WO2005039714A2 - Ensemble ludo-educatif electronique avec des elements communicants à etiquette radiofrequence - Google Patents
Ensemble ludo-educatif electronique avec des elements communicants à etiquette radiofrequence Download PDFInfo
- Publication number
- WO2005039714A2 WO2005039714A2 PCT/FR2004/002663 FR2004002663W WO2005039714A2 WO 2005039714 A2 WO2005039714 A2 WO 2005039714A2 FR 2004002663 W FR2004002663 W FR 2004002663W WO 2005039714 A2 WO2005039714 A2 WO 2005039714A2
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game board
- assembly according
- radio frequency
- elementary
- game
- Prior art date
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00643—Electric board games; Electric features of board games
-
- 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
- G06F3/046—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by electromagnetic means
-
- 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
- A63F3/00—Board games; Raffle games
- A63F3/00643—Electric board games; Electric features of board games
- A63F2003/00662—Electric board games; Electric features of board games with an electric sensor for playing pieces
-
- 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
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2401—Detail of input, input devices
- A63F2009/2436—Characteristics of the input
- A63F2009/2439—Characteristics of the input the input being a code, e.g. ID
-
- 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
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2483—Other characteristics
- A63F2009/2485—Other characteristics using a general-purpose personal computer
- A63F2009/2486—Other characteristics using a general-purpose personal computer the computer being an accessory to a board game
-
- 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
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2483—Other characteristics
- A63F2009/2488—Remotely playable
- A63F2009/2489—Remotely playable by radio transmitters, e.g. using RFID
-
- 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
- A63F3/00—Board games; Raffle games
- A63F3/00173—Characteristics of game boards, alone or in relation to supporting structures or playing piece
- A63F3/0052—Characteristics of game boards, alone or in relation to supporting structures or playing piece with a plurality of boards used during one game, i.e. separate game boards or playing areas
Definitions
- the invention relates to an electronic educational game system comprising communicating elements, each carrying a radio frequency label provided with an individual identification code, and a game board comprising a digital processing circuit connected to a plurality of antennas arranged at so as to constitute a detection matrix, for the detection of the presence, the nature and the position of the communicating elements.
- a player In most electronic games, a player is installed in front of a console or a computer, the man-machine communication being done via a keyboard, a mouse, a joystick or a touch screen . He can possibly play in network with other players having their own computers and connected to the same communication network, for example by Internet.
- the document WO-A-9526790 proposes the combination of a game board and parts provided with a transponder, communicating by radio frequency with the board and associated with an identification code.
- the document WO-A-0211836 also uses this principle for an electronic chess game, making it possible to display in real time on a display unit the position of the different pieces and, possibly, to transmit these images via the Internet.
- the particular components used in the chess game are expensive and the depth of field of detection, of the order of 20mm, is too large and may cause erroneous intermediate recognition of pawns during a simple overview of the board.
- all known devices using radiofrequency communication between pieces and a game board are dedicated to a single type of game (chess) and have a relatively long response time, typically of the order of 2.5 s. .
- the object of the invention is to provide a fun educational package which does not have these drawbacks and, more particularly, a package combining the user-friendliness of a classic game and the advantages of an electronic game and having a reduced response time.
- the game board comprises a plurality of radio frequency readers respectively connected to corresponding input / output terminals of the digital processing circuit, each radio frequency reader being connected to an associated set of antennas.
- Communicating elements can consist of pawns, figurines, cards or dice.
- the object of the invention is also to provide a ludo-educational unit which can be easily adapted to different types of game.
- This object is achieved by the fact that the board is constituted by a removable assembly of a plurality of boards. elementary, each comprising an elementary digital processing circuit connected to the antennas of said elementary plate.
- the assembly comprises a removable play mat, placed on the play board and comprising a radio frequency label provided with an identification code representative of the corresponding play.
- Figure 1 schematically illustrates a particular embodiment of an assembly according to the invention.
