US20160001180A1 - System and method for interactive board - Google Patents
System and method for interactive board Download PDFInfo
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- US20160001180A1 US20160001180A1 US14/850,980 US201514850980A US2016001180A1 US 20160001180 A1 US20160001180 A1 US 20160001180A1 US 201514850980 A US201514850980 A US 201514850980A US 2016001180 A1 US2016001180 A1 US 2016001180A1
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- board
- switch
- identification code
- sensor
- interactive board
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/77—Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
-
- 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
-
- 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
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/041—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
- G06F3/0416—Control or interface arrangements specially adapted for digitisers
- G06F3/04162—Control or interface arrangements specially adapted for digitisers for exchanging data with external devices, e.g. smart pens, via the digitiser sensing hardware
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/041—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
- G06F3/042—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by opto-electronic means
- G06F3/0421—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by opto-electronic means by interrupting or reflecting a light beam, e.g. optical touch-screen
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/041—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
- G06F3/042—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by opto-electronic means
- G06F3/0428—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by opto-electronic means by sensing at the edges of the touch surface the interruption of optical paths, e.g. an illumination plane, parallel to the touch surface which may be virtual
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/041—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
- G06F3/044—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by capacitive means
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06K—GRAPHICAL DATA READING; PRESENTATION OF DATA; RECORD CARRIERS; HANDLING RECORD CARRIERS
- G06K7/00—Methods or arrangements for sensing record carriers, e.g. for reading patterns
- G06K7/10—Methods or arrangements for sensing record carriers, e.g. for reading patterns by electromagnetic radiation, e.g. optical sensing; by corpuscular radiation
- G06K7/10009—Methods or arrangements for sensing record carriers, e.g. for reading patterns by electromagnetic radiation, e.g. optical sensing; by corpuscular radiation sensing by radiation using wavelengths larger than 0.1 mm, e.g. radio-waves or microwaves
- G06K7/10316—Methods or arrangements for sensing record carriers, e.g. for reading patterns by electromagnetic radiation, e.g. optical sensing; by corpuscular radiation sensing by radiation using wavelengths larger than 0.1 mm, e.g. radio-waves or microwaves using at least one antenna particularly designed for interrogating the wireless record carriers
- G06K7/10356—Methods or arrangements for sensing record carriers, e.g. for reading patterns by electromagnetic radiation, e.g. optical sensing; by corpuscular radiation sensing by radiation using wavelengths larger than 0.1 mm, e.g. radio-waves or microwaves using at least one antenna particularly designed for interrogating the wireless record carriers using a plurality of antennas, e.g. configurations including means to resolve interference between the plurality of antennas
Definitions
- the present invention relates to a game system and method utilizing an interactive board, and more particularly, to object identification and position detection on interactive boards using a plurality of sensors and radio frequency communication.
- computerized games provide players with a visual display of the game activity through an electronic display system such as a pixilated flat panel display or touch screens.
- an electronic display system such as a pixilated flat panel display or touch screens.
- Such displays lack a three-dimensional nature which prevents the physical interaction inherent in traditional board-based games.
- a traditional board game may use one or more movable game piece that players (especially young ones) find more “natural” and easier to interact with during their play experience.
- traditional board games often lack audio and/or visual interaction that computerized game play can offer to players. Therefore, a method that can combine both computerized technology and physical play will enhance gamers' play experience.
- a game system that allows physical objects to be identified and located in a physically bounded environment by means of a computerized system. For example, allowing a computerized system to recognize both the ID of a game board piece and its location upon the game board can effectively enhance a player's experience by allowing their physical actions to be interpreted by the computer system so as to provide real time feedback to the player in the form of a multitude of sensorial accessories such as video and/or audio outputs.
- the IDs of objects placed on the board surface are recognized at an instantaneous time interval delay of position confirmation by means of radio frequency communication, such as at 2.4 GHz.
- radio frequency communication such as at 2.4 GHz.
- Examples of interactive boards may include but not limited to game boards, music boards, chess boards and bulletin boards etc.
- the present invention provides a game system and method utilizing an interactive board, using a plurality of sensors and radio frequency communication, such as at 2.4 GHz, to recognize the ID and position of one or more objects placed on the surface of an interactive board, by two different physical means correlated at an instantaneous time interval.
- Applications may include but not limited to game boards, music boards, chess boards and bulletin boards, etc.
- the object(s) embedded with a computer chip encoded with its identification code is placed on or near the surface of an interactive board with an operative surface area.
- the position of the said object is determined via detection by a plurality of sensors embedded in the said interactive board (Board Sensors), and further confirmed through signal exchange between the object and the interactive board at an instantaneous time interval.
- the ID information of the said object is broadcasted by a micro-computer unit embedded in the said object (Object MCU), at an instantaneous time interval delay of position confirmation.
- a micro-computer unit in the said interactive board (Board MCU) receives radio broadcasting encoded with ID information of the said object.
- the computer or Board MCU or Object MCU may be configured to instruct sensory accessories embedded in the said interactive board or objects to perform certain actions.
