US20140094231A1 - Standard and method for quick draw contest simulation - Google Patents

Standard and method for quick draw contest simulation Download PDF

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Publication number
US20140094231A1
US20140094231A1 US14/031,593 US201314031593A US2014094231A1 US 20140094231 A1 US20140094231 A1 US 20140094231A1 US 201314031593 A US201314031593 A US 201314031593A US 2014094231 A1 US2014094231 A1 US 2014094231A1
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Prior art keywords
player
weapon
draw
firing
sensor
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US14/031,593
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Gary ORTON
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LIVINIUK TANNIS
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Gary ORTON
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Assigned to LIVINIUK, TANNIS, ORTON, GARY reassignment LIVINIUK, TANNIS ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: ORTON, GARY
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41AFUNCTIONAL FEATURES OR DETAILS COMMON TO BOTH SMALLARMS AND ORDNANCE, e.g. CANNONS; MOUNTINGS FOR SMALLARMS OR ORDNANCE
    • F41A33/00Adaptations for training; Gun simulators
    • F41A33/02Light- or radiation-emitting guns ; Light- or radiation-sensitive guns; Cartridges carrying light emitting sources, e.g. laser
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41BWEAPONS FOR PROJECTING MISSILES WITHOUT USE OF EXPLOSIVE OR COMBUSTIBLE PROPELLANT CHARGE; WEAPONS NOT OTHERWISE PROVIDED FOR
    • F41B11/00Compressed-gas guns, e.g. air guns; Steam guns
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J11/00Target ranges
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J5/00Target indicating systems; Target-hit or score detecting systems
    • F41J5/06Acoustic hit-indicating systems, i.e. detecting of shock waves

Definitions

  • the present invention relates to a system and method for a quick draw contest simulation, and in particular to such a contest in which two players fire simulated weapons at each other.
  • the conventional equipment for playing quick draw includes a fire arm, a holster, targets constructed of wax or balloon targets, ammunition consisting of blank casings or wax bullets, a signal such as a light bulb, a timing device responsive to a switch, and sound inputs or electronic sensors installed on the target for determining which competitor struck the target first.
  • firearms for playing quick draw has several potential disadvantages and limitations. For obvious safety reasons, contestants cannot fire ammunition at each other in a “showdown” style quick-draw game. Even when fired at targets, firearms can expose contestants and spectators to risks of bodily injury, such as being struck by ammunition or target debris, or being exposed to the loud noises produced upon firing. Contestants should be properly trained and competent to handle firearms. Spectators should observe the competition at a distance from the firing line. Legal requirements respecting firearms may prevent quick draw from being played in certain venues.
  • Video shooting games do not easily permit head-to-head competition and more often depict “single shooter” scenarios. That is, a single player notionally shoots at a number of targets depicted on a video screen. Such video games do not contemplate multiple competitors shooting at each other.
  • the system and method allows for two players to draw and fire their weapons at each other with a low risk of bodily injury, and conveniently determines the winner of the contest based on performance metrics such as which player drew the weapon first, which player fired the weapon first, and whether the player hit the other player using the fired weapon.
  • the present invention provides a system for a quick draw contest simulation for at least two players: a first player and a second player.
  • the system comprises a first weapon, a second weapon, a player prompt, a first firing sensor, a second firing sensor, an output device, a processor, and a memory component.
  • Each weapon is operable by a player respectively to fire a non-lethal projectiles or infrared signal.
  • the player prompt provides a prompt signal to prompt the first and second players to draw and fire the first and second weapons, respectively.
  • the first and second firing sensors detect when the first and second weapons are fired, respectively.
  • the processor is operatively connected to the foregoing components and is responsive to program instructions stored in the memory component implement a method which involves determining from the first and second firing sensors which of the first and second weapons is fired first after provision of the prompt signal, and causing the output device to output a contest result based in whole or in part on such a determination.
  • the weapons are paintball guns or powderball guns that fire non-lethal projectiles.
  • the firing sensors may be motion sensors that detect movement or passage of the projectiles through imaginary vertical planes in front of the weapons in their respective firing directions.
  • the motion sensors may include passive infrared motion detectors that detect disturbances in infrared spectrum by the projectiles, or infrared transmitters and infrared receivers that detect firing when a projectile obstructs an infrared beam therebetween, or optical sensors.
  • the firing sensors may be pressure or contact sensors wearable by the players.
  • the processor may be operatively connected to the pressure or contact sensors, and the method implemented by the processor may further involves determining from the pressure or contact sensors whether the projectiles hit the opposing player.
  • the system may include an enclosure that accommodates the players and the weapons, that is impenetrable to the projectiles when fired from the weapons, and is externally transparent.
  • the weapons are guns that fire visible or invisible light beams, such as infrared signals.
  • the firing sensors may be infrared receivers that detect the infrared signals at locations in front of the weapons in their respective firing directions.
  • the infrared receivers may be wearable by the players.
  • the processor may be operatively connected to the infrared receivers, and the method implemented by the processor may further involve determining from the infrared receivers whether the infrared signals hit the opposing players, and causing the output device to output a contest result based in whole or in part on such a determination.
  • the system may also include first and second draw sensor for detecting when the first and second weapons are touched by their respective players or drawn from their respective holstered positions.
  • the processor may be further operatively connected to the draw sensors, and the method implemented by the processor may further involve determining from the draw sensors which of the weapons is first touched by its player or first drawn after provision of the prompt signal.
