WO2006013580A1 - Dispositif, systeme et procede pour l'automatisation de deplacements bidimensionnels d'objets dans des jeux sur table - Google Patents

Dispositif, systeme et procede pour l'automatisation de deplacements bidimensionnels d'objets dans des jeux sur table Download PDF

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Publication number
WO2006013580A1
WO2006013580A1 PCT/IN2005/000250 IN2005000250W WO2006013580A1 WO 2006013580 A1 WO2006013580 A1 WO 2006013580A1 IN 2005000250 W IN2005000250 W IN 2005000250W WO 2006013580 A1 WO2006013580 A1 WO 2006013580A1
Authority
WO
WIPO (PCT)
Prior art keywords
objects
games
touch
game
computer
Prior art date
Application number
PCT/IN2005/000250
Other languages
English (en)
Inventor
P. A. Nasirudhien
Bin Braik Mashhoor
Joaeph Benny
Original Assignee
Nasirudhien P A
Bin Braik Mashhoor
Joaeph Benny
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 Nasirudhien P A, Bin Braik Mashhoor, Joaeph Benny filed Critical Nasirudhien P A
Publication of WO2006013580A1 publication Critical patent/WO2006013580A1/fr

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
    • A63F3/00Board games; Raffle games
    • A63F3/02Chess; Similar board games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • A63F2003/00662Electric board games; Electric features of board games with an electric sensor for playing pieces
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • A63F2003/00678Electric board games; Electric features of board games with circuits closed by mechanical means
    • A63F2003/00681The playing field comprising two parallel conducting layers
    • A63F2003/00684One of the conducting layers being flexible so that electrical contact with the other can be established, e.g. by the weight of a playing piece
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2402Input by manual operation
    • A63F2009/2408Touch-sensitive buttons
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2483Other characteristics
    • A63F2009/2488Remotely playable
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games

