US20010041607A1 - Simulated ball movement game system and method - Google Patents

Simulated ball movement game system and method Download PDF

Info

Publication number
US20010041607A1
US20010041607A1 US09/221,541 US22154198A US2001041607A1 US 20010041607 A1 US20010041607 A1 US 20010041607A1 US 22154198 A US22154198 A US 22154198A US 2001041607 A1 US2001041607 A1 US 2001041607A1
Authority
US
United States
Prior art keywords
movement
ball
parameters
input
player
Prior art date
Legal status (The legal status 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 status listed.)
Granted
Application number
US09/221,541
Other versions
US6379250B2 (en
Inventor
J. Walt Adamczyk
Donald L. Updyke
William George Adamson
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
SDI DEVELOPMENT Inc A DELAWARE Corp
Hyper Entertainment Inc
Original Assignee
SDI DEVELOPMENT Inc A DELAWARE Corp
Hyper Entertainment Inc
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 SDI DEVELOPMENT Inc A DELAWARE Corp, Hyper Entertainment Inc filed Critical SDI DEVELOPMENT Inc A DELAWARE Corp
Priority to US09/221,541 priority Critical patent/US6379250B2/en
Assigned to SDI DEVELOPMENT, INC., A DELAWARE CORPORATION reassignment SDI DEVELOPMENT, INC., A DELAWARE CORPORATION ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: ADAMCZYK, J. WALT, ADAMSON, WILLIAM GEORGE, UPDYKE, DAVID L., JR.
Priority to JP24649099A priority patent/JP4311510B2/en
Assigned to HYPER ENTERTAINMENT, INC. reassignment HYPER ENTERTAINMENT, INC. CHANGE OF NAME (SEE DOCUMENT FOR DETAILS). Assignors: SOI DEVELOPMENT, INC.
Publication of US20010041607A1 publication Critical patent/US20010041607A1/en
Application granted granted Critical
Publication of US6379250B2 publication Critical patent/US6379250B2/en
Anticipated expiration legal-status Critical
Expired - Fee Related legal-status Critical Current

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1043Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1062Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