  • the draw sensors may be pressure or contact sensors that detect contact between the weapons and the players, inertial sensors that detect movement of the weapons from their holstered positions, or switches that are actuated by the movement of the weapons from their holstered positions.
  • the present invention provides a method for playing a quick draw simulation game for a first player and a second player.
  • the method includes the following steps:
  • the method also includes determining which of the first and second weapons is first touched by their respective player or first drawn from their holstered position after the players are prompted to draw and fire their respective weapons.
  • the determination of whether a projectile hits a player is based on the projectile hitting a pressure sensor worn by the player. In one embodiment, the determination of whether an infrared hits a player is based on the infrared signal being received by an infrared receiver worn by the player.
  • FIG. 1 shows a front elevation view of one embodiment of a quick draw simulation system of the present invention.
  • FIG. 2 shows a top plan view of the embodiment of the quick draw simulation system shown in FIG. 1 .
  • FIG. 3 shows a block diagram of one embodiment of a quick draw simulation system of the present invention.
  • FIG. 4 shows a flow chart of an algorithm for one embodiment of a method for playing a quick draw simulation game of the present invention.
  • the invention relates to a system for a simulated quick draw game.
  • the following is a detailed description of exemplary embodiments of the present invention.
  • the invention provides a system for playing a quick draw contest simulation.
  • the system comprises a first and a second weapon ( 20 ), a player prompt ( 14 ), a first and a second firing sensor ( 12 ), an output device ( 18 ), a processor ( 100 ), and a memory component ( 200 ).
  • the system may further comprise an enclosure ( 10 ), and a first and a second draw sensor ( 13 ).
  • FIGS. 1 and 2 show physical representation of an embodiment of the system.
  • FIG. 3 shows a block diagram of the system. Although the block elements are shown separately, they may be physically or logically integrated. The solid lines between the block elements indicate operable connections and do not necessarily imply physical connections between the block elements, which may communicate via computer network or wireless communication means. Accordingly, in reality, the components represented by the block elements may be situated remotely from one another.
  • a physical enclosure accommodates the two players, and provides a structure to house or support the other components of the system.
  • the enclosure may have walls that are transparent to allow spectators to view the contest, and also impervious to the fired projectiles to prevent the projectiles hitting spectators.
  • the walls may be made of transparent PlexiglasTM or other like materials.
  • the first and second weapons ( 20 ) either fire non-lethal projectiles or fire visible or invisible light beams, such as infrared signals, in a firing direction.
  • the weapons ( 20 ) fire non-lethal projectiles and may be paintball or powderball guns, or other types of guns that fire non-metallic pellets or balls, which are well known in the art.
  • Non-lethal projectiles that leave a visible mark, such as in the case of paintballs or powder balls may be preferable in that they allow for determination of whether a projectile has hit its intended target by simple visual observation after the target is hit.
  • Non-lethal projectiles that do not leave a visible mark may require additional components to determine whether the projectile or signal has hit its intended target, without reliance on the perceptions of the players themselves.
  • the weapons ( 20 ) fire directed infrared signals and may be laser tag guns or the like, which are well known in the art.
  • a player prompt ( 14 ) provides a prompt signal to prompt the first and second players to draw and fire the first and second weapons, respectively.
  • the player prompt ( 14 ) may be any suitable device known in the art that emits an audible, visual or audible-visual prompt signal.
  • the player prompt comprises a warning buzzer indicates the game has started and cautions the players not to touch their weapons ( 20 ) until the prompt signal.
  • the player prompt further comprises a strobe light ( 14 ) that is used to randomly initiate a countdown to the prompt signal, which is ultimately provided by a light flash or an audible signal.
  • the first and second firing sensors ( 12 ) detect when the first and second weapons, respectively, are fired.
  • the form of the firing sensors ( 12 ) depend on the type of weapon ( 20 ) used.
  • the first and second firing sensors ( 12 ) may comprise first and second motion sensors that detect movement or passage of the projectile fired by the first and second weapons, respectively through a vertical plane in front of the first and second players, respectively.
  • the motion sensor ( 12 ) may employ a passive infrared sensor attached to the ceiling that detects disturbances in an infrared spectrum due to the projectile moving through the imaginary vertical plane.
  • the motion sensor ( 12 ) may employ an infrared transmitter and an infrared receiver which transmit and receive an infrared beam that is obstructed when the projectile passes through the imaginary vertical plane.
  • the motion sensor may employ an optical sensor that detects the projectile passing through the imaginary vertical plane. Such optical sensors may function by capturing and analyzing images as is known in art. Other suitable means of detecting motion of the projectile are well known in the art may be employed in the alternative.
  • the firing sensors ( 12 ) may comprise first and second pressure or contact sensors wearable by the first and second player, respectively.
  • the pressure sensors may comprise a plurality of capacitance type pressure sensors incorporated into vests to be worn the players, so as to form targets. As a projectile hits the vest and impinges on the pressure sensor, the time of the hit is used either as a proxy for when the weapon was fired or as information to derive when the weapon was fired.
  • the pressure or contact sensors may be used additionally as the firing sensors, or to supplement existing firing sensors, assuming each weapon fires a projectile at substantially the same speed as the other.
  • the pressure sensor may also be used to determine if the projectile hit the intended target as the pressure sensor will register a hit only if physically impinged by the projectile.
