WO2007093933A2 - clavier pour processeur électronique - Google Patents

clavier pour processeur électronique Download PDF

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Publication number
WO2007093933A2
WO2007093933A2 PCT/IB2007/050379 IB2007050379W WO2007093933A2 WO 2007093933 A2 WO2007093933 A2 WO 2007093933A2 IB 2007050379 W IB2007050379 W IB 2007050379W WO 2007093933 A2 WO2007093933 A2 WO 2007093933A2
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WO
WIPO (PCT)
Prior art keywords
keyboard
region
keys
numbers
alphabetic
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Application number
PCT/IB2007/050379
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English (en)
Other versions
WO2007093933A3 (fr
Inventor
Rosario Pagliarani
Original Assignee
Rosario Pagliarani
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Filing date
Publication date
Application filed by Rosario Pagliarani filed Critical Rosario Pagliarani
Publication of WO2007093933A2 publication Critical patent/WO2007093933A2/fr
Publication of WO2007093933A3 publication Critical patent/WO2007093933A3/fr

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/02Input arrangements using manually operated switches, e.g. using keyboards or dials
    • G06F3/0202Constructional details or processes of manufacture of the input device
    • G06F3/0219Special purpose keyboards

Definitions

  • the present invention refers to a keyboard for electronic processor, and specifically to a keyboard suitable both for a computer used on a desk (so-called “desktop”) and for a portable computer (e.g., a so-called “laptop” or a palmtop) as well as for a cell phone and the like.
  • a keyboard for electronic processor, and specifically to a keyboard suitable both for a computer used on a desk (so-called “desktop”) and for a portable computer (e.g., a so-called “laptop” or a palmtop) as well as for a cell phone and the like.
  • the keyboard designs presently in use and the associated processors are not suitable for specific gaming uses.
  • such systems ill-fit games based on the generation of random number sequences to be guessed right by the player and concomitantly envisaging a plurality of players/users.
  • the technical problem set and solved by the present invention is to provide a keyboard for electronic processor allowing to overcome the drawbacks mentioned above with reference to the known art.
  • the wording "electronic processor” is to be construed in its broadest meaning, encompassing any stationary or portable electronic device requiring a keyboard, e.g. a so-called “desktop” computer used on a desk, a portable computer, like, e.g., a so-called “laptop” or a palmtop, a PC, a cell phone, etc.
  • the present invention provides several relevant advantages.
  • the use of the keyboard of the invention is markedly simplified with respect to the known ones, and this both for beginners and for expert users.
  • the keyboard of the invention is well-suited to a plurality of specific gaming uses, and specifically to those involving a plurality of players and based on the generation of random number sequences.
  • FIG. 1 shows a schematic front view of the arrangement of keys in a keyboard according to a first embodiment of the invention
  • FIG. 2 shows a schematic front view of a variant of part of the keyboard of Figure 1 ;
  • FIG. 3 to 9 show each an enlarged view of a part of the keyboard of Figure 1 ;
  • FIG. 10 shows a schematic front view of the arrangement of keys in another variant of the keyboard of Figure 1 ;
  • FIG. 11 shows part of the keyboard of Figure 1 with a mask arranged thereon;
  • FIG. 11 to 20 refer to a game implementable by the keyboard of the invention.
  • a keyboard apt to be associated to an electronic processor is generally indicated by 10.
  • the keyboard 10 of the present embodiment is suitable for being associated or incorporated to a desktop-type processor or a laptop computer.
  • the keyboard 10 comprises a plurality of keys, one of them exemplarily denoted by 100, subdivided into three distinct main regions, as illustrated hereinafter.
  • a first region 1 which will be referred to as alphabetic, contains just keys mainly associated to alphabetic characters. More particularly, said region is in turn subdivided into three subareas.
  • a subarea 11 shown magnified in Figure 3, there are contained keys corresponding to punctuation and symbols.
  • Such a subarea 1 1 allows direct and therefore immediate typing in of all the punctuation, the brackets, the forward slash, the apostrophe and, very advantageously owing to the very broad diffusion of electronic mail use, the character "@".
  • Said subarea 11 further allows indirect access, by use of the shift key, to the following symbols: "
  • a second subarea 12 shown magnified in Figure 5, there are comprised the specifically alphabetic keys.
  • the alphabetic subarea 12 allows direct access to all characters corresponding to alphabet letters (except for "#" and " ⁇ ") accented ones included.
  • the preferred arrangement considered herein provides that one or more keys associated to accented letters, e.g. the keys 121 and 122 corresponding to "e” and “e”, respectively, be arranged directly adjacent to a key associated to the same unaccented letter, in the example considered above the key corresponding to "E", denoted by 123.
