WO2013109352A1 - Transaction management for racing entertainment - Google Patents
Transaction management for racing entertainment Download PDFInfo
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- WO2013109352A1 WO2013109352A1 PCT/US2012/068091 US2012068091W WO2013109352A1 WO 2013109352 A1 WO2013109352 A1 WO 2013109352A1 US 2012068091 W US2012068091 W US 2012068091W WO 2013109352 A1 WO2013109352 A1 WO 2013109352A1
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- WIPO (PCT)
- Prior art keywords
- user
- racer
- images
- racers
- users
- Prior art date
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- 241000270281 Coluber constrictor Species 0.000 claims abstract description 158
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Classifications
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/323—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the player is informed, e.g. advertisements, odds, instructions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/61—Generating 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 using advertising information
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/65—Generating 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3272—Games involving multiple players
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3286—Type of games
- G07F17/3288—Betting, e.g. on live events, bookmaking
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/8017—Driving on land or water; Flying
Definitions
- the present invention is directed to a new type of entertainment business that enables users to enjoy the vivid images and sounds as perceived during a race by a raeer of his/her choice.
- Such entertainment can provide the user with the realistic experience filled with real-time, on-site and unforeseen excitements, thereby expected to open up a new entertainment paradigm.
- “Races” in this document refer to competitions on speed involving motorcycles, cars, bicycles, boats, aircrafts, horses, skis, skates, skateboards, sleighs, wheelchairs, yachts, and other vehicles or animals.
- FIG. 1 illustrates an example of a view perceived by a racer following another racer running ahead of him during a motorcycle racing.
- FIG. 2 illustrates an example of the positions of cameras attached to a helmet.
- FIG. 3 illustrates an example of a system according to an embodiment for providing entertainment services b capturing images and sounds as perceived by a racer, and transmitting them to a user so that the user can virtually experience the race as if he/she is participating in the race.
- FIG. 4 is a block diagram illustrating the management system.
- FIG. 5 illustrates an example of an image displayed on the client terminal.
- FIG. 6 illustrates a method of providing users with racing entertainment by transmitting images and sounds as perceived by a racer of the user's choice.
- FIG. 7 illustrates an example of the transaction activity that can be conducted in addition to charging and receiving the fee.
- FIG- 8 illustrates another example of the transaction activity that can be conducted in addition to charging and receiving the fee.
- FIG. 9 illustrates an example of providing gambling that can be conducted in addition to charging and receivin the fee.
- FIG. 10 schematically illustrates how the game can be configured based on the images and sounds captured by actual racers.
- FIGS. 1 1 A l l C illustrate images perceivable from the view point of the virtual racer V, who was at the rank 4. passing the racer 3 to be at the rank 3.
- FIG. 12 illustrates a situation in which the virtual racer V is trying to pass the racer 3, but coming too close to the racer 3.
- FIG. 13 illustrates an example of a process flow for providing the racing game based on an actual race.
- FIG. 14 illustrates an example of a process flow of the application designed for the racing game.
- FIG- 15 illustrates an example of process flows of the application running in parallel for the multiple users 1 , 2 ... and N.
- FIG. 1 illustrates an example of a view perceived by a racer following another racer running ahead of him during a motorcycle racing. The excitement among the race
- Such excitements of a real-time racing cannot be felt by mere spectators.
- one or more cameras are provided at fixed locations outside the race track, providing views and sounds as perceived by a spectator. Enabling users to receive the vivid images and sounds as perceived by a racer can provide the exciting racing experience, hence a new type of entertainment.
- Such entertainment may be realized by using a system that is configured to capture images and sounds as perceived by a racer, and transmit them to a user so that the user can virtually experience the race as if he/she is participating in the race.
- the images perceived by a racer can be captured by one or more cameras provided in the proximity of his/her eyes.
- FIG. 2 illustrates an example of the positions of the cameras.
- three cameras are attached to the racer's helmet: one near the forehead and two near the both sides of the eyes.
- Two or more cameras can capture the images as seen from two or more perspectives, respectively, w hich can be processed by using a suitable image processing technique for the viewer to experience the 3D effect.
- one or more microphones may be attached to the helmet to capture the sounds.
- two separate microphones may be placed near both the ears of the racer, to capture the sounds from two audible perspectives, respectively, which can be processed by using a suitable sound processing technique for the viewer to experience the stereophonic effect.
- FIG. 3 illustrates an example of a system according to an embodiment for providing entertainment services by capturing images and sounds as perceived by a racer
- a race track 304 is provided where multiple racers, racer I, racer 2 ... and racer N compete in the race.
- Each racer is equipped with one or more cameras and one or more microphones attached to his/her helmet, for example.
