US20060105842A1 - Shooting game machine and method for performing it - Google Patents
Shooting game machine and method for performing it Download PDFInfo
- Publication number
- US20060105842A1 US20060105842A1 US10/521,390 US52139005A US2006105842A1 US 20060105842 A1 US20060105842 A1 US 20060105842A1 US 52139005 A US52139005 A US 52139005A US 2006105842 A1 US2006105842 A1 US 2006105842A1
- Authority
- US
- United States
- Prior art keywords
- references
- distance
- coordinates
- indicated
- detected
- 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.)
- Abandoned
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/219—Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
-
- 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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
-
- 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
- A63F13/45—Controlling the progress of the video game
- A63F13/47—Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
-
- 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
- A63F2300/1062—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 being specially adapted to a type of game, e.g. steering wheel
-
- 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
- A63F2300/1087—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 comprising photodetecting means, e.g. a camera
-
- 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
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/632—Methods for processing data by generating or executing the game program for controlling the execution of the game in time by branching, e.g. choosing one of several possible story developments at a given point in time
-
- 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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
Definitions
- the present invention relates generally to a shooting game machine, and more particularly to an infrared detection type shooting game machine and method, which changes the degree of difficulty and environment of a game depending upon a distance measured using a plurality of references arranged at irregular intervals, thus providing realistic and interesting games.
- the present invention is the improvement of Korean Pat. Appl. No. 10-2002-43913 filed on Jul. 25, 2002 and entitled adjustment of the degree of difficulty and situations in a game.
- the contents of this patent application, closely related to the present invention, are incorporated herein.
- the prior art shooting game maclijne includes a game machine box 1 , a screen 1 a , an image generator 2 positioned in the game machine box 1 , a translucent reflecting mirror 3 for displaying an image generated from the image generator 2 on the screen 1 a , an infrared ray generating device 4 for generating references 7 that are the bases for the calculation of coordinates, a control means 5 for controlling the entire shooting game machine, and a coordinate detecting means 6 for detecting coordinates indicated by a player based on the references by the infrared ray generating device 4 .
- the shooting game machine further includes a model gun 10 for pointing at a mark on the image displayed on the screen 1 a .
- the model gun 10 includes a barrel 10 a , a trigger 11 , a vibration-proof member 12 such as rubber, a Charge Coupled Device (CCD) camera 13 , a lens 14 and an infrared ray pass filter 15 .
- An image detected through the CCD camera 13 is transmitted to the coordinate detecting means 6 via a communications line 16 connected to the model gun 10 .
- a CCD of the CCD camera 13 is generally rectangularly shaped, and the CCD is used with the side thereof having a greater number of pixels arranged along a horizontal direction.
- a display means for displaying the image of a game in the shooting game machine constructed as described above includes the screen 1 a , the image generator 2 and the translucent reflecting mirror 3 .
- the image information of the game, including a mark, transmitted from the control means 5 is converted into the light of a visible light range by the image generator 2 , reflected by the translucent mirror 3 , and finally irradiated to the screen 1 a , thus being observed by the player.
- light emitted from the infrared light generator 4 is reflected by the translucent reflecting mirror 3 and irradiated to the screen 1 a , thereby indicating the references 7 that are the bases for the detection of coordinates.
- the player points to the screen 1 a with the model gun in this hand.
- the image and the references 7 displayed on the screen 1 a reach the infrared ray pass filter.
- the light of a visible ray range cannot pass through the infrared ray pass filter 15
- the references 7 that is, the light of an infrared ray range, passes through the infrared ray pass filter 15 .
- the references 7 having passed through the infrared ray pass filter 15 form images on the CCD camera 13 through the lens 14 , the references 7 having formed images on the CCD camera 13 are converted into an image composed of electric signals, and the image of electric signals are transmitted to the coordinate detecting means 6 .
- the coordinate detecting means calculates the coordinates of the references and obtains indicated coordinates, that is, indicated coordinates on the screen 1 a indicated by the player, based on the coordinates of the references.
- the indicated coordinates obtained as described above are transmitted to the control means 5 , and the control means 5 determines whether a mark is hit by comparing the coordinates at the moment the player pulled the trigger 11 with the indicated coordinates.
- the prior art shooting game machine has disadvantages in that it is impossible to accurately calculate a position, since one, two or more references generated by the infrared ray generating device 4 are distributed around the image without a specified rule and the indicated coordinates of the player are detected on the condition that it is assumed that the model gun 10 is not rotated.
- the prior art shooting game machine cannot obtain the accurate indicated coordinates when the player is positioned very close to the screen 1 a or far from the screen 1 a (all the references are not detected by the CCD camera 13 ), and the prior art shooting game machine cannot obtain the accurate indicated coordinates when the rotation of the model gun 10 is taken into consideration as in the present invention because the prior art shooting game machine employs a method of calculating the indicated coordinates without talking the rotation of the model gun 10 into consideration.
- the prior art shooting game machine uses all the displayed references to detect the indicated coordinates 8 indicated by the player and detects the indicated coordinates 8 in the above described manner, the prior art shooting game machine is disadvantageous in that the indicated coordinates 8 cannot be detected if part of the references are not detected due to the partial failure of the infrared ray generating device 4 .
- the prior art shooting game machine can detect the indicated coordinates only when the prior art shooting game machine detects all the used references, the prior art shooting game machine is disadvantageous in that a range, which can be detected by the CCD camera of the same size, is very small.
- the game is played only in such a way that the player passively acts in response to the contents of the game provided by the control means 5 .
- the prior art shooting game machine is disadvantageous in that the prior art shooting game machine cannot provide a realistic game because the prior art shooting game machine cannot reflect the detected rotation of the model gun 10 and a detected variation in the distance between the model gun 10 and the screen 1 a.
- the distance between the model gun 10 and the screen 1 a may be changed depending upon the player.
- the player in a good physical condition may reduce the distance and play the game at a position close to the screen 1 a . Since the position close to the screen 1 a can improve shooting accuracy, equal games cannot be played. All players would desire to play games at positions close to the screen 1 a.
- the CCD camera 13 used in the prior shooting game machine is not fixed and can be freely moved by the player, an image can be detected with the same CCD.
- the prior shooting game machine does not utilize resolution by detecting the indicated coordinates based upon the above-described limited distribution of the references.
- the index used to detect images in a shooting game machine is the resolution, and the resolution of the CCD of the CCD camera directly affects the image detection resolution.
- the method of increasing the resolution of the CCD is the easiest method to increase the image detection resolution.
- the method of increasing the resolution of the CCD has limitations in cost and technology because the costs of the CCD are increased and the amounts of data to transmit and process are increased and a high-speed transmission method and a high-performance processing apparatus are required.
- an object of the present invention is to provide a shooting game machine and method that can improve an interest in an game by changing a game environment depending upon the distance between a model gun and a screen.
- Another object of the present invention is to provide a game shooting machine and method that changes the progress of a game by changing the images of a game and adjusting the degree of difficulty of a game, based upon indicated coordinate detected by a player, rotation of a model gun or distance between a model gun and a screen.
- Another object of the present invention is to provide a game shooting machine and method, which sets a reference distance between a model gun and a screen, and makes a game difficult if an actual distance is greater- than the reference distance and grants a benefit to the player if the actual distance is shorter than the reference distance.
- Another object of the present invention is to provide a game shooting machine and method, in which indicated coordinates can be calculated using part of references by arranging a plurality of references according to a certain rule, so that indicated coordinates can not only be calculated in a wide range using a CCD camera of the same resolution but indicated coordinates can be also calculated in the same range using a CCD camera of a low resolution.
- Another object of the present invention is to provide a game shooting machine and method, which sets a reference distance between a model gun and a screen, and increases the degree of difficulty by a reduction in the size of a mark, the imposition of penalty, an increase in the directional angle of a bullet, etc. if the actual distance is greater than the reference distance and gives a benefit to the player by increasing the size of a mark, providing an advantage, etc. if the actual distance is shorter than the reference distance.
- the present invention provides a shooting game machine, including display means for displaying images, including a mark; reference displaying means for displaying a plurality of references that are arranged inside or around the display means at irregular intervals and are bases for detection of coordinates; indication means for pointing at a point on the display mean, which is indicatedby a player; image detecting means mounted on the indication means to detect an image of a region indicated by the indication means; reference coordinate detecting means for receiving the detected image and detecting coordinates of the references; indicated coordinate detecting means for detecting indicated coordinates indicated by the indication means based upon the detected coordinates of the references; arid control means for adjusting a degree of difficulty based upon a distance between the display means and the indication means, receiving the detected indicated coordinates and controlling the entire shooting game macline.
- the irregular intervals between the plurality of references my be determined depending upon conditions of the shooting game machine, such as a resolution of the display means, a resolution, a visible range and a rotation limit of the image detecting means, and the distance between the display means and the indication means.
- the reference coordinate detecting means may detect actual information of the detected references based upon ratios of distances between the detected references if the image detecting means detects part of the references.
- the indicated coordinate detecting means may detect indicated coordinates based upon two of part of the references detected by the image detecting means.
- the shooting game machine may further include rotation detecting means for detecting rotation of the indication means based upon the plurality of references.
- control means controls the images displayed on the display means based upon a variation of the indicated coordinates detected by the indicated coordinate detecting means or the rotation detected by the rotation detecting means.
- the shooting game machine may further include a distance measuring means for detecting the distance between the display means and the indication means based upon previously stored intervals between the references on the display means. and intervals between the references on the image detecting means, which are detected by the image detecting means.
- control means may control the images displayed on the display means based upon a variation of the indicated coordinates detected by the indicated coordinate detecting means or the distance between the display means and the indication means detected by the distance detecting means.
- control means may control the images displayed on the display means based upon a variation of the coordinates detected by the indicated coordinate detecting means.
- indication means includes an image generator, a translucent reflecting mirror and a screen displaying an image reflected by the translucent reflecting milTor.
- the reference display means is positioned behind the translucent mirror.
- the indication means may be a model of one of a gun, a tennis racket, a baseball bat, a baton, a rod or a sword.
- the present invention provides a shooting game method, including the steps of (a) displaying images, including a mark, by a display means and displaying a plurality of references that are bases for detection of coordinates; (b) detecting a partial image of a certain region of a point indicated through an indication means manipulated by a player; (c) receiving the detected partial image, detecting coordinates of the references, and setting coordinates of the references to the detected coordinates of the references; (d) detecting indicated coordinates of the point indicated by the player based upon the coordinates of the references; (e) measuring a distance D between the display means and the indication means based upon previously stored intervals between the plurality of references and distances between the coordinates of the references; and (f) setting reference distances D 0 to some of distances D between the display means and the indication means falling within a certain range, and changing a degree of difficulty and situations of the game depending upon whether the reference distances are fulfilled.
- the distance D between the display means and the indication means may be calculated by the following equation D ⁇ f(L/d) where f denotes a focal length of a lens, L denotes a distance between the references obtained by previously stored coordinates of the references, and d denotes the intervals between the references on a CCD camera; wherein the indication means is equipped at the front end thereof with the lens and at the rear end thereof with the CCD camera.
- a directional angle ⁇ 0 of the indicating means may be increased if the distance D is shorter than the reference distance D 0 , while the directional angle ⁇ 0 of the indicating means may be reduced if the distance D is greater than the reference distance D 0 .
- a size of the mark may be reduced if the distance D is shorter than the reference distance D 0 , while the size of the mark may be increased if the distance D is greater than the reference distance D 0 .
- a penalty may be granted to the player if the distance D is shorter than the reference distance D 0 , while an advantage may be granted to the player if the distance D is greater than the reference distance D 0 .
- the penalty may be granted to the player by a combination of a reduction in a moving speed of the player in the game, a limitation in a height of jumps and a reduction in game time.
- situations of the game may be set to be disadvantageous to the player if the distance D is shorter than the reference distance D 0 , while the situations of the game may be set to be advantageous to the player if the distance D is greater than the reference distance D 0 .
