WO2003067551A1 - Appareil et programme permettant de developper une capacite de reconnaissance/formation de l'espace et support d'enregistrement renfermant le programme permettant de developper une capacite de reconnaissance/formation de l'espace - Google Patents
Appareil et programme permettant de developper une capacite de reconnaissance/formation de l'espace et support d'enregistrement renfermant le programme permettant de developper une capacite de reconnaissance/formation de l'espace Download PDFInfo
- Publication number
- WO2003067551A1 WO2003067551A1 PCT/JP2002/000983 JP0200983W WO03067551A1 WO 2003067551 A1 WO2003067551 A1 WO 2003067551A1 JP 0200983 W JP0200983 W JP 0200983W WO 03067551 A1 WO03067551 A1 WO 03067551A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- small
- picture
- program
- function
- ability
- Prior art date
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Classifications
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B1/00—Manually or mechanically operated educational appliances using elements forming, or bearing, symbols, signs, pictures, or the like which are arranged or adapted to be arranged in one or more particular ways
- G09B1/32—Manually or mechanically operated educational appliances using elements forming, or bearing, symbols, signs, pictures, or the like which are arranged or adapted to be arranged in one or more particular ways comprising elements to be used without a special support
- G09B1/40—Manually or mechanically operated educational appliances using elements forming, or bearing, symbols, signs, pictures, or the like which are arranged or adapted to be arranged in one or more particular ways comprising elements to be used without a special support to form symbols or signs by appropriate arrangement
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
Definitions
- Space recognition / formation ability development device space recognition / formation ability development program
- computer readable recording medium recording space recognition / formation ability development program
- the present invention records a space recognition and formation ability development device, a space recognition and formation ability development program, and a space recognition and formation ability development program that can contribute to the development of the human right brain ability by cultivating the space recognition and formation ability. And a computer-readable recording medium.
- the present invention has been made in view of the above circumstances, and has been made by paying attention to the idea that the ability to form 'spatial recognition' mainly relates to the function of the human right brain.
- An object of the present invention is to provide a development device for spatial recognition and formation ability that can contribute to the development of right brain ability.
- a second object of the present invention is to provide a space recognition / formation ability development program that can contribute to the development of right brain ability.
- a third object of the present invention is to provide a computer-readable recording medium that records a program for developing spatial recognition and formation ability capable of contributing to the development of right brain ability. Disclosure of the invention
- a space recognition / forming ability development device In order to achieve the first object, a space recognition / forming ability development device according to the present invention is provided. In such a case, a solution method as described in claim 1 of the claims is adopted. That is,
- the small prick is rotated and moved on the screen of the computer's display based on an operation signal from the input means, so that the predetermined picture can be reproduced.
- the right brain is made to work through the device, and the space recognition and formation ability is cultivated while being casual and enjoyable, thereby contributing to the development of the right brain ability.
- a picture selection image for selecting the predetermined picture is set to be displayed.
- the ⁇ ! Selection image is set so that a predetermined picture can be selected based on the input means.
- a division selection image for selecting a division mode for the predetermined picture is set to be displayed,
- the mode of the division picture is set based on the input unit.
- the small brick force is set to be sequentially moved toward a predetermined end on a screen of the computer display
- the small bricks involved in the reproduction of the predetermined picture are set to disappear from the screen of the computer display.
- the device can be easily manufactured using a personal computer that is widely used as a hardware resource.
- the program for developing the ability to recognize and form space according to the present invention has the following features.
- a function of selecting the predetermined picture can be realized (corresponding to claim 8).
- the program is used on a computer, the user (player) selects a desired picture, and the divided picture formed under the given picture (more specifically, the divided picture can be drawn). Or, a small brick attached) can be used to develop the ability to recognize and form space in order to develop the right brain ability.
- the plurality of pictures include those read from outside,
- the predetermined picture to be divided can be arbitrarily set, not limited to the picture stored (prepared) in advance. Before displaying the small prick, a function of selecting a division mode for the predetermined picture and determining a mode of the divided picture is realized.
