WO2008091180A2 - Procédé d'organisation et d'apprentissage d'un jeu - Google Patents

Procédé d'organisation et d'apprentissage d'un jeu Download PDF

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Publication number
WO2008091180A2
WO2008091180A2 PCT/RU2008/000012 RU2008000012W WO2008091180A2 WO 2008091180 A2 WO2008091180 A2 WO 2008091180A2 RU 2008000012 W RU2008000012 W RU 2008000012W WO 2008091180 A2 WO2008091180 A2 WO 2008091180A2
Authority
WO
WIPO (PCT)
Prior art keywords
game
balls
gaming
playing
computer
Prior art date
Application number
PCT/RU2008/000012
Other languages
English (en)
Russian (ru)
Other versions
WO2008091180A3 (fr
Inventor
Vladimir Aleksandrovich Bazhenov
Original Assignee
Bazhenov Vladimir Aleksandrovi
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 Bazhenov Vladimir Aleksandrovi filed Critical Bazhenov Vladimir Aleksandrovi
Publication of WO2008091180A2 publication Critical patent/WO2008091180A2/fr
Publication of WO2008091180A3 publication Critical patent/WO2008091180A3/fr

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63DBOWLING GAMES, e.g. SKITTLES, BOCCE OR BOWLS; INSTALLATIONS THEREFOR; BAGATELLE OR SIMILAR GAMES; BILLIARDS
    • A63D15/00Billiards, e.g. carom billiards or pocket billiards; Billiard tables
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • G09B19/003Repetitive work cycles; Sequence of movements
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63DBOWLING GAMES, e.g. SKITTLES, BOCCE OR BOWLS; INSTALLATIONS THEREFOR; BAGATELLE OR SIMILAR GAMES; BILLIARDS
    • A63D15/00Billiards, e.g. carom billiards or pocket billiards; Billiard tables
    • A63D15/006Training or aiming arrangements on billiard tables

