WO2005088545A1 - Image creation - Google Patents

Image creation Download PDF

Info

Publication number
WO2005088545A1
WO2005088545A1 PCT/AU2005/000196 AU2005000196W WO2005088545A1 WO 2005088545 A1 WO2005088545 A1 WO 2005088545A1 AU 2005000196 W AU2005000196 W AU 2005000196W WO 2005088545 A1 WO2005088545 A1 WO 2005088545A1
Authority
WO
WIPO (PCT)
Prior art keywords
stegspace
interfaces
image
authors
movement
Prior art date
Application number
PCT/AU2005/000196
Other languages
French (fr)
Inventor
Michael Nicholas Kefaloukos
Robert Balas
Original Assignee
Michael Nicholas Kefaloukos
Robert Balas
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
Priority claimed from AU2004901323A external-priority patent/AU2004901323A0/en
Application filed by Michael Nicholas Kefaloukos, Robert Balas filed Critical Michael Nicholas Kefaloukos
Priority to AU2005222439A priority Critical patent/AU2005222439A1/en
Priority to EP05706241A priority patent/EP1730698A4/en
Publication of WO2005088545A1 publication Critical patent/WO2005088545A1/en
Priority to US11/531,116 priority patent/US20070060338A1/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/61Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T11/002D [Two Dimensional] image generation
    • G06T11/60Editing figures and text; Combining figures or text
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5506Details of game data or player data management using advertisements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8094Unusual game types, e.g. virtual cooking

Definitions

  • A. Stegspace Reality 10 2005 is so named by Dr. Michael Kefaloukos and Mr, Robert Balas when referring to a concept which describes the phenomenon produced through, or resulting from a
  • Stegspace Reality* 5 Imagery as Cinematic Enhancement Usage of such imagery as depicted in the accompanying diagram labelled "Potential for Cinematic Imagery " (Page 7) clearly creates a visual vehicle capable of delivering complex meaning.
  • the head of Leonardo Da Vinci appears in the spaces created from contributions of landscape interfaces collaborating with those of animal and bird in flight. It is envisaged that such manipulation of interfacial contribution would advance the enjoyment of the 3D cinematic experience.
  • the process of producing Stegspace Reality* imagery is envisaged as potentially contributory to the innovation necessary for the development of the Advertisement industry.

Abstract

Images are created by the combination of a plurality of other images. Images created in this manner may be used to enhance cinema and advertising. In another aspect of the invention shapes are created through the manipulation of contours or silhouettes. This process of shape manipulation can form the basis of a “falling block” computer game in which the focus is on the shape of the object formed between the blocks.

Description

IMAGE CREATION
A. Stegspace Reality102005 is so named by Dr. Michael Kefaloukos and Mr, Robert Balas when referring to a concept which describes the phenomenon produced through, or resulting from a
collaborative process derived from interfacial contributions.
B. A body Of work has been completed, titled "A Shift of Focus - The Power Within a Stegspace Reality" ® Copyright 2005, describing in detail the evolution of the theory and philosophy based on interfacial contribution. This process ultimately results in the appearance or formation of a tangible, concrete entity termed the STEGOBJECTf? by the co-authors. C. Thus, from the intangibility of Stegspace Reality0 conceptualisation, tangible and concrete entities are produced. The co-authors are therefore interested in securing an international patent, protecting both Stegspace Reality* and Stegobject® as concepts and associated entities. The entities being: 1. Computer Game Imagery This game program is based on imagery derived from interfacial contributions emanating from a Stegspace Reality®, For clarification it is important to refer to the accompanying three pages of diagrams (pages 4,5 and 6), which depict the manipulation of the intertacial contours of descending electronic fragments in order to arrive at the construction of a desired shape formed within a space. This method differs widely from existing computer games, which presently rely on interlocking electronic fragments to form "walls". In a Stegspace Reality® based game, the player focuses on harnessing the space between fragments, not their solidity. Thereby, it is envisaged that a player of this type of game would be encouraged to look around the material object rather than only at it. This process could assist in the evolution of the player's lateral thinking 2. Stegspace Reality*5 Imagery as Cinematic Enhancement Usage of such imagery as depicted in the accompanying diagram labelled "Potential for Cinematic Imagery " (Page 7) clearly creates a visual vehicle capable of delivering complex meaning. In the example provided, the head of Leonardo Da Vinci appears in the spaces created from contributions of landscape interfaces collaborating with those of animal and bird in flight. It is envisaged that such manipulation of interfacial contribution would advance the enjoyment of the 3D cinematic experience. Furthermore, the process of producing Stegspace Reality* imagery is envisaged as potentially contributory to the innovation necessary for the development of the Advertisement industry. As co-authors at the time of this writing, we have already entered into agreement with a third party for the production of a series of lectures based on Stegspace Reality0' principles, Also, arrangements are underway for the publication of our book in the very near future. The urgency of this situation prompts us to seek an approval for international patent protection of Stegspace Reality' concepts and entities as soon as possible.