  • the order of the keys is the alphabetic one, in analogy with cell phone keyboards.
  • the arrangement may instead be that of the conventional keyboards, or organized according to traditional keyboards criteria, optionally with the keys corresponding to accented letters placed on the last (bottom) row.
  • a third subarea 13, shown magnified in Figure 4 contains confirmation and management keys.
  • said subarea 13 reproduces, without duplication of the "Ctrf key, the keys of conventional processor keyboards.
  • a second region 2 which will be referred to as functional and that is shown magnified in Figure 6, is arranged side-by-side to the first region 1 and contains exclusively or mainly keys associated to the activation of functions.
  • said region 2 provides twelve keys associated to the twelve functions of traditional keyboards, an "Fn” key that activates further specific functions and the "Win” key.
  • the latter might also be located in place of a "shift” key of the alphabetic region 1 , and in this latter case in the functional region there might be provided a"www" key for the immediate opening of (access to) Internet.
  • Said “Fn” key can activate the following specific main functions, variable also in connection with the processor features: “Fn+F1” can open the online guide to applications, “Fn+F2” can open an electronic mail management program, e.g. OutLook®; “Fn+F3” can open (an access to) the Internet (save that, as mentioned above, the "www” key be located in place of the "Win” key in the region considered here; in that case such a combination would remain available for specific activations); “Fn+F4" can put the processor in standby; “Fn+F5" can activate printing; “Fn+F6” can increase the brightness of the display e “Fn+FT' can decrease it.
  • a third region 3 which will be referred to as numeric and that is shown magnified in Figure 7, is arranged it also side-by-side to the first region 1 below the second region 2, and it contains exclusively or mainly keys associated to numeric characters.
  • This region is in turn subdivided into two subareas.
  • a first subarea denoted by 31 and shown magnified in Figure 8, it provides the keys associated to numeric characters and to calculus ones.
  • Said subarea 31 allows immediate and direct access to all numeric and calculus functions, symbols for main currencies included.
  • the rightmost symbol "-" is equivalent to the underscore "_" ⁇
  • a second subarea 32 shown magnified in Figure 9, contains the keys corresponding to shifting and correction, i.e. the keys allowing erasure, insertions and shifting within the scope of a document or worksheet.
  • the keyboard of the invention may incorporate or anyhow be associated to a so-called “touchpad” 4 or to a “trackbair (not depicted).
  • the keyboard of the invention is shown of a version adapted to a palmtop of extremely reasonable dimensions (e.g., 10" ⁇ 7" or the like).
  • the arrangement of keys advanced allows immediate accessibility to characters and functions and the utmost reduction of use of two or more keys to write the various symbols.
  • the partitioning into three areas, along with an immediate accessibility to the various characters available makes keyboard use easier both for the alphabetic part and, even more, for the numeric and calculation part, in particular to who quite often uses calculation or database sheets (e.g., Microsoft Access ® ).
  • the above-described keyboard is susceptible of being manufactured of compact dimensions and is adaptable, from a dimensional standpoint, to any type of electronic processor.
  • a keyboard configured as described above when produced for a processor for desk use, may be kept within dimensions on average lower than no less than the 30% with respect to the standard currently available on the market, with non-negligible cost reductions. Therefore, said configuration allows a particularly daring dimensional reduction, with a minimal loss of viewability and touchability of the keys.
  • the typing-in of a text (inexperienced typist abilities being equal) with the keyboard described entails a general time reduction of at least the 15%.
  • the creation of an electronic sheet with the presence of (more or less) complex formulas in the various cells can reduce the times of over the 20%.
  • the keyboard of the invention may be equipped with wireless systems (wireless or Bluetooth technology) for communicating with the central unit.
  • Said mode may - among other things - be used for other applications, like, e.g., the gaming one illustrated hereinafter.
  • the keyboard of the invention is also just specifically suitable for recreational and gaming applications, and in particular it is susceptible of being used in the game that will be described hereinafter.
  • Figure 11 shows part of the keyboard of Figure 1 , and precisely the alphabetic region thereof, onto which it has been applied a mask making it suitable for said gaming use described hereinafter.
