WO2006083804A2 - Resultat base sur le temps de reponse dans des lecteurs de dvd - Google Patents

Resultat base sur le temps de reponse dans des lecteurs de dvd Download PDF

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Publication number
WO2006083804A2
WO2006083804A2 PCT/US2006/003302 US2006003302W WO2006083804A2 WO 2006083804 A2 WO2006083804 A2 WO 2006083804A2 US 2006003302 W US2006003302 W US 2006003302W WO 2006083804 A2 WO2006083804 A2 WO 2006083804A2
Authority
WO
WIPO (PCT)
Prior art keywords
player
dvd player
timer
response
gradation
Prior art date
Application number
PCT/US2006/003302
Other languages
English (en)
Other versions
WO2006083804A3 (fr
Inventor
John Hendricks
Trevor Steinthal
J. Courtney Kennedy
William Kuper
Original Assignee
Screenlife, Llc
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 Screenlife, Llc filed Critical Screenlife, Llc
Priority to EP06719914A priority Critical patent/EP1846125A4/fr
Priority to JP2007553341A priority patent/JP2008528209A/ja
Publication of WO2006083804A2 publication Critical patent/WO2006083804A2/fr
Publication of WO2006083804A3 publication Critical patent/WO2006083804A3/fr

Links

Classifications

    • A63F13/10
    • 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
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • 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
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • 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
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • 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
    • A63F2300/202Features 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 game platform being a DVD player
    • 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
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • A63F2300/207Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for accessing game resources from local storage, e.g. streaming content from DVD
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • 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

