GB2507461A - Apparatus for playing thumb wrestle game - Google Patents

Apparatus for playing thumb wrestle game Download PDF

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Publication number
GB2507461A
GB2507461A GB201115969A GB201115969A GB2507461A GB 2507461 A GB2507461 A GB 2507461A GB 201115969 A GB201115969 A GB 201115969A GB 201115969 A GB201115969 A GB 201115969A GB 2507461 A GB2507461 A GB 2507461A
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GB
United Kingdom
Prior art keywords
controller
game apparatus
game
thumb
glove
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Withdrawn
Application number
GB201115969A
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GB201115969D0 (en
Inventor
Saxon Reece Jones
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Individual
Original Assignee
Individual
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Publication date
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Priority to GB201115969A priority Critical patent/GB2507461A/en
Publication of GB201115969D0 publication Critical patent/GB201115969D0/en
Publication of GB2507461A publication Critical patent/GB2507461A/en
Withdrawn legal-status Critical Current

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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
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0051Indicators of values, e.g. score counters
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B2071/0658Position or arrangement of display
    • A63B2071/0661Position or arrangement of display arranged on the user
    • A63B2071/0663Position or arrangement of display arranged on the user worn on the wrist, e.g. wrist bands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0616Means for conducting or scheduling competition, league, tournaments or rankings
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0669Score-keepers or score display devices
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2402Input by manual operation
    • A63F2009/2408Touch-sensitive buttons
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2402Input by manual operation
    • A63F2009/241Touch screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2436Characteristics of the input
    • A63F2009/2442Sensors or detectors
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/247Output devices audible, e.g. using a loudspeaker
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/49Miscellaneous game characteristics with provisions for connecting to a part of the body
    • A63F2250/491Finger
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/49Miscellaneous game characteristics with provisions for connecting to a part of the body
    • A63F2250/495Hand, arm or wrist
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/52Miscellaneous game characteristics with a remote control

Abstract

A game apparatus for playing a thumb wrestle game comprises a glove 1 provided with thumb-mounted "attack" and "defence" sensors 8, 7 connected to a controller 3 which collates, records and/or transmits game play data interpreted through actuation of the sensors. The sensors comprise contact switches or pressure sensors which sense or detect contact between the attack sensor of the glove worn by one player and the defence sensor of the glove worn by another player. The controller 3 may be worn as a watch (not shown), or mounted within a housing 5 on the back of the glove. The controller may connect to a computer, a PDA (Personal Digital Assistant), a smart phone running a suitable application program, or an existing game platform device. Data collated or recorded may subsequently be uploaded to an online database from which personal and team rankings can be displayed via an Internet website (see figures 11a-f). The gloves may be provided with sensory alert means, such as a buzzer (not shown), light 24 or vibration device 21, operable to indicate a successful attack. The gloves may include detachable character figures 30.