- FIG. 2 schematically represents a radio frequency label integrated into a communicating element of an assembly according to the invention.
- FIG. 3 illustrates the division, in rows and columns, of a game board of an assembly according to the invention.
- FIG. 4 and 5 illustrate two alternative embodiments of the electrical connections of a game board of an assembly according to the invention.
- FIG. 6 represents a game board constituted by the assembly of several elementary boards. Description of particular embodiments.
- the educational game includes a game board 1 intended to cooperate, with or without wire, preferably by an HF (microwave) link, with a computer 2, constituting a display and external supervisory body.
- a play mat 3 preferably flexible and removable, covers the board 1. The interchangeability of the play mat makes it easy to switch from one game to another.
- the board 1 comprises at least one play area.
- a first play area is intended for the movement of different pieces 4, constituted by pawns or figurines.
- a second game zone constitutes a shoe 5 for reading a card 6, while a third game zone 7 delimits a location for the launching of at least one die 8.
- each communicating element has a label 10 for identification by radio frequency (RFID), or radio frequency label, provided with an individual identification code (ID code) and the plate includes appropriate detection elements arranged at predetermined locations on the plate.
- RFID radio frequency
- the play mat 3 can also include a radio frequency label 10, thus allowing automatic identification of the game selected by the game board 1 and the computer 2.
- each label 10 is, in known manner, constituted by a passive radio frequency label, comprising an antenna 1 1 tuned to a predetermined frequency and connected to a circuit 12 containing in memory the corresponding individual identification code.
- a carrier signal P received by the tag 10 serves simultaneously as a communication signal and as a power supply for the tag. This modifies the carrier signal, modulating it in amplitude (Pm) by its individual identification code.
- the labels 10 are extra flat, with antennas 1 1, preferably rectangular, formed by several turns of conductive tracks and connected to a circuit 12. It is thus possible to minimize the size of the labels , for example in the form of an extra-flat square of the order of 2cm on a side, and to easily insert them into the pawns, the figurines, the cards, the dice or the play mat.
- the dice 8 can be a dice of conventional appearance, comprising a label 10, associated with each of its faces, that is to say 6 labels provided with 6 different identification codes corresponding respectively to the different numbers. At least one corresponding detection element of the game board, arranged in the third game area 7, delimiting the location for throwing the dice, then makes it possible to detect which face is in contact with the game board and, consequently, which number is visible.
- the die 8 is "white", that is to say without an inscription representative of a number on each of its faces, and includes only one or two radio frequency identification labels. In this case, when the presence of a dice in the corresponding zone 7 of the game board 1 is detected, the computer 2 randomly selects a number and displays it on its screen. It is this number which is then used by the player concerned. Whether classic in appearance or a white die, die 8 can have a different number of faces from
- the game board 1 or, at least, the first game area is divided into a plurality of locations delimited by rows I and columns c.
- a detection matrix is constituted by antennas 14, arranged at the intersections of lines I and columns c on which the communicating elements can be placed.
- Each antenna 14 is preferably planar and formed by rectangular turns of conductive material (metal or conductive ink) forming a large number of turns.
- the dimensions of the antenna preferably correspond to a location on the game board having dimensions of less than 2 cm, typically 18 mm, on the side.
- the game board comprises, for example in the form of a printed circuit, a digital processing circuit 15, connected to the antennas 14 by radio frequency readers 13.
- the digital processing circuit 15 comprises a predetermined number m of input / output terminals, respectively connected to m radio frequency readers (13 ! To 13 m ).
- Each radio frequency reader 13 is connected to a set of n antennas 14-, to 14 n .
- Each radio frequency reader 13 and each label 10 of the communicating elements must then, in known manner, integrate an anti-collision function.
- a multiplexer 16 is disposed between each radio frequency reader 13 and the associated set of n antennas.
