WO1994005009A1 - Generation de donnees aleatoires utilisant les fonctions de commande de pause de supports non logiques d'informations - Google Patents

Generation de donnees aleatoires utilisant les fonctions de commande de pause de supports non logiques d'informations Download PDF

Info

Publication number
WO1994005009A1
WO1994005009A1 PCT/US1993/007863 US9307863W WO9405009A1 WO 1994005009 A1 WO1994005009 A1 WO 1994005009A1 US 9307863 W US9307863 W US 9307863W WO 9405009 A1 WO9405009 A1 WO 9405009A1
Authority
WO
WIPO (PCT)
Prior art keywords
video
medium
videotape
frame
data
Prior art date
Application number
PCT/US1993/007863
Other languages
English (en)
Inventor
Paul J. Hauser
Original Assignee
Hauser Paul J
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Hauser Paul J filed Critical Hauser Paul J
Priority to AU50847/93A priority Critical patent/AU5084793A/en
Publication of WO1994005009A1 publication Critical patent/WO1994005009A1/fr

Links

Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N5/00Details of television systems
    • H04N5/76Television signal recording
    • H04N5/765Interface circuits between an apparatus for recording and another apparatus

Definitions

  • the present invention relates to the random generation of data using a video cassette recorder (VCR) or other playing medium, such as a laser disk. More particularly, this invention relates to the use of a VCR remote control or the pause and play controls positioned directly on the VCR machine or laser disk player to randomly generate data or animation images on videotape which can be utilized as educational or promotional tools or for interactive learning games for children or adults.
  • VCR video cassette recorder
  • this invention relates to the use of a VCR remote control or the pause and play controls positioned directly on the VCR machine or laser disk player to randomly generate data or animation images on videotape which can be utilized as educational or promotional tools or for interactive learning games for children or adults.
  • VCR video cassette recorder
  • a VCR can be utilized to play tapes which may contain movies, learning programs, games and the like.
  • Many households also possess video laser disk player components.
  • Remote controls are often utilized by the VCR user to perform various functions during the viewing of the tape, such as playing the tape, stopping the tape, fast forwarding of the tape, and pausing the tape at some point for a short period of time. Likewise, remote controls are also utilized to perform various functions during the viewing of the laser disk.
  • Animation has been utilized for many years in the film industry, and is a common form of media utilized on VCR movie tapes.
  • film and video animation utilizes between twenty eight (28) and thirty (30) frames per second of a subject.
  • the subject in each frame of smooth animation sequences normally differs very little from the subject in the preceding frame if one looks closely at the frames, and the minor changes from frame to frame produce what is well known as "animation" when played.
  • Each frame of animation is dependent on the preceding frame to create such fluid and relational motion associated with animation.
  • the present invention relates to a videotape or video laser disk containing distinct and independent data or animation images on each frame of tape or laser disk which can be used in conjunction with a VCR machine and VCR pause and play controls, or a video disk player with pause and play controls.
  • the pause and play controls are utilized to randomly generate different types of data or animation images each time the user engages the pause function pad on the VCR or laser disk remote control, video disk player, or VCR machine.
  • the pause pad When the pause pad is activated , the videotape or laser disk will stop on one frame of the tape or disk, thereby generating one data piece or animation image.
  • a distinct, variable, and highly unpredictable piece of data or animation image is randomly generated.
  • This random generation of data resulting from utilization of the VCR or video disk player pause and play control devices has a wide variety of applications, including interactive learning games for children or adults, educational programs or quizzes, and entertainment type games. By "pausing and playing", the viewer will see a different outcome every time the videotape or laser disk is played, therefore making it impossible to learn a specific playing order.
  • Figure 1 is a plan view of ten independent and non-relational videotape frames utilizing the present invention.
  • Figure 2 is a plan view of ten frames of a typical relational animation sequence on videotape.
  • Figure 3A is a schematic of a remote control device which may be utilized in conjunction with a VCR assembly shown in Figures 3A-3C.
  • FIG 3B is a schematic of a video cassette recorder (VCR) tape, which may be utilized in conjunction with the VCR assembly of Figures 3A - 3C.