  • DVD players i.e., consumer electronic devices designed to primarily play digital video discs (DVDs)
  • DVD players are very limited in their ability to do much more than play audio/visual content on DVDs.
  • DVD players are extremely limited as to the amount of dynamic/programmable memory available for general use on the DVD player.
  • DVD players conforming to the DVD Video specification have only a limited set of instructions through which an author can use to program features into the content of a DVD disc. For these reasons, as well as others, the people most familiar with DVD standards, content authoring, and the like, have always viewed a DVD player as merely a "dumb" component designed to play audio tracks and display movies on a connected display device and/or speakers from a DVD video disc.
  • FIGURE 1 is a pictorial diagram of an exemplary audio/visual entertainment system 100 including a DVD player 102. More particularly, the DVD player 102 is typically controlled by a user via a remote control device 106, and, as part of an audio/visual entertainment system 100, is attached either via cable or wirelessly to one or more audio output devices 110 and a display device 108. Additionally, when considering the discs that DVD players read/play, such as DVD Video disc 104, as well as other compatible formats like audio compact discs (CDs), the typical DVD player 102 includes massive amounts of static, read-only storage from which game information may be read. Unfortunately, due to the limited instructions, the lack of dynamically programmable memory, as well as perceived limitations, the DVD player has been largely ignored by the game industry.
  • the "game” then continues to the next question in the series.
  • question and answer sessions may provide additional entertainment to the content, on the whole, the entire experience is rather limited.
  • the questions are usually only fun once, as the same questions are presented in the same order each time the "game” is played.
  • DVD player-based games now exist, many aspects of typical game playing found in most modern game systems are still not found. As one example, many games/game systems reward a player based on the speed with which the player responds with the correct answer. In other words, a higher score is awarded to the player that answers correctly in less time. Of course, just as other aspects of DVD player games, response time-based scoring has been viewed as unavailable on DVD players. In light of the above, it would be useful if DVD players could be utilized in such a manner to provide a more robust gaming experience. The present invention addresses this and other issues associated with DVD players as found in the prior art.
  • a DVD player-readable medium bearing DVD player-executable instructions for carrying out a game on the DVD player is presented.
  • the game, as implemented by the DVD player-executable instructions comprises selecting a puzzle from a plurality of puzzles stored on the DVD player-readable medium. Once a puzzle is selected, the puzzle is displayed to a player via an output device connected to the DVD player. A graduated timer is started/output.
  • the graduated timer includes at least two gradations, and each gradation corresponds to a scoring value.
  • a player's response is obtained.
  • a response value is determined according to the current gradation of the graduated timer in which the player response is obtained.
  • the player's score is incremented according to the determined response value.
  • a method for implementing a response time-based scoring timer on a DVD player through instructions recorded on DVD player-readable media comprises the following steps.
  • Timer content is output via the DVD player on a display device.
  • the timer content is segmented into gradations, with each gradation corresponding to a particular scoring value.
  • User input is obtained by the DVD player via an input device during the output of the timer content.
  • the gradation of the timer content in which the user input was received is determined.
  • the scoring value associated with determined gradation is then determined.
  • a DVD player-readable media bearing DVD player-executable instructions is presented.
  • the DVD player-executable instructions When executed on a DVD player, the DVD player-executable instructions implement a response time-based scoring feature on the DVD player.
  • the DVD player-readable media comprises content suitable for output by the DVD player onto a display device.
  • the DVD player-readable media further comprises instructions suitable for controlling the output of content by the DVD player to the display device.
  • At least one timer portion of the content and instructions on the DVD player-readable media when performed on the DVD player, implement a response time-based scoring algorithm for providing a score to a user's input.
  • FIGURE 1 is a pictorial diagram of an exemplary audio/visual entertainment system including a DVD player and suitable for implementing aspects of the present invention
  • FIGURE 2 is a flow diagram illustrating an exemplary routine for implementing a game on a DVD player utilizing a response time-based scoring algorithm
  • FIGURE 3 is a flow diagram illustrating an exemplary routine for displaying a puzzle to a user/player and returning a score based on a response time-based scoring algorithm
  • FIGURE 4 is a flow diagram illustrating an exemplary routine illustrating a rapid play game routine for displaying a plurality of puzzles during a predetermined amount of time to a player with a response time-based scoring algorithm;
  • FIGURE 5 is a flow diagram illustrating an exemplary rapid play game routine for displaying a plurality of puzzles to a player in a predetermined amount of time using a response time-based scoring algorithm
  • FIGURE 6 is a flow diagram illustrating an alternative exemplary rapid play game routine for displaying a plurality of puzzles to a player in a predetermined amount of time using a response time-based scoring algorithm
  • FIGURE 7 is a flow diagram illustrating an exemplary routine for displaying a selected puzzle to a player and determining a score for that player according to a response time-based scoring algorithm
  • FIGURE 8 is a block diagram illustrating exemplary timer content divided into gradations and for further illustrating implementation aspects of response time-based scoring.
  • DVD-Video a DVD player playing content from an optical disc configured according to the DVD-Video specification.
  • the DVD player discussed herein is envisioned as a typical, consumer device for playing DVD-Video formatted discs, which are the typical format upon which most movies are released to the public.
  • the typical consumer-available DVD player is considered a "dumb device" in that it is not readily programmed by a user-consumer. Accordingly, the programming and content associated with the present invention are found on the DVD-Video disc.
  • the typical DVD player integrated within an audio/visual entertainment system 100 is suitable for implementing aspects of the present invention. More particularly, according to aspects of the present invention, the typical DVD player 102 can be programmed using DVD- Video's standard features to implement a game system that includes sophisticated random clip/puzzle selection as well as scoring, including graduated scoring based on a user's response time to a particular puzzle. Examples of DVD player systems that provide entertainment as a game and of selecting clips and puzzles from the media in an apparent random fashion without repeats is found in the above-described references, "DVD Game” and “DVD Random Shuffle Method.” As indicated above, those skilled in the art will appreciate that the operations of a
