WO2006113687A2 - Jeu comportant des vehicules de jeu telecommandes - Google Patents

Jeu comportant des vehicules de jeu telecommandes Download PDF

Info

Publication number
WO2006113687A2
WO2006113687A2 PCT/US2006/014512 US2006014512W WO2006113687A2 WO 2006113687 A2 WO2006113687 A2 WO 2006113687A2 US 2006014512 W US2006014512 W US 2006014512W WO 2006113687 A2 WO2006113687 A2 WO 2006113687A2
Authority
WO
WIPO (PCT)
Prior art keywords
game
vehicle
vehicles
remotely controlled
control computer
Prior art date
Application number
PCT/US2006/014512
Other languages
English (en)
Other versions
WO2006113687A3 (fr
Inventor
Michael A. Ciavaglia
Joseph M. Johnson
Maurice Tedder
Thomas J. Timpf, Jr.
Original Assignee
Robotic Amusements, 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 Robotic Amusements, Llc filed Critical Robotic Amusements, Llc
Priority to EP06750527A priority Critical patent/EP1868696B1/fr
Priority to DE602006014810T priority patent/DE602006014810D1/de
Priority to US11/795,931 priority patent/US20080113800A1/en
Priority to JP2008507793A priority patent/JP2008536632A/ja
Publication of WO2006113687A2 publication Critical patent/WO2006113687A2/fr
Publication of WO2006113687A3 publication Critical patent/WO2006113687A3/fr

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H17/00Toy vehicles, e.g. with self-drive; ; Cranes, winches or the like; Accessories therefor
    • A63H17/004Stunt-cars, e.g. lifting front wheels, roll-over or invertible cars
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H30/00Remote-control arrangements specially adapted for toys, e.g. for toy vehicles
    • A63H30/02Electrical arrangements
    • A63H30/04Electrical arrangements using wireless transmission
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H2200/00Computerized interactive toys, e.g. dolls