- the racer 1 wears a helmet with three cameras
- the racer 2 wears a helmet with one camera
- the racer N wears a helmet with two cameras, as represented by solid circles.
- the cameras and/or microphones may be attached to a racer's face directly or to a protecting gear other than a helmet.
- the number of cameras and the number of microphones carried by a racer may be any number according to predetermined needs for image and sound reception.
- a dev ice including both a camera and a microphone, or other sensing devices may be used.
- the images and sounds captured by the cameras, microphones or other devices are transmitted to a management system 308 through a communication link 312.
- the communication link 312 may represent a signal channel based on wireless communication protocols, satellite transmission protocols, or any other signal communication schemes.
- the management system 308 may be located in a server or a computer, and is configured to receive and process the signals including the images and sounds transmitted from the racers.
- the management system 308 is further configured to communicate with client terminals, 1 , 2 ... and M through a network 316,
- the network may include the Internet, TV broadcasting network, satellite communication network, local area network (LAN), wide area network (WAN), personal area network (PAN), and other types of network.
- the client terminals may include cellular phones, smart phones, iPad*, tablets and other mobile devices or TV systems. Each client terminal is configured to have a screen and a speaker to reproduce the images and sounds that have been transmitted from a racer and processed by the management system 308.
- FIG. 4 is a block diagram illustrating the management system 308,
- the signals transmitted from the racers are received by a receiver 404.
- the receiver 404 may include an antenna or a satellite dish, with additional components for analog-to-digital conversion, digital-to-analog conversion, power amplification, digital signal processing, etc. to receive the signals with high efficiency and fidelity. Any recei er technologies known to those skilled in the art can be utilized for the implementation of the receiver 404.
- the received signals are sent to an image and sound processing module 408, where the images and sounds arc processed and prepared for transmission to the client terminals. For example, the images with different perspectives captured by two or more cameras of the racer may be processed for the user to experience the 3D effect.
- the management system 308 further includes a transaction module 412, which may include a CPU 416 for controll ing algorithms, electronic components and modules, information flow, etc. as well as a memory 420 for storing predetermined data and/or acquired date during the operation. The data can be updated as needed.
- a transaction module 412 may include a CPU 416 for controll ing algorithms, electronic components and modules, information flow, etc. as well as a memory 420 for storing predetermined data and/or acquired date during the operation. The data can be updated as needed.
- the transaction module 412 is configured to receive input information thit the users input on the respective client terminals and thereafter transmitted through the network 316.
- a prompt page may be configured for Ac users to input necessary information.
- the input information pertains to the user, including an ID of the user, his/her choice of the payment method (credit card, PayPal*, money order, etc.), his/her credit card number if the credit card payment is chosen, and other account information.
- the user is asked which racer he/she wants to be connected to, so that the user can virtually share the common experience with his her favorite racer through the images and sounds captured by the cameras and microphones placed in the proximity of the racer's eyes and ears.
- the received information may be stored in the memory 420 and updated when the user changes his/her account information, favorite racer to he connected to, or any other
- the users may request to receive such event information via emails. Such event information can be broadcast via audio/visual media.
- a website may be created for general audience to access, and the upcoming events and schedules may be posted on the site. Tie schedule may list the names or IDs of the racers participating in each upcoming race so that each user can select the race to watch and the racer to get connected to.
- the connection fee may be a flat rate, for example, a few dollars, which can be set at lower than the fee to actually get a scat in the racing stadium.
- the input information including the account information and the choice of racer is obtained by the transaction module 412 from each user as inputted on the client terminal. Payment can be made using the payment method that the user specified as part of the account information.
- the transaction module 412 is configured to send the processed images and sounds, corresponding to the racer of choice, to the client terminal of the user who chose the particular racer.
- FIG. 5 illustrates an example of an image displayed on the client terminal.
- the racer whom the user selected to get connection with is running No.4, following three racers ahead of him/her who are turning along a sharp curve.
- the exciting moments arc seized and experienced by the user.
- advertisement can be shown in the lower area, at a corner or at the side of the screen as indicated by Area A, Area B or Area C.
- these images or films advertising goods or services can be prc-storcd in the memory 420 of the transaction module 412, and released for viewing at the same time when the images and sounds of the racing are outputted from the image and sound processing module 408. These areas may be used for other purposes.
- one area may be used for showing TV broadcast scenes. This can be realized by contracting the TV broadcasting company in advance and obtaining the transmitted scenes through the communication link 312 of FIG. 3, for example, to the management system 308. In this way, the user can enjoy not only the scenes as captured by the racer of his her choice but also the overall picture transmitted by the TV broadcast.