- FIG. 1 illustrates an interactive board in accordance with one embodiment of the present invention.
- FIG. 2 illustrates an object in accordance with one embodiment of the present invention.
- FIG. 3 is an exemplary schematic diagram of an object in accordance with one embodiment of the present invention.
- FIG. 4 is an exemplary schematic diagram of an interactive board in accordance with one embodiment of the present invention.
- FIG. 5 is an exemplary flowchart of the game system in accordance with one embodiment of the present invention.
- FIG. 6 is an exemplary schematic diagram of using resistive touch detection technology to detect the location of an object placed on the operative surface area of the interactive board in accordance with one embodiment of the present invention.
- FIG. 7 is an exemplary schematic diagram of using capacitive sensors to detect the location of an object placed on or near the operative surface area of the interactive board in accordance with one embodiment of the present invention.
- FIG. 8 depicts an object whose base is embedded with conductive material at its base so as to enable detection by capacitive sensors of the present invention.
- the object position and location device described herein can be generally integrated within a general conventional computing device, such as a desktop computer, a laptop, a notebook computer, a cell phone, and a smart phone.
- object identification and location device described herein can be implemented on a planar surface of an electronic device, or can be adapted to non-planar devices.
- the object identification and location device can be implemented using transparent or substantially transparent materials, allowing them to be implemented over a touch screen over an image or other information display device.
- the apparatus further comprises an insulating face sheet which overlies and protects the underlying components of the object identification and location apparatus.
- the present invention provides a game system using a plurality of sensors and radio frequency communication, such as at 2.4 GHz, to recognize the ID and position of one or more objects placed on the surface of an interactive board.
- the ID and position of objects placed on the board surface are recognized by means of two different physical methods, correlated at an instantaneous time interval.
- the present invention is well suited to a wide variety of applications, such as game boards, music boards, chess boards and bulletin boards etc. Accordingly, the disclosure of the present invention is intended to be illustrative, but not limiting of the scope of the invention, which is set forth in the claims of the invention.
- FIG. 1 and FIG. 2 illustrate the main components of the game system in accordance with one embodiment of the present invention.
- the game system comprises of an interactive board 100 and one or more objects 101 .
- one or more objects 101 are placed on or near the operative surface area 102 located on the surface of the interactive board 100 and can move freely around on the board surface.
- Detection of objects 101 on or near the operative surface area 102 is made through a plurality of sensors 103 embedded in the board and linked to the interactive board's Micro-computer Unit (hereafter referred as Board MCU) 104 so as to detect the position of an object placed upon the board's operative surface area 102 .
- Board MCU Micro-computer Unit
- Object MCU Communication between an object's MCU (hereafter referred to as Object MCU) 105 and the Board MCU 104 is facilitated through the Board's Radio Frequency antenna 106 (hereafter referred to as Board RF Antenna) and one or more Object Radio Frequency antennas (hereafter referred to as Object RF antenna).
- Board RF Antenna Board RF Antenna
- Object Radio Frequency antennas hereafter referred to as Object Radio Frequency antennas
- FIG. 2 further illustrates the main elements of the object to be located and identified.
- the object is embedded with a MCU 105 that carries its unique identification code.
- the object base further comprises of an ON/OFF switch 108 that is configured to turn on when the object is placed on or near the operative surface area 102 of the board.
- the object ON/OFF switch 108 is electronically linked to the Object MCU 105 , effectively signaling to the Object MCU to broadcast its ID when the object is placed on or near the board's operative surface area 102 .
- the broadcasting of the object's ID is achieved through the Object RF Antenna 107 .
- FIG. 3 illustrates the main components of the interactive board.
- the position of an object 101 is determined via detection by a plurality of sensors 103 embedded in the interactive board 100 .
- the Board MCU 104 detects signal changes from the Board Sensors 103 and determines the position of the object placed on the board's operating surface area 102 .
- the object position confirmation signal is picked up by the Object RF Antenna 107 which in turn sends the data to the Object MCU 105 for processing.
- the Object MCU 105 Upon receiving the object position confirmation signal, the Object MCU 105 broadcasts back to the Board MCU 104 , through the Object RF Antenna 107 , a signal so as to complete the object position confirmation. Simultaneously or at a very short time interval, setting the object 101 on or near the operative surface area 102 triggers one or more on-off switches 108 embedded in the object 101 to broadcast the object's unique ID by means of the object's MCU 105 .
- FIG. 4 further depicts a diagram of the main components and data flow of the object.
- the object's ON/OFF switch 108 is turned on. This switch activation information is sent out to the Object MCU 105 which in turn broadcasts the object's unique ID through one or more radio frequency antenna (Object RF Antenna) 107 connected to the Object MCU 105 .
- the object's ID broadcast is then picked up by the Board RF Antenna 106 which sends the object ID information to the Board MCU 104 in order to complete Object ID confirmation.
- Object RF Antenna radio frequency antenna
- the Board MCU 104 and Object MCU 105 depicted in FIGS. 3 and 4 are configured to exchange information including but not restricted to ID or position information through the Board RF Antenna 106 and the Object RF Antenna 107 .
