EP4081319A1 - Spielgerät - Google Patents
SpielgerätInfo
- Publication number
- EP4081319A1 EP4081319A1 EP20842573.6A EP20842573A EP4081319A1 EP 4081319 A1 EP4081319 A1 EP 4081319A1 EP 20842573 A EP20842573 A EP 20842573A EP 4081319 A1 EP4081319 A1 EP 4081319A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- game device
- player
- target
- detection system
- point
- 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
Links
- 238000001514 detection method Methods 0.000 claims abstract description 44
- 235000009854 Cucurbita moschata Nutrition 0.000 claims description 6
- 240000001980 Cucurbita pepo Species 0.000 claims description 6
- 235000009852 Cucurbita pepo Nutrition 0.000 claims description 6
- 235000020354 squash Nutrition 0.000 claims description 6
- 230000005484 gravity Effects 0.000 claims description 5
- 230000001133 acceleration Effects 0.000 claims description 4
- 239000003814 drug Substances 0.000 claims description 3
- 210000003128 head Anatomy 0.000 description 6
- 230000004888 barrier function Effects 0.000 description 4
- 239000012141 concentrate Substances 0.000 description 2
- 238000005259 measurement Methods 0.000 description 2
- 208000027418 Wounds and injury Diseases 0.000 description 1
- 230000006378 damage Effects 0.000 description 1
- 208000014674 injury Diseases 0.000 description 1
- 230000000007 visual effect Effects 0.000 description 1
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0605—Decision makers and devices using detection means facilitating arbitration
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/27—Output arrangements for video game devices characterised by a large display in a public venue, e.g. in a movie theatre, stadium or game arena
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B2071/0694—Visual indication, e.g. Indicia
Definitions
- the invention relates to a game machine.
- a kickback sport is a ball sport in which two players or teams pass an object, such as a ball, to each other via a wall in compliance with a certain set of rules and try to force the opponent to make mistakes when accepting or returning it. Errors by one party lead to points from the other party and / or give them the right to serve. Squash is a kickback sport.
- the kickback sport is also understood when a single player passes the object to himself via a wall.
- the wall can be a flat or curved surface or an edge.
- the object is to be understood as any means that can be played against the wall in order to ricochet off it.
- There are known game devices for the return sport in which target fields are displayed on the wall, which are to be hit by the player with the ball. The target fields can be varied over time.
- the object of the invention is to improve the known playground equipment.
- the game device has a display area, a play area assigned to the display area, a sensor system that is set up to detect a point of impact of an object on the display area, a detection system that sets up the position of the object and / or a player in at least a partial area of the To detect margin, and a computing unit which is set up to determine a target field on the display area using the position, wherein the game device is set up to display the target field on the display area and to determine whether the point of impact is in the target field.
- the game can be controlled to be varied. For example, it is possible to determine the target field in such a way that the player, if he has played the object in such a way that the point of impact is in the target field, always has to take a few steps in order to subsequently reach the object again.
- the detection system preferably has a depth camera.
- the depth camera is set up to record a two-dimensional or three-dimensional image of the game space, each pixel of the two-dimensional or three-dimensional image representing a distance value.
- the distance value can be, for example, the distance from a point on the object and / or the player to the depth camera.
- the depth camera can be set up, for example, to determine the distance by means of a transit time measurement of an electromagnetic pulse.
- the detection system can have a laser scanner and / or a touch-sensitive floor.
- the laser scanner can also be set up to determine a distance between a point of the object and / or the player and the laser scanner.
- the touch-sensitive floor can limit the play space at its lower end and be designed to determine the position of the object and / or the player by their contact with the touch-sensitive floor.
- the game device preferably has a projector which is set up to project the target field onto the display area. It's particularly easy with the projector possible to retrofit an existing playing field, such as a squash court, and thus make it the game device according to the invention.
- the gaming device preferably has a screen which has the display area.
- the object is preferably a real object.
- the object is preferably a virtual object.
- the sensor system preferably has a first row of light barriers arranged in parallel, which is set up to determine a y coordinate of the point of impact.
- the sensor system can have a camera which is set up to determine a z coordinate of the point of impact.
- the sensor system can have a second row of light barriers arranged in parallel, which is set up to determine the z-coordinate of the point of impact.
- the object is the real object.
- the sensor system preferably has a camera which is set up to determine a y-coordinate and a z-coordinate of the point of impact.
