WO2012072242A2 - Dispositif de jeu électronique - Google Patents

Dispositif de jeu électronique Download PDF

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Publication number
WO2012072242A2
WO2012072242A2 PCT/EP2011/005989 EP2011005989W WO2012072242A2 WO 2012072242 A2 WO2012072242 A2 WO 2012072242A2 EP 2011005989 W EP2011005989 W EP 2011005989W WO 2012072242 A2 WO2012072242 A2 WO 2012072242A2
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WO
WIPO (PCT)
Prior art keywords
game device
frame
electronic game
catching
electronic
Prior art date
Application number
PCT/EP2011/005989
Other languages
German (de)
English (en)
Other versions
WO2012072242A3 (fr
Inventor
Peter Rettig
Original Assignee
Peter Rettig
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 Peter Rettig filed Critical Peter Rettig
Publication of WO2012072242A2 publication Critical patent/WO2012072242A2/fr
Publication of WO2012072242A3 publication Critical patent/WO2012072242A3/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B63/00Targets or goals for ball games
    • A63B63/004Goals of the type used for football, handball, hockey or the like
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • A63B69/0053Apparatus generating random stimulus signals for reaction-time training involving a substantial physical effort
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0021Tracking a path or terminating locations
    • A63B2024/0037Tracking a path or terminating locations on a target surface or at impact on the ground
    • A63B2024/004Multiple detectors or sensors each defining a different zone
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0021Tracking a path or terminating locations
    • A63B2024/0037Tracking a path or terminating locations on a target surface or at impact on the ground
    • A63B2024/0043Systems for locating the point of impact on a specific surface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0021Tracking a path or terminating locations
    • A63B2024/0037Tracking a path or terminating locations on a target surface or at impact on the ground
    • A63B2024/0046Mechanical means for locating the point of impact or entry
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B63/00Targets or goals for ball games
    • A63B2063/001Targets or goals with ball-returning means
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B2071/0658Position or arrangement of display
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/10Positions
    • A63B2220/13Relative positions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/62Time or time measurement used for time reference, time stamp, master time or clock signal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/801Contact switches
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/805Optical or opto-electronic sensors
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/806Video cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/80Special sensors, transducers or devices therefor
    • A63B2220/83Special sensors, transducers or devices therefor characterised by the position of the sensor
    • A63B2220/833Sensors arranged on the exercise apparatus or sports implement
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/74Miscellaneous features of sport apparatus, devices or equipment with powered illuminating means, e.g. lights
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • A63B69/002Training appliances or apparatus for special sports for football