  • the firing sensors ( 12 ) may comprise an infrared receiver that detects the infrared signal at a location in front of the weapon, in the firing direction.
  • the infrared receivers may be incorporated into vests to be worn the players, so as to form targets.
  • the time of detection is used either as a proxy for when the weapon was fired or as information to derive when the weapon was fired.
  • the infrared receiver may also be used to determine if the infrared signal hit the intended target as the infrared receiver will only register a hit only if it is situated along the direction of the signal.
  • the firing sensors ( 12 ) may comprise microphones which detect the audible firing of a weapon.
  • the output device ( 18 ) displays or announces the results of the competitions simulation.
  • the output device ( 18 ) may be any suitable means known in the art such as a speaker, or a video display such as a computer or television monitor.
  • the output device is a score light indicator having several light indicators located above the standing positions of the first and second players. For example, the lights above the first player illuminates if it is determined that the first player is the winner of the contest.
  • the optional first and second draw sensors detect when the first and second weapons ( 20 ), respectively, are either grasped by their respective players or drawn from their respective holstered positions.
  • the drawing and firing of a weapon ( 20 ) involves two time components.
  • the first time component is the player's draw time that elapses between the prompt signal to draw and fire, and the player reaching for and touching the weapon or removing the weapon from its holstered position.
  • the second time component is the player's firing time, which is the time which elapses between the player touching the weapon (or removing from the holster), aiming at a target, and firing the weapon at the target.
  • the object of the draw sensor is to detect the draw time.
  • the draw sensor may be a pressure or contact sensor in the weapon or the weapon's holster which detects contact between the player's hand and the weapon.
  • the draw sensor may be an inertial sensor that detects movement of the weapon.
  • that draw sensor may be a switch that is actuated by the movement of the weapon from its holstered position.
  • the processor ( 100 ) is operatively connected to the player prompt ( 14 ), the first and second firing sensors ( 12 ), the output device ( 18 ), and the memory component ( 200 ).
  • the processor ( 100 ) and memory component ( 200 ) shown in the Figures or described herein may be or may include a computer.
  • the components may be described in the general context of computer-executable instructions, such as program modules, being executed by a computer.
  • program modules include routines, programs, objects, components, data structures, etc., that perform particular tasks or implement particular abstract data types.
  • the processor ( 100 ) may utilize any of a wide variety of other technologies including a special purpose computer, a microcomputer, mini-computer, programmed micro-processor, micro-controller, peripheral integrated circuit element, a CSIC (Customer Specific Integrated Circuit), ASIC (Application Specific Integrated Circuit), a logic circuit, a digital signal processor, a programmable logic device such as an FPGA (Field Programmable Gate Array), PLD (Programmable Logic Device), PLA (Programmable Logic Array), RFID processor, smart chip, or any other device or arrangement of devices that is capable of implementing the steps of the processes of the invention.
  • a programmable logic device such as an FPGA (Field Programmable Gate Array), PLD (Programmable Logic Device), PLA (Programmable Logic Array), RFID processor, smart chip, or any other device or arrangement of devices that is capable of implementing the steps of the processes of the invention.
  • the computer system may include a general purpose computing device in the form of a computer including a processing unit, a system memory, and a system bus that couples various system components including the system memory to the processing unit.
  • a general purpose computing device in the form of a computer including a processing unit, a system memory, and a system bus that couples various system components including the system memory to the processing unit.
  • the processor ( 100 ) is responsive to program instructions stored on the memory component ( 200 ) to determine the winner of the contest based on data from the first and second firing sensors ( 12 ) and, where present, the draw sensors.
  • the determination of the winner may be made in accordance with one or more performance metrics including without limitation; which of the first and second weapons is fired first after the prompt signal; which of the first and second weapons fired a non-lethal projectile or infrared signal that hit the intended target (i.e., the opposing player); and which of the first and second weapons is first drawn after the prompt signal.
  • the performance metrics may be used in isolation, or in combination, and further analyzed to determine a result score for each competitor.
  • the invention comprises a method for playing a quick draw simulation game for a first player and a second player.
  • the method is practiced with the system of the present invention, so that the method is automated or semi-automated. Therefore, it will be understood that the methods may be represented by simple algorithms implemented in software, firmware or hardware, or combinations thereof.
  • the weapons ( 20 ) used are paintball guns.
  • the first and second players enter the enclosure ( 10 ), and don any protective clothing or items deemed necessary given the nature of the projectiles being used. Protective clothing such as face shields or goggles may be desirable.
  • the players then put on the holsters containing their weapons ( 20 ) and face each other.
  • an operator which may be a person, or the player prompt ( 14 ) will confirm that the players are ready, signal to the players that they should be ready but not to touch their guns ( 20 ).
  • a warning buzzer of the player prompt ( 14 ) indicates the game has started and cautions the players not to touch their guns until the prompt signal is given.
  • a strobe light of the player prompt ( 14 ) initiates a countdown to the prompt signal, which is ultimately provided by a light flash or an audible signal.
  • step 302 upon the prompt signal being provided, the players reach for their guns ( 20 ), withdraw them from their holster and fire them at the opposing player.
  • a shot noise generator and speakers ( 16 ) may be operatively connected to the system to generate weapon firing noises that emulate the sound of real firearms being fired.
  • draw sensors in the form of contact sensors in the guns ( 20 ) will detect whether and when each player has gripped their respective guns ( 20 ).