  • the keyboard will implement also a function of switching the processor just on the gaming mode, and this by means of a suitable direct key or a combination of keys like, e.g., "Fn+F12".
  • the keyboard may also directly have the arrangement of keys shown in Figure 11 , with no need of applying a mask.
  • the game provides a central system generating a random sequence of whole numbers comprised within a predefined range, said numbers appearing or being arranged in the form of a table.
  • the keyboard or portion thereof of Figure 12 reproduces the dimensions of said table - which may also be referred to as "board" - on which the central system or the croupier places the numbers of the draw.
  • Such a keyboard of Figure 12 serves to select, through operation of the corresponding keys, the positions on the board in which it is desirable to play on numbers inserted by means of the numeric keypad of the third region 3 of the keyboard 10, or by means of a suitable numeric keypad depicted in Figure 13.
  • the numeric keypad in Figure 13 allows to select and confirm the numbers by means of the "send" key.
  • Figure 19 shows how the board might appear after the draw of the numbers by the central system in case of setting of one of the three number sets. Board sizes being equal, the more populous the number set, the greater the difficulty of guessing right the number and its position on the board itself.
  • the board may be filled at one go or according to a sequential order, depending on the initial settings of the game.
  • a first option which will be referred to as “full”, fills all squares concomitantly, without the classical draw of one number at the time.
  • a second option which will be referred to as “by square”, fills the squares one by one, following the order of the rows or of the columns.
  • a third option which will be referred to as "by row or column”, fills concomitantly an entire row or an entire column, then turning to the subsequent row or column.
  • a fourth option which will be referred to as "random”, fills the squares (the rows or the columns) one by one, but without following a prearranged order.
  • players can bet on one number in a position or on plural numbers in different positions.
  • players may bet on colors, red or black, as in roulette - in association with the mere squares as well as with the orientations.
  • the numbers that will appear on the board are depicted in red color, whereas the others are in black color (as described hereinafter).
  • the game may proceed as a mere Bingo or a mere lottery draw, or become much more dynamic thanks to the adoption of a suitable "dynamic" board-filling mode, controlled by keys corresponding to the board squares.
  • a suitable "dynamic" board-filling mode controlled by keys corresponding to the board squares.
  • each square of the board is filled according to an initially selected sequence, examined above, and moreover it witnesses, at the filling of said square, the subsequent random or sequential appearance of all the numbers not yet drawn, until the system locks on the selected one.
  • each competitor could, thanks to the keys corresponding to the squares themselves, try to lock the desired numbers in that position, as long as he/she is faster than the other competitors.
  • the system proceeds with the subsequent square in the selected order.
  • a variant is also possible in which winnings are allocated/distributed depending on the initial probability of winning, i.e. on the risk run by the single player or even on the overlapping of bets and wins of the various players, as illustrated by way of example hereinafter with reference to Figure 20.
  • winnings are allocated/distributed depending on the initial probability of winning, i.e. on the risk run by the single player or even on the overlapping of bets and wins of the various players, as illustrated by way of example hereinafter with reference to Figure 20.
  • a jackpot remains for the subsequent round. On the last round, if there still is a residual jackpot, this could e.g. be put at stake among all players by betting on red or black.
  • the invention also refers to a system and a playing mode based on the generation, by electronic processor, of random number sequences, and on the players' option to bet, via the keyboard subject-matter of the invention, on the numbers to be generated, on their arrangement in a reference table and/or on an associated color.
  • the numbers when electronically generated, may be given in sequence for each "draw", giving to each competitor the option of "locking" the sequence on its own number of interest.
  • Top configuration providing: o 6 or 12 palmtops (with customized keyboard) connected (by wireless or Bluetooth technology) to a central system (it also with the same technology and customized keyboard); o battery charging supports; o game development software.
  • the customized keyboard provides 60 keys subdivided into two blocks; optionally, there could be provided a greater number of keys or the use of a numeric keypad. Moreover, there may be required an external mouse or a touchpad.
  • the right-side block is for selecting the numbers on which one intends to bet.
  • the left-side block of the keyboard is for the player to:
  • the right-side block of the keyboard is for the player to:
  • Figure 14 shows the layout of the central board appearing on video and/or on palmtops; it is subdivided into 49 squares, wherein:
  • square A1 starts: the numbers of the set run (randomly) for a maximum time (set by players at the system initialization stage) e.g. of 15 seconds, then automatically progressing to the next square and so on, down to the last square; • at the system initialization stage, players can decide whether to leave all to chance or to allow each user to try, with the single keys of the keyboard (or optionally with a remote control) to lock the search for the number on that selected by the same player, as mentioned in the preceding Section 1 and detailed hereinafter.
  • Said step of locking the selected numbers may optionally be carried out with a remote control that could (substantially) reproduce the left-side portion of the keyboard and have a size of about 5"x5".
  • a strike entails 53130 combinations in a 25-number set, 376992 in a 36-number set, above 43 millions in a 90-number set.
  • Each bag for the players contains tags bearing: seven combinations, corresponding to: red, black, one, two, three, four and strike (or five); 90 numbers, 1 to 90, which could be also partially used; the fictitious name (e.g.: Rossi, Bianchi, etc.) that chance assigns to the player, reproduced in two copies as one will be put on the mat and the other one held by the player.
  • the "caller" bag contains:
  • Said tags correspond to the squares and orientations above, substantially reproducing the keys of the left-side block of the palmtop keyboard; more specifically, there are: o five letters, A to E, for the availability of the vertical columns; o five numbers, 1 to 5, for the availability of the horizontal rows; o two alphanumerics, F1 and F2, for the diagonals; o 60 tags for the availability of the single squares, with alphanumeric indications (A1 , B1 , C1 , ...
  • E5 corresponding, as mentioned hereto, to the keys of the left-center portion of the keyboard; ultimately, they are 25, A1 to E5, for the horizontals (rows), as many for the verticals (columns) and 10 for the diagonals, of which 5 for the F1 one (A1 , B2, C3, D4, E5) and 5 for the F2 one (A5, B4, C3, D2, E1).
  • Player in said column it is inserted the player's name tag; except for one or more players/teams withdrawing from (or exiting) the game, said placing remains fixed throughout the game;
  • the system already contains (fictitious) names of players and teams; hence, it will be necessary to indicate which and how many players will play, and whether they be grouped in team. For this purpose, a table is given on which such a choice could be performed.
  • the system proposes three options for the set of numbers on which to play: Standard (25 numbers), Vegas (36 numbers), Over (90 numbers). Therefore, said choice will have to be made; if no choices are made, the system proposes (by default) the Standard version.
  • the duration depends on the following factors: o running time of the numbers on the single square, which also determines how many numbers per second run by, i.e. the running rate; o running mode of the numbers on the single squares of the central board.
  • the running mode which may be: o by square, i.e., first of all square A1 , at the end of the running square A2, then square A3 and so on in an orderly manner for all squares; o by row or by column, i.e., row 1 starts, at the end row 2, then row 3 and so on; o all together or full, i.e., all squares start and end concomitantly; o random, the systems starts from any one square of its choice, then proceeds to the next one and so on, without observing the sequence of squares, rows or columns; this mode can be interesting and entertaining, in particular when palmtops or remote controls are available.
  • orientations - i.e., horizontal, vertical, diagonal - are allowed; evidently, if the players are 12 the system automatically decides for the total of the orientations, if they are 10 the system can automatically exclude diagonals, otherwise (for a number of players lower than 10) it could be decided whether and which orientations to exclude. In case it were decided to play on squares, regardless of the number of players, such a choice will be opted for; it is preferable to use the latter if the number of players is lower than 8.
  • the bank could decide how to distribute it (e.g. in alike parts among participants, or by making all bet on red or black, etc.);
  • the caller becomes an actual croupier and is the 13th player; he/she substantially utilizes the ante (initial bets; kitty) as his/her own endowment and pays winnings in connection to bets, cashing in or losing in person (the bank loses).
  • a rather high running rate e.g., of ⁇ 5 numbers/sec.
  • the caller will be in charge of the following game-starting activities: o distributing the tag-containing bags to the single players, and optionally forming the teams; team-forming may be agreed upon (players gathering into a team) or random; in this latter case it will be the caller who draws the name of the team from his/her own bag, assigning it (clockwise or counterclockwise) to each player.