- the division mode is a division number
- the division mode is a method of forming a division for the predetermined picture.
- a function of sequentially generating the plurality of small bricks on a display screen (Claim 14).
- the brain can be concentrated on small bricks that are sequentially generated on the display screen, and the ability to recognize and form space can be cultivated through processing of the small bricks.
- the small brick is a cube
- the predetermined picture is a character
- the predetermined picture is a figure
- a computer-readable recording medium that records a space recognition / formation ability development program for realizing a function of rotating and moving the small brick is provided.
- FIG. 1 is a diagram showing an overall block configuration of a device according to a first embodiment of the present invention.
- FIG. 2 is a diagram for explaining a division mode of the picture “summer”.
- Figure 3 is an explanatory diagram of the system for dividing the picture “Summer”.
- Fig. 4 shows how the picture "Summer” is divided and reassembled.
- Fig. 5 shows how the picture “R” is divided and reassembled.
- FIG. 6 is a flowchart showing an operation example of the device of the present invention.
- FIG. 7 shows the second embodiment of the present invention, and is a diagram for explaining re-assembly of picture 1, its dividing line, and picture 1.
- FIG. 7 shows the second embodiment of the present invention, and is a diagram for explaining re-assembly of picture 1, its dividing line, and picture 1.
- FIG. 8 is a diagram showing an example of drawing the picture divided in FIG. 7 on another side of the brick.
- FIG. 9 is a view for explaining the picture 2 used in the second embodiment and its dividing lines.
- FIG. 10 is a diagram showing an example when the picture divided in FIG. 9 is drawn as a prick.
- FIG. 11 is a diagram showing a state in which the brick of picture 1 and a brick of picture 2 divided on the screen reach the bottom of the screen and are stopped, and are moving downward.
- FIG. 12 is a diagram showing a state immediately after one picture is completed from the state of FIG. 11.
- Figure 13 shows the bricks involved in one completed picture from the state of Figure 12. It is a figure showing signs that it disappears.
- FIG. 14 is a diagram illustrating a state immediately after two bricks have been newly completed since the remaining bricks that have not disappeared have moved downward from the state of FIG.
- FIG. 15 is a diagram showing a state in which the pricks involved in the completed picture disappear from the state force of FIG.
- FIG. 16 is a flowchart showing an operation example of the device of the present invention, which is for performing the operations shown in FIGS. 11 to 15.
- 1 to 6 show a first embodiment of the present invention.
- FIG. 1 shows a space recognition / formation development apparatus according to an embodiment of the present invention.
- This device is equipped with a computer (computer resources) and a program for developing spatial recognition / formation ability that is read by the computer.
- a computer is necessary to create a realistic expression using a picture brick (a brick in which a picture is drawn).
- various terminals such as a personal computer, a notebook computer, and a PDA are appropriately used. be able to.
- the player uses a computer to select and divide arbitrary paintings, photographs, characters, or cranes, etc., and divides them into three-dimensional bricks for drawing the divided pictures. Get as a small prick. This freedom to choose a picture can only be achieved with a computer, especially with bricks as real objects.
- reference numeral 1 denotes an input device as input means.
- the input device 1 includes a mouse, a keyboard, a game pad, or other similar devices, and a player can play a training game using the input device 1.
- the basic task that the player must perform during the game using the input device 1 is to select a picture at the start of the game to obtain multiple pricks that divide the picture and draw it. Rotating and moving Bricks (several bricks, same hereafter) to reassemble the selected picture above.
- the computer's processor receives and parses the user's input and analyzes the game area the player is looking at. Change the visual display.
- reference numeral 2 denotes an output device.
- Various devices such as a computer display and a sound output system are used as the output device 2 in a game.
- the computer creates a visual representation of the game area and the pricks in memory and displays them on the graphics screen.
- the processor 6 updates the image displayed on the screen in real time in response to a signal received from the input device 1.
- the audio output is used for real-time 'feed pack' of user input. For example, when a player places a prick in the game area, the computer makes a clicking sound.
- 3 is a memory.