  • firing sensors in the form of infrared motion detectors detect when the projectiles are fired from the weapons, as they pass through an invisible vertical plane in front of the players.
  • Alternative forms of the firing sensors may be used, as described above.
  • step 305 the processor ( 100 ) uses the information from the draw sensors to determine the draw time of each player.
  • the processor ( 100 ) also uses the information from the firing sensors ( 12 ) to determine the firing time of each player.
  • step 306 an operator observes visible marks left by the paintballs as they strike the players and inputs this information into the processor ( 100 ).
  • the processor ( 100 ) may use the firing sensors (such as pressure and contact sensors, or infrared receivers) to automatically determine if a projectile or an infrared signal hit its target or not.
  • step 307 the processor ( 100 ) determines which player won the contest by determining which player had the shortest firing time, and who hit the opposing player. In embodiments, the processor ( 100 ) may also consider the draw time in making the determination. In embodiments, these performance metrics may be analyzed in various combinations to determine a result score which determines which player wins the contest.
  • the processor ( 100 ) causes the output device ( 18 ) to display which player won the contest by illuminating a light ( 18 ) above the player, visible on the outside of the enclosure ( 10 ).
  • the processor ( 100 ) may cause an output device ( 18 ) such as a monitor to display the draw times, the firing time, and whether the player hit the target or not (if paintballs or powderballs are used, this latter element may not be necessary as it will be apparent if the target was hit), or a result score based on the player's performance metrics.
  • the processor ( 100 ) may also cause the memory component ( 200 ) to store this information, in like fashion to the “High Scores” element of video games.

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Abstract

A system and method for a quick draw contest simulation involves two players using weapons to fire non-lethal projectiles or infrared signals at each other. Optional draw sensors, such as pressure sensors, contact sensors or switches, may be used to determine draw times based on when the players touch their weapons or remove them from their holstered positions. Firing sensors, such as motion detectors, pressure sensors, or infrared receivers, are used to determine firing times when the weapons are fired and optionally, also whether the projectiles or infrared signals hit the opposing players. The firing sensors and optional draw sensors communicate with a processor which executes program instructions stored on a memory component to determine a contest winner based on firing times and whether the opposing player was hit. The processor also causes an output device to indicate the contest winner and performance metrics of the players.

Description

    CROSS-REFERENCE TO RELATED APPLICATION
  • This application claims the priority benefit of U.S. Provisional Application No. 61/702,893 filed on Sep. 19, 2012 entitled “Quick Draw Simulator”, the contents of which are incorporated herein by reference.
  • FIELD OF THE INVENTION
  • The present invention relates to a system and method for a quick draw contest simulation, and in particular to such a contest in which two players fire simulated weapons at each other.
  • BACKGROUND OF THE INVENTION
  • In a quick draw contest, competitors rapidly withdraw firearms from holsters in response to a signal and fire ammunition at a target. The competitor that does so with the shortest reaction time, and with some accuracy, is the winner. The conventional equipment for playing quick draw includes a fire arm, a holster, targets constructed of wax or balloon targets, ammunition consisting of blank casings or wax bullets, a signal such as a light bulb, a timing device responsive to a switch, and sound inputs or electronic sensors installed on the target for determining which competitor struck the target first.
  • The use of firearms for playing quick draw has several potential disadvantages and limitations. For obvious safety reasons, contestants cannot fire ammunition at each other in a “showdown” style quick-draw game. Even when fired at targets, firearms can expose contestants and spectators to risks of bodily injury, such as being struck by ammunition or target debris, or being exposed to the loud noises produced upon firing. Contestants should be properly trained and competent to handle firearms. Spectators should observe the competition at a distance from the firing line. Legal requirements respecting firearms may prevent quick draw from being played in certain venues.
  • Video shooting games do not easily permit head-to-head competition and more often depict “single shooter” scenarios. That is, a single player notionally shoots at a number of targets depicted on a video screen. Such video games do not contemplate multiple competitors shooting at each other.
  • Accordingly, there is a need for a system and method for playing a quick draw contest that overcomes the disadvantages and limitations of the conventional equipment. Preferably, the system and method allows for two players to draw and fire their weapons at each other with a low risk of bodily injury, and conveniently determines the winner of the contest based on performance metrics such as which player drew the weapon first, which player fired the weapon first, and whether the player hit the other player using the fired weapon.
  • SUMMARY OF THE INVENTION
  • In one aspect, the present invention provides a system for a quick draw contest simulation for at least two players: a first player and a second player. The system comprises a first weapon, a second weapon, a player prompt, a first firing sensor, a second firing sensor, an output device, a processor, and a memory component. Each weapon is operable by a player respectively to fire a non-lethal projectiles or infrared signal. The player prompt provides a prompt signal to prompt the first and second players to draw and fire the first and second weapons, respectively. The first and second firing sensors detect when the first and second weapons are fired, respectively. The processor is operatively connected to the foregoing components and is responsive to program instructions stored in the memory component implement a method which involves determining from the first and second firing sensors which of the first and second weapons is fired first after provision of the prompt signal, and causing the output device to output a contest result based in whole or in part on such a determination.