  • tags/squares are sold at a minimum or base price; the draw is blind, directly from the bag containing them;
  • tags/squares alternate by blind sale (not knowing the tag that is extracted after the knocking down) and by open-bid sale, meaning that the tag is first drawn and then put up for auction;
  • negotiations can start among players to acquire or exchange tags in order to complete an orientation (the price could not be higher than that paid at the auction stage);
  • first round o bids are made by placing on the mat (in the row belonging to the single player), the orientation or the squares, the combination betted on and the numbers selected; o barring different agreements, each player may bet on a maximum of 5 numbers for any score; e.g. he/she may play for a two by betting on 5 numbers; o upon completing the bets (which will have a set value in case it is provided not a multiplier with respect to the value of the bet, but rather a percentage sharing of the available Jackpot):
  • the selection will be entirely automatic; at the end of the selection, the system automatically calculates the value of the shares to be distributed to the winners and the value to be set aside for the jackpot;
  • Croupier role may be assigned to the various players, by turns. 3.2.2 Top- or mid-configuration game
  • the caller will be in charge of the following game-starting activities: o distributing the palmtops and optionally forming the teams with the same rules mentioned in the foregoing, effecting optional modifications to the system; o when playing on orientations, the caller sets up the start function and, after 5 seconds (to give time to use his/her own keyboard to the caller as well), players may try to conquer a row or a column or a diagonal by means of the customized keyboard; when players are 12, the keyboard of the player who conquers an orientation will lock, since all should avail themselves of an orientation; when they are less than twelve, after the first assignation the system starts again to allow the quicker and more skilled to conquer another orientation; alternatively, the game may be carried on by putting the single orientations up for auction, taking care that each one has at least one orientation; o when playing on squares (advisable when -
  • the system assigns with random criteria one square for each player (with a maximum of eight) or, in case of teams, two for each team (with a maximum of eight);
  • the sale should be open-bid, i.e. it is singled out a square that is put up for auction;
  • negotiations can start among players to acquire or exchange tags in order to complete an orientation (the price could not be higher than that paid at the auction stage);
  • the first round is started: o bets are entered (inputted) by single players, directly from their own terminal; o barring different agreements, each player may bet on a maximum of 5 numbers for any score; e.g. he/she may play for a two by betting on 5 numbers; o upon completing the bets (which will have a set value in case it is provided not a multiplier with respect to the value of the bet, but rather a percentage sharing of the available Jackpot): - the system is started (by the start function) for a random search of the numbers for each square, in connection with the choices made at the initialization stage; players will be allowed to try locking their own number on the single square;
  • the system automatically calculates the value of the shares to be distributed to the winners and the value to be set aside for the jackpot;
  • the single player/team may sell one or more tags/squares:
  • tags/squares and then the orientations are sold.
  • a player could have, e.g., row 1 and four squares, of which only two belonging to row 1 ; the ownership of said items forms the endowment capital, which can bear fruit owing to other people's winnings, irrespective of personal winning.
  • Said capital, through the exchange and/or sale of tags/squares, may be consolidated or give rise to greater availability of liquidity.
  • tags/squares allow, as observed hereto, to make a profit even on other people's winnings.
  • aggregated points two, three, four, strike
  • the winner should pay an AWT (Aggregated Winning Tax) ranging from 5 to 20% of the overall winning according to the following scheme (said values could be confirmed or varied at the system initialization stage):
  • the winner will pay the AWT corresponding to the percentage defined, and said share will be subdivided between the owners of the tags/squares not owned by the winner; e.g., in the case of a three made on an entire horizontal, if the numbers come out on squares owned by others, winner pays 10% of the overall winning to owners of said tags/squares.
  • the probability of having to pay the AWT increases on combinations involving more than three squares (four and strike), whose ownership not necessarily may be prerogative of a single player or of a single team if the number of squares is greater than three.
  • the setting up of a closed fund by contribution is possible in case single players or a number of teams greater than two are in the game.