  • VCR video cassette recorder
  • Figure 3C is a schematic of a VCR machine which may be utilized in conjunction with the VCR assembly shown in Figures 3A -3C.
  • Figure 3D is a schematic of a laser disk.
  • Figure 3E is a schematic of a laser disk player.
  • Figure 4A is a plan view of one distinct frame of a card game which utilizes the present invention.
  • Figure 4B is a plan view of three distinct frames of a card game which utilizes the present invention.
  • Figure 4C is a plan view of a card game which utilize the present invention.
  • Figure 4D is a plan view of three distinct frames of a card game which utilizes the present invention.
  • Figure 5 is a plan view of a frame with a slot machine game which utilizes the present invention.
  • Figure 6 is a plan view of a roulette game frame which utilizes the present invention.
  • Figure 7 is a plan view of a bingo game frame utilizing the present invention.
  • Figure 8 is a plan view of a Keno game utilizing the present invention.
  • Figure 9 is a plan view of a dice frame utilizing the present invention.
  • Figure 10 is a plan view of a dice frame utilizing the present invention.
  • Figure 11 is a view of a word game which can be played utilizing the present invention.
  • Figure 12 is a plan view of a word game frame utilizing the present invention.
  • Figure 13 is a plan view of three distinct frames of a word game which utilizes the present invention.
  • Figure 14 is a plan view of a game card utilized with the word game depicted in Figure 12.
  • Figure 15 is a plan view of two distinct frames of a game utilizing this invention.
  • Figure 16 is a plan view of a portion of a game board utilized with the game depicted in Figure 15.
  • Figure 17 is a plan view of a spelling and math game utilizing the present invention.
  • Figure 18 is a plan view of a junior spelling and math game.
  • non-logic based products comprise, for example, VCR tapes, laser disk data displays, and other pre ⁇ arranged and pre-formatted media.
  • VCR tapes for example, VCR tapes, laser disk data displays, and other pre ⁇ arranged and pre-formatted media.
  • none of the non-logic based products performs random generation functions in a useful manner and with mathematically correct prediction theory results.
  • the present invention comprises recognition of the ability to create mathematically correct data structures in mediums in which this is not otherwise available or taught.
  • the invention comprises technical innovations in the structure of data on certain media which permits entirely new uses of these media. The new uses result from this novel and non-obvious functional relationship.
  • videotape 20 illustrates the concept of the present invention of having a plurality, for example ten, separate and distinct frames 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, where each frame 1-10 contains at least one piece of discrete and useful data, which may comprise numbers, letters, or images.
  • Each frame 1-10 is preferably different, distinct, and independent from the preceding or following frame.
  • Each piece of data or animation image is randomly assigned to frames 1-10.
  • Videotape section 20 illustrates the number of frames which may be displayed in one-third of one second in commonly used animation film formats.
  • video laser disks having circular tracks currently revolve thirty times in a second in most formats. Therefore, a frame on videotape section 20 is essentially equivalent to a track on a laser disk for these general contexts.
  • Frames 1- 10 pass by quickly and are not individually distinguishable or useful to the human eye as videotape section 20 is played.
  • a common videotape can contain approximately 108,000 distinct and unique frames of data or animation figures or images per hour, although this number can vary depending on the density of frames per image desired or the nature of the material on tape. It is recognized that the above values may change or vary without affecting the underlying invention.
  • a typical animation videotape section 30 is shown in Figure 2, in which is depicted a bird in flight.
  • Frames la, 2a, 3a, 4a, 5a, 6a, 7a, 8a, 9a, 10a take up one-third of one second of the videotape in an animation type film.
  • Each frame la-lOa is very similar to the frame preceding or following it, with only minor changes as each frame progresses. In fact, each frame la-lOa is dependent on the minor differences in the adjacent frame(s) to create the illusion of fluid motion associated with animation.
  • VCR machine assembly 40 a known video cassette recorder (VCR) machine assembly 40 is shown, but with the exception that the film as configured according to this invention is not previously known.
  • VCR machine assembly 40 may use various data storage media, for example Super VHS, 8 millimeter, VHS, BETA, or similar media.
  • the videotape 42 (within a protective outer cartridge) containing numerous frames of data or animation type characters or images arranged as in Figure 1 or partially as shown in Figure 2 is inserted into the VCR machine 44.