Definitions

  • a DEVICE 5 A SYSTEM AND A METHOD FOR AUTOMATING TWO DIMENSIONAL MOVEMENTS OF THE OBJECTS IN A TABLE TOP GAMES.
  • This invention relates to a device, a system and a method for automating two dimensional movements of objects in a tabletop games.
  • Table top games like, chess, checkers (draughts), abalone, ludo and the like which are commonly played.
  • This invention aims to record digitally and reproduce the physical movements of the objects and reproduce the game context in a remote location for remote participation with the help of the device, the system, and the method of the present invention.
  • the object of the present is to introduce a new concept and a method which we call as Second Generation Computer Games (SGCG). Because computer games were so far controlled by keyboard, mouse, joystick and the like, by completely avoiding the 'Sensitive Context' which is a basic psychological reason behind the interest toward the game shown by the players and spectators.
  • SGCG Second Generation Computer Games
  • the SGCG system has been developed after four years of intense research into the field. This gaming method takes care of the absence of the 'Sensitive Contexts' elements in the computer related games as well as utilizes the creative potentialities of the computer and computer network by extending the facility for including a remote player and by automatic the physical objects used in the game.
  • Score Contexts are previously analyzed and programmed to be notified on the occurrences.
  • the end users or game organizers of the game can use these Score Contexts for enhancing the game for training and educational purpose by enabling question answer session to add competitive spirits in the Score Contexts.
  • the present invention provides a device, a system and a method for automating the two dimensional movements of objects in table top games for the table top game players which maintains most of 'Sensitive Contexts' of the traditional games and is more interesting than the computer based game simulations which are played with graphic representations and controlled by mouse, keyboard or joysticks: • provides more amusements and fun than traditional games and games played in computer;
  • the system can function as a standalone gaming device or can be combined and integrated with computer and computer network.
  • This device two-dimensional movements of the tangible objects of a game, can be recorded, analyzed and reproduced in another location.
  • the chessman moves from square to square (through the x, y co-ordinates). Even though a chessman is lifted upwards while it is moved from one square to another, the upward movement is not a part of the game and so the measurement towards the z axis does not require to be recorded for reproducing the physical movements of the chessman accurately, in another remote location.
  • Our attempt, in short is to digitally record and reproduce the physical movements of chessman and reproduce the game contexts in another remote location for remote participation with the help of the device described hereafter.
  • the system can act as a player, do the automation of the physical movements of the tangible objects used in the go me.
  • the method is capable of utilizing all the resources of the computer and internet while maintaining all the 'Sensitive Contexts' of the traditional table games.
  • the present invention provides a device for automating two dimensional movements of objects in table top games which comprises an electronic game board having plurality of touch-pads, each touch-pad being provided with at least two concentric electrically conductive surface on its top side, plurality of electro magnetic coils disposed below each said touch-pad, plurality of object housing permanent magnets, capable of being moved are disposed on the top surface of said game board, each said object having at least two concentric electrically conductive surfaces, alignment with corresponding electrically conductive surfaces provided on the top surface of said touch-pad, an electronic circuit connecting all said touch-pads and electromagnetic coils disposed below, said circuit capable of being broken when the base of the object is not in alignment with the top of said touch-pad, each object being provided with a resistor of different values, for recognizing the object in which the same is provided, said resistor capable of making or breaking the circuit with the objects when in contact or otherwise, a programmable micro-controller, micro processor or any programmable device connected to said circuit for moving the objects as desired by the players.
  • This invention further includes a system for automating two dimensional movements of objects in table top games
  • a computer connected to a device comprising an electronic game board having plurality of touch-pads, each touch-pad being provided with at least two concentric electrically conductive surface on its top side, plurality of electro magnetic coils disposed below each said touch-pad, plurality of object housing permanent magnets, capable of being moved are disposed on the top surface of said game board, each said object having at least two concentric electrically conductive surfaces, alignment with corresponding electrically conductive surfaces provided on the top surface of said touch-pad, an electronic circuit connecting all said touch-pads and electromagnetic coils disposed below, said circuit capable of being broken when the base of the object is not in alignment with the top of said touch-pad, each object being provided with a resistor of different values, for recognizing the object in which the same is provided, said resistor capable of making or breaking the circuit with the objects when in contact or otherwise, a programmable micro ⁇ controller, micro processor or any programmable device connected to said circuit for moving the
  • the present invention includes a method for combining and integrating games based on two dimensional movements of objects with computer/computer network comprising the steps of providing means of making the objects move to a desired area /location, with a device such as herein described.
  • Figure 1 shows the perspective view of the device of the present invention.
  • Figure 2 shows the front view of the chessmen.
  • Figure 3 illustrates the layout of the electromagnets.
  • Figure 4 demonstrates the movement of object 401 being moved from A2 location to F7 location.
  • Figure 5 exhibits the etching done on the bottom led of the object with plated through hole technology.
  • Figure 6 reflects the touch-pad, the electrically conductive etching.
  • Figure 7 illustrates the bobbin with which the electromagnet is made.
  • Figure 8 to 10 shows the different layouts of electromagnetic coil deployment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS.
  • the present invention provides an 'electronic game board 1 10, a USB cable 26, power cord 27 (Figl), a box containing chessman, draughts (object used in a tabletop game) which are uniquely designed for SGCG and two CDs of application software(Standalone and Server based applications).