Description

tM:;: INTELLECTUAL
PROPERTY OFFICE
Application No. OB1 115969.6 RTM Date:29 Scptcnibcr 2011 The following terms are registered trademarks and should be read as such wherever they occur in this document: Bluetooth Intellectual Properly Office is an operaling name of Ihe Patent Office www.ipo.gov.uk
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GLOVE FOR THUMB WRESTLE GAME AND MEANS FOR
RECORDALrFRANSMITTAL OF RESULTS
Field of the Invention
The present invention relates to a thumb wrestle game, variants of which have been played for many years and are known globally. The invention more particularly relates to a game apparatus comprising glove for use in a thumb wrestle game or tournament and a means for collating, recording and/or transmitting scores or results of a game, game series or tournament.
Background to the Invention
In the classic school yard environment, the traditional thumb wrestle game usually comprised a "best-of-three" type scoring system, where in successive games, two opponents would stand face-to-face, with one hand extended, whereby the hands would hook together tightly with the fingers leaving the thumbs free and extended to play the game. Although the simple object of the game is to restrain the opponent's thumb, normally by holding it down using the thumb only for a count of three against the combined fist formed by the hooked fingers, the start of the game, the jousting of thumbs during the game and the final declaration of a "win" have become the subject of tradition and variants thereto. When commencing a game, there is often a countdown, sometimes accompanied by a declaration, for example, "one, two, three, four, I declare a thumbsie war", accompanied by lateral movement of each players thumb (so as not to give the opportunity of a "surprise attack" on a static thumb), upon which the thumb jousting begins.
The jousting itself can involve aggressive attacks from one side or the other to gain an advantageous position over the opponent's thumb and force it into a restrained or submission position or can involve teasing and tactical strokes of the opponent's thumb to lure the opponent into a counterstrike from which they in turn are vulnerable.
Once the opponent's thumb is captured, it must be held for a count of three during which time the opponent may iggle free or slip from under the attacker's thumb. It is here that occasionally arguments may ensue where the attacker will assert that a three-count has been achieved and the perceived loser will disagree.
One solution presented is the prior art to address the problem set out above is that of French Patent Publication No. FR 2 840 227 to BENITA which discloses a glove device on which there is provided complementary areas of hook and eye fabric (such as Velcro, RTM), whereby hook fabric is located on the thumb pad region of a glove and eye fabric is located on the upper thumb region of the glove, to provide an enhanced bonding between the pad region of an attacker's thumb and the upper region of the opponent/defender's thumb. It will be understood that imprecise contact will not impede the ability of a defender to evade an attacker, however, once the applied pressure normally associated with a winning position has been established, it will be more difficult for an opponent/defender to escape and even where successful, there will be an audible indicator realised by the separation of complementary regions of the hook and eye fabric. A variant of the disclosure refers to the provision of an indicator light which activates under pressure but does not describe how this variant addresses the object of the invention.
It has been noted by the Applicant and many other observers that with the proliferation of expensive and complicated electronic games devices that there is less and less social interaction between children and young teenagers (apart from online) and that the disparity between the "haves" and "have nots" increases the social rift making real-life interactions more fraught and therefore less likely.
Although the present invention is not a solution to these problems, it is an attempt to bring a classic interactive game up-to-date and to appeal to a wider audience.
The Tar1iei attempt to modernise the thumb wrestle game is disclosed in International Patent Publication No. WO 2009/138991 to BAR-HEN in which warrior figures are affixed to the top of thimbles which are fitted to the thumb of a player. The warriors are presented as a series of characters or animals and may have differing characteristics or point values associated with them, thereby adding interest to the game and/or an educational aspect. The game is played in a traditional manner except that the players try to "bring down the opponent warrior from contests' thumb". It is not detailed whether the warrior figure is dislodged from the top of the thimble, the thimble is dislodged from the opponents thumb or the thumb is trapped as heretofore.
Where new rules are associated with a traditional or well-known game, there is often great reluctance to accept those changes unless they can be agreed unilaterally between competitors. It is further thought that to gain acceptance quickly, the competitive aspect must have wider scope than just between individual pairs of competitors.
Accordingly, it is an object of the present invention to provide a game apparatus comprising a glove for a thumb wrestle game and a means for collation, recordal or transmittal of game results.
It is further an object of the present invention to modernise the thumb wrestle game and to present variable game plays, league tables, personal ability objectives and rewards, to introduce strategies and team play, whilst providing a game which includes tactile, aural and visual alerts to the competitors.
It is further an object of the present invention to seek to alleviate the disadvantages associated with existing thumb wrestle games and the apparatus provided to enhance the game or game play.
In the present description and the accompanying claims, the word "glove" is used throughout as an expression of convenience and it should be appreciated by the skilled reader that this word is not intended to be interpreted in a limited way. In its most obvious equivalents, a glove includes any kind of mitten or fingerless --4..
glove arrangement but should also be seen to include any handworn device, for example, a thumb sleeve, which connects thumb worn sensors to the means used for collating, recording and transmitting scores.
Sunmrnry of the Invention In its primary aspect the present invention provides a game apparatus comprising a contact switching element mountable on the thumb of a user, the switching element being in communication with a controller adapted to collate, record or transmit contact data.
The contact switching element may comprise a simple normally open contact 0 switch which is "made" when a corresponding switching element on the thumb of another user completes an electrical circuit on the switching element of the first user.
Optionally, the contact switching element comprises a pressure activated switch.
In one construction, the contact switching element is mounted within a thumb sleeve. Ideally, the thumb sleeve is integrally formed with a glove.
It will be appreciated that the controller may be remote of the or each switching element and electrically or wirelessly connected thereto. Advantageously, the controller is secured to the arm of a user.
In one arrangement, the controller is wrist-mounted and formed so as to resemble a wristwatch. Preferably, the controller is mounted on a glove worn by a user and ideally, the controller is disposed on the glove in the region corresponding to the back of a hand.
Advantageously, the glove includes a housing adapted to receive and releasably secure therein the controller, the housing having a plurality of electrical terminals connected to the or each contact switching element.
To effect a thumb wrestle game, a pair of switching elements are mountable on the thumb of a user, a first thumb pad switching element representing an "attack sensor" and a second thumbnail switching element representing a "defence sensor".
In a preferred construction, upon actuation of a switching element, a warning or confirmation device is enabled. Ideally, the warning or confirmation device is selected from one or more of: a vibration device, an audible buzzer, a light source and a speaker associated with the controller.
Conveniently, the warning or confirmation device is affixed to the glove.
In an embellishment to the invention, the apparatus includes character figures affixed to or which have means such as a ring or pop-fastener for mounting the figure on or adjacent the thumb of a user. Preferably, the or each character figure is in electrical communication with the controller.