- the Board MCU 104 may send out information, including but not restricted to Object ID or position information, to an external computer 109 connected to the Board MCU 104 as well as receive feedback data according to user defined program running on the computer.
- the board is further connected with sensory accessories.
- the external computer 109 or Board MCU 104 or Object MCU 105 instructs sensory accessories embedded in the interactive board to perform certain actions.
- the sensory accessories include but not restricted to LED lights, audio devices, video devices, cameras, or vibration generators.
- the object is embedded with sensory accessories.
- the external computer 109 or Board MCU 104 or Object MCU 105 instructs sensory accessories embedded in the object to perform certain actions.
- the sensory accessories include but not restricted to LED lights, audio devices, video devices, cameras, or vibration generators.
- FIG. 5 shows a simplified flow chart of the overall game system process.
- an object is placed upon the operative surface area or the sensory array.
- steps 510 and 520 occur simultaneously or at a very short time interval from each other.
- the board's sensor array detects the object's position coordinates and sends out the information to the Board MCU for processing (that may or may not transfer the data to an external computer for processing depending on whether the board is a stand-alone system).
- the Board MCU receives the object's position coordinates.
- Step 520 placement of the object 101 upon or near the operative surface 102 of the board causes the object's ON/OFF switch 108 to be turned on which subsequently triggers the broadcast of the object's unique ID through its RF Antenna 107 .
- Step 521 which occurs after Step 520 is completed, the Board RF antenna 106 picks up the Object unique ID broadcast and the data is subsequently back to the Board MCU 104 for processing.
- the board MCU 104 (or an external computer linked to the Board MCU) associates the position coordinates with the object's unique ID broadcast based on the time delay interval.
- the board detects the object's position coordinates in Step 510 at time T10, the computer receives the position coordinates in Step 511 at time T11, the Object's on/off switch switches in Step 520 at time T20, and the computer receives the object ID via RF antenna in Step 521 at time T21.
- the computer associates the position coordinates with object ID if the time delay interval (T21 ⁇ T11) falls within a particular threshold, such as less than 20 milliseconds, or in the range of 1 to 100 milliseconds.
- the computer also receives T10 and T20 from the sensor and the RF antenna along with the position coordinates and the object ID, and associates the position coordinates with object ID if the time delay interval (T20 ⁇ T10) falls within a particular threshold, such as less than 20 milliseconds, or in the range of 1 to 100 milliseconds.
- the embodiments of the present invention receives the ID and the position information of objects on interactive boards by two different physical means, and correlates these two types of information based on the time delay interval between these two types of information.
- the time delay interval is largely determined by the reaction time of the various components of the game system, such as the sensor and the RF antenna, and should be carefully chosen to ensure the accuracy and sensitivity of the game system.
- T10, T11, T20 and T21 are all adjustable parameters, and can be set based on the configuration of the game system.
- the computer can correlate the ID and the position information when (T20 ⁇ T10) falls within a very small range, such as 20 milliseconds or in the range of 1 to 100 milliseconds.
- the computer can correlate the ID and the position information when (T21 ⁇ T11) are very close to 100 milliseconds, such as within 95-105 milliseconds.
- Board sensors may make use of capacitive sensors, electricity resistive sensors, electricity conducting knobs, optical diodes, magnets, electromagnetic transmitters, acoustic devices, or any other embodiment or combination of embodiments.
- the sensor may scan the object frequently, such as once every 1 to 100 milliseconds.
- FIG. 6 depicts the use of resistive touch detection technology in order to detect the location of an object placed upon the operative surface area of the interactive board.
- the operative surface area comprises several separate layers the most important of which being two thin, transparent (optional) and electrically-resistive layers that are separated by a thin space.
- the bottom layer 601 is made of glass and the top layer 602 is a plastic film.
- the two layers 601 and 602 are placed facing each other with a thin gap in-between.
- the top layer 602 (that layer that is touched by the object) is coated with electrically resistive material in the underside of its surface.
- beneath this layer is a similar resistive layer placed upon the substrate 601 .
- One layer is embedded with conductive connections along its sides, the other layer along its top and bottom. A voltage is then applied to one layer and sensed by the other.
- the top layer 602 When an object 101 is placed on the operative surface area 102 , it pushes down on the top layer 602 at a particular location; which makes contact with the bottom layer 601 and completes a circuit.
- Both layers are each covered with a grid of electrical conductors. These can be fine metal wires, but more often they are made of a thin film of transparent conductor material. In most cases, this material is indium tin oxide (ITO) but other conductive materials are also viable.
- ITO indium tin oxide
- the electrodes on the two layers run at right angles to each other: parallel conductors run in one direction on the bottom layer and at right angles to those on the top layer.
- the object is placed on the operative surface area of the board, contact is made between the grid on the bottom layer 601 and the grid on top layer 602 .
- the voltage of the circuit is measured, and the X and Y coordinates of the touch position is calculated based on the amount of resistance at the point of contact.
- the coordinate information of the object is then sent out to the board MCU for further processing.