- the object is the real object.
- the game device can have the screen, which is designed as a touchscreen and thus forms at least part of the sensor system.
- the touchscreen can be set up to detect a y-coordinate and a z-coordinate of the point of impact.
- the touchscreen can have, for example, pressure sensors, light sensors, a touch-sensitive film and / or a touch-sensitive electronic color.
- the object is the real object.
- the sensor system can be formed at least partially by the detection system and the sensor system can be set up to derive the point of impact from the position and / or a movement of a player. For example, an arm movement by the player can be used to simulate a hit with a tennis racket.
- the object is the virtual object.
- the y-axis associated with the y-coordinate can be arranged perpendicular to the z-axis associated with the z-coordinate. In all embodiments of the sensor system, the y-axis can be arranged horizontally and the z-axis can be arranged vertically.
- the leeway is preferably adjacent to the display area.
- the processing unit is preferably a personal computer and / or a server.
- the computing unit can be set up to determine whether the point of impact is in the target field.
- the gaming device has a further processing unit which is set up to determine whether the point of impact is in the target field.
- the further processing unit can also be a personal computer and / or a server.
- the object is a flying object.
- the object is a ball, medicine ball, or frisbee.
- the game device preferably has the object.
- the arithmetic unit is set up to determine a target space arranged in the game space on the basis of a predetermined rule using the position, and using the target space, the position and one ballistic model of the object to determine the target field so that when the player plays the object on the target field, the object after bouncing off the display area arrives in the target area.
- the predetermined rule can be selected, for example, so that the target space is arranged at the position of the player. As a result, the player does not have to move or only needs to move slightly to reach the object. This allows the player to concentrate on playing the object.
- the predetermined rule can be selected, for example, such that the target space is arranged at a different position than the position of the player.
- the computing unit can be designed as a client computing unit with which the predetermined rule, in particular via the server, can be entered and / or manipulated remotely into the computing unit. This makes it possible to change the predetermined rule quickly and / or in a variety of ways.
- the computing unit is preferably set up to determine a target point representative of the target area, to calculate a trajectory of the object using the ballistic model, which extends from the position of the object via the display area to the target point, and the target field around an intersection of the To determine trajectory around the display area.
- the point of intersection can be arranged in the center of gravity of the target field.
- the target area or the target point can be determined in such a way that the target area or the target point change when the position changes.
- the target area or the target point are determined on the basis of the position that the object and / or the player have at a predetermined point in time.
- the predetermined point in time can, for example, coincide with the point in time at which the object strikes the display area or can be determined with a predetermined time delay from the point in time at which the object strikes the display area.
- the predetermined point in time coincides with the point in time at which the object changes its direction of movement in a direction away from the display area in a direction towards the display area, or with a predetermined time delay at the point in time at which the object hits the Ad space meets, is determined.
- the computing unit is set up to determine the position of the object as a function of the position of the player.
- the computing unit can be set up to equate the position of the object with the position of the player.
- the arithmetic unit can be set up to determine the position of the object according to a predetermined arithmetic rule at a different position than the position of the player. It is conceivable that the detection system is set up to distinguish whether the player is holding a racket in a forehand or in a backhand, and that the predetermined calculation rule is different depending on whether the player holds the racket in the forehand or in the Holds backhand.
- the ballistic model describes a force-free movement of the object. This is advantageously a particularly low-computation-intensive ballistic model.
- the computing unit can be set up to calculate the trajectory using the position of the object and the target point and taking into account the reflection of the object on the display surface. It is not necessary here for a speed to be determined for the object. It is conceivable here that the ballistic model shows a loss of energy kinetic energy of the object is taken into account by bouncing off the display surface. This makes the ballistic model particularly realistic, so that the object, when it is played into the target field, has a high probability of reaching the target area.
- the ballistic model has an acceleration due to the force of gravity. This makes the ballistic model particularly realistic, so that the object, when it is played into the target field, has a high probability of reaching the target area. It is preferred that the ballistic model takes into account an energy loss in the kinetic energy of the object due to the ricochet from the display surface. This makes the ballistic model particularly realistic, so that the object, when it is played into the target field, has a high probability of reaching the target area. In addition, it is preferred that the ballistic model takes into account an air friction resistance. The likelihood of the object reaching the target space when played into the target field is particularly high if the ballistic model includes several or all of the acceleration due to gravity, the loss of kinetic energy of the object from bouncing off the display surface and the aerodynamic drag taken into account.