In its simplest construction, the controller comprises an interface connecting the contact switching elements to a remote electronic device selected from a personal computer (PC), a personal digital assistant (PDA), a smartphone or a games platform, the electronic device including means for collating, recording or transmitting contact data. This allows for a relatively simple and inexpensive game apparatus to be connected to a device having sufficient processing power to realise the additional functions of game without duplicating the processing requirement. Many existing devices currently available can be programmed to collate, record and transmit data using wireless transmission over mobile telephone networks and remotely using Bluetooth and Wi-Fi connectivity.
In an alternative construction, the controller includes memory storage for recording contact data for subsequent retrieval or transmission. Optionally, recorded contact data is retrieved by removing the memory storage for reading by a remote electronic device or storage reader.
In a further construction, recorded contact data is retrievable by connecting the controller to a remote electronic device via a cable or mounting the controller into a cradle adapted to engage therewith and being connectable to the remote device for retrieving said data.
Preferably, the controller includes means for wirelessly transmitting contact switching element data to the remote electronic device.
Conveniently, the controller includes a power supply which is ideally rechargeable, a display screen and at least one user control button. Optionally, a touchscreen display may be provided whereby user control is implemented using on-screen menus.
In a preferred constmction, the controller is adapted to be releasable secured within a housing integrally formed within the back of a glove and having a plurality of terminals for electrically connecting to corresponding terminals within the housing which are electronically connected to one or more of a contact switching element or pressure activated switch, a vibration device, an audible buzzer, a light source, and a speaker.
In a further aspect of the invention, the game apparatus includes a database of scores and game play data, interpreted from contact data from the contact switching elements via the controller. The database information is generated initially by manual input where users register and create identities for themselves and subsequently from game play information uploaded to the database.
Preferably, user information and game data can be entered or retrieved via an Intemet website. To create additional interest, game play data and scores are tabulated for individual players and teams of players, locally, nationally arid internationally.
In a further arrangement of the game apparatus, the controller includes a computer-readable medium having stored thereon instructions facilitating the interfacing of the controller with a remote electronic device.
In a yet further aspect of the invention, there is provided a communication device including a processor and associated memory for storing software that causes the processor to execute a series of instructions to initiate game play of a thumb wrestle game and to collate, record or transmit game play data.
Preferably, the stored software comprises a smartphone application program (App) downloadable from the Internet.
Brief Description of the Drawings
The present invention will now be described more particularly with reference to the accompanying drawings which show, by way of example only, one embodiment of game apparatus in accordance with the invention. In the drawings: Figure 1 is a perspective view of the game apparatus worn by two competitive participants; Figure 2 is a perspective detailed view of a glove of the invention including a housing adapted to receive a controller element; Figures 3 is a schematic view of the arrangement illustrated in Figure 2; Figures 4 is a schematic diagram of the major components of and connections for the controller element; Figures 5 is a flow diagram of the operational processes initiated when the controller element is turned on or a new game is about to commence; Figure 6 is a flow diagram of the match process and feedback routes from the sensors; Figure 7 is a flow diagram illustrating the initialisation stages of the game apparatus with particular emphasis on the confirmation of user identification and the verification of points scored and ranking within a community of participants; Figure 8 is a combined schematic diagram and flow diagram illustrating the modes of play and the options available or presented on the controller element screen; Figure 9 is a front elevation of a controller element including a screenshot illustrating information presented to a user; Figure lOa to 1 Of are front elevations similar to that of Figure 9, showing further screenshots illustrative of the verification and scoring screens; and Figures 1 la to 1 if are tables illustrating a player's standing within leagues based on geography and associations formed around clubs, schools and fan groups.
Preferred Embodiments of the Invention The general principle of a thumb wrestle game is discussed in the preamble of the specification and will be appreciated in its entirety by the skilled addressee. It has been noted by the Applicant that although the traditional thumb wrestling game has remained alive and promotes social interaction, in its original form it offers very limited game play and longevity of interest. In an age where personal game consoles and multi-function devices such as smartphones, which themselves often include sophisticated game playing platforms, there is a general trend towards independent play or play which is predominantly online, resulting in a derth of real social interaction.
Referring to the drawings and initially to Figures 1 to 3, a game apparatus in accordance with the invention comprises a glove I and a means for collating, recording or transmitting scores or results of a game, game series or tournament.
In the illustrated embodiment, a controller element 3 sits into a housing 5 formed within the back of the glove 1 and constitutes one part of said means for collating, recording or transmitting results of a game. As will be described in detail hereinafter, the handling of game data can be effected in a variety of ways without departing from the scope of the invention and can utilise the features of existing devices to minimise the complexity of the game apparatus or to enhance greatly the interactivity of the game within a community of users.
Each glove includes a pair of sensors defining a defend sensor 7 and an attack sensor 8 in electrical contact with the housing 5 within which there are terminals (shown in Figure 3) for engaging corresponding contacts on the controller element 3. In the embodiment described, the controller element includes a display screen 11, a "Menu" or "Cycle" button 12, an "Accept" or "OK" button 13 and a speaker 15. In addition to the sensor contacts, ideally presented as an array or socket 16, a micro USB socket 17 is provided along a side wall of the controller element 3.
Push-fit tabs and corres3onding detents 19 are provided in the housing and on the controller element to retain the controller in place until subsequently released.
The glove I optionally includes a buzzer, light or vibration device 21 located at or adjacent the palm region of the glove. A belt clip 23 may also be provided on the glove to facilitate ease of carrying when not in use and optionally to indicate to a casual observer that the wearer is involved in a community of players and therefore can be approached to share in a common interest and to compete within a wider tournament. The light may comprise an optoelectronic device such as a light emitting diode (LED) 24 which can be located anywhere on the glove and may form part of an array. In the arrangement illustrated, the index and middle finger parts of the glove are sewn or otherwise secured together. This modification seeks to address the problem of some players attempting to cover an opponent's thumb or apply additional leverage using those fingers.
As an optional extra and to develop characters within the game, a figurine 30 may be attached to the glove. The figurines are ideally interchangeable and can be representative of the player's ability or position within a playing community.
Equally, the figurines may be part of a set which is collected and it is the privilege of a game winner to retain the figure owned by the vanquished opponent. Where the electrical connections within the glove allow, the figurine 30 includes a light source, such as a light emitting diode (LED), which can be selected from a number of colours. Optionally, the LED comprises the light source LED 24 referred to above. In one arrangement, the light source is arranged so that when the attack sensor strikes the opponent's defend sensor, the eyes of the attacker's figure glow red and the eyes of the defender's figurine glow blue, for example.