  • In one embodiment, the weapons are paintball guns or powderball guns that fire non-lethal projectiles. The firing sensors may be motion sensors that detect movement or passage of the projectiles through imaginary vertical planes in front of the weapons in their respective firing directions. The motion sensors may include passive infrared motion detectors that detect disturbances in infrared spectrum by the projectiles, or infrared transmitters and infrared receivers that detect firing when a projectile obstructs an infrared beam therebetween, or optical sensors. Alternatively, the firing sensors may be pressure or contact sensors wearable by the players. The processor may be operatively connected to the pressure or contact sensors, and the method implemented by the processor may further involves determining from the pressure or contact sensors whether the projectiles hit the opposing player. The system may include an enclosure that accommodates the players and the weapons, that is impenetrable to the projectiles when fired from the weapons, and is externally transparent.
  • In one embodiment, the weapons are guns that fire visible or invisible light beams, such as infrared signals. The firing sensors may be infrared receivers that detect the infrared signals at locations in front of the weapons in their respective firing directions. The infrared receivers may be wearable by the players. The processor may be operatively connected to the infrared receivers, and the method implemented by the processor may further involve determining from the infrared receivers whether the infrared signals hit the opposing players, and causing the output device to output a contest result based in whole or in part on such a determination.
  • In one embodiment, the system may also include first and second draw sensor for detecting when the first and second weapons are touched by their respective players or drawn from their respective holstered positions. The processor may be further operatively connected to the draw sensors, and the method implemented by the processor may further involve determining from the draw sensors which of the weapons is first touched by its player or first drawn after provision of the prompt signal. The draw sensors may be pressure or contact sensors that detect contact between the weapons and the players, inertial sensors that detect movement of the weapons from their holstered positions, or switches that are actuated by the movement of the weapons from their holstered positions.
  • In another aspect the present invention provides a method for playing a quick draw simulation game for a first player and a second player. The method includes the following steps:
      • (a) equipping the first player with a first weapon actuable by the first player to fire a non-lethal projectile or an infrared signal in a first firing direction;
      • (b) equipping the second player with a second weapon actuable by the second player to fire a non-lethal projectile or an infrared signal in a second firing direction;
      • (c) prompting the first and second players at the same time to draw and fire the first and second weapons, respectively;
      • (d) determining which of the first and second weapons is fired first after the players are prompted to draw and fire their respective weapons; and
      • (e) determining whether the projectile or infrared signal fired from each of the weapons hit the player equipped with the other weapon.
  • In one embodiment, the method also includes determining which of the first and second weapons is first touched by their respective player or first drawn from their holstered position after the players are prompted to draw and fire their respective weapons.
  • In one embodiment, the determination of whether a projectile hits a player is based on the projectile hitting a pressure sensor worn by the player. In one embodiment, the determination of whether an infrared hits a player is based on the infrared signal being received by an infrared receiver worn by the player.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • In the drawings, like elements are assigned like reference numerals. The drawings are not necessarily to scale, with the emphasis instead placed upon the principles of the present invention. Additionally, each of the embodiments depicted are but one of a number of possible arrangements utilizing the fundamental concepts of the present invention. The drawings are briefly described as follows:
  • FIG. 1 shows a front elevation view of one embodiment of a quick draw simulation system of the present invention.
  • FIG. 2 shows a top plan view of the embodiment of the quick draw simulation system shown in FIG. 1.
  • FIG. 3 shows a block diagram of one embodiment of a quick draw simulation system of the present invention.
  • FIG. 4 shows a flow chart of an algorithm for one embodiment of a method for playing a quick draw simulation game of the present invention.
  • DETAILED DESCRIPTION OF EXAMPLES OF EMBODIMENTS OF THE PRESENT INVENTION
  • The invention relates to a system for a simulated quick draw game. The following is a detailed description of exemplary embodiments of the present invention.
  • When describing the present invention, all terms not defined herein have their common art-recognized meanings.
  • In one aspect, the invention provides a system for playing a quick draw contest simulation. In general, the system comprises a first and a second weapon (20), a player prompt (14), a first and a second firing sensor (12), an output device (18), a processor (100), and a memory component (200). In one embodiment, the system may further comprise an enclosure (10), and a first and a second draw sensor (13).
  • One embodiment of the system is now described with reference to FIGS. 1 to 3. FIGS. 1 and 2 show physical representation of an embodiment of the system. FIG. 3 shows a block diagram of the system. Although the block elements are shown separately, they may be physically or logically integrated. The solid lines between the block elements indicate operable connections and do not necessarily imply physical connections between the block elements, which may communicate via computer network or wireless communication means. Accordingly, in reality, the components represented by the block elements may be situated remotely from one another.
  • Referring to FIG. 1, a physical enclosure (10) accommodates the two players, and provides a structure to house or support the other components of the system. In embodiments of the system where the weapons fire non-lethal projectiles, the enclosure may have walls that are transparent to allow spectators to view the contest, and also impervious to the fired projectiles to prevent the projectiles hitting spectators. In one embodiment, the walls may be made of transparent Plexiglas™ or other like materials. Such an enclosure allows the contest simulation to take place in a public establishment, such as a games arcade, an amusement park, a restaurant, a lounge, or a bar.
