2 shows an ephemeral network comprising a electronic sensor unit, a mobile device and several further mobile devices and a server,
figure 3 shows another ephemeral network comprising an electronic sensor unit, the mobile device, several further mobile devices and several other mobile devices and a server,
figure 4 shows a further ephemeral network,
figure 5 shows a flow chart of initiating and performing an activity by usage of the method according to the invention.
Figure 1 shows an electronic sensor unit 2 and a mobile device 1. A computer program 3 is installed on the mobile device 1. The mobile device 1 is a mobile phone. The electronic sensor unit 2 comprises a radio device for wireless communicating with the mobile device 1. In particular, the radio device is used to receive data 7 sent from the mobile device 1 and/or to sent data 7 from the electronic sensor unit 2 to the mobile device 1 . The electronic sensor unit 2 and the mobile device 1 can communicate with each other via Bluetooth.
The electronic sensor unit 1 comprises several sensors for measuring data during the activity session discussed below. Further the electronic sensor unit 2 can be inserted into a ball or other object, attached to an object or to a users body, that is not shown in the figures. Said ball is used in the activity session.
A network key can be generated by moving the electronic sensor unit 2 relative to the mobile device 1 or vice versa. The network key is used for creating an ephemeral network comprising the mobile device 1 and the electronic sensor unit 2 and further mobile devices 5 and/or other mobile devices 6 shown in figure 3 and/or server 4. Before the electronic sensor unit 2 is moved relative to the mobile device 1 a user activates the computer program 3 installed on the mobile device 1. After activation of the computer program 3 the mobile device 1 can recognize whether the electronic sensor unit 2 is moved relative to the mobile device 1.
The user of the mobile device 1 can define an activity program by entering an activity parameter and/or by selecting one or more activity parameters from a plurality of parameters. Alternatively, the master user can select an activity program from a plurality of activity programs. Said activity programs are pre-configured by e.g. the software developer or other users and are part of the computer program 3. In the end, the master user of the mobile device
1 sets the settings of the activity program. The other users mentioned below can only join the predefined activity program but cannot change the settings of the activity program.
The mobile device 1 informs the electronic sensor unit 2 of the activity program defined or selected by the master user. In particular, the mobile device 1 informs the electronic sensor unit
2 about the sensor data that shall be measured and/or analysed by the electronic sensor unit 2 during the activity program. Different computer programs (apps) will configure the electronic sensor unit in different ways depending on the activity associated with the computer program. Example, ball throwing activities, jumping activities, running activities etc.
As is evident from the double arrow 8 shown in Figure 2 the mobile device 1 sends also the information about the defined or selected activity program directly†o the server 4. Additionally, the network key is sent to the server 4 by means of the mobile device 1 . Based on the network key the ephemeral network 9 can be created. After receiving the information sent from the mobile device 1 the server 4 stores the received information in a server memory. From said time if is possible that further users join the network.
A participating user can join the network 9 comprising the mobile device 1 and the electronic sensor unit 2 and, thus, the activity program by moving the electronic sensor unit 2 relative†o a further mobile device 5 or vice versa. Figure 2 shows four further mobile devices 5 which are connected†o the same network 9 as the mobile device 1 , the server 4 and the electronic sensor unit 2. During the connection of the further mobile devices 5†o the network 9 the server 4 sends all relevant data related†o the activity program via the network 9 to the further mobile devices 5. As is shown by the other double arrows 10 the mobile device 1 and the further mobile devices 5 can send data via the network 9 and receive data via the network 9.
The activity program can be started if the master user or one of the participating users of the activity program activates a start button of the electronic sensor unit 2 or any other predefined activation parameters (sensor value, sound, tap on screen of mobile device) . After starting of the activity program the electronic sensor unit 2 sends data related†o the activity program to the mobile device 1 and the further mobile devices 5 as is shown by the further arrows 1 1 . From Figure 2 it is also evident that only the mobile device 1 can sent data†o the electronic sensor unit 2 during the playing mode.