  • other video mediums such as a video laser disk 41, shown in Figure 3D, may be inserted into another playing medium, such as a video laser disk player 43, shown in Figure 3D.
  • VCR machine 44 is connected to video display means, such as a television (not shown).
  • the viewer utilizes a remote control 50, as shown in Figure 3A, to control VCR 44.
  • remote control 50 By pushing various function buttons or pads on remote control 50, the user can cause tape 42 or a laser disk 41 to play, fast forward, reverse, stop, and pause at a random frame in videotape 42 or laser disk 41, for instance.
  • the viewer may directly engage or activate the function buttons or pads on VCR machine 44 or on a laser disk player 43.
  • remote control 50 also encompass direct activation of VCR machine 44 or laser disk player 43 by the viewer. Activation of pause pad 52 or play pad 54 on remote control 50 can similarly be accomplished by activating pause pad 52a or play pad 54b on VCR machine 44 or laser disk player 43 throughout this application.
  • the pause function pad 52 on remote control 50 is utilized to randomly generate different types of data, depending on the videotape 42 which is being played on VCR machine 44, and depending on whether the portion of the tape being displayed is the portion designed to generate random data.
  • a video laser disk 41 can be utilized to randomly generate different types of data or animation images on a video laser disk player 43, instead of videotape 42.
  • the viewer simply presses pause pad 52 and videotape 42 stops immediately or with a slight delay, depending on technical and mechanical variations associated with VCR machine 44, on a random frame of videotape 42.
  • pause pad 52 again, or pushes the play function pad 54, depending on the VCR machine which is being utilized. It is recognized that other pause and play sequences might be utilized and are also likely to function within the scope of this invention.
  • pause pad 52, 52a when either of the pause pads 52, 52a is engaged, the tape will stop, and the viewer will see only one frame of frames 1-10. When pause pad 52, 52a is disengaged, play of the tape will begin again. If pause pad 52, 52a is re-activated, videotape section 20 will stop, and another random frame containing data or images will be on screen for the user to view. Depending on the machine utilized, the response time of the viewer, and the frame timing, it is clear that randomness as to the frame or data on the videotape which is being viewed results each time pause pad 52, 52a is engaged.
  • the structure of data on a medium of this invention comprises placing useful data on at least one frame of the tape. It is also within the scope of this invention to place useful, discrete data into separate fields of each frame.
  • the fields referred to correlate to different subcarrier frequencies such as, for example, the luminance and chrominance fields.
  • Use of this data structure allows for a high volume of data per tape.
  • This data is arranged in mathematically correct strings to generate accurate random data percentages according to the specific data use. This is most readily understood by the concept of creating precise gaming odds in a random generation format using standard non-logic based media. No previous recognition exists of the combination of using existing size media with new data structure to produce precise random data generation functions.
  • VCR or laser disk player remote control 50 to randomly generate animation-based images or data has many applications.
  • educational applications includes programs having questions regarding different subjects being studied, spelling bees, and student quizzes.
  • the present invention is useful as a promotional tool for businesses or charity fund raisers.
  • the invention is also useful to randomly generate data or animation images for interactive learning or recreational games without the cost or other drawbacks of logic based systems.
  • videotape 60 contains one thousand combinations or cycles of fifty-two frames each, i.e., 52,000 total frames with each of the fifty-two frames per cycle each containing an image of one card image.
  • Each deck of cards i.e. each cycle
  • Videotape cassette 60 is inserted into VCR machine 44 and play is commenced. At some point of the viewer's choosing, the viewer pushes pause pad 52 on remote control 50.
  • videotape 60 When pause pad 52 is pressed, videotape 60 will pause or stop on a random frame 68a which will illustrate the card 62 which the viewer has been dealt by the dealer. After viewing card 62, the viewer disengages pause pad 52 by either touching pause pad 52 again or by engaging play pad 54, depending on the VCR machine utilized, and the tape plays again. At some other point of the viewer's choosing, pause pad 52 is re-engaged, and videotape 60 stops on another independent frame which contains an image of another card contained in a possible thousand decks of cards. By engaging and re ⁇ engaging pause pad 52, the viewer is dealt the cards needed to play the particular card game.