  • the 'electronic game board' 10 has a programmable micro-controller, micro processor or any programmable device (not shows) in it, controlling the activities of the SGCG system.
  • the 'electronic game board' 10 can be connected to a computer with the USB cable 26 and powered with the power cord 27.
  • the game board can have appropriate design (columns, square of chess, draughts, ludo etc) on it. For the easy explanation, let us call the system including the hardware and software, as Second Generation Computer Games, in short SGCG.
  • the standalone application software For the usage in a standalone computer, the standalone application software has to be installed. In case if the device needs to be completely independent from computer, this software can be provided in a flash hard disk or any other similar device mounted inside the SGCG system.
  • the Server application software can be used for offering the games of said category in a web or network based environment where players sitting at remote locations can join for the game with the help of the 'electronic game board' 10, connected to the network and the server application installed.
  • the electronic game board 10 may be manufactured for the purpose of playing a specific game or the board may be designed to play multipurpose board games. In either case, the board design can be pre-marked (or glued) for a single game or multiple games on the glass epoxy sheet 16 (Figl) which is the outer most layer of the game board 10.
  • Objects' Inside the objects of the games of SGCG (105A, 105B Fig 2), there is a permanent magnet with the polarity adjusted in the same direction. (Neodymium magnet can be used for reducing the weight and for high magnetic intensity).
  • the chessman, objects of the abalone etc will thereafter referred as Objects'.
  • Each of the objects has a glass epoxy lid under, on which an electronically conductive material etching is done with gold plating as shown in fig5.
  • the two parts of the etching is connected on the other side of the glass epoxy with the 'double sided plated through hole' printed circuit board (PCB) making technique, with a resistor.
  • PCB printed circuit board
  • the game does not insist otherwise where different bottom diameter is required.
  • a typical chessman may have 19mm bottom diameter and 6 grams of weight.
  • the intensity of the permanent magnet kept inside the object could be adjusted not to have repulsion problems with each other.
  • the squares of the chessboard may have 40mm sides and there can be a 2mm redline drawn in between all 40mm squares. With these dimensions, a chessman can pass through two chessmen kept in adjoining squares. For the movement of 'knight', captured objects, and during the time of the Castling, Queening etc., it may be required to make an object pass in between two objects kept in the adjoining squares. Similar position may occur in all the games like draughts, ludo, abalone.
  • each touch-pad has two circular copper rings etched with gold plating (610A, and 610B Fig. 6) and a gap between the two circular copper rings (620 Fig. 6). Also each touch-pad has separate circuit line etched on the other side of the glass epoxy. When an object comes into the touch-pad the gap 620 (Fig. 6) will be connected through the resislor 510 (Fig.
  • each touch-pad of the glass epoxy sheet 10 there is a numbered (addressable) electromagnet mounted on another PCB which can be turned on and off, energized for different voltage and the polarity can be changed with the help of the micro-controller, micro processor or any programmable device to make the object move from touch-pad to touch-pad (Fig 3).
  • Bobbin of a typical electromagnet for this purpose can have an 8mm x 8mm hole 701 (Fig. 7) at the center and can be of length 40mm.
  • the outer side (720 Fig. 7) can be of 20mm length.
  • Transformer Lamination (for core of the magnetic coil) plates of 0.35mm thickness and 8mm x 40mm can be inserted at the center 701 (Fig. 7) for mounting to the PCB (Printed Circuit Board). Winding wire of 38 swg can be used and 2400 rounds are required for achieving minimum strength for electromagnet.
  • TIi e electromagnets could be mounted on a PCB as shown in the coil layout Pattern A (Fig. 8), Pattern B (Fig. 9) or Pattern C (Fig. 10).
  • the PCB for electromagnets is designed to address each electromagnet separately. As the objects need to go out of the board, there must be electromagnetic coil outside the squares of the game.
  • the PCB on which electromagnets are mounted and the PCB on which the touch-pads are etc bed, are connected to the micro-controller. And the micro controller, according to the program, is turned on/off, change voltage, change polarity of the electromagnets, for making the objects move.
  • A2 is energized with voltage 6v (this voltage may also vary according to above mentioned changes) for repulsion by the micro-controller, micro processor or any programmable device.
  • the object moves to B3 when the edge of the copper etching (the electrically conductive surface)under the object touches the edge of the touch-pad on B3, that particular circuit gets short and the electromagnet under B3 is turned off by the micro-controller, micro processor or any programmable device and electromagnet C4 is energized for the above said voltage for attraction.
  • the object moves to C4.
  • electromagnet beneath it is turned off and electromagnet D5 is energized for attraction with the above said voltage. This process continues till it reaches F7.
  • Am "her way to program the micro-controller is to energize for attraction all the elec'romagnets under the locus of the path of the object to be moved except the first one (here B3, C4, D5, E6 & F7).
  • An initial impetus can be given by energizing the electromagnet under the first touch-pad of the locus (here A2).
  • the object starts to move. When the object touches the edge of a touch-pad, the electromagnet beneath it can be turned off. The object will than be under the attraction of the next electromagnet and will continue in the state of motion. The process repeats until the object reaches the destination.
  • the movements of object(s) of a game stroke is kept inside [].
  • the characters between '[' and ']' represent the movements of one stroke. 1.
  • the initial and final positions of an ordinary obj ect are kept inside ' ⁇ ' 1 and ' ⁇ ' . .
  • the SGCG system can be used for most of the tabletop games and not uniquely made for chess alone. So there can be SGCG chess and SGCG Ludo etc.(or we can call as eChess, eLudo etc).
  • the SGCG can be played in one location , and one player can be the computer itself. (As mentioned earlier, flash hard disk can store the necessary software and be mounted inside the SGCG device to offer the device completely free from computer intervention). A wire less control unit can also be offered (using technologies like infra red, blue tooth etc.).