- the ballistic model preferably has an initial speed for the object at the position of the object or a final speed for the object at the target point.
- a customary initial speed that occurs when the object is played can be selected for the initial speed. This can be, for example, a usual speed at which the player hits a squash ball or a tennis ball with a racket, throws a handball or shoots a soccer ball.
- For the final speed a normal speed occurring after the ricochet and in the target area or at the target point can be selected.
- the direction of the object associated with the initial speed can be varied until the trajectory reaches an acceptance range around the target point.
- the equation of motion can be solved with the position of the object, the target point and the final speed as the boundary conditions.
- a plurality of the predetermined rules are stored in the arithmetic unit, each of which has a different degree of difficulty for the player when playing with the gaming device. By choosing the predetermined rule, it is now possible to change the level of difficulty.
- the detection system is preferably set up to determine the number of players.
- the detection system is set up to determine the number of players, and a different one of the predetermined rules or a different set of the predetermined rules is stored in the arithmetic unit for each number of players. This makes it possible to automatically adapt the predetermined rules to the number of players.
- the detection system is preferably set up to determine the positions of at least the object and the player or of at least two of the objects or of at least two of the players. This opens up many new ways of controlling a game. It is preferred that the detection system is set up to determine the positions of at least two of the players, and the computing unit is set up to determine the target space using the positions of the at least two of the players. This makes it possible to control the game in such a way that it is unlikely for the at least two of the players to collide, whereby the risk of injury is low. For example, it is possible to determine the target field in such a way that one of the players has to move away from the other players or only slightly in the direction of the other players in order to reach the object.
- the detection system is preferably set up to determine an eye point position of an eye point of the player in the partial area of the game space and to adapt the perspective of an image displayed on the display surface to the eye point position.
- the detection system can be configured to determine the position of both eyes of the player and to determine the eye point position as the center point of the positions of both eyes.
- the detection system can be set up to detect the head and to determine the eye point position, for example, as the center of the head or as the center of an area which lies on the end of the head facing the display area.
- the detection system is preferably set up to detect whether the object was played by a hand of the player or a foot of the player.
- the arithmetic unit may be provided with a different predetermined rule or a different set of the predetermined rules than in the case where the object was played by the foot.
- the detection system is set up to recognize whether the player is holding a club in his hand and in particular whether the object was played by the bat.
- the arithmetic unit may be provided with a different predetermined rule or a different set of the predetermined rules than in the case where the object was played by the hand or the foot.
- the detection system is set up to recognize whether the object was played in accordance with a set of rules associated with the gaming device. This can prevent game fraud.
- the game device is preferably set up so that a kickback sport, in particular squash, tennis, volleyball, a shooting sport, in particular archery, or American football can be played with the game device.
- a kickback sport in particular squash, tennis, volleyball, a shooting sport, in particular archery, or American football can be played with the game device.
- a device has two of the play devices according to the invention or two preferred embodiments of the play device according to the invention, the device being set up to display the position detected in one of the play devices in the other of the play devices.
- the two game devices can be set up at different locations so that two of the players or two teams can play against each other or with one another over a large distance.
- the position can be displayed on the display of the other of the game devices. It is preferred that the device is set up to display the positions recorded in both game devices in each case in the other game device, in particular on its display surface.
- Figure 1 shows a perspective view of a game device.
- FIG. 1 A third embodiment for the predetermined rule is illustrated in FIG. 1
- a game device 1 has a display area 2, a play area 8 assigned to the display area 2, a sensor system 3 which is set up to detect a point of impact 11 of an object 6 on the display area 2, a detection system 4 which set up to detect the position of the object 6 and / or a player 5 in at least a partial area of the game space 8, and a computing unit 15 that is set up to determine a target field 7 on the display area 2 using the position.
- the game device 1 is set up to display the target field 7 on the display area 2 and to determine whether the point of impact 11 is in the target field 7.
- the clearance 8 can adjoin the display area 2.
- the computing unit 15 can be a personal computer and / or a server.
- the computing unit can be set up to determine whether the point of impact is in the target field.
- the gaming device has a further processing unit which is set up to determine whether the point of impact is in the target field.
- the further processing unit can also be a personal computer and / or a server.
- the object can be a flying object.
- the object 6 can be a ball, a medicine ball or a frisbee.