- the computer memory is used in a game to store a game state, that is, a game state including a type of a plex in a game area, a position, a graphic image of each side of the pix, and the like.
- reference numeral 4 denotes a storage device.
- the processor 6 loads a picture selected by the user from a storage device 6 such as a hard disk, a floppy disk, a CD-ROM, a DVD-RAM, or the like.
- the storage device 6 saves the game result of each player.
- FIG. 1 is a network. This network is not required for game play, but it is possible to provide pictures to the player using a network such as the Internet or to use this device for a remote player.
- reference numeral 6 denotes a processor.
- Processor 6 is a necessary computer resource for the game.
- the processor 6 receives signals from the input device 6, executes a game algorithm, updates an image on the display, and controls all other computer resources.
- the processor 6 determines that the image of the brick side of any selected picture can be quickly created. It also provides a conventional method for the user to manipulate the image of the prick.
- the processor 6 updates the game state stored in the memory 3 in response to a user input received from the input device 1.
- the processor 6 loads the picture selected by the player from the storage device 4 into the memory 3, and loads the picture Create a map display.
- Processor 6 then divides the bitmap into several (such as two or four) small bitmaps and displays them on each side of the plex (each side of the small plex).
- the program also creates a reference tape for each bitmap and each prick generated at the start of the game.
- the processor 6 updates the displayed image of the plot using the lookup table and checks whether the user has reassembled the original picture.
- Whether or not the original picture has been reassembled can be determined by executing a program for that purpose or by referring to a lookup table in a look-up format.
- the game divides the original picture (see Fig. 2 (1)) into several divided pictures (divided pieces) (four are shown in Fig. 2 (2)), and the relative positions of the bitmap and image array Store the information.
- Bitmaps are stored in an image array and represented by numbers as shown in Figure 2 (2). This number is
- the player powers four bricks in the play area.
- Each prick has six sides (ie, front, back, left, right, top, and bottom). Each aspect is associated with one of the bitmaps that can have one of the four positions represented by the numbers shown in Figure 2 (3). This number in Figure 2 (3) is
- the program creates a class with information about each aspect of the brick.
- the program keeps this information for all bricks.
- the program has a two-dimensional array to keep track of the pricks placed by the player in the game area.
- the value of each element in the game area is set to one of the divided pictures (divided pieces) of the picture placed on the square corresponding to the game area by the user.
- the square (field square) in the game area is empty, its value is 1-11. Then, it is checked whether the player has assembled the original picture by a predetermined function.
- the brick and region (field) array is a lookup table that holds the information needed to reconstruct the image and state of each prick and region. What is shown in Figure 3 shows the general system of reference in a program.
- the game divides the original picture (predetermined picture) into two or four divided pictures (pieces) and stores the bitmap and its associated position.
- Figure 4 shows the original picture of the Chinese character “Natsu”, which is divided and reassembled.
- the original picture is loaded into the memory 3 as a bitmap (see FIG. 4 (1)).
- the computer divides the picture into two, four or more smaller bitmaps by dividing them horizontally or vertically into equivalent parts (divided pictures) (see Figure 4 (2)).
- the computer creates a three-dimensional image of the brick.
- Each brick has a split picture of the original picture on each side (see Figure 4 (3)).
- the player manipulates the brick's memory display to reassemble the original picture (see Figure 4 (4)).
- Fig. 5 shows a similar division and reassembly of the hiragana "ri”.
- step SI initialization is performed (step SI).
- the player selects a picture (step S2).
- the computer divides the picture and forms a plurality of bricks for drawing the divided picture (step S3).
- the player selects a brick (step S4), places the brick in the game area, and performs operations such as rotating, moving horizontally or vertically, and combining it with other bricks already in the game area. (Step S5).
- it is determined whether the pictures assembled on the sides of those bricks are the original pictures (pictures before splitting) (step S6), and if the original pictures are completed, the display is displayed. Is displayed (step S7), and waits for the player to select a new picture. If not, wait for the player to select a new brick.
- Second embodiment FIGGS. 7 to 16
- FIG. 7 to 16 show a second embodiment of the present invention.