Definitions

  • This invention relates generally to games and more particularly to games with remotely controlled vehicles, to vehicles for such games, to recharging systems for such vehicles and to an arcade booth for such games.
  • Botts are already known. These known games, however, do not include a central computer control that supervises the game process.
  • this invention provides a game with remotely controlled game vehicles that includes a central computer control for supervising the game process.
  • this invention provides a remotely controlled game vehicle.
  • this invention provides a game with remotely controlled vehicles that have on-board batteries and with recharging stations for the on-board batteries.
  • this invention provides a game booth for a game having remotely controlled game vehicles and a central computer control for supervising the game process.
  • this invention provides a method for playing a game having remotely controlled vehicles and a central computer control for supervising the game process.
  • Figures 1 and 2 are front and side views, respectively of an arcade booth for a game embodying the invention.
  • Figures 3a, 3b, 3c and 3d are front, top, side and isometric views, respectively, of a remotely controlled vehicle for the game associated with the arcade booth shown in figures 1 and 2.
  • Figures 4a and 4b are front and side views of the remotely controlled vehicle shown in figures 3a, 3b, 3c and 3d showing the range of arm motion.
  • Figures 5a and 5b are isometric and top views of the remotely controlled vehicle shown in figures 3a, 3b, 3c, 3d, 4a and 4b with an upper shell removed to shown internal detail.
  • Figure 5c is a diagram showing joint saver torque versus angle.
  • Figure 6 is an elevation schematic illustrating a game with remote control vehicles embodying the invention.
  • Figure 7 is a top schematic of the game shown in figure 6.
  • Figure 8 is a top schematic of the game shown in figure 6 with an example of patterns for the remotely controlled vehicles.
  • Figure 9a is a legend for the pattern examples shown in figure 8.
  • Figure 9b is a vehicle identification table for the range of pattern examples shown in figure 8.
  • Figure 10 is a top schematic of the game shown in figure 6 with another example of patterns for the remotely controlled vehicles.
  • Figure 11 is a partial elevation schematic of the game illustrated in figure 6 showing possible external light sources.
  • Figure 12 is a partial elevation schematic of the game illustrated in figure 6 showing remotely controlled vehicles with optional active lighting.
  • Figure 13 is a partial elevation schematic of the game illustrated in figure 6 with an optional special stationary light source.
  • Figure 14 is a partial elevation schematic of the game illustrated in figure 6 with optional retro-reflective surfaces on the remotely controlled vehicles and an optional stationary light source near a camera for sensing the remotely controlled vehicles visually.
  • Figure 15 is a top schematic of the game illustrated in figure 6 with optional charging stations.
  • Figure 16 is a schematic of a simplified charging circuit for the charging stations shown in figure 15.
  • Figure 17 is a schematic of a more complex charging circuit for the charging stations shown in figure 15.
  • Figures 18 and 19 are elevation schematics of a game of the invention having an optional lifting platform.
  • Figures 20 and 21 are top and elevation schematics of the game shown in figures 18 and 19.
  • Figures 22 and 23 are top and elevation schematics of the game shown in figures 18 and 19 with the optional lifting platform in a storage position.
  • a typical arcade booth 10 for a game of the invention is shown in
  • the arcade booth comprises a cabinet 12, an elevated signage area 14 and a viewing area 16 between the cabinet and the signage area.
  • the cabinet typically houses the controls for the arcade. It also provides space for a coin door or doors 18 that accept money or credits or tokens.
  • a playing surface 20 for game vehicles 22 is on an upper surface of the cabinet.
  • the cabinet 12 has operator interfaces 24 (game pads, joysticks, buttons) that allow the players of the game to provide inputs that allow the players to control the game vehicles remotely.
  • the game vehicles drive on the playing surface 20 of the cabinet during the game.
  • the playing surface 20 is sometimes referred to as the game field.
  • the viewing area 16 is preferably covered by glass or clear plastic panels on several sides which prevent the game vehicles from leaving the playing surface of the cabinet and also prevent the game vehicles from being removed. There are typically doors or access panels in the side panels of the viewing area that allow for the vehicles to be serviced.
  • the upper signage area 14 provides a place to have signs but also allows for a convenient place to mount lighting for the arcade booth as well as for mounting cameras, projectors, etc. that are needed for the game. The signage area is often backlit to attract users.
  • the game typically has two remotely controlled game vehicles 22 but may include more or less than two remotely controlled game vehicles.
  • Figures 3a, 3b, 3c and 3d show four views of a typical game vehicle 22, more specifically the front, top, side and isometric views of the typical game vehicle, respectively.
  • the particular game vehicle shown is specialized for the purposes of playing a pushing game where the intent is to push an opponent vehicle or vehicles off the game field 20 in a "Sumo Wrestling" or "King of the Hill" style game.
  • the typical vehicle 22 preferably has two non-marking drive wheels 26 generally near the center of the vehicle when viewed from the side and on the left and right of the center when viewed from the front.