  • the viewer can selectively engage, disengage, and re-engage pause pad 52 until such time as the total of all cards dealt is as close as possible to, but not over, a score of twenty-one.
  • the player has activated pause pad 52 three times, and has been dealt three cards 62, 63, 64, in three distinct frames 178a, 178b, 178c.
  • An indication of the randomly generated dealer's hand 66 may also be shown on each frame.
  • the player's hand of dealt cards 62, 63, 64 totals twenty one.
  • the dealer's hand 66 is only considered on the last card dealt to the player, such as card 64.
  • the dealer's hand in frame 68c is nineteen, so the player wins.
  • Blackjack can also be played according to the following rules.
  • FIG 4C another example of a recreational blackjack type card game is illustrated, and described with reference to a video tape 170, although it can be utilized equally well with a laser disk 41.
  • videotape 170 contains one thousand combinations or cycles of fifty-two frames each, i.e., 52,000 total frames with each of the fifty-two frames per cycle each containing four card images similar to those shown individually in Figure 4B.
  • Each cycle which can be thought of as a deck of cards, is shuffled and is different from the fifty-two preceding cards and the fifty-two subsequent cards.
  • Videotape cassette 170 is inserted into VCR machine 44 and play is commenced.
  • FIG. 4B illustrates the cards 172b, 172c which the player have been dealt and 172a which the dealer has been dealt.
  • the player disengages pause pad 52 by either touching pause pad 52 again or by engaging play pad 52, depending on the VCR machine utilized, and the tape plays again.
  • pause pad 52 is re-engaged, and videotape 170 stops on another independent frame which contains images of four other cards contained in a possible thousand decks of cards.
  • Videotape 70 contains one thousand increments or cycles of fifty frames per increment, or a total of fifty thousand frames. -After videotape 70 is inserted into a VCR assembly, the viewer engages pause pad 52 at a point of the viewer's choosing. After pause pad 52 is engaged, videotape 70 stops on a random frame 71. The middle portion 73 of frame 71 is highlighted. As with slot machines, highlighted portion 73 is divided into three portions 72, 74, 76 which contain different gaming indicia 75, 77, 79, such as numbers, characters or symbols. If all three indicia 75, 77, 79 in portions 72, 74, 76 match exactly, the viewer wins that many points or play money.
  • the player places another "bet” and continues the game by disengaging pause pad 52 so that videotape 70 can proceed forward. If the viewer wishes to continue the game, it is only necessary to re-engage pause pad 52 so that further random data are generated on a different, non-related, random frame.
  • the frequency of winning the activity shown in Figure 5 can be varied by the manufacturer of the tape (or disk) to determine probabilities, depending on desired frequencies and applications.
  • FIG. 6 another type of game activity similar to a roulette wheel using the random data generation of this invention is illustrated.
  • the viewer uses a VCR remote control 50 to randomly select different gaming frames or screens 81 on a section of videotape 80 each time pause pad 52 is activated.
  • Videotape 80 contains about one thousand combinations or cycles of thirty eight frames each, totaling thirty eight thousand frames.
  • Frame 81 of this gaming activity which is an example of one of the thirty eight thousand frames, has gaming indicia 82, 84 on a game background 83 which has alternating colors or shading, such as red and black which is used for betting.
  • pause pad 52 When pause pad 52 is activated, the viewer sees frame 81 with ball or indicator 86 resting at the position of one gaming indicia, such as indicia 82. The viewer determines if any bets placed have won based on the rules of roulette. If that gaming indicia is not the one the viewer selected, the viewer simply disengages the pause pad 52 so that videotape 80 proceeds until the viewer again decides to reactivate pause pad 52, resulting in the viewing of another randomly generated frame screen 81, with ball 86 randomly positioned on another gaming indicia. In media having speeds of 30 frames per second, and with a possible 38 outcomes in this game, it is possible with this invention to access the entire range of probable outcomes in about 1.26 seconds. This is less time than is normally possible to even pause and play the assembly once. A gaming card (not shown) with the different numbers and betting possibilities for player selection may be included with videotape 80.
  • FIG 7 Another type of entertainment gaming activity is illustrated in Figure 7, and is a type of gaming activity similar to that known as bingo.