Definitions

  • This invention relates generally to improvements in simulated ball movement games, and, more particularly, to a new and improved system and method for realistically simulating the movement of a ball responsive to movement of an input ball imparted by a player in a virtual reality simulated ball movement game environment.
  • a microfiche appendix consisting of _ microfiche and of _ frames is included as part of the specification and incorporated herein.
  • the present invention fulfills these needs by providing efficient and effective realistic simulation of ball movement, directly responsive to control of an input ball by the player, in a virtual reality environment, adapted to be defined by the user.
  • the present invention provides a new and improved system and method for generating realistic simulated ball movement in a game, by direct control by the player of an input ball, and enables the player to define the parameters of the game environment.
  • the present invention provides a new and improved system for simulating a ball movement game, adapted to enable movement of a simulated ball responsive to movement of an input ball imparted by a player.
  • the system includes an input ball, adapted to enable movement to be imparted thereto by a player. It further includes elements for supporting the input ball so as to enable the player to impart movement to the input ball. It also includes elements for generating the parameters of movement of the simulated ball, responsive to detecting the parameters of movement of the input ball imparted by the player.
  • the system still further includes elements for generating a simulation of a ball movement game, adapted to simulate a ball and movement of the simulated ball, responsive to the parameters of movement of the input ball detected by the parameters generating means.
  • the present invention includes an input track ball device, wherein the input ball is suspended on an air bearing, to enable free movement of the input ball therein.
  • the air bearing track ball comprises an improved user input device which enables realistic simulated movement of a ball in a game such as a bowling game.
  • the system in accordance with the present invention, also includes optical encoders for detecting movement of the input ball in a plurality of planes. This enables the system to detect the range of movement of the input ball imparted by the player for realistically generating movement of the simulated ball in the game responsive thereto.
  • the system also includes a processor and a program for processing in the processor which are adapted to provide a realistic simulated virtual reality game graphical representation wherein the dynamics and environment of the game may be varied by the player. This provides flexibility in enabling the player to change the parameters of the game as desired for enhanced player enjoyment, and enables the player to play other games and to play in a variety of different game environments.
  • one advantage of the present invention is that it includes a track input ball suspended on an air bearing, to enable free movement thereof for generating realistic movement of a simulated ball in the game simulation.
  • the present invention includes optical decoders for detecting input ball movement in a plurality planes, for generating the realistic simulated ball movement in a plurality of dimensions.
  • a further advantage is that it includes a processor and a program adapted to be processed in the processor for generating a graphical representation of a simulated virtual reality game environment, in which the player may change the game dynamics and environment, and may also change the game parameters. This enables the player to play other games, and to play a game in different game environments.
  • FIG. 1 is an elevational partly sectional view of an input ball and an air bearing in accordance with the present invention.
  • FIG. 2 is a fragmentary enlarged view of a portion of the input ball and air bearing in the practice of the invention.
  • FIG. 3 is a top plan view of an optical encoder in the system of the invention.
  • FIG. 4 is a side elevational partly sectional view of the input ball and air bearing pursuant to the present invention.
  • FIG. 5 is a fragmentary elevational partly-broken view of an optical encoder in accordance with the invention.
  • FIG. 6 is a block diagram of an input ball and an air bearing pursuant to the invention.
  • FIG. 7 is a block diagram of an input ball, an air bearing, an optical encoder, a processor, and a program in the system of the invention.
  • FIG. 8 is a perspective view of an embodiment of an input track ball and a support table in the present invention.
  • FIG. 9 is a perspective view of another embodiment of an input track ball and a suspending cups support member in accordance with the invention.
  • FIG. 10 is a perspective view of a further embodiment of a track ball and an inset rim support table in the invention.
  • FIG. 11 is a perspective view of a player environment in the present invention.
  • the present invention is directed to an improved system and method for simulating a ball movement game, adapted to enable movement of a simulated ball responsive to movement of an input ball imparted by a player.
  • the improved system and method provides a realistic simulated game environment, wherein the player may vary the game dynamics and environment.
  • the preferred embodiments of the improved system and method are illustrated and described herein by way of example only and not by way of limitation.
  • a system 10 is adapted to provide a simulation of a ball movement game, wherein the simulation includes movement of a simulated ball responsive to movement of an input ball 12 imparted by a player.
  • the input ball 12 is adapted to enable movement to be imparted thereto by a player.
  • the system 10 further includes an element 14 for supporting the input ball 12 so as to enable a player to impart movement to the input ball 12 .
  • the supporting element 14 comprises an air bearing 16 , which includes a support member 18 including a surface 20 generally complementary to the shape of the input ball 12 .
  • the support member 18 comprises a casing for the input ball 12 .
  • the air bearing 16 further includes a channel 22 which extends through the support member 18 and communicates with the complementary surface 20 .
  • the channel 22 further includes a plurality of sub-channels 24 which extend in the support member 18 and communicate with the complementary surface 20 .
  • the air bearing 16 also includes an element 26 for suspending the input ball 12 to enable movement thereof, adapted to communicate with the channel 22 in the support member 18 .
  • the suspending element 26 comprises an element 28 for injecting a medium such as compressed air under pressure through the channel 22 and into the complementary surface 20 , to suspend the input ball 12 above the complementary surface 20 . It may further be adapted to regulate the pressure of the pressurized medium.
  • the input ball 12 suspended in the air bearing 16 operates like a track ball.
  • a roller 30 bears against a portion of the input ball 12 .
  • an embodiment of an input ball 12 in a support member 18 is shown, which may comprise an input ball 12 on a support table 18 which may be configured as a ball return.
  • a spin of the input ball 12 sends its virtual simulated ball counterpart rolling down a digital lane.
  • FIG. 9 a further version of the ball suspension element 26 is shown wherein the input ball 12 is suspended on side cups such that spinning thereof accurately mimics the throw of a real bowling ball.
  • the input ball 12 is inset in the rim of a support table 18 , such that the input ball 12 may be spun overhand or underhand.
  • the system 10 further includes an element 32 for generating the parameters of movement of a simulated ball, responsive to detecting the parameters of movement of the input ball 12 imparted by the player. It is adapted to control the movement of the simulated ball, responsive to movement of the input ball 12 detected upon initial and continued movement of the input ball 12 imparted by the player. It may be adapted to control movement of the simulated ball, upon detection of the spin of the input ball 12 to provide a vector for the simulated ball. It may further be adapted to control the movement of the simulated ball upon detection of the speed and direction of initial movement of the input ball 12 , and upon detection of the spin of continued movement of the input ball 12 .
  • the movement parameters generating element 32 comprises an optical encoder 34 , adapted to measure rotary motion of the input ball 12 , by detection of the movement of markings 36 on a transparent medium 38 past a fixed point of light.
  • the optical encoder 34 includes the wheel 38 which includes the markings 36 thereon, for detecting movement of the input ball 12 in a dimension.
  • the optical encoder 34 is adapted to generate pulses responsive to movement of the input ball 12 , and to read the pulses generated therein.
  • the optical encoder 34 is located proximate the input ball 12 , for determining the direction of movement of the input ball 12 in a plane.
  • the parameters of movement of the input ball 12 adapted to be detected by the optical encoder 34 may comprise the spin, the speed, and the direction of the input ball 12 imparted by the player.
  • the movement parameters generating element 32 may alternatively comprise a plurality of optical encoders 34 , located at spaced apart positions proximate the input ball 12 , for determining the directions of movement of the input ball 12 in a plurality of dimensions.
  • a plurality of optical encoders 34 provide a vector in at least two dimensions, to enable generating the direction of movement of the simulated ball.
  • the system 10 also includes elements 40 for generating a simulation of a ball movement game.
  • the game simulation generating elements 40 are adapted to simulate a ball, and movement of the simulated ball responsive to the parameters of movement generated in the optical encoder 34 . They are further adapted to simulate the parameters of the game.
  • the simulation generating element 40 are also adapted to simulate real movement of a ball in the graphical simulation of a virtual reality environment. They may also be adapted to enable the user to define the parameters of the game.
  • the ball movement game adapted to be simulated in the simulation generating elements may comprise a bowling ball game.
  • the game simulation generating elements 40 include a processor 42 , and software 44 for programming the processor 42 so as to simulate the ball and movement of the simulated ball.
  • the processor 42 is further adapted to generate a three-dimensional graphical simulation of the ball movement game.
  • the software 44 is further adapted to convert the pulses generated by the optical encoder 34 upon movement of the input ball 12 into the velocity and direction parameters of movement of the simulated ball
  • the system 10 may further comprise a display 46 , for displaying the graphical simulation.
  • the display 46 may comprise a screen 48 , and a video projector 50 for projecting the graphical simulation generated by the processor 42 onto the screen 48 .
  • the environment for the play of a ball game may comprise rows of seats which may be similar to seating in a bowling alley, including a ball return and a projector which may be located on the ceiling or the floor for example, for projecting the virtual simulated game onto a screen.
  • the bowling game may include a ramp-type lane, wherein the ball is directed down a first ramp, through a jump, and into a second ramp towards the pins.
  • the ramp-type lane may include a hump, a spiral, or a bank towards the location of the pins.
  • the game may include an alternative setting, such as a cityscape, where buildings are demolished if the ball leaves the lane, or a lunar landscape, where a low-gravity ball moves more freely about the area towards the pins.
  • the game may be played alone, in a group, a team, or a league.
  • the opponents may be in the alley with you, or in another location over a local area network, or in another city or country, such as over the internet.
  • the system 10 including the input ball 12 , the air bearing 16 , the optical encoder 34 , the processor 42 and the software 44 is adapted to provide an enhanced user input system for simulating the action of a ball and the game environment thereof.
  • the system 10 is further adapted to enable the user to define the parameters of the game. It is also adapted to provide a realistic virtual reality game environment.
  • the system 10 including the input ball 12 and the air bearing 16 is adapted to enable free movement of the input ball 10 in the air bearing 16 , for generating realistic simulated movement of the simulated ball in the game environment such as a bowling game.
  • the system 10 including the optical encoders 34 is adapted to detect movement of the input ball 12 in a plurality of planes, which enables the system 10 to realistically generate movement of the simulated ball in a plurality of dimensions in the game responsive thereto.
  • the system 10 including the processor 42 and the software 44 is adapted to realistically simulate a virtual reality game environment, and to provide flexibility for enabling the player to change the game parameters or to play other games in a variety of different game environment.
  • Examples of a preferred form of source code for use in carrying out the software steps in conjunction with the hardware for converting optical encoder pulses into the parameters of movement of the simulated ball, is included in the microfiche appendix attached to this application and incorporated herein.