  • the SGCG game can also be played remotely, connected with a computer network or internet where the server application is installed and properly configured in the server computer.
  • the accompanying software application has the capability to accept files with a unique extensions (,sgm ) of a particular format which contains numbered questions & answers, graphics, music and voice messages. If the question answer session is enabled in a particular Score Context, question from this file will be displayed in the monitor with graphics, music and voice messages. If the text-to-speech option is enabled the textual question will be read out. If the player who is supposed to get a score at this context, is able to answer the question correctly by pressing a button, he gets extra score benefits which makes more winning possibilities for him. The evaluation of the answer and scoring are done by the application software. Here the competitive spirit shown to win a game is indirectly linked to reinforce the player to learn ' something from a syllabus or of a training session. Asking questions in the different contexts and giving scores properly are done by the computer.
  • a unique extensions (,sgm ) of a particular format which contains numbered questions & answers, graphics, music and voice messages.
  • the contents of the .sgm files can be anything from a school or university syllabus to information of a specific mass awareness campaign of a corporate company.
  • An application program can produce .sgm files which can be utilized by the driver application of the device according to the contextual requirements.
  • Tl ⁇ e server application displays a dialog box on the computer monitor on which the player has to select one of the games to play, such as chess, ludo, abalone etc,.
  • the player selected the game chess.
  • the player needs to select one of the names from the friends, list who are logged in to the website to participate the game.
  • the name of the person who initiated the game is Jack and he selected Jill from the friends list.
  • the server application immediately sends an invitation of Jack to Jill to play SGCG chess.
  • the client module will be downloaded to the Jills computer if Jill is playing SGCG for the first time.
  • the client-module checks whether Jill is equipped with SGCG device and ready to start the selected game. If the client-module of Jill's computer finds him to be ready to start the game, a message is displayed on the Jack's monitor to start the game.
  • Tiic accompanying program has a module named Rulestngine which works based on a dni abase on which rules of the most commonly known tabletop games are stored.
  • the program checks whether the selected game can be played by the number of players entered. If not agreeable, an error message is displayed and the user is given chance to enter correct number of players or to choose another game fit for the number of players present.
  • the system starts scanning all the objects required for the game and it checks whether all the objects are kept in the proper initial position. It maintains a set of records in a table named 'CurrentGameStatus'. The records, are kept according to • the position of the object.
  • the application program When the application program has confirmed the presence of all required objects, it displays a dialog box for the toss. If it is the context of one player and the computer, then the player can select one of the options, or else the toss program makes a random selection for the first player. If the game selected is for more than two players then 'Choose Direction' dialog box is displayed from which the user can select 'Go clockwise 1 or 'Go anticlockwise' for the occurrence of the turn of players.
  • Jack is making a move of the pawn before the King, two squares ahead.
  • the movement is uniquely understood by the SGCG system with the help of the touch-pad scanning.
  • the removal of the pawn from its initial position and the arrival of it to the new position are noted with the help of the uniquely addressed touch-pads.
  • an object is arrived in a new position its resistance is checked for confirmation.
  • This event is digitally recorded by the micro-controller in the device according to the SGCG protocol and packed as a Game-stroke. Now the current Game-stroke for the currently selected game at Jack's computer is transmitted and it goes to the client module of Jack through the USB, then to the client program on Jill's computer through the; server application on the website.
  • the client program on Jill's computer sends the message to micron-controller through the USB and the micro-controller realizes the values; as per the SGCG Protocol and makes movement accordingly.
  • the client module passes the instruction to the micro-controller it gives the instruction as a stream of characters representing the proper circuit numbers to be turned off/on, polarity changed or resistance checked. This is achieved through the delimiters, defined in the protocol. Now it is the turn for Jill to play.
  • the movement of chessman in Jill's device is noted in the same manner and transmitted to Jack's computer.
  • the 'Rulestngine' remains in the client machine and is frequently contacted to know the context according to the currently selected game.
  • the game needs to be adjourned before completion, it can be saved at any time by saving the CurrentGameStatus table as an .xml document and restored later if required.
  • the CurrentGameStatus table Just before restoring a previously saved game, all the objects have to be placed on the board as normal. As soon as the restore command is given, all the objects will automatically move to their respective positions on the board as per the previously saved context. And all the passed coins will move out of the board.
  • the SGCG server application can be offered as a service along with the Messenger Service or an independent service in the web or in a local network.
  • the server application coming along with the SGCG has to be properly installed in the server of the website which offers the SGCG.
  • the client module is downloaded with the permission of the user and resides in the user's computer ready to record the necessary data during the game and do some input data validations giving instant replies.
  • Working of stand alone application - In the stand alone application the computer can take the role of a player. It makes random response according the skill level selected. The players' movements are keenly noted any illegal movements are denied In most of the contexts it behaves like the server application, instead of reproducing object movements in remote location, it produces a reply movement in the local machine.
  • the size, shape and symbols of the game board can be varied according to the requirements of different kinds of game board.
  • USB Wireless Fidelity
  • WiFi connectivity can be used for codeless operation.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