The glove is made of a soft, yet durable material within which flexible ribbon cables may be provided to connect to sensors 7,8, the LEDs 24 (where provided) and the vibration device to the terminals located within the controller element housing 5. The housing includes an additional locking device to secure the controller within the housing.
The controller element 3 has a number of components and connections as illustrated in Figure 4 to provide the functionality described herein. At the heart of the controller is a microprocessor which, once initialised and switched into the appropriate mode, will detect sensor input from the attack and defence sensors and interpret that input in accordance with pre-progranmaed rules. A terminal block within the housing 5 facilitates contact between the microprocessor and the glove mounted sensors, LEDs and vibration device. Within the controller element itself, there is also provided a display screen, driven via the microprocessor, a power supply comprising a battery optionally chargeable via the USB connection, a speaker and user control buttons for cycling through a menu and accepting or confirming on-screen cues. It will be appreciated by the skilled addressee that the meaning of the term "user control button" is not intended to be limiting and that any user control mechanism in keeping with the use and function of the game apparatus may be utilised. In a considered embodiment, a touchscreen display may be provided whereby user control is implemented using on-screen menus.
The controller is connectable to the Internet or an on-line database via a computer or other device enabling score and tournament data to flow between the microprocessor and a database holding user identification data and tournament or game play data for comparison with other users or groups of users.
* Although not illustrated separately, it will be appreciated that the game apparatus can take may different physical forms without departing from the invention. For example, the glove with onboard controller element may be substituted by a thumb sleeve provided with the attack and defend sensors and electronically connected to a wrist-worn controller device. Equally, the sensor elements can be connected to a Bluetooth or other short-range telecommunication device, so that sensor data can be transmitted to a remote controller element or other Bluetooth or Wi-Fi enabled device adapted to receive or interpret sensor data. The Bluetooth or Wi-Fi enabled device optionally includes a FDA (personal digital assistant) or smartphone, such as the Apple iPhone (RTM), running a suitable downloadable application program ("App"). Other devices which may be connectable either directly or remotely include existing game platforms such as the Nintendo DS or Playstation PSP which can be retained in the player's pocket during game play.
Ideally, the controller element is a bespoke unit secured in the back of the glove as illustrated and is removable for locating in a cradle or like receptacle (not shown) which in turn is connected to a computer or other device enabling the data recorded by the controller element to be uploaded to an online database for results to be displayed on a website.
The microprocessor is pte-prograinmed to enact the game based on a rule set and data input from the sensors 7,8. It also drives the signals to the vibration device, the speaker and the LEDs. To enable the game play, the microprocessor must also manage the screen display and interpret actuation of the user control buttons in response to the menu options or commands displayed on the screen. User designation and performance information, together with the game or tournament graphics may also be displayed on the screen. During the game, the microprocessor scans for sensor input and updates a memory module within the microprocessor with a record of "hits" or "strikes" and, where a winning hold is established, identifies the winner and prepares the competitors/participants for the next round or game, as appropriate. At the end of each game (often comprising only two rounds), the microprocessor will communicate the results to the other participant's glove via Bluetooth, where that facility is enabled. This allows for separate confirmation of a game results when data is uploaded to the website.
In a yet further unillustrated variant of the invention, a removable data storage card, such as a micro SD card, is located in a corresponding slot within the controller element 3. The data storage card is removed from the controller element and read by another Internet connected device to retrieve game play data and upload that data to the website.
Game play data held within the microprocessor (or a connected data storage card) includes the following: * Unique User ID * User Name * Date of Registration * Points Accrued * Status Level * User Names of Last 5 Wins * User Names of Last 5 Losses * User Name of Fastest Win and Match Time * Current Date and Time * Daily Battle Log * User Names of Team (Wolf Pac) Members x 2 With reference to Figure 5, the initialisation stages and process steps taken when the controller element is turned on or connected to the Internet are shown. At "START UP" user information is displayed on a start-up screen. Where the controller is connected to the Internet, for example, by docldng to a PC, the start-up status information is verified by the database associated with the game website.
As the user cycles through the menu options displayed on the screen, the relevant information associated with that option will be displayed. In the "Battle Mode" option, the screen will ask for frirther input before directing to a submenu (as will be described hereinafter).
By cycling though the menu options, the user can display current team members (also referred to as WolfPac members) before reviewing the fastest victory recorded individually or within a WolfPac, the last five victories and the last five losses. Where the PC docking option is chosen (using the OK or Accept button 13 on the controller face), game data is transferred to the website database once registration is confirmed. Cycling again brings the user back to the "Start Up" screen.
When the "Battle Mode" option is chosen, the user can cycle through three available battle modes: 1. Training Mode 2. Solo Domination 3. WolfPac The operation of each mode differs as will be detailed hereinafter, however, as before, to select any mode, the OK button is pressed to "Accept" the on-screen option. In Figure 5, the "Solo Domination" mode is chosen for illustrative purposes. In this mode, single players compete with one another to achieve personal rankings. To initiate gameplay, the user and opponent should ideally have their respective controllers in the identical mode (although the opponent may be in the WolfPac mode) before assuming a pre-game or pre-battle stance. For the game to commence, one player selects the OK or Accept button on the controller and, as far as the electronic processing of data is concerned, assumes the role of "master" whilst the opponent becomes the "slave".
Where the function is available, the master controller requests a pairing via Bluetooth (or other convenient short range data link) and when a connection is established, the slave controller will emit a pairing alert, which must be accepted by the opponent. Profile data is exchanged between the controller (at XX) and, when complete, an audible warning is given to each player, for example, a recorded voice alert declaring "Prepare for battle". The voice alert will normally 4 S be declared only by the master controller. A match timer and a game win counter are both zeroed before countdown commences using a series of four audible tones or "beeps", one second apart, with a final longer "beep". at a randomly selected interval of 0.5 seconds to 3 seconds after the final one of the short beeps is sounded, to signify commencement of battle, and the traditional thumb wrestling begins. Once the match commences, the match process steps illustrated in more detail in Figure 6 are performed as the game progresses. Reverting again to Figure 5, the master controller registers whether a win or loss has occurred. If a win is recognised, the display screen is used to provide on-screen congratulations and visual and aural alerts.