  • a bingo gaming card (not shown) is utilized which contains different gaming indicia arranged horizontally and vertically, such as alphabetical letters horizontally along the top margin of the gaming card and numerals vertically in rows under each letter.
  • the players engage pause pad 52 on remote control 50 to randomly generate frame 91 which contains a numeral, and a designated letter contained in the word BINGO.
  • frame 91 in Figure 7 the letter “G” has been randomly selected and is highlighted or shaded, and the number "55" was randomly generated.
  • the players disengage pause pad 52 on remote control 50.
  • the players selectively re-engage pause pad 52 so that a different frame results, with a different and randomly selected and highlighted letter and numeral.
  • the game proceeds until one player can fill a row on the gaming card either horizontally, vertically or diagonally or various other combinations according to standard BINGO rules.
  • Each frame on the section of videotape 90 displayed contains one letter of "BINGO" and one number, which can range from one to seventy five in conjunction with a letter from the word BINGO.
  • Videotape 90 can contain approximately seven hundred cycles or increments of seventy-five distinct frames each, totalling about fifty two thousand five hundred frames. Therefore, in media having speeds of 30 frames per second, and with a possible seventy five outcomes in this game, it is possible with this invention to access the entire range of probable outcomes in only 2.5 seconds.
  • FIG 8 another type of game activity similar to the popular Keno board game using the random data generation of this invention is illustrated.
  • the viewer uses a VCR remote control 50 to randomly select different gaming frames or screens 141 on videotape 140.
  • This tape contains about 280 independent frames each cycling 192 times totalling approximately 54,000 frames.
  • Frame 141 of this gaming activity has gaming indicia 142a, 142b, 142c, 142n, which represents the 80 squares used for betting.
  • pause pad 52 is activated, the viewer sees frame 141 with 20 positions of gaming indicia, such as indicia 142a-t, highlighted. The viewer determines if any bets placed have won based on the rules if Keno.
  • the viewer disengages the pause pad 52 so that videotape 140 proceeds until the viewer again decides to reactivate pause pad 52, resulting in the viewing of another randomly generated frame screen 141, with 20 positions of gaming indicia such as 142a-t that are highlighted.
  • a gaming card (not shown) with the different numbers and betting possibilities for player selection may be included with videotape 140.
  • Another type of entertainment gaming activity is illustrated in Figure 9, and is a type of gaming activity used in games requiring dice, such as craps. After insertion of videotape 120, the players engage pause pad 52 on remote control 50 to randomly generate frame 121 which contains two dice 102, 104.
  • the player After the players have placed bets on the craps table, the player disengages pause pad 52 on remote control 50. At a later point, the players randomly selected other dice. The viewer determines if any bets placed have won based on the rules of craps. A craps board (not shown) for all betting possibilities may be included with videotape 120.
  • frame 101 appears at thirty frames per second.
  • Frame 101 is representative of the random data generation frames portion of this game.
  • the two gaming indicia 102, 104 will "roll" on the screen like dice for a specified period of time, such as ten seconds until pause pad 52 is activated.
  • Die 102 contains dots representing numbers one through six.
  • Die 104 contains letters, and in particular, the vowels A, E, I, O, and U with the letter A represented twice.
  • the gaming indicia 102, 104 When the pause pad is selectively engaged, the gaming indicia 102, 104 will cease rolling and one of the thirty possible dice rolling combinations randomly appears on screen 101, indicating to the viewer which horizontal configuration portion of frame 121, shown in Figure 9, of the game will be involved. Gameboard or frame 121 appears on screen for about one minute immediately after the gaming indicia 102, 104 run the specified time interval.
  • gameboard 121 contains 6 horizontal configurations containing different combinations of letters. At each end of each configuration, an identical gaming indicia, such as a die 125, 125a, are positioned. In Figure 11, each horizontal configuration is numbered sequentially with two gaming indicia, such as dice, although other characters or symbols would work equally as well. When die 102 having numbers or dots thereon is "rolled", the viewer will select the horizontal configuration having that same number or dot on it. The vowel appearing on die 104 is then utilized in the particular horizontal configuration as an additional letter.
  • dice 125, 125a on horizontal configuration 122 and die 102 would each exhibit one dot and a randomly selected vowel would appear on die 104. If, for instance, the vowel A appeared on die 104, the vowel A would be placed in the blank in horizontal configuration 122.
