GB2414419A - Games station - Google Patents
Games station Download PDFInfo
- Publication number
- GB2414419A GB2414419A GB0428225A GB0428225A GB2414419A GB 2414419 A GB2414419 A GB 2414419A GB 0428225 A GB0428225 A GB 0428225A GB 0428225 A GB0428225 A GB 0428225A GB 2414419 A GB2414419 A GB 2414419A
- Authority
- GB
- United Kingdom
- Prior art keywords
- player
- games
- station
- game
- computer
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
Links
Classifications
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- 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
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
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- A63F13/12—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1081—Input via voice recognition
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/201—Playing authorisation given at platform level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/301—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device using an additional display connected to the game console, e.g. on the controller
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/302—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/572—Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Acoustics & Sound (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
A games station (12) comprises a personal computer (14) operable to play a computer game and to trigger changes to the environment of a player at the station in response to events in the game. The changes may comprise at least one of light, smoke, mist, smell, vibration, and/or temperature. The games station (12) is preferably located in a gaming room (10) having one or more projectors (30).
Description
241441 9
GAMES STATION
The present invention relates to a games station for playing computer games.
Conventional computer games generate sounds and images which are viewed on a display screen. Accordingly, most games stimulate the central as opposed to the peripheral vision of a player. Existing gaming centres have games stations in which the player's environment in part relates to the game played, for example driving games in which a player sits in a model car and plays the game via the controls of the car. However, the environment the player is in does not change in response to the game being played. The game only generates sounds and images to be viewed on a monitor. There are no special effects which are controlled by the game and thus the player does not sense that the environment he is in is reacting and responding to what he is viewing on the monitor.
Theme park rides often use special effects such as lighting, smoke and water jets.
However, since the ride is not controlled by the player, these effects do not react to the actions of the player.
The present invention seeks to provide an improved games station.
According to an aspect of the present invention, there is provided a games station comprising a computer operable to play a computer game and to trigger changes to the environment of a player at the station in response to events in the game.
The changes to a player's environment may comprise at least one, and preferably at least two of the following effects: light, smoke, mist, smell, vibration, temperature. Preferably, the effects are triggered at substantially the same time.
Preferably sounds generated by the computer game trigger changes to the player's environment.
The computer ideally has a sound output which is connected to a sound to light converter.
The sound to light converter advantageously controls a vibration device which delivers vibration to a player at the games station.
Preferably the sound to light converter triggers a light beam aimed substantially at the head or chest of a player at the games station.
In a preferred embodiment, the games station is located in a room provided with one or more projectors.
Preferred embodiments of the present invention will now be described, by way of example only, with reference to the accompanying drawings of which: Figure I is a schematic drawing of a gaming room having a games station in accordance with a preferred embodiment of the present invention; and Figure 2 is a plan view of a gaming room in accordance with an alternative embodiment of the present invention.
Referring to Figure 1, the gaming room 10 includes thirty two pods or games stations 12, each comprising a games unit 14 or personal computer (PC) and a chair 16. Each PC 14 is connected to a display screen 18 and at a controller 20, typically a keyboard and a mouse.
The keyboard and mouse are hard wired into a desk 22. The desks 22 are arranged around the perimeter of the room, along the walls, since this arrangement stimulates game play and communication between players, A partition or screen 23 is provided on either side of the PC 14, abutting a wall 25 of the room 10, so that a player is not distracted by images on neighbouring display screens. The screens are substantially white.
Each PC 14 is fitted with a 'total immersion' kit which enables the PC to change the environment of the player, once the player is seated at a games station 12, by driving different special 'immersion' effects such as smell, vibration and light.
Each PC 14 has a sound output which is connected to a standard sound to light converter which has been modified to suit the gaming environment. The converter contains a 240V to 12V DC PSU which comprises a 240V AC / 12V DC 0.5A step down transformer and which is DC regulated via a L78112V power regulator. In addition, a Sound Pre-Amplifier is connected to the sound output via a stereo connection. The pre amplifier gives a set boost of 40db to the sound output.
The sound to light converter is based on the OPTO-TRIAC MOC3021 and uses the 2N6075 / BT136 Mains voltage triac. The converter converts the small sound output of the games unit into a 240V mains based signal. This signal can then be used by various devices to trigger different Immersion effects. One sound to light module is placed per line signal of the preampl ifier.
Each games station 12 has 3 PAR36 directional spot lights 24, which are generally aimed at the chest or head of the player seated at the games station. The sound to light converter triggers one or more of the lights 24. One of the lights 24 has a red bulb, a second light has a green bulb and a third light has a blue bulb. Each light 24 generates a light beam (Light Cannon) which is a 10 Degree beam with little/no light flood. A red bulb is used.