In either case, whether victory is recognised for the master controller, a process decision is initiated whereby an assessment is made [Proeess Decision 1] as to whether either competitor was in the Training Mode, prior to commencement of the game. If either competitor is in the Training Mode, no points are awarded and the controllers return to the earlier Battle Ready status where the competitor has the option to cycle back to the main menu and select one of the other battle modes. If neither competitor is in the Training Mode, a thither assessment [Process Decision 2] is made based on both competitors being in either the Solo Domination or WolfPac battle mode. This is done to limit the number of victories recorded against the same opponent to five during any twenty-four hour period.
Beyond taking advantage of a much weaker player, this provision ensures advantage is not improperly gained by owning and battling two gloves, of which one is made the constant victor. Where more than five victories have been recorded, this will be displayed on the screen and the controllers return to the Battle Ready status. Where less than five victories have been recorded a further assessment [Process Decision 3] is made regarding membership of the same WolfPac. Where either competitor is in the WolfPac battle mode and is in the same WolfPac as the opponent, no points are awarded. This prevents false point advantages being accrued by members "throwing" (deliberately losing) battles for the benefit of the WolfPac. As before, if the controllers identify the competitors as members of the same WolfPac, they revert to the Battle Ready mode where the competitors have the option to revert to the main menu and select another battle mode. If the competitors are of different WolfPacs or teams, the battle statistics are updated and collated for subsequent use. -The above process decisions form the basic guidelines of game rules within the various battle modes to ensure points are collected fairly and are representative of the spirit of the traditional game. Where the Bluetooth connection between controllers is enabled, a penalty point deduction can be provided where the connection is broken during the game (indicating one of the competitors has moved out of range). This discourages players who are losing a battle from forcing a stalemate.
The interaction between opposing players' microprocessors and the match process, as described with regard to Figure 5, will now be detailed more particularly with reference to Figure 6. When Bluetooth connectivity is available and established at XX) between the master and slave controllers, profile data comprising the User II) or User Name at least is exchanged and the timer (clock) and game win counter between the two competitors is set to zero. The "Prepare for Battle" alert and the countdown "beeps" are sounded and the controller screens display a "Battle On" screenshot, as shown in Figure lOb. As the fmal beep is sounded, the clock starts.
Sensor data is taken in by the respective microprocessors in accordance with the actions occurring within the wrestle game. A touch to the defend sensor will initiate a vibration alert on the defending player's glove, whilst a touch to the attack sensor will initiate an escalating tone in the speaker on the controller of the attacking player's glove. Volume as well as pitch may increase for the duration of the established contact. Assuming the sensors are chosen only to activate when in contact with the corresponding opposite one of the attack or defend sensors, the vibration alert and the escalating tone will activate at the same time and for the same period. This facility allows for comparison of game play over the Bluetooth connection between the microprocessors associated *with the gloves of the opposing competitors. Where the sensors are activated for less than a pre-selected time representing a victory hold (for example, 1.5 seconds), no record or further analysis of the attacking contact is made and the game continues by monitoring the sensor data inputs. Where either the attacking sensor or the defending sensor is activated for more than the pre-selected time, a comparison of sensor timings is made with the opposition microprocessor (in effect, the master controller queries the slave controller over the Bluetooth connection). Where there is agreement between the microprocessor, a game win alert is sounded and the game win counter is incremented. Where no Bluetooth connection has been established, the game win alert is sounded without controller comparison. If the game win counter indicates two or more games have been won by one of the competitors, the clock is stopped and a win time is recorded. A "match win" audio is sounded on the winner's controller and a screenshot representing selected data and game statistics is displayed on the screens (different data sets may be presented on each screen).
Where the game win counter indicates less than two wins, the "Prepare for Battle" alert is sounded again before the process is repeated with the countdown "beeps".
Figure 7 illustrates the registration of a user profile on a website associated with the game apparatus and the means by which points are allocated or awarded and subsequently uploaded to achieve a ranking within a community of players. The online community and website have been called FUMWARZ () and references to the website or online community should be taken to indicate any online asset of that undertaking or allied undertaking of the Applicant or his licensees.
By developing an online community of players, the game can be re-popularised and the true global nature of the Internet utilised to develop interactive face-to-face communication and competitiveness. It also allows individual players to compete on a truly global stage and compare their abilities against team members, as part of a WolfPac or on successively wider platforms, for example, at school, town, city, country or international levels. The website is designed to record and hold player data and allocate a User ID. In subsequent visits to the website, the player can see their results and ranking individually, against fellow WolfPac members and as part of a WolfPac or any other group or league the individual player joins. Users can define ad hoc groups or join groups associated with schools, geographical areas, fan clubs and football clubs, for example.
The website is used initially to develop a player's profile which comprises a unique identification number and a username. Further information may be p V recorded and, in due course, fill out the player's profile and rank the player on various leaderboards and display panels within the community.
As will be appreciated from the foregoing, there are three battle modes and a range of values that can be allocated to a win. To appreciate the dynamics of the game and its interaction with the website a review of the battle modes and scoring follows: Training Mode This mode is the default mode for all non-registered players. It allows all of the functions of a battle but none of the data is stored or used for points or online statistics or ranking. It allows players to practice their skills without altering the player or WolfPac team statistics or allows an unregistered player to engage in a full functioning game. This mode also offers a limited play fbnetion when only one glove available.
* Solo Domination To use this mode, the player must be registered and will have set up a profile on the FUMWARZ (TM) website. In this mode all data and points are stored within the microprocessor and used throughout the different screen displays. Once connected to the website, the data is downloaded to be used in the varying leaderboards and displays. Standard victory points Vp are awarded for a win, for example, a victory point value of 10 points is denoted: VplO.
* WolfPac This mode has been designed to promote individual and group strategies.
Like the Solo Domination mode, the player must be registered and, using the profile area, the player selects at least two other members (usually friends) to form a group or WolfPac. When each individual member of the group wins a battle, whilst in the WolfPac battle mode, the points WVp are awarded as a different and potentially more favourable value.
In any twenty-four hour period all the WolfPac mode wins, per individual, are stored. The value of the win is the same as Solo Domination; WVp1 0. When the controller is connected to the website, the WolfPac wins from the two other members WVpl &2] within that twenty-four hour period are collated arid the final value is given using the following equation: Final VaIue(WVp l+WVp2+WVpS) 3 x 1.3 What this exposes is that if all the WolfPac members on average have the same win and play rate, the combined wins will have a point advantage over Solo Domination play. Also it offers the safety net of a member having "a bad day" and still giving that player advantage without disadvantaging the other members of the team or WolfPac when compared to the aggregated value of win points in the Solo Domination mode. It promotes the strength of team play, just like nature's wolf packs. However, if one or more members become lazy, disinterested or weak (poor win rate) this will have a detrimental effect on the WolfPac as a whole and the ranking of its remaining members. The strategy is then either to motivate the waning member or replace that member with a healthier player.