  • the object of this educational game is to form as many words as the viewer possibly can which contains the letters in a selected zone, such as "MAN” as any part of a word. For example, words such as "command” and "mantle” would be words which could qualify for points for the viewer.
  • Horizontal configuration 122a is played in essentially the same manner as configuration 122 when die 102 has six dots.
  • Horizontal configuration 124 may contain four consonants and two vowels, although variations are possible.
  • the object of horizontal configuration 124 is to unscramble the letters to form as many words using some or all of the presented letters within a specified period of time, such as one minute. For example, words such as "RATTLE” and "LAST” would be words which could qualify for points.
  • the presented letters may be used more than once in a word.
  • the individual or team of players scores a point for each word they can form.
  • Horizontal configuration 124a is played in essentially the same manner when die 102 has five dots.
  • the player is directed to horizontal configuration 126.
  • the object of horizontal configuration 126 is to make the longest word possible using some or all of the letters provided, with the addition of the letter appearing on die 104.
  • the individual or team which can make the longest word within the specified period of time, such as one minute, is awarded one point for each letter used in the winning word. For example, team one would score seven points for the word "toaster", and team two would receive zero points for the word "shaded” since it is a shorter word.
  • Horizontal configuration 126a is played in essentially the same manner when die 102 has four dots. Fifty gameboard combinations similar to that depicted in
  • Figure 11 are included on videotape 120.
  • the fifty gameboard combinations are each displayed for fixed durations, preferably of one minute, and are separated by the randomly generated gaming indicia 102, 104 depicted on frame 101 ( Figure 10) for the specified time intervals.
  • the player simply pushes the play pad 54 on VCR remote control 50.
  • the gaming indicia will disappear at the end of one minute.
  • the player re-engages pause pad 52 to again pause the tape and determine the next randomly generated gaming indicia 102, 104.
  • the other player or other team of players would participate in the next randomly selected gameboard or frame. Both teams of players or individuals can play the game at the same time for horizontal configurations 126, 126a. Any number of the fifty combinations on videotape 120 can be played at a time. The winner will simply have the most points as set at the beginning of the game.
  • FIG. 12 another representative sample of an educational game for children is illustrated which utilizes random data generation on a videotape, although a laser disk would work equally well.
  • the viewer uses a VCR remote control 50 or laser disk to randomly select different game frames or screens 131 on videotape 130 or laser disk 41.
  • the game contains about seventy eight independent frames each cycling six hundred ninety times, totaling approximately fifty-four thousand frames.
  • Frame 131 has gaming indicia 131a-i on a game background which has highlighted areas used to indicate the possible letters for the player's selection.
  • pause pad 52 is activated, the viewer sees frame 131 with three highlighted boxes.
  • the viewer has a game board, as shown in Figure 13, which the player uses to create a three letter word by filling in three consecutive boxes which are picked from the highlighted boxes 131a, 131b, and 131c in frame 131.
  • the non-highlighted letters 131d, 131e, 131f, 131g, 131h, and 131i are not valid and are not to be used by the player in playing the game.
  • the players disengage pause pad 52 on remote control 50.
  • the players selectively re-engage pause pad 52 so that a different frame 132 is generated or produced with different and randomly selected highlighted letters 132a, 132b, and 132c.
  • FIG 15. Another example of an educational game for children is illustrated in Figure 15.
  • the random data generation of this invention is utilized with colors.
  • the players use a VCR remote control 50 or laser disk to randomly select gaming frame or screen 151, on videotape 150 or laser disk 41.
  • the game contains four random cycles of 6,750 independent frames each, totaling twenty-seven thousand frames.
  • Frame 151 an example of one of the twenty-seven thousand frames, has gaming indicia 151a which has colored areas on an object, such as a sail boat, to indicate the color randomly generated.
  • the players each select a game piece to move on the sail boat race course.
  • the player has a game board with individual positions as shown in Figure 16.