- the game device 1 can have the object 6. It is conceivable that the target space 12 extends from a lower to an upper end of the clearance 8. It is also conceivable that the clearance 12 extends only in a partial area of the total height extension of the clearance 12.
- FIG. 1 An exemplary coordinate system with an x-axis, a y-axis and a z-axis is shown in FIG are each arranged perpendicular to each other.
- the x-axis and the y-axis are arranged horizontally and the z-axis is arranged vertically.
- the normal of the display area 2 is arranged parallel to the x-axis.
- FIG. 1 shows that the detection system 4 can be arranged at an upper end of the display area 2, for example.
- the detection system 4 has a depth camera.
- the depth camera is set up to record a two-dimensional or three-dimensional image of the game space 8, each pixel of the two-dimensional or three-dimensional image representing a distance value.
- the distance value can be, for example, the distance from a point on the object 6 and / or the player 5 to the depth camera.
- the depth camera can be set up, for example, to determine the distance by means of a transit time measurement of an electromagnetic pulse.
- the detection system 4 can have a laser scanner and / or a touch-sensitive floor 13.
- the laser scanner can also be set up to determine a distance from a point of the object 6 and / or the player 5 to the laser scanner.
- the touch-sensitive floor 13 can delimit the play space 8 at its lower end and can be set up to determine the position of the object 6 and / or the player 5 by their contact with the touch-sensitive floor 13.
- the game device 1 can have a projector which is set up to project the target field 7 onto the display surface 2.
- the game device 1 can have a screen which has the display area 2.
- the object can be a real object. It is also conceivable that the object is a virtual object.
- the sensor system 3 can have a first line of have light barriers arranged in parallel, which are set up to determine a y-coordinate, which belongs to the y-axis in FIG. 1, of the point of impact 11.
- the sensor system 3 can have a camera which is set up to determine a z coordinate, which belongs to the z axis in FIG. 1, of the point of impact 11.
- the camera can be set up to use the speed and the direction of the object 6 before and after the impact on the point of impact 11 in order to determine the z coordinate.
- the sensor system 3 can have a second row of light barriers arranged in parallel, which is set up to determine the z coordinate of the point of impact 11.
- the object can be the real object.
- the sensor system 3 preferably has a camera which is set up to include a y coordinate that belongs to the y axis in FIG. 1, and a z coordinate that belongs to the z axis in FIG FIG. 1 includes determining the point of impact 11.
- the object can be the real object.
- the gaming device 1 can have the screen, which is designed as a touchscreen and thus forms at least part of the sensor system 3.
- the touchscreen can be set up to determine a y-coordinate, which belongs to the y-axis in FIG. 1, and a z-coordinate, which belongs to the z-axis in FIG. 1, of the point of impact 11.
- the object can be the real object.
- the sensor system 3 can be at least partially formed by the detection system 4 and the sensor system 3 can be set up to derive the point of impact from the position and / or a movement of a player 5. For example, this can be done from an arm movement of the player 5 a hit with a tennis racket can be simulated.
- the object is the virtual object.
- FIGS. 2 to 4 show that the computing unit 15 can be set up to determine a target space 12 arranged in the game space 8 on the basis of a predetermined rule using the position, and using the target space 12, the position and a ballistic model of the object 6 Target field 7 to be determined in such a way that when the player 5 plays the object 6 against the target field 7, the object 6 arrives at the target area 12 after bouncing off the display area 2.
- the computing unit 15 can be set up to determine a target point 9 that is representative of the target area 12 and, using the ballistic model, to calculate a trajectory 10 of the object 6 that extends from the position of the object 6 via the display area 2 to the target point 9 and to determine the target field 7 around an intersection point 14 of the trajectory 10 on the display area 2.
- the computing unit 15 can be designed as a client computing unit with which the predetermined rule, in particular via the server, can be entered and / or manipulated remotely into the computing unit 15.
- the detection system 4 can be set up to determine the position of the object 6.
- the computing unit 15 can be set up to determine the position of the object 6 as a function of the position of the player 5.
- the computing unit 15 is set up to equate the position of the object 6 with the position of the player 5, as is indicated in FIGS. 2 to 4, for example.
- the arithmetic unit 15 can be set up to determine the position of the object 6 according to a predetermined arithmetic rule at a different position than the position of the player 5.
- the detection system 4 is set up to distinguish whether the player 5 is holding a racket in a forehand or in a backhand, and that the predetermined calculation rule is different depending on whether the player 5 is holding the racket in the forehand or in the backhand.