- FIG. 1 is a perspective view of a prior art shooting game machine
- FIG. 2 is a perspective view of a shooting game machine in accordance with the present invention.
- FIG. 3 a is a schematic diagram in which a prior art model gun points at a screen
- FIG. 3 b is a schematic diagram in which a model gun points at a screen in accordance with an embodiment of the present invention
- FIG. 4 a is a diagram illustrating a prior art method of calculating coordinates
- FIG. 4 b is a diagram illustrating a method of calculating coordinates in accordance with an embodiment of the present invention
- FIG. 5 a is a diagram illustrating a prior art method of calculating coordinates when part of lamps fail
- FIG. 4 b is a diagram illustrating a method of calculating coordinates when part of lamps fail in accordance with an embodiment of the present invention
- FIG. 6 is a flowchart of an entire system according to the embodiment of the present invention.
- FIG. 7 is a flowchart of a coordinate calculation algorithm according to an embodiment of the present invention.
- FIG. 8 a is a diagram showing the method of using the CCD camera according to the prior art
- FIG. 8 b is a diagram showing the method of using the CCD camera according to an embodiment of the present invention
- FIG. 9 is a diagram showing the state in which a screen and an indicating means are spaced apart from each other;
- FIG. 10 is a flowchart showing an example of a method of changing the degree of difficulty and situations of a game depending upon the distance between the screen and the indication means;
- FIGS. 11 a to 11 e are flowcharts showing various examples in which the degree of difficulty and situations of a game are changed;
- FIG. 12 is a diagram showing the state in which a bullet deviates when a trigger is pulled.
- FIGS. 13 a and 13 b are diagrams showing an example in which the size of a picture displayed on a screen is reduced.
- game machine box 1a screen 2: image generator 3: translucent reflecting mirror 4: infrared ray generating device 5: control means 6: coordinate detecting means 7: references 8: indicated coordinates 10: model gun 11: trigger 12: vibration-proof member 13: CCD camera 14: lens 15: infrared ray pass filter 16: communications line
- FIG. 2 is a perspective view of a shooting game machine according to the present invention.
- a game machine box 1 contains elements constituting a game machine except for a model gun.
- a screen 1 a is the device that displays a plurality of references that are the bases for the detection of content images, including a mark, and indicated coordinates.
- An image generator 2 is the device that generates images, including the contents of a game and a mark.
- a brown tub or projector is used for the image generator 2 .
- a display means for indicating a mark is constructed to include the screen 1 a , the image generator 2 and a translucent mirror 3 .
- the display means does not include the screen 1 a and the translucent mirror 3 , and may be constructed by installing the image generator 2 at the position of the screen 1 a in FIG. 2 .
- the infrared ray generating device 4 is a reference displaying device for generating references that are the bases for the detection of coordinates indicated by the player, that is, indicated coordinates, employs infrared laser, and is positioned on the inside, outer periphery or back surface of the screen 1 a.
- references generated by the reference displaying means are displayed on the inside or periphery of the screen 1 a , and constitutebases for the detection ofcoordinates as will be described later.
- the reason for using the infrared ray generating device 4 for a device for generating references is to accurately and clearly detect the references by. displaying the references using infrared rays and passing lights through an infrared ray generating device 4 because the image of the game displayed on the screen 1 a is composed of electromagnetic waves of an invisible ray and, therefore, the references cannot be distinguished from the image of the game, as described above.
- the infrared generating unit 4 is positioned behind the translucent mirror 3 , and the references are preferably arranged along a horizontal axis of the screen 1 a passing through a center of the vertical axis of the screen 1 a .
- the infrared ray references generated from the infrared ray generating device 4 passes through the translucent reflecting mirror 3 and are displayed on the screen 1 a .
- the display means is constructed by positioning the image generator 2 on the position of the screen 1 a without using the screen 1 a and the translucent mirror 3
- the infrared ray generating device 4 may be positioned on the periphery of the screen 1 a or near the periphery of the screen 1 a.
- the control means 5 is a means for controlling the entire shooting game machine by transmitting images, including a mark, to the image generator 2 so that the player can see the images of the game, changing the contents of the game depending upon the motion of the player and determining whether the mark is hit for the management of the game.
- the control means 5 can be implemented using a general microprocessor.
- the model gun 10 is an indication means for pointing at a point of the screen 1 a indicated by the player, and may be replaced by a tennis racket, a baseball bat, a baton, a rod, a sword, etc.
- the model gun 10 includes a CCD camera 13 , a lens 14 , an infrared ray filter 15 , an image detecting means for detecting the image of a region indicated by the indication means, and a trigger 11 for allowing the shooting of the player to be noticed.
- the CCD camera may be replaced by a Complementary Metal-Oxide Semiconductor (CMOS) element.
- CMOS Complementary Metal-Oxide Semiconductor
- the infrared ray pass filter 15 functions to receive the images of the game, including the mark displayed on the screen 1 a , eliminate the light of a visual ray range, and pass the electromagnetic waves of an infrared ray region therethrough.
- the references composed of the electromagnetic waves of an infrared ray region are formed on the CCD camera 13 by the lens 14 , converted into electric signals, and transmitted to a coordinate detecting means 6 via a communications line 16 .
- the coordinate detecting means 6 includes a reference coordinate detecting means for detecting the coordinates of the references using signals detected by the image detecting means and transmitted via the communications line 16 and an indicated coordinate detecting means for detecting indicated coordinates, which are indicated by the player through the indication means, based upon the coordinates of the references detected by the reference coordinate detecting means.
- the coordinate detecting means 6 includes a means for converting analog signals into digital signals when signals transmitted from the model gun 10 are analog signals.
- the coordinate detecting means 6 may always detect the indicated coordinates to change the contents of the game depending upon the motion of the player while the game is played, or may detect the indicated coordinates on at the moment the trigger 11 is pulled to reduce the burdens of the operations of the control means 5 or the coordinate detecting means.
- the indicated coordinates of a point, which is indicated by the player, detected by the indicated coordinate detecting means are transmitted to the control means 5 , and are compared with the position coordinates of the mark at the moment the player pulls the trigger 11 to determine whether the player hits the mark.
- references are employed. When three or more references are employed, they are used while being arranged at regular intervals near the screen.
- the present invention employs the ratios of the distances of references, at least three references are arranged at predetermined intervals determined in consideration of the resolution of the screen 1 a , the resolution, visible range (the range of the screen 1 a that can be detected by the CCD camera at one time) and rotation limit (the maximum rotation angle that can be noticed when the player points at the image) of the CCD camera, and the resolution of the gun, that is, the range in which the model gun 10 can detect the screen 1 a.
- the process of accurately detecting coordinates of the references may be divided into the step of finding the actual information of the detected reference, that is, determining which position the detected references occupies in the order of references, and the step of detecting the indicated coordinates using the detected reference.
- the CCD camera 13 In order to determine which position the detected reference occupies in the order of the references, the CCD camera 13 must always detect at least two distances, that is, at least three references. It is not necessary to detect all the references. Accordingly, the coordinates can be detected even using a CCD camera 13 of low resolution.
- the intervals between the references are determined in consideration of the resolution of the CCD camera 13 (a CCD camera of high resolution may be used when the interval between the references is great, and a CCD camera of low resolution may be used when the interval between the references is short), the rotation limit of the CCD camera 13 , the resolution of the gun, the resolution of the screen 1 a and the position where the player is mainly situated during the game, and the reference displaying means is adjusted so that the plurality of references are displayed according to the determined intervals.
- the resolution of the CCD camera 13 a CCD camera of high resolution may be used when the interval between the references is great, and a CCD camera of low resolution may be used when the interval between the references is short
- the rotation limit of the CCD camera 13 the resolution of the gun
- the resolution of the screen 1 a the position where the player is mainly situated during the game
- the reference displaying means is adjusted so that the plurality of references are displayed according to the determined intervals.
- the entire screen 1 a can be detected within a rotation range of 30°, but at least three references are not detected at the same time in the end portion of the screen 1 a if the CCD camera 13 is rotated at more than 30°.
- the standard position is arranged randomly, if indication means is closer than standard position, the image resolution capacity of CCD camera 13 becomes high. But if indication means is closer than any limit point, it is impossible to measure the end position of the screen.
- the intervals between the references are determined based on the resolution, visible range and rotation limit of the CCD camera and the resolution of the gun, and the constants for determining the size of the screen 1 a and the standard position are produced according to the determined intervals. For example, if 150 cm is the standard position for the screen 1 a of 73.66 cm (29 inch), 258 cm becomes the standard position for the screen 1 a of 127 cm (50 inch).
- the various arrangements of the references can maintain the same effect for the various sizes of the screen 1 a.
- the plurality of references may be displayed near the periphery. of the screen 1 a by positioning the reference displaying means outside the periphery of the screen 1 a
- the plurality of references are preferably displayed on the inside of the screen 1 a by positioning the reference displaying means behind the translucent reflection mirror 3 , as illustrated in FIG. 2 .
- the CCD camera 13 mounted on the model gun 10 to detect the image of a region indicated by the player must be mounted on the model gun 10 to be offset therefrom, as illustrated in FIG. 3 a , so that the design of the model gun 10 is limited.
- the CCD camera 13 can be mounted on the model gun 10 to be aligned therewith, as illustrated in FIG. 3 b , so that limitations in the design of the model gun 10 are eliminated.
- a peripheral marginal error ET which is the minimum distance required so that at least three references exist within a certain distance from the periphery of the screen 1 a (or the periphery of a region in which the image is detected)
- a general marginal error GT which is a minimum distance required to detect at least three references when the inside region of the screen 1 a , exclusive of the periphery of the screen 1 a (or the periphery of the region in which the image is detected), is detected by the CCD camera, can be mathematically calculated.
- ET( ⁇ ) and GT( ⁇ ) values are not calculated at ⁇ (0 ⁇ c ) (not defined), ET( ⁇ ) and GT( ⁇ ) do not exist.
- the reference are arranged to allow the intervals between the references to be maximized within the range that fulfills the conditions of ET( ⁇ ) and GT( ⁇ ). For example, since ET and GT are 58.58 and 142.99, respectively, in the case where the limit angle is 15°, at least three references are arranged within a distance of 58.58 fromn the periphery of the screen 1 a , and continuous three references are arranged within a distance of 142.99 to allow the intervals between the references to be maximized.
- a more accurate calculation of coordinates is possible by arranging the references based upon values mathematically calculated according to the resolution and visible range of the CCD camera 13 , the resolution of the model gun, the resolution of the screen 1 a and the standard position.
- FIG. 8 a is a diagram showing the method of using the CCD camera according to the prior art
- FIG. 8 b is a diagram showing the method of using the CCD camera according to an embodiment of the present invention.
- a practical, mass-produced and generally used CCD is fabricated in a ratio of 4:3 to be consistent with the ratio of a horizontal side to a vertical side of commercially used televisions and monitors (320 ⁇ 240, 352 ⁇ 288, 400 ⁇ 300, and 640 ⁇ 480).
- the resolution, which can best detect the image, of the model gun 10 used in the prior art shooting game machine is 320 ⁇ 240 because the longitudinal axis having more pixels is positioned along the horizontal direction, as illustrated in FIG. 8 a.
- the longitudinal axis having more pixels is positioned along the vertical direction according to the embodiment of the present invention, as illustrated in FIG. 8 b , that is, the CCD is used after being rotated at 90°, the references are closely arranged along the horizontal direction according to the certain rule, so that the image detection resolution 80 of the longitudinal axis has no problems. Accordingly, the resolution of the transverse axis positioned along the horizontal direction is 427 (320 ⁇ 4/3) when a ratio of the general screen 1 a of 4:3 is applied.
- FIG. 6 is a flowchart of an entire system according to the embodiment of the present invention.
- the references detected by the CCD camera 13 are transmitted to the coordinate detecting means 6 via the communications line 16 , and points disturbing the references are eliminated by the coordinate detecting means 6 at step S 03 .