Definitions

  • the invention relates to an electronic game device, in particular a ball game goal, such as a football goal or a handball goal with electronic hit feedback and audiovisual game guidance.
  • a ball game goal such as a football goal or a handball goal with electronic hit feedback and audiovisual game guidance.
  • the invention is based on the problem that, because of the static goals and the restricted ball return shoot the goal is too monotonous for one or a few players for lasting gaming pleasure.
  • the electronic game device comprises a frame, a device attached to the frame for catching, playing back or passing a game device, which is also referred to simply as a return device, an image that at least partially fills the frame, for the visual display of representations, such as Characters, fixed or moving pictures, scores, etc., and a recognition device for detecting an impact position of the game device impacting on the playback device.
  • a game device which is also referred to simply as a return device
  • an image that at least partially fills the frame for the visual display of representations, such as Characters, fixed or moving pictures, scores, etc.
  • a recognition device for detecting an impact position of the game device impacting on the playback device.
  • the return mechanism is a tensioned net in the frame, which itself is elastic and / or is fastened to the frame by means of elastic fastening means and which catches the toy for a moment and then plays it back.
  • the recognition device is able to securely detect the impact position of the gaming device.
  • the return mechanism is a fabric which itself is elastic and / or is fastened to the frame by means of elastic fastening means. This allows the game device to be easily returned to the player.
  • the return device is a plate which is mounted in the frame of the electronic game device or itself constitutes the frame. The game device bounces off the disk and is returned to the player this way.
  • the game device is in this case, for example, only caught or stopped or simply let through.
  • the imaging includes an LED array having a plurality of LEDs.
  • any representations can be displayed in the frame, for example a target point, which a player must hit with the game device.
  • the plurality of LEDs are configured as a strained, separate network. This makes it possible to replace the imaging regardless of the return device, if it is defective.
  • the plurality of LEDs are integrally formed with the return device or attached to the back player. This makes it possible to provide a more compact electronic game device with fewer individual components.
  • the recognition device includes a matrix of sensors evenly distributed over the return device. Through the sensors, the electronic game device according to the invention is able to reliably detect the impact position of the game device on the return game device.
  • the detection device includes piezocables that are twisted in a lattice fashion with the tensioned mesh or attached to the surface of the tissue or mesh.
  • the detection device includes tension sensors disposed between the frame and the playback device. Thereby, it is possible to reduce the number of sensors necessary to determine the position of the impact point of the game machine.
  • the detection unit includes a first row of light barriers disposed on an inner side of one of the two vertical frame members forming the frame, and a second row of light barriers forming the frame on an inner side of one of the two horizontal frame elements are arranged.
  • proximity sensors which are housed in the frame, for example, determine the impact position of the game device.
  • the hit detection could be done via one or more cameras.
  • the advantages achieved by the invention are that the targets are now movable or their positions can be changed action or time controlled. Target number and target size can also be adjusted automatically.
  • the audiovisual hit response replaces the disappearance of the ball in the hole as compared to a conventional goal wall shooting, and provides additional gaming enjoyment through the visual (eg, hit-out circles, rotating lines, flickering of the target) and acoustic stimulation (eg, cheers). Furthermore, a return leg of the ball is provided.
  • the following game variants are possible (for one or more players):
  • impressions of virtual opponents eg penalty shoot-out with goalkeeper, which are not to be hit or fend off hits (invalidate);
  • An advantageous embodiment of the invention is the integration of additional functions, which make use of the recognition device as a sensor field and the imaging as a screen for input-output operations. These could be:
  • a jukebox for playback of music provided by the user (title provision via externally connected device, memory card, data carrier or wireless communication);
  • a further advantageous embodiment of the invention is the projection of virtual opponents for whose effective action an aircraft registration is required.