The sound to light converter also controls two solenoid or motor based vibration devices 26, one of which is attached to the back 27 of the chair 16 and the other is attached underneath the seat portion 29 of the chair 16 of the player. The motor has a weight welded to the centre shaft. When the motor is triggered by the sound to light convertor, the shaft rotates with the weight off balance, and the motor causes a vibration. It is activated at substantially the same time as the light beam.
The sound output is further connected to an intelligent set of headphones to enable voice commands.
A remote master PC is located away from the main games room and is linked to the games units to monitor the overall game play in the gaming rooms. The master PC has a sound output connected to a DMX sound board. The DMX sound board converts sounds from the games being played into DMX signals.
The gaming room has three 3MW Red Lasers, three 180 / 90 degree multi colour / gobo scanners ('intelligcut' scanners) and eight PAR36 directional spot lights. DMX signals trigger the lights on/off and to rotate. The lasers are of the type typically found in night clubs, and are positioned to avoid shining in a player's eyes and to provide over head lighting.
The DMX signals also trigger a water mister and two smoke/haze machines. Smoke is blown into the gaming room via ducting and 4 inch (10.16cm) x 9 inch (22.86cm) fans 28.
A smell machine 32 is triggered by the DMX signals.
In addition, the gaming room has projectors 30 (industry standard) which are driven by the remote PC via DMX signals. A projector is mounted on both screens 23. A further projector is mounted to project images onto wall 25.
In use, a player registers his details either on-line via the internet or on arrival at the gaming centre. Once his details have been stored in a database, a unique log in code is created for the player, which facilitates for example payment, credit control, parental control and protects against damage to the equipment.
When the player arrives, the player enters his log in code to gain entry to the games room 10. Each games unit 14 is locked with most operating functions disabled. The player re- enters his code at a games unit 14 which unlocks the games available to that the player.
Depending upon the age of the player, some games may be inaccessible. By entering his log in code, the computer can detect how much credit the player has and the duration of the gaming session.
A launch screen is used to play each game which is hosted via an Internet web page, for example running FLASH 6.
The player sits at the activated games unit 14 and chooses the type of game, the particular game and how he wants to play the game. For example, he may choose to play a death match game (all against all) of 'Unreel Tournament'. The player selects the game and waits for other players to join in. The other players may be in same games room or may be located elsewhere, playing on-line.
The games room 10 is dark apart from the light ofthe display screens, the room exit light and some very small room safety lights. This is so the light effects generated by the game are optimised.
Whilst the game is being played, the projectors 30 project scenery that is relevant to the game onto screens 23 and wall 25 which substantially fill the player's peripheral vision.
The type of images projected will depend on the game being played. Typical images are stars/space, sea, mountains, castle walls.
When an event occurs in the game which generates a noise, for example gun fire, explosions, death or near death of a player, the chair 16 will vibrate and the red light 24 is triggered to fire light onto the player from above. The red light beam gives a sense of heat.
Other events will trigger different coloured lights, for example a blue bulb to give a sense of cold. Two or more lights 24 may be triggered in combination to give a range of coloured light. Other effects are triggered by events in the game such as the smoke machines and a water mister which gives the impression of blood and gore. The smell machine is also triggered. For example, in a game re-enacting the D-Day landings, the player will smell gun smoke or sea air or the player will sense the damp smell of an old castle. Thus most of the player's senses are stimulated substantially simultaneously.
An advantage of the above-described game station is that the environment of the player reacts to the game being played. This results in a more enjoyable gaming experience as the players are immersed in the game in that they feel a real part of the game they are playing.
The games stations use standard electronics devices which are readily available. Existing gaming facilities can be easily converted. Any games can be played in this way. The arrangement encourages team play and brings players to communicate in a focused and determined way.
Numerous variations are possible.
Each games unit may have more than one sound to light converter.
Instead of the changes to a player's environment being triggered by a sound to light converter, the game code in the computer program could be used to directly trigger changes, or the changes could be otherwise controlled by electronic signals from the games unit 14.
The games units may be connected to DMX sound boards. Each games unit may have an internal DMX 512 controller controlled by software running on the games unit. The controller may be a five channel DMX controller. DMX signals from the controller control a set of intelligent lights. For example, five intelligent lights may be positioned above each games station so that there are three to the front of the player (one left, centre and right) and two to the rear (one left, one right). The games unit/software can trigger the operation of these lights in response to events within the game. The lights can be operated independently of each other. Thus when the player views an event within the game on the monitor or hears an event, a relevant light will be triggered. The signals can control the colour, shade and brightness of the lights. For example, if a grenade explodes in the game to the front left and front centre of the player, the lighting to the front left and front centre of the player will be triggered. Accordingly, if an explosion happens behind the player in the game, then the lighting behind the player will be triggered.