  • the player moves the game piece on the sail boat race card 160 to the next square whose color matches the generated colors on frame 161.
  • FIG. 17 Another representative sample of an educational game is illustrated which utilizes random data generation on a videotape, although a laser disk would work equally well. Again, the viewer uses a VCR remote control 50 or laser disk to randomly select different game frames or screens 181 on video tape 180 or laser disk 41. The game contains about 280 independent frames each cycling 192 times, totaling approximately 54,000 frames.
  • Frame 181 has gaming indicia 182a-g and 183a-g.
  • the seven randomly generated letters as indicated by gaming indicia 182a-g correspond with numeric values as indicated by gaming indicia 183a-g.
  • a score total gaming indicia 183 and the word "EXACTLY”, or “AT LEAST”, or similar terms refer to gaming indicia 184.
  • pause pad 52 When pause pad 52 is activated, the viewer sees frame 181 with 7 boxed letters 182a-g, with corresponding numeric values 183a-g and the word "EXACTLY" or "AT LEAST”.
  • Each player creates words whose point values total either exactly the score total gaming indicia 185 or the created words total at least the score total.
  • the first player who correctly spells words whose point values corresponds to indicia 184 adds the round score to the running total.
  • the players selectively re-engage pause pad 52 so that a different frame like 181 is generated with different and randomly selected letters, 182a-g and 183a-g on frame 181.
  • the game continues until one player's score reaches a designated level, such as 500 or better.
  • FIG 18 Another example of an educational game for children is illustrated in Figure 18, which utilizes the random generation of data on a videotape, although a laser disk would work equally as well.
  • the viewer uses a VCR remote control 50 or laser disk control to randomly select different game frames or screens 191 on the video tape 190 or equivalent laser disk 41.
  • the game contains about 280 independent frames each cycling 192 times, totaling approximately 54,000 frames.
  • Frame 191 has gaming indicia 192a-g, and gaming indicia 193a-g. Seven randomly generated letters as indicated by gaming indicia 192a-g with corresponding numeric values as indicated by gaming indicia 193a-g and a score total gaming indicia 195 are provided.
  • a score total gaming indicia 195 and the word "EXACTLY” or "AT LEAST” refer to gaming indicia 194.
  • pause pad 52 When pause pad 52 is activated, the viewer sees frame 191 with 7 boxed letters 192a-g, with corresponding numeric values 193a-g.
  • Each player creates words whose point values total at least the score total gaming indicia 195.
  • the first player who correctly spells words whose point values correspond to gaming indicia 195 adds the rounds score to the running total.
  • the players selectively re-engage pause pad 52 so that a different frame like 191 is generated with different and randomly selected letters, 192a-g and 193a-g in frame 191. The game continues until one player's score reaches a predetermined total score.
  • one videotape or laser disk contain only one of the above-described games or activities, combinations may be possible.
  • the above-described games may be accessed on videotape, on video laser disk, or other video mediums.
  • Several of the above described activities may be combined into a more encompassing game activity.
  • one game activity can be a "VCR CASINO” or "LASER CASINO” game where each player starts with a certain sum of cash or purse.
  • numerous frames would contain varying airfare prices. Each player will individually press pause pad 52 on VCR remote control 50, and the frame containing the airfare listed will appear. Each player will be required to deduct the airfare that was randomly generated from the beginning purse.
  • each player will most likely get a different airfare quote.
  • the players must participate in the Figure 4A - 4D blackjack game, the Figure 5 slot machine game, and the Figure 6 roulette game, the Figure 8 Keno game, the Figure 9 craps game, and/or the Figure 7 bingo, by making various "bets” and then randomly selecting the cards, number, or horizontal stripe on the slot machine as their money situation permits using VCR remote control 50 as described above.
  • the players must also pay for their hotel and food expenses, which is contained in distinct frames at a later point of the videotape.
  • the object of the "VCR CASINO” and "LASER CASINO” games is to be the player with the most money remaining from the specified starting amount.
  • the viewer will obtain different, randomly generated frames of data or animation images every time the pause or the play buttons are selected on the VCR machine 44, laser disk player, or remote control 50. As a result, it is impossible for the viewer to accurately predict where to pause the videotape or video laser disk for a desired response.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Electrically Operated Instructional Devices (AREA)