Definitions

  • the present invention relates to games, and in particular, to methods for implementing and teaching a game, for example, balls,
  • the method can be used both directly in the implementation (conduct) of the game, and in the learning process of the game.
  • the method allows to conduct games, as well as gaming competitions between remote opponents, while making moves on the screen of the video monitor with computer models of game figures. 5
  • information about moves is transmitted over a computer network.
  • the method does not allow playing games with material game objects.
  • the method consists in disseminating information on computer networks of information characterizing electronic objects of the game, while simultaneously distributing video recordings of the game of real objects through respective networks5.
  • the method allows the game to be played on video monitors, using rather complex objects of the game, for example, electronic models of racing cars. Moreover, the method is intended for playing on video monitors, when electronic objects of the game are “interconnected” with each other, as well as with electronic models of really existing material objects.
  • the players are behind the playing fields - screens of video monitors connected to a computer network, while the players move electronic objects of the game on the screens.
  • information about the spatial characteristics of the material objects of the game is introduced into a computer network.
  • this information is processed on a computer and on its basis electronic models of material game objects displayed on video monitors are reproduced.
  • the method maximally brings the game on video monitors to real games.
  • the disadvantage of this method is that it is not intended for performing game actions (making moves) with material objects, including for playing with material objects and learning with the help of material objects at a distance.
  • the problem solved by the invention is the expansion of technical means both for conducting (implementing) distance games (games for remote participants from each other) and for teaching games.
  • the technical result in the present invention is achieved by creating a method of implementation and training of the game, in which the game is carried out on the playing places, each of which is equipped the same playing fields and material objects, for example, balls, as well as robots for installing objects on the playing field, computers and communication channels, while during the game using technical means on the playing fields determine the coordinates of material objects, the arrangement of which the robot performs on the basis of information about the coordinates of material objects obtained through the communication channel.
  • the technical result is also achieved due to the fact that in the course of the game, video is filmed of situations on the playing fields and the coordinates of material objects are determined by computer processing of the obtained video information.
  • FIG. 1 shows a schematic illustration of a system for implementing the method
  • FIG. 2 - shows the game situation on the game table when playing with material objects, for example, balls;
  • FIG. 3 shows a schematic illustration of a playing place when playing with material objects, for example, balls. The best option for implementing the proposed method.
  • the method can be implemented using a system for implementing and teaching a game, which contains a computer network 1, with communication channels 2, connected to the gaming places 3 located in the gaming rooms 4.
  • Players 5 are located at the same time in the gaming places 3.
  • Computer network 1 includes a server 6, designed to control the processes of the game and training.
  • Software 7 is designed to control the game and all processes associated with the game and includes operating systems, game programs, robot control programs, service and other programs.
  • a playing field made in the form of a gaming table 8, with balls 9, and cue 10, a demonstration screen 1 1, a computer 12, a video camera 13, a robot 14, a microphone 15.
  • the computer network 1 contains information on the coordinates of the balls 17.
  • the method of playing a game or teaching a game as applied to playing balls on game (fields) tables can be implemented as follows:
  • gaming rooms 4 In a number of cities, for example, in cities of different countries, in the gaming rooms 4, there are organized gaming places 3 for playing balls 9 on gaming tables 8.
  • players 5 In the game rooms 4, in addition to the game places 3, players 5 organize places for other persons, including spectators.
  • a server 6 is located in the room allotted for this purpose. It is intended for computer support of the game and training processes.
  • Computer network 1 includes a server 6, computers 12, software 7, communication channels 2, connected to the gaming places 3 and other electronic devices.
  • Game places 3, as well as game rooms 4 in all cities are equipped with the same equipment.
  • Each playing place 3 there is a gaming table 8 with a set of balls 9 and cue 10.
  • Each playing place 3 is equipped with a demo screen 11, which can be used as a plasma panel designed for
  • the playing place 3 is also equipped with a computer 12 and a related digital video camera 13 mounted above the gaming table 8 with the possibility of high-quality video recording of the game process on the gaming table 8 (playing field).
  • the gaming site 3 is also equipped with a robot 14 controlled by a computer 12.
  • the robot 14 is designed to install balls 9 on the gaming table 8 at the coordinates specified by the computer 12.
  • the camcorder 13 is designed to video game situations 16 that occur on the gaming table 8 during the game or training.
  • Information on the coordinates of the balls 17 is recorded using a video camera 13 and transmitted via communication channels 2 to a computer network 1, where they are stored on computers 12 and server 6.
  • All gaming tables 8 involved in the game or training are made the same, i.e. the same model, made using the same technology (preferably from the same manufacturer), have the same geometric dimensions and mechanical characteristics.
  • the first player 5 starts the game in the first gaming room 4, making a move by moving the material objects of the game (balls 9) using cue 10 on the first gaming table 8.
  • Ball 9 sets in motion other balls 9, which begin to roll along the first gaming table 8, changing its spatial characteristics
  • the balls 9 can collide or even leave the limits of the first gaming table 8 (for example, falling into the pocket of the gaming table). After the balls 9 are completely stopped on the first game table 8, a new game situation 16 arises. Everything that happens on the first game table 8 is recorded using a video camera 13, which continuously video shoots the game process in the first game room 4. Thus obtained digital video information by communication channels 2 enters the computer network 1, where it is stored on the server 6.
  • the computer 12 serving the first gaming table 8 using software 7 captures the moment the balls 9 completely stop on the first gaming table 8 and determines the coordinates of the balls 9 relative to the first gaming table 8.
  • the first player 5 continues the game until he breaks any standard rules of the game, which leads to the transfer of the turn to the second player 5 (for example, when playing in the pool, player 5 does not hit ball 9 on any ball on the game table 8 )
  • Everything that happens in the first game room 4 is constantly displayed in the second game room 4 on the demonstration screen 11, for example, in the form of a plasma panel, where video information from the video camera 13, as well as sound from the microphone 15 from the first game place 3 are continuously transmitted through the communication channels 2 .
  • the second player 5, located in the second gaming room 4, as well as spectators and other interested parties (judges, organizers of the competitions) located in the second gaming room Room 4 have the opportunity to observe and hear everything that happens in the first playing place 3 in real time.
  • the video camera 13 located directly above the game table 8 makes a video of the game situation 16 on the first game table 8.
  • the video information obtained in this way via the communication channel 2 is put into a computer 12 located on the first game site 3 in the first game room 4.
  • Computer 12, using software 7, processes the video information received from the first game table 8 and calculates the coordinates of all the balls 9, located on the first gaming table 8.
  • the computer 12 controls the robot 14 located directly above the gaming table 8.
  • the robot 14 arranges the balls 9 on the second gaming table 8 in accordance with the information about the coordinates of the balls
  • the second player 5 continues the game in the second gaming room 4, making a move by moving the material objects of the game (balls 9) using cue 10 on the second gaming table 8.
  • the move is that the second player 5 hits cue 10 on one of the balls 9, setting it in motion.
  • Ball 9, drives other balls 9, which begin to roll on the second gaming table 8, changing their spatial characteristics (coordinates).
  • the balls 9 can collide or even leave the limits of the second game table 8.
  • a new game situation 16 arises on the second game table 16.
  • Everything that happens on the second game table 8 is recorded using a video camera 13, which continuously videos the game process in the second playing room 4.
  • the computer 12 that serves the second gaming table 8, by means of software 7 detects a stop point balls 9 on the second gaming table 8, and determines the coordinates of the balls 9 with respect to the second gaming table 8. 5 second player continues to play until one long as it does not violate some standard rule of the game, leading to the transfer of the turn to the first player 5.
  • the first player 5, who is in the first game room 4, as well as spectators and other interested persons (judges, organizers of the competitions) who are in the first game room 4, are able to observe and hear everything that happens in the second game room 3 in real time.
  • the system performs the following actions, similar to transmitting information from the first player to the second, namely:.
  • the video camera 13 located directly above the gaming table 8 makes a video of the game situation 16 on the second gaming table 8.
  • the received video information via the communication channel 2 enters the computer 12, located on the second gaming site 3 in the second gaming room 4.
  • Computer 12 using the software 7 processes the video information received from the second gaming table 8 and calculates the coordinates of all the balls 9 located on the second gaming table 8.
  • the computer 12 controls a robot 14 located directly above the gaming table 8.
  • the robot 14 arranges the balls 9 on the first gaming table 8 in accordance with the information on the coordinates of the balls 17 obtained through the information network 1 from the second gaming table 8.
  • the first player 5, located in the first gaming room 4 at the first gaming table 8 can begin to execute his move.
  • the game according to the proposed method is practically no different from the game when the players play at the same gaming table in the same gaming room.
  • the coordinate origin of the balls 9 is located in the lower left corner of the game table 8.
  • the coordinates of material objects on the game table 8 along the X axis increase from left to right, the coordinates of material objects along the Y axis increase from bottom to top. ! 5
  • the coordinates of the balls 9 are determined using a video camera 13, by computer processing, the resulting video information using software 7.
  • the 9-foot tournament table for the “American Saw” has the dimensions of the playing field: length (along the X axis) - 2540 mm, width (along the coordinate axis Y) - 1270 mm. Balls for playing "Pull” have a diameter of 57.2 mm.
  • the coordinates of the balls thus determined on one gaming table 8 are transmitted via communication channels 2 of the computer network 1, through the computer 12 to the robot 14 without distortion. 15
  • the accuracy of modern robots allows you to set balls with an error of one thousandth of a millimeter.
  • the teacher who may be in one of the gaming rooms 4, addresses the remote players 5 using the microphone 15.
  • the audio information from the microphone 15 through the communication channels 2 through the computer network 1 is supplied to the demonstration screens of 11 players 5.
  • players 5 have the opportunity to work out the same blows with cue 10, while repeatedly playing the same game situations 16 on the game table 8 with the help of robot 14.
  • the robot 14 can sequentially create different educational game situations on the game table 16, information about which is previously entered into the computer network 1.
  • Gaming situations can also be fully simulated using a computer and played on the playing field. Game situations can be simulated by a computer during player training.
  • the computer can serve as a sparring partner of the player.
  • the computer when implementing the proposed method, can act as a real rival and even a participant in official competitions in billiards, pool.
  • a computer model can be created that describes both individual moves, for example, the movement of balls 9 on the gaming table 8, and everything that happens in the gaming room 4.
  • a computer model can be performed using the well-known 3D technology.
  • video and audio information (the sound of colliding balls, voices in the playing room) about each perfect move is processed by computer 12 using the above computer model and converted into computer information that is distributed over the computer network 1.
  • the completed move (a whole batch) in the form of a computer cartoon can be visually and acoustically reproduced)).
  • the communication channels 2 of the computer network 1 can serve as communication channels of the global Internet.
  • the control server 6 can be hosted on the Internet.
  • Under the video when implementing the method it is necessary to understand all possible options for analog or digital video. In addition to video shooting, other methods for determining the coordinates of the balls are possible.
  • optical electronic device such as a laser or multiple lasers
  • standard or original software can be used, designed not only to determine the coordinates of the balls, but also to recognize the balls.
  • robots can be used, including portal-type robots equipped with devices for determining coordinates and recognizing balls.
  • the robot can be equipped with a control computer built into it.
  • a separately located computer controls the robot via a communication channel.
  • the robot at the same time, in in turn, can be equipped with a computer or microprocessor.
  • Video recording of situations on the playing fields can be done not constantly, but periodically, since for the implementation of the method 5 as described above, it is sufficient to obtain information only about the motionless (already stopped) balls.
  • the method can be implemented when hundreds of gaming rooms in various cities and countries are connected by a single information network.
  • each j about the playing area there can be several playing places.
  • On each playing place one or several playing fields can be placed.
  • playing fields in the form of tables is a private form of execution. 5
  • the method applies to all games with balls, while the playing field can be on the floor (in the hall or in the room) or on the ground, on the court (cricket, mini-golf).
  • the industrial applicability of the invention is determined by the fact that the technical means used are individually tested in technology and have shown their efficiency and feasibility.