- the ballistic model describes a force-free movement of the object 6. It is conceivable here that the computing unit 15 is set up to determine the trajectory 10 without using a speed of the object. Alternatively, it is conceivable that the ballistic model takes forces that occur when calculating the trajectory 10 into account. It is conceivable here that the computing unit 15 is set up to take into account a speed of the object 6. It is conceivable that the ballistic model has an initial speed for the object 6 at the position of the object or a final speed for the object 6 at the target point 9. In order to take into account the forces that occur, the ballistic model can have an acceleration due to gravity, take into account air friction resistance and / or take into account an energy loss of the kinetic energy of the object 6 due to the ricochet from the display surface 2.
- the predetermined rule according to Figure 2 relates to a game in which only one of the players 5 is in the game room 8
- the predetermined rule according to Figure 3 refers to a game in which exactly two of the players 5, 5 'are in the game room 8
- the predetermined rule according to Figure 3 relates to a game in which exactly two of the players 5, 5' or more than two of the Players 5, 5 ', 5''are in game room 8.
- the game is played by players 5, 5 ', 5 "together and with only one object 6, whereas according to FIG. 4 the game is played by players 5, 5', 5" next to one another with one object 6 for each the player 5, 5 ', 5''is played.
- the target field 7 is selected such that a straight line which runs parallel to the x-axis and through the intersection point 14 runs next to the player 5.
- the player 5 has to move after he has played the object 6 in the target field 7 in order to then reach the object 6 again.
- a straight line that runs parallel to the x-axis and through the intersection point 14 hits the player 5.
- a plurality of the predetermined rules are stored in the computing unit 15, each of which has a different degree of difficulty for the player 5 when playing with the gaming device 1. For example, as the degree of difficulty increases, the distance from the position to the target area 12 can be chosen to be longer and longer.
- the detection system 2 is set up to determine the positions of two of the players, namely a first player 5 and a second player 5 '.
- the computing unit 15 is set up to determine the target space 12 using the positions of the first player 5 and the second player 5 ′.
- the first player 5 plays the object 6 on the display area and the second player 5 'is supposed to reach the object 6.
- the target area 12 can now be selected such that the target area 12 is arranged on the side of the second player 5 ′ facing away from the first player 5.
- the second player 5 ′ has to move away from the first player 5 in order to reach the object 6.
- the target area 12 is arranged at the position of the second player 5 '.
- the second player 5 ′ can concentrate on playing the object 6. It is also conceivable that the target area 12 is arranged between the first player 5 and the second player 5 '. As a result, the second player 5 ′ has to move towards the first player 5 in order to reach the object 6. It is also conceivable that, according to the predetermined rule, on successive moves, there is an alternation between the target area 12 and the area facing away from the first player 5 Side of the second player 5 'is arranged, the target room 12, which is arranged at the position of the second player 5', and / or the target room 12, which is arranged between the first player 5 and the second player 5 '.
- a plurality of the predetermined rules are stored in the computing unit 15, each of which has a different degree of difficulty for the second player 5 ′ when playing with the gaming device 1. For example, as the degree of difficulty increases, the distance between the target area 12 and the position of the second player 5 'can be chosen to be longer and longer.
- the detection system 4 is set up to determine the positions of at least two of the players 5, 5 ′, 5 ′′.
- the arithmetic unit 15 is set up to use the positions to determine a respective leeway 12 for each of the players 5, 5 ′, 5 ′′.
- the target area 12 of each of the players 5, 5 ′, 5 ′′ can be determined in such a way that the target area 12 is between the players 5, 5 ′, 5 ′′ belonging to the target area 12 and their neighboring players 5, 5 ′, 5 "is arranged, or in the case that the player 5" has only one neighboring player 5 ", be arranged on the side of the player 5" facing away from the neighboring 5 "player. It is conceivable that a plurality of the predetermined rules are stored in the arithmetic unit 15, each of which has a different degree of difficulty for the players 5, 5 ′, 5 ′′ when playing with the game device 1. For example, as the degree of difficulty increases, the distance from the position to the target area 12 can be chosen to be longer and longer.
- the detection system 4 can be set up to determine the number of players 5.
- a different one of the predetermined rules or a different set of the predetermined rules can be stored in the arithmetic unit 15 for each number of the players 5.
- the predetermined rules or the sets of the predetermined rules be the predetermined rules described for Figures 2-4.