- the elimination of the points is made possible by determining whether each detected point is a reference in such a way as to compare the detected points with the information of the references because the information of the references is previously stored in the shooting game machine.
- step S 04 It is determined whether the number of points remaining after the elimination of the disturbing points is three or more at step S 04 .
- the reason for this is that the detection of coordinates of the present invention is possible when the number of detected references is three or more.
- the indicated coordinates are calculated using a coordinate calculation algorithm that will be described later, and the distance between the screen 1 a and the player and the rotation angle of the model gun 10 are calculated at step S 05 . If the number of the remaining points is less than three, the process returns to the initial step.
- the indicated coordinates, the distance between the screen 1 a and the player and the rotation angle of the model gun 10 are transmitted to the control means 5 , and are reflected by the contents of the game including the images and the size of the mark.
- step S 06 it is determined whether the player has pulled the trigger at step S 06 . If the player has not pulled the trigger, the process returns to the initial step. If the player has pulled the trigger, it is determined whether the mark is hit by comparing the indicated coordinates at that moment with the coordinates of the mark at step S 07 . Finally, it is determined whether the game is terminated, and if a termination signal is not detected, the process returns to the initial step at step S 08 .
- FIG. 7 is a flowchart of a coordinate calculation algorithm according to an embodiment of the present invention.
- the CCD camera 13 has a resolution of 320 ⁇ 240 and is used with the side thereof having high resolution positioned along a vertical direction (accordingly, the central coordinates of the CCD camera are (120, 160)) and the references are arranged at the positions of (19, 43, 58, 141, 175, 200, 225, 259, 342, 357, 381).
- the positions of the references are previously stored in the shooting game machine, the intervals between neighboring references are (24, 15, 83, 34, 25, 25, 34,.83, 15, 24), and the ratios of the intervals neighboring references are (0.625000, 5.533333, 0.409638, 0.735294, 1.000000, 1.360000, 2.441176, 0.180722, 1.60000).
- the process of detecting coordinates by sensing the motion starts only if the number of references input through the CCD camera 13 is more than three at step S 001 .
- the intervals between the references are calculated at step S 002 .
- the ratios between the intervals between neighboring references are sequentially calculated at step S 003 .
- references having a ratio most appropriate to a given interval ratio at steps S 003 and S 015 If in the above example, three references are input and the interval ratio is 0.42, 0.409638 is a closest value and the detected references are considered third, fourth and fifth references.
- the number of input references is four or more, references at positions where the sums of the errors for the given ratios of the intervals are least are found at steps S 003 and S 025 . If in this example, five references are input and the ratios of the intervals are 0.74, 1.33 and 2.42 in the order of size, the detected, references are fourth, fifth, sixth and seventh references, since the least errors are 0.735294, 1.360000 and 2.441176 when continuous references are extracted from the ratios of the intervals and compared with one another.
- the coordinates of the references are detected by the reference coordinate detecting means based upon the references detected as described above, and the indicated coordinates of a point indicated by the player can be obtained by the following method at step S 006 .
- the number of references used to calculate coordinates is two. When three references are detected, left two references are used to calculate coordinates. When four or more references are detected, it is preferable to calculate the indicated coordinates using two references, including a reference that is closest to the center of the CCD camera 13 and a reference beside the closest reference.
- predetermined values corresponding to the references are I 1 and I 2 in the order of size
- the X coordinate and the Y coordinate are calculated using [ ( I1 + ( I2 - I1 ) ⁇ C ⁇ ( p 2 - p 1 ) d ] ⁇ ⁇ and ⁇ [ ( I2 - I1 ) ⁇ C *
- values I 1 and I 2 preferably are the coordinates of the horizontal axis of the screen 1 a .
- the values of I 1 and I 2 are 58 and 121, respectively.
- the rotation angle of the indication means is obtained by calculating how much the indication means is inclined based upon the coordinates of found references and the previously input coordinates of references at step S007.
- the rotation angle is calculated by the equation cos ⁇ 1 ((p 2X ⁇ p 1X )/ ⁇ square root over (d) ⁇ (radian). If the sign of (p 2X ⁇ p 1X )(p 2X ⁇ p 1Y ) is positive, the positive sign means that the indication means has been rotated to the right. If the sign of (p 2X ⁇ p 1X )(p 2X ⁇ p 1Y ) is negative, the negative sign means that the indication means has been rotated to the left.
- the distance between the found references on the CCD camera 13 and the actual distance between the references on the screen 1 a obtained by the previously input coordinates of references are measured at step S 008 .
- the distance D between the screen 1 a and the indication means and the distance between the found references on the CCD camera 13 are D and d, respectively, and the focal length of the lens 14 and the distance between references obtained based upon the previously input coordinates of the references are f and L, respectively, the distance D between the screen 1 a and the indication means is obtained by D ⁇ f(L/d).
- the player shoots the model gun 10 while pointing the model gun 10 at the mark on the screen 1 a at step S 100 .
- the distance D between the model gun and the screen 1 a is continuously measured in the shooting game machine at step S 102 .
- the shooting game machine determines whether the measured distance D is appropriately maintained at step S 103 . That is, as shown in FIG. 9 , the distance between the screen 1 a and the indication means may be changed depending upon the action of the player. Let the appropriate distance be defined as a reference distance D 0 . At this time, when the reference distance D 0 is not a point but a distance having a certain variation range, the variation range is set to D 0a ⁇ D 0b . If the distance D is measured and the measured distance D falls within the variation range, a normal state is maintained and a normal game is provided at step S 104 .
- the measured distance D does not satisfies the variation range, that is, the measured distance D is a shorter distance D 1 or greater distance D 0 , the degree of difficulty or the situations of the game are changed at step S 105 . That is, the game environment of a different condition is provided depending upon a distance from the model gun 10 , which induces the player to have an interest in the game.
- FIGS. 11 a to 11 e are flowcharts showing the various examples for changing the degree of difficulty of the game or the situations of the game.
- a bullet is made to deviate from the mark when the player pulls the trigger 11 at step S 111 . That is, the bullet does not hit the mark at which the player points and hits coordinates that are offset from the mark in a certain direction. This induces the effect of reducing the possibility of hitting the mark when the player shoots the model gun 10 . In this case, another object other than the mark may be hit.
- FIGS. 12 a and 12 b The equation of a specified example of this point is as follows. The view of this point is illustrated in FIGS. 12 a and 12 b .
- FIG. 12 a shows the trace of a bullet when only a pure error angle ⁇ s that the model gun 10 has exists.
- FIG. 12 b shows an error angle ⁇ s when the pure error angle ⁇ s not only exists but also the shooting game machine causes a bullet to deviates.
- the equation exemplarily supporting this point is disclosed as below. This equation is only an example to give an explanation, and may be freely modified.
- ⁇ 0 [ ( ⁇ S + tan - 1 ⁇ ( k ⁇ ⁇ d S - d ⁇ ) ( d ⁇ d S ) ⁇ S otherwise ]
- the action of increasing shooting accuracy is taken at step S 112 . That is, even though. the bullet hits a position away from the mark, the bullet may be considered to have hit the mark.
- the size of the mark is reduced when the player pulls the trigger 11 at step S 121 . That is, the same or tough conditions are provided regardless of the position of the model gun 10 by adjusting the size of the mark depending upon the distance from the model gun 10 , which reduces the probability of hitting the mark.
- L ′ ( L ⁇ k ⁇ ⁇ d s - d ⁇ ( d ⁇ d s ) L otherwise
- a penalty is granted to the player when the player pulls the trigger 11 at step S 131 .
- the granting of the penalty can be variously exemplified by preventing the player from adapting himself to the game environment in such a way as to considerably reduce the moving speed of the player in the game environment within a certain time, making continuous shootings difficult in such a way as to limit the height of a jump when the player jumps in the game environment or to increase the intervals between shootings, or preventing the player from easily following the mark in such a way as to increase the moving speed of the mark.
- the distance D is greater than any of the distances of the variation range, a normal game is provided to the player, as usual, at step S 132 , or an advantage is granted to the player.
- the size of a picture displayed on the screen 1 a is reduced at step S 141 . This reduces the size of the sight of the mark and, accordingly, the size of the mark is reduced.
- the size of the mark is increased at step S 142 . That is, as the distance is lengthened, the size of the mark is enlarged in proportion to the lengthened distance, so that the ability of the player is maintained.
- FIG. 13 a shows the size of the picture displayed on the screen 1 a when the model gun 10 is positioned far from the screen 1 a
- FIG. 13 b shows the size of the picture displayed on the screen 1 a when the model gun 10 is positioned close to the screen 1 a.
- the distance D and the variations D 0a ⁇ D 0h are evaluated at step S 150 . If the distance D is less than any of the distances of the variations D 0a ⁇ D 0h , the situations of the game are changed when the player pulls the trigger 11 at step S 151 .
- the situations of the game denote the set or background of the game, which indirectly affects the game.
- the distance D is greater than any of the distances of the variations, the player is made to easily point at the mark by clarifying the contour of the mark while maintaining the same set and background at step S 152 .
- the present invention can accurately calculate the point on the screen 1 a at which the player points while holding the indication means, that is, the model gun 10 .
- An accurate calculation of the indicated coordinates is possible even in the case where the rotation of the model gun 10 is taken into account.
- the method of detecting the indicated coordinates can calculate indicated coordinates even when the CCD camera 13 detects part of the references. Accordingly, as shown in FIG. 4 b , the indicated coordinates can be detected in a wide range even using the CCD camera 13 having a CCD of the same resolution. The indicated coordinates can be calculated in the same range using the CCD camera of a low resolution.
- the present invention can calculate the degree of rotation of the indication means and the distance between the screen 1 a and the indication means, and the control means 5 can adjust the degree of difficulty of the game and voluntarily change the images of the game based upon the calculated degree and distance.
- control means 5 can increase the degree of difficulty by increasing the moving speed of the mark or reducing the size of the mark.
- the control means 5 can reduce the degree of difficulty by reducing the moving speed of the mark or increasing the size of the mark.
- the prior shooting game machine manages the game regardless of the motion of the player, but the control means 5 of the present invention changes the images of the game while reflecting the rotation or movement of the indication means or the distance from the indication means.
- the player can enjoy a game with the degree of difficulty and progress of the game changed in response to the motion of the player, the player can enjoy a more realistic shooting game.
- the present invention causes the player to have a great interest in the game by changing a game environment depending upon the distance between the model gun and the screen.
- the present invention increases interest in the game by changing the progress of the game in such a way as to change the images of the game or making the degree of difficulty different.
- the present invention provides the effect of enabling the fair management of games because a game is made difficult if the actual distance is shorter than the reference distance set between the model gun and the screen and a benefit is granted to the player if the actual distance is greater than the reference distance. For example, if the actual distance is shorter than the reference distance, the degree of difficulty is increased by a reduction in the size of the mark, the imposition of a penalty, an increase in the directional angle of a bullet, etc. If the actual distance is greater than the reference distance, a benefit may be granted to the player by increasing the size of the mark, providing an advantage, etc.
- the player can enjoy the game with the degree of difficulty and progress of the game changed in response to the rotation of the model gun manipulated by the player or the variation of the distance, so that the present invention exhibits an effect of providing a realistic shooting game.