Scoring is dependent on the selected Battle Mode as described above and a score weighting H which is dependent upon the difference between status levels S of the two competitors, as follows: * If the victor is equal to or of a higher status than the competitor then H 1, * If the victor is of a lower status then the value of H is calculated according to the following table: o 0-2 levels difference H1.3 o 3-5 levels difference H1.8 o 6-12 levels difference H2.0 o 13+ levels difference H3.0 Therefore, when all the scoring equations are brought together calculations are based on the equations.
Solo Domination VpWp+(lOxH) WolfPac 1 WVp1=WVp1+(lOxH) Final value will be calculated as previously explained: Final Value=(WVp1+WVp2+WVp3) 3 x 1.3 It is clear to see that employing a score weighting H adds a reward for challenging more established players.
To calculate a score weighting H, a status level S must be associated with each profile. As a player wins more matches and victory points accrue, the status level S attained will increase. To enhance game play and as a badge of achievement, a screen display colour is also associated with the level attained, as shown in Table 1 below: Level Status Screen Colour 1 Trainee White 2 Rookie I Purple 3 Rookie II Purple 4 Combatant / Blue Combatant II Blue 6 Combatant III Blue 7 Commander 2nd Yellow 8 Commander 1 Yellow 9 Assassin / Orange Assassin II Orange 11 Assassin Special Orange 12 Dangerous Red 13 Deadly Red 14 Lethal Red Elite Master Warrior Black (Inverse) Table 1: Status Levels and associated screen colour Referring again to Figure 7 and starting with the "Ready for Battle" screen shot, the game proceeds to commencement of battle and the match is conducted as described with reference to Figures 5 and 6. If, having established a Bluetooth coupling between controllers, the connection is broken, it is assumed that a deliberate forfeit occurs when a losing player moves out of range. In the example provided, twenty Victory Points Vp are deducted from that player's daily allocation. When no game result is recorded, the commence battle process is reinitialised. On recording a game result, if the user loses, the opponent User ID and tag is added to the daily total for recording data. If the user wins, there is an enquiry as to whether the user was in Training Mode in which case, no points are allocated and this is noted in the daily total. If not in the Training Mode, a count of how marl>' times the players have met in the previous twenty-four hours is made and if the players have met on more than five competing occasions, the point allocation is again zero. The final check made is to assess whether the opponent is a fellow WolfPac member, in which case again no points are to be allocated, however the fact that a user has played and the game result is still recorded in the daily battle log with the associated winner W or loser L tag. If all the checks are passed and points are to be allocated, the first assessment is whether the game ranked as a "fastest win", in which case the data is noted for forwarding to the daily data tally. Before points for a victory are allocated, a check must be made as to whether the controller is in the WolfPac battle mode so that a WolfPac victory log can be incremented, thereby facilitating the positive bias given to the Final Value of points collected in the WolfPac mode. Victory points Vp are then allocated and added to the information collated in the daily total.
The final data recorded includes all Victory Points Vp, the Daily Battle Total BTUSR#, WolfPac Point Total WVp, username of fastest win, together with time USRF & Ft, last five wins USRV 1-5 and last five losses USRL 1-5. These scores are made available for presentation on the display screen and uploaded to the FUMWARZ (TM)websjte when the controller is connected to a personal computer PC or any other device capable of transmitting recorded data to the website. All the data is integrated with the personal profile information and WolfPac information is amended in the associated databases accordingly. WolfPac totals and group rankings are available to view online but may also be downloaded to the controller when calculations are completed. This data is available to view on the display screen when the controller unit is charged and ready for re-use.
Figure 8 integrates the game flow diagram of Figure 5 with the data collected in Figure 7 and the description of the display screenshots of Figures 1 Oa to 10 Figure 9 details one screenshot display with respect to the components therein and illustrates the position, of the controller element 3 within the corresponding housing 1 5 in the back of the glove, the display screen, speaker and the user control buttons, which comprise a menu button for cycling through the menu options and an accept button for confirming a menu choice. On the screen is a recognition of a fastest win time and includes a stopwatch element (which may be provided as part of the wrist-worn variant of the controller), a user ID and an indication of the proficiency of the player, either by noting the level attained (as here) or using a Status name and screen colour associated with the corresponding status level S. In Figure 1 Oa, the identical information is shown except that instead of the level of proficiency being displayed, membership of a WolfPac called NUNTIS is deemed more relevant and therefore displayed more prominently.
In Figure lOb, a "Battle On" screenshot includes a logo for each of the WolfPacs meeting in battle. In this ease, both players are members of the same WolfPac. As shown in Figure 1 Oc, the "Ready for Baffle" screen shows an avatar associated with the user name CAJ'JA who is a member of the NUNTIS WolfPac as depicted by the WolfPac logo in one corner of the screen. CANA has accumulated a personal total of 007764 Points. A corresponding "Ready for Battle" screen in Figure 8 shows a user symbol, rather than an avatar and a skill or status level of 10 corresponding to "Assassin 7/" on Table 1.
From the "Start Up Screen" in Figure 8, a user ID of JAIvIES123 is identified and the player's status as "Assassin 7/" is shown on the start-up screenshot, together with an age element (reflected in maturity and skill rather than physical age) and total accumulated points. By cycling through the menu options, a WolfPae screen, similar to that shown in Figure lOe, showing the WolfPac logo and identifying at least two other members of the WolfPae, is displayed. The next menu cycle reveals the "Fastest Win" screen as represented by Figure 1 Oa and finally the most recent five wins and losses, identify by Username the participants against whom the battles were fought, as shown in Figures 1 Od and 1 Of, respectively.
The skilled addressee will appreciate that the overall objectives of the game embodying the inventions are: to pursue, as an individual, a high ranking and status level by accruing points from engaging in battles with other individuals beyond that person's team or WolfPac; to compete as an individual on one or more leaderboards based on themes or locations. A player's total points can be uploaded and shown against other competitors by Age, Postcode, School, City and the like; and to compete as an individual or a team with players from similar Postcodes, same School, Towns or Nations or with any group or affiliation including, for example, a football team.
Leagues can be formed on any reasonable pretext where there are sufficient numbers of players involved. Although age groups and those based on geographical location (thereby giving players additional opportunities to compete against one another individually) are preferred to encourage personal interaction.
As shown in Figures 1 la to 1 if, league tables may be associated with any of the above interest groups or geographic proximity. The tables are automatically generated online once the league is formed and members join. The tables then simply illustrate a player's standing within league according to that player's affiliations and special interests. Thus within a league, a player can represent a school, a football club, a favourite toy or simply represent one of a group based on geographical location.
It will of course be understood that the invention is not limited to the specific details described herein, which are given by way of example only, and that various modifications and alterations are possible within the scope of the appended claims.