- a picture 1 shown in FIG. 7 (1) and a picture 2 shown in FIG. 9 are used as pictures used in the game.
- the hatched part (portion) and the white part have the opposite relationship to each other.
- the picture indicated by the hatched portion in FIG. 7 and the picture indicated by the white portion in FIG. 9 indicate a square which is a kind of figure in the embodiment.
- FIG. 7 (2) shows a state in which picture 1 of FIG. 7 (1) is reproduced by re-establishing the two bricks.
- Figure 8 shows an example of drawing a divided picture on the other side of the brick.
- Picture 2 shown in FIG. 9 is also divided into two as indicated by the dashed line.
- An example of drawing the divided picture on the other side of the prick is shown in FIG.
- Various pictures can be created by mi on the side of those bricks by generating and inserting pricks in the game area one after another, and accumulating a plurality of pricks on the bottom side. Then, the score can be given according to the picture created, as shown in Fig. 7 (1) and the square shown in Fig. 9).
- step S11 initialization is performed (step S11).
- the player selects various parameters (step S12).
- parameters such as prick descent speed, brick pattern, and game difficulty.
- pricks are preliminarily accumulated on the bottom side of the game area, and various patterns of the accumulation can be selected by parameters such as difficulty of the game.
- the display displays a screen including the game area (step S13).
- step S14 and S15 When the player generates a new brick and places it in the game area (steps S14 and S15), it is determined whether the placed prick does not move downward, horizontally or vertically in the game area ( If it does not move, the game area is full of bricks, so the game is over (step S20).
- step S17 wait one step and process the player's input (step S17). Then, it is determined whether the brick moves further downward (step S18). If the prick is applied, the process returns to the step S17 through a step of lowering the prick (step S19).
- step S21 If the prick does not descend in the judgment in step S18, it is considered that the bottom has been reached, and the force is not being reproduced (completed) with the predetermined picture with other bricks accumulated on the bottom. Is determined (step S21), and if the predetermined picture is not completed, Returning to step S14, a new prick is generated. If a predetermined picture is reproduced, the bricks involved are exploded and disappear (step S22). Thereafter, it is determined whether or not all the bricks accumulated on the bottom have disappeared (whether or not the game is clear) (step S23). In the determination of step S23, if the game is not clear, While repeating step S14 and subsequent steps, if all the pricks accumulated on the bottom side are gone, a game clear display is displayed on the display (step S24).
- step S25 it is determined whether or not the obtained score is the highest score power (step S25), and if the score is the highest, the name of the player is asked (step S26), and the highest score is obtained.
- the point data is updated (step S27).
- the picture to be divided As the picture to be divided (dislike), it also has the function of learning characters. For example, kanji, hiragana, katakana, alphabet, etc. are divided and stored according to the character type. One desired kanji may be selected and divided and reproduced. It also has the function of learning words and idioms composed of multiple characters, and displays on the screen, for example, a brick for each of the multiple pictures (characters) that make up the idioms. Can be generated at the same time, and the task of reproducing each of the multiple characters and arranging the multiple reproduced characters in the correct order can be performed on the screen.
- the picture to be divided is not limited to a picture stored in advance, and may be any picture, for example, by being read from a scanner.
- the moving direction of the brick is not limited to the lower side of the screen, but can be arbitrarily selected, such as a horizontal direction or an upward direction.
- the reproduction of the picture in the process of moving the brick in a predetermined direction is for making the game more enjoyable, and is not always necessary.
- one of the pictures to be hatched (ne) is "red" and the other is "blue".
- a so-called territory picking game can be used to correspond to the color of the last brick (red or blue) involved in completing the picture.
- the aspects on which the divided picture can be drawn are not limited to all aspects, but may be only some.
- the brick is a cube (the divided surface of the picture is also square)
- the difficulty of the reproduction of the picture can be adjusted by setting the number of faces on which the divided picture is drawn.)
- As an adjustment to the difficulty of the reproduction of the picture at least one side of the brick is correctly drawn with the divided picture, but some or all of the remaining planes may be partially or completely redrawn. It is also possible to draw a.