  • FIGURE 2 is a flow diagram illustrating an exemplary routine 200 for implementing a game on a DVD player using a response time-based scoring algorithm.
  • the DVD player 102 is instructed to initialize player scores. For example, if the game is a two-player game, scores for both players would be initialized to zero. Player scores are stored within one of the general programming registers (GPRMs) available on the DVD player 102 as they are typically the only dynamically programmable memory locations.
  • GPRMs general programming registers
  • the number of GPRMs is limited: DVD players include sixteen GPRMs which hold 16 bit values, clearly very limited for programming use. Accordingly, depending on how efficient a particular program makes of the available GPRMs, the number of concurrent players is fairly limited. However, solely for the purpose of the illustration, the following discussion will be made in regard to a game with two players.
  • a first player is selected.
  • a puzzle is selected.
  • An exemplary method for randomly selecting puzzles from a large number of stored puzzles is described in greater detail in the above-incorporated reference, "DVD Random Shuffle Method.”
  • a subroutine is called that displays the puzzle to the player, obtains the player's input/response, and returns the player's score in response, according to a response time-based scoring algorithm.
  • An exemplary subroutine to display a puzzle, obtain the player's response, and return a player's score according to a response time-based scoring algorithm is discussed below in regard to FIGURE 3.
  • FIGURE 3 is a flow diagram illustrating an exemplary routine 300 for displaying a puzzle to a player, obtaining the player's response, and returning a score based on a response time-based scoring algorithm.
  • the selected puzzle (from block 206 of FIGURE 2) is displayed by the DVD player 102 on the display device 108 (FIGURE 1) to the user/player.
  • a graduated zone timer is commenced and displayed. While listed separately in this exemplary flow diagram, preferably, the graduated timer is commenced and the puzzle is displayed simultaneously, or as near to simultaneously as possible.
  • the graduated timer is associated with a plurality of gradations, and each gradation is associated with a predetermined number of points, with the higher number of points associated with the first gradations, m other words, the number of points awarded for a correct answer is inversely related to the amount of time the user/player takes to respond correctly. For example, if the graduated timer were segmented into three gradations, the first gradation would be associated with the maximum amount of points, the second gradation would be associated with a lesser amount of points, and the third gradation would be associated with the least amount of points. Answering the puzzle correctly during the first gradation earns the player the maximum amount of points.
  • the routine 300 awaits an event, and in particular, a player response event or a graduated timer expiration event.
  • a determination is made as to whether the event was the expiration of the graduated timer. If not, meaning that the player responded, at block 310, the current graduated timer gradation is obtained.
  • a determination is made as to whether the player response was correct. If the player responded correctly, at block 314, the score associated with the obtained gradation is returned, and the routine 300 terminates. However, if the player responded incorrectly, at block 316, the correct answer may be displayed, a score of zero is returned, and the routine 300 terminates. Similarly, if, at decision block 308, a graduated timer expiration event was received meaning that the user/player failed to respond in the given amount of time, the correct answer may be displayed, a score of zero is returned, and the routine 300 terminates.
  • the score is added to the selected player's current total.
  • a determination is made as to whether the game is now ended. The end of a game may be reached in a variety of manners, including permitting each player to respond to a predetermined number of puzzles, exhausting the supply of puzzles, or determining whether that one player has reached a threshold score that indicates that player has won, and the like.
  • routine 200 terminates. However, if the end of game is not reached, at block 214, the next player is selected, and the routine 200 returns to block 206. At block 206, the routine 200 selects a puzzle for the selected player, and the process described above is repeated. While FIGURE 2 illustrates an exemplary routine 200 in which players alternate between answering puzzles, in an alternative embodiment, each player is given a period of time in which to answer a plurality of puzzles.
  • FIGURE 4 is a flow diagram illustrating an exemplary routine illustrating an exemplary "rapid play" game routine 400 for displaying a plurality of puzzles during a predetermined amount of time to a player with the scoring of the player's answers determined according to a response time-based scoring algorithm.
  • the exemplary routine 400 initializes the player scores.
  • a first player is selected.
  • a rapid play sequence is presented to the selected player. Rapid play sequences are described below in alternative embodiments in regard to FIGURES 5 or 6.
  • FIGURE 5 is a flow diagram illustrating an exemplary rapid play game routine 500 for displaying a plurality of puzzles to a player in a predetermined amount of time using a response time-based scoring algorithm.
  • a puzzle is selected for presentation to the selected player.
  • the selected player's rapid play sequence turn timer is started. This turn timer is used to establish the amount of time the selected player has to answer/respond to the plurality of puzzles.
  • the selected puzzle is displayed to the player, and a response value is returned according to whether the player responded correctly to the puzzle and the amount of time in which the player responded correctly. Displaying the puzzle and determining and returning a response value based on the amount of time in which it takes to respond to the puzzle is described in greater detail below in regard to FIGURE 7.
  • the response value is added to the player's total.
  • decision block 510 a determination is made as to whether there is more time remaining in the player's turn, i.e., has the turn timer expired. If there is more time remaining, at block 512, another puzzle is selected, and the routine 500 returns to block 506 to display the selected puzzle and get the player's response value. This process continues until, at decision block 510, there is no more time remaining for the selected player's turn due to the expiration of the turn timer, whereupon the routine 500 terminates.
  • FIGURE 6 is a flow diagram illustrating an exemplary rapid play game routine 600 for displaying a plurality of puzzles to a player in a predetermined amount of time using a response time-based scoring algorithm, continuing within the time associated with the turn and as long as the player responds correctly to each puzzle.
  • a puzzle is selected for presentation to the selected player.
  • the selected player's rapid play sequence turn timer is started. As mentioned above in regard to routine 500 (FIGURE 5), this turn timer is used to establish the amount of time the selected player has to answer/respond to the plurality of puzzles in this rapid play sequence.