Abstract

In a system and method for simulating a ball movement game, the system includes an input ball adapted to enable movement of a simulated ball in a graphical representation of the simulated game, responsive to movement of the input ball imparted by the player. The system further includes an air bearing for supporting the input ball so as to enable the player to directly impart movement to the input ball. The system also includes an optical encoder for generating the parameters of movement of the simulated ball responsive to detecting the parameters of movement of the input ball imparted by the player. The system still further includes a processor and software adapted to simulate a ball and movement of the simulated ball, responsive to the parameters of movement of the input ball detected by the optical encoder, and to simulate a game environment for movement of the simulated ball therein.

Description

    BACKGROUND OF THE INVENTION
  • 1. Field of the Invention [0001]
  • This invention relates generally to improvements in simulated ball movement games, and, more particularly, to a new and improved system and method for realistically simulating the movement of a ball responsive to movement of an input ball imparted by a player in a virtual reality simulated ball movement game environment. [0002]
  • A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or record, but otherwise reserves all copyright rights whatsoever. [0003]
  • A microfiche appendix consisting of _ microfiche and of _ frames is included as part of the specification and incorporated herein. [0004]
  • 2. Description of the Related Art [0005]
  • It has been known to provide a simulated ball movement kiosk-type game system wherein detection of movement by the player of a ball in a support member generates movement of a simulated ball on a screen. However, detection of movement of the ball in the support member in such a game system has been limited to detecting rolling movement of the ball by the player, with other parameters of movement of the simulated ball responsive thereto being preset in the game. The other parameters of movement of the simulated ball, including the speed, direction, and spin of the simulated ball, are not detected in such a game system. Furthermore, such a game system has limited flexibility, in that the parameters of the simulated game are not able to be changed by the player as desired for further enjoyment of the game, or for playing other games in different game environments. [0006]
  • Therefore, those concerned with the development and use of improved simulated ball movement games and the like have recognized the need for improved systems and methods for detecting the range of movement of a ball imparted by a player so as to generate realistic simulated ball movement, in a player-definable game environment. Accordingly, the present invention fulfills these needs by providing efficient and effective realistic simulation of ball movement, directly responsive to control of an input ball by the player, in a virtual reality environment, adapted to be defined by the user. [0007]
  • SUMMARY OF THE INVENTION
  • Briefly, and in general terms, the present invention provides a new and improved system and method for generating realistic simulated ball movement in a game, by direct control by the player of an input ball, and enables the player to define the parameters of the game environment. [0008]
  • By way of example, and not by way of limitation, the present invention provides a new and improved system for simulating a ball movement game, adapted to enable movement of a simulated ball responsive to movement of an input ball imparted by a player. The system includes an input ball, adapted to enable movement to be imparted thereto by a player. It further includes elements for supporting the input ball so as to enable the player to impart movement to the input ball. It also includes elements for generating the parameters of movement of the simulated ball, responsive to detecting the parameters of movement of the input ball imparted by the player. The system still further includes elements for generating a simulation of a ball movement game, adapted to simulate a ball and movement of the simulated ball, responsive to the parameters of movement of the input ball detected by the parameters generating means. [0009]
  • More particularly, the present invention includes an input track ball device, wherein the input ball is suspended on an air bearing, to enable free movement of the input ball therein. The air bearing track ball comprises an improved user input device which enables realistic simulated movement of a ball in a game such as a bowling game. [0010]
  • The system, in accordance with the present invention, also includes optical encoders for detecting movement of the input ball in a plurality of planes. This enables the system to detect the range of movement of the input ball imparted by the player for realistically generating movement of the simulated ball in the game responsive thereto. [0011]
  • The system also includes a processor and a program for processing in the processor which are adapted to provide a realistic simulated virtual reality game graphical representation wherein the dynamics and environment of the game may be varied by the player. This provides flexibility in enabling the player to change the parameters of the game as desired for enhanced player enjoyment, and enables the player to play other games and to play in a variety of different game environments. [0012]
  • Therefore, one advantage of the present invention is that it includes a track input ball suspended on an air bearing, to enable free movement thereof for generating realistic movement of a simulated ball in the game simulation. [0013]
  • Another advantage is that the present invention includes optical decoders for detecting input ball movement in a plurality planes, for generating the realistic simulated ball movement in a plurality of dimensions. [0014]
  • A further advantage is that it includes a processor and a program adapted to be processed in the processor for generating a graphical representation of a simulated virtual reality game environment, in which the player may change the game dynamics and environment, and may also change the game parameters. This enables the player to play other games, and to play a game in different game environments. [0015]
  • These and other objects and advantages of the invention will become apparent from the following more detailed description, when taken in conjunction with the accompanying drawings of illustrative embodiments. [0016]
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is an elevational partly sectional view of an input ball and an air bearing in accordance with the present invention. [0017]
  • FIG. 2 is a fragmentary enlarged view of a portion of the input ball and air bearing in the practice of the invention. [0018]
  • FIG. 3 is a top plan view of an optical encoder in the system of the invention. [0019]
  • FIG. 4 is a side elevational partly sectional view of the input ball and air bearing pursuant to the present invention. [0020]
  • FIG. 5 is a fragmentary elevational partly-broken view of an optical encoder in accordance with the invention. [0021]
  • FIG. 6 is a block diagram of an input ball and an air bearing pursuant to the invention. [0022]
  • FIG. 7 is a block diagram of an input ball, an air bearing, an optical encoder, a processor, and a program in the system of the invention. [0023]
  • FIG. 8 is a perspective view of an embodiment of an input track ball and a support table in the present invention. [0024]
  • FIG. 9 is a perspective view of another embodiment of an input track ball and a suspending cups support member in accordance with the invention. [0025]
  • FIG. 10 is a perspective view of a further embodiment of a track ball and an inset rim support table in the invention. [0026]
  • FIG. 11 is a perspective view of a player environment in the present invention.[0027]
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • The present invention is directed to an improved system and method for simulating a ball movement game, adapted to enable movement of a simulated ball responsive to movement of an input ball imparted by a player. The improved system and method provides a realistic simulated game environment, wherein the player may vary the game dynamics and environment. The preferred embodiments of the improved system and method are illustrated and described herein by way of example only and not by way of limitation. [0028]
  • Referring now to the drawings, wherein like reference numerals indicate like or corresponding parts throughout the drawing figures, and particularly to FIGS. [0029] 1-6, a system 10 is adapted to provide a simulation of a ball movement game, wherein the simulation includes movement of a simulated ball responsive to movement of an input ball 12 imparted by a player.