- indicated coordinates can be calculated using only part of references by arranging a plurality of references according to a certain rule, indicated coordinates can not only be calculated in a wide range using a CCD camera of the same resolution but indicated coordinates can be also calculated in the same range using a CCD camera of a low resolution.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Length Measuring Devices By Optical Means (AREA)
- Closed-Circuit Television Systems (AREA)
Abstract
The present invention discloses an infrared detection type shooting game machine and method, which changes the degree of difficulty and environment of a game depending upon a distance measured using a plurality of references arranged at irregular intervals, thus providing realistic and interesting games. The shooting game method includes (a) displaying images, including a mark, by a display means and displaying a plurality of references that are bases for detection of coordinates; (b) detecting a partial image of a certain region of a point indicated through . an indication means manipulated by a player; (c) receiving the detected partial image, detecting coordinates of the references, and setting coordinates of the references to the detected coordinates of the references; (d) detecting indicated coordinates of the point indicated by the player based upon the coordinates of the references; (e) measuring a distance D between the display means and the indication means based upon previously stored intervals between the plurality stored intervals between the plurality of references and distances between the coordinates of the references; and (f) setting reference distances D0 to some of distances D between the display means and the indication means falling within a certain range, and changing a degree of difficulty and situations of the game depending upon whether the reference distances are fulfilled.
Description
- The present invention relates generally to a shooting game machine, and more particularly to an infrared detection type shooting game machine and method, which changes the degree of difficulty and environment of a game depending upon a distance measured using a plurality of references arranged at irregular intervals, thus providing realistic and interesting games.
- The present invention is the improvement of Korean Pat. Appl. No. 10-2002-43913 filed on Jul. 25, 2002 and entitled adjustment of the degree of difficulty and situations in a game. The contents of this patent application, closely related to the present invention, are incorporated herein.
- Referring to
FIG. 1 illustrating the perspective view of a prior art shooting game machine, the prior art shooting game maclijne includes agame machine box 1, ascreen 1 a, animage generator 2 positioned in thegame machine box 1, a translucent reflectingmirror 3 for displaying an image generated from theimage generator 2 on thescreen 1 a, an infrared ray generating device 4 for generatingreferences 7 that are the bases for the calculation of coordinates, a control means 5 for controlling the entire shooting game machine, and a coordinate detecting means 6 for detecting coordinates indicated by a player based on the references by the infrared ray generating device 4. - Further, the shooting game machine further includes a
model gun 10 for pointing at a mark on the image displayed on thescreen 1 a. Themodel gun 10 includes abarrel 10 a, atrigger 11, a vibration-proof member 12 such as rubber, a Charge Coupled Device (CCD)camera 13, alens 14 and an infraredray pass filter 15. An image detected through theCCD camera 13 is transmitted to the coordinate detecting means 6 via acommunications line 16 connected to themodel gun 10. A CCD of theCCD camera 13 is generally rectangularly shaped, and the CCD is used with the side thereof having a greater number of pixels arranged along a horizontal direction. - A display means for displaying the image of a game in the shooting game machine constructed as described above includes the
screen 1 a, theimage generator 2 and the translucent reflectingmirror 3. The image information of the game, including a mark, transmitted from thecontrol means 5 is converted into the light of a visible light range by theimage generator 2, reflected by thetranslucent mirror 3, and finally irradiated to thescreen 1 a, thus being observed by the player. In this case, light emitted from the infrared light generator 4 is reflected by the translucentreflecting mirror 3 and irradiated to thescreen 1 a, thereby indicating thereferences 7 that are the bases for the detection of coordinates. - The player points to the
screen 1 a with the model gun in this hand. In this case, the image and thereferences 7 displayed on thescreen 1 a reach the infrared ray pass filter. At this time, the light of a visible ray range cannot pass through the infraredray pass filter 15, while thereferences 7, that is, the light of an infrared ray range, passes through the infraredray pass filter 15. - The
references 7 having passed through the infraredray pass filter 15 form images on theCCD camera 13 through thelens 14, thereferences 7 having formed images on theCCD camera 13 are converted into an image composed of electric signals, and the image of electric signals are transmitted to the coordinate detecting means 6. At this time, when the player pulls thetrigger 11, the coordinate detecting means calculates the coordinates of the references and obtains indicated coordinates, that is, indicated coordinates on thescreen 1 a indicated by the player, based on the coordinates of the references. - The indicated coordinates obtained as described above are transmitted to the
control means 5, and the control means 5 determines whether a mark is hit by comparing the coordinates at the moment the player pulled thetrigger 11 with the indicated coordinates. - However, the prior art shooting game machine has disadvantages in that it is impossible to accurately calculate a position, since one, two or more references generated by the infrared ray generating device 4 are distributed around the image without a specified rule and the indicated coordinates of the player are detected on the condition that it is assumed that the
model gun 10 is not rotated. - That is, as shown in
FIG. 4 a, in the prior art shooting game machine, two references {the coordinates of the references on theCCD camera 13 are p1=(p1X, p1Y), p2=(p2X, p2Y) (it is assumed that the origin of the coordinates of the CCD camera is the upper left corner) and the coordinates of the center of thescreen 1 a on thescreen 1 a are previously stored (X0, Y0)} generally arranged to be symmetrical to the center of thescreen 1 a, and the indicated coordinates are detected only when all the references are detected by theCCD camera 13. - The coordinate detecting means 6 calculates the coordinates {p0=(p0X, p0Y)} of the centers (the centers of the references become the center of the
screen 1 a because the references are arranged to be symmetrical to the center of thescreen 1 a) of the references on theCCD camera 13 by the method of calculating the coordinates {p1=(p1X, p1Y), p2=(p2X, p2Y)} of the references on theCCD camera 13 and obtaining the center of gravity. Since the distance D between the references on theCCD camera 13 is obtained by d=√{square root over ((p2X−p1X)2+(p2Y−p1Y)2)}, the indicated coordinates are obtained by
when the coordinates of the center of theCCD camera 13 on theCCD camera 13 are C=(CX, CY) and the distance between the references on thescreen 1 a is L. - Accordingly, the prior art shooting game machine cannot obtain the accurate indicated coordinates when the player is positioned very close to the
screen 1 a or far from thescreen 1 a (all the references are not detected by the CCD camera 13), and the prior art shooting game machine cannot obtain the accurate indicated coordinates when the rotation of themodel gun 10 is taken into consideration as in the present invention because the prior art shooting game machine employs a method of calculating the indicated coordinates without talking the rotation of themodel gun 10 into consideration. - Further, since the prior art shooting game machine uses all the displayed references to detect the indicated
coordinates 8 indicated by the player and detects the indicatedcoordinates 8 in the above described manner, the prior art shooting game machine is disadvantageous in that the indicatedcoordinates 8 cannot be detected if part of the references are not detected due to the partial failure of the infrared ray generating device 4. - Further, since the prior art shooting game machine can detect the indicated coordinates only when the prior art shooting game machine detects all the used references, the prior art shooting game machine is disadvantageous in that a range, which can be detected by the CCD camera of the same size, is very small.
- Further, in the prior art shooting game machine, the game is played only in such a way that the player passively acts in response to the contents of the game provided by the control means 5. Additionally, the prior art shooting game machine is disadvantageous in that the prior art shooting game machine cannot provide a realistic game because the prior art shooting game machine cannot reflect the detected rotation of the
model gun 10 and a detected variation in the distance between themodel gun 10 and thescreen 1 a. - The distance between the
model gun 10 and thescreen 1 a may be changed depending upon the player. The player in a good physical condition may reduce the distance and play the game at a position close to thescreen 1 a. Since the position close to thescreen 1 a can improve shooting accuracy, equal games cannot be played. All players would desire to play games at positions close to thescreen 1 a. - Further, since the
CCD camera 13 used in the prior shooting game machine is not fixed and can be freely moved by the player, an image can be detected with the same CCD. The prior shooting game machine does not utilize resolution by detecting the indicated coordinates based upon the above-described limited distribution of the references. - The index used to detect images in a shooting game machine is the resolution, and the resolution of the CCD of the CCD camera directly affects the image detection resolution. The method of increasing the resolution of the CCD is the easiest method to increase the image detection resolution. The method of increasing the resolution of the CCD has limitations in cost and technology because the costs of the CCD are increased and the amounts of data to transmit and process are increased and a high-speed transmission method and a high-performance processing apparatus are required.
- Accordingly, the present invention has been made keeping in mind the above problems occurring in the prior art, and an object of the present invention is to provide a shooting game machine and method that can improve an interest in an game by changing a game environment depending upon the distance between a model gun and a screen.
- Another object of the present invention is to provide a game shooting machine and method that changes the progress of a game by changing the images of a game and adjusting the degree of difficulty of a game, based upon indicated coordinate detected by a player, rotation of a model gun or distance between a model gun and a screen.
- Another object of the present invention is to provide a game shooting machine and method, which sets a reference distance between a model gun and a screen, and makes a game difficult if an actual distance is greater- than the reference distance and grants a benefit to the player if the actual distance is shorter than the reference distance.
- Another object of the present invention is to provide a game shooting machine and method, in which indicated coordinates can be calculated using part of references by arranging a plurality of references according to a certain rule, so that indicated coordinates can not only be calculated in a wide range using a CCD camera of the same resolution but indicated coordinates can be also calculated in the same range using a CCD camera of a low resolution.
- Another object of the present invention is to provide a game shooting machine and method, which sets a reference distance between a model gun and a screen, and increases the degree of difficulty by a reduction in the size of a mark, the imposition of penalty, an increase in the directional angle of a bullet, etc. if the actual distance is greater than the reference distance and gives a benefit to the player by increasing the size of a mark, providing an advantage, etc. if the actual distance is shorter than the reference distance.
- In order to accomplish the above object, the present invention- provides a shooting game machine, including display means for displaying images, including a mark; reference displaying means for displaying a plurality of references that are arranged inside or around the display means at irregular intervals and are bases for detection of coordinates; indication means for pointing at a point on the display mean, which is indicatedby a player; image detecting means mounted on the indication means to detect an image of a region indicated by the indication means; reference coordinate detecting means for receiving the detected image and detecting coordinates of the references; indicated coordinate detecting means for detecting indicated coordinates indicated by the indication means based upon the detected coordinates of the references; arid control means for adjusting a degree of difficulty based upon a distance between the display means and the indication means, receiving the detected indicated coordinates and controlling the entire shooting game macline.
- Preferably, the irregular intervals between the plurality of references my be determined depending upon conditions of the shooting game machine, such as a resolution of the display means, a resolution, a visible range and a rotation limit of the image detecting means, and the distance between the display means and the indication means.
- Preferably, the reference coordinate detecting means may detect actual information of the detected references based upon ratios of distances between the detected references if the image detecting means detects part of the references.
- Preferably, the indicated coordinate detecting means may detect indicated coordinates based upon two of part of the references detected by the image detecting means.
- Preferably, the shooting game machine may further include rotation detecting means for detecting rotation of the indication means based upon the plurality of references.
- Preferably, the control means controls the images displayed on the display means based upon a variation of the indicated coordinates detected by the indicated coordinate detecting means or the rotation detected by the rotation detecting means.
- Preferably, the shooting game machine may further include a distance measuring means for detecting the distance between the display means and the indication means based upon previously stored intervals between the references on the display means. and intervals between the references on the image detecting means, which are detected by the image detecting means.
- Preferably, the control means may control the images displayed on the display means based upon a variation of the indicated coordinates detected by the indicated coordinate detecting means or the distance between the display means and the indication means detected by the distance detecting means.
- Preferably, the control means may control the images displayed on the display means based upon a variation of the coordinates detected by the indicated coordinate detecting means.
- Preferably, indication means includes an image generator, a translucent reflecting mirror and a screen displaying an image reflected by the translucent reflecting milTor. The reference display means is positioned behind the translucent mirror.
- Preferably, the indication means may be a model of one of a gun, a tennis racket, a baseball bat, a baton, a rod or a sword.
- In order to accomplish the above object, the present invention provides a shooting game method, including the steps of (a) displaying images, including a mark, by a display means and displaying a plurality of references that are bases for detection of coordinates; (b) detecting a partial image of a certain region of a point indicated through an indication means manipulated by a player; (c) receiving the detected partial image, detecting coordinates of the references, and setting coordinates of the references to the detected coordinates of the references; (d) detecting indicated coordinates of the point indicated by the player based upon the coordinates of the references; (e) measuring a distance D between the display means and the indication means based upon previously stored intervals between the plurality of references and distances between the coordinates of the references; and (f) setting reference distances D0 to some of distances D between the display means and the indication means falling within a certain range, and changing a degree of difficulty and situations of the game depending upon whether the reference distances are fulfilled.