Claims

THE CLAIMS DEFINING THE INVENTION ARE AS FOLLOWS:
1. A process allowing empty spaces to produce image formation via the harmonic concurrence of appropriate interfacial contribution. Each interface subject to the impact of an effect termed by the co-authors as transparentialisation, results in a collaborative relationship being made possible between interfaces.
2. As a result of this collaborative relationship of interfaces, an image appears in a space termed by the co-authors as Stegspace as seen in drawings previously provided. (Please refer to drawing of the specific image of Leonardo Da Vinci) 3. The image produced in Stegspace is considered novel in that it is formed from contributions of interfaces based on movement 4. Images produced from movement-based interfacial contribution would be harnessed as specific cinematic imagery. This innovation would represent a considerable enhancement of cinematic visual impact in terms of dramatic quality. 5. The usage of Stegspace Reality would constitute a significant improvement in the presentation of the advertising industry. 6. It is claimed that movement-oriented interfaces can produce tangible objects, so named Stegobjects by the co-authors. The specific Stegobject hereby claimed is computer game imagery harnessing the spaces between images, a process more innovative in comparison with that presently employed, i.e. only the image object is used, as in 'Tetris* in which walls are constructed. (Please refer to computer game samples in drawings previously provided in the International Patent Application).
PCT/AU2005/000196 2004-03-12 2005-03-04 Image creation WO2005088545A1 (en)

Priority Applications (3)

Application Number Priority Date Filing Date Title
AU2005222439A AU2005222439A1 (en) 2004-03-12 2005-03-04 Image creation
EP05706241A EP1730698A4 (en) 2004-03-12 2005-03-04 Image creation
US11/531,116 US20070060338A1 (en) 2004-03-12 2006-09-12 Computer game which produces steg spaces and steg objects

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
AU2004901323 2004-03-12
AU2004901323A AU2004901323A0 (en) 2004-03-12 The process of Steg object formation in Stegspace

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US11/531,116 Continuation US20070060338A1 (en) 2004-03-12 2006-09-12 Computer game which produces steg spaces and steg objects

Publications (1)

Publication Number Publication Date
WO2005088545A1 true WO2005088545A1 (en) 2005-09-22

Family

ID=34975790

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/AU2005/000196 WO2005088545A1 (en) 2004-03-12 2005-03-04 Image creation

Country Status (3)

Country Link
US (1) US20070060338A1 (en)
EP (1) EP1730698A4 (en)
WO (1) WO2005088545A1 (en)

Families Citing this family (12)

* Cited by examiner, † Cited by third party
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US8313370B2 (en) * 2008-09-02 2012-11-20 Tetris Holding Llc Video game systems and methods for providing software-based skill adjustment mechanisms for video game systems
US9691289B2 (en) * 2010-12-22 2017-06-27 Brightstar Learning Monotonous game-like task to promote effortless automatic recognition of sight words
WO2012135843A1 (en) * 2011-03-31 2012-10-04 Tetris Holding, Llc Systems and methods for manipulation of objects
US20150086952A1 (en) * 2012-05-09 2015-03-26 Koninklijke Philips N.V. Device and method for supporting a behavior change of a person
US10456686B2 (en) * 2012-09-05 2019-10-29 Zynga Inc. Methods and systems for adaptive tuning of game events
US9724606B2 (en) 2014-09-09 2017-08-08 Zynga Inc. Systems and methods for indicating positions of selected symbols in a target sequence
US9757650B2 (en) * 2014-09-10 2017-09-12 Zynga Inc. Sequencing and locations of selected virtual objects to trigger targeted game actions
US10561944B2 (en) 2014-09-10 2020-02-18 Zynga Inc. Adjusting object adaptive modification or game level difficulty and physical gestures through level definition files
US9675889B2 (en) 2014-09-10 2017-06-13 Zynga Inc. Systems and methods for determining game level attributes based on player skill level prior to game play in the level
US10409457B2 (en) * 2014-10-06 2019-09-10 Zynga Inc. Systems and methods for replenishment of virtual objects based on device orientation
CN108573515B (en) * 2017-03-10 2022-03-01 阿里巴巴集团控股有限公司 Method and device for generating combined graph and method and device for generating combined graph template
US20220395741A1 (en) * 2019-11-19 2022-12-15 Within Unlimited, Inc. Activity tracking and feedback in real-time shared virtual reality environment

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US4322074A (en) * 1980-01-18 1982-03-30 Mattel, Inc. Electronic game system
USRE36675E (en) * 1990-06-22 2000-04-25 Nintendo Co., Ltd. Game apparatus and memory cartridge used therefor
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JPH1066784A (en) * 1996-06-18 1998-03-10 Konami Co Ltd Method for moving object in game in which continuous object of same kind is eliminated, game device, game system, and computer-readable storage medium on which game program data is stored
JPH10165649A (en) * 1996-10-09 1998-06-23 Sega Enterp Ltd Game processing device, method, and recording medium
WO1999057667A1 (en) * 1998-04-30 1999-11-11 Dusan Mraovic Procedure of aligning objects in a field and application of the procedure
JP3998858B2 (en) * 1999-05-28 2007-10-31 株式会社バンダイナムコゲームス GAME DEVICE, GAME DEVICE IMAGE PROCESSING METHOD, AND RECORDING MEDIUM
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JP2003062341A (en) * 2001-08-22 2003-03-04 Nintendo Co Ltd Game system, puzzle game program, and recording medium with program recorded thereon
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Also Published As

Publication number Publication date
EP1730698A1 (en) 2006-12-13
EP1730698A4 (en) 2007-05-23
US20070060338A1 (en) 2007-03-15

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