  • As illustrated in FIGS. 1, 2, [0030] 4, and 8-10, the input ball 12 is adapted to enable movement to be imparted thereto by a player. The system 10 further includes an element 14 for supporting the input ball 12 so as to enable a player to impart movement to the input ball 12. The supporting element 14 comprises an air bearing 16, which includes a support member 18 including a surface 20 generally complementary to the shape of the input ball 12.
  • The [0031] support member 18 comprises a casing for the input ball 12. The air bearing 16 further includes a channel 22 which extends through the support member 18 and communicates with the complementary surface 20. The channel 22 further includes a plurality of sub-channels 24 which extend in the support member 18 and communicate with the complementary surface 20. As shown in FIG. 6, the air bearing 16 also includes an element 26 for suspending the input ball 12 to enable movement thereof, adapted to communicate with the channel 22 in the support member 18. The suspending element 26 comprises an element 28 for injecting a medium such as compressed air under pressure through the channel 22 and into the complementary surface 20, to suspend the input ball 12 above the complementary surface 20. It may further be adapted to regulate the pressure of the pressurized medium. The input ball 12 suspended in the air bearing 16 operates like a track ball. A roller 30 bears against a portion of the input ball 12.
  • In FIG. 8, an embodiment of an [0032] input ball 12 in a support member 18 is shown, which may comprise an input ball 12 on a support table 18 which may be configured as a ball return. A spin of the input ball 12 sends its virtual simulated ball counterpart rolling down a digital lane. In FIG. 9, a further version of the ball suspension element 26 is shown wherein the input ball 12 is suspended on side cups such that spinning thereof accurately mimics the throw of a real bowling ball. In another version as shown in FIG. 10, the input ball 12 is inset in the rim of a support table 18, such that the input ball 12 may be spun overhand or underhand.
  • As shown in FIGS. 3 and 5, the [0033] system 10 further includes an element 32 for generating the parameters of movement of a simulated ball, responsive to detecting the parameters of movement of the input ball 12 imparted by the player. It is adapted to control the movement of the simulated ball, responsive to movement of the input ball 12 detected upon initial and continued movement of the input ball 12 imparted by the player. It may be adapted to control movement of the simulated ball, upon detection of the spin of the input ball 12 to provide a vector for the simulated ball. It may further be adapted to control the movement of the simulated ball upon detection of the speed and direction of initial movement of the input ball 12, and upon detection of the spin of continued movement of the input ball 12. The movement parameters generating element 32 comprises an optical encoder 34, adapted to measure rotary motion of the input ball 12, by detection of the movement of markings 36 on a transparent medium 38 past a fixed point of light.
  • The [0034] optical encoder 34 includes the wheel 38 which includes the markings 36 thereon, for detecting movement of the input ball 12 in a dimension. The optical encoder 34 is adapted to generate pulses responsive to movement of the input ball 12, and to read the pulses generated therein. The optical encoder 34 is located proximate the input ball 12, for determining the direction of movement of the input ball 12 in a plane. The parameters of movement of the input ball 12 adapted to be detected by the optical encoder 34 may comprise the spin, the speed, and the direction of the input ball 12 imparted by the player. The movement parameters generating element 32 may alternatively comprise a plurality of optical encoders 34, located at spaced apart positions proximate the input ball 12, for determining the directions of movement of the input ball 12 in a plurality of dimensions. A plurality of optical encoders 34 provide a vector in at least two dimensions, to enable generating the direction of movement of the simulated ball.
  • As seen in FIG. 7, the [0035] system 10 also includes elements 40 for generating a simulation of a ball movement game. The game simulation generating elements 40 are adapted to simulate a ball, and movement of the simulated ball responsive to the parameters of movement generated in the optical encoder 34. They are further adapted to simulate the parameters of the game. The simulation generating element 40 are also adapted to simulate real movement of a ball in the graphical simulation of a virtual reality environment. They may also be adapted to enable the user to define the parameters of the game. The ball movement game adapted to be simulated in the simulation generating elements may comprise a bowling ball game. The game simulation generating elements 40 include a processor 42, and software 44 for programming the processor 42 so as to simulate the ball and movement of the simulated ball. The processor 42 is further adapted to generate a three-dimensional graphical simulation of the ball movement game. The software 44 is further adapted to convert the pulses generated by the optical encoder 34 upon movement of the input ball 12 into the velocity and direction parameters of movement of the simulated ball.
  • Referring to FIG. 7, the [0036] system 10 may further comprise a display 46, for displaying the graphical simulation. The display 46 may comprise a screen 48, and a video projector 50 for projecting the graphical simulation generated by the processor 42 onto the screen 48.
  • The environment for the play of a ball game, such as a bowling game, for example, may comprise rows of seats which may be similar to seating in a bowling alley, including a ball return and a projector which may be located on the ceiling or the floor for example, for projecting the virtual simulated game onto a screen. In alternative embodiments, the bowling game may include a ramp-type lane, wherein the ball is directed down a first ramp, through a jump, and into a second ramp towards the pins. Alternatively, the ramp-type lane may include a hump, a spiral, or a bank towards the location of the pins. The game may include an alternative setting, such as a cityscape, where buildings are demolished if the ball leaves the lane, or a lunar landscape, where a low-gravity ball moves more freely about the area towards the pins. [0037]
  • The game may be played alone, in a group, a team, or a league. The opponents may be in the alley with you, or in another location over a local area network, or in another city or country, such as over the internet. [0038]
  • In accordance with the present invention, the [0039] system 10 including the input ball 12, the air bearing 16, the optical encoder 34, the processor 42 and the software 44 is adapted to provide an enhanced user input system for simulating the action of a ball and the game environment thereof. The system 10 is further adapted to enable the user to define the parameters of the game. It is also adapted to provide a realistic virtual reality game environment.
  • Furthermore, in the present invention, the [0040] system 10 including the input ball 12 and the air bearing 16 is adapted to enable free movement of the input ball 10 in the air bearing 16, for generating realistic simulated movement of the simulated ball in the game environment such as a bowling game.
  • Moreover, pursuant to the invention, the [0041] system 10 including the optical encoders 34 is adapted to detect movement of the input ball 12 in a plurality of planes, which enables the system 10 to realistically generate movement of the simulated ball in a plurality of dimensions in the game responsive thereto.
  • Further in accordance with the invention, the [0042] system 10 including the processor 42 and the software 44 is adapted to realistically simulate a virtual reality game environment, and to provide flexibility for enabling the player to change the game parameters or to play other games in a variety of different game environment.
  • Examples of a preferred form of source code for use in carrying out the software steps in conjunction with the hardware for converting optical encoder pulses into the parameters of movement of the simulated ball, is included in the microfiche appendix attached to this application and incorporated herein. [0043]
  • It will be apparent from the foregoing that, while particular forms of the invention have been illustrated and described, various modifications can be made without departing from the spirit and scope of the invention. Accordingly, it is intended that the invention not be limited, except as by the appended claims. [0044]