- one area may be used for showing the time, speed, laps, rank and other racing information associated with the racer, other racers and or die race itself. Such racing information can be obtained from the company who organizes the race, for example, via a prior agreement or contract, and may be transmitted through the communication link 3 12 of FIG. 3, for example, to the management system 308 during the race. 101128]
- the transaction module 412 of FIG. 4 is further configured to tally the number of users who selected each racer. According to the tally result
- the transaction module 412 may tally to result that 4,000 users selected the racer 1 , 3,000 users selected the racer 2, 2,000 users selected the racer 3, 500 users selected the racer 4, and 500 users selected the racer 5. Further suppose the racer 5 finished the race first, and the racer 1 finished the race second. Then, the transaction module 412 may be configured to give 20 points to each of the 500 users who selected the racer 5, and 2 points to each of the 4,000 users w ho selected the racer 1.
- Sponsors for the race or the advertisement may prepare goods or services that can be exchanged with a predetermined number of points.
- the users can experience additional entertainment by competing to accumulate the points to be redeemed, while the sponsors take advantage of the opportunity to promote their goods or services.
- 100 points may he redeemed with a T-shirt having the logo of a motorcycle's manufacturer, 150 points may be redeemed w ith a pair of racer's gloves, 200 points may be redeemed with a dinner with the selected racer, etc.
- bonuses or awards may be given to the racers according to the connection share, providing the racers with an incentive to wear the cameras and
- the present system can be used for gambling as well.
- Gambling is regulated, and the regulations differ from country to country as well as from state to state in the U.S. in a conventional gambling, such as a horse racing, a gambler stakes money on a horse as a bet, and if it comes in first place, the bet is the winner. The winner gets money based on the pooled money and distribution rules.
- These transaction activities take place at a gambling station associated ith the racetrack.
- the present system can be configured to offer online gambling by allowing a user to bet on the racer of his her choice.
- the input information including the account information and the choice of a racer is obtained by the transaction module 412 from each user as inputted on the client terminal.
- a prompt page may be configured for the users to input necessary
- An option of playing the gamble may be shown on the prompt page, for example, so that the user can click the option button to choose to gamble.
- the transaction module 412 receives the personal information, thereby determining if the user is permitted to gamble by looking up the national or state regulations that can be pre- stored in the memory 420, for example. Once all criteria are met to gamble, the user is allowed to play the gamble.
- the user may be prompted to bet money on the racer of his/her choice. The money may be withdrawn by using the payment method the user selected, for example, via credit card payment, PayPal, money order or other methods. After the race, the winner gets money based on distribution rules.
- the distribution rules may be predetermined based on the amount of the pooled money, the number of connections per racer (connection share) and the race result (which racer was the first, the second, and so on).
- points may be given to the users according to the distribution rules.
- the winning money may be exchanged with points.
- the users can thus accumulate the points to redeem with the goods or services provided by the sponsors.
- These transaction activities may be controlled by the transaction module 412.
- the winning money may be paid to the credit card account of the winners, for example.
- the winning money can be pooled for betting for one or more of the subsequent races.
- the user may borrow money for betting. For example, prior to a race, the user may borrow a certain amount of money to enjoy betting and pay it back, after the race.
- the user can continue gambling for the subsequent races and postpone the payback, and the borrowed amount of money can be returned at the end of the series or any time during the series.
- the user may need additional money during the series, he/she may be allowed to borrow more money even during the series. For example, suppose there arc 16 races per season. The user may borrow $1 ,000 prior to the series of races. After betting 8 races, he/she spent all $1 ,000 for betting, but wishes to continue gambling. The user may be allowed to borrow additional $1 ,000 to bet for the subsequent 8 races and pay back 12,000 after the 16 races.
- the limit may be imposed according the credit limit, credit history and other conditions pertaining to the user.
- a certain percentage of the profit may be arranged for charities, donations or gifts for victims of natural disasters, refugees in war zones, etc. for the purpose of tax exemption as well as to improve perceptions of racing and or gambling.
- FIG. 6 illustrates a method of providing users with racing entertainment by transmitting images and sounds as perceived by a racer of the user's choice.
- Multiple racers participate in a race; and a large number of users can be entertained through the present system of FIG. 3 including the management system 308, network 1 and multiple client terminals that the users use, respectively.
- the client terminals may include cellular phones, smart phones, iPad*, tablets and other mobile devices or TV systems.
- Each client terminal is configured to have a screen and a speaker to reproduce the images and sounds.
- Tie order of steps in the flow charts illustrated in this document may not have to be the order that is shown. Some steps can be interchanged or sequenced differently depending on efficiency of
- each racer is provided with one or more cameras and one or more microphones that can be attached to the proximity of his her eyes ind ears. These devices may be attached to the face or head of the racer directly, his/her helmet or other protection gear.
- information pertaining to each user is obtained, via, for example, a prompt page for inputting the information on a screen of the client terminal that the user is using.