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  • Engineering & Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Educational Administration (AREA)
  • Signal Processing (AREA)
  • Entrepreneurship & Innovation (AREA)
  • Physics & Mathematics (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Educational Technology (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Numerical Control (AREA)
  • Processing Or Creating Images (AREA)

Abstract

Ce procédé d'organisation et d'apprentissage d'un jeu peut s'utiliser soit directement pendant le déroulement (l'organisation) d'un jeu soit lors d'un processus d'apprentissage de jeu lorsque les participants se trouvent à une certaine distance les uns des autres. Le procédé d'organisation et d'apprentissage d'un jeu consiste à mener le jeu dans des places de jeu, chaque place de jeu étant dotée de champs de jeu et d'objets matériels identiques, par exemple, de balles, ainsi que de robots destinés à la mise en place de balles sur le champ de jeu, d'ordinateurs et de canaux de communication. Pendant le jeu, on détermine avec des moyens techniques les coordonnées des balles dont le positionnement est effectué par le robot sur la base des informations sur les coordonnées des balles obtenues via le canal de communication.
PCT/RU2008/000012 2007-01-17 2008-01-16 Procédé d'organisation et d'apprentissage d'un jeu WO2008091180A2 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
EA200700392 2007-01-17
EA200700392A EA200700392A1 (ru) 2007-01-17 2007-01-17 Способ осуществления и обучения игре

Publications (2)

Publication Number Publication Date
WO2008091180A2 true WO2008091180A2 (fr) 2008-07-31
WO2008091180A3 WO2008091180A3 (fr) 2009-02-26

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Application Number Title Priority Date Filing Date
PCT/RU2008/000012 WO2008091180A2 (fr) 2007-01-17 2008-01-16 Procédé d'organisation et d'apprentissage d'un jeu

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EA (1) EA200700392A1 (fr)
WO (1) WO2008091180A2 (fr)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN101628174B (zh) * 2009-08-18 2011-04-27 刘铮 自动畸变校正的斯诺克台球桌面坐标的提取方法

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108513001A (zh) * 2018-03-15 2018-09-07 湖南欧本龙精工科技有限公司 利用网络操控机器人打台球的系统及方法

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4882676A (en) * 1988-09-09 1989-11-21 Kop Andrew R Van De Method and apparatus for rating billiard shots and displaying optimal paths
DE4039315A1 (de) * 1990-12-10 1992-06-11 Nsm Ag Lern- und spielvorrichtung fuer ball- und kugelspiele
US5342041A (en) * 1993-02-05 1994-08-30 Aaron Agulnek Guiding system for athletes
FR2804879A1 (fr) * 2000-02-10 2001-08-17 Thierry Lecoq Billard interactif
RU2001127726A (ru) * 2001-10-15 2003-07-20 Александр Анатольевич Тарасов Способ обучения игре в бильярд

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4882676A (en) * 1988-09-09 1989-11-21 Kop Andrew R Van De Method and apparatus for rating billiard shots and displaying optimal paths
DE4039315A1 (de) * 1990-12-10 1992-06-11 Nsm Ag Lern- und spielvorrichtung fuer ball- und kugelspiele
US5342041A (en) * 1993-02-05 1994-08-30 Aaron Agulnek Guiding system for athletes
FR2804879A1 (fr) * 2000-02-10 2001-08-17 Thierry Lecoq Billard interactif
RU2001127726A (ru) * 2001-10-15 2003-07-20 Александр Анатольевич Тарасов Способ обучения игре в бильярд

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN101628174B (zh) * 2009-08-18 2011-04-27 刘铮 自动畸变校正的斯诺克台球桌面坐标的提取方法

Also Published As

Publication number Publication date
WO2008091180A3 (fr) 2009-02-26
EA200700392A1 (ru) 2008-10-30

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