- Preferably, the distance D between the display means and the indication means may be calculated by the following equation D≈f(L/d) where f denotes a focal length of a lens, L denotes a distance between the references obtained by previously stored coordinates of the references, and d denotes the intervals between the references on a CCD camera; wherein the indication means is equipped at the front end thereof with the lens and at the rear end thereof with the CCD camera.
- Preferably, a directional angle δ0 of the indicating means may be increased if the distance D is shorter than the reference distance D0, while the directional angle δ0 of the indicating means may be reduced if the distance D is greater than the reference distance D0.
- Preferably, a size of the mark may be reduced if the distance D is shorter than the reference distance D0, while the size of the mark may be increased if the distance D is greater than the reference distance D0.
- Preferably, a penalty may be granted to the player if the distance D is shorter than the reference distance D0, while an advantage may be granted to the player if the distance D is greater than the reference distance D0.
- Preferably, the penalty may be granted to the player by a combination of a reduction in a moving speed of the player in the game, a limitation in a height of jumps and a reduction in game time.
- Preferably, situations of the game may be set to be disadvantageous to the player if the distance D is shorter than the reference distance D0, while the situations of the game may be set to be advantageous to the player if the distance D is greater than the reference distance D0.
-
FIG. 1 is a perspective view of a prior art shooting game machine; -
FIG. 2 is a perspective view of a shooting game machine in accordance with the present invention; -
FIG. 3 a is a schematic diagram in which a prior art model gun points at a screen, andFIG. 3 b is a schematic diagram in which a model gun points at a screen in accordance with an embodiment of the present invention; -
FIG. 4 a is a diagram illustrating a prior art method of calculating coordinates, andFIG. 4 b is a diagram illustrating a method of calculating coordinates in accordance with an embodiment of the present invention; -
FIG. 5 a is a diagram illustrating a prior art method of calculating coordinates when part of lamps fail, andFIG. 4 b is a diagram illustrating a method of calculating coordinates when part of lamps fail in accordance with an embodiment of the present invention; -
FIG. 6 is a flowchart of an entire system according to the embodiment of the present invention; -
FIG. 7 is a flowchart of a coordinate calculation algorithm according to an embodiment of the present invention; -
FIG. 8 a is a diagram showing the method of using the CCD camera according to the prior art, andFIG. 8 b is a diagram showing the method of using the CCD camera according to an embodiment of the present invention; -
FIG. 9 is a diagram showing the state in which a screen and an indicating means are spaced apart from each other; -
FIG. 10 is a flowchart showing an example of a method of changing the degree of difficulty and situations of a game depending upon the distance between the screen and the indication means; -
FIGS. 11 a to 11 e are flowcharts showing various examples in which the degree of difficulty and situations of a game are changed; -
FIG. 12 is a diagram showing the state in which a bullet deviates when a trigger is pulled; and -
FIGS. 13 a and 13 b are diagrams showing an example in which the size of a picture displayed on a screen is reduced.<Description of reference numerals of principal elements in drawings> 1: game machine box 1a: screen 2: image generator 3: translucent reflecting mirror 4: infrared ray generating device 5: control means 6: coordinate detecting means 7: references 8: indicated coordinates 10: model gun 11: trigger 12: vibration-proof member 13: CCD camera 14: lens 15: infrared ray pass filter 16: communications line - The above and other objects, features and other advantages of the present invention will be more clearly understood from the following detailed description taken in conjunction with the accompanying drawings.
-
FIG. 2 is a perspective view of a shooting game machine according to the present invention. - A
game machine box 1 contains elements constituting a game machine except for a model gun. Ascreen 1 a is the device that displays a plurality of references that are the bases for the detection of content images, including a mark, and indicated coordinates. Animage generator 2 is the device that generates images, including the contents of a game and a mark. A brown tub or projector is used for theimage generator 2. - A display means for indicating a mark is constructed to include the
screen 1 a, theimage generator 2 and atranslucent mirror 3. The display means does not include thescreen 1 a and thetranslucent mirror 3, and may be constructed by installing theimage generator 2 at the position of thescreen 1 a inFIG. 2 . - The infrared ray generating device 4 is a reference displaying device for generating references that are the bases for the detection of coordinates indicated by the player, that is, indicated coordinates, employs infrared laser, and is positioned on the inside, outer periphery or back surface of the
screen 1 a. - The references generated by the reference displaying means are displayed on the inside or periphery of the
screen 1 a, and constitutebases for the detection ofcoordinates as will be described later. - The reason for using the infrared ray generating device 4 for a device for generating references is to accurately and clearly detect the references by. displaying the references using infrared rays and passing lights through an infrared ray generating device 4 because the image of the game displayed on the
screen 1 a is composed of electromagnetic waves of an invisible ray and, therefore, the references cannot be distinguished from the image of the game, as described above. - Further, since in the present invention, coordinates are calculated using references arranged at intervals determined by a certain rule as described later, unnecessarily detected points except for the references can be eliminated, thus further accurately detecting indicated coordinates.
- The infrared generating unit 4 is positioned behind the
translucent mirror 3, and the references are preferably arranged along a horizontal axis of thescreen 1 a passing through a center of the vertical axis of thescreen 1 a. The infrared ray references generated from the infrared ray generating device 4 passes through the translucent reflectingmirror 3 and are displayed on thescreen 1 a. In the case where the display means is constructed by positioning theimage generator 2 on the position of thescreen 1 a without using thescreen 1 a and thetranslucent mirror 3, the infrared ray generating device 4 may be positioned on the periphery of thescreen 1 a or near the periphery of thescreen 1 a. - The control means 5 is a means for controlling the entire shooting game machine by transmitting images, including a mark, to the
image generator 2 so that the player can see the images of the game, changing the contents of the game depending upon the motion of the player and determining whether the mark is hit for the management of the game. The control means 5 can be implemented using a general microprocessor. - The
model gun 10 is an indication means for pointing at a point of thescreen 1 a indicated by the player, and may be replaced by a tennis racket, a baseball bat, a baton, a rod, a sword, etc. - The
model gun 10 includes aCCD camera 13, alens 14, aninfrared ray filter 15, an image detecting means for detecting the image of a region indicated by the indication means, and atrigger 11 for allowing the shooting of the player to be noticed. The CCD camera may be replaced by a Complementary Metal-Oxide Semiconductor (CMOS) element. - The infrared
ray pass filter 15 functions to receive the images of the game, including the mark displayed on thescreen 1 a, eliminate the light of a visual ray range, and pass the electromagnetic waves of an infrared ray region therethrough. - The references composed of the electromagnetic waves of an infrared ray region are formed on the
CCD camera 13 by thelens 14, converted into electric signals, and transmitted to a coordinate detectingmeans 6 via acommunications line 16. - The coordinate detecting
means 6 includes a reference coordinate detecting means for detecting the coordinates of the references using signals detected by the image detecting means and transmitted via thecommunications line 16 and an indicated coordinate detecting means for detecting indicated coordinates, which are indicated by the player through the indication means, based upon the coordinates of the references detected by the reference coordinate detecting means. The coordinate detectingmeans 6 includes a means for converting analog signals into digital signals when signals transmitted from themodel gun 10 are analog signals. - The coordinate detecting
means 6 may always detect the indicated coordinates to change the contents of the game depending upon the motion of the player while the game is played, or may detect the indicated coordinates on at the moment thetrigger 11 is pulled to reduce the burdens of the operations of the control means 5 or the coordinate detecting means. - The indicated coordinates of a point, which is indicated by the player, detected by the indicated coordinate detecting means are transmitted to the control means 5, and are compared with the position coordinates of the mark at the moment the player pulls the
trigger 11 to determine whether the player hits the mark. - The arrangement of the references is described as follows according to the present invention.
- In the prior art shooting game machine, one or two references are employed. When three or more references are employed, they are used while being arranged at regular intervals near the screen. In contrast, since the present invention employs the ratios of the distances of references, at least three references are arranged at predetermined intervals determined in consideration of the resolution of the
screen 1 a, the resolution, visible range (the range of thescreen 1 a that can be detected by the CCD camera at one time) and rotation limit (the maximum rotation angle that can be noticed when the player points at the image) of the CCD camera, and the resolution of the gun, that is, the range in which themodel gun 10 can detect thescreen 1 a. - In the present invention, the process of accurately detecting coordinates of the references may be divided into the step of finding the actual information of the detected reference, that is, determining which position the detected references occupies in the order of references, and the step of detecting the indicated coordinates using the detected reference. In order to determine which position the detected reference occupies in the order of the references, the
CCD camera 13 must always detect at least two distances, that is, at least three references. It is not necessary to detect all the references. Accordingly, the coordinates can be detected even using aCCD camera 13 of low resolution. - In order to always detect at least three of the plurality of references, the intervals between the references are determined in consideration of the resolution of the CCD camera 13 (a CCD camera of high resolution may be used when the interval between the references is great, and a CCD camera of low resolution may be used when the interval between the references is short), the rotation limit of the
CCD camera 13, the resolution of the gun, the resolution of thescreen 1 a and the position where the player is mainly situated during the game, and the reference displaying means is adjusted so that the plurality of references are displayed according to the determined intervals. - For example, the case where the rotation limit of the
CCD camera 13 is restricted to 30°, theentire screen 1 a can be detected within a rotation range of 30°, but at least three references are not detected at the same time in the end portion of thescreen 1 a if theCCD camera 13 is rotated at more than 30°. Also, the case where the standard position is arranged randomly, if indication means is closer than standard position, the image resolution capacity ofCCD camera 13 becomes high. But if indication means is closer than any limit point, it is impossible to measure the end position of the screen. - In contrast, if the position of the indication means is far from a standard position, the image resolution capacity of the
CCD camera 13 becomes low. - Since the size of the screen can be variously changed and the standard position is proportional to the actual size of the
screen 1 a, the intervals between the references are determined based on the resolution, visible range and rotation limit of the CCD camera and the resolution of the gun, and the constants for determining the size of thescreen 1 a and the standard position are produced according to the determined intervals. For example, if 150 cm is the standard position for thescreen 1 a of 73.66 cm (29 inch), 258 cm becomes the standard position for thescreen 1 a of 127 cm (50 inch). By the above-described method, the various arrangements of the references can maintain the same effect for the various sizes of thescreen 1 a. - Further, as the difference between the intervals between the references becomes greater, it becomes easier to distinguish the detected references from other references.
- Although the plurality of references may be displayed near the periphery. of the
screen 1 a by positioning the reference displaying means outside the periphery of thescreen 1 a, the plurality of references are preferably displayed on the inside of thescreen 1 a by positioning the reference displaying means behind thetranslucent reflection mirror 3, as illustrated inFIG. 2 . - In the case where the plurality of references are arranged outside the
screen 1 a, theCCD camera 13 mounted on themodel gun 10 to detect the image of a region indicated by the player must be mounted on themodel gun 10 to be offset therefrom, as illustrated inFIG. 3 a, so that the design of themodel gun 10 is limited. In the case where the plurality of references are arranged on the inside of thescreen 1 a, theCCD camera 13 can be mounted on themodel gun 10 to be aligned therewith, as illustrated inFIG. 3 b, so that limitations in the design of themodel gun 10 are eliminated. - The limitation in the arrangement of the references described above can be correctly expressed by the following mathematical equation (as shown in
FIG. 4 a, the case where the plurality of references are arranged along the horizontal axis of thescreen 1 a passing through the center of the vertical axis of thescreen 1 a is taken as an example). - A peripheral marginal error ET, which is the minimum distance required so that at least three references exist within a certain distance from the periphery of the
screen 1 a (or the periphery of a region in which the image is detected), and a general marginal error GT, which is a minimum distance required to detect at least three references when the inside region of thescreen 1 a, exclusive of the periphery of thescreen 1 a (or the periphery of the region in which the image is detected), is detected by the CCD camera, can be mathematically calculated. - If D1(θ) and D2(θ) are defined as
in the case where the horizontal value of the resolution of the model gun is Sw (not used because the references are indicated along the horizontal axis), the vertical value of the resolution of the model gun is SH, the horizontal value of the resolution of the CCD camera is Cw, the vertical value of the resolution of the CCD camera is CH, the rotation limit angle of the CCD camera is θc and the rotation angle of the CCD camera is θ (0≦θ≦θc), the minimums of the values calculated by the following equations become the values of ET and GT (if two or more conditions of the right side of ET(θ) are fulfilled at the same time, results are calculated) - If ET(θ) and GT(θ) values are not calculated at θ(0≦θ≦θc) (not defined), ET(θ) and GT(θ) do not exist.