  • The first and second weapons (20) either fire non-lethal projectiles or fire visible or invisible light beams, such as infrared signals, in a firing direction. In one embodiment, the weapons (20) fire non-lethal projectiles and may be paintball or powderball guns, or other types of guns that fire non-metallic pellets or balls, which are well known in the art. Non-lethal projectiles that leave a visible mark, such as in the case of paintballs or powder balls may be preferable in that they allow for determination of whether a projectile has hit its intended target by simple visual observation after the target is hit. Non-lethal projectiles that do not leave a visible mark may require additional components to determine whether the projectile or signal has hit its intended target, without reliance on the perceptions of the players themselves. In one embodiment, the weapons (20) fire directed infrared signals and may be laser tag guns or the like, which are well known in the art.
  • A player prompt (14) provides a prompt signal to prompt the first and second players to draw and fire the first and second weapons, respectively. The player prompt (14) may be any suitable device known in the art that emits an audible, visual or audible-visual prompt signal. In one embodiment, as shown in FIGS. 1 and 2, the player prompt comprises a warning buzzer indicates the game has started and cautions the players not to touch their weapons (20) until the prompt signal. The player prompt further comprises a strobe light (14) that is used to randomly initiate a countdown to the prompt signal, which is ultimately provided by a light flash or an audible signal.
  • The first and second firing sensors (12) detect when the first and second weapons, respectively, are fired. The form of the firing sensors (12) depend on the type of weapon (20) used. In embodiments where the weapons (20) fire non-lethal projectiles, the first and second firing sensors (12) may comprise first and second motion sensors that detect movement or passage of the projectile fired by the first and second weapons, respectively through a vertical plane in front of the first and second players, respectively. In one embodiment, as shown in FIG. 3, the motion sensor (12) may employ a passive infrared sensor attached to the ceiling that detects disturbances in an infrared spectrum due to the projectile moving through the imaginary vertical plane. In another embodiment, the motion sensor (12) may employ an infrared transmitter and an infrared receiver which transmit and receive an infrared beam that is obstructed when the projectile passes through the imaginary vertical plane. In another embodiment, the motion sensor may employ an optical sensor that detects the projectile passing through the imaginary vertical plane. Such optical sensors may function by capturing and analyzing images as is known in art. Other suitable means of detecting motion of the projectile are well known in the art may be employed in the alternative.
  • In other embodiments where the weapons (20) fire non-lethal projectiles, the firing sensors (12) may comprise first and second pressure or contact sensors wearable by the first and second player, respectively. By way of non-limiting example, the pressure sensors may comprise a plurality of capacitance type pressure sensors incorporated into vests to be worn the players, so as to form targets. As a projectile hits the vest and impinges on the pressure sensor, the time of the hit is used either as a proxy for when the weapon was fired or as information to derive when the weapon was fired. Accordingly, the pressure or contact sensors may be used additionally as the firing sensors, or to supplement existing firing sensors, assuming each weapon fires a projectile at substantially the same speed as the other. In addition to being used to determine when the weapon was fired the, the pressure sensor may also be used to determine if the projectile hit the intended target as the pressure sensor will register a hit only if physically impinged by the projectile.
  • In embodiments where the weapons (20) fire an infrared signal, the firing sensors (12) may comprise an infrared receiver that detects the infrared signal at a location in front of the weapon, in the firing direction. By way of non-limiting example, the infrared receivers may be incorporated into vests to be worn the players, so as to form targets. As the infrared receiver receives a fired infrared signal, the time of detection is used either as a proxy for when the weapon was fired or as information to derive when the weapon was fired. In addition to being used to determine when the weapon was fired, the infrared receiver may also be used to determine if the infrared signal hit the intended target as the infrared receiver will only register a hit only if it is situated along the direction of the signal.
  • In alternative embodiments, the firing sensors (12) may comprise microphones which detect the audible firing of a weapon.
  • The output device (18) displays or announces the results of the competitions simulation. The output device (18) may be any suitable means known in the art such as a speaker, or a video display such as a computer or television monitor. In one embodiment, as shown in FIGS. 1 and 2, the output device is a score light indicator having several light indicators located above the standing positions of the first and second players. For example, the lights above the first player illuminates if it is determined that the first player is the winner of the contest.
  • The optional first and second draw sensors (not shown) detect when the first and second weapons (20), respectively, are either grasped by their respective players or drawn from their respective holstered positions. To explain, the drawing and firing of a weapon (20) involves two time components. The first time component is the player's draw time that elapses between the prompt signal to draw and fire, and the player reaching for and touching the weapon or removing the weapon from its holstered position. The second time component is the player's firing time, which is the time which elapses between the player touching the weapon (or removing from the holster), aiming at a target, and firing the weapon at the target. The object of the draw sensor is to detect the draw time. In one embodiment, the draw sensor may be a pressure or contact sensor in the weapon or the weapon's holster which detects contact between the player's hand and the weapon. In another embodiment, the draw sensor may be an inertial sensor that detects movement of the weapon. In another embodiment, that draw sensor may be a switch that is actuated by the movement of the weapon from its holstered position.
  • The processor (100) is operatively connected to the player prompt (14), the first and second firing sensors (12), the output device (18), and the memory component (200). Collectively, the processor (100) and memory component (200) shown in the Figures or described herein may be or may include a computer. The components may be described in the general context of computer-executable instructions, such as program modules, being executed by a computer. Generally, program modules include routines, programs, objects, components, data structures, etc., that perform particular tasks or implement particular abstract data types. The processor (100) may utilize any of a wide variety of other technologies including a special purpose computer, a microcomputer, mini-computer, programmed micro-processor, micro-controller, peripheral integrated circuit element, a CSIC (Customer Specific Integrated Circuit), ASIC (Application Specific Integrated Circuit), a logic circuit, a digital signal processor, a programmable logic device such as an FPGA (Field Programmable Gate Array), PLD (Programmable Logic Device), PLA (Programmable Logic Array), RFID processor, smart chip, or any other device or arrangement of devices that is capable of implementing the steps of the processes of the invention. The computer system may include a general purpose computing device in the form of a computer including a processing unit, a system memory, and a system bus that couples various system components including the system memory to the processing unit. Although the internal components of the computer or microprocessor device are not shown, those of ordinary skill in the art will appreciate that such components and the interconnections are well known.