The mobile device 1 and the further mobile devices 5 send the received data†o the server 4. The server 4 ensures that all mobile devices 1 , 5 being part of the network 9 have the same information. That means, the server 4 sends the information received from one of the mobile devices 1 , 5 to the remaining mobile devices 1 , 5.
As soon as the activity program or activity session is terminated the network 9 is dissolved. In said case no communication is possible anymore between the electronic sensor unit 2 and the mobile devices 1 , 5 and/or between the mobile devices 1 , 5 and the server 4.
Figure 3 shows another ephemeral network 9. The network 9 shown in figure 3 differs from the network 9 shown in figure 2 in that other mobile devices 6 are part of the network 9. In particular, the mobile device 1 , the electronic sensor units 2 two further mobile devices 5, the server 4 and two other mobile devices 6 are part of the network 9. The other mobile devices 6 differ from the mobile device 1 and the further mobile devices 5 in that they do not communicate with the electronic sensor unit 2 but they communicate merely with the server 4. This can be done directly as shown by the further double arrow 12 and/or via the network 9.
The audience users of the other mobile devices 6 are only audiences of the activity session. To be an audience of the activity session the other user of the other mobile device 6 firstly has to select the activity session shown in figure 3 from a list of activity sessions stored on the server 4. The server 4 then sends a request of participation to the master user, in particular to the mobile device 1 . After accepting the request for participation by the master user the other mobile device 6 is connected to the network 9. Further, the server 4 sends all information related to the activity session to the audience user of the other mobile devices 6. Flowever, the audience users of the other mobile devices 6 do not actively participate in the activity session as the master user and the participating users do.
Figure 4 shows a further ephemeral network 9. Said network 9 differs from the networks 9 discussed above in that a further mobile device 5 is arranged such that there cannot be a direct communication between the electronic sensor unit 2 and the further mobile device 5. This can result from that the further mobile device 5 is arranged outside the set range of communication of the electronic sensor unit 2 and/or because there are obstructions that hinder the communication. In this embodiment the further mobile device 5 receives data in real time from the server 4 and, thus, not directly from the electronic sensor unit 2.
Figure 5 shows a flow chart of initiating and performing an activity program and activity session by usage of the method according to the invention. As is evident from the flow chart, there exist several modes, namely an activation mode 13, a participating mode 14, a playing mode 15 and an audience mode 16. In a firs† method step SI the master user activates the computer program installed on the mobile device 1. Afterwards, the master user selects a predefined activity program or creates his own, then starts the activity program and moves the mobile device 1 with respect to the electronic sensor unit 2 or vice versa to create a connection and to create an unique network key in a second method step S2. The master user can be promoted by the computer program to connect at least one electronic sensor unit 2. By moving, in particular swiping, the mobile device 1 with respect to the electronic sensor unit 2 or vice versa a network key is generated enabling that a network between the mobile device 1 and the electronic sensor unit 2 is created. The mobile device 1 is held by hand of the master user and can be moved in a linear way with respect to the electronic sensor unit 2. Further, a unique messaging channel is created with the server 4. All subsequent mobile devices can use the network key to become part of the network.
In particular after moving the mobile device 1 with respect to the electronic sensor unit 2 or vice versa the computer program receives an electronic sensor unit unique key. The computer program combines the electronic sensor unit unique key with an activity key. Further, the computer program asks the server if the activity key is active.
If it is not active, the server will generate the network key to the activity key. Thus, a network key with a unique messaging channel for the activity has been created. The network key is returned to the computer program and the computer program connects on a messaging server on the server 4. This opens the messaging channel with the network key.
If the activity key is active, the network key is returned to the computer program from the server 4. Afterwards, the computer program connects on the messaging server on the server 4 so that the messaging channel with the network key is opened.
In a third method step S3 the master user chooses or defines the activity program via the mobile device 1 . The defined or chosen activity program is sent to the server 4 in the third method step S3.