- The reference are arranged to allow the intervals between the references to be maximized within the range that fulfills the conditions of ET(θ) and GT(θ). For example, since ET and GT are 58.58 and 142.99, respectively, in the case where the limit angle is 15°, at least three references are arranged within a distance of 58.58 fromn the periphery of the
screen 1 a, and continuous three references are arranged within a distance of 142.99 to allow the intervals between the references to be maximized. - A more accurate calculation of coordinates is possible by arranging the references based upon values mathematically calculated according to the resolution and visible range of the
CCD camera 13, the resolution of the model gun, the resolution of thescreen 1 a and the standard position. -
FIG. 8 a is a diagram showing the method of using the CCD camera according to the prior art, andFIG. 8 b is a diagram showing the method of using the CCD camera according to an embodiment of the present invention. - A practical, mass-produced and generally used CCD is fabricated in a ratio of 4:3 to be consistent with the ratio of a horizontal side to a vertical side of commercially used televisions and monitors (320×240, 352×288, 400×300, and 640×480). CCDs having resolutions (360×240 and 720×480), in which the number of the pixels on the longitudinal axis is greater than that of the transverse axis, are used.
- Citing a CCD having a resolution of 320×240 as an example, the resolution, which can best detect the image, of the
model gun 10 used in the prior art shooting game machine is 320×240 because the longitudinal axis having more pixels is positioned along the horizontal direction, as illustrated inFIG. 8 a. - However, if the longitudinal axis having more pixels is positioned along the vertical direction according to the embodiment of the present invention, as illustrated in
FIG. 8 b, that is, the CCD is used after being rotated at 90°, the references are closely arranged along the horizontal direction according to the certain rule, so that theimage detection resolution 80 of the longitudinal axis has no problems. Accordingly, the resolution of the transverse axis positioned along the horizontal direction is 427 (320×4/3) when a ratio of thegeneral screen 1 a of 4:3 is applied. - As a result, even though the prior art CCD is employed, the resolution can increase by (427×320)/(320×240)=136,640/76,800=178%, so that the image detection resolution can increase by 178%.
- Hereinafter, the operation of the embodiment of the present invention is described based upon the above-described construction.
-
FIG. 6 is a flowchart of an entire system according to the embodiment of the present invention. - When the player points at the mark displayed on the
screen 1 a while holding themodel gun 10 in this hands at step S00 and S01, the references are detected by theCCD camera 13 mounted on themodel gun 10 at step S02. - The references detected by the
CCD camera 13 are transmitted to the coordinate detectingmeans 6 via thecommunications line 16, and points disturbing the references are eliminated by the coordinate detectingmeans 6 at step S03. The elimination of the points is made possible by determining whether each detected point is a reference in such a way as to compare the detected points with the information of the references because the information of the references is previously stored in the shooting game machine. - It is determined whether the number of points remaining after the elimination of the disturbing points is three or more at step S04. The reason for this is that the detection of coordinates of the present invention is possible when the number of detected references is three or more.
- If the number of the remaining points is three or more, the indicated coordinates are calculated using a coordinate calculation algorithm that will be described later, and the distance between the
screen 1 a and the player and the rotation angle of themodel gun 10 are calculated at step S05. If the number of the remaining points is less than three, the process returns to the initial step. - The indicated coordinates, the distance between the
screen 1 a and the player and the rotation angle of themodel gun 10 are transmitted to the control means 5, and are reflected by the contents of the game including the images and the size of the mark. - Thereafter, it is determined whether the player has pulled the trigger at step S06. If the player has not pulled the trigger, the process returns to the initial step. If the player has pulled the trigger, it is determined whether the mark is hit by comparing the indicated coordinates at that moment with the coordinates of the mark at step S07. Finally, it is determined whether the game is terminated, and if a termination signal is not detected, the process returns to the initial step at step S08.
-
FIG. 7 is a flowchart of a coordinate calculation algorithm according to an embodiment of the present invention. - There is taken as an example of the case where the
screen 1 a has the resolution that can be plotted in a range from 0 to 400 in a horizontal direction, theCCD camera 13 has a resolution of 320×240 and is used with the side thereof having high resolution positioned along a vertical direction (accordingly, the central coordinates of the CCD camera are (120, 160)) and the references are arranged at the positions of (19, 43, 58, 141, 175, 200, 225, 259, 342, 357, 381). - The positions of the references are previously stored in the shooting game machine, the intervals between neighboring references are (24, 15, 83, 34, 25, 25, 34,.83, 15, 24), and the ratios of the intervals neighboring references are (0.625000, 5.533333, 0.409638, 0.735294, 1.000000, 1.360000, 2.441176, 0.180722, 1.60000).
- The process of detecting coordinates by sensing the motion, in which the player points the
model gun 10 at thescreen 1 a or rotates themodel gun 10, starts only if the number of references input through theCCD camera 13 is more than three at step S001. - If the number of previously input references is more than three, the intervals between the references are calculated at step S002.
- When the distances between neighboring references are calculated, the ratios between the intervals between neighboring references are sequentially calculated at step S003.
- If the number of the input references is three after the ratios of the intervals between neighboring references are calculated, references having a ratio most appropriate to a given interval ratio at steps S003 and S015. If in the above example, three references are input and the interval ratio is 0.42, 0.409638 is a closest value and the detected references are considered third, fourth and fifth references.
- If the number of input references is four or more, references at positions where the sums of the errors for the given ratios of the intervals are least are found at steps S003 and S025. If in this example, five references are input and the ratios of the intervals are 0.74, 1.33 and 2.42 in the order of size, the detected, references are fourth, fifth, sixth and seventh references, since the least errors are 0.735294, 1.360000 and 2.441176 when continuous references are extracted from the ratios of the intervals and compared with one another.
- In this case, in the case where a seventh reference is not detected due to the partial failure of the reference displaying means, fourth, fifth and sixth references are detected, so that the calculation of coordinates is possible.
- The coordinates of the references are detected by the reference coordinate detecting means based upon the references detected as described above, and the indicated coordinates of a point indicated by the player can be obtained by the following method at step S006.
- The number of references used to calculate coordinates is two. When three references are detected, left two references are used to calculate coordinates. When four or more references are detected, it is preferable to calculate the indicated coordinates using two references, including a reference that is closest to the center of the
CCD camera 13 and a reference beside the closest reference. - If the coordinates of two references (it is assumed that an left upper corner is an origin) on the
CCD camera 13, which are used for the calculation, are p1=(p1X, p1Y) and p2=(p2X, p2Y), the coordinates of the center of theCCD camera 13 are C=(CX, CY), predetermined values corresponding to the references are I1 and I2 in the order of size, and e and d are defined as e=(p1Y−p2Y, p 2X−p1X) and d=√{square root over ((p2X−p1X)2+(p2Y−p1Y)2)}, respectively, the X coordinate and the Y coordinate are calculated using
respectively. In this case, the calculation equations of the X and Y coordinates are obtained after it is assumed that a lamp is positioned at the center of a monitor. If the lamp is not positioned at the center, the calculation equations may be different. - If it is assumed that the origin of coordinates on the
screen 1 a is the intersection between an extension line from the reference and the left side of thescreen 1 a, previously defined values I1 and I2 preferably are the coordinates of the horizontal axis of thescreen 1 a. For example, when the indicated coordinates are calculated using third and fourth references, the values of I1and I2 are 58 and 121, respectively. - After the indicated coordinates indicated by the player are calculated, the rotation angle of the indication means is obtained by calculating how much the indication means is inclined based upon the coordinates of found references and the previously input coordinates of references at step S007. The rotation angle is calculated by the equation cos−1((p2X−p1X)/√{square root over (d)} (radian). If the sign of (p2X−p1X)(p2X−p1Y) is positive, the positive sign means that the indication means has been rotated to the right. If the sign of (p2X−p1X)(p2X−p1Y) is negative, the negative sign means that the indication means has been rotated to the left.
- After the rotation angle of the indication means is calculated, the distance between the found references on the
CCD camera 13 and the actual distance between the references on thescreen 1 a obtained by the previously input coordinates of references are measured at step S008. - When the distance between the
screen 1 a and the indication means and the distance between the found references on theCCD camera 13 are D and d, respectively, and the focal length of thelens 14 and the distance between references obtained based upon the previously input coordinates of the references are f and L, respectively, the distance D between thescreen 1 a and the indication means is obtained by D≈f(L/d). - The process of changing the degree of difficulty and the situations of the game depending upon the distance D between the
screen 1 a and the indication means is illustrated inFIG. 10 . - Referring to
FIG. 10 , the player shoots themodel gun 10 while pointing themodel gun 10 at the mark on thescreen 1 a at step S100. At this time, as the position of themodel gun 10 is changed, the distance D between the model gun and thescreen 1 a is continuously measured in the shooting game machine at step S102. - The shooting game machine determines whether the measured distance D is appropriately maintained at step S103. That is, as shown in
FIG. 9 , the distance between thescreen 1 a and the indication means may be changed depending upon the action of the player. Let the appropriate distance be defined as a reference distance D0. At this time, when the reference distance D0 is not a point but a distance having a certain variation range, the variation range is set to D0a˜D0b. If the distance D is measured and the measured distance D falls within the variation range, a normal state is maintained and a normal game is provided at step S104. If the measured distance D does not satisfies the variation range, that is, the measured distance D is a shorter distance D1 or greater distance D0, the degree of difficulty or the situations of the game are changed at step S105. That is, the game environment of a different condition is provided depending upon a distance from themodel gun 10, which induces the player to have an interest in the game. - Specified examples of changing the degree of difficulty of the game or the situations of the game are disclosed in
FIGS. 11 a to 11 e.FIGS. 11 a to 11 e are flowcharts showing the various examples for changing the degree of difficulty of the game or the situations of the game. - Referring to
FIG. 11 a, if the distance D is less than the variation range after evaluating the distance D at step S110 and the variation range D0a˜D0b, that is, themodel gun 10 is positioned close to thescreen 1 a (for example, themodel gun 10 is spaced from thescreen 1 a by the distance D1), a bullet is made to deviate from the mark when the player pulls thetrigger 11 at step S111. That is, the bullet does not hit the mark at which the player points and hits coordinates that are offset from the mark in a certain direction. This induces the effect of reducing the possibility of hitting the mark when the player shoots themodel gun 10. In this case, another object other than the mark may be hit. The equation of a specified example of this point is as follows. The view of this point is illustrated inFIGS. 12 a and 12 b.FIG. 12 a shows the trace of a bullet when only a pure error angle δs that themodel gun 10 has exists.FIG. 12 b shows an error angle δs when the pure error angle δs not only exists but also the shooting game machine causes a bullet to deviates. The equation exemplarily supporting this point is disclosed as below. This equation is only an example to give an explanation, and may be freely modified. - δs: error angle that model gun basically has
- ds: critical distance between model gun and screen
- k: constant determined depending upon model gun
- In contrast, if the distance D is greater than any of the distances of the variation range, the action of increasing shooting accuracy is taken at step S112. That is, even though. the bullet hits a position away from the mark, the bullet may be considered to have hit the mark.