La présente invention a trait à un dispositif pour le déplacement d'objets (105A, 105B) dans un jeu sur table. La planchette de jeu (10) du dispositif comporte une pluralité de touches à effleurement avec des surfaces conductrices d'électricité apte à être alignée avec des surfaces conductrices d'électricité prévues au niveau du socle des objets à déplacer. Les objets (105A, 105B) sont munis de résistances (510) et d'aimants permanents. Les touches à effleurement sont reliées par un circuit électronique. Un microprocesseur est capable d'activer et de désactiver le circuit.
PCT/IN2005/000250 2004-07-31 2005-07-29 Dispositif, systeme et procede pour l'automatisation de deplacements bidimensionnels d'objets dans des jeux sur table WO2006013580A1 (fr)

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
US59257504P 2004-07-31 2004-07-31
US60/592,575 2004-07-31
US68297505P 2005-05-23 2005-05-23
US60/682,975 2005-05-23

Publications (1)

Publication Number Publication Date
WO2006013580A1 true WO2006013580A1 (fr) 2006-02-09

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PCT/IN2005/000250 WO2006013580A1 (fr) 2004-07-31 2005-07-29 Dispositif, systeme et procede pour l'automatisation de deplacements bidimensionnels d'objets dans des jeux sur table

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Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2012031444A1 (fr) * 2010-09-08 2012-03-15 蓝帽子(厦门)文化传播有限公司 Appareil de traitement des données pour jeu d'échecs d'ordinateur et procédé de traitement des données de celui-ci
ITPD20110210A1 (it) * 2011-06-23 2012-12-24 Gastaldi Luca Dispositivo per il movimento con comando remoto dei pezzi sulla scacchiera
US8540569B2 (en) 2008-09-05 2013-09-24 Eric Gustav Orlinsky Method and system for multiplayer multifunctional electronic surface gaming apparatus
DE202015101562U1 (de) 2015-03-27 2016-06-30 XITASO GmbH Spielvorrichtung und Computerprogrammprodukt zur Steuerung eines Spiels
DE102015104713A1 (de) 2015-03-27 2016-09-29 XITASO GmbH Spielvorrichtung, Verfahren zur Durchführung eines Spiels und Computerprogrammprodukt zur Steuerung eines Spiels
ITUB20150386A1 (it) * 2015-05-13 2016-11-13 Rella Tomasi Di Lampedusa Riccardo Di Tavolo da gioco

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2051589A (en) * 1979-05-21 1981-01-21 Folwell D Electronic game board
US5013047A (en) * 1986-03-12 1991-05-07 Dr. Schwab Gesellschaft fur Technologieberatung mbH Apparatus for determining the identity and position of game objects
US5807176A (en) * 1996-07-15 1998-09-15 Forsse; Earl K. Station for providing remote interactivity with a multimedia source
US6168158B1 (en) * 1998-07-06 2001-01-02 Dgt Projects B.V. Device for detecting playing pieces on a board
EP0990122B1 (fr) * 1997-06-17 2004-03-31 Synaptics (UK) Limited Détection de position et d'orientation relatives

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2051589A (en) * 1979-05-21 1981-01-21 Folwell D Electronic game board
US5013047A (en) * 1986-03-12 1991-05-07 Dr. Schwab Gesellschaft fur Technologieberatung mbH Apparatus for determining the identity and position of game objects
US5807176A (en) * 1996-07-15 1998-09-15 Forsse; Earl K. Station for providing remote interactivity with a multimedia source
EP0990122B1 (fr) * 1997-06-17 2004-03-31 Synaptics (UK) Limited Détection de position et d'orientation relatives
US6168158B1 (en) * 1998-07-06 2001-01-02 Dgt Projects B.V. Device for detecting playing pieces on a board

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8540569B2 (en) 2008-09-05 2013-09-24 Eric Gustav Orlinsky Method and system for multiplayer multifunctional electronic surface gaming apparatus
WO2012031444A1 (fr) * 2010-09-08 2012-03-15 蓝帽子(厦门)文化传播有限公司 Appareil de traitement des données pour jeu d'échecs d'ordinateur et procédé de traitement des données de celui-ci
ITPD20110210A1 (it) * 2011-06-23 2012-12-24 Gastaldi Luca Dispositivo per il movimento con comando remoto dei pezzi sulla scacchiera
DE202015101562U1 (de) 2015-03-27 2016-06-30 XITASO GmbH Spielvorrichtung und Computerprogrammprodukt zur Steuerung eines Spiels
DE102015104713A1 (de) 2015-03-27 2016-09-29 XITASO GmbH Spielvorrichtung, Verfahren zur Durchführung eines Spiels und Computerprogrammprodukt zur Steuerung eines Spiels
ITUB20150386A1 (it) * 2015-05-13 2016-11-13 Rella Tomasi Di Lampedusa Riccardo Di Tavolo da gioco
WO2016181343A1 (fr) * 2015-05-13 2016-11-17 Di Rella Tomasi Di Lampedusa Riccardo Table de jeu

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