Claims (56)

What is claimed is:
1. A system for simulating a ball movement game, adapted to enable movement of a simulated ball responsive to movement of an input ball imparted by a player, comprising:
an input ball, adapted to enable movement to be imparted thereto by a player;
means for supporting the input ball so as to enable a player to impart movement to the input ball therein;
means for generating the parameters of movement of a simulated ball responsive to detecting the parameters of movement of the input ball imparted by the player; and
means for generating a simulation of a ball movement game, adapted to simulate a ball and movement of the simulated ball, responsive to the parameters of movement generated in the parameters generating means.
2. The system of
claim 1
, wherein the input ball comprises a track ball.
3. The system of
claim 1
, wherein the supporting means include a support member, which includes a surface generally complementary to the shape of the input ball, and a channel which extends through the support member and communicates with the complementary surface therein, and means for suspending the input ball to enable movement thereof, adapted to communicate with the support member channel.
4. The system of
claim 1
, wherein the supporting means comprise an air bearing.
5. The system of
claim 1
, wherein the parameters generating means comprise an optical encoder, located proximate the input ball, for determining the direction of movement of the input ball in a plane.
6. The system of
claim 1
, wherein the parameters generating means comprise a plurality of optical encoders, located at spaced apart positions proximate the input ball, for determining the directions of movement of the input ball in a plurality of planes.
7. The system of
claim 1
, wherein the simulation generating means include a processor, and software means for generating a graphical simulation of the ball movement game in the processor.
8. The system of
claim 1
, wherein the simulation generating means are further adapted to simulate the parameters of the game.
9. The system of
claim 1
, wherein the simulation generating means are further adapted to simulate a ball movement environment.
10. The system of
claim 1
, wherein the simulation generating means are adapted to simulate realistic movement of a ball in a virtual environment.
11. The system of
claim 1
, wherein the parameters of the movement of the input ball adapted to be detected by the parameters generating means include the spin of the input ball imparted by the player.
12. The system of
claim 1
, wherein the parameters of the movement of the input ball adapted to be detected by the parameters generating means include the speed of the input ball imparted by the player.
13. The system of
claim 1
, wherein the parameters of the movement of the input ball adapted to be detected by the parameters generating means include the direction of the input ball imparted by the player.
14. The system of
claim 1
, wherein the parameters generating means are adapted to control the movement of the simulated ball responsive to the movement of the input ball detected upon initial movement of the input ball imparted by the player.
15. The system of
claim 1
, wherein the parameters generating means are adapted to control the movement of the simulated ball responsive to the movement of the input ball detected upon continued movement of the input ball imparted by the player.
16. The system of
claim 1
, wherein the parameters generating means are adapted to control the movement of the simulated ball responsive to the movement of the input ball including the speed and direction of the input ball detected upon initial movement thereof by the player, and the spin of the input ball detected upon continued movement thereof by the player.
17. The system of
claim 1
, wherein the ball movement game adapted to be simulated in the simulation generating means comprises a bowling ball game.
18. The system of
claim 3
, wherein the suspending means comprise means for injecting a medium under pressure through the support member channel and into the support member complementary surface so as to suspend the input ball on the pressurized media above the support member complementary surface.
19. The system of
claim 3
, wherein the support member channel further includes a plurality of channels which extend in the support member from the channel and communicate with the support member complementary surface.
20. The system of
claim 3
, wherein the support member comprises a casing for the input ball.
21. The system of
claim 5
, wherein the optical encoder is adapted to generate pulses responsive to movement of the input ball, and to read the pulses generated therein.
22. The system of
claim 6
, wherein each of the plurality of optical encoders is adapted to generate pulses responsive to movement of the input ball, and to read the pulses generated therein.
23. The system of
claim 7
, further comprising means for displaying the graphical simulation.
24. The system of
claim 8
, wherein the simulation generating means are further adapted to enable the user to define the game parameters.
25. The system of
claim 18
, wherein the pressurized medium comprises compressed air.
26. The system of
claim 18
, wherein the supporting means further comprise means for regulating the pressure of the pressurized medium.
27. The system of
claim 21
, further comprising software means for converting the pulses generated by the optical encoder upon movement of the input ball into the parameters of movement of the simulated ball.
28. The system of
claim 23
, wherein the displaying means comprise a screen, and means for projecting the graphical simulation onto the screen.
29. A method of simulating a ball movement game, adapted to enable movement of a simulated ball responsive to movement of an input ball imparted by a player, in a system which comprises an input ball adapted to enable movement to be imparted thereto by a player, means for supporting the input ball so as to enable a player to impart movement to the input ball therein, means for generating the parameters of movement of a simulated ball responsive to detecting the parameters of movement of the input ball imparted by the player, and means for generating a simulation of a ball movement game adapted to simulate a ball and movement of the simulated ball responsive to the parameters of movement generated in the parameters generating means, wherein the method comprises the steps of:
enabling a player to input movement to an input ball in the supporting means;
detecting a parameter of movement of the input ball imparted by the player, in the movement parameter generating means;
generating the parameters of movement of a simulated ball responsive to detecting the parameters of movement of the input ball imparted by the player in the movement parameters generating means; and
generating a simulation of a ball movement game in the game simulation generating means including simulating a ball, and movement of the simulated ball responsive to generating the parameters of movement generated in the parameter generating means.
30. The method of
claim 29
, wherein the input ball comprises a track ball, and wherein the enabling step comprises enabling a player to impart movement to the track ball.
31. The method of
claim 29
, wherein the supporting means include a support member, which includes a surface generally complementary to the shape of the input ball, and a channel which extends through the support member and communicates with the complementary surface therein, and means for suspending the input ball to enable movement thereof, adapted to communicate with the support member channel, and wherein the enabling step comprises enabling a player to impart movement to the input ball supported on and suspended from the complementary surface of the supporting means.
32. The method of
claim 29
, wherein the supporting means comprise an air bearing, and wherein the enabling step comprises enabling a player to impart movement to the input ball supported in the air bearing.
33. The method of
claim 29
, wherein the parameters generating means comprise an optical encoder, located proximate the input ball, for determining the direction of movement of the input ball in a plane, and wherein the parameters generating step comprises generating the parameters of movement of a simulated ball in the optical encoder.