- Referring to
FIG. 11 b, if the distance D is less than any of the distances of the variation range after evaluating the distance D and the variation range D0a˜D0b at step S120, the size of the mark is reduced when the player pulls thetrigger 11 at step S121. That is, the same or tough conditions are provided regardless of the position of themodel gun 10 by adjusting the size of the mark depending upon the distance from themodel gun 10, which reduces the probability of hitting the mark. An exemplary equation regarding this is disclosed below. - L′: reduced length
- ds: critical distance between model gun and screen
- k: constant set according to object
- On the contrary, if the distance D is greater than any of the distances of the variation range, the action of increasing shooting accuracy by increasing the size of the mark at step S122.
- Referring to
FIG. 11 c, if the distance D is less than any of the distances of the variation range after evaluating the distance D and the variation range D0a˜D0b at step S130, a penalty is granted to the player when the player pulls thetrigger 11 at step S131. The granting of the penalty can be variously exemplified by preventing the player from adapting himself to the game environment in such a way as to considerably reduce the moving speed of the player in the game environment within a certain time, making continuous shootings difficult in such a way as to limit the height of a jump when the player jumps in the game environment or to increase the intervals between shootings, or preventing the player from easily following the mark in such a way as to increase the moving speed of the mark. On the contrary, if the distance D is greater than any of the distances of the variation range, a normal game is provided to the player, as usual, at step S132, or an advantage is granted to the player. - RefelTing to
FIG. 11 d, if the distance D is less than any of the distances of the variation range after evaluating the distance D and the variation range D0a˜D0b at step S140, the size of a picture displayed on thescreen 1 a is reduced at step S141. This reduces the size of the sight of the mark and, accordingly, the size of the mark is reduced. On the contrary, if the distance D is greater than any of the distances of the variation range, the size of the mark is increased at step S142. That is, as the distance is lengthened, the size of the mark is enlarged in proportion to the lengthened distance, so that the ability of the player is maintained. An example of the above-described process is shown inFIGS. 13 a and 13 b.FIG. 13 a shows the size of the picture displayed on thescreen 1 a when themodel gun 10 is positioned far from thescreen 1 a, andFIG. 13 b shows the size of the picture displayed on thescreen 1 a when themodel gun 10 is positioned close to thescreen 1 a. - Referring to
FIG. 11 e, the distance D and the variations D0a˜D0h are evaluated at step S150. If the distance D is less than any of the distances of the variations D0a˜D0h, the situations of the game are changed when the player pulls thetrigger 11 at step S151. The situations of the game denote the set or background of the game, which indirectly affects the game. In contrast, if the distance D is greater than any of the distances of the variations, the player is made to easily point at the mark by clarifying the contour of the mark while maintaining the same set and background at step S152. - As described above, the present invention can accurately calculate the point on the
screen 1 a at which the player points while holding the indication means, that is, themodel gun 10. An accurate calculation of the indicated coordinates is possible even in the case where the rotation of themodel gun 10 is taken into account. - Further, the method of detecting the indicated coordinates can calculate indicated coordinates even when the
CCD camera 13 detects part of the references. Accordingly, as shown inFIG. 4 b, the indicated coordinates can be detected in a wide range even using theCCD camera 13 having a CCD of the same resolution. The indicated coordinates can be calculated in the same range using the CCD camera of a low resolution. - Further, in the case where part of the reference displaying means fails and part of the references cannot be displayed, it is impossible for the prior art shooting game machine to calculate the indicated coordinates, as shown in
FIG. 5 b. In the present invention, as shown inFIG. 5 b, although part of the infrared ray generating device 4 fails and part of the references are not displayed, the point indicated by the player, rotation and the distance between thescreen 1 a and the indication means can be calculated, thus increasing the duration of the shooting game machine. - Further, the present invention can calculate the degree of rotation of the indication means and the distance between the
screen 1 a and the indication means, and the control means 5 can adjust the degree of difficulty of the game and voluntarily change the images of the game based upon the calculated degree and distance. - That is, if the player approaches the
screen 1 a, the player can easily hit the mark, so that the control means 5 can increase the degree of difficulty by increasing the moving speed of the mark or reducing the size of the mark. In contrast, if the player goes away from thescreen 1 a, the control means 5 can reduce the degree of difficulty by reducing the moving speed of the mark or increasing the size of the mark. - Further, the prior shooting game machine manages the game regardless of the motion of the player, but the control means 5 of the present invention changes the images of the game while reflecting the rotation or movement of the indication means or the distance from the indication means.
- Accordingly, since the player can enjoy a game with the degree of difficulty and progress of the game changed in response to the motion of the player, the player can enjoy a more realistic shooting game.
- The present invention is not limited to the above-described embodiments, and can allow various modifications and alterations performed by those skilled in the art. The various modifications and alterations fall within the scope and spirit of the invention defined by the accompanying claims.
- As described above, the present invention causes the player to have a great interest in the game by changing a game environment depending upon the distance between the model gun and the screen.
- The present invention increases interest in the game by changing the progress of the game in such a way as to change the images of the game or making the degree of difficulty different.
- Further, the present invention provides the effect of enabling the fair management of games because a game is made difficult if the actual distance is shorter than the reference distance set between the model gun and the screen and a benefit is granted to the player if the actual distance is greater than the reference distance. For example, if the actual distance is shorter than the reference distance, the degree of difficulty is increased by a reduction in the size of the mark, the imposition of a penalty, an increase in the directional angle of a bullet, etc. If the actual distance is greater than the reference distance, a benefit may be granted to the player by increasing the size of the mark, providing an advantage, etc.
- Accordingly, the player can enjoy the game with the degree of difficulty and progress of the game changed in response to the rotation of the model gun manipulated by the player or the variation of the distance, so that the present invention exhibits an effect of providing a realistic shooting game.
- Further, since indicated coordinates can be calculated using only part of references by arranging a plurality of references according to a certain rule, indicated coordinates can not only be calculated in a wide range using a CCD camera of the same resolution but indicated coordinates can be also calculated in the same range using a CCD camera of a low resolution.
Claims (17)
1. A shooting game machine, comprising:
display means for displaying images, including a mark;
reference displaying means for displaying a plurality of references that are arranged inside or around the display means at irregular intervals and are bases for detection of coordinates;
indication means for pointing at a point on the display mean, which is indicated by a player;
image detecting means mounted on the indication means to detect an image of a region indicated by the indication means;
reference coordinate detecting means for receiving the detected image and detecting coordinates of the references;
indicated coordinate detecting means for detecting indicated coordinates indicated by the indication means based upon the detected coordinates of the references; and
control means for adjusting a degree of difficulty based upon a distance between the display means and the indication means, receiving the detected indicated coordinates and controlling the entire shooting game machine.
2. The shooting game machine as set forth in claim 1 , wherein the irregular intervals between the plurality of references are determined depending upon conditions of the shooting game machine, such as a resolution of the display means, a resolution, a visible range and a rotation limit of the image detecting means, and the distance between the display means and the indication means.
3. The shooting game machine as set forth in claim 1 , wherein the reference coordinate detecting means detects actual information of the detected references based upon ratios of distances between the detected references if the image detecting means detects part of the references.
4. The shooting game machine as set forth in claim 1 or 3 , wherein the indicated coordinate detecting means detects indicated coordinates based upon two of part of the references detected by the image detecting means.
5. The shooting game machine as set forth in claim 1 , further comprising rotation detecting means for detecting rotation of the indication means based upon the plurality of references.
6. The shooting game machine as set forth in claim 5 , wherein the control means controls the images displayed on the display means based upon a variation of the indicated coordinates detected by the indicated coordinate detecting means or the rotation detected by the rotation detecting means.
7. The shooting game machine as set forth in claim 1 , further comprising a distance measuring means for detecting the distance between the display means and the indication means based upon previously stored intervals between the references on the display means and intervals between the references on the image detecting means, which are detected by the image detecting means.
8. The shooting game machine as set forth in claim 7 , wherein the control means controls the images displayed on the display means based upon a variation of the indicated coordinates detected by the indicated coordinate detecting means or the distance between the display means and the indication means detected by the distance detecting means.
9. The shooting game machine as set forth in claim 1 , wherein the control means controls the images displayed on the display means based upon a variation of the coordinates detected by the indicated coordinate detecting means.
10. The shooting game machine as set forth in claim 1 , wherein the indication means is a model of one of a gun, a tennis racket, a baseball bat, a baton, a rod or a sword.
11. A shooting game method, comprising the steps of:
(a) displaying images, including a mark, by a display means and displaying a plurality of references that are bases for detection of coordinates;
(b) detecting a partial image of a certain region of a point indicated through an indication means manipulated by a player;
(c) receiving the detected partial image, detecting coordinates of the references, and setting coordinates of the references to the detected coordinates of the references;
(d) detecting indicated coordinates of the point indicated by the player based upon the coordinates of the references;
(e) measuring a distance D between the display means and the indication means based upon previously stored intervals between the plurality of references and distances between the coordinates of the references; and
(f) setting reference distances D0 to some of distances D between the display means and the indication means falling within a certain range, and changing a degree of difficulty and situations of the game depending upon whether the reference distances are fulfilled.
12. The shooting game method as set forth in claim 11 , wherein the distance D between the display means and the indication means is calculated by the following equation
D≈f(L/d)
where f denotes a focal length of a lens, L denotes a distance between the references obtained by previously stored coordinates of the references, and d denotes the intervals between the references on a CCD camera;
wherein the indication means is equipped at the front end thereof with the lens and at the rear end thereof with the CCD camera.
13. The shooting game method as set forth in claim 11 , wherein a directional angle δ0 of the indicating means is increased if the distance D is shorter than the reference distance D0, while the directional angle δ0 of the indicating means is reduced if the distance D is greater than the reference distance D0.
14. The shooting game method as set forth in claim 11 , wherein a size of the mark is reduced if the distance D is shorter than the reference distance D0, while the size of the mark is increased if the distance D is greater than the reference distance D0.
15. The shooting game method as set forth in claim 11 , wherein a penalty is granted to the player if the distance D is shorter than the reference distance D0, while an advantage is granted to the player if the distance D is greater than the reference distance D0.
16. The shooting game method as set forth in claim 15 , wherein the penalty is granted.to the player by a combination of a reduction in a moving speed of the player in the game, a limitation in a height of jumps and a reduction ingame time.
17. The shooting game method as set forth in claim 11 , wherein situations of the game are set to be disadvantageous to the player if the distance D is shorter than the reference distance D0, while the situations of the game are set to be advantageous to the player if the distance D is greater than the reference distance D0.