  • the Aircraft detection could be done, for example, via an optical evaluation by means of a camera, as described with reference to FIGS. 20 and 21.
  • the log detection can take place via a signal transmitter in the ball or in the context of the electronic game device introduced proximity sensors (for example, ultrasonic sensors).
  • Fig. 1 shows an embodiment of the electronic game device according to the invention
  • FIG. 2 is a schematic view of the detection apparatus used in the embodiment of the electronic game apparatus of FIG. 1 according to a first embodiment
  • FIG. 3 is an enlarged partial view of the detection device of FIG. 2; FIG.
  • Fig. 4A is a schematic view showing an imaging means in an unassembled state
  • FIG 4B is a schematic view illustrating the imaging means of FIG 4A in an assembled state.
  • Fig. 5A is a schematic view illustrating an alternative imaging means in an unassembled state
  • Fig. 5B is a schematic view illustrating the alternative imaging means of Fig. 5A in an assembled condition
  • Fig. 6 is a schematic view showing a playback apparatus according to a first embodiment of the electronic game apparatus; 7 shows examples of fastening means for the return mechanism according to FIG. 6;
  • Fig. 8 is a schematic view showing a playback apparatus according to a second embodiment of the electronic game apparatus
  • FIG. 9 shows examples of fastening means for the return mechanism according to FIG. 8.
  • FIG. 10 is a schematic view illustrating a recognition apparatus according to a second embodiment of the electronic game apparatus.
  • FIG. 11 is a schematic view showing a recognition apparatus according to a third embodiment of the electronic game apparatus.
  • FIG. 12 is a schematic view showing a recognition apparatus according to a fourth embodiment of the electronic game apparatus.
  • FIG. 13 is a schematic view showing a recognition device according to a fifth embodiment of the electronic game apparatus.
  • FIG. 14 is a schematic view showing a recognition apparatus according to a sixth embodiment of the electronic game apparatus.
  • FIG. 15 is a schematic view showing a recognition device according to a seventh embodiment of the electronic game apparatus.
  • Fig. 16 is a schematic view illustrating an alternative form of use of the detecting devices shown in Figs. 2 and 10 to 15;
  • Fig. 17 shows a first example of use of the imaging according to the electronic game apparatus
  • Fig. 18 is a second example of use of the imaging of the electronic game apparatus;
  • Figs. 19A to C show an example of a game mode of the electronic game apparatus;
  • Fig. 20 is a schematic view for realizing the game mode example shown in Figs. 19A to C;
  • Fig. 21 is a schematic side view of the electronic game apparatus shown in Fig. 20;
  • Fig. 1 shows an electronic game device 1 according to the invention in the form of a football goal.
  • the electronic game apparatus 1 has a substantially rectangular frame 2 formed of a pair of substantially parallel vertical frame members 2 a, 2 b and a pair of substantially parallel horizontal frame members 2 c, 2 d, the horizontal frame member 2 d located on the Floor is and on which the electronic game device 1 is formed in Fig. 1 as a ramp element 3 is formed.
  • the ramp element 3 is designed in such a way that an impacting ball does not rebound from it and also rolls into the goal.
  • the ramp element 3 has a substantially wedge-shaped cross section for this purpose.
  • the ramp element 3 may be formed separately.
  • a lower horizontal frame member 2d on which the electronic game device 1 stands is to be provided.
  • the frame members 2a to 2d are separably connected to each other, for example.
  • the electronic game apparatus 1 includes a pair of pillars 4a, 4b, which are respectively attached to the vertical frame members 2a, 2b according to this embodiment.
  • the pair of pillars 4a, 4b serve to make the electronic game apparatus 1 substantially perpendicular.
  • the support 4a and the vertical frame element 2a as shown in Fig. 1, form a right-angled triangle.
  • the supports 4b and the vertical frame element 2b form a right-angled triangle.
  • the supports 4a and 4b can also be attached to the horizontal frame members 2c, 2d. Furthermore, more than two supports can be provided.
  • another supporting device may be used which, for example, allows the electronic game apparatus 1 to be supported against the ground at an angle smaller than 90 °, the support angle being individually adjustable.
  • Fig. 1 further shows a return mechanism 5 which is clamped in the frame 2 and will be described in more detail later with reference to Figs.
  • the electronic game apparatus 1 further includes an LED array 6 which fills the frame 2 completely or alternatively in places for optically displaying images such as optical targets as described later.
  • the LED array 6 includes a plurality of LEDs arranged in rows and columns, which can be driven one by one or in columns by a control computer (not shown), such as a multiplexing method.