  • The processor (100) is responsive to program instructions stored on the memory component (200) to determine the winner of the contest based on data from the first and second firing sensors (12) and, where present, the draw sensors. The determination of the winner may be made in accordance with one or more performance metrics including without limitation; which of the first and second weapons is fired first after the prompt signal; which of the first and second weapons fired a non-lethal projectile or infrared signal that hit the intended target (i.e., the opposing player); and which of the first and second weapons is first drawn after the prompt signal. As will be appreciated, the performance metrics may be used in isolation, or in combination, and further analyzed to determine a result score for each competitor.
  • In another aspect, the invention comprises a method for playing a quick draw simulation game for a first player and a second player. The method is practiced with the system of the present invention, so that the method is automated or semi-automated. Therefore, it will be understood that the methods may be represented by simple algorithms implemented in software, firmware or hardware, or combinations thereof.
  • One embodiment of the method is now described with reference to the algorithm depicted in the flow chart of FIG. 4. In this embodiment, the weapons (20) used are paintball guns. In step 300, the first and second players enter the enclosure (10), and don any protective clothing or items deemed necessary given the nature of the projectiles being used. Protective clothing such as face shields or goggles may be desirable. The players then put on the holsters containing their weapons (20) and face each other.
  • In step 301, an operator, which may be a person, or the player prompt (14) will confirm that the players are ready, signal to the players that they should be ready but not to touch their guns (20). In one embodiment, a warning buzzer of the player prompt (14) indicates the game has started and cautions the players not to touch their guns until the prompt signal is given. A strobe light of the player prompt (14) initiates a countdown to the prompt signal, which is ultimately provided by a light flash or an audible signal.
  • In step 302, upon the prompt signal being provided, the players reach for their guns (20), withdraw them from their holster and fire them at the opposing player. In one embodiment, a shot noise generator and speakers (16) may be operatively connected to the system to generate weapon firing noises that emulate the sound of real firearms being fired.
  • In step 303, draw sensors in the form of contact sensors in the guns (20) will detect whether and when each player has gripped their respective guns (20).
  • In step 304, firing sensors (12) in the form of infrared motion detectors detect when the projectiles are fired from the weapons, as they pass through an invisible vertical plane in front of the players. Alternative forms of the firing sensors may be used, as described above.
  • In step 305, the processor (100) uses the information from the draw sensors to determine the draw time of each player. The processor (100) also uses the information from the firing sensors (12) to determine the firing time of each player.
  • In step 306, an operator observes visible marks left by the paintballs as they strike the players and inputs this information into the processor (100). In alternative embodiments, the processor (100) may use the firing sensors (such as pressure and contact sensors, or infrared receivers) to automatically determine if a projectile or an infrared signal hit its target or not.
  • In step 307, the processor (100) determines which player won the contest by determining which player had the shortest firing time, and who hit the opposing player. In embodiments, the processor (100) may also consider the draw time in making the determination. In embodiments, these performance metrics may be analyzed in various combinations to determine a result score which determines which player wins the contest.
  • In step 308, the processor (100) causes the output device (18) to display which player won the contest by illuminating a light (18) above the player, visible on the outside of the enclosure (10). In other embodiments, the processor (100) may cause an output device (18) such as a monitor to display the draw times, the firing time, and whether the player hit the target or not (if paintballs or powderballs are used, this latter element may not be necessary as it will be apparent if the target was hit), or a result score based on the player's performance metrics.
  • The processor (100) may also cause the memory component (200) to store this information, in like fashion to the “High Scores” element of video games.
  • Although the present invention has been described with reference to specific embodiments, they are intended to be illustrative only and not limit the scope of the claims, which should be given the broadest interpretation consistent with the description as a whole.

Claims (19)

What is claimed is:
1. A system for a quick draw contest simulation between at least two players including a first player and a second player, the system comprising:
(a) a first weapon operable by the first player to fire a first non-lethal projectile or signal in a first firing direction;
(b) a second weapon operably by the second player to fire a second non-lethal projectile or signal in a second firing direction;
(c) a player prompt for providing a prompt signal to prompt the first and second players to draw and fire their respective weapons;
(d) a first firing sensor for detecting when the first weapon is fired, and a second firing sensor for detecting when the second weapon is fired;
(e) an output device for outputting an audible or visual contest result; and
(f) a processor, operatively connected to the player prompt, the first and second firing sensors, the output device, and at least one memory component, wherein the memory stores a set of program instructions, wherein the processor comprises components responsive to the program instructions to implement a method comprising the steps of:
(i) determining the from the first and second firing sensors which of the first and second weapons is fired first after provision of the prompt signal, and
(ii) causing the output device to output the contest result based wholly or in part on the determination in step (i), above.