- the conductors in each layer are separate, so that the capacitance of each one can be measured separately.
- the conductors run at right angles to each other, so that the device can sense an X and a Y position when touched. The difference is that the separate conductors are scanned in rapid sequence, so that all the possible intersections are measured many times per second
- each object to be detected by the sensors is embedded with capacitive material 801 at its base.
- capacitive material 801 When an object touches or is placed near the board's operating surface, it steals a little of the charge from each layer of conductors at the point of contact. The change in electrical charge involved is enough to be measured by the sensors and sent back to the Board MCU 104 . Because each conductor is checked separately, it is possible to identify multiple simultaneous touch points.
- a protective cover glass is placed on top of the operating surface area of the board so that the top electrodes are not exposed.
- This cover can also have decorations and be designed to protect the display from damage.
- the board comprises of an array of X-Y infrared LED and photo detector pairs around the edges of the board to detect a disruption in the pattern of LED beams. These LED beams cross each other in a vertical and horizontal pattern. This effectively enables the sensors to pick up the exact coordinates of the object in contact with the board.
- the Infrared Grid can be replaced by any optical detectors and receptors arranged in a manner so as to create an array upon the board's operative surface area.
- each game piece is embedded with a transponder, which receives an excitatory electromagnetic signal from a signal generator and produces a response signal that is detected by one or more sensors embedded in the game board on top of its substrate.
- a transponder which receives an excitatory electromagnetic signal from a signal generator and produces a response signal that is detected by one or more sensors embedded in the game board on top of its substrate.
- SAW Surface Acoustic Wave
- Yet another embodiment of the present invention is the use of Optical Imaging in order to locate an object placed upon the surface of the board.
- the game system requires that two or more image sensors are placed around the edges of the screen. Infrared back lights are placed in the camera's field of view on the other side of the board. An object in contact with the board will show up as a shadow and each pair of cameras can then be pinpointed to locate the contact point.
- the present invention can make use of a number of different ON/OFF switch technologies in order to activate the Object's unique ID broadcasting.
- the object's on-off switch can be achieved by means of a capacitor switch.
- the objects ON/OFF switch can be achieved through means of an optical switch.
- an object's ON/OFF switch can be achieved by means of a magnetic switch.
- an object's ON/OFF switch can be achieved by means of a mechanical switch.
Abstract
A game system and method to recognize the ID and position of one or more objects placed on the surface of an interactive board such as game boards, chess boards and bulletin boards are disclosed. The board game for identifying an object placed on or near an interactive board comprises an object comprising a transmitter; an interactive board comprising a sensor for detecting the object on or near the interactive board; wherein the transmitter is configured to broadcast an identification code of the object when the sensor detects the object on or near the interactive board. The board gaming method for identifying an object placed on or near an interactive board comprises the steps of: placing an object on or near the interactive board; detecting the object; broadcasting an identification code of the object; wherein the identification code is broadcasted within a time interval of detecting the object.
Description
- This application is a continuation in part of International Patent Application No. PCT/CN2013/072481, entitled “System and Method for Interactive Board” filed on Mar. 12, 2013. The entire disclosures of the above application are incorporated herein by reference.
- The present invention relates to a game system and method utilizing an interactive board, and more particularly, to object identification and position detection on interactive boards using a plurality of sensors and radio frequency communication.
- The recent abundance of inexpensive computer processors has greatly influenced games, toys, books, musical instruments and the like. Increasingly, games use embedded sensors coupled with computer systems linked to sensory accessories such as audio and video devices to enrich the interactive experience of the player.
- Typically, computerized games provide players with a visual display of the game activity through an electronic display system such as a pixilated flat panel display or touch screens. Unfortunately, such displays lack a three-dimensional nature which prevents the physical interaction inherent in traditional board-based games. For example, a traditional board game may use one or more movable game piece that players (especially young ones) find more “natural” and easier to interact with during their play experience. On the other hand, traditional board games often lack audio and/or visual interaction that computerized game play can offer to players. Therefore, a method that can combine both computerized technology and physical play will enhance gamers' play experience.
- Thus, it is desirable to develop a game system that allows physical objects to be identified and located in a physically bounded environment by means of a computerized system. For example, allowing a computerized system to recognize both the ID of a game board piece and its location upon the game board can effectively enhance a player's experience by allowing their physical actions to be interpreted by the computer system so as to provide real time feedback to the player in the form of a multitude of sensorial accessories such as video and/or audio outputs.
- While a number of object identification and locating systems built into a board already exist, several drawbacks prevent more advanced use. For example, many systems use low-resolution cameras with limited fields of view, severely restricting the detectable range of objects. Location and tracking inaccuracies may also occur when objects overlap or become obscured from the camera view. Furthermore, objects that tend to blend into the background or appear like other objects, such as similarly colored objects or identical objects, may be difficult to track accurately. Consequently, it may be difficult to implement interactive board systems where objects are moving or partially obscured.
- Accordingly, there is a need to overcome the drawbacks and deficiencies in the art by providing accurate object recognition, authentication, and tracking for augmented reality applications.