A vibration device may be attached to the desk in addition or instead of one or more vibration devices being attached to the chair.
The changes to a player's environment may include touch, for example whereby at least a part of the player is gripped, prodded or otherwise stimulated.
Any number and any colour lights may be used.
The temperature of part or the whole of the gaming room may be altered.
The projectors may be 180 degree projectors, such as the type used in IMAX cinemas.
Each games unit may be connected to a surround sound system such as a 7.1 surround system. In addition, the gaming room may have its own surround system, which may be controlled by the remote master PC.
Instead of a standard PC monitor, the display device may be one or more large projection screens, which may be concave. This would then fill the player's entire vision, which along with the lighting and smoke effects, would totally immerse the player in the game.
The PCs may be located on racks in a separate, temperature controlled room ("PC farming"). If there is a problem with one PC then it can readily be replaced by another PC without disturbing the player.
Instead of a PC, the games unit may be a games console.
The controller may be any type of control device such as a keyboard, mouse, joystick, steering wheel, game pad such as a Nostromo Game Pad N20. There may be more than one control device.
The screens may be made of a sheet of transparent material which becomes opaque on application of an electric current. Transparent screens allow more interaction between players, whereas images can be projected onto an opaque screen thus improving the immersion of the player into the game.
One or both of the screens may be omitted, however this is not as advantageous as the player may be distracted by a neighbouring player.
There may be more than one master PC.
There may be any number of games units in a games room. There may be a network of games rooms around the world which are interconnected so that a player can play against another player in a different country.
The games units can be used either as individual games units or as team units. For example, a team of players can play against a second team. Alternatively, the players can play a 'free for all/last man standing' or death match game.
The games units may be used to provide an interactive, stimulating environment for children with communication and learning difficulties.
Instead of games, the games stations may be used to access internet chat rooms to chat to other users in the room. The projectors may project images which are conducive to chatting, for example images of dinner parties.
The unique log-in code may be obtained by biometric scanning of the player's hand. Entry to the centre and initiating a game could be achieved by subsequent scanning of the player's thumb.
In an alternative embodiment as shown in Figure 2, the games room 100 has a large central platform 102 which is moveable vertically, for example pneumatically or by means of steel cables. The platform 102 is generally oval shaped and has rotatable seats 104 located around its periphery. The seats 104 are connected to the platform 102. The players sit facing the centre of the platform 102. Once all players are seated, the platform 102 is raised from the floor 106 of the room 100. The seats 104 rotate so that each player faces a substantially rectangular display screen 108 connected to a wall of the room 100. The sides 1 10 of the screen 108 form a barrier so that each player is not distracted by the images on another player's screen. Each player takes a controller, which is connected to a wall of the room, to initiate game play.
The display screens may be of any shape, for example the screens may be concave so that the curved sides of the screen form a barrier.
Claims (17)
1. A games station comprising a computer operable to play a computer game and to trigger changes to the environment of a player at the station in response to events in the game.
2. A games station as claimed in claim 1, wherein the changes to a player's environment comprise at least one of the following effects: light, smoke, mist, smell, vibration, temperature, touch.
3. A games station as claimed in claim 2 wherein the changes comprise at least two of the following effects: light, smoke, mist, smell, vibration, temperature, touch.
4. A games station as claimed in any preceding claim wherein the changes are triggered at substantially the same time.
5. A games station as claimed in any preceding claim wherein sounds generated by the computer game trigger changes to the player's environment.
6. A games station as claimed in any preceding claim wherein the computer has a sound output which is connected to a sound to light converter.
7. A games station as claimed in claim 6 wherein the sound to light converter controls a vibration device which delivers vibration to a player at the games station.
8. A games station as claimed in claim 6 or 7 wherein the sound to light converter triggers a light beam aimed substantially at the head or chest of a player at the games station.
9. A gaming room comprising at least one games station as claimed in any preceding claim and one or more projectors.
10. A gaming room as claimed in claim 9 comprising a seat for a player to sit on and operate the computer, the seat being provided with at least one vibration device controlled by a sound to light converter connected to the computer.
11. A gaming room as claimed in claim 10 wherein the seat has a back portion provided with a vibration device and a seat portion, the underneath of which is provided with a vibration device.
12. A gaming room as claimed in any of claims 9 to 11 comprising an output of a smoke machine and/or a water mister.
13. A gaming room as claimed in any of claims 9 to 12 wherein a screen is provided on either side of the games station.
14. A gaming room as claimed in any of claims 9 to 13, comprising at least five lights, controlled by a sound to light converter connected to the computer, the lights being positioned so that when a player is seated at the games station there are three lights in front of him, one each to the player's left, centre and right and two lights to the rear of the player, one to his left and one to his right.