- the input information includes account information, such as an ID of the user, his her choice of the payment method (credit card, PayPal*, money order, etc.), his her credit card number if the credit card payment is chosen, and the like.
- the input information includes which racer the user selects, so that the user can virtually share the common experience with his/her favorite ricer through the images and sounds captured by the cameras and microphones placed in the proximity of the racer's eyes and ears.
- a device including both a camera and a microphone, or other sensing devices may be used.
- the transaction is managed, including charging and receiving a fee for the connection between the user and the selected racer. The fee can be paid through the payment method that the user specified.
- the images and sounds captured by the device attached to each racer are processed by using the image and sound processing module 408 in FIG. 4. For example, the images with different perspectives captured by two or more cameras of the racer may be processed for the user to experience the 3D effect.
- blurred or rapidly fluctuating images due to camera shaking may be corrected to be viewed without causing discomfort to the user.
- a loud noise such as the roaring sound of the vehicle, may be reduced to a comfort level.
- the sounds from different audible perspectives captured by two or more microphones of the racer may be processed for the user to experience the
- step 620 the processed images and sounds from the racer are
- step 612 o the method illustrated in FIG. 6, the management of transactions includes charging and receiving the fee for the connection.
- This managing step can be modified or expanded to include other transitions.
- FIG. 7 illustrates an example of the transaction activity that can be conducted in addition to charging and receiving the fee in step
- connection share is obtained in step 704 by tallying the number of users who selected each racer. This step 704 may be conducted in parallel with, before or after step 612 of FIG. 6, where the connection fee is charged and received.
- points may be distributed to the users in step 708.
- the point distribution rules may be predetermined based on the connection share and the race result. For example, referring back to FIG.
- connection share can be obtained in step 704 based on the tally result indicating that 4,000 users selected the racer 1, 3,000 users selected the racer 2, 2,000 users selected the racer 3, 500 users selected the racer 4, and 500 users selected the racer 5. Further suppose the racer 5 finished the race first, and the racer 1 finished the race second. Then, the points to the users may be distributed in step 708 according to the point distribution rules to give 20 points to each of the 500 users who selected the racer 5, 2 points to each of the 4,000 users who selected the racer 1 , and 0 points to the other users.
- Sponsors for the race or the advertisement may prepare goods or services that can be exchanged with a predetermined number of points.
- the users are allowed to accumulate points from multiple rices and to redeem the points with the goods or services in step 712.
- the sponsors can take advantage of the opportunity to promote their goods or services. For example, 100 points may be redeemed with a T-shirt having the logo of a motorcycle ' s manufacturer, 150 points may be redeemed with a pair of racer's glows, 200 points may be redeemed with a dinner with the selected racer, etc.
- bonuses or awards are given to the racers according to the connection share in step 716, providing the racers with an incentive to wear the cameras and microphones and cooperate in the present entertainment business.
- FIG. 8 illustrates another example of the transaction activity that can be conducted in addition to charging and receiving the fee in step 612 of FIG. 6.
- the steps shown in FIG, 8 can be added to the steps shown in FIG. 6, to the combined steps shown in FIGS. 6 and 7 or other processes controlled by the present system, and the order of com ined steps may be sequenced differently or some may be conducted in parallel.
- Sponsors for the race, sponsors for the goods or services redeemable in the point system, or other marketers may want to show advertisement to the users watching the race.
- the films or images showing such advertisement may be prepared by the sponsors, and stored in the memory 420 of the present system in step 804.
- the sponsors arc charged for the advertisement in step 808.
- these films or images of the advertisement may be combined with the images and sounds from the racer and transmitted to the client terminal of the user who selected the racer in step 812.
- the combination of the race and the advertisement may be displayed, as shown in the example of FIG. 5, on the screen of the client terminal.
- FIG. 9 illustrates an example of providing gambling that can be conducted in addition to charging and receiving the fee in step 612 of FIG. 6.
- the steps shown in FIG, 9 can be added to the steps shown in FIG. 6, to the combined steps shown in FIGS. 6 and 7, FIGS. 6 and 8, or FIGS. 6, 7 and 8, or other processes controlled by the present system.
- the order of combined steps may be sequenced differently or some may be conducted in parallel.
- step 904 » the users arc prov ided with an option of gambling. Such an option may be shown in the prompt page on the client terminal, for example, so that the user can click the option button to choose to gamble.
- the user Upon choosing the option to gamble in step 908, the user is asked to enter age, residency and other personal information.
- step 912 Such personal information is obtained in step 912 to determine if the user is permitted to gamble by looking up the national or state regulations that can be prc-stored in the memory 420, for example. If the user chose not to pursue gambling in step 508 » the process proceeds to the non-gambling course, such as to step 608 of FIG, 6, step 704 of FIG. 7, or step 812 of FIG. 8, for example.