- A game system and method utilizing an interactive board, to recognize the ID and position of one or more objects placed on the surface of the interactive board such as game boards, chess boards and bulletin boards are disclosed. The game system is composed of an interactive board (mainly comprising sensors, micro-computer units, an antenna and a computer), and one or more objects (mainly comprising a computer chip, an antenna, a micro-computer unit and switches). The ID and position of objects placed on the board surface are recognized by means of two different physical methods, correlated at an instantaneous time interval. The positions of the objects placed on the board surface are identified via detection by a plurality of sensors embedded in the interactive board and further confirmed through signal exchange between the object and the interactive board. The IDs of objects placed on the board surface are recognized at an instantaneous time interval delay of position confirmation by means of radio frequency communication, such as at 2.4 GHz. Examples of interactive boards may include but not limited to game boards, music boards, chess boards and bulletin boards etc.
- In various forms of the embodiments, the present invention provides a game system and method utilizing an interactive board, using a plurality of sensors and radio frequency communication, such as at 2.4 GHz, to recognize the ID and position of one or more objects placed on the surface of an interactive board, by two different physical means correlated at an instantaneous time interval. Applications may include but not limited to game boards, music boards, chess boards and bulletin boards, etc.
- The object(s) embedded with a computer chip encoded with its identification code is placed on or near the surface of an interactive board with an operative surface area. The position of the said object is determined via detection by a plurality of sensors embedded in the said interactive board (Board Sensors), and further confirmed through signal exchange between the object and the interactive board at an instantaneous time interval. The ID information of the said object is broadcasted by a micro-computer unit embedded in the said object (Object MCU), at an instantaneous time interval delay of position confirmation. A micro-computer unit in the said interactive board (Board MCU) receives radio broadcasting encoded with ID information of the said object.
- The Board MCU sends information, including but is not restricted to ID or position information, to the computer that it is connected to and receives feedback according to user defined program running on the said computer.
- The computer or Board MCU or Object MCU may be configured to instruct sensory accessories embedded in the said interactive board or objects to perform certain actions.
-
FIG. 1 illustrates an interactive board in accordance with one embodiment of the present invention. -
FIG. 2 illustrates an object in accordance with one embodiment of the present invention. -
FIG. 3 is an exemplary schematic diagram of an object in accordance with one embodiment of the present invention. -
FIG. 4 is an exemplary schematic diagram of an interactive board in accordance with one embodiment of the present invention. -
FIG. 5 is an exemplary flowchart of the game system in accordance with one embodiment of the present invention. -
FIG. 6 is an exemplary schematic diagram of using resistive touch detection technology to detect the location of an object placed on the operative surface area of the interactive board in accordance with one embodiment of the present invention. -
FIG. 7 is an exemplary schematic diagram of using capacitive sensors to detect the location of an object placed on or near the operative surface area of the interactive board in accordance with one embodiment of the present invention. -
FIG. 8 depicts an object whose base is embedded with conductive material at its base so as to enable detection by capacitive sensors of the present invention. - Reference will now be made in detail to various embodiments of the present invention, examples of which are illustrated in the accompanying drawings. While the invention will be described in conjunction with embodiments, it will be understood that the invention is not intended to be limited to these specific embodiments. The invention is intended to cover alternatives, modifications and equivalents, which may be included within the spirit and scope of invention as defined by the apprehended claims. Furthermore, in the following detailed description of the present invention, specific details are set forth in order to provide a thorough understanding of the present invention. However, it will be obvious to one of ordinary skill in the art that the present invention may be practiced without these specific details. In other instances, well known methods, procedures, components, and circuits have not been described in detail as not to unnecessarily obscure aspects of the present invention.
- Although the description of the invention thereafter makes use of a Micro-computer Chip embedded in the interactive board, it is understood that the object position and location device described herein can be generally integrated within a general conventional computing device, such as a desktop computer, a laptop, a notebook computer, a cell phone, and a smart phone.
- Also, the object identification and location device described herein can be implemented on a planar surface of an electronic device, or can be adapted to non-planar devices.
- Also, the object identification and location device can be implemented using transparent or substantially transparent materials, allowing them to be implemented over a touch screen over an image or other information display device.
- It is also understood that for most of the embodiments described herein, the apparatus further comprises an insulating face sheet which overlies and protects the underlying components of the object identification and location apparatus.
- The present invention provides a game system using a plurality of sensors and radio frequency communication, such as at 2.4 GHz, to recognize the ID and position of one or more objects placed on the surface of an interactive board. The ID and position of objects placed on the board surface are recognized by means of two different physical methods, correlated at an instantaneous time interval.
- The present invention is well suited to a wide variety of applications, such as game boards, music boards, chess boards and bulletin boards etc. Accordingly, the disclosure of the present invention is intended to be illustrative, but not limiting of the scope of the invention, which is set forth in the claims of the invention.