34. The method of
claim 29
, wherein the parameters generating means comprise a plurality of optical encoders, located at spaced apart positions proximate the input ball, for determining the directions of movement of the input ball in a plurality of planes, and wherein the parameters generating step comprises generating the parameters of movement of a simulated ball in the optical encoders.
35. The method of
claim 29
, wherein the simulation generating means include a processor, and software means for generating a graphical simulation of the ball movement game in the processor, and wherein the simulation generating step comprises generating a simulation of a ball movement game in the processor and the software means.
36. The method of
claim 29
, wherein the simulation generating means are further adapted to simulate the parameters of the game, and wherein the simulation generating step further comprises generating a simulation of the parameters of the game.
37. The method of
claim 29
, wherein the simulation generating means are further adapted to simulate a ball movement environment, and wherein the simulation generating step further comprises generating a simulation of a ball movement environment.
38. The method of
claim 29
, wherein the simulation generating means are adapted to simulate realistic movement of a ball in a virtual environment, and wherein the simulating step further comprises generating a simulation of realistic movement of a ball in a virtual environment.
39. The method of
claim 29
, wherein the parameters of the movement of the input ball adapted to be detected by the parameters generating means include the spin of the input ball imparted by the player, and wherein the parameters generating step further comprises detecting the spin of the input ball imparted by the player.
40. The method of
claim 29
, wherein the parameters of the movement of the input ball adapted to be detected by the parameters generating means include the speed of the input ball imparted by the player, and wherein the parameters generating step further comprises detecting the speed of the input ball imparted by the player.
41. The method of
claim 29
, wherein the parameters of the movement of the input ball adapted to be detected by the parameters generating means include the direction of the input ball imparted by the player, and wherein the parameters generating step further comprises detecting the direction of the input ball imparted by the player.
42. The method of
claim 29
, wherein the parameters generating means are adapted to control the movement of the simulated ball responsive to the movement of the input ball detected upon initial movement of the input ball imparted by the player, and wherein the parameters generating step further comprises detecting initial movement of the input ball imparted by the player.
43. The method of
claim 2
, wherein the parameters generating means are adapted to control the movement of the simulated ball responsive to the movement of the input ball detected upon continued movement of the input ball imparted by the player, and wherein the parameters generating step further comprises detecting continued movement of the input ball imparted by the player.
44. The system of
claim 29
, wherein the parameters generating means are adapted to control the movement of the simulated ball responsive to the movement of the input ball including the speed and direction of the input ball detected upon initial movement thereof by the player, and the spin of the input ball detected upon continued movement thereof by the player, and wherein the parameters generating step further comprises detecting the speed and direction of the input ball upon initial movement thereof by the player, and detecting the spin of the input ball upon continued movement thereof by the player.
45. The method of
claim 29
, wherein the ball movement game adapted to be simulated in the simulation generating means comprises a bowling ball game, and wherein the simulation generating step comprises generating a simulation of a bowling ball game.
46. The method of
claim 31
, wherein the suspending means comprise means for injecting a medium under pressure through the support member channel and into the support member complementary surface so as to suspend the input ball on the pressurized media above the support member complementary surface, and wherein the enabling step further comprises enabling a player to impart movement to the input ball supported on the complementary surface of the supporting means and suspended therefrom by the pressurized medium injecting means.
47. The method of
claim 31
, wherein the support member channel further includes a plurality of channels which extend in the support member from the channel and communicate with the support member complementary surface, and wherein the enabling step further comprises enabling a player to impart movement to the input ball supported on the complementary surface of the supporting means and suspended therefrom by the suspending means directed through the plurality of channels.
48. The method of
claim 31
, wherein the support member comprises a casing for the input ball, and wherein the enabling step comprises enabling a player to impart movement to the input ball supported in the casing therefor.
49. The method of
claim 33
, wherein the optical encoder is adapted to generate pulses responsive to movement of the input ball, and to read the pulses generated therein, and wherein the parameters generating step comprises generating and reading the pulses comprising the parameters of movement of a simulated ball in the optical encoders.
50. The method of
claim 34
, wherein each of the plurality of optical encoders is adapted to generate pulses responsive to movement of the input ball, and to read the pulses generated therein, and wherein the parameters generating step comprises generating and reading the pulses comprising the parameters of movement of a simulated ball in the optical encoders.
51. The method of
claim 35
, further comprising means for displaying the graphical simulation, and wherein the simulation generating step further comprises the step of displaying the graphical simulation.
52. The method of
claim 36
, wherein the simulation generating means are further adapted to enable the user to define the game parameters, and wherein the simulation generating step further comprises enabling the user to define the game parameters.
53. The method of
claim 46
, wherein the pressurized medium comprises compressed air, and wherein the enabling step further comprises enabling a player to impart movement to the input ball supported on the complementary surface of the supporting means and suspended therefrom by the compressed air injecting means.
54. The method of
claim 46
, wherein the supporting means further comprise means for regulating the pressure of the pressurized medium, and wherein the enabling step further comprises enabling a player to impart movement to the input ball supported on the complementary surface of the supporting means and suspended therefrom by the pressurized medium injecting means regulated by the regulating means.
55. The method of
claim 49
, further comprising software means for converting the pulses generated by the optical encoder upon movement of the input ball into the parameters of movement of the simulated ball, and further comprising the step of converting in the software means the pulses generated by the optical encoder.
56. The method of
claim 51
, wherein the displaying means comprise a screen, and means for projecting the graphical simulation onto the screen, and wherein the simulation generating step further comprises the step of projecting the graphical simulation onto the screen.
US09/221,541 1998-12-28 1998-12-28 Simulated ball movement game using a trackball with an air bearing Expired - Fee Related US6379250B2 (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
US09/221,541 US6379250B2 (en) 1998-12-28 1998-12-28 Simulated ball movement game using a trackball with an air bearing
JP24649099A JP4311510B2 (en) 1998-12-28 1999-08-31 Simulation apparatus and simulation method