2. The system of claim 1 wherein each of the first and second weapons comprises a paintball gun or a powderball gun that fires a non-lethal projectile.
3. The system of claim 2 wherein:
(a) the first firing sensor comprises a first motion sensor that detects movement or passage of the first projectile through a first imaginary vertical plane in front of the first weapon in the first firing direction; and
(b) the second firing sensor comprises a second motion sensor that detects movement or passage of the second projectile through a second imaginary vertical plane in front of the second weapon in the second firing direction.
4. The system of claim 3 wherein:
(a) the first motion sensor comprises a first passive infrared motion detector that detects a disturbance in an infrared spectrum caused by the first projectile; and
(b) the second motion sensor comprises a second passive infrared motion detector that detects a disturbance in an infrared spectrum caused by the second projectile.
5. The system of claim 3 wherein:
(a) the first motion sensor comprises an first infrared transmitter and a first infrared receiver, wherein firing of the first weapon is detected upon the first projectile obstructing a first infrared beam between the transmitter and receiver; and
(b) the second motion sensor comprises a second infrared transmitter and a second infrared receiver, wherein firing of the second weapon is upon the second projectile obstructing a second infrared beam between the second transmitter and the second receiver.
6. The system of claim 3 wherein:
(a) the first motion sensor comprises a first optical sensor that detects the passage of the first projectile; and
(b) the second motion sensor comprises a second optical sensor that detects the passage of the second projectile.
7. The system of claim 2 wherein:
(a) the first firing sensor comprises a pressure or contact sensor wearable by the first player for detecting the second projectile hitting the first player; and
(b) the second firing sensor comprises a second pressure or contact sensor wearable by the second player for detecting the first projectile hitting the second player.
8. The system of claim 7 wherein the method comprises the further step of determining from the first pressure or contact sensor whether the second projectile hit the first pressure or contact sensor, and determining from the second pressure sensor whether the first projectile hit the second pressure or contact sensor, and wherein the contest result is further based on this determination.
9. The system of claim 2 further comprising an enclosure that internally accommodates the first and second players, that is impenetrable to the non-lethal projectiles when fired from the first and second weapons, and externally transparent.
10. The system of claim 1 wherein each of the first and second weapons comprises a laser gun that fires an infrared signal, and wherein:
(a) the first firing sensor comprises a first infrared receiver that detects the first infrared signal at a first location in front of the first weapon in the first firing direction; and
(b) the second firing sensor comprises a second infrared receiver that detects the second infrared signal at a second location in front of the second weapon in the second firing direction.
11. The system of claim 11 wherein the first infrared receiver is wearable by the first player, and the second infrared receiver is wearable by the second player, wherein the method further comprises the further step of determining from the first infrared receiver whether the second infrared signal hit the first player, and determining from the second infrared receiver whether the first infrared signal hit the second player, and wherein the contest result is further based on this determination.
12. The system of claim 1 wherein the system further comprises:
(a) a first draw sensor for detecting when the first weapon is either touched by the first player or removed from a first holstered position; and
(b) a second draw sensor for detecting when the second weapon is either touched by the second player or removed from a second holstered position; and
wherein:
(c) the processor is further operatively connected to the first draw sensor and the second draw sensor, and the method further comprises the step of determining from the first and second draw sensors which of the first and second weapons is first drawn after provision of the prompt signal, and wherein the contest result is further based on this determination.
13. The system of claim 12 wherein:
(a) the first draw sensor comprises a first pressure or contact sensor that detects contact between the first weapon and the first player; and
(b) the second draw sensor comprises a second pressure or contact sensor that detects contact between the second weapon and the second player.
14. The system of claim 12 wherein:
(a) the first draw sensor comprises a first inertial sensor that detects movement of the first weapon from the first holstered position; and
(b) the second draw sensor comprises a second inertial sensor that detects movement of the second weapon from the second holstered position.
15. The system of claim 13 wherein:
(a) the first draw sensor comprises a first switch that is actuated by the movement of first weapon from the first holstered position; and
(b) the second draw sensor comprises a second switch that is actuated by the movement of second weapon from the second holstered position.
16. A method for playing a quick draw simulation game for a first player and a second player, comprising the steps of:
(a) equipping the first player with a first weapon actuable by the first player to fire a first non-lethal projectile or a first infrared signal in a first firing direction;
(b) equipping the second player with a second weapon actuable by the second player to fire a second non-lethal projectile or a second infrared signal in a second firing direction;
(c) prompting the first and second players at the same time to draw and fire the first and second weapons, respectively;
(d) determining which of the first and second weapons is fired first after the players are prompted to draw and fire their respective weapons; and
(e) determining whether the projectile or infrared signal fired from each of the weapons hit the player equipped with the other weapon.
17. The method of claim 17 further comprising the step of:
(a) determining which of the first and second weapons is either touched by their respective players or drawn from their respective holstered positions after the players are prompted to draw and fire their respective weapons.
18. The method of claim 16 wherein each of the weapons fires a non-lethal projectile, and in step (e), the determination of whether a projectile hits a player is based on the projectile hitting a pressure or contact sensor worn by the player.
19. The method of claim 17 wherein each of the weapons fires an infrared signal, and in step (e), the determination of whether an infrared hits a player is based on the infrared signal being detected by an infrared receiver worn by the player.
US14/031,593 2012-09-19 2013-09-19 Standard and method for quick draw contest simulation Abandoned US20140094231A1 (en)

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