- step 916 it is determined if the criteria to play the gamble arc not met based on the personal information of the user compared to the regulations, the user is denied to play the gamble and the process proceeds to the non-gambling course. If it is decided in step 916 that the criteria arc met for the user to play the gamble, the user is allowed to participate in the gamble in step 920.
- the user may be prompted to bet money on the racer of his/her choice. It can be configured that the racer whom the user wants to get connected to is the racer on whom the user bets money.
- the money may be withdrawn by using the payment method the user specified, for example, via credit card payment, PayPal, money order or other methods.
- the winner gets money based on distribution rules.
- the distribution rules may be predetermined based on the amount of the pooled money, the number of connections per racer (connection share) and the race result (which racer was the first, the second, and so on). Instead of money, points may be given to the users according to the distribution rules. Additionally, the winning money may be exchanged with points. The users can thus accumulate the points to redeem with the goods or services prov ided by the sponsors. These transaction activities may be controlled by the transaction module 412. The winning money may be paid to the credit card account of the winners, for example.
- the winning money can be pooled for betting for one or more of the subsequent races.
- the user may be allowed to borrow money for betting from the pooled money. For example, prior to a race, the user may borrow a certain amount of money to enjoy betting and pay it back after the race. Alternatively, it may be arranged that the user can continue gambling until the end of the series of races, and the borrowed amount of money can be returned to the pool at the end of the series. If the better needs additional money during the series, he/she may be allowed to borrow more money ev en during the series.
- the limit may be imposed according the credit limit, credit history, and other conditions pertaining to the user.
- a certain percentage of the profit may be arranged for chanties, donations or gifts for victims of natural disasters, refugees in war zones, etc. for the purpose of tax exemption as well as to improve perceptions of racing and/or gambling.
- An application herein refers to a computer program designed to help users perform activities.
- the application can be downloaded from a site associated with the server including the management system 308 through the Internet and placed in the client terminal, distributed directly from the distributer of the application, or placed externally to the client terminal, for example, in the cloud computing environment.
- the management system 308 and the application can be configured to work together to perform various tasks related to the present racing entertainment.
- the application can be configured to obtain information about a user, such as account information, by displaying, for example, a prompt page for the user to input such information at the client terminal .
- Additional activities that can be earned out at the client terminal by using the application include: selection of a racer whom each user wants to be connected w ith; payment of the connection fee; requests for redemption of points with goods or services; decision as to whether the user wants to participate in gambling; inputting personal information pertaining to the user if he/she wants to participate in the gambling; betting for the gambling; and various other activities pertaining to the user.
- the input information at the client terminal can be transmitted to the management system 308 to be used to control the transmission of the images and sounds captured by the selected racer to the user as well as to manage various transactions, such as those described with reference to FIGS.
- the application can be further configured to reproduce the images and sounds at the client terminal with a proper format and/or control options for the user to control the images and sounds.
- the reproduction of the images and sounds may be done by using default, built-in functions at the client terminal.
- the management system 308 and the present method may be further configured to allow users to play a racing game based on a live race.
- FIG. 10 schematically illustrates how the game can be configured based on the images and sounds captured by actual racers.
- the racers are identified by reference numerals, 1 , 2 ... and 10, which correspond to the current ranking for simplicity in this example.
- Each racer is provided with one or more cameras and one or more microphones to capture images ind sounds is perceived by the racer during the race.
- the images and sounds are transmitted to the management server 308, processed by the image and sounds processing module 408, and stored in the memory 420. Image and Sound 1, 2 ...
- the present system and method may be configured to provide a user with an option of playing the game, by using an application, for example. If the option is chosen, the application accepts various inputs from the user to present his her participation ts a virtual racer V.
- the inputs from the user to determine the position of V may include: the velocity, acceleration, body angle, body orientation and various other parameters to represent the user's maneuvers. These parameters can be inputted through peripherals simulating a steering wheel, a gas pedal, a break and the like.
- the user may input those parameters into the application by directly typing in at the client terminal, using a finger sensing function on the screen of the client terminal, a keyboard or any other input method.
- the positions, velocities and other characteristics of the racers 1 , 2 ... and 10 can be obtained by the management server 308, and associated with the Image and Sound 1 , 2 ... and 10, respectively.
- the application may be configured to determine the current position of the virtual racer V, which represents the participation of the user in the race.
- Thresholds for those parameters may be predetermined to determine which racer is the closest to the vertical racer V so as to transmit the images and sounds captured by that particular racer to the user. For example, in FIG. 10, the position of the virtual racer V is determined to be within a Irst threshold from the position of the racer 4, and the Image & Sound 4 is transmitted and reproduced at the client terminal of the user as if he/she is running at the rank 4. If the user wants to pass the racer 3, he/she increases the velocity, and when the position becomes within the first threshold from the position of the racer 3, the Image & Sound 3 is transmitted and reproduced at the client terminal of the user as if now he/she is running at the rank 3.