  • a control computer not shown
  • the LEDs or the LED matrix 6 will be described later with reference to FIGS. 4 and 5 in more detail.
  • the electronic game device 1 includes a recognition device 7 formed on the inside of the frame 2. Specifically, the recognition device 7 extends on the inside of the horizontal frame members 2c, 2d and the vertical frame members 2a, 2b.
  • the recognition device 7 according to FIG. 1 will be described in more detail below with reference to FIGS. 2 and 3.
  • Fig. 2 shows a schematic view of the recognition device 7 according to Fig. 1.
  • the recognition device 7 comprises a series of light barriers 8b, which are located on one of the two vertical frame elements 2a, 2b and monitor a Y axis, while an X axis of a second series of light barriers 8a is monitored, which are fixed inside lying on one of the two horizontal frame members 2c, 2d. This way will monitors the interior of the frame in a grid-like manner, so that the point of impact of the gaming device can be detected.
  • reflection light barriers with opposing reflectors 9 are preferably installed in the frame 2 according to the invention.
  • the reflection light barriers 8a, 8b emit themselves a light beam 10, which is reflected back from the associated reflector 9.
  • the bordering of photosensors 11 of the light barriers 8a, 8b should preferably take place in such a way that neither solar radiation nor pollution have a disturbing influence.
  • proximity sensors may be used, which are based for example on ultrasound or radar, or so-called position-sensitive photodiodes. Thanks to the additional distance measurement, such sensors have the advantage that only a single row of sensors is required, the other row is omitted since its axis is covered by the integrated distance measurement.
  • FIG. 4A shows a schematic view illustrating an imaging means 12 of the LED matrix 6 according to the electronic game device 1, as shown in FIG.
  • the imaging means 12 includes an LED 13, which is embedded waterproof in a glued housing 14 according to the invention.
  • the LED 13 can be poured into the housing 14, for example by injection molding.
  • the LED 13 is energized via electrical leads 15.
  • the connection points of the lines 15 are located inside the housing.
  • SES 14 which has two slots 16, which serve for attachment to the return game device 5.
  • the LED 13 is placed in the housing 14 such that it is not later obscured by the remindspielvorrich- device 5.
  • the housing 14 still has a place 17, for example, to receive a sensor (photosensor, proximity sensor) for the hit detection.
  • a sensor photosensor, proximity sensor
  • Such an embodiment of the hit detection would result in an alternative embodiment to the light barriers described above.
  • Said location 17 could alternatively also be used to increase the brightness of another LED (not shown).
  • FIG. 4B shows the imaging means 12 attached to the back-game device 5, specifically at an intersection of the retum device 5 formed as a net.
  • Advantage of this approach is that the LED 13 is protected from direct hits behind the formed as a network return device 5, but is still visible.
  • the imaging means 12 can be removed again from the formed as a network return device 5.
  • the wiring between the LEDs should be stretchable. For example, if the stitching distance of the playback device is too low for sufficient resolution of the imaging, additional LED nodes could be located between the stitches of the playback device so that the matrix of imaging at the end has closer stitches than the network of the playback device.
  • Figures 5A and 5B show an imaging means 12 adapted for attachment to a retrieval device 5 formed as tissue 19.
  • Figure 5A shows the imaging means 12 in a disassembled state
  • Figure 5B shows the imaging means 12 in one attached to the fabric 19 state.
  • the imaging means 12 in Figs. 5A and 5B includes four notches 20.
  • the imaging means 12 is on the back side the fabric 19 and is sewn thereto by using the notches 20 by means of thread 21 or the like. Similar to the embodiment for a retracting device 5 configured as a network, as shown in FIG.
  • the LED 13 is housed in a waterproof manner in a housing 14 containing the plurality of notches 20.
  • the wiring between the LEDs should be stretchable.
  • Multiple slots for attaching the imaging means 12 to either the mesh or the fabric may be provided.
  • holes may additionally or alternatively be used.
  • Fig. 6 shows an embodiment of the return device 5, which is designed as a network.
  • the net is stretched between the horizontal frame members 2c, 2d and the vertical frame members 2a, 2b.
  • the network is either elastic itself or at its rope ends 22 elastically connected to the frame members 2a to 2d via fastening means.
  • the return play force could be adjustable via a tensioning device.
  • Fig. 7A shows a series of fastening means in the event that the web-formed return mechanism 5, as shown in Fig. 6, itself is elastic.
  • the power ropes are for example made of coated rubber fibers (rubber band rope).