  • the selected puzzle is displayed to the player, and a response value is returned according to whether the player responded correctly to the puzzle and the amount of time in which the player responded correctly. Displaying the puzzle and determining and returning a response value based on the amount of time in which it takes to respond to the puzzle is described in greater detail below in regard to FIGURE 7.
  • a response value of zero could be used to identify that the player responded incorrectly or not at all.
  • the response value is added to the player's total.
  • the response value is a function of the amount of time that the player takes to respond correctly to the selected puzzle.
  • another determination is made, this one as to whether there is more time remaining in the player's turn, i.e., has the turn timer expired. If there is more time remaining, at block 614, another puzzle is selected, and the routine 600 returns to block 606 to display the selected puzzle and get the player's response value. This process continues until, at decision block 612, there is no more time remaining for the selected player's turn or the player responds incorrectly, whereupon the routine 600 terminates.
  • FIGURE 7 is a flow diagram illustrating an exemplary routine 700 for displaying a selected puzzle to a player and determining a response score for that player according to a response time-based scoring algorithm, i.e., scoring based on the time it takes the player to respond to the selected puzzle.
  • a response time-based scoring algorithm i.e., scoring based on the time it takes the player to respond to the selected puzzle.
  • the puzzle is displayed to the player.
  • a graduated timer is started. As discussed above in regard to routine 300 of FIGURE 3, this graduated timer is segmented into sections with each section corresponding to a certain number of points.
  • the routine 700 awaits an event.
  • the events may be a player response, the expiration of the graduated timer, or the expiration of the selected player's turn timer.
  • decision block 708 a determination is made as to whether the event indicated that it was the end of the player's turn, i.e., whether the turn timer expired. If it is the end of the player's turn, the routine 700 terminates and returns a zero as the response value. However, if the event was not an indication of the end of the player's turn, the routine 700 proceeds to decision block 710.
  • both the puzzle and the timer may be part of a single audio/visual clip.
  • a graduated timer may be implemented in a variety of manners.
  • the content author determines a number of gradations (scoring gradations) into which the response time (and therefore the timer content) is divided. For example, assume that the content author determines that there will be three gradations (or segments) of the timer content for answering the puzzles, where answering a puzzle during the first gradation/segment earns a maximum score (such as 5 points), answering the puzzle during the second time gradation/segment earns a middle score (such as 3 points), and answering the puzzle during the third time segment earns a minimum score (such as 1 point). Of course, failure to respond earns no points.
  • a maximum score such as 5 points
  • a middle score such as 3 points
  • a minimum score such as 1 point
  • FIGURE 8 is a block diagram illustrating exemplary timer content divided into gradations and for further illustrating implementation aspects of response time-based scoring.
  • a timer content 800 is segmented into three gradations, 802-806.
  • I-Frames are inserted into the timer content at a location corresponding to the beginning of each time gradation.
  • Content 800' illustrates the updated timer content.
  • a first I-Frame 808 is inserted into the beginning of the timer content 800'.
  • a third of the way through the timer content a second I-Frame 810 is added to the content.
  • two thirds of the way through the timer content a third I-Frame 812 is added.
  • a subpicture is added to each gradation of the timer content, such as subpictures 814-818.
  • Each subpicture is added such that it extends or spans the entire time of the corresponding gradation.
  • Each subpicture includes (not shown) the coding that detects the player's input, determines whether the player correctly responded to the puzzle, and awards a score according to the current gradation or segment of the timer content. Further, the coding also links to a program chain (PGC) according to the correctness of the player's response.
  • PPC program chain
  • the corresponding first subpicture will award maximum points for the correct response, and further break out of the timer content and link to a PGC associated with visually validating to the player that the response was correct. Similarly, an incorrect response will result in linking to a PGC for notifying the player of an incorrect response.
  • DVD video content will typically include numerous I-Frames.
  • I-Frames are full images and are subsequently modified by B-Frames and P-Frames (which include only the differences to be made to the I-Frames). Indeed, every group of pictures (GOP) has at least one I-Frame. Moreover, scene changes and even substantial modifications are marked with I-Frames. However, by manually inserting I-Frames and subpictures at precise locations in timer content, a graduated timer may be realized.
  • the timer content displayed to the player is seamless, and permits a content author to determine the number of gradations in the graduated timer and the code to detect and process a score according to a particular gradation.
  • the actual number graduations is limited only by the DVD specifications and limitations.
  • I-Frames and subpictures are again added at the beginning of each gradation/segment.
  • a cell command increments a counter in a GPRM, the counter being initialized to zero.
  • the counter is accessed to determine which time gradation is currently active, and points are awarded to the time gradation accordingly.
  • presentation of the audio/visual content is at least momentarily interrupted, thereby giving the user a seamed, or "jerky" presentation.
  • Yet another alternative is to set a GPRM into timer mode at the start of displaying a puzzle.
  • the current value of the GPRM is extracted and used to determine the score.
  • the GPRM timer mode counts in "ticks", not seconds.
  • one of the limited GPRMs (the GPRM used as a timer) becomes “unavailable” for other programmable use.
  • disparate DVD players generate these "ticks” at different rates. Some DVD players count “ticks” as much as ten times faster than others.
  • a solution, though, is to have previously tested the DVD player against a benchmark content to determine its rate of counting ticks.
  • a GPRM is set into timer mode and a clip with a known time length is run.
  • the clip ends the number of clips is retrieved and used to determine the rate of "ticks" per second.
  • the amount of time that the player used to answer is determined according to the number of ticks in the GPRM, adjusted according to the number of ticks per second the DVD player generates.
  • the DVD video specification includes a navigation timer command.
  • the navigation timer command counts down until there is a user input.
  • the navigation timer command counts in "ticks,” which, of course, may vary substantially between machines in regard to the amount of time each "tick" represents.
  • navigation timer command must be benchmarked against content of a known length of time to determine what a "tick" actually means.
  • the navigation timer command does not use a GPRM.
  • the navigation timer command should be included with each DVD player as it is part of the DVD video specification, a sampling of current DVD players shows that not all DVD players implement this feature. Thus, use of or reliance upon this feature runs the risk of failure.