- FIGS. 1 1 A - 1 1C illustrate images perceivable from the view point of the virtual racer V, who was at the rank 4, passing the racer 3 to be at the rank 3.
- FIG. 1 1 A illustrates the Image and Sound 4, as captured by the racer 4, which is transmitted and reproduced at the client terminal of the user, wherein the application may be configured to determine that the position of the virtual racer V is the closest to the racer 4 based on the input parameters and predetermined thresholds.
- the user represented by the virtual racer ⁇ is now viewing the backs of the racers I, 2 and 3 running before the virtual racer Y who is at the position of the racer 4. Tie associated sounds can be transmitted and reproduced in the similar way.
- FIG. 1 A illustrates the Image and Sound 4, as captured by the racer 4, which is transmitted and reproduced at the client terminal of the user, wherein the application may be configured to determine that the position of the virtual racer V is the closest to the racer 4 based on the input parameters and predetermined thresholds.
- 1 I B illustrates the image viewed by the virtual racer V when he/she is increasing the velocity trying to pass the racer 3.
- This image can be generated by enlarging the Image and Sound 4 captured by the racer 4 and shifting it towards left.
- the associated sounds can be processed and reproduced in the similar way.
- FIG 1 1 C illustrates the image viewed by the virtual racer V when he/she just passed the racer 3 and has become at the rank 3.
- the application may be configured to determine that the position of the virtual racer V is tie closest to the racer 3 based on the input parameters and predetermined thresholds.
- the Image and Sound 3 captured by the racer 3 is now transmitted and reproduced at the client teniiinal of the user, and the virtual racer V representing the user is now viewing the backs of the racers 1 and 2 running before the virtual racer V.
- FIG. 12 illustrates a situation in which the virtual racer V is trying to pass the racer 3, but coming too close to the racer 3.
- the virtual racer V can pass and become the rank 3 when the position of V becomes within the first threshold from the position of the racer 3, for example.
- the application may be configured to determine that it is a collision and issue the "game over" notice.
- Another conceivable criterion for the "game over” is a tire burst.
- Eaee conditions including the weather and factors related to the race and the race track can be obtained by the management System 308 and transmitted to the application, for example.
- the tire temperature of the virtual racer V may be calculated by the application based on, at least part of, the weather conditions including the temperature and humidity, surface conditions of the race track and laps of the race, as well as the velocity, acceleration and other maneuvers inputted by the user.
- the application may be configured to determine that it is a tire burst and issue the "game over" notice.
- a collision and a tire burst are addressed above as examples of criteria for the "game over.” Additionally, various other factors and/or situations that arc likely to occur in an actual race may be incorporated in the application for running the game. It should be noted that the present racing game based on the actual race can be configured to be near live or almost real-time. The live images and sounds captured by the actual racers can be
- the processing and storage may cause a minor time lag until the images and sounds are transmitted and reproduced at the client terminals.
- time lag can be made well within a human tolerance for the user to feel the live or real-time experience.
- connection to the actual race has to be made.
- the connection fee may be charged.
- the input information including the account information is obtained by the transaction module 412 from each user as inputted on the client terminal by using an application, for example. Payment can be made using the payment method that the user specified as part of the account information. Transactions including such charging receiving of the connection fee can be handled by the transaction module 412.
- the user may need to obtain an application specifically designed for the gaming purpose.
- the application for the racing game can be downloaded from a site associated with the server including the management system 308 in FIG.
- the transaction module 412 may be configured to manage the distribution of the application and associated transactions.
- This game application can be included in the other application that is used for inputting user information and performing transactions and various other tasks for users at the client terminals. Alternatively, this game application may be designed and associated with the client terminals as i separate application. Additionally or alternatively, the transaction module 412 may he configured to include an algorithm to control the game.
- the application for playing a racing game as above may be extended to communicate with multiple users so that the multiple users can compete in the same racing game.
- the application can be configured to accommodate virtual racers VI , ⁇ 2 ... and VN
- points may be allocated to the users according to the game result. For example, a virtual racer who finished the racing game first gets 20 points, and another virtual racer who finished the racing game second gets 10 points.
- the users can accumulate points by participating in multiple racing games.
- Sponsors for the race or the advertisement may prepare goods or services that can be exchanged with a predetermined number of points.
- the users can experience additional entertainment by competing to accumulate the points to be redeemed, while the sponsors take advantage of the opportunity to promote their goods or services.
- 100 points may be redeemed with a T-shirt having the logo of a motorcycle's manufacturer, 150 points may be redeemed with a pair of racer's gloves, 200 points may be redeemed with a dinner with a selected racer, etc.