  • non-elastic or less elastic nets could consist of polyamide ropes (climbing ropes).
  • each rope end 22 of the net itself may end in a loop, be hooked or, if the rope ends 22 are connected to a closed net, attached a loop at an end node at the edge of the net.
  • the network is connected to corresponding on the frame 2 of the electronic game device 1 formed complementary fastening means.
  • Fig. 7B shows fastening means in the event that the formed as a network return device 5 itself is not elastic.
  • the cable ends 22 are connected, for example, with a spring or an elastic loop, or in the event that the cable ends 22 are connected together to form a closed network, the network via elastic loops which at one end node of the network or between two End nodes of the network are mounted, connected to the frame 2 of the electronic game device 1 or connected to corresponding formed on the frame 2 of the electronic game device 1 complementary fastening means.
  • FIG. 8 shows a return mechanism 5 designed as an elastic / non-elastic fabric.
  • This may be, for example, a fabric of polyester, polyethylene, polyamide, Perlon, nylon or polypropylene fibers, which, for example, with rubber loops or a spring, as shown in Fig. 9, on the frame members 2a to 2d of the frame 2 is fixed.
  • the return play force could be adjustable via a tensioning device.
  • FIG. 10 shows an alternative embodiment of the recognition device 7 of the electronic game device 1 shown in FIG. 1.
  • the detection device 7 shown in FIG. 10 contains a matrix of uniformly distributed sensors 23.
  • These sensors 23 are, for example, pressure sensors (piezo sensors, simple feelers, etc.), proximity sensors or photosensors (which respond to darkening when the ball bounces).
  • the matrix of sensors 23 covers the entire playing field within the frame 2.
  • the sensors can be accommodated in a separate net immediately in front of or behind the return game device 5, or integrated into the return game device 5. It is also possible to attach the sensors to the imaging or to integrate the sensors into them.
  • piezocable cable 24 are alternatively stretched with ropes 25 formed as a network return play device 5 stretchable.
  • the piezocable 24 may be sewn to the ropes 25 of the retractor 5 formed as a net.
  • the piezocables 24 are held to the net by, for example, providing at the nodes of the net loops 26 which also simultaneously carry the imaging means 12 as shown in Figs. 4B and 5B on the back player 5 can fix, if desired.
  • the piezo cables 24 are sewn at points (for example, on the top of the fabric 19 at points (27)).
  • tensile sensors 28 for example piezocables
  • the tension sensors 28 may also be located on the side of the frame members 2a and 2d.
  • the arrangement of the train sensors 28 at the rope ends 22 can be made side by side alternately. In this case, therefore, only half the number of tension sensors 28 is located on the frame elements 2b and 2c, compared with FIG. 14, the rest being on the frame elements 2a and 2d.
  • the train sensors can also be installed independently of the network attachment between the frame and the network or else additionally or alternatively occur within the network.
  • the return mechanism 5 is realized as a tissue
  • a separate extensible net can be mounted directly in front of or behind the return game device 5 or the LED network, as shown in FIG. 1, is shared. In this case, therefore, the train sensors 28 are attached to the ends of the LED network and connect the LED network with the frame 2.
  • Fig. 16 is a schematic view illustrating an alternative use form of the above-described detecting devices shown in Figs. 2, 3 and 10 to 15;
  • dialog elements 29 can be displayed for input purposes.
  • a player 30, as shown in FIG. 16, can initiate a corresponding action by pressing the respective dialog element 29, for example, start a game or select a game mode.
  • the above-described recognition device 7 can not only be used to detect a ball impinging on the return game device 5, or detect the impact position of the ball, but can also be used to select dialogue elements 29 displayed by means of the LED matrix ,
  • FIG. 17 shows a first example of the use of the imaging according to the invention, in particular the use of the LED matrix 6.
  • FIG. 17 by means of the LED matrix 6, for example, a movable target 31 can be displayed in the frame 2 of the electronic game device 1, which moves, for example, in the direction of the arrow.
  • this fixed or moving target is to be hit by a player with a ball (eg, handball or soccer).
  • FIG. 18 shows a second example of the use of the imaging of the electronic game apparatus 1.
  • the visualization of the optical effect 32 is effected by means of the LED matrix 6.
  • the visualization of the optical effect 32 serves, for example, to provide hit feedback, that is to say when the movable target according to FIG. 17 is hit by the player, for example.
  • Figs. 19A to C show a game mode example in which a virtual interactive game character (for example, a goalkeeper) is displayed.