-
FIG. 1 andFIG. 2 illustrate the main components of the game system in accordance with one embodiment of the present invention. Referring toFIG. 1 , the game system comprises of aninteractive board 100 and one ormore objects 101. In application cases, one ormore objects 101 are placed on or near the operative surface area 102 located on the surface of theinteractive board 100 and can move freely around on the board surface. Detection ofobjects 101 on or near the operative surface area 102 is made through a plurality ofsensors 103 embedded in the board and linked to the interactive board's Micro-computer Unit (hereafter referred as Board MCU) 104 so as to detect the position of an object placed upon the board's operative surface area 102. Communication between an object's MCU (hereafter referred to as Object MCU) 105 and theBoard MCU 104 is facilitated through the Board's Radio Frequency antenna 106 (hereafter referred to as Board RF Antenna) and one or more Object Radio Frequency antennas (hereafter referred to as Object RF antenna). -
FIG. 2 further illustrates the main elements of the object to be located and identified. The object is embedded with aMCU 105 that carries its unique identification code. The object base further comprises of an ON/OFF switch 108 that is configured to turn on when the object is placed on or near the operative surface area 102 of the board. The object ON/OFF switch 108 is electronically linked to theObject MCU 105, effectively signaling to the Object MCU to broadcast its ID when the object is placed on or near the board's operative surface area 102. Typically, the broadcasting of the object's ID is achieved through theObject RF Antenna 107. -
FIG. 3 illustrates the main components of the interactive board. The position of anobject 101 is determined via detection by a plurality ofsensors 103 embedded in theinteractive board 100. TheBoard MCU 104 detects signal changes from theBoard Sensors 103 and determines the position of the object placed on the board's operating surface area 102. Upon theBoard MCU 104 determining the position of an object placed on the board, it sends out a confirmation signal out to theObject MCU 105. The object position confirmation signal is picked up by theObject RF Antenna 107 which in turn sends the data to theObject MCU 105 for processing. Upon receiving the object position confirmation signal, theObject MCU 105 broadcasts back to theBoard MCU 104, through theObject RF Antenna 107, a signal so as to complete the object position confirmation. Simultaneously or at a very short time interval, setting theobject 101 on or near the operative surface area 102 triggers one or more on-offswitches 108 embedded in theobject 101 to broadcast the object's unique ID by means of the object'sMCU 105. -
FIG. 4 further depicts a diagram of the main components and data flow of the object. Once the object is placed on or near the board's operating surface area 102, the object's ON/OFF switch 108 is turned on. This switch activation information is sent out to theObject MCU 105 which in turn broadcasts the object's unique ID through one or more radio frequency antenna (Object RF Antenna) 107 connected to theObject MCU 105. The object's ID broadcast is then picked up by theBoard RF Antenna 106 which sends the object ID information to theBoard MCU 104 in order to complete Object ID confirmation. - The
Board MCU 104 andObject MCU 105 depicted inFIGS. 3 and 4 are configured to exchange information including but not restricted to ID or position information through theBoard RF Antenna 106 and theObject RF Antenna 107. - In one embodiment, the
Board MCU 104 may send out information, including but not restricted to Object ID or position information, to anexternal computer 109 connected to theBoard MCU 104 as well as receive feedback data according to user defined program running on the computer. - In another embodiment, the board is further connected with sensory accessories. In this scenario, the
external computer 109 orBoard MCU 104 orObject MCU 105 instructs sensory accessories embedded in the interactive board to perform certain actions. The sensory accessories include but not restricted to LED lights, audio devices, video devices, cameras, or vibration generators. - In yet another embodiment, the object is embedded with sensory accessories. The
external computer 109 orBoard MCU 104 orObject MCU 105 instructs sensory accessories embedded in the object to perform certain actions. The sensory accessories include but not restricted to LED lights, audio devices, video devices, cameras, or vibration generators. -
FIG. 5 shows a simplified flow chart of the overall game system process. At step 501, an object is placed upon the operative surface area or the sensory array. Thereafter steps 510 and 520 occur simultaneously or at a very short time interval from each other. - At
step 510, the board's sensor array detects the object's position coordinates and sends out the information to the Board MCU for processing (that may or may not transfer the data to an external computer for processing depending on whether the board is a stand-alone system). At step 511, the Board MCU receives the object's position coordinates. - At
step 520, placement of theobject 101 upon or near the operative surface 102 of the board causes the object's ON/OFF switch 108 to be turned on which subsequently triggers the broadcast of the object's unique ID through itsRF Antenna 107. AtStep 521, which occurs afterStep 520 is completed, theBoard RF antenna 106 picks up the Object unique ID broadcast and the data is subsequently back to theBoard MCU 104 for processing. Atstep 530, the board MCU 104 (or an external computer linked to the Board MCU) associates the position coordinates with the object's unique ID broadcast based on the time delay interval. - To better illustrate various embodiments of the present invention, we assume that after the object is placed on the sensory array, the board detects the object's position coordinates in
Step 510 at time T10, the computer receives the position coordinates in Step 511 at time T11, the Object's on/off switch switches inStep 520 at time T20, and the computer receives the object ID via RF antenna inStep 521 at time T21. In one embodiment, the computer associates the position coordinates with object ID if the time delay interval (T21−T11) falls within a particular threshold, such as less than 20 milliseconds, or in the range of 1 to 100 milliseconds. In another embodiment, the computer also receives T10 and T20 from the sensor and the RF antenna along with the position coordinates and the object ID, and associates the position coordinates with object ID if the time delay interval (T20−T10) falls within a particular threshold, such as less than 20 milliseconds, or in the range of 1 to 100 milliseconds. - As discussed above, the embodiments of the present invention receives the ID and the position information of objects on interactive boards by two different physical means, and correlates these two types of information based on the time delay interval between these two types of information. The time delay interval is largely determined by the reaction time of the various components of the game system, such as the sensor and the RF antenna, and should be carefully chosen to ensure the accuracy and sensitivity of the game system. T10, T11, T20 and T21 are all adjustable parameters, and can be set based on the configuration of the game system. For example, if the reaction time of the sensor (T10) is very close to the reaction of the trigger (T20), then the computer can correlate the ID and the position information when (T20−T10) falls within a very small range, such as 20 milliseconds or in the range of 1 to 100 milliseconds. On the other hand, if the ID of the object is normally received 100 milliseconds after the position coordinates, then the computer can correlate the ID and the position information when (T21−T11) are very close to 100 milliseconds, such as within 95-105 milliseconds.