15. A computer program comprising computer program code means for interfacing with a games station as claimed in any of claims I to 8, running a computer game and triggering changes to the environment of a player at the station in response to events in the game.
16. A games station substantially as herein described with reference to each of the accompanying drawings.
17. A gaming room substantially as herein described with reference to each of the accompanying drawings.
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GBGB0330017.5A GB0330017D0 (en) | 2003-12-24 | 2003-12-24 | Games station |
Publications (2)
Publication Number | Publication Date |
---|---|
GB0428225D0 GB0428225D0 (en) | 2005-01-26 |
GB2414419A true GB2414419A (en) | 2005-11-30 |
Family
ID=30776522
Family Applications (2)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GBGB0330017.5A Ceased GB0330017D0 (en) | 2003-12-24 | 2003-12-24 | Games station |
GB0428225A Withdrawn GB2414419A (en) | 2003-12-24 | 2004-12-23 | Games station |
Family Applications Before (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GBGB0330017.5A Ceased GB0330017D0 (en) | 2003-12-24 | 2003-12-24 | Games station |
Country Status (1)
Country | Link |
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GB (2) | GB0330017D0 (en) |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP2067508A1 (en) * | 2007-11-29 | 2009-06-10 | AMBX UK Limited | A method for providing a sensory effect to augment an experience provided by a video game |
US10004984B2 (en) * | 2016-10-31 | 2018-06-26 | Disney Enterprises, Inc. | Interactive in-room show and game system |
US10241529B2 (en) | 2011-03-15 | 2019-03-26 | Aristocrat Technologies Australia Pty Limited | Environment controller, an environment control system and environment control method |
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WO1997029822A1 (en) * | 1996-02-14 | 1997-08-21 | Flogiston Corporation | Immersive cyberspace system |
WO2001017628A1 (en) * | 1999-09-03 | 2001-03-15 | Florian Juergs | Entertainment device |
US6224491B1 (en) * | 1996-06-28 | 2001-05-01 | Kabushiki Kaisha Sega Enterprises | Ride-type game machine |
US6301845B1 (en) * | 1998-11-02 | 2001-10-16 | Cyrus Milanian | Amusement and virtual reality ride |
JP2002085855A (en) * | 2000-09-19 | 2002-03-26 | Mitsubishi Heavy Ind Ltd | System of utilizing game software and method of delivery for the same |
US20020154787A1 (en) * | 2001-02-20 | 2002-10-24 | Rice Richard F. | Acoustical to optical converter for providing pleasing visual displays |
US20020186348A1 (en) * | 2001-05-14 | 2002-12-12 | Eastman Kodak Company | Adaptive autostereoscopic display system |
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2003
- 2003-12-24 GB GBGB0330017.5A patent/GB0330017D0/en not_active Ceased
-
2004
- 2004-12-23 GB GB0428225A patent/GB2414419A/en not_active Withdrawn
Patent Citations (8)
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US5354162A (en) * | 1991-02-26 | 1994-10-11 | Rutgers University | Actuator system for providing force feedback to portable master support |
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US6224491B1 (en) * | 1996-06-28 | 2001-05-01 | Kabushiki Kaisha Sega Enterprises | Ride-type game machine |
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WO2001017628A1 (en) * | 1999-09-03 | 2001-03-15 | Florian Juergs | Entertainment device |
JP2002085855A (en) * | 2000-09-19 | 2002-03-26 | Mitsubishi Heavy Ind Ltd | System of utilizing game software and method of delivery for the same |
US20020154787A1 (en) * | 2001-02-20 | 2002-10-24 | Rice Richard F. | Acoustical to optical converter for providing pleasing visual displays |
US20020186348A1 (en) * | 2001-05-14 | 2002-12-12 | Eastman Kodak Company | Adaptive autostereoscopic display system |
Cited By (3)
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EP2067508A1 (en) * | 2007-11-29 | 2009-06-10 | AMBX UK Limited | A method for providing a sensory effect to augment an experience provided by a video game |
US10241529B2 (en) | 2011-03-15 | 2019-03-26 | Aristocrat Technologies Australia Pty Limited | Environment controller, an environment control system and environment control method |
US10004984B2 (en) * | 2016-10-31 | 2018-06-26 | Disney Enterprises, Inc. | Interactive in-room show and game system |
Also Published As
Publication number | Publication date |
---|---|
GB0428225D0 (en) | 2005-01-26 |
GB0330017D0 (en) | 2004-01-28 |
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