Claims (30)

  1. CLAIMS: 1. A game apparatus comprising a contact switching element mountable on the thumb of a user, the switching element being in communication with a controller adapted to collate, record or transmit contact data.
  2. 2. A game apparatus as claimed in Claim 1 in which, the contact switching element comprises a pressure activated switch.
  3. 3. A game apparatus as claimed in Claim 1 or Claim 2 in which, the contact switching element is mounted within a thumb sleeve.
  4. 4. A game apparatus as claimed in Claim 3 in which, the thumb sleeve is integrally formed with a glove.
  5. 5. A game apparatus as claimed in any one of the preceding claims in which, the controller is secured to the arm of a user.
  6. 6. A game apparatus as claimed in any one of the preceding claims in which, the controller is wrist-mounted and formed so as to resemble a wristwatch.
  7. 7. A game apparatus as claimed in any of the Claims 1 to 5 in which, the controller is mounted to a glove worn by a user.
  8. 8. A game apparatus as claimed in Claim 7 in which, the controller is disposed on the glove in the region corresponding to the back of a hand.
  9. 9. A game apparatus as claimed in Claim 7 or Claim 8 in which the glove includes a housing adapted to receive and releasably secure therein the controller, the housing having a plurality of electrical terminals connected to the or each contact switching element.
  10. 10. A game apparatus as claimed in any one of the preceding claims in which a pair of switching elements are mountable on the thumb of a user, a first thumb pad switching element representing an "attack sensor" and a second thumbnail switching element representing a "defence sensor".
  11. 11. A game apparatus as claimed in any one of the preceding claims in which, upon actuation of a switching element, a warning or confirmation device is enabled.
  12. 12. A game apparatus as claimed in Claim 11 in which, the warning or confirmation device is selected from one or more of a vibration device, an audible buzzer, a light source and a speaker associated with the controller.
  13. 13. A game apparatus as claimed in Claim 11 or Claim 12 in which, the warning or confirmation device is affixed to the glove.
  14. 14. A game apparatus as claimed in any one of the preceding claims which includes character figures having means to be mounted on or adjacent to the thumb of a user.
  15. 15. A game apparatus as claimed in Claim 14, in which the or each character figure is in electrical communication with the controller.
  16. 16. A game apparatus as claimed in any one of the preceding claims in which, the controller comprises an interface connecting the contact switching elements to a remote electronic device selected from a personal computer (PC), a personal digital assistant (FDA), a smartphone or a games platfomi, the electronic device including means for collating, recording or transmitting contact data.
  17. 17. A game apparatus as claimed in any one of Claims 1 to 15 in which, the controller includes memory storage for recording contact data for subsequent retrieval or transmission.
  18. 18. A game apparatus as claimed in Claim 17 in which, recorded contact data is retrieved by removing the memory storage for reading by a remote electronic device or storage reader.
  19. 19. A game apparatus as claimed in Claim 1 7 in which, recorded contact data is retrievable by connecting the controller to a remote electronic device via a cable or mounting the controller into a cradle adapted to engage therewith and being connectable to the remote device for retrieving said data.
  20. 20. A game apparatus as claimed in Claim 16 or Claim 17 in which, the controller includes means for wirelessly transmitting contact switching element data to the remote electronic device.
  21. 21. A game apparatus as claimed in any one of the preceding claims in which, the controller includes a power supply, a display screen and at least one user control button.
  22. 22. A game apparatus as claimed in any one of the preceding claims in which, the controller is adapted to be releasable securely within a housing and having a plurality of terminals for electrically connecting to corresponding terminals within the housing which are electronically connected to one or more of: a contact switching element or pressure activated switch, a vibration device, an audible buzzer, a light source, and a speaker.
  23. 23. A game apparatus as claimed in any one of the preceding claims which includes a database of scores and game play data, interpreted from contact data from the contact switching elements via the controller.
  24. 24. A game apparatus as claimed in Claim 23 in which, database information can be entered or retrieved via an Internet website.
  25. 25. A game apparatus as claimed in Claim 23 or Claim 24 in which, game play data and scores are tabulated for individual players and teams of players, locally, nationally and internationally.
  26. 26. A game apparatus as claimed in any one of the preceding claims in which, the controller includes a computer-readable medium having stored thereon instructions facilitating the interfacing of the controller with a remote electronic device.
  27. 27. A communication device including a processor and associated memory for storing software that causes the processor to execute a series of instructions to initiate game play of a thumb wrestle game and to collate, record or transmit game play data.
  28. 28. A communication device as claimed in Claim 27 in which, the stored software comprises a smartphone application program (App) downloadable from the Internet.
  29. 29. A game apparatus substantially as herein described with reference to and as shown in the accompanying drawings.
  30. 30. A communication device substantially as herein described with reference to the accompanying drawings.
GB201115969A 2011-09-15 2011-09-15 Apparatus for playing thumb wrestle game Withdrawn GB2507461A (en)