  • the virtual goalkeeper 33 can respond to a player-shot ball 34. This is achieved, for example, by one or more cameras 35, as shown in FIGS. 20 and 21, recognizing the approach of the ball 34 by means of image processing. It is important in this context that the cameras 35, as shown in FIGS. 20 and 21, the entire goal or the frame 2 of the electronic game device 1 or the area in front of the goal in the field of view.
  • the camera 35 combined with a wide-angle lens, could be placed several centimeters behind the frame 2 of the electronic game machine 1 to fully view it. If the return device 5 is translucent, this does not represent a visual obstruction for the camera 35. Alternatively, several cameras can also be arranged in this manner, each of which is responsible for a certain area of the door.
  • an airborne detection can be used that controls the virtual goalkeeper 33 shown in FIGS. 19A to 19C.
  • one or more cameras can be installed directly in the frame 2.
  • the trajectory of the ball can be determined, but also its impact position in the game device, so that in this case could be dispensed with an additional hit detection or this is simplified to the effect that they only the actual However, impact does not determine the impact position.
  • the recognition of the ball and its trajectory in the context of image processing can be based on the following technical processes:
  • the image processing is usually multi-level. The usual stages are image acquisition, image preprocessing, segmentation, feature extraction, classification and measurement, but individual steps can be omitted.
  • the image preprocessing optimizes the recorded image data, eg. B. by filtering, image enhancement or equalization to the effect that they can be better processed below.
  • Segmentation is the generation of contiguous regions by aggregating adjacent pixels according to a certain homogeneity criterion. Pixel-oriented methods, edge-oriented methods, region-oriented methods, model-based methods and texture-oriented methods are popular here.
  • the edge-oriented method searches for object transitions, depending on the algorithm, the detected edges are still loose and must be completed by an edge-tracking algorithm. Always closed edges deliver z. B. the watershed transformation. Other methods include parallel and sequential edge extraction, optimal edge search, the Feltszwalb-Huttenlocher algorithm, Active Shape Models and Snakes.
  • region-oriented methods for example, try to find objects by considering point sets as a whole. Common methods include region growing, region splitting, pyramid linking, split and merge, and energy methods.
  • feature extraction attempts to derive characteristics from the identified segments / preprocessed data for classification purposes. This may be z.
  • B to be region features, statistical features, contour features, topological features, morphological features, or motion-based features.
  • tracking algorithms can also be used which are specialized in object tracking in video sequences.
  • the usual types of procedures here are z.
  • optical flow differential methods, frequency-based methods correspondence methods, block matching, mean shift algorithm, model-based algorithms, Kalman filter, particle filter algorithms and the Condensation algorithm.
  • classification and measuring which recognize objects (eg a ball) and their attributes (eg the trajectory). It may be necessary to calibrate the system during which the balls used are stored as samples. Alternatively, special balls could be included, which by a striking color, z.
  • B. Orange the recognition in the context of image processing considerably easier.
  • the return mechanism 5 may be constructed, for example, as a simple PVC plate mounted in the frame 2 of the electronic game device 1 or itself constituting the frame.
  • the LED matrix 6 is behind the PVC plate and is thus protected.
  • other materials are possible, for example a plastic tarpaulin. If these materials themselves have no resilience or rebound properties, then the spring action can be made, for example, via suitable fasteners. Alternatively, can also be dispensed with a return game and the game device, for example, only be collected over a simple network.
  • the playful bandwidth of the electronic game device ranges from reaction tests, projected computer / chess / board games to dealing with virtual opponents, so that an impact on the electronic Game device can be done not only with hands, but also with feet or other designed as a ball game equipment.
  • the imaging has been described above in connection with an LED matrix.
  • Other bulbs are conceivable, such as OLEDs or LCDs, which are arranged in a regular grid or a matrix.
  • other techniques for displaying objects in the frame may also be used as the imaging device according to the invention, such as projection techniques or other forms of display technology such as plasma or LCD screen technology, flexible OLED screens or so-called electronic paper, etc.