- the radio frequency readers 13 and the labels 10 no longer have to manage possible collisions and can then be simplified. Indeed, each multiplexer 16 allows interrogation and selective reading of each associated antenna, under the control of the digital processing circuit 15.
- the tray 1 can include 16 to 25 radio frequency readers 13, each connected to 4, 8 or 16 antennas.
- Each detection element 13 constantly checks the possible presence of a communicating element on the antennas 14 ! to 14 n associated.
- a radio frequency reader 13 permanently generates a carrier signal P, substantially sinusoidal, of predetermined frequency corresponding to the frequency of agreement of the labels 10. If a communicating element is placed at the corresponding location, it modulates the signal carrier and the modulated carrier signal Pm is detected, demodulated and formatted by the radio frequency reader.
- each reader 13 sends, in the form of a frame, the information representative of the nature (ID code) of the label detected. If there is no communicating element at the location corresponding to an antenna 14, the associated radio frequency reader remains silent. Thus, each radio frequency reader 13 communicates with the digital processing circuit 15 only in the presence of a communicating element on a location on the game board corresponding to one of the antennas associated with it.
- the digital processing circuit 15, having listed the position of each antenna, is therefore capable of determining the position of the label 10 detected.
- the digital processing circuit 15 therefore permanently receives the data necessary for the identification and positioning of all the pawns or figurines placed on the board and can quickly identify any change.
- the frequency of the carrier signal is preferably of the order of 14 MHz, typically 13.56 MHz.
- the depth of field allowing the detection of a label can then be relatively small, typically of the order of 5mm. This eliminates detection errors when flying over the game board with a pawn or a figurine and avoids the creation of interference between neighboring locations.
- the use of other, lower carrier frequencies, for example of the order of 125 kHz, conventionally used in a certain number of applications using inexpensive radio frequency tags, can also be envisaged.
- the labels 10 of the communicating elements are preferably requested only in reading by the radio frequency readers 13. It is however possible to use labels 10 which can also be requested in writing, so as to allow the identification code to be modified and / or the on-board history of the corresponding pawn or figurine. The history associated with a communicating element is then stored in a memory of the label 10 of this communicating element. In an alternative embodiment, it is possible to inhibit a label 10, so as to neutralize the corresponding communicating element. As an example, this can be used in a role-playing game in case of loss of a life of a character associated with a figurine.
- the combination of the game board 1 and the computer 2, communicating with the digital processing circuit 15, allows the management of the game by the computer 2, while bringing the user-friendliness of the game board and the possibility of easily passing through 'one game to another.
- the same game board 1 can be used for any type of game using pawns, figurines, cards and / or dice, and more particularly for interactive digital games, board games, casino games and role games. It can also be used in the educational or cultural field, in particular in educational, scenographic or museographic applications. For example, it can be used in the form of a game of goose allowing to discover information constituted by animations on the screen of computer 2 as and when a pawn moves on the game board.
- a particular game can be chosen simply by positioning the corresponding play mat 3 on the game board. If the play mat is provided with a label 10, the computer 2 automatically identifies the selected game, possibly after activation of a start button (not shown) placed on the game board. The computer can then display the rules of the game and, during the course of a game, information concerning it, indications to the players concerning the actions to be carried out, video images, sound and / or computer generated images (for example images of a hotel under construction for a game of Monopoly® type), intended to illustrate or enrich the game. He can play the role a banker (for example in a Monopoly® type game), an arbitrator ... Computer 2 can possibly be connected to the Internet.
- the computer 2 can play the role of the master of the game. It can search the Internet for information concerning the particular powers associated with a particular piece and display this information on its screen, preferably in a playful form. .
- Each communicating element is preferably associated with a unique individual identification code (ID), previously listed in a database.
- the assembly comprises, in the digital processing circuit 15 or, preferably, in the computer 2, in the memory of the labels 10 and / or in an external database, accessible online on the Internet, storage means for the history of movements and / or rights of the various communicating elements during the game or throughout the life of a communicating element, the rights of a figurine being able to evolve from one party to another.