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GB2507461A true GB2507461A (en) 2014-05-07

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Publication number Priority date Publication date Assignee Title
US20190025915A1 (en) * 2016-01-22 2019-01-24 Alyed Yshidoro TZOMPA SOSA Haptic virtual reality glove with systems for simulating sensations of pressure, texture and temperature
CN109731317A (en) * 2018-12-17 2019-05-10 昆明理工大学 A kind of football referee's based on electronic technology show the gloves and method of red and yellow card
EP3632516A4 (en) * 2017-05-23 2020-05-27 Samjin International Co., Ltd Punching game apparatus

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US4613139A (en) * 1984-12-10 1986-09-23 Robinson William Henry Ii Video control gloves
US5871406A (en) * 1997-09-23 1999-02-16 Worrell; W. Robert Golf swing timing process
GB2346091A (en) * 1999-01-28 2000-08-02 Really Useful Games Company Li Game Apparatus
US20030011568A1 (en) * 2001-06-15 2003-01-16 Samsung Electronics Co., Ltd. Glove-type data input device and sensing method thereof
US20030065282A1 (en) * 2001-10-03 2003-04-03 Demrose Richard S. Thumb sleeve for thumb wrestling game
US20050052412A1 (en) * 2003-09-06 2005-03-10 Mcrae Michael William Hand manipulated data apparatus for computers and video games
WO2009138991A2 (en) * 2008-05-13 2009-11-19 Moshe Bar-Hen A thimble warrior game

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US4540176A (en) * 1983-08-25 1985-09-10 Sanders Associates, Inc. Microprocessor interface device
US4613139A (en) * 1984-12-10 1986-09-23 Robinson William Henry Ii Video control gloves
US5871406A (en) * 1997-09-23 1999-02-16 Worrell; W. Robert Golf swing timing process
GB2346091A (en) * 1999-01-28 2000-08-02 Really Useful Games Company Li Game Apparatus
US20030011568A1 (en) * 2001-06-15 2003-01-16 Samsung Electronics Co., Ltd. Glove-type data input device and sensing method thereof
US20030065282A1 (en) * 2001-10-03 2003-04-03 Demrose Richard S. Thumb sleeve for thumb wrestling game
US20050052412A1 (en) * 2003-09-06 2005-03-10 Mcrae Michael William Hand manipulated data apparatus for computers and video games
WO2009138991A2 (en) * 2008-05-13 2009-11-19 Moshe Bar-Hen A thimble warrior game

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20190025915A1 (en) * 2016-01-22 2019-01-24 Alyed Yshidoro TZOMPA SOSA Haptic virtual reality glove with systems for simulating sensations of pressure, texture and temperature
EP3632516A4 (en) * 2017-05-23 2020-05-27 Samjin International Co., Ltd Punching game apparatus
CN109731317A (en) * 2018-12-17 2019-05-10 昆明理工大学 A kind of football referee's based on electronic technology show the gloves and method of red and yellow card

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