Applications Claiming Priority (5)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
KR10-2002-0043913A KR100462427B1 (en) | 2002-07-25 | 2002-07-25 | Shooting game machine, method for performing it and media storing program thereof |
KR10-2002-0043913 | 2002-07-25 | ||
KR10-2003-0006935 | 2003-02-04 | ||
KR10-2003-0006935A KR100485810B1 (en) | 2003-02-04 | 2003-02-04 | Shooting game machine and method for performing it |
PCT/KR2003/000802 WO2004012130A1 (en) | 2002-07-25 | 2003-04-19 | Shooting game machine and method for performing it |
Publications (1)
Publication Number | Publication Date |
---|---|
US20060105842A1 true US20060105842A1 (en) | 2006-05-18 |
Family
ID=36387111
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US10/521,390 Abandoned US20060105842A1 (en) | 2002-07-25 | 2003-04-19 | Shooting game machine and method for performing it |
Country Status (5)
Country | Link |
---|---|
US (1) | US20060105842A1 (en) |
JP (1) | JP2005533628A (en) |
AU (1) | AU2003225391A1 (en) |
TW (1) | TWI222380B (en) |
WO (1) | WO2004012130A1 (en) |
Cited By (12)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20060258465A1 (en) * | 2005-05-10 | 2006-11-16 | Pixart Imaging Inc. | Orientation device and method for coordinate generation employed thereby |
US20080012824A1 (en) * | 2006-07-17 | 2008-01-17 | Anders Grunnet-Jepsen | Free-Space Multi-Dimensional Absolute Pointer Using a Projection Marker System |
US20080278445A1 (en) * | 2007-05-08 | 2008-11-13 | Thinkoptics, Inc. | Free-space multi-dimensional absolute pointer with improved performance |
US20130059661A1 (en) * | 2011-09-02 | 2013-03-07 | Zeroplus Technology Co., Ltd. | Interactive video game console |
CN102989173A (en) * | 2011-09-08 | 2013-03-27 | 孕龙科技股份有限公司 | Interactive gaming machine |
US8529262B2 (en) * | 2007-08-30 | 2013-09-10 | Conflict Kinetics LLC | System and method for elevated speed firearms training |
US8907889B2 (en) | 2005-01-12 | 2014-12-09 | Thinkoptics, Inc. | Handheld vision based absolute pointing system |
US9227138B2 (en) | 2005-08-24 | 2016-01-05 | Nintendo Co., Ltd. | Game controller and game system |
US9227142B2 (en) * | 2005-08-24 | 2016-01-05 | Nintendo Co., Ltd. | Game controller and game system |
CN105469089A (en) * | 2015-11-19 | 2016-04-06 | 广州玖的数码科技有限公司 | Multi-person light gun positioning method and multi-person light gun positioning device |
US9355572B2 (en) | 2007-08-30 | 2016-05-31 | Conflict Kinetics Corporation | System and method for elevated speed firearms training |
CN113262482A (en) * | 2021-06-03 | 2021-08-17 | 腾讯科技(深圳)有限公司 | Object control method and device, storage medium and electronic equipment |
Families Citing this family (12)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP5231809B2 (en) * | 2005-01-12 | 2013-07-10 | スィンクオプティクス インコーポレイテッド | Handheld vision type absolute pointing system |
US8708822B2 (en) | 2005-09-01 | 2014-04-29 | Nintendo Co., Ltd. | Information processing system and program |
JP4907129B2 (en) * | 2005-09-01 | 2012-03-28 | 任天堂株式会社 | Information processing system and program |
US8157651B2 (en) | 2005-09-12 | 2012-04-17 | Nintendo Co., Ltd. | Information processing program |
JP5075330B2 (en) * | 2005-09-12 | 2012-11-21 | 任天堂株式会社 | Information processing program |
JP4794957B2 (en) * | 2005-09-14 | 2011-10-19 | 任天堂株式会社 | GAME PROGRAM, GAME DEVICE, GAME SYSTEM, AND GAME PROCESSING METHOD |
JP4684147B2 (en) | 2006-03-28 | 2011-05-18 | 任天堂株式会社 | Inclination calculation device, inclination calculation program, game device, and game program |
JP5060798B2 (en) * | 2007-02-23 | 2012-10-31 | 任天堂株式会社 | Information processing program and information processing apparatus |
JP5580156B2 (en) * | 2010-09-27 | 2014-08-27 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM |
JP5977309B2 (en) * | 2014-10-23 | 2016-08-24 | 株式会社カプコン | GAME DEVICE AND GAME PROGRAM |
JP2017055936A (en) * | 2015-09-16 | 2017-03-23 | カシオ計算機株式会社 | Communication device, communication method, and program |
CN109145474A (en) * | 2018-08-31 | 2019-01-04 | 北京晶品镜像科技有限公司 | A kind of infrared imaging device recon effect analogy method suitable for emulation of fighting |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5377100A (en) * | 1993-03-08 | 1994-12-27 | The United States Of America As Represented By The Administrator Of The National Aeronautics And Space Administration | Method of encouraging attention by correlating video game difficulty with attention level |
US5800265A (en) * | 1995-02-24 | 1998-09-01 | Semiconductor Energy Laboratory Co., Ltd. | Game machine |
US6832954B2 (en) * | 2000-05-30 | 2004-12-21 | Namco Ltd. | Photographing game machine, photographing game processing method and information storage medium |
US6890262B2 (en) * | 2001-07-19 | 2005-05-10 | Konami Corporation | Video game apparatus, method and recording medium storing program for controlling viewpoint movement of simulated camera in video game |
US7084888B2 (en) * | 2001-08-09 | 2006-08-01 | Konami Corporation | Orientation detection marker, orientation detection device and video game device |
Family Cites Families (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3748271B2 (en) * | 1992-05-22 | 2006-02-22 | 株式会社ナムコ | Shooting game equipment |
JPH08117447A (en) * | 1994-10-26 | 1996-05-14 | Namco Ltd | Shooting type game device |
CN1133955C (en) * | 1995-12-07 | 2004-01-07 | 世雅企业股份有限公司 | Image generation appts. image generation method, game machine using the mathod, and medium |
US6146278A (en) * | 1997-01-10 | 2000-11-14 | Konami Co., Ltd. | Shooting video game machine |
JP3893743B2 (en) * | 1998-05-14 | 2007-03-14 | 株式会社セガ | Pointed position detection method and apparatus |
JP4008119B2 (en) * | 1998-09-28 | 2007-11-14 | 株式会社アイ・オー・データ機器 | LOCATION DEVICE AND RECORDING MEDIUM CONTAINING LOCATION PROGRAM |
-
2003
- 2003-04-19 US US10/521,390 patent/US20060105842A1/en not_active Abandoned
- 2003-04-19 WO PCT/KR2003/000802 patent/WO2004012130A1/en active Application Filing
- 2003-04-19 JP JP2005505584A patent/JP2005533628A/en active Pending
- 2003-04-19 AU AU2003225391A patent/AU2003225391A1/en not_active Abandoned
- 2003-07-17 TW TW092119596A patent/TWI222380B/en active
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5377100A (en) * | 1993-03-08 | 1994-12-27 | The United States Of America As Represented By The Administrator Of The National Aeronautics And Space Administration | Method of encouraging attention by correlating video game difficulty with attention level |
US5800265A (en) * | 1995-02-24 | 1998-09-01 | Semiconductor Energy Laboratory Co., Ltd. | Game machine |
US6832954B2 (en) * | 2000-05-30 | 2004-12-21 | Namco Ltd. | Photographing game machine, photographing game processing method and information storage medium |
US6890262B2 (en) * | 2001-07-19 | 2005-05-10 | Konami Corporation | Video game apparatus, method and recording medium storing program for controlling viewpoint movement of simulated camera in video game |
US7084888B2 (en) * | 2001-08-09 | 2006-08-01 | Konami Corporation | Orientation detection marker, orientation detection device and video game device |
Cited By (21)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US8907889B2 (en) | 2005-01-12 | 2014-12-09 | Thinkoptics, Inc. | Handheld vision based absolute pointing system |
US7857703B2 (en) * | 2005-05-10 | 2010-12-28 | Fixart Imaging Incorporated | Orientation device and method for coordinate generation employed thereby |
US20060258465A1 (en) * | 2005-05-10 | 2006-11-16 | Pixart Imaging Inc. | Orientation device and method for coordinate generation employed thereby |
US9533220B2 (en) | 2005-08-24 | 2017-01-03 | Nintendo Co., Ltd. | Game controller and game system |
US9498709B2 (en) | 2005-08-24 | 2016-11-22 | Nintendo Co., Ltd. | Game controller and game system |
US11027190B2 (en) | 2005-08-24 | 2021-06-08 | Nintendo Co., Ltd. | Game controller and game system |
US10137365B2 (en) | 2005-08-24 | 2018-11-27 | Nintendo Co., Ltd. | Game controller and game system |
US9227138B2 (en) | 2005-08-24 | 2016-01-05 | Nintendo Co., Ltd. | Game controller and game system |
US9227142B2 (en) * | 2005-08-24 | 2016-01-05 | Nintendo Co., Ltd. | Game controller and game system |
US8913003B2 (en) | 2006-07-17 | 2014-12-16 | Thinkoptics, Inc. | Free-space multi-dimensional absolute pointer using a projection marker system |
US20080012824A1 (en) * | 2006-07-17 | 2008-01-17 | Anders Grunnet-Jepsen | Free-Space Multi-Dimensional Absolute Pointer Using a Projection Marker System |
US20080278445A1 (en) * | 2007-05-08 | 2008-11-13 | Thinkoptics, Inc. | Free-space multi-dimensional absolute pointer with improved performance |
US9176598B2 (en) | 2007-05-08 | 2015-11-03 | Thinkoptics, Inc. | Free-space multi-dimensional absolute pointer with improved performance |
US9638495B2 (en) | 2007-08-30 | 2017-05-02 | Conflict Kinetics Corporation | System for elevated speed firearms training scenarios |
US9355572B2 (en) | 2007-08-30 | 2016-05-31 | Conflict Kinetics Corporation | System and method for elevated speed firearms training |
US8529262B2 (en) * | 2007-08-30 | 2013-09-10 | Conflict Kinetics LLC | System and method for elevated speed firearms training |
US10969190B2 (en) | 2007-08-30 | 2021-04-06 | Conflict Kinetics Corporation | System for elevated speed firearms training |
US20130059661A1 (en) * | 2011-09-02 | 2013-03-07 | Zeroplus Technology Co., Ltd. | Interactive video game console |
CN102989173A (en) * | 2011-09-08 | 2013-03-27 | 孕龙科技股份有限公司 | Interactive gaming machine |
CN105469089A (en) * | 2015-11-19 | 2016-04-06 | 广州玖的数码科技有限公司 | Multi-person light gun positioning method and multi-person light gun positioning device |
CN113262482A (en) * | 2021-06-03 | 2021-08-17 | 腾讯科技(深圳)有限公司 | Object control method and device, storage medium and electronic equipment |
Also Published As
Publication number | Publication date |
---|---|
AU2003225391A1 (en) | 2004-02-16 |
TWI222380B (en) | 2004-10-21 |
TW200413066A (en) | 2004-08-01 |
JP2005533628A (en) | 2005-11-10 |
WO2004012130A1 (en) | 2004-02-05 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US20060105842A1 (en) | Shooting game machine and method for performing it | |
US10099144B2 (en) | Sports simulation system | |
US20070155502A1 (en) | Device for motion tracking and object for reflecting infrared light | |
CA2647956C (en) | Sports simulation system | |
US20140111625A1 (en) | Apparatus and method for measuring golf club shaft flex and golf simulation system incorporating the same | |
US6488591B1 (en) | Method and apparatus to determine golf ball trajectory and flight | |
US7536033B2 (en) | Portable swing analyzer | |
US7273427B2 (en) | Method and system for selecting a golf club | |
US11103783B2 (en) | Sports simulation system | |
US20070105637A1 (en) | Golf ball performance evaluation system | |
JP2006015157A (en) | Method to calculate trajectory of object based on measured launching condition | |
JP2003503121A (en) | Method and apparatus for portable golf training system with optical sensor net | |
US6742385B2 (en) | Method for selecting a golf ball, and method and system for selecting a golf club and a golf ball | |
US20210008430A1 (en) | Trajectory assistance systems and methods thereof | |
JP3394978B2 (en) | Golf swing practice equipment | |
KR100485810B1 (en) | Shooting game machine and method for performing it | |
KR100462427B1 (en) | Shooting game machine, method for performing it and media storing program thereof | |
KR200296068Y1 (en) | Shooting game machine | |
JP3496064B2 (en) | Electronic targeting device for high performance light gun for international shooting competition | |
MX2013004225A (en) | System for obtaining the weight of a baseball bat. | |
KR20110113449A (en) | System for analyzing golf swing motion |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AS | Assignment |
Owner name: ANDAMIRO CO., LTD., KOREA, REPUBLIC OF Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:KIM, YONG-HWAN;JUNG, WOO-JIN;REEL/FRAME:016676/0810 Effective date: 20051020 |
|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |