WO2009067001A1 - Système de jeu - Google Patents

Système de jeu Download PDF

Info

Publication number
WO2009067001A1
WO2009067001A1 PCT/NL2007/050585 NL2007050585W WO2009067001A1 WO 2009067001 A1 WO2009067001 A1 WO 2009067001A1 NL 2007050585 W NL2007050585 W NL 2007050585W WO 2009067001 A1 WO2009067001 A1 WO 2009067001A1
Authority
WO
WIPO (PCT)
Prior art keywords
gaming system
base station
participant
rfid signal
rfid
Prior art date
Application number
PCT/NL2007/050585
Other languages
English (en)
Inventor
Govert De Vries
Arnout Jan Asjes
Original Assignee
Swinxs B.V.
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 Swinxs B.V. filed Critical Swinxs B.V.
Priority to PCT/NL2007/050585 priority Critical patent/WO2009067001A1/fr
Publication of WO2009067001A1 publication Critical patent/WO2009067001A1/fr

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
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • A63F13/12
    • 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
    • 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
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features 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 input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
    • 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
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • 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
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5573Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history player location

Definitions

  • Nintendo launched the Wii ® home video game console.
  • This system comprises a wireless remote controller which can be used as a handheld pointing device and can detect acceleration for communicating movement of the player to the game console.
  • This home video console allows for a more physically active participation of a player in the game.
  • the system comprises a first portable RFID signal transmitter (a tag) for a first participant and a second portable RFID signal transmitter for a second participant.
  • the signal transmitters are configured for respectively transmitting at least a first RFID signal and a second RFID signal.
  • the system also comprises a base station having at least one RFID reader, a processor and output means.
  • the RFID reader is configured for wirelessly receiving the first and second RFID signal.
  • the processor is configured for processing the first and second RFID signal to identify respectively the first and second participant and for determining game performance results for the first participant and the second participant on the basis of the first and second RFID signal.
  • the output means is configured for outputting the game performance results for at least one of said first and second participant .
  • the base station may arranged to register the participants and to introduce, moderate and referee the game play.
  • the results of the participants wearing RFID tags can be received by a sensor when the tags are in the vicinity of the base station (e.g. below a distance of 50 centimetres) and processed by the base station on the basis of the received RFID or equivalent signals and communicated to the participants.
  • the RFID signals may e.g. be used for determining a time or speed (by antenna timing) of the RFID transmitter.
  • the gaming system combines the power of electronic game platforms (such as flexibility, upgradeability) with characteristics of traditional games and toys allowing innovative game play, social interaction between participants and stimulating creativity, cognition and physical activity.
  • An example of an innovative game includes a musical chair game, wherein the base station plays music. When the music stops, the participants run to the base station with the RFID tags. The base station determines who stays in for the next round and who is out. Another example is playing tag, wherein participants need to get to the base station without being 'tagged' by the tagger. Still another example is the base station posing quiz questions to the participants. The participants select answers using the RFID tags and, possibly, buttons on on the base station. The base station paces the quiz, guides the turn taking, and maintains the scores.
  • the RFID tags may also be attached to a gaming article, such as a ball, a Frisbee or a racket. It should also be appreciated that a participant may wear multiple RFID tags.
  • the invention also relates to an electronic identification tag, a base station and the use thereof in a gaming system as described above.
  • the invention also relates to a method of playing games using the above-described system as well as a computer program comprising software code portions arranged for performing this method when run by a computer system.
  • the base station may comprise an internal power unit, such as a battery. This makes the gaming system suitable for outdoor use, such as in a garden or on the beach. To that end, the housing of the base station is also configured to allow outdoor use of the gaming system.
  • the base station may be configured to provide different feedback messages to the first and second participants on the basis of the received RFID signals or the game performance results. If the RFID reader is configured to not only detect the tag's ID but also to derive other parameters such as the speed of the tag (by measuring the antenna timing) , the feedback message may be tuned to a mood or emotion of a participant. The feedback message may be provided before, during or after the game or a part thereof.
  • This tuning of the feedback message may be even improved by using further sensors for sensing properties of participants, such as direction (e.g. by using light sensors), impact (e.g. by using an accelerometer that detects changes in speed) and proximity (e.g. by using an infrared sensor or a capacitive induction sensor) .
  • Other sensors such as motion sensors and microphones, may be used as well.
  • the detection results of the RFID reader and the further sensors are processed according to an algorithm that decides what message to play. When the participant approaches the base station his tag is detected and read by the RFID reader. Timing of the RFID signal gives an indication of the speed of the tag. Additional sensors detect properties such as the force with which the tag is moved, its direction and proximity.
  • the combined information combined may be used to interpret not only the ID of the tag but also the semantics behind the participant's behaviour. This information can then be used to differentiate in the type and style of feedback given to the user. For example high speed, high impact, close proximity is mapped onto a high ⁇ excitement' level of the participant. On the other hand, low speed, impact and more distance is mapped onto low excitement/involvement.
  • the base station can thus make distinctions between very exited or very calm behaviour and - for example - either give soothing or stimulating feedback to the participant.
  • the further sensors may also be used to obtain further gaming results.
  • the base station can be connected (e.g. via a USB port) to a computer or other device that is capable of connecting to the internet.
  • a computer or other device that is capable of connecting to the internet.
  • This allows a user to upload game scores, other information and download games and/or sound files. This gives opportunities for developing a large and motivated community of users who develop personal homepages, exchange high-scores, play virtual relay games, challenge each other, share experiences, develop new games, upload new tunes and sound effects, etc.
  • the base station is configured to comprise a pre-stored customized message for the first participant and to play the pre-stored customized message in response to receiving the first RFID signal.
  • the RFID tag is detected and read by the RFID reader.
  • the device may play a standard audio sample for that particular tag (for example the name of a colour if the tag has a certain colour, or the number if the tag has a number) .
  • a standard audio sample for example the name of a colour if the tag has a certain colour, or the number if the tag has a number
  • the participant is able to enter a recording mode on the base station in which he can record a live audio sample (such as pronouncing his name) which will then be used for feedback of identification rather then the standard sample.
  • a live audio sample such as pronouncing his name
  • FIG. 1 shows a schematic illustration of a gaming system according to an embodiment of the invention
  • FIG. 2 shows a schematic illustration of a base station and RFID tags of a gaming system in accordance with FIG. 1;
  • FIG. 3 shows a flow chart displaying various steps of the use of the gaming system in accordance with an embodiment of the invention
  • FIGS. 4A-4C show practical examples of a portable base station (FIGS. 4A and 4B) and an RFID tag (FIG. 4C) in accordance with an embodiment of the invention.
  • FIG. 5 shows a schematic illustration of a base station connected to an internet server.
  • FIG. 1 shows a gaming system 1 comprising a base station 2 and a first passive RFID tag 3 and a second passive RFID tag 4.
  • the first RFID tag 3 is worn by a first participant A and the second RFID tag 4 is worn by a second participant B.
  • the RFID tag 3 and/or RFID tag 4 may also be coupled to a playing article, such as a ball.
  • the base station 2 comprises a housing 5.
  • the housing 5 of the base station 2 accommodates an RFID reader 6, a processor 7, a storage unit 8, output means 9, a battery 10, a USB port 11 and further sensors 12.
  • the base station 2 is portable and configured for outdoor use, taking advantage of the battery 10. Consequently, the construction of the housing 5 is adapted for that purpose and durable material, such as high quality plastics (e.g. ABS) are used for the housing 5.
  • high quality plastics e.g. ABS
  • the base station 2 may operate as follows. After registration of the tags 3, 4 with the base station 2 and selection of a game (possibly also by means of the tags 3, 4), the base station 2 provides game instructions to the participants A, B via output means
  • Personal profiles may exist in the storage unit 8 and retrieved when recognizing the tags 3, 4. Then, the game is started by retrieving this game from the storage unit 8, e.g. a music chair game.
  • the base station 2 starts playing music and suddenly stops the music.
  • the participants A, B should then rush towards the base station 2.
  • the base station 2 detects either the an RFID signal I of tag 3 or an RFID signal II of tag 4 as being the first.
  • the detection range of the base station 2 is approximately 50 centimetres around the base station 2.
  • the tag 3, 4 entering this range first will be detected first by the RFID reader 6.
  • the game results may be stored in the storage unit 8.
  • the base station 2 may be configured such that the loser of the first game is encouraged by a message provided via the speaker 9. Messages may also be stored in the storage unit 8.
  • the further sensors 12 may be used to tune the messages provided to the participants A, B to their mood as already explained in the introduction of the present application.
  • FIG. 2 shows a schematic illustration of a base station 2 and RFID tags 3, 4 of the gaming system 1 in accordance with FIG. 1.
  • the RFID reader 6, the processor 7, storage means 8, a speaker 9, a power unit 10 and a USB port 11 are shown.
  • Further user interface modules 13 include lighting means (light emitting diodes), buttons, accelerometers and a tilt sensor.
  • the upper RFID tag 3A is a simple passive tag triggered to transmit an RFID signal I.
  • the tag 3 contains an integrated circuit for storing and processing information, modulating and demodulating an (RF) signal and an antenna for receiving and transmitting the signal.
  • RF radio frequency
  • the middle RFID tag 3B is an active tag powered by a battery.
  • the tag 3B also contains a sensor 14, e.g. an acceleration sensor. Velocity changes of the tag 3B can be sensed by this sensor 14 and communicated via the RFID signal 1 to the base station 2 for further processing.
  • the lower RFID tag 3C comprises a memory 15.
  • the tag 3C may store scores of the participant wearing this tag.
  • FIG. 3 shows a flow chart displaying various steps of the use of the gaming system 1 in accordance with an embodiment of the invention.
  • the base station 2 may play a welcome sequence via the speaker 6 and ask the participants to confirm that a game is to be played.
  • the participants A, B are required to register themselves with the base station (referred to as swinxs in Figure 3) . Registration may e.g. be performed by bringing the tag 3, 4 within the detection distance of the RFID reader 6.
  • the welcome message may be a default message ("Hi red": for a red device carrying tag 3) .
  • the storage means 8 contain a customized welcome message recorded previously that can be played upon registration. The process is repeated for each participant A, B.
  • the base station 2 may then select a game stored by the storage means 8 at random.
  • the game instructions are subsequently communicated to the participants A, B via the speaker 9.
  • Manual selection of a game may also be performed on the base station 2. If the explanation is completed, the participants may indicate that they are ready to start playing the game.
  • the base station 2 monitors and moderates the progress of the game and detects RFID signals from the tags 3, 4, possibly in combination with other signals, when the tags 2 come within the RFID detection range of the base station 2.
  • the signals are processed by the processor 7 and, dependent on the game, output messages (audio and/or visual messages) are provided by the base station.
  • Other information, independent on the received signals, may be provided as well, such as e.g. time progress or messages encouraging the participants A, B.
  • performance of the participants A, B is measured using the RFID signals I, II. Examples of what can be measured includes time, speed and ranking.
  • results are processed by the processor 7 and may be provided to the individual participants A, B. The results may also be stored in the storage means 8. The game may then be finished.
  • FIGS. 4A and 4B are different views of a practical example of a portable base station 2.
  • the housing 5 is visible, as well as buttons 20 on the top surface.
  • the top surface also houses the speaker 9 for providing messages, instructions and music to participants A, B.
  • FIG. 4C is a practical example of a device 30 containing an RFID tag 3, 4, possibly in combination with a further sensor 14 and/or memory 15.
  • the device 30 can be conveniently worn by the participant A, B and may take the form of a bracelet.
  • the bracelets of different participants A, B may have different outer appearances by using different colours, numbers, shapes, alphanumerical characters or combinations of these.
  • the base station 2 may indicate the tags 3, 4 by referring to these outer appearances.
  • FIG. 5 shows a schematic illustration of a base station 2 communicatively connected to a server 50 via a computer system 40 and a network 45, such as the internet.
  • the base station 2 is connected to the computer system 40 via the USB port 11.
  • the connection with the server 50 allows uploading of game results from the base station 2 to the server 50 and/or downloading of games and/or sound files to the base station 2.
  • the server may also host a web site for users of the game system 2. This gives opportunities for developing a large and motivated community of users who develop personal homepages, exchange high-scores, play virtual relay games, challenge each other, share experiences, develop new games, upload new tunes and sound effects, etc.
  • the tags 3, 4 may also be used to change the settings of the base station 2, e.g. change the volume, determine what game is played with which parameters etc.
  • the tags 3, 4 may also be part of the game. For example, one of two groups of participants hides a number of tags, which the other group needs to search and find. Tags can for example also represent answers in a quiz .
  • the gaming system 1 allows playing of plurality of games.
  • the games that can be played with the base station 2 can have both physical, cognitive, and social/emotive elements.
  • Physical aspects of games are those that rely on speed, agility and responsiveness.
  • Cognitive aspects make use of problem solving, memory, and pattern recognition skills, while social /emotive games rely on social communication, achievement and exploration.

Abstract

L'invention porte sur un système comprenant un premier émetteur de signal d'identification par radiofréquence (RFID) portable pour un premier participant et un second émetteur de signal RFID portable pour un second participant. Les émetteurs de signal sont configurés pour émettre respectivement au moins un premier signal RFID et un second signal RFID. Le système comprend également une station de base ayant au moins un lecteur RFID, un processeur et des moyens de sortie. Le lecteur RFID est configuré pour recevoir sans fil les premier et second signaux RFID. Le processeur est configuré pour traiter les premier et second signaux RFID afin d'identifier respectivement les premier et second participants et pour déterminer des résultats de performance de jeu pour le premier participant et le second participant d'après les premier et second signaux RFID. Les moyens de sortie sont configurés pour sortir les résultats de performance de jeu pour au moins l'un desdits premier et second participants.
PCT/NL2007/050585 2007-11-22 2007-11-22 Système de jeu WO2009067001A1 (fr)

Priority Applications (1)

Application Number Priority Date Filing Date Title
PCT/NL2007/050585 WO2009067001A1 (fr) 2007-11-22 2007-11-22 Système de jeu

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/NL2007/050585 WO2009067001A1 (fr) 2007-11-22 2007-11-22 Système de jeu

Publications (1)

Publication Number Publication Date
WO2009067001A1 true WO2009067001A1 (fr) 2009-05-28

Family

ID=39711967

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/NL2007/050585 WO2009067001A1 (fr) 2007-11-22 2007-11-22 Système de jeu

Country Status (1)

Country Link
WO (1) WO2009067001A1 (fr)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2013110860A1 (fr) * 2012-01-26 2013-08-01 Ludus Helsinki Oy Environnement de jeu, et configuration de celui-ci
CN115708952A (zh) * 2022-11-22 2023-02-24 中山市众富动漫科技有限公司 用于游艺机的检测计分装置及游艺机

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2007058996A1 (fr) * 2005-11-15 2007-05-24 Creative Kingdoms, Llc Systeme de jeu interactif a niveaux multiples
US20070167224A1 (en) * 2006-01-06 2007-07-19 Peter Sprogis Game using transponders to provide player awards

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2007058996A1 (fr) * 2005-11-15 2007-05-24 Creative Kingdoms, Llc Systeme de jeu interactif a niveaux multiples
US20070167224A1 (en) * 2006-01-06 2007-07-19 Peter Sprogis Game using transponders to provide player awards

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
ANONYMOUS, LAPPSET - INTERNET ARTICLE, pages 1 - 3, XP002494801, Retrieved from the Internet <URL:http://www.lappset.com/global/en/Products/SmartUs.iw3> [retrieved on 20080902] *

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2013110860A1 (fr) * 2012-01-26 2013-08-01 Ludus Helsinki Oy Environnement de jeu, et configuration de celui-ci
CN115708952A (zh) * 2022-11-22 2023-02-24 中山市众富动漫科技有限公司 用于游艺机的检测计分装置及游艺机
CN115708952B (zh) * 2022-11-22 2023-08-08 中山市众富动漫科技有限公司 用于游艺机的检测计分装置及游艺机

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