- the transaction module 308 in FIG, 3 may be configured to receive requests for redeeming points from the users, exchange goods or services with the points for each us r, and various other transactions associated with the point system based on the racing game.
- FIG. 13 illustrates an example of a process flow for providing the racing game based on an actual race.
- the steps shown in FIG, 13 can be added to the steps in other processes controlled by the present system. The order of combined steps may be sequenced differently or some may be conducted in parallel.
- step 1304 the users are provided with an option of playing the racing game. Such an option may be shown in the prompt page by running an application on the client terminal, for example, so that the user can click the option button to choose to play the racing game. If the user chose not to play the racing game in step 1308, the process proceeds to the non-game course, such as to step 608 of FIG. 6, step 704 of FIG. 7, step 812 of FIG. 8 or step 904 of FIG. 9, for example.
- step 1312 information pertaining to each user is obtained in step 1312, via, for example, a prompt page by running an application for inputting the information on a screen of the client terminal.
- the input information includes account information, such as an ID of the user, his/her choice of the payment method (credit card, PayPal*, money order, etc.), his/her credit card number if the credit card payment is chosen, and the like.
- the prompt page may include an inquiry as to whether the user wants to obtain the application designed for playing the racing game.
- the application can be downloaded from a site associated with the server including the management system 308 through the Internet and placed in the client terminal, distributed directly from the distributer of the application, or placed externally to the client terminal, for example, in the cloud computing environment.
- the transaction module 412 may be configured to manage the distribution of the application and associated transactions.
- This game application can be included in die other application that is used for inputting user information and performing transactions and various other tasks for users at the client terminals. Alternatively, this game application may be designed and associated with the client terminals as a separate application.
- various transactions are managed, including charging and receiving a fee for the connection between the user and the actual race. The fee can be paid through the payment method that the user speci fied.
- the racing game may be started by using the game application, for example, as soon as the actual race starts.
- FIG. 14 illustrates an example of a process flow of the application designed for the racing game.
- This game application can be included in the application that is used for inputting user information and performing transactions and various other tasks for users at the client terminals, such as those described with reference to FIGS. 6 - 9 and 13.
- this game application may be designed and associated with the client terminals as a separate application.
- the transaction module 4 12 may be configured to include an algorithm to control the game.
- race conditions including the weather and other factors related to the race and the race track may be obtained by the management system 308 and transmitted to the application associated with the client terminal .
- various parameters are inputted by the user to present his her participation as a virtual racer.
- the inputs from the user to determine the position of the virtual racer may include: the velocity, acceleration, body angle, body orientation and various other parameters that can be inputted through peripherals simulating a steering wheel, a gas pedal, a break and the like.
- the user may input those parameters into the application " by directly typing in at the client terminal, using a finger sensing function on the screen of the client terminal, a keyboard or any other input method.
- the positions, velocities and other characteristics of the actual racers, as well as associated images and sounds, respectively, are obtained by the management server 308, Based on at least one of the velocity, acceleration, body angle, body orientation and various other parameters inputted by the user with respect to the positions, velocities and other characteristics of the actual racers, the application is configured to determine in step 1408 the current position of the virtual racer, which represents the participation of the user in the race.
- the images and sounds captured by one of the racers who is the closest to the position of the virtual racer arc reproduced on the client terminal of the user represented by the virtual racer. Thresholds for the parameters may be predetermined to determine which racer is the closest to the vertical racer. For example, the position of the virtual racer is determined to be within a first
- the position of one of the racers is somewhere between two racers. In other words, the distance between the virtual racer and any one of the racers can be beyond the first threshold.
- images captured b at least one of the nearby racers can be processed by enlarging and shifting to simulate the images from the virtual racer's view point.
- the associated sounds can be processed and reproduced in the similar way.
- the image and sound processing technique based on enlargement, translation, interpolation or extrapolation by use of the images and sounds captured by at least one of the actual racers, or any other techniques known to those skilled in the art can be used to simulate the images and sounds perceivable by the virtual racer at the position in between actual racers. Accordingly, in step 1412. the images and sounds captured by one of the actual racers, who is the closest to the virtual racer, or processed images and sounds are reproduced on the client terminal depending on the position of the virtual racer. In step 1416, the game is over when the actual race ends.
- various "game-over" criteria can be predetermined. For example, if the virtual racer comes too close to a racer within a second threshold from the racer, it is determined that a collision occurred and the game is terminated.
- the tire temperature of the virtual racer may be calculated based on, at least part of, the weather conditions including the temperature and humidity, surface conditions of the race track and laps of the race, as well as the velocity, acceleration and other maneuvers inputted by the user. When the tire temperature reaches the maximum allowable temperature specified by the tire manufacturer, for example, it is determined that a tire burst occurred and the game is terminated.
