WO2009004457A1 - System, method and video game program for distributing contents of a sports event over a communication network - Google Patents

System, method and video game program for distributing contents of a sports event over a communication network Download PDF

Info

Publication number
WO2009004457A1
WO2009004457A1 PCT/IB2008/001721 IB2008001721W WO2009004457A1 WO 2009004457 A1 WO2009004457 A1 WO 2009004457A1 IB 2008001721 W IB2008001721 W IB 2008001721W WO 2009004457 A1 WO2009004457 A1 WO 2009004457A1
Authority
WO
WIPO (PCT)
Prior art keywords
data
video game
game program
sports event
client device
Prior art date
Application number
PCT/IB2008/001721
Other languages
French (fr)
Inventor
Domenico Palmisani
Original Assignee
Domenico Palmisani
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 Domenico Palmisani filed Critical Domenico Palmisani
Priority to EP08776316A priority Critical patent/EP2160224A1/en
Publication of WO2009004457A1 publication Critical patent/WO2009004457A1/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/552Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8017Driving on land or water; Flying

Definitions

  • the present invention relates to a system and a method for distributing contents of a sports event over a communication network.
  • the present invention relates to a video game program that is capable of updating its own game context based on a remote event.
  • the present invention relates to a video game program adapted to receive telemetric data about a sports event for generating a game context that virtually represents such sports event and is designed to be displayed on a remote device.
  • video-game manufacturers particularly aim at adding interest and attractiveness to their video game "products", by recreating increasingly realistic scenes, environments, sounds for the player action, by means of more and more refined graphic interfaces, capable of reproducing a variety of environments and atmospheres, from battlefields to a
  • MotoGP circuits with high fidelity to reality Formula One or MotoGP circuits with high fidelity to reality.
  • current sports event simulating games e.g. simulating vehicle, i.e. car or motorcycle, races
  • simulating vehicle i.e. car or motorcycle
  • races involve a combination of a simulated track and a simulated vehicle, in which the simulated track faithfully reproduces the characteristics of the real track, whereas the simulated vehicle is modeled on the real capacities and performances of a real vehicle.
  • the video game program can both generate and display the simulated track and vehicle and allow setting of multiple vehicle parameters.
  • the simulated vehicle may be configured for the various simulated tracks, by selecting certain configuration parameters, such as tire hardness, incidence of aerodynamic bodies, spring modulus, shock absorber stiffness, gear speed, braking strength distribution, and many more.
  • the player controls a simulated vehicle through a user interface, to challenge other simulated vehicles controlled by the program.
  • some video game programs use an Internet connection to allow multiple player games, in which each player controls his/her own vehicle for an even more exciting competition.
  • the object of the present invention is to provide a system for distributing contents of a sports event over a communication network, such contents being designed to be used by a video game program while the sports event is in progress.
  • the object of the present invention is to obtain data about objects that take part to real sports competitions to use such data in video games so that real parameters can be imparted to the simulated elements, for the player to be able to challenge its virtual competitors, with the latter using real data.
  • this object is fulfilled by a system and a method for distributing contents of a sports event over a communication network as defined in claims 1 and 10 respectively, as well as a sports vehicle competition video game program as defined in claim 14.
  • the present invention provides a system, a method and a video game program capable of retrieving telemetric data from racers of sports competitions, such as Formula one, Grand Prix races, rallies, Nascar races, etc. and apply it to video game simulated racers to impart real coordinates to virtual objects against which the player can compete.
  • racers of sports competitions such as Formula one, Grand Prix races, rallies, Nascar races, etc.
  • the present invention allows the user/player to race against live racers by interacting through the video game responsively to real-time actions of the live racers during the sports event.
  • numeral 1 generally designates a system for distributing contents of a sports event over a communication network 2.
  • the contents are designed to be displayed on a screen 3 of a client device 4.
  • the client device 4 may be a game console (Xbox, PlayStation 2, PlayStation 3, PsP, ecc.) a personal computer or a cell phone.
  • a game console Xbox, PlayStation 2, PlayStation 3, PsP, ecc.
  • the system 1 comprises:
  • a telemetric sensor 5 associated with a real object 6 taking part to the sports event, such sensor 5 being adapted to transmit first data Dl representative of the dynamics of such object 6 while said sports event is in progress;
  • a telemetry system 7 designed to be operably connected to said telemetric sensor 5 for receiving said first data Dl from said telemetric sensor, said server 7 being able to store such first data Dl;
  • the client device 3 is designed to be operably connected with the telemetry server 7 over the communication network 2.
  • the client device 3 in turn comprises a video game program 9A capable of generating a simulated representation 9 of the sports event, in which said video game program 9A, in use, i.e. when it can be seen on the screen 3 by a user/player, has at least one virtual element 10 designed to be controlled by a player and at least one virtual element 11 designed to be controlled by said video game program 9A.
  • the video game program 9A has control means 12 for controlling the position of said virtual element 11, which is determined based on said second data D2. It shall be noted that these control means 12 may be implemented both in hardware form, by appropriate devices, and by software modules integrated in the video game program 9A.
  • the client device 3 is in communication with said server 7 over the communication network 2, which preferably is the Internet but may alternatively be the terrestrial digital network or the GSM mobile telephony network or possibly a satellite connection.
  • the communication network 2 which preferably is the Internet but may alternatively be the terrestrial digital network or the GSM mobile telephony network or possibly a satellite connection.
  • the object 6 taking part to the sports event may be a vehicle, such as a car, a motorcycle, a truck, but also a boat or the like and that the sports event is a sports competition among multiple vehicles as mentioned above.
  • the server will comprise:
  • the means 8 in turn include further means 15 for storing said second data D2 and means 16 for transmitting said second data D2 to said client device
  • the means 8 for generating second data D2 based on said first data Dl may be implemented directly in the server 7 or may include a separate hardware device, external to the server 7, but in signal communication with the latter, as schematically shown in the annexed figure.
  • these means 8 are embodied by a Web server for implementation of both software and hardware required for processing data Dl for generating the data D2 to be transmitted to the client device 4 and storage of the data D2.
  • each object 6 has its own telemetric sensor 5.
  • Each telemetric sensor 5 can detect and transmit to the telemetry server 7 at least one of the following types of data:
  • a parameter to be detected in a motorcycle competition may be the lean angle and parameters detected in a boat competition may include wind velocity and direction.
  • the second data D2 shall be processed to ensure compatibility thereof with the video game program 9A and with the operating system implemented in the client device 3.
  • the control means 12 of the video game program 9A shall include a software agent capable of interpreting said second data D2, such software agent having such characteristics as to be able to establish a signal communication with the server 7.
  • the second data D2 is generated in a data file format comprising at least the following fields :
  • the means 8 are able to receive the first data Dl and process it for generating second data D2, in a format compatible with the video game program 9A loaded in the client device 3.
  • Such format shall contain both information about the geographical coordinates of the object 6 taking part to the sports event, to locate the virtual element 11 controlled by the video game program within the simulated representation 9 of the video game program 9A and data representative of said first data Dl so that said virtual element, in addition to assuming the position of the real object 6 within the video game program, is also controlled by the data that is actually detected by the telemetric sensor 4.
  • the video game program allows the user/player to challenge at least one virtual element 11 that, instead of being controlled according to preset parameters, as is usual in prior art video game programs, is controlled according to the second data D2, which is in turn processed in real time while the sports event is in progress, and is transmitted to the client device 3.
  • connection through the communication network 2 allows the user/player to challenge those that are actually taking part to the sports event, through the video game program 9A.
  • the user/player can establish an Internet connection with the telemetry server 7 through his/her video game program 9A, as is known in the art.
  • the video game program 9A determines which virtual element 10 is managed by the user/player and which and how many virtual elements 11 are managed by the program 9A based on the data D2.
  • the user/player can use the screen 3 of the client device 4 to control his/her virtual element 10 within the simulated representation 9 by means of the selected interface (keyboard, joypad, joystick, etc), and can challenge at the same time, i.e. in real time, the virtual elements 11, that will be managed by the program based on the second data D2.
  • the selected interface keyboard, joypad, joystick, etc
  • the data D2 is required to be used at a later time, e.g. if the user/player cannot be present while the sports event is in progress, then provision is made for the second data D2 to be first stored in the memory 16 of the means 8 and then distributed and used at another time, later than the actual sports event.
  • the client device 4 is also arranged to be connected with other client devices through the communication network 2, thereby forming a network 4A of client devices 4.
  • Each client device 4 of this network 4A has the video game program 9A loaded therein, to allow the users/players to recreate a virtual simulation 9 of the sports event, during which each player controls his/her own virtual element 10 and challenges at the same time other users/players, as well as the virtual elements 11 controlled by the video game program 9A by means of the second data D2.
  • the software agent that is part of the video game program 9 is designed to be able to establish a signal communication both with the server 7 and with the other client devices 4 of the network 4A, thereby ensuring proper synchronization of the contents of the video game programs 9A in each client device 4.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Processing Or Creating Images (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

The present invention concerns a system, a method and a video game program adapted to distribute contents of a sports event (1) over a communication network (2), such contents being designed to be displayed on a client device (4). Particularly, the video game program (9A) is a sports vehicle competition program that is adapted to be loaded in a client device (4), said video game program (9A) having a correspondence with a real sports vehicle competition event, said video game program (9A) having at least one telemetric sensor (5) designed to be associated with at least one respective vehicle (6) taking part to said real sports event for transmitting first data (D1) about said vehicle (6); a server (7) for receiving said first data (D1), said server (7) comprising means (8) for generating second data (D2) based on said first data (D1); at least one client device (4) designed to be connected with said server (7) for controlling access to said second data (D2); said at least one client device (4) having means (12) for generating a simulated representation of said real sports event, wherein at least one virtual element (11) is controllable based on said second data (D2).

Description

Title: "System, method and video game program for distributing contents of a sports event over a communication network."
DESCRIPTION The present invention relates to a system and a method for distributing contents of a sports event over a communication network.
Particularly, the present invention relates to a video game program that is capable of updating its own game context based on a remote event.
More particularly, the present invention relates to a video game program adapted to receive telemetric data about a sports event for generating a game context that virtually represents such sports event and is designed to be displayed on a remote device.
The development of video gaming industry started more than fifteen years ago with the release of the first Nintendo's game console, but reached a key turning point with the advent of the Playstation era, in the middle of the nineties.
Particularly, since the early 2000s the fast growing video gaming industry has mainly focused on continuous technological improvement of video game hardware . Each successive generation of hardware platforms, such as consoles, e.g. from NES to Sega Mega Drive by Nintendo, from Playstation, through PS2 to PS3 by Sony Computer Entertainment, etc. or personal computers has involved considerable progress in terms of both graphic fidelity and gaming quality and speed.
In recent years, the major manufacturers of video game programs have been working with the manufacturers of hardware platforms to explore new technical ways to maintain and increase this growth trend.
It shall be noted that video-game manufacturers particularly aim at adding interest and attractiveness to their video game "products", by recreating increasingly realistic scenes, environments, sounds for the player action, by means of more and more refined graphic interfaces, capable of reproducing a variety of environments and atmospheres, from battlefields to a
Formula One or MotoGP circuits with high fidelity to reality.
In view of such requirement, the need is increasingly felt for greater player involvement.
For this purpose, current sports event simulating games, e.g. simulating vehicle, i.e. car or motorcycle, races, involve a combination of a simulated track and a simulated vehicle, in which the simulated track faithfully reproduces the characteristics of the real track, whereas the simulated vehicle is modeled on the real capacities and performances of a real vehicle. Namely, the video game program can both generate and display the simulated track and vehicle and allow setting of multiple vehicle parameters.
Thus, the simulated vehicle may be configured for the various simulated tracks, by selecting certain configuration parameters, such as tire hardness, incidence of aerodynamic bodies, spring modulus, shock absorber stiffness, gear speed, braking strength distribution, and many more.
Usually, in these video game programs, the player controls a simulated vehicle through a user interface, to challenge other simulated vehicles controlled by the program.
For increased player involvement, some video game programs use an Internet connection to allow multiple player games, in which each player controls his/her own vehicle for an even more exciting competition.
While the above programs provide doubtless advantages, they still cannot solve the greatest problem of video game programs .
Currently available video game programs do not allow players to interact and directly challenge those that actually take part to real sports event. More particularly, no video game program is currently available that can acquire the data of vehicles engaged in a sports event, and simultaneously use the acquired data for managing the simulating vehicles and recreate a simulated representation of the sports event.
In short, players are not allowed heretofore to compete with live racers, but can only compete with virtual racers, that can be at most real players, but are still only players. In view of the above prior art, the object of the present invention is to provide a system for distributing contents of a sports event over a communication network, such contents being designed to be used by a video game program while the sports event is in progress.
More particularly, the object of the present invention is to obtain data about objects that take part to real sports competitions to use such data in video games so that real parameters can be imparted to the simulated elements, for the player to be able to challenge its virtual competitors, with the latter using real data.
According to the present invention, this object is fulfilled by a system and a method for distributing contents of a sports event over a communication network as defined in claims 1 and 10 respectively, as well as a sports vehicle competition video game program as defined in claim 14.
The present invention provides a system, a method and a video game program capable of retrieving telemetric data from racers of sports competitions, such as Formula one, Grand Prix races, rallies, Nascar races, etc. and apply it to video game simulated racers to impart real coordinates to virtual objects against which the player can compete.
Also, the present invention allows the user/player to race against live racers by interacting through the video game responsively to real-time actions of the live racers during the sports event.
The characteristics and advantages of the present invention will appear from the following detailed description of one practical embodiment, which is illustrated without limitation in the annexed drawing 1, which shows a system for distributing contents of a sports event of the present invention.
Referring to Figure 1, numeral 1 generally designates a system for distributing contents of a sports event over a communication network 2.
The contents are designed to be displayed on a screen 3 of a client device 4.
For example, the client device 4 may be a game console (Xbox, PlayStation 2, PlayStation 3, PsP, ecc.) a personal computer or a cell phone.
Particularly, the system 1 comprises:
- a telemetric sensor 5 associated with a real object 6 taking part to the sports event, such sensor 5 being adapted to transmit first data Dl representative of the dynamics of such object 6 while said sports event is in progress;
- a telemetry system 7 designed to be operably connected to said telemetric sensor 5 for receiving said first data Dl from said telemetric sensor, said server 7 being able to store such first data Dl;
- said server 7 having means 8 for generating second data D2 based on said first data Dl. The client device 3 is designed to be operably connected with the telemetry server 7 over the communication network 2.
Advantageously, the client device 3 in turn comprises a video game program 9A capable of generating a simulated representation 9 of the sports event, in which said video game program 9A, in use, i.e. when it can be seen on the screen 3 by a user/player, has at least one virtual element 10 designed to be controlled by a player and at least one virtual element 11 designed to be controlled by said video game program 9A.
Also, the video game program 9A has control means 12 for controlling the position of said virtual element 11, which is determined based on said second data D2. It shall be noted that these control means 12 may be implemented both in hardware form, by appropriate devices, and by software modules integrated in the video game program 9A.
It shall be noted that the client device 3 is in communication with said server 7 over the communication network 2, which preferably is the Internet but may alternatively be the terrestrial digital network or the GSM mobile telephony network or possibly a satellite connection.
It shall be noted that the object 6 taking part to the sports event may be a vehicle, such as a car, a motorcycle, a truck, but also a boat or the like and that the sports event is a sports competition among multiple vehicles as mentioned above.
For the purpose of data distribution, the server will comprise:
- means 13 for receiving said first data Dl from said telemetric sensor 4;
- means 14 for storing said first data Dl so received.
The means 8 in turn include further means 15 for storing said second data D2 and means 16 for transmitting said second data D2 to said client device
3.
It shall be noted that the means 8 for generating second data D2 based on said first data Dl may be implemented directly in the server 7 or may include a separate hardware device, external to the server 7, but in signal communication with the latter, as schematically shown in the annexed figure.
In the latter case, these means 8 are embodied by a Web server for implementation of both software and hardware required for processing data Dl for generating the data D2 to be transmitted to the client device 4 and storage of the data D2.
As shown by the annexed figure, each object 6 has its own telemetric sensor 5. Each telemetric sensor 5 can detect and transmit to the telemetry server 7 at least one of the following types of data:
- speed of the object 6; - longitudinal acceleration of the object 6;
- centrifugal acceleration of the object 6.
Many other parameters may be detected by the telemetric sensors 5 and, according to the particular context of the video game program 9A, the most appropriate parameters may be detected.
For example, a parameter to be detected in a motorcycle competition may be the lean angle and parameters detected in a boat competition may include wind velocity and direction.
The second data D2 shall be processed to ensure compatibility thereof with the video game program 9A and with the operating system implemented in the client device 3. For this purpose, the control means 12 of the video game program 9A shall include a software agent capable of interpreting said second data D2, such software agent having such characteristics as to be able to establish a signal communication with the server 7.
Particularly, the second data D2 is generated in a data file format comprising at least the following fields :
- a field with the geographical coordinates of the position of said object 5 taking part to said sports event, allowing to locate said virtual element 11 in the simulated representation 9 of said sports event in said video game program 9A;
- a data field representative of at least one of said first data Dl types, to simulate the behavior of said virtual element 11 in the simulated representation 9 of said sports event.
In other words, the means 8 are able to receive the first data Dl and process it for generating second data D2, in a format compatible with the video game program 9A loaded in the client device 3.
Such format shall contain both information about the geographical coordinates of the object 6 taking part to the sports event, to locate the virtual element 11 controlled by the video game program within the simulated representation 9 of the video game program 9A and data representative of said first data Dl so that said virtual element, in addition to assuming the position of the real object 6 within the video game program, is also controlled by the data that is actually detected by the telemetric sensor 4.
Therefore, the video game program allows the user/player to challenge at least one virtual element 11 that, instead of being controlled according to preset parameters, as is usual in prior art video game programs, is controlled according to the second data D2, which is in turn processed in real time while the sports event is in progress, and is transmitted to the client device 3.
Advantageously, the connection through the communication network 2 allows the user/player to challenge those that are actually taking part to the sports event, through the video game program 9A.
Assuming, for example, that the sports event is a grand prix and that the real objects 6 are Formula One race cars, the user/player can establish an Internet connection with the telemetry server 7 through his/her video game program 9A, as is known in the art.
Once the connection has been established, the video game program 9A determines which virtual element 10 is managed by the user/player and which and how many virtual elements 11 are managed by the program 9A based on the data D2.
While the Grand Prix race is in process, the user/player can use the screen 3 of the client device 4 to control his/her virtual element 10 within the simulated representation 9 by means of the selected interface (keyboard, joypad, joystick, etc), and can challenge at the same time, i.e. in real time, the virtual elements 11, that will be managed by the program based on the second data D2.
In other words, while the Grand Prix is in progress, the user/player challenges the real racers of the sports event through the video game program 9A because the virtual elements 11 are managed according to actually detected data about the vehicles 6.
If the data D2 is required to be used at a later time, e.g. if the user/player cannot be present while the sports event is in progress, then provision is made for the second data D2 to be first stored in the memory 16 of the means 8 and then distributed and used at another time, later than the actual sports event.
The client device 4 is also arranged to be connected with other client devices through the communication network 2, thereby forming a network 4A of client devices 4.
Each client device 4 of this network 4A has the video game program 9A loaded therein, to allow the users/players to recreate a virtual simulation 9 of the sports event, during which each player controls his/her own virtual element 10 and challenges at the same time other users/players, as well as the virtual elements 11 controlled by the video game program 9A by means of the second data D2. For this purpose, the software agent that is part of the video game program 9 is designed to be able to establish a signal communication both with the server 7 and with the other client devices 4 of the network 4A, thereby ensuring proper synchronization of the contents of the video game programs 9A in each client device 4.
Those skilled in the art will obviously appreciate that a number of changes and variants may be made to the arrangements as described hereinbefore to meet specific needs, without departure from the scope of the invention, as defined in the following claims.

Claims

1. A system for distributing contents of a sports event (1) over a communication network (2) , such contents being designed to be displayed on a client device (4) , the system being characterized in that it comprises :
- a telemetric sensor (5) to be associated with an object (6) taking part to a sports event, said telemetric sensor (5) being adapted to transmit first data (Dl) representative of the dynamics of said object (6) while said sports event is in progress;
- a server (7) designed to be operably connected with said telemetric sensor (5) for receiving said first data (Dl) from said telemetric sensor (5) ; - said server (7) having means (8) for generating second data (D2) based on said first data (Dl);
- a client device (4) designed to be operably connected with said server (7) through said communication network (2) ; - said client device (4) comprising: a video game program adapted to generate a simulated representation (9) of said sports event, wherein said video game program, in use, has at least one virtual element (10) designed to be controlled by a player and at least one virtual element (11) designed to be controlled by said video game program, and control means (12) adapted to control the position of said virtual element (11) , which can be directly controlled by said video game program within the simulated representation of said sports event, said position of said virtual element (11) controlled by said video game program being determined based on said second data (D2) .
2. A system as claimed in claim 1, wherein said client device (4) is in communication with said server (7) through the Internet.
3. A system as claimed in claim 1, wherein said server (7) comprises:
- means (13) for receiving said first data (Dl) from said telemetric sensor (5);
- means (14) for storing said first data (Dl) so received.
4. A system as claimed in claims 1 to 3, wherein the means (8) for generating second data (D2) based on said first data (Dl) include means (15) for storing said second data (D2) and means (16) for transmitting said second data (D2) to said client device (3).
5. A system as claimed in any one of the preceding claims, wherein said client device (4) is designed to be connected through said communication network (2) to additional client devices (4) for establishing a communication in which a simulated representation (9) of said sports event may be generated, and an interactive competition with other players is possible.
6. A system as claimed in claim 1, wherein said object is a vehicle'.
7. A system as claimed in claim 6, wherein said first data (D2) includes at least one of the following data types:
- speed of said vehicle;
- longitudinal acceleration of said vehicle;
- centrifugal acceleration of said vehicle.
8. A system as claimed in claims 6 and 7, wherein said second data (D2) is a data file and has a format comprising:
- a field with the geographical coordinates of said vehicle taking part to said sports event, allowing to locate said virtual element (11) designed to be directly controlled by said video game program within the simulated representation (9) of said sports event; - a data field representative of at least one of said first data (Dl) types, to simulate the behavior of said element designed to be directly controlled by said video game program within the simulated representation (9) of said sports event.
9. A system as claimed in claim 8, wherein said client device (4) is a personal computer or a game console.
10. A method for recreating a sports event on a remote client device, comprising the steps of:
- providing telemetric data (Dl) of an object (6) taking part to a sports event;
- generating a data file (D2) based on said telemetric data (Dl) , said data file (D2) comprising information about the geographical coordinates of said object (6) taking part to said sports event as well as data representative of the dynamics of said object while said sports event is in progress;
- providing said data file (D2) to said client device (4 ) ;
- providing a video game program to be installed on said client device (4), said video game program being adapted to generate a simulated representation (9) of said sports event and, in operation:
- having at least one virtual element (10) designed to be controlled by a player and at least one virtual element (11) designed to be controlled by said video game program, and
- controlling the position of said virtual element (11) , which can be directly controlled by said video game program within the simulated representation
(9) of said sports event, said position of said virtual element (11) controlled by said video game program being determined based on said data file (D2) .
11. A method as claimed in claim 10, wherein said method is continuously reiterated so that said simulated representation (9) of said sports event is continuously updated to provide a simulated representation of said sports event that is updated substantially in real time.
12. A method as claimed in claim 10,. wherein said step of providing said data file to said client device (4) occurs through a communication network such as the Internet .
13. A method as claimed in claim 10, further including the step of storing said data file (D2) in a mass storage (16) for making said data file (D2) available for transmission at a later time than the actual sports event .
14. A sports vehicle competition video game designed to be loaded in a client device (4), said video game program (9A) having a correspondence with a real sports vehicle competition event, said video game program (9A) comprising: - at least one telemetric sensor (5) designed to be associated with at least one respective vehicle (6) taking part to said real sports event for transmitting first data (Dl) about said vehicle (6) ;
- a server (7) for receiving said first data (Dl), said server having means (8) for generating second data
(D2) based on said first data (Dl);
- at least one client device (4) designed to be connected with said server (7) for controlled access to said second data (D2)';
- said at least one client device (4) having means (12) 'for generating a simulated representation of said real sports event, wherein at least one virtual element (11) is designed to be controlled according to said second data (D2) .
15. A sports vehicle competition video game program as claimed in claim 14, wherein said client device (4) is adapted to be connected to additional client devices (4), to form a network (4A).
16. A sports vehicle competition video game program as claimed in claim 14 or 15, wherein said second data (D2) comprises the geographical coordinates of each vehicle (6) taking part to said sports event, allowing location thereof within said video game program (9A) and data representative of the dynamic behavior of said vehicle ( 6) .
17. A sports vehicle competition video game program as claimed in claim 15, wherein said means (12) for generating a simulated representation (9) of said real sports event based on said second data (D2) include a software agent which is adapted to interpret said second data (D2) and to communicate with said server (7) and said network of client devices (4A) .
18. A sports vehicle competition video game program as claimed in any one of the preceding claims 14 to 17, wherein said server (7) comprises:
- means (13) for receiving said first data (Dl) from said telemetric sensor (5); - means (8) for generating said second data (D2) based on said first data (Dl);
- means (14) for storing said first data so received.
19. A sports vehicle competition video game program as claimed in claim 18, wherein the means (8) for generating said second data (D2) based on said first data (Dl) include means (15) for transmitting said second data (D2) to said client device (4) and means for storing said second data (D2) .
20. A sports vehicle competition video game program as claimed in any one of the preceding claims 14 to 19, wherein said connection with said server (7) and said network (4A) is established via the Internet.
PCT/IB2008/001721 2007-07-03 2008-07-01 System, method and video game program for distributing contents of a sports event over a communication network WO2009004457A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
EP08776316A EP2160224A1 (en) 2007-07-03 2008-07-01 System, method and video game program for distributing contents of a sports event over a communication network

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
IT001318A ITMI20071318A1 (en) 2007-07-03 2007-07-03 SYSTEM, METHOD AND VIDEO-LUDIC PROGRAM TO DISTRIBUTE CONTENTS OF A SPORTS EVENT THROUGH A COMMUNICATION NETWORK.
ITMI2007A001318 2007-07-03

Publications (1)

Publication Number Publication Date
WO2009004457A1 true WO2009004457A1 (en) 2009-01-08

Family

ID=39865014

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/IB2008/001721 WO2009004457A1 (en) 2007-07-03 2008-07-01 System, method and video game program for distributing contents of a sports event over a communication network

Country Status (3)

Country Link
EP (1) EP2160224A1 (en)
IT (1) ITMI20071318A1 (en)
WO (1) WO2009004457A1 (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2011073701A1 (en) 2009-12-16 2011-06-23 Szabo Tamas Arrangement and procedure for the changing of circumstances of events
CN111790144A (en) * 2020-07-03 2020-10-20 珠海金山网络游戏科技有限公司 Game method and device based on live interface and game live interaction system

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2000067867A2 (en) * 1999-05-07 2000-11-16 Anivision, Inc. Method and apparatus for distributing sporting event content over a global communications network with remote regeneration and player participation
WO2001005476A1 (en) * 1999-07-21 2001-01-25 Thian Liang Ong System for simulating events in a real environment
GB2365360A (en) * 2000-08-02 2002-02-20 Timothy James Ball A simulation game with realtime input from real competitors

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2000067867A2 (en) * 1999-05-07 2000-11-16 Anivision, Inc. Method and apparatus for distributing sporting event content over a global communications network with remote regeneration and player participation
WO2001005476A1 (en) * 1999-07-21 2001-01-25 Thian Liang Ong System for simulating events in a real environment
GB2365360A (en) * 2000-08-02 2002-02-20 Timothy James Ball A simulation game with realtime input from real competitors

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2011073701A1 (en) 2009-12-16 2011-06-23 Szabo Tamas Arrangement and procedure for the changing of circumstances of events
CN111790144A (en) * 2020-07-03 2020-10-20 珠海金山网络游戏科技有限公司 Game method and device based on live interface and game live interaction system

Also Published As

Publication number Publication date
EP2160224A1 (en) 2010-03-10
ITMI20071318A1 (en) 2009-01-04

Similar Documents

Publication Publication Date Title
US10152134B2 (en) User interface device responsive to data tag associated with physical location
JP6142143B2 (en) Improved method and apparatus for selecting and rendering performance data
US7211000B2 (en) Gaming utilizing actual telemetry data
US8435121B1 (en) Providing remote access to games designed for a single-machine experience
JP4889070B2 (en) Game system
US11724191B2 (en) Network-based video game editing and modification distribution system
CN109478340A (en) Simulation system, processing method and information storage medium
JP5788275B2 (en) GAME DEVICE, GAME SYSTEM, PROGRAM, INFORMATION STORAGE MEDIUM, AND SERVER SYSTEM
US20080125224A1 (en) Method and apparatus for controlling simulated in flight realistic and non realistic object effects by sensing rotation of a hand-held controller
MX2014000231A (en) Remote control of a first user's gameplay by a second user.
US20210402292A1 (en) Method of haptic responses and interacting
US20070232400A1 (en) Server, game data downloading method, and information storage medium
JP5444759B2 (en) GAME SYSTEM, GAME TERMINAL DEVICE, SERVER, AND CONTROL PROGRAM
US6881149B2 (en) Entertainment system, entertainment apparatus, recording medium, and program
JP4364179B2 (en) Drawing processing apparatus and drawing processing method
EP1479421A1 (en) System for displaying game information
JP5030247B2 (en) Game system
EP2160224A1 (en) System, method and video game program for distributing contents of a sports event over a communication network
US11235247B2 (en) Game system, processing method, and information storage medium
JP4925491B2 (en) Game system, game server, web server, arcade game device, terminal device
JP2000306115A (en) Image forming device and information storage medium
JP7256407B2 (en) Game program and game system
Reimann et al. Adaptive mixed reality games
JP5030245B2 (en) Game system
JP2023155570A (en) Video processing system, video processing apparatus, video processing program, and video processing method

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 08776316

Country of ref document: EP

Kind code of ref document: A1

WWE Wipo information: entry into national phase

Ref document number: 2008776316

Country of ref document: EP

NENP Non-entry into the national phase

Ref country code: DE