  • the bonds have variable (therefore not fixed) yield in connection to the winnings accrued and/or to the AWT collected.
  • the casino version differs from the family one essentially owing to the speculative nature of the operation; in fact, in it:
  • system initialization is just a communication and cannot be agreed upon among the players; the jackpot may exist, yet on average it will not exceed the 20% of the unawarded bets, and in this case it will be added to subsequent bets; at the end of the game the unawarded jackpot remains anyhow bank's property;
  • the game proceeds as described above, except for the number-locking opportunity, which the croupier may allow, e.g., for one round out or five, or not allow at all.
  • the game is against the computer, which automatically performs the initialization.
  • the game begins with the inserting of the first coin, corresponding to the minimum bet, by which one is entitled to a random assignation of three squares or single orientations.
  • the player may purchase other squares, up to a maximum of 15 (equal to 60% of the total) or single orientations, up to a maximum of 7; the purchase may occur:
  • the squares/orientations thus purchased are valid for (e.g.) 5 rounds, or until depletion of their value in the case of a winning that clears the machine.
  • the player may make a maximum of three bets; • player's choices are led through a video presentation of suitable masks in sequence, asking: o the type of combination selected; o the color or the numbers; o the position; o the bet;
  • the information system for managing the game developed in a suitable programming language and with a pleasant interface, provides menus (with related submenus) and functions that will be illustrated hereinafter. From a graphic standpoint it may, e.g., appear as in Figure 17, showing the main mask during the game and reporting the single players' bets. Figure 18 shows in greater detail the central board with drawn numbers.
  • menus and functions are summarily disclosed. The functions are:
  • the initialize menu provides the following submenus: • Teams and Players;
  • Players containing: o Player Name; the names are already present in the table, and are fictitious; o Active flag; The system proposes by default said flag as active; then, if not all twelve players take part (or someone resigns) the field is deactivated;
  • Betting options allows to exclude or not to exclude some orientations and/or settings; the system proposes by default the flags as active, therefore when it is decided to exclude one or more thereof, the corresponding field is deactivated.
  • the Rules menu provides the following submenus:
  • the running time i.e., how long the numbers will run on the central board; it depends on the running rate of the numbers on each square and on the running mode; it may be defined by the players or calculated automatically by flagging the option “calculate min. time for all numbers", thereby determining also the "max round duration (m:s)";
  • the running mode of the numbers on the single squares of the central board it may be: o by square, i.e. first square A1 , at the end of the running square A2, then square A3 and so on in an orderly manner for all squares; o by row or by column, i.e., row 1 starts, at the end row 2, then row 3 and so on; o all together or full, i.e., all squares start and end concomitantly; o random, i.e., the system starts from a square of its choice, then proceeds to the next one and so on, without observing the sequence of the squares, rows or columns; this mode can be interesting and entertaining, in particular when palmtops or remote controls are available.
  • Color assignation indicates the minimum amount of numbers of the same color for which a bet on color is taken for granted; the system indicates three by default, but it is possible to make the betting more difficult by flagging four or even to five numbers of the same suit.
  • Winnings distribution may be by weight or by multiplier.
  • Repurchase orientation there can be set every how many rounds to proceed with repurchase of orientations.
  • the system determines the percentage on the total jackpot to be awarded at each winning combination; if no choices are made, the system assumes the preset percentages, otherwise the latter will be defined by the players. In case one or more points are not awarded, the related share forms the jackpot for subsequent rounds; it is added to the bets of the subsequent round to form the related jackpot, and so on.
  • the caller becomes an actual croupier and may also represent the 13 th player; the caller substantially uses the ante (initial bets; kitty) as his/her own endowment, and pays the winnings in connection with the bets, cashing in or losing in person (bank loses).
  • the option of locking the running of the numbers is not allowed or the running rate is rather high (e.g.: from 5 numbers/second up).
  • the Bank menu provides Cash desk and Assignation.
  • orientations are assigned to players/teams.
  • the assignation may be carried out:
  • This step is carried out: • in the low configuration, after the single players have placed on the mat their bets with the related numbers;