  • the drive wheels 26 have separate drive axles which are preferably collinear, however, the drive axles can be offset.
  • the drive wheels 26 are powered by respective motors which allow the vehicles to be driven around the field.
  • the steering is "tank style,” meaning the vehicle is turned to the left by driving the right drive wheel faster than the left drive wheel or to the right by driving the left drive wheel faster than the right one.
  • This drive method is both simple and effective. It allows for good control of the vehicle. It also enables "zero turning radius” turns which enhances the drivability of the vehicle as well as the interest of the game.
  • the typical game vehicle 22 also preferably has two undriven caster wheels 28 that reduce sliding friction.
  • the caster wheels 28 can be replaced with a sliding pad if higher friction is acceptable. It is also possible to use four drive wheels or tracks similar to a tank. Both of these alternatives have the advantage of increasing drive force under certain conditions. However, these alternative may be more expensive and may make turning more difficult.
  • the typical game vehicle 22 preferably has a generally round shape with a center of gravity below the "belt line" to provide a self righting feature. If the vehicle is not tipped beyond 90 degrees from upright, the vehicle will right itself automatically.
  • the drive vehicle 22 is preferably equipped with two arms 30 that accommodate situations where the vehicle may get tipped far enough so that it will not automatically right itself. Arms 30 need only be long enough to get the vehicle partially upright, that is, close to the self righting angle of about 90 degrees.
  • Each of the two arms 30 of the vehicle preferably has two joints that have two degrees of freedom, typically pivotal motion about two orthogonally related axes.
  • Figures 4a and 4b show the range of arm motion while figures 5a and 5b show the internal parts for the arm motion.
  • the first typical joint range of pivotal motion of each arm 30 is about a lateral or X-axis as best shown in figures 4b and 5b while the second typical joint range of pivotal motion of each arm about a longitudinal or Z- axis, as best shown in figure 4a and 5b.
  • Each of the two joints of each arm is powered by a motor/gearbox.
  • the first joint motor/gearboxes 32 are stationary with respect to the chassis of the vehicle 22 while second joint motor/gearboxes 34 are mounted on the output of the first joint motor/gearboxes.
  • the configuration of the joints and associated motor/gearboxes are cleverly arranged to hide the drives from the outside of the game vehicle 22 for both damage avoidance and for aesthetic appearance while still enabling the limited range of the motor/gearboxes 32, 34 to allow the arms 30 to be useful during a pushing contest and to help right the vehicle should self righting assistance be necessary.
  • Figure 5a and 5b show the upper outer shell 36 of the game vehicle 22 removed so that it is clear that the first joint motor/gearboxes 32 are stationary with respect to the chassis of the vehicle and pivot the arms 30 about their respective lateral or X-axes. It is also clear that the second joint motor/gearboxes 34 are mounted on the output of the first joint motor/gearboxes 32 and pivot the arms 30 about their respective longitudinal or Z-axes.
  • arms 30 have upper arm parts 30a that pivot about their respective X-axes to move in respective planes that are perpendicular to their respective X- Axes. Arms 30 also have forearm parts 30b that are fixed at an angle with respect to their respective upper arm parts 30a so that the forearms 30b move in paths outside of these respective perpendicular planes when upper arm parts 30 pivot about their respective z-axis. [0040] Also, because small gear teeth are subject to damage via impact loads, each joint of each arm 30 is preferably protected via a "saver" joint.
  • savers are spring loaded self centering devices 38 (that are clearly shown in figures 5a and 5b) with joint saver torque versus angle, that is the torque transferred versus the relative angle shown in Figure 5c.
  • the torque output of the motor/gearbox is such that the torque is less than the torque needed to wind up the spring inside the coupling. But, when an impact load exceeds the "knee" of the
  • the typical game vehicle 22 preferably has a digital microprocessor 49 inside to manage control tasks and a communication link 40 with a main control computer 42 as schematically illustrated in figure 6.
  • the communication link is preferably a radio link but other links are possible.
  • the typical game vehicle 22 preferably has lights on its top side that cooperate with a vision system 46 to track its position and orientation as explained below.
  • the typical game vehicle 22 also preferably has a "tilt sensor" inside
  • the tilt sensor may comprise two accelerometers mounted in the horizontal plane. By using well know methods, the two accelerometer readings can be used to calculate tilt angle.
  • One alternative to sense tilt comprises a single accelerometer mounted vertically but this method is less sensitive to measuring tilt angle than the method using two horizontal accelerometer measurements).
  • Another alternative is to use three acceleration measurements which is more expensive but can be effective. Additional method to sense tilt include mechanical g switches/sensors with ID or 2D pendulums, "Standing Man", Steel ball held in place by a magnet, and others.
  • the motors of the game vehicle 22 are controlled by the main control computer 42. These motors are controlled via well know techniques, for instance, using H-bridges and/or relays depending on the level of control needed.