Landscapes

  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Toys (AREA)
  • Pinball Game Machines (AREA)
  • Closed-Circuit Television Systems (AREA)

Abstract

Dispositif de jeu électronique comportant un cadre (2); un dispositif (5) placé contre le cadre (2) pour recevoir ou renvoyer un appareil de jeu (34); une imagerie qui remplit au moins partiellement le cadre (2) pour l'affichage optique de figures (31, 32, 33); et un dispositif d'identification (7) pour détecter une position d'impact et/ou un moment d'impact de l'appareil de jeu (34) incident sur le dispositif (5) destiné à recevoir ou à renvoyer l'appareil de jeu.
PCT/EP2011/005989 2010-11-30 2011-11-30 Dispositif de jeu électronique WO2012072242A2 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
DE102010052995.8A DE102010052995B4 (de) 2010-11-30 2010-11-30 Elektronische Spielvorrichtung
DE102010052995.8 2010-11-30

Publications (2)

Publication Number Publication Date
WO2012072242A2 true WO2012072242A2 (fr) 2012-06-07
WO2012072242A3 WO2012072242A3 (fr) 2012-11-15

Family

ID=45319058

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/EP2011/005989 WO2012072242A2 (fr) 2010-11-30 2011-11-30 Dispositif de jeu électronique

Country Status (2)

Country Link
DE (1) DE102010052995B4 (fr)
WO (1) WO2012072242A2 (fr)

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WO2013083102A1 (fr) * 2011-12-08 2013-06-13 Universität Kassel Dispositif d'entraînement à la stratégie de tir d'un tireur de pénalty
WO2016007033A1 (fr) * 2014-07-09 2016-01-14 Isensexpert, Lda. Système d'entraînement comprenant des moyens de présentation visuelle et procédé de fonctionnement dudit système d'entraînement
WO2016007031A3 (fr) * 2014-07-09 2016-03-17 Isensexpert, Lda Système d'entraînement comprenant des moyens de collecte automatique et procédé de fonctionnement dudit système d'entraînement
WO2022174331A1 (fr) * 2021-02-18 2022-08-25 Dorland Paul Système d'affichage à del

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DE102013014538B4 (de) * 2013-09-03 2018-05-30 Haspo- Sportgeräte GmbH & Co.KG Vorrichtung zur visuellen Darstellung von Informationen
NO20141499A1 (no) * 2014-05-13 2015-09-21 Geir Kroken Treningsutstyr for ball omfattende elastisk snor
BE1021378B1 (nl) * 2014-07-07 2015-11-12 Projects Bvba Sportnet als drager van informatie
FR3031459A1 (fr) * 2015-01-09 2016-07-15 Remi Gilberton Procede et dispositif d'exercice de lancer de balle
IT201600117433A1 (it) * 2016-11-21 2018-05-21 Alessandro Fontana “procedimento per l’analisi di immagini videografiche per l’individuazione virtuale istantanea della posizione di un oggetto reale sulla superficie di una griglia variabile per forma e dimensione e apparato/sistema per la sua attuazione”
DE102017102262A1 (de) 2017-02-06 2018-08-09 Carsten Kanitz Trainingssystem
DE102017214743A1 (de) * 2017-08-23 2019-02-28 Tobias Riedling Vorrichtung und Verfahren zur Erfassung des Eintretens eines Balls in ein Tor sowie ein Spielgerät
BR202017027372Y1 (pt) * 2017-12-18 2022-09-27 Wagner De Amorim Cardoso Aperfeiçoamento introduzido em rede esportiva luminosa
CN108499084B (zh) * 2018-04-09 2020-08-07 保定申注软件开发有限公司 用于健身或训练的系统
CN110314356A (zh) * 2019-07-30 2019-10-11 武汉体育学院 一种足球射门电子墙幕

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DE29617403U1 (de) * 1996-10-07 1996-12-05 Detmer Josef Trainings- oder Spielgerät für insbesondere Ballspiele
HU222643B1 (hu) * 1997-08-07 2003-09-29 István Görgényi Berendezés labdajátékok edzésének, gyakorlásának elżsegítésére
ATE326272T1 (de) * 2001-07-27 2006-06-15 Jan Helming Spielgerät nach art einer torwand
DE20304144U1 (de) * 2003-03-14 2004-07-29 Kick-Point Spiel-, Sport-, Freizeitgeräte GmbH Trainings- und Spielgerät für Ballspiele

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Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2013083102A1 (fr) * 2011-12-08 2013-06-13 Universität Kassel Dispositif d'entraînement à la stratégie de tir d'un tireur de pénalty
WO2016007033A1 (fr) * 2014-07-09 2016-01-14 Isensexpert, Lda. Système d'entraînement comprenant des moyens de présentation visuelle et procédé de fonctionnement dudit système d'entraînement
WO2016007031A3 (fr) * 2014-07-09 2016-03-17 Isensexpert, Lda Système d'entraînement comprenant des moyens de collecte automatique et procédé de fonctionnement dudit système d'entraînement
WO2022174331A1 (fr) * 2021-02-18 2022-08-25 Dorland Paul Système d'affichage à del

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Publication number Publication date
DE102010052995A1 (de) 2012-05-31
WO2012072242A3 (fr) 2012-11-15
DE102010052995B4 (de) 2014-03-27

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