Abstract

L'invention se rapporte à une bande vidéo (20) contenant des données ou des images d'animation distinctes et indépendantes sur chaque trame (1-10) de bande que l'on utilise en combinaison avec un magnétoscope (44) et les commandes de pause et de reproduction du magnétoscope, ou avec un autre appareil de reproduction (41). On utilise les commandes de pause et de reproduction avec les techniques de génération d'image chaque fois que l'utisateur actionne le bouton de pause (52) sur la commande à distance (50) du magnétoscope ou sur ce dernier.
PCT/US1993/007863 1992-08-20 1993-08-20 Generation de donnees aleatoires utilisant les fonctions de commande de pause de supports non logiques d'informations WO1994005009A1 (fr)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU50847/93A AU5084793A (en) 1992-08-20 1993-08-20 Random data generation using non-logic based media pause control features

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US93302292A 1992-08-20 1992-08-20
US07/933,022 1992-08-20

Publications (1)

Publication Number Publication Date
WO1994005009A1 true WO1994005009A1 (fr) 1994-03-03

Family

ID=25463294

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/US1993/007863 WO1994005009A1 (fr) 1992-08-20 1993-08-20 Generation de donnees aleatoires utilisant les fonctions de commande de pause de supports non logiques d'informations

Country Status (2)

Country Link
AU (1) AU5084793A (fr)
WO (1) WO1994005009A1 (fr)

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2131221A (en) * 1982-11-12 1984-06-13 Iss Kk Method of and system for controlling tape recorder with computer
US4873566A (en) * 1985-10-28 1989-10-10 American Telephone And Telegraph Company Multilayer ceramic laser package
US4889339A (en) * 1983-11-14 1989-12-26 Kabushiki Kaisha Universal Slot machine

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2131221A (en) * 1982-11-12 1984-06-13 Iss Kk Method of and system for controlling tape recorder with computer
US4889339A (en) * 1983-11-14 1989-12-26 Kabushiki Kaisha Universal Slot machine
US4873566A (en) * 1985-10-28 1989-10-10 American Telephone And Telegraph Company Multilayer ceramic laser package

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
SMPTE JOURNAL, December 1986, BALDWIN, "Digital Television Recording - History and Background", pages 1206-1207. *

Also Published As

Publication number Publication date
AU5084793A (en) 1994-03-15

Similar Documents

Publication Publication Date Title
US7179166B1 (en) Reel game requiring skill to win
US6863606B1 (en) Method of playing a game involving questions and answers
US5407199A (en) Interactive games and method of playing
US5669817A (en) Casino card table with video display
US8360844B2 (en) Multiple wager, multiple potential winning outcome gaming platform
US20200406159A1 (en) Methods and Systems for Generating Dynamic Displays on a Game Display and Respective Player Displays
AU761884B2 (en) Knowledge-based casino game and method therefor
US6419232B1 (en) Question and answer board game using recorded media
US5193818A (en) Game
JPS62275482A (ja) ゲ−ム方法及びゲ−ム装置
US5899456A (en) Progressive trivia game
US5954336A (en) Gaming table layout, and method for playing a high-low game
US6659863B2 (en) Method of playing a poker game with card back hands
US20020125637A1 (en) Word game and methods for conducting same
US4900031A (en) Board game
US6234481B1 (en) Multi-skill knowledge-based game
US5360216A (en) Time board game
US6761358B2 (en) Trivia game and method of playing
US6431545B1 (en) Board game with novel format
US20140217673A1 (en) Communication game kit and method
US5112057A (en) Apparatus for playing a game
US20160275758A1 (en) Electronic entertainment system and method
US20070035087A1 (en) Board game and board-game environment
GB2167676A (en) Coin- or token-freed game apparatus
US7669854B1 (en) Method of simulating a traditional craps game with barcoded cards and video display

Legal Events

Date Code Title Description
AK Designated states

Kind code of ref document: A1

Designated state(s): AU BR CA JP KP KR NO RU US

AL Designated countries for regional patents

Kind code of ref document: A1

Designated state(s): AT BE CH DE DK ES FR GB GR IE IT LU MC NL PT SE

DFPE Request for preliminary examination filed prior to expiration of 19th month from priority date (pct application filed before 20040101)
121 Ep: the epo has been informed by wipo that ep was designated in this application
122 Ep: pct application non-entry in european phase
NENP Non-entry into the national phase

Ref country code: CA