  • the first and second arm joints each have feedback circuits that allow the arms 30 to be accurately positioned.
  • the typical game vehicle 22 draws power from an onboard battery or batteries 48 and thus have a connector or pad that enables the batteries to be charged.
  • the typical game vehicle 22 preferably has lights for "eyes” that can be turned under program control (for example the eye could "watch” opponent vehicle). These eyes help to aid in the fun of the game. The eyes also help to give the vehicles an anthropomorphic appeal, helping the drivers to associate personalities to the vehicles they are driving.
  • the game comprises one, two or more remote control game vehicles
  • FIG. 6 and 7 show a game with three game vehicles 22 labeled A, B and C. There could be more or less game vehicles 22 depending on the particulars of the game being played.
  • Players input their desired control inputs to their respective game vehicles 22 labeled A, B and C via operator interfaces 24 such as joysticks, switches, buttons, etc., that are also labeled A, B and C in figure 6 to correspond to their i respective game vehicles.
  • the inputs from the operators are monitored by the main or central control computer 42.
  • a camera 50 is mounted generally above the game field 20.
  • camera 50 can be mounted in the elevated signage portion 14 of an arcade booth 10 shown in figures 1 and 2.
  • camera 50 is part of a vision system 46 that provides the main control computer with images of the game field 20 and game vehicles 22.
  • the computer processes the image data to determine the positions (X and Y coordinates) and orientations ( ⁇ s) of the game vehicles and any additional game pieces (not shown) that might be used, such as balls, moveable goals, etc.) at each point in time.
  • the vision system 46 provides the positions, (X and Y coordinates) and orientations ( ⁇ s) of the game vehicles 22 to the control computer 42. This information is desirable because it allows the control computer 42 to make the game function more smoothly and more autonomously and ultimately more profitably. [0052] The information also allows for automatic scoring of games that require position detection (for example variations on games “King of the Hill” or “Musical Chairs”). [0053] The information also allows for "referee calls” like “three second lane violations” in basketball, “clipping” in football, and “off sides” as in soccer/hockey.
  • control computer 42 drives the game vehicles 22 from point to point which enables (among other things): automatic driving to charging stations, "Attract Mode” demonstration games to increase paid playing, playing against the computer when not enough paying players are available, and automatic field reset.
  • This information also enables "Virtual Fences" (areas where vehicles are forbidden to drive) which can enhance play and protect game vehicles from damage. Among other things this enables damaged game vehicles to be protected from future hits or attacks, prevents malicious operators from driving vehicles into a
  • Computer 42 analyzes the operator inputs and the data from the vision system 46 to decide what commands to give the game vehicles 22.
  • Computer 42 may modify an operator's inputs based on the situation.
  • an operator may be requesting an input that will cause a game vehicle to run into a wall or other obstacle.
  • the computer would perhaps modify the request to avoid the crash.
  • Computer 42 has a communication link 52 with the game vehicles 22.
  • This communication link 52 is preferably a radio system, but it could be implemented in a number of ways, infrared light, ultraviolet light, sound waves, even potentially via a ground link through the floor as is done in U.S. Patent 6,044,767 entitled
  • Communications link 52 could be one way, that is from a stationary computer transmitter to remote controlled vehicle receivers.
  • a two way communications link with transceivers at each end is preferable so that the stationary computer 42 can have diagnostic information from the game vehicles, such as battery voltage, tilt information, motor currents, fault information, etc.
  • the game vehicles 22 preferably each have an onboard computer 49.
  • the onboard computer helps to manage the local control tasks required for each vehicle (communications, motor control, battery monitoring/management, fault diagnostics, etc.). Alternatively all control tasks could be managed via the stationary main computer 42.
  • Figure 7 shows a top schematic of the playing field 20.
  • the game vehicles 22 are playing on the field 20 on the left.
  • Three game vehicles 22, labeled A, B and C are shown but there could be more or less game vehicles.
  • a storage area 54 is located to the right of the playing field 20. It is desirable for the computer 42 to know the positions (X and Y coordinates) and orientations ( ⁇ s) of the game vehicles shown in this Figure 7.
  • Figure 8 illustrates one example of a scheme for a vision system to determine the position and orientation of each of the game vehicles 22.
  • This scheme is based on a pattern of dots as shown in figure 9a which is a legend for a possible pattern example. As shown in Figure 9a there are six dots with two shades of dots. The darker shade dot 56 is used to determine the position (coordinates X and Y) of each game vehicle. The other "near by" dots 58, 60, 62, 64 and 66 that are a lighter shade are used to determine each particular vehicle and the orientation of that particular vehicle. The "farthest away" nearby lighter shade dot 62 is used to determine orientation ( ⁇ ). The four remaining nearby lighter shade dots are optional and used to identify the particular vehicle.