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- Business, Economics & Management (AREA)
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- Theoretical Computer Science (AREA)
- Processing Or Creating Images (AREA)
Abstract
L'invention concerne le développement d'une capacité de reconnaissance/formation de l'espace permettant de développer la capacité du cerveau adéquate. Une image est divisée en plusieurs images. Un bloc est divisé en petits blocs. Les images divisées sont peintes sur la surface latérale des petits blocs qui sont soumis à une rotation et déplacés sur un écran d'ordinateur. L'utilisateur doit alors reconstruire l'image originale.
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
PCT/JP2002/000983 WO2003067551A1 (fr) | 2002-02-06 | 2002-02-06 | Appareil et programme permettant de developper une capacite de reconnaissance/formation de l'espace et support d'enregistrement renfermant le programme permettant de developper une capacite de reconnaissance/formation de l'espace |
AU2002233629A AU2002233629A1 (en) | 2002-02-06 | 2002-02-06 | Apparatus for developing space recognition/formation ability, program for developing space recognition/formation ability, and recording medium containing the program for developing space recognition/formation ability |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
PCT/JP2002/000983 WO2003067551A1 (fr) | 2002-02-06 | 2002-02-06 | Appareil et programme permettant de developper une capacite de reconnaissance/formation de l'espace et support d'enregistrement renfermant le programme permettant de developper une capacite de reconnaissance/formation de l'espace |
Publications (1)
Publication Number | Publication Date |
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WO2003067551A1 true WO2003067551A1 (fr) | 2003-08-14 |
Family
ID=27677639
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/JP2002/000983 WO2003067551A1 (fr) | 2002-02-06 | 2002-02-06 | Appareil et programme permettant de developper une capacite de reconnaissance/formation de l'espace et support d'enregistrement renfermant le programme permettant de developper une capacite de reconnaissance/formation de l'espace |
Country Status (2)
Country | Link |
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AU (1) | AU2002233629A1 (fr) |
WO (1) | WO2003067551A1 (fr) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2011136049A (ja) * | 2009-12-28 | 2011-07-14 | Azuraito:Kk | ゲームプログラム |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH06142340A (ja) * | 1992-10-31 | 1994-05-24 | Victor Co Of Japan Ltd | ジグソーパズルの作成装置及び表示装置 |
JPH1190047A (ja) * | 1997-09-16 | 1999-04-06 | Casio Comput Co Ltd | ゲームシステムおよびゲーム処理機能付電子カメラ装置 |
JPH11104355A (ja) * | 1997-09-30 | 1999-04-20 | Nippon Telegr & Teleph Corp <Ntt> | 言語知識利用ゲーム方法及び装置及び言語知識利用ゲームプログラムを格納した記憶媒体 |
JP2000271346A (ja) * | 1999-03-23 | 2000-10-03 | Nec Corp | 遊戯装置 |
-
2002
- 2002-02-06 WO PCT/JP2002/000983 patent/WO2003067551A1/fr active Application Filing
- 2002-02-06 AU AU2002233629A patent/AU2002233629A1/en not_active Abandoned
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH06142340A (ja) * | 1992-10-31 | 1994-05-24 | Victor Co Of Japan Ltd | ジグソーパズルの作成装置及び表示装置 |
JPH1190047A (ja) * | 1997-09-16 | 1999-04-06 | Casio Comput Co Ltd | ゲームシステムおよびゲーム処理機能付電子カメラ装置 |
JPH11104355A (ja) * | 1997-09-30 | 1999-04-20 | Nippon Telegr & Teleph Corp <Ntt> | 言語知識利用ゲーム方法及び装置及び言語知識利用ゲームプログラムを格納した記憶媒体 |
JP2000271346A (ja) * | 1999-03-23 | 2000-10-03 | Nec Corp | 遊戯装置 |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2011136049A (ja) * | 2009-12-28 | 2011-07-14 | Azuraito:Kk | ゲームプログラム |
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AU2002233629A1 (en) | 2003-09-02 |
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