Abstract

L'invention concerne un support lisible par un lecteur de DVD, qui comporte des instructions pouvant être exécutées par le lecteur de DVD pour mettre en oeuvre un jeu sur le lecteur de DVD. Le jeu, mis en oeuvre par lesdites instructions, comporte les étapes consistant à: sélectionner une énigme dans une pluralité d'énigmes stockées sur le support; après qu'une énigme a été sélectionnée, présenter celle-ci à l'utilisateur par l'intermédiaire d'un dispositif de sortie connecté au lecteur de DVD; démarrer/produire une minuterie graduée, la minuterie comprenant au moins deux gradations correspondant chacune à une valeur de résultat; obtenir une réponse de joueur; déterminer une valeur de réponse selon la gradation indiquée par la minuterie au moment de l'obtention de la réponse; augmenter le résultat du joueur selon la valeur de réponse déterminée.
PCT/US2006/003302 2005-01-31 2006-01-31 Resultat base sur le temps de reponse dans des lecteurs de dvd WO2006083804A2 (fr)

Priority Applications (2)

Application Number Priority Date Filing Date Title
EP06719914A EP1846125A4 (fr) 2005-01-31 2006-01-31 Resultat base sur le temps de reponse dans des lecteurs de dvd
JP2007553341A JP2008528209A (ja) 2005-01-31 2006-01-31 Dvdプレイヤーに関する応答時間ベースのスコアリング

Applications Claiming Priority (2)

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US64879805P 2005-01-31 2005-01-31
US60/648,798 2005-01-31

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WO2006083804A2 true WO2006083804A2 (fr) 2006-08-10
WO2006083804A3 WO2006083804A3 (fr) 2007-10-04

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EP (1) EP1846125A4 (fr)
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JP5111676B1 (ja) * 2012-05-14 2013-01-09 株式会社 ディー・エヌ・エー ゲームを提供する装置
JP5139594B1 (ja) * 2012-10-09 2013-02-06 株式会社 ディー・エヌ・エー ゲームを提供する装置

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EP1846125A2 (fr) 2007-10-24
WO2006083804A3 (fr) 2007-10-04

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