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
US09/221,541 US6379250B2 (en) 1998-12-28 1998-12-28 Simulated ball movement game using a trackball with an air bearing

Publications (2)

Publication Number Publication Date
US20010041607A1 true US20010041607A1 (en) 2001-11-15
US6379250B2 US6379250B2 (en) 2002-04-30

Family

ID=22828246

Family Applications (1)

Application Number Title Priority Date Filing Date
US09/221,541 Expired - Fee Related US6379250B2 (en) 1998-12-28 1998-12-28 Simulated ball movement game using a trackball with an air bearing

Country Status (2)

Country Link
US (1) US6379250B2 (en)
JP (1) JP4311510B2 (en)

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2005072296A2 (en) * 2004-01-26 2005-08-11 Incredible Technologies, Inc. Video bowling games
US20060287025A1 (en) * 2005-05-25 2006-12-21 French Barry J Virtual reality movement system
US20100173719A1 (en) * 2007-06-28 2010-07-08 Steltronic S.P.A. System and Method of Graphical Representation of the Bowling Game Score
US20110221677A1 (en) * 2008-03-20 2011-09-15 Acco Brands Usa Llc 3-Axis Trackball
US20160239521A1 (en) * 2013-11-27 2016-08-18 Hanwha Techwin Co., Ltd. Image search system and method

Families Citing this family (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20010024970A1 (en) * 2000-03-08 2001-09-27 Mckee Eileen Electronic video gambling device with player controlled amusement feature
JP3843242B2 (en) 2002-02-28 2006-11-08 株式会社バンダイナムコゲームス Program, information storage medium, and game device
US7199353B2 (en) * 2004-05-12 2007-04-03 Mason Electric Co. Optical decoder systems and corresponding methods
CA2740109C (en) * 2008-10-08 2016-01-19 Interactive Sports Technologies Inc. Sports simulation system
US9771977B2 (en) * 2015-08-26 2017-09-26 General Electric Company Gas bearing and an associated method thereof

Family Cites Families (45)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US460592A (en) 1891-10-06 Pneumatic billiard-table
US460593A (en) 1891-10-06 Pneumatic game-board
DE1211408B (en) 1959-06-02 1966-02-24 Decca Ltd Device for generating electrical signals which correspond to the position components of a point in a plane
US3308848A (en) * 1964-07-27 1967-03-14 Harold I Johnson Fluid power transmission
US3583777A (en) * 1969-02-06 1971-06-08 Nasa Fluid-power-transmitting gas bearing
US3625083A (en) 1969-10-17 1971-12-07 Singer Co Track ball encoder
US3782791A (en) * 1971-03-17 1974-01-01 Udylite Corp Vortex diffuser fluid bearing device
US3886803A (en) * 1973-04-06 1975-06-03 Sperry Rand Corp Fluid bearing gyroscope
US3892963A (en) 1973-12-20 1975-07-01 Xerox Corp Transducer for a display-oriented pointing device
US3931974A (en) 1974-02-15 1976-01-13 Goldfarb Adolph E Air table game apparatus
US4303914A (en) 1978-03-06 1981-12-01 National Research Development Corporation Visual display input device
US4410220A (en) * 1980-03-17 1983-10-18 The Boeing Company Gas lubricated ball bearing
US4401300A (en) * 1981-12-21 1983-08-30 Leger' Equipment Corp. Air bearing shelf
US4464652A (en) 1982-07-19 1984-08-07 Apple Computer, Inc. Cursor control device for use with display systems
JPS60134331A (en) 1983-12-22 1985-07-17 Toshiba Corp Coordinate input device
DE3407131A1 (en) 1984-02-28 1985-08-29 Jaekel Fessenmaier Christian D Position data input device which can be moved freehandedly for electronic data processing systems (technical term: computer mouse) with mechanical/optical or mechanical/magnetic detection of the motion vector
JPS60207921A (en) 1984-03-31 1985-10-19 Toshiba Corp Operating device of picture
US4595070A (en) 1984-06-27 1986-06-17 Hodges Richard P Cursor control support device
US4606587A (en) * 1985-01-08 1986-08-19 Automated Quality Technologies, Inc. Precision air slide
JPH0685822B2 (en) 1987-08-06 1994-11-02 株式会社カプコン Video game machine
US4838550A (en) 1988-05-10 1989-06-13 Howard Walker Pneumatic ball amusement game
JPH0620187Y2 (en) 1989-05-26 1994-05-25 アルプス電気株式会社 Trackball
US5456607A (en) 1989-12-13 1995-10-10 Antoniak; Peter R. Knowledge testing computer game method employing the repositioning of screen objects to represent data relationships
US5175534A (en) * 1990-05-30 1992-12-29 Thatcher Eric A Computer input device using the movements of a user's fingers
US5162780A (en) 1991-06-20 1992-11-10 Tandberg Data A/S Trackball for data entry and control with optimized ball height
DE4224024C2 (en) * 1991-07-22 1996-08-22 Alps Electric Co Ltd Coordinate input device
US5237311A (en) 1991-08-01 1993-08-17 Picker International, Inc. Hingedly supported integrated trackball and selection device
US5171978A (en) 1991-11-22 1992-12-15 Lexmark International, Inc. Trackball assembly including a loosely mounted ball support
US6222525B1 (en) * 1992-03-05 2001-04-24 Brad A. Armstrong Image controllers with sheet connected sensors
US5377997A (en) 1992-09-22 1995-01-03 Sierra On-Line, Inc. Method and apparatus for relating messages and actions in interactive computer games
US5287090A (en) 1992-09-30 1994-02-15 Grant Alan H Combination mouse and track ball unit
US5854482A (en) * 1992-10-05 1998-12-29 Logitech, Inc. Pointing device utilizing a photodector array
JP2573692Y2 (en) 1992-10-30 1998-06-04 ミツミ電機株式会社 Trackball coordinate information input device
US5409226A (en) 1993-05-28 1995-04-25 The Walt Disney Company Apparatus for providing position signals
US5405152A (en) 1993-06-08 1995-04-11 The Walt Disney Company Method and apparatus for an interactive video game with physical feedback
GB2279435B (en) 1993-06-21 1996-11-27 Plessey Semiconductors Ltd Improvements relating to trackerballs
US5423556A (en) 1993-07-15 1995-06-13 World Epsilon Enterprise Inc. Interactive computer game
US5394169A (en) 1993-10-01 1995-02-28 Silitek Corporation Trackball supporting device
US5486845A (en) 1994-03-10 1996-01-23 Chait; Abraham I. Non-linting ball gasket for computer mouse devices and method
US5530455A (en) * 1994-08-10 1996-06-25 Mouse Systems Corporation Roller mouse for implementing scrolling in windows applications
US5854623A (en) * 1994-11-14 1998-12-29 Bullister; Edward T. Two- and three-dimensional trackball with enhanced measurement optics
JPH10500516A (en) * 1995-03-13 1998-01-13 フィリップス エレクトロニクス ネムローゼ フェンノートシャップ Enables true 3D input by vertical movement of mouse or trackball
US5734374A (en) * 1995-05-22 1998-03-31 Chambers; John Daniel Trackball contamination barriers
US5541621A (en) 1995-06-12 1996-07-30 Nmngani; Abdulatif M. T. Mouse or trackball system
US6028593A (en) * 1995-12-01 2000-02-22 Immersion Corporation Method and apparatus for providing simulated physical interactions within computer generated environments