- Board Sensors
- The means by which the interactive board scans and locates objects placed on or near the board's operating surface area can be achieved by means of various board sensor technologies. Board sensors may make use of capacitive sensors, electricity resistive sensors, electricity conducting knobs, optical diodes, magnets, electromagnetic transmitters, acoustic devices, or any other embodiment or combination of embodiments. To ensure accurate detection of the object, the sensor may scan the object frequently, such as once every 1 to 100 milliseconds.
- Furthermore, the spatial arrangements of the said Board Sensors includes but are not restricted to a grid, an array, a circle or circles, or other geometric shapes in two and three dimensional space.
- Resistive Touch Detection Embodiment
- In one embodiment, object detection and location on the board's operative surface is achieved through the use of resistive touch detection technology.
FIG. 6 depicts the use of resistive touch detection technology in order to detect the location of an object placed upon the operative surface area of the interactive board. In this case, the operative surface area comprises several separate layers the most important of which being two thin, transparent (optional) and electrically-resistive layers that are separated by a thin space. Typically, thebottom layer 601 is made of glass and thetop layer 602 is a plastic film. The twolayers substrate 601. One layer is embedded with conductive connections along its sides, the other layer along its top and bottom. A voltage is then applied to one layer and sensed by the other. - When an
object 101 is placed on the operative surface area 102, it pushes down on thetop layer 602 at a particular location; which makes contact with thebottom layer 601 and completes a circuit. Both layers are each covered with a grid of electrical conductors. These can be fine metal wires, but more often they are made of a thin film of transparent conductor material. In most cases, this material is indium tin oxide (ITO) but other conductive materials are also viable. The electrodes on the two layers run at right angles to each other: parallel conductors run in one direction on the bottom layer and at right angles to those on the top layer. - Once the object is placed on the operative surface area of the board, contact is made between the grid on the
bottom layer 601 and the grid ontop layer 602. The voltage of the circuit is measured, and the X and Y coordinates of the touch position is calculated based on the amount of resistance at the point of contact. The coordinate information of the object is then sent out to the board MCU for further processing. - Projected Capacitance Detection Embodiment
- In another embodiment, object detection and location on the board's operative surface is achieved through the use of capacitive sensors.
FIG. 7 depicts the use of capacitive sensors in order to detect the location of an object placed on or near the operative surface area. The game system uses two layers ofconductors - The conductors in each layer are separate, so that the capacitance of each one can be measured separately. As with a resistive panel, the conductors run at right angles to each other, so that the device can sense an X and a Y position when touched. The difference is that the separate conductors are scanned in rapid sequence, so that all the possible intersections are measured many times per second
- Referring to
FIG. 8 , in the embodiment described above, each object to be detected by the sensors is embedded withcapacitive material 801 at its base. When an object touches or is placed near the board's operating surface, it steals a little of the charge from each layer of conductors at the point of contact. The change in electrical charge involved is enough to be measured by the sensors and sent back to theBoard MCU 104. Because each conductor is checked separately, it is possible to identify multiple simultaneous touch points. - Finally, a protective cover glass is placed on top of the operating surface area of the board so that the top electrodes are not exposed. This cover can also have decorations and be designed to protect the display from damage.
- Other Board Sensor Embodiments
- Another embodiment of the present invention is the use of an Infrared Grid in order to detect the position of an object placed upon the board. In this case, the board comprises of an array of X-Y infrared LED and photo detector pairs around the edges of the board to detect a disruption in the pattern of LED beams. These LED beams cross each other in a vertical and horizontal pattern. This effectively enables the sensors to pick up the exact coordinates of the object in contact with the board. It will be noticed by someone skilled in the art that the Infrared Grid can be replaced by any optical detectors and receptors arranged in a manner so as to create an array upon the board's operative surface area.