In the participating mode 14 in a fourth method step S4 at least one further mobile device 5 is moved relative to the electronic sensor unit 2 or vice versa resulting in that the further mobile device 5 becomes part of the network. In a fifth method step S5 the server 4 sends data related to the activity program to the further mobile device 4. After all further mobile devices 5 have joined to the network, in a sixth method step S6 the playing game is activated and, thus, the activity session is started. This can be done by the master user via the mobile device 1 or by pressing a start button on the mobile device, the electronic sensor unit 2 or by activating one or more sensors on the electronic sensor unit 2. Step 6 can be repeated over and over. During the playing mode 15 the generated data with respect†o the activity session is sent to the server 4 according to a seventh method step S7. The data corresponds with measured data by the electronic sensor unit 2 and/or mobile devices 1 and/or with data processed with the mobile device 1 and/or electronic sensor unit 2.
As long as the playing mode 15 is existent an audience user can join to the network. This can be done in the audience mode 16 according to which in an eight method step S8 the audience user selects the activity session from a list of activity sessions stored on the server 4. After choosing the activity session the server 4 sends in ninth method step S9 a request for participation to the mobile device 1 of the master via the other mobile device 6. The master user can in tenth method step S10 accept the request for participation so that the other mobile device 6 becomes part of the network.
Afterwards, in an eleventh method step Sl l the server 4 sends data related †o the activity session to the other mobile device of the audience user.
In the playing mode the data of all mobile devices can in a twelfh method step be sent to the server 4 that secures that all mobile devices of the network have the same information.
The ephemeral network is dissolved in a twelfh method step SI 2 in order to end the playing mode 15. The playing mode can be finished after the activity program or activity session is terminated. This can be done by the master user. Alternafivafely or additionally, the activity session is finished after a predetermined time has lapsed after the las† mobile device has let† the network.
The network can only be recreated following SI -SI 5, but will have a new unique network key generated. That means, the used unique network key is erased and can never be regenerated.
Reference Signs
1 mobile device
2 electronic sensor unit
3 computer program
4 server
5 further mobile device
6 other mobile device
7 data
8 double arrow
9 network
10 other double arrow
1 1 further arrow
12 further double arrow
13 activation mode
14 participation mode
15 playing mode
1 6 audience mode
S 1 -S 12 method steps

Claims

Patent Claims
1. Method to create a, in particular ephemeral, network (9) between at least two mobile devices wherein a network key is generated by moving an electronic sensor unit (2) comprising a radio device for communicating with a mobile device (1 ) relative†o the mobile device (1 ) or vice-versa.
2. Method according to claim 1 , characterized in that
a. a computer program (3) installed on the mobile device (1 ) is activated before moving the electronic sensor unit (2) relative†o the mobile device (1 ) or vice- versa and/or
b. a computer program is installed on the mobile device (1 ) that becomes configured for creating the ephemeral network and/or
c. by moving the electronic sensor unit (2) relative†o the mobile device (1 ) or vice- versa a data connection is established between the electronic sensor unit (2) and the mobile device (1 ), in particular and a server (4).
3. Method according to claim 1 or 2, characterized in that
a. an activity program is defined by means of the mobile device (1 ) by entering one or more activity parameters and/or by selecting one or more activity parameters from a plurality of activity parameters and/or
b. an activity program can be selected from a plurality of activity programs by means of the mobile device (1 ).
4. Method according to one of the claims 1†o 3, characterized in that
a. the sensor data†o be measured by the electronic sensor unit (2) are determined by sending instructions from the mobile device (1 ) to the electronic sensor unit (2) and/or
b. the mobile device (1 ) sends the activity program and/or the network key†o a server (4).
5. Method according to one of the claims 1 †o 4, characterized in that a further mobile device (5) is connected†o the network (9) by moving the electronic sensor unit (2) relative†o the further mobile device (5) or vice-versa.