- this history may include the evolution over time of the characteristics, qualities or qualification of a figurine, for example the transition from childhood to adulthood, the acquisition or loss of certain powers.
- the game board 1 may include one or more validation buttons 17 (for example four) and a cancellation button 18 (FIG. 1), connected to the digital processing circuit 15.
- a validation button 17 is intended, in certain games , to allow the move that has just been taken into account. In games in which the validation buttons are not used, the move is considered to be made as soon as a piece (pawn or figurine) is placed on the game board.
- computer 2 can tell the players, from the start of the game or during the game, if the validation buttons must be used.
- the cancel button 18 is intended to allow the pieces to be returned to the previous position on the game board. This can be particularly useful in the event of accidental overturning of the pieces on the game board.
- the computer screen displays then the previous position of the different pieces on the game board, so as to allow players to restore the game to its original state.
- a game board can be constituted by a removable assembly of several elementary boards, so as to modulate or enlarge the playing surface as needed.
- Each elementary plate includes an elementary digital processing circuit
- the assembly shown comprises 6 elementary plates, each provided, on three of their side walls, with assembly connectors 19 making it possible to electrically and mechanically connect any elementary plate to one, two or three other adjacent elementary plates. Electrically, the connection between the digital processing circuits 15 of two elementary plates is preferably carried out wirelessly or by a serial link, reliable and compact.
- the assembly may include a main plate, initially configured as a 1 m master plate, and several additional plates, initially configured as a 1 e slave.
- all the elementary plates are initially identical, but only one of the elementary plates, constituting the 1 m master plate, is connected, from from its fourth side face, to a power supply network via a power connector 20, and, optionally by a wire connection 21, to the computer 2. All the other elementary plates then constitute the plates 1 e slaves, connected, directly or through other slave plates, to the 1 m master plate.
- Each assembly connector 19 must therefore allow bidirectional data transmission between two adjacent elementary plates, for example via an output wire and an input wire. It must also allow the supply of the elementary plate, from the power connector 20 of the 1 m master plate, for example by means of two supply wires, one of which is connected to ground.
- the configuration of an elementary board in a 1m master board or in a 1e slave board can be done automatically, preferably when the game board consisting of the assembly of elementary boards is powered up, under the control of the computer.
- 2 which comprises, for example, means for recognizing the arrangement of the plates.
- the plate (1) is constituted by a plurality of elementary plates and the elementary digital processing circuits 15 all communicate wirelessly, with one another and / or directly with the display member (2) and external supervision.
- the recognition of a card 6 placed in the shoe 5 can optionally be carried out by optical detection.
- the cards 6 do not include a radio frequency label, but optical locating elements, coded in the form of black and white dots or bar code for example, capable of being identified by appropriate detectors arranged in the second game zone and connected to the digital processing circuit 15.
- the game board can have only one playing area, making it possible to detect the presence, the nature and the position of any type of communicating element (pawn, figurine, dice, card or carpet). of play).
- the assembly can also include a screen, for example with liquid crystal, making it possible to display the game mat 3, in virtual, dematerialized form, on a front face of the game board 1, that is to say on its upper surface.
- This screen can optionally display windows intended to serve as an interface for the display and supervision member 2.
- the game board can then fully integrate the supervision member. In the latter case, the educational game can become completely autonomous.
- the game board 1 can also manage the broadcasting of complementary sound files to those which are broadcast by the supervisory body 2. These complementary sound files can be recorded in a library on board a dedicated memory module and / or the HF link can be used to retransmit the sounds of applications from the tray.