- the detection system can be set up to determine an eye point position of an eye point of the player 5 in the partial area of the game space 8 and to adapt the perspective of an image displayed on the display surface 2 to the eye point position.
- the detection system can be set up, for example, to determine the position of both eyes of the player 5 and to determine the eye point position as the center point of the positions of both eyes.
- the detection system can be set up, for example, to detect the head and to determine the eye point position, for example, as the center of the head or as the center of an area located on the end of the head facing the display area.
- the detection system 4 can be set up to detect whether the object 6 was played by a hand of the player 5 or a foot of the player 5. In addition, the detection system 4 can be set up to recognize whether the player 5 is holding a bat in his hand and in particular whether the object 6 has been played by the bat. The detection system 4 can also be set up to recognize whether the object 6 was played in accordance with a set of rules associated with the game device 1.
- the game device 1 is set up so that a kickback sport, in particular squash, tennis, a shooting sport, in particular archery, or American football can be played with the game device 1.
- a kickback sport in particular squash, tennis, a shooting sport, in particular archery, or American football
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Health & Medical Sciences (AREA)
- General Health & Medical Sciences (AREA)
- Physical Education & Sports Medicine (AREA)
- Processing Or Creating Images (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
Description
Claims
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
DE102019135695 | 2019-12-23 | ||
DE102020109414.0A DE102020109414A1 (de) | 2019-12-23 | 2020-04-03 | Spielgerät |
PCT/EP2020/087488 WO2021130179A1 (de) | 2019-12-23 | 2020-12-21 | Spielgerät |
Publications (1)
Publication Number | Publication Date |
---|---|
EP4081319A1 true EP4081319A1 (de) | 2022-11-02 |
Family
ID=76205860
Family Applications (1)
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EP20842573.6A Pending EP4081319A1 (de) | 2019-12-23 | 2020-12-21 | Spielgerät |
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US (1) | US20220314098A1 (de) |
EP (1) | EP4081319A1 (de) |
JP (1) | JP2023507857A (de) |
CN (1) | CN114901370A (de) |
DE (1) | DE102020109414A1 (de) |
WO (1) | WO2021130179A1 (de) |
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GB9419981D0 (en) * | 1994-10-04 | 1994-11-16 | Oliver Peter | improvements in and relating to exercise apparatus |
JP3619223B2 (ja) * | 2002-09-12 | 2005-02-09 | コナミ株式会社 | ゲーム装置 |
US7182704B2 (en) * | 2003-12-10 | 2007-02-27 | Avery Levy | Automated ball game training and playing system |
US9370704B2 (en) * | 2006-08-21 | 2016-06-21 | Pillar Vision, Inc. | Trajectory detection and feedback system for tennis |
US20160166912A1 (en) * | 2014-12-12 | 2016-06-16 | Roberto Caballero Paredes | Tennis training device using virtual targets |
DE102016108981A1 (de) * | 2016-05-13 | 2017-11-16 | Umbrella Software Development GmbH | Einrichtung und Verfahren zum Training einer Ballsportart |
DE102016110818A1 (de) * | 2016-06-13 | 2017-12-14 | FUN WITH BALLS GmbH | Spielgerät für eine Rückschlag-Sportart |
WO2018137767A1 (en) * | 2017-01-26 | 2018-08-02 | Telefonaktiebolaget Lm Ericsson (Publ) | Detection systems and methods |
CN110354475A (zh) * | 2019-07-16 | 2019-10-22 | 哈尔滨理工大学 | 一种网球挥拍动作定型训练方法和装置 |
CN110420445B (zh) * | 2019-07-23 | 2020-10-16 | 东南大学 | 一种基于增强现实的壁球训练方法及装置 |
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- 2020-12-21 JP JP2022563243A patent/JP2023507857A/ja active Pending
- 2020-12-21 WO PCT/EP2020/087488 patent/WO2021130179A1/de unknown
- 2020-12-21 CN CN202080089279.9A patent/CN114901370A/zh active Pending
- 2020-12-21 EP EP20842573.6A patent/EP4081319A1/de active Pending
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2022
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CN114901370A (zh) | 2022-08-12 |
DE102020109414A1 (de) | 2021-06-24 |
WO2021130179A1 (de) | 2021-07-01 |
US20220314098A1 (en) | 2022-10-06 |
JP2023507857A (ja) | 2023-02-27 |
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