- In another embodiment of the present invention, each game piece is embedded with a transponder, which receives an excitatory electromagnetic signal from a signal generator and produces a response signal that is detected by one or more sensors embedded in the game board on top of its substrate. Thus, the position of the object can be determined by identifying the location associated to the sensor which has been activated.
- In another embodiment of the present invention would be to use Surface Acoustic Wave (SAW) technology to detect the location of an object placed upon the board. In this embodiment, ultrasonic waves are made to pass over the operative surface area. When the board is touched by an object, a portion of the wave is absorbed. This change in the ultrasonic waves registers the position of the contact point and sends information to the
Board MCU 104 or other external computer game systems for processing. - Yet another embodiment of the present invention is the use of Optical Imaging in order to locate an object placed upon the surface of the board. The game system requires that two or more image sensors are placed around the edges of the screen. Infrared back lights are placed in the camera's field of view on the other side of the board. An object in contact with the board will show up as a shadow and each pair of cameras can then be pinpointed to locate the contact point.
- Object ON/OFF Switch
- The present invention can make use of a number of different ON/OFF switch technologies in order to activate the Object's unique ID broadcasting.
- In one embodiment, the object's on-off switch can be achieved by means of a capacitor switch.
- In another embodiment of the invention, the objects ON/OFF switch can be achieved through means of an optical switch.
- In another embodiment of the present invention, an object's ON/OFF switch can be achieved by means of a magnetic switch.
- In another embodiment of the present invention, an object's ON/OFF switch can be achieved by means of a mechanical switch.
Claims (12)
1. A game system utilizing an interactive board for identifying objects placed on or near the board, comprising:
a plurality of objects, each further comprises a transmitter and a switch, and each is embedded with an identification code;
an interactive board that further comprises a receiver, a sensor, and a micro computer unit;
wherein, upon the sensor having detected an object placed on or near the interactive board, the switch is turned on by the coupling between the sensor and the object, the transmitter is configured to broadcast the identification code, the receiver is configured to receive the identification code, and the micro computer unit is configured to associate the identification code with the object having been detected by the sensor.
2. The game system of claim 1 , wherein the sensor is selected from the group consisting of a capacitive sensor, an electricity conducting knob, an optical diode, and a resistor.
3. The game system of claim 1 , further comprising a plurality of sensors on the interactive board arranged as a grid, an array, or a circle, wherein the micro computer unit is configured to associate the location of the sensor having detected the object with the location of the object.
4. The game system of claim 1 , wherein the object comprises a computer chip embedded with the identification code of the object.
5. The game system of claim 1 , wherein the switch is selected from the group consisting of a capacitor switch, a mechanical switch, an electric switch, a magnetic switch, and an optical switch.
6. The game system of claim 1 , wherein the micro computer unit assigns the identification code to the object, when the time interval between the detection of the object and the receiving of the identification code is between 1 to 100 milliseconds.
7. A gaming method utilizing an interactive board for identifying objects placed on or near the interactive board, comprising:
placing an object on or near the interactive board, wherein the object is among a plurality of objects, and wherein each of the plurality of objects comprises a transmitter and a switch, and is embedded with an identification code;
detecting the object by a sensor embedded in the interactive board;
turning on the switch by the coupling between the object and the sensor;
broadcasting the identification code by the transmitter;
receiving the identification code by a receiver embedded in the interactive board; and
associating, by a micro computer unit embedded in the interactive board, the identification code with the object having been detected by the sensor.
8. The gaming method of claim 7 , wherein the sensor is selected from the group consisting of a capacitive sensor, an electricity conducting knob, an optical diode, and a resistor.
9. The game method of claim 7 , further comprising associating the location of the sensor having detected the object with the location of the object, wherein the interactive board further comprises a plurality of sensors on arranged as a grid, an array, or a circle.
10. The gaming method of claim 7 , wherein the object comprises a computer chip embedded with the identification code of the object.
11. The gaming method of claim 7 , wherein the switch is selected from the group consisting of a capacitor switch, a mechanical switch, an electric switch, a magnetic switch, and an optical switch.
12. The gaming method of claim 7 , wherein the micro computer unit assigns the identification code to the object, when the time interval between the detection of the object and the receiving of the identification code is between 1 to 100 milliseconds.
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WO2015113359A1 (en) | 2015-08-06 |
JP6326143B2 (en) | 2018-05-16 |
WO2014139349A1 (en) | 2014-09-18 |
JP6429336B2 (en) | 2018-11-28 |
JP2017509011A (en) | 2017-03-30 |
CN104303133A (en) | 2015-01-21 |
JP2017506781A (en) | 2017-03-09 |
WO2014139369A1 (en) | 2014-09-18 |
WO2014139092A1 (en) | 2014-09-18 |
CN205880833U (en) | 2017-01-11 |
US9399174B2 (en) | 2016-07-26 |
US20150310238A1 (en) | 2015-10-29 |
WO2015113358A1 (en) | 2015-08-06 |
JP2017507349A (en) | 2017-03-16 |
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