  • FIG. 10 illustrates another example of a scheme for a machine vision system to determine the position and orientation of each of the game vehicles. This scheme is based on combinations of shapes and sizes that can be used to provide position and orientation information rather that than the preferred method shown in Figures 8, 9a and 9b.
  • "house” shape indicia 68 provides location and orientation information while the shade of the "house” provides the particular vehicle identification information.
  • Figure 11 demonstrates the problem with uncontrolled external light sources.
  • External light from the sun 71, nearby lights 73 or other sources can reflect off the game field 20 and game vehicles 22 and reach the camera 50 of the vision system as indicated by arrows 75.
  • This uncontrolled light can cause great difficulty with machine vision algorithms used to track objects.
  • Most machine vision applications require measures to prevent unwanted light sources from affecting the image seen by the camera.
  • Uncontrollable light pollution from outside sources cause machine vision system problems.
  • the problem in industrial machine vision systems requires controlled lighting conditions in order to robustly determine the location and orientation of objects.
  • Games with remote controlled vehicles are likely to be played at different locations and in a variety of lighting conditions even for a single location, for example, sunlight entering from nearby windows may cover the entire game field "20 at times and different parts of the field at other times.
  • Lighting variations from location to location may be significant, for example, a home recreation room setting vs. a neighborhood bar setting vs. a well lit entryway of a grocery store. These lighting variations require a unique solution for well know algorithms used in machine vision applications to be utilized in a machine vision controlled game with remote control vehicles that is used in many variable environments.
  • Figure 12 shows a unique solution in which active lighting is used to improve the performance of the vision system.
  • the image viewed by the computer can be simplified greatly.
  • the image exposure can be set so that only the brightest parts of the image are seen at all.
  • This filtering can be done in many ways including iris control of the lens or by programmable exposure in the camera or by software filters during image processing.
  • FIG 13 Another unique solution to deal with ambient light causing problems with the vision system is shown in figure 13.
  • a special light 72 is used to illuminate the game field 20 and game vehicles 22.
  • a filter 74 mounted in front of the lens of camera 50 blocks the reflected light from the sun 71 and light source 73 as indicated by the arrows 75 while allowing passage of the reflected light from the special light 72 as indicated by the arrows 77.
  • the features of the "special light” that make them useful in games of this type is that the "special light” is not present in large quantities in the ambient lighting that is the source of the pollution and that a filter is available to allow passage of this special light but not other light.
  • Examples of possible special light sources include ultraviolet light, infrared light, and polarized light.
  • the game vehicles 22 still need to have unique shapes and or patterns as already described in order for the computer determine the position, orientation and identification of each one of the multiple game vehicles.
  • FIG 14. Another unique solution to deal with ambient light causing problems with the vision system is shown in Figure 14.
  • a stationary light source 76 located near the lens of camera 50 is used to illuminate the playing field 20 and game vehicles 22 and "retro-reflective" surfaces 78 are mounted on the game vehicles 22. Retro-reflective surfaces have the property that they reflect light back toward the source of the light. In this case, since the light source 76 is near the camera lens, the light will be reflected back toward the camera lens as indicated by arrow 77. Light from any outside source, such as sun 71 or light source 73 will be reflected away from the camera lens as indicated by arrows 75. In this way, this solution works very much like the active lighting solution.
  • the retro-reflective surfaces 78 appear very bright regardless of the ambient lighting conditions. Just as in the active lighting case described in the early preferred solution shown in Figure 12, this relative brightness provides the opportunity to allow for filtering to remove the light from outside sources.
  • the game vehicles 22 still need to have unique shapes and or patterns as already described in order for the computer determine the position, orientation and identification of each of the multiple game vehicles.
  • the preferred method to provide power is an on-board battery or batteries 48 as shown in figure 6. Batteries, however, need to be re-charged or replaced periodically. This invention has optional special charging stations for that purpose.
  • the game vehicles 22 are parked in the charging stations automatically.
  • the preferred method is to use the vision system 46 to inform the main control computer 42 (or another central computer) of the locations of the various game vehicles 22 which then determines a path for a particular game vehicle to one of the charging stations and pilot the particular game vehicles to a particular charging station.
  • a beacon IR, visible light, radio waves, etc.
  • IR, visible light, radio waves, etc. provides the vehicles with information that allow them to pilot themselves into the charging station.
  • program the vehicles with "maze behaviors" that allow the vehicle to eventually wander into the charge station.
  • Figure 15 shows storage area 54 to the right of the playing field 20 which also serves as a plurality of charging stations where charging can take place.