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  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Input From Keyboards Or The Like (AREA)
  • Electrophonic Musical Instruments (AREA)

Abstract

L'invention concerne un clavier (10) apte à être associé à un processeur électronique, comprenant une pluralité de touches (100), l'agencement desdites touches (10) étant organisé dans au moins les trois régions distinctes suivantes : une première région alphabétique (1), contenant exclusivement ou principalement des touches associées à des caractères alphabétiques; une deuxième région fonctionnelle (2), agencée côte à côte avec ladite première région (1) et contenant exclusivement ou principalement des touches associées à l'activation de fonctions; et une troisième région numérique (3), agencée elle aussi côte à côte avec ladite première région (1) en contrebas de ladite deuxième région (2) et contenant exclusivement ou principalement des touches associées à des caractères numériques.
PCT/IB2007/050379 2006-02-14 2007-02-05 clavier pour processeur électronique WO2007093933A2 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
ITRM2006A000072 2006-02-14
ITRM20060072 ITRM20060072A1 (it) 2006-02-14 2006-02-14 Tastiera per elaboratore elettronico

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WO2007093933A2 true WO2007093933A2 (fr) 2007-08-23
WO2007093933A3 WO2007093933A3 (fr) 2008-05-22

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP2290502A1 (fr) 2009-08-25 2011-03-02 Giga-Byte Technology Co., Ltd. Procédé de contrôle et système de contrôle l'utilisant
WO2015170225A1 (fr) * 2014-05-07 2015-11-12 Sofokleous Petros Appareil de jeux en ligne et procédé d'utilisation de cet appareil

Citations (4)

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EP2290502A1 (fr) 2009-08-25 2011-03-02 Giga-Byte Technology Co., Ltd. Procédé de contrôle et système de contrôle l'utilisant
WO2015170225A1 (fr) * 2014-05-07 2015-11-12 Sofokleous Petros Appareil de jeux en ligne et procédé d'utilisation de cet appareil

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