Cited By (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2005072296A2 (en) * 2004-01-26 2005-08-11 Incredible Technologies, Inc. Video bowling games
US20050186999A1 (en) * 2004-01-26 2005-08-25 Melgosa Ralph W. Video bowling games
WO2005072296A3 (en) * 2004-01-26 2009-03-26 Incredible Technologies Inc Video bowling games
US20060287025A1 (en) * 2005-05-25 2006-12-21 French Barry J Virtual reality movement system
US7864168B2 (en) * 2005-05-25 2011-01-04 Impulse Technology Ltd. Virtual reality movement system
US20100173719A1 (en) * 2007-06-28 2010-07-08 Steltronic S.P.A. System and Method of Graphical Representation of the Bowling Game Score
US20110221677A1 (en) * 2008-03-20 2011-09-15 Acco Brands Usa Llc 3-Axis Trackball
US8502781B2 (en) * 2008-03-20 2013-08-06 ACCO Brands Corporation 3-axis trackball
US20160239521A1 (en) * 2013-11-27 2016-08-18 Hanwha Techwin Co., Ltd. Image search system and method
US11347786B2 (en) * 2013-11-27 2022-05-31 Hanwha Techwin Co., Ltd. Image search system and method using descriptions and attributes of sketch queries

Also Published As

Publication number Publication date
JP2000189552A (en) 2000-07-11
JP4311510B2 (en) 2009-08-12
US6379250B2 (en) 2002-04-30

Similar Documents

Publication Publication Date Title
US6179619B1 (en) Game machine for moving object
US9387402B2 (en) Method and system for converting a computer virtual environment into a real-life simulation environment
CN100349187C (en) Image processor for games
US6774900B1 (en) Image displaying device, image processing device, image displaying system
US8047925B2 (en) Playground device with motion dependent sound feedback
US20090280916A1 (en) Mobile holographic simulator of bowling pins and virtual objects
US6379250B2 (en) Simulated ball movement game using a trackball with an air bearing
Izuta et al. Bouncing Star project: design and development of augmented sports application using a ball including electronic and wireless modules
Strömberg et al. A group game played in interactive virtual space: design and evaluation
US7940370B2 (en) Interactive zoetrope rotomation
CN110191746A (en) Device is taken in VR amusement
KR910020555A (en) Golf simulation apparatus and method
US11691071B2 (en) Peripersonal boundary-based augmented reality game environment
US20060187193A1 (en) System and method for generating a virtual reality presentation
US20040162141A1 (en) Device for interacting with real-time streams of content
AU2004214457A1 (en) Interactive system
KR20030017624A (en) Device for interacting with real-time streams of content
US20020199191A1 (en) System for presenting interactive content
Wijayanto et al. Designing and Implementing the Educational Game “Indonesian Tribes” for the Kindergarten Students
KR102582012B1 (en) sports simulator and multi-party participants realistic contents system using thereof
Loviscach Playing with all senses: Human–Computer interface devices for games
CN107291236A (en) VR gestural control systems based on prediction and adaptive analysis algorithm
Gardiner GameMaker Cookbook
Kodama et al. Smart ball and a new dynamic form of entertainment
US20200261794A1 (en) Interactive graphic projection game

Legal Events

Date Code Title Description
AS Assignment

Owner name: SDI DEVELOPMENT, INC., A DELAWARE CORPORATION, CAL

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:ADAMCZYK, J. WALT;UPDYKE, DAVID L., JR.;ADAMSON, WILLIAM GEORGE;REEL/FRAME:009696/0168

Effective date: 19981202

AS Assignment

Owner name: HYPER ENTERTAINMENT, INC., CALIFORNIA

Free format text: CHANGE OF NAME;ASSIGNOR:SOI DEVELOPMENT, INC.;REEL/FRAME:012198/0309

Effective date: 20010322

FEPP Fee payment procedure

Free format text: PAYOR NUMBER ASSIGNED (ORIGINAL EVENT CODE: ASPN); ENTITY STATUS OF PATENT OWNER: LARGE ENTITY

FPAY Fee payment

Year of fee payment: 4

FPAY Fee payment

Year of fee payment: 8

REMI Maintenance fee reminder mailed
LAPS Lapse for failure to pay maintenance fees
STCH Information on status: patent discontinuation

Free format text: PATENT EXPIRED DUE TO NONPAYMENT OF MAINTENANCE FEES UNDER 37 CFR 1.362

FP Lapsed due to failure to pay maintenance fee

Effective date: 20140430