  • These charging stations provide a place where game vehicles 22 can be charged between competitions or when only a subset of the arcade's full number of vehicles are be used. For example in a game with three game vehicles, the 3 r vehicle can spend the entire match charging when only two game vehicles are being used in a match.
  • the storage/charging area 54 is illustrated as next to the playing field 20 in figure 15, the storage and charging stations can be "below deck” by using an elevator system to get the game vehicles 22 in place for charging. This has the benefit of allowing for the field to be as large as possible.
  • a simplified charging circuit 80 is shown in Figure 16.
  • the charging circuit consists of a DC Voltage source that is higher than the battery that are being charged, a relay to start/stop charging, a current limiting resistor, a current sense resistor, the battery being charged, a thermister for sensing battery temperature, a computer to control the process, a drive transistor to activate the relay coil and a diode to protect the transistor from the voltage spike produced when the relay coils is turned off.
  • the computer monitors battery voltage by means of an Analog to
  • ADC Analog Converter
  • the transistor, diode, and relay are used in very typical ways to allow the computer to start/stop the charging process by turning on/off the relay.
  • the current limiting resistor is used to keep the current an acceptable level for the battery being charged given the DC voltage and the characteristics of the batteries. It is possible that the current limiting resistor and the current sensing resistors can be combined into one unit.
  • the Computer monitors current, voltage and, most importantly, battery temperature to charge the batteries safety and efficiently. By monitoring these three parameters, the best battery performance can be obtained in terms of longer battery life and in terms of maximum battery charging.
  • Temperature could be monitored in a number of ways including thermocouples, semiconductor based sensors, thermal switches (bi-metal, solid state, etc.) and many other well known methods.
  • FIG. 17 A more complicated system 82 of charging batteries in a remotely controlled vehicle is shown in Figure 17. The system is very like what is shown in
  • FIG 16 with some notable improvements.
  • the system now shows the remote vehicles with a connector. This connection is made when the game vehicle arrives in the charging station.
  • the system of Figure 17 shows is a remote computer and a stationary computer.
  • the stationary and remote computers communicate via a communication link (preferably radio, but it could be IR, acoustic, etc.). Together they split many of the functions of the system shown in Figure 16.
  • a key feature of the system shown in Figure 17 is that it has the capacity to charge multiple batteries safely and effectively. It is shown with two batteries but it could easily be extended to many batteries.
  • the system "wakes up” with no batteries engaged.
  • the remote computer receives power via the charging system. After some preliminary checks, the remote and stationary computers can agree to engage one battery. If this battery is behaving well, the second battery can be engaged. At any point in the "power up” procedure, the stationary computer can deactivate the relay on its side of the connector to pull power to the remote computer.
  • Figure 18 shows a game in which the playing field 20 is on a lifting platform 84 in which the object is to push opponent's vehicles off the platform.
  • Figure 18 is a side view of the game vehicles 22 on the lifting platform 84 before a match.
  • the platform 84 is raised to a mid-level position. Note, the signage portion 14 of the arcade booth 10 has been removed in figure 18 to improve clarity.
  • One method comprises ball bearing drawer glides for the platform 84 and a typical electrically driven automotive window lift mechanism to raise and lower the platform. Switches are preferably used to indicate the position of the platform while the computer 42 controls the motor to position the platform appropriately (full up, full down or mid- level).
  • Figure 19 shows a side view of the game vehicles 22 on the lifting platform 84 after a match is over and vehicle 22A has pushed vehicle 22B off platform 84.
  • the platform is raised to the mid-level position.
  • the raised platform adds excitement to the game as well as providing a very clear visual indication of the winning game vehicle.
  • the top of the arcade booth has been removed in figure 18 to improve clarity.
  • Figure 20 shows a top view of the game vehicles 22 in positions outwardly of the lifting platform 84 where the game vehicles are ready to be driven into a storage and charging area 86 beneath platform 84.
  • the platform is then raised to a higher level position from the mid-level position so that the game vehicles can drive under the playing field of the platform 84 as shown in Figure 21.
  • Figure 21 shows a view from the corner of the arcade with the platform 84 raised and with game vehicles 22 in a position where they are ready to be drive into the storage and charging area 86.
  • the signage portion 14 of the arcade booth 10 has been removed in figures 20 and 21 to improve clarity.
  • FIGs 22 and 23 are top and side views, respectively, of the game vehicles 22 in positions in the storage and charging area 86 beneath the raised platform.
  • Figure 23 shows a view from the corner of the arcade with the platform raised and with vehicles 22 in the storage and charging area 86.
  • the signage portion 14 of the arcade booth 10 has been removed in figures 22 and 23 to improve clarity.
  • the platform surface and/or the sides of the platform 84 are preferably transparent in order to show the game vehicles 22 in storage positions.