6. Method according to claim 5, characterized in that the server (4) sends the data related †o the activity program to the further mobile device (5).
7. Method according to one of the claims 1†o 6, characterized in that the selected activity program is started
a. after a start button of the electronic sensor unit (2) is activated and/or
b. from the mobile device (1 ) and/or
c. by activating one or more sensors on the electronic sensor unit (2).
8. Method according to claim 7, characterized in that during an activity session
a. the mobile device (1 ) and the further mobile (5) device sends data†o the server (4) and/or
b. the server (4) sends data†o the mobile device (1 ) and the further mobile device ensuring that all mobile devices have the same data.
9. Method according to claim 7 or 8, characterized in that
a. the mobile device (1 ) and the further mobile device (5) receives data from the electronic sensor unit (2) and/or
b. the electronic sensor unit (2) sends the measured data†o the mobile device (1 ) and the further mobile device (5) and/or
c. the electronic sensor unit (2) processes the measured data and send the processed data†o the mobile device (1 ) and the further mobile device (5).
10. Method according to one of the claims 3†o 9, characterized in that an other mobile device (6) selects the activity session from a list of available activity sessions.
1 1. Method according to claim 10, characterized in that after selecting the activity session by means of the other mobile device (6) the server (4) sends a request for participation to the mobile device (1 ).
12. Method according to claim 1 1 , characterized in that the other mobile device (6) is connected†o the network (9) if the request for participation is accepted by means of the mobile device (1 ).
13. Method according to claim 1 1 or 12, characterized in that after accepting the request for participation by means of the mobile device (1 )
a. the server (4) sends data related†o the activity program to the other mobile device (6) and/or
b. the electronic sensor unit does (2) no† send data related†o the activity session to the other mobile device (6).
14. Method according to one of the claims 1 †o 13, characterized in that the data generated in the activity session are stored on the server (4).
15. Method according to one of the claims 1 to 14, characterized in that
a. the network (9) is dissolved when the activity program is terminated and/or in that b. the electronic sensor unit (2) is placed inside a game device, in particular a ball, or on a game device or on a body of a user.
16. Computer program characterized in that
a. the computer program (3) is embodied as a mobile device computer program and is designed and intended†o be loaded into the working memory of the mobile device, wherein the mobile device computer program has program instructions which make if possible†o carry out a method according to one of the claims 1 to 15, if the mobile device computer program runs on the mobile device or that
b. the computer program is embodied as a server computer program and is designed and intended†o be loaded into the working memory of the server, wherein the server computer program has program instructions which make if possible†o carry out a method according to one of the claims 1 †o 15, if the server computer program runs on the server.
17. Mobile device ( 1 ) and/or further mobile device (5) or other mobile device (6) for carrying out a method according to one of claims 1 to 15.
18. Server (4) for carrying out a method according to one of the claims 1 to 15, in particular a server (4) on which a server device computer program according to claim 16 is loaded and/or on which a server computer program according to claim 16 runs.
19. Electronic sensor unit (2) for usage in the method according to one of the claims 1 to 15.
20. System comprising a† leas† one electronic sensor unit (2) according to claim 19, a† leas† two mobile devices according to claim 17, a† leas† one server (4) according to claim 18 and a† leas† one electronic sensor unit (2) according to claim 19.
EP19714995.8A 2018-03-07 2019-03-07 Method to create a, in particular ephemeral, network Pending EP3762113A1 (en)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
EP18000225 2018-03-07
EP18000232 2018-03-08
PCT/EP2019/055725 WO2019170810A1 (en) 2018-03-07 2019-03-07 Method to create a, in particular ephemeral, network

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WO (1) WO2019170810A1 (en)

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7004469B2 (en) * 2003-07-30 2006-02-28 Robert von Goeben Electronic touch game
KR101635615B1 (en) * 2009-10-30 2016-07-05 삼성전자 주식회사 Mobile device and cotrol method of thereof

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