- FIG. 15 illustrates an example of process flows for the multiple users 1 - N. As in the single flow of FIG.
- race conditions including the weather and other factors related to the race and the race track may be obtained by the management system 308 and transmitted to the application associated with the client terminals 1 - N.
- various parameters are inputted by the users 1 - N to present his/her participation as virtual racers 1 - N, respectively.
- the inputs from each user to determine the position of the corresponding virtual racer may include: the velocity, acceleration, body angle, body orientation and various other parameters.
- the positions, velocities and other characteristics of the actual racers, as well as associated images and sounds, respectively, are obtained by the management system 308.
- the application determines in steps 1508-1 - 1508-N the current positions of the virtual racers 1 - N, respectively.
- steps 1512-1 - 1512-N the images and sounds captured by one of the racers who is the closest to the position of each virtual racer arc reproduced on the client terminal of the user corresponding to the virtual racer. Thresholds for the
- parameters may be predetermined to determine which racer is the closest to the vertical racer. For example, the position of the virtual racer is determined to be within a first threshold from the position of one of the racers, and the images and sounds captured by the racer are transmitted and reproduced at the terminal of the user as if he/she is running at the same rank, as the racer. If the user wants to pass the racer, he/she increases the velocity, and when the position becomes within the first threshold from the position of the racer running in front of the previous racer whom the virtual racer just passed, the images and sounds captured by the racer, who is running in front of the previous racer that the virtual racer just passed, are transmitted and reproduced at the client terminal of the user.
- the position of the virtual racer is somewhere between two racers. In other words, the distance between the virtual racer and any one of the racers can be beyond the first threshold.
- images captured by at least one of the nearby racers can be processed by enlarging and shifting to simulate the images from the virtual racer " s view point.
- the associated sounds can be processed and reproduced in the similar way.
- the image and sound processing technique based on enlargement, translation, interpolation or extrapolation by use of the images and sounds captured by at least one of the actual racers, or any other techniques known to those skilled in the art can be used to simulate the images and sounds perceivable by the virtual racer at the position in between actual racers.
- steps 1512- 1 1512-N the images and sounds captured by one of the actual racers, who is the closest to the virtual racer, or processed images and sounds are reproduced on the client terminal depending on the position of the corresponding virtual racer.
- steps 15 16- 1 15 16-N representations of the other virtual racers can be added to the reproduced images and sounds for each user. In this way, each user knows where the other virtual racers are with respect to the position of his/her own virtual racer.
- steps 1520-1 - 1520-N the game is over when the actual race ends. Alternatively, various "game-over" criteria can be predetermined.
- the tire temperature of the virtual racer may be calculated based on, at least part of, the weather conditions including the temperature and humidity, surface conditions of the race track and laps of the race, as well as the velocity, acceleration and other maneuvers inputted by the user. When the tire temperature reaches the maximum allowable temperature specified by the tire manufacturer, for example, it is determined that a tire burst occurred and the game is terminated
- points may be allocated to the users according to the game result.
- Such a process flow may be added to the process flows illustrated in FIG. 15. For example, a virtual racer who finished the racing game first gets 20 points, and another virtual racer who finished the racing game second gets 10 points.
- the users can accumulate points by participating two or more racing games.
- Sponsors for the race or the advertisement may prepare goods or services that can be exchanged with a
- the transaction module 308 may be configured to receive requests for redeeming points from the users, exchange goods or services with the points for each user, and various other transactions associated with the point system based on the racing game.
- races in this document refer to competitions on speed involving motorcycles, cars, bicycles, boats, aircrafts, horses, skis, skates, skateboards, sleighs, wheelchairs, yachts, and other vehicles or animals; and “racers” refer to participants, i.e., humans, animals or machines, competing the speed in the race.
- the system and method described herein can be adapted for any racing entertainment as above.
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US13/353,221 US8650585B2 (en) | 2012-01-18 | 2012-01-18 | Transaction management for racing entertainment |
US13/353,221 | 2012-01-18 | ||
US201261668264P | 2012-07-05 | 2012-07-05 | |
US61/668,264 | 2012-07-05 | ||
US13/706,075 | 2012-12-05 | ||
US13/706,075 US8947535B2 (en) | 2012-01-18 | 2012-12-05 | Transaction management for racing entertainment |
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JP2023043781A (ja) * | 2021-09-16 | 2023-03-29 | 株式会社バサイ | 宇宙エンターテイメント中継装置 |
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JP2610227B2 (ja) * | 1994-05-30 | 1997-05-14 | 株式会社ノバックス | 公営競技場の実況中継装置 |
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JP2015187868A (ja) | 2015-10-29 |
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