Landscapes

  • Engineering & Computer Science (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Toys (AREA)
  • Selective Calling Equipment (AREA)

Abstract

L'invention concerne un jeu qui comporte un ou plusieurs véhicules de jeu télécommandés, chacun de ceux-ci étant commandé par une interface d'opérateur. Le jeu comprend un ordinateur commandé visuellement, qui détecte visuellement le(s) véhicules de jeu télécommandé(s) et commande chacun de ceux-ci au moyen de données d'entrée de détection visuelle et de données d'entrée provenant de l'interface d'opérateur.
PCT/US2006/014512 2005-04-20 2006-04-18 Jeu comportant des vehicules de jeu telecommandes WO2006113687A2 (fr)

Priority Applications (4)

Application Number Priority Date Filing Date Title
EP06750527A EP1868696B1 (fr) 2005-04-20 2006-04-18 Jeu comportant des vehicules de jeu telecommandes
DE602006014810T DE602006014810D1 (de) 2005-04-20 2006-04-18 Spiel mit ferngesteuerten spielfahrzeugen
US11/795,931 US20080113800A1 (en) 2005-04-20 2006-04-18 Game With Remotely Controlled Game Vehicles
JP2008507793A JP2008536632A (ja) 2005-04-20 2006-04-18 リモート制御ゲーム車を有するゲーム設備

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US67329005P 2005-04-20 2005-04-20
US60/673,290 2005-04-20

Publications (2)

Publication Number Publication Date
WO2006113687A2 true WO2006113687A2 (fr) 2006-10-26
WO2006113687A3 WO2006113687A3 (fr) 2006-11-30

Family

ID=37115853

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/US2006/014512 WO2006113687A2 (fr) 2005-04-20 2006-04-18 Jeu comportant des vehicules de jeu telecommandes

Country Status (6)

Country Link
US (1) US20080113800A1 (fr)
EP (1) EP1868696B1 (fr)
JP (1) JP2008536632A (fr)
CN (1) CN101193685A (fr)
DE (1) DE602006014810D1 (fr)
WO (1) WO2006113687A2 (fr)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1961471A1 (fr) * 2007-02-26 2008-08-27 Thunder Tiger Corporation Modèle de contrôle à distance sans fil
WO2009038540A1 (fr) * 2007-09-17 2009-03-26 Microspace Rapid Pte Ltd Système et procédé pour fournir une commande de véhicule
CN101663635A (zh) * 2007-03-30 2010-03-03 皇家飞利浦电子股份有限公司 用于系统控制的方法和设备

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CA2705782C (fr) * 2007-11-13 2016-06-28 Spielo Manufacturing Ulc Systeme de pari sans fil
US8038504B1 (en) 2010-12-10 2011-10-18 Silverlit Limited Toy vehicle
US8814629B2 (en) * 2011-06-21 2014-08-26 Andrew Lewis Johnston Non-rollable to rollable transforming toy
US10207193B2 (en) * 2014-05-21 2019-02-19 Universal City Studios Llc Optical tracking system for automation of amusement park elements

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20020137427A1 (en) 2001-03-26 2002-09-26 Intel Corporation Sets of toy robots adapted to act in concert, software and methods of playing with the same

Family Cites Families (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4076245A (en) * 1976-08-05 1978-02-28 Monroe Benjamin F Racing game and game piece
JPH01112490A (ja) * 1987-10-27 1989-05-01 Kenro Motoda 可動体の信号伝送方式及び位置検出・作動制御方式
US6059657A (en) * 1994-06-22 2000-05-09 Oh; Ketsu Game machine
JPH09205733A (ja) * 1996-01-26 1997-08-05 Nippon Steel Corp 充電装置
US20020036617A1 (en) * 1998-08-21 2002-03-28 Timothy R. Pryor Novel man machine interfaces and applications
US6247994B1 (en) * 1998-02-11 2001-06-19 Rokenbok Toy Company System and method for communicating with and controlling toy accessories
JP4368993B2 (ja) * 1999-12-13 2009-11-18 株式会社カプコン 遊戯装置
JP3488850B2 (ja) * 2000-01-18 2004-01-19 有限会社シー・ピー・トムズ 可動玩具
US6674259B1 (en) * 2000-10-06 2004-01-06 Innovation First, Inc. System and method for managing and controlling a robot competition
JP3593068B2 (ja) * 2001-07-06 2004-11-24 コナミ株式会社 ゲーム装置用位置検出装置
US7402106B2 (en) * 2004-03-24 2008-07-22 Bay Tek Games, Inc. Computer controlled car racing game