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- Engineering & Computer Science (AREA)
- General Engineering & Computer Science (AREA)
- Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Multimedia (AREA)
- Electromagnetism (AREA)
- Human Computer Interaction (AREA)
- General Physics & Mathematics (AREA)
- Toys (AREA)
- Radar Systems Or Details Thereof (AREA)
- Near-Field Transmission Systems (AREA)
- Radio Relay Systems (AREA)
Abstract
Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US10/574,465 US20060246403A1 (en) | 2003-10-20 | 2004-10-19 | Electronic educational game set having communicating elements with a radio-frequency tag |
EP04817288A EP1675662B1 (fr) | 2003-10-20 | 2004-10-19 | Ensemble ludo-educatif electronique avec des elements communicants a etiquette radiofrequence |
DE602004011248T DE602004011248T2 (de) | 2003-10-20 | 2004-10-19 | Elektronisches lernspielset mit kommunikationselementen mit einem hochfrequenz-tag |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
FR0312249A FR2860985B1 (fr) | 2003-10-20 | 2003-10-20 | Ensemble ludo-educatif electronique avec des elements communicants a etiquette radiofrequence |
FR0312249 | 2003-10-20 |
Publications (2)
Publication Number | Publication Date |
---|---|
WO2005039714A2 true WO2005039714A2 (fr) | 2005-05-06 |
WO2005039714A3 WO2005039714A3 (fr) | 2005-08-04 |
Family
ID=34385310
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/FR2004/002663 WO2005039714A2 (fr) | 2003-10-20 | 2004-10-19 | Ensemble ludo-educatif electronique avec des elements communicants à etiquette radiofrequence |
Country Status (7)
Country | Link |
---|---|
US (1) | US20060246403A1 (fr) |
EP (1) | EP1675662B1 (fr) |
CN (1) | CN1867383A (fr) |
AT (1) | ATE383189T1 (fr) |
DE (1) | DE602004011248T2 (fr) |
FR (1) | FR2860985B1 (fr) |
WO (1) | WO2005039714A2 (fr) |
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- 2003-10-20 FR FR0312249A patent/FR2860985B1/fr not_active Expired - Fee Related
-
2004
- 2004-10-19 US US10/574,465 patent/US20060246403A1/en not_active Abandoned
- 2004-10-19 DE DE602004011248T patent/DE602004011248T2/de not_active Expired - Fee Related
- 2004-10-19 CN CNA2004800299395A patent/CN1867383A/zh active Pending
- 2004-10-19 AT AT04817288T patent/ATE383189T1/de not_active IP Right Cessation
- 2004-10-19 EP EP04817288A patent/EP1675662B1/fr not_active Not-in-force
- 2004-10-19 WO PCT/FR2004/002663 patent/WO2005039714A2/fr active IP Right Grant
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Cited By (5)
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US9731208B2 (en) | 2005-09-12 | 2017-08-15 | Mattel, Inc. | Methods of playing video games |
CN101522271A (zh) * | 2006-10-02 | 2009-09-02 | 皇家飞利浦电子股份有限公司 | 交互式模块化区块系统 |
US9776071B2 (en) | 2013-05-09 | 2017-10-03 | Mattel, Inc. | Resonant coils for use with games and toys |
US10413807B2 (en) | 2013-05-09 | 2019-09-17 | Mattel, Inc. | Resonant coils for use with games and toys |
US10994191B2 (en) | 2013-05-09 | 2021-05-04 | Mattel, Inc. | Resonant coils for use with games and toys |
Also Published As
Publication number | Publication date |
---|---|
FR2860985B1 (fr) | 2005-12-30 |
US20060246403A1 (en) | 2006-11-02 |
FR2860985A1 (fr) | 2005-04-22 |
EP1675662A2 (fr) | 2006-07-05 |
EP1675662B1 (fr) | 2008-01-09 |
ATE383189T1 (de) | 2008-01-15 |
DE602004011248D1 (de) | 2008-02-21 |
WO2005039714A3 (fr) | 2005-08-04 |
CN1867383A (zh) | 2006-11-22 |
DE602004011248T2 (de) | 2009-01-02 |
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