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20020137427A1 (en) 2001-03-26 2002-09-26 Intel Corporation Sets of toy robots adapted to act in concert, software and methods of playing with the same

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1961471A1 (fr) * 2007-02-26 2008-08-27 Thunder Tiger Corporation Modèle de contrôle à distance sans fil
CN101663635A (zh) * 2007-03-30 2010-03-03 皇家飞利浦电子股份有限公司 用于系统控制的方法和设备
WO2009038540A1 (fr) * 2007-09-17 2009-03-26 Microspace Rapid Pte Ltd Système et procédé pour fournir une commande de véhicule

Also Published As

Publication number Publication date
EP1868696B1 (fr) 2010-06-09
EP1868696A2 (fr) 2007-12-26
US20080113800A1 (en) 2008-05-15
CN101193685A (zh) 2008-06-04
WO2006113687A3 (fr) 2006-11-30
EP1868696A4 (fr) 2009-04-22
JP2008536632A (ja) 2008-09-11
DE602006014810D1 (de) 2010-07-22

Similar Documents

Publication Publication Date Title
EP1868696B1 (fr) Jeu comportant des vehicules de jeu telecommandes
CN107792219B (zh) 移动车辆
ES2942279T3 (es) Sistemas y métodos de control de atracciones en parques de atracciones
US10004997B2 (en) Smart phone controllable construction brick vehicle
EP2844435B1 (fr) Robot de détection de ligne et son procédé d'utilisation à l'aide d'un dispositif d'affichage numérique
KR102156537B1 (ko) 정보 처리 장치, 정보 처리 방법, 및 정보 매체
CN106504470B (zh) 一种新型智能儿童玩具车控制系统
KR20180093893A (ko) 로봇 골프 캐디
JP2668343B2 (ja) 競争ゲーム装置
CN103566579B (zh) 一种智能飞行棋机器人系统及实现该飞行棋机器人的方法
KR20170045066A (ko) 스마트 골프 카트
JP5004252B2 (ja) 景品獲得ゲーム機
CN111932703A (zh) 一种无人自动巡逻装置
US20210204516A1 (en) Multi-control-mode intelligent pet toy vehicle
US20210403086A1 (en) Improvements to a vehicle
Makrodimitris et al. Semi-autonomous color line-following educational robots: Design and implementation
KR20230133592A (ko) 로봇
JP5813319B2 (ja) 赤外線通信機能付き玩具自動車
JP2009247578A (ja) プログラム、情報記憶媒体、ゲーム装置及び移動玩具
JP2009136594A (ja) 景品獲得ゲーム機及び検知装置
KR20200085964A (ko) 전동 킥보드
JPH09206474A (ja) ゲーム装置
KR101279993B1 (ko) 전단지 배포 로봇
CN209879790U (zh) 一种卡片式游戏教育小车
JP3131012U (ja) 景品獲得ゲーム機

Legal Events

Date Code Title Description
WWE Wipo information: entry into national phase

Ref document number: 200680013181.5

Country of ref document: CN

121 Ep: the epo has been informed by wipo that ep was designated in this application
DPE2 Request for preliminary examination filed before expiration of 19th month from priority date (pct application filed from 20040101)
WWE Wipo information: entry into national phase

Ref document number: 11795931

Country of ref document: US

WWE Wipo information: entry into national phase

Ref document number: 2006750527

Country of ref document: EP

ENP Entry into the national phase

Ref document number: 2008507793

Country of ref document: JP

Kind code of ref document: A

NENP Non-entry into the national phase

Ref country code: DE

NENP Non-entry into the national phase

Ref country code: RU