WO2003086560A1 - Game device and method for displaying the motion of a ball - Google Patents
Game device and method for displaying the motion of a ball Download PDFInfo
- Publication number
- WO2003086560A1 WO2003086560A1 PCT/AT2003/000110 AT0300110W WO03086560A1 WO 2003086560 A1 WO2003086560 A1 WO 2003086560A1 AT 0300110 W AT0300110 W AT 0300110W WO 03086560 A1 WO03086560 A1 WO 03086560A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- ball
- game
- control unit
- game device
- player
- Prior art date
Links
Classifications
-
- 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
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
-
- 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
- A63F13/218—Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
-
- 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
- A63F13/812—Ball games, e.g. soccer or baseball
-
- 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
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
-
- 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
- A63F2300/10—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 characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—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 characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
-
- 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
- A63F2300/10—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 characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1056—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 characterized by input arrangements for converting player-generated signals into game device control signals involving pressure sensitive buttons
-
- 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
- A63F2300/10—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 characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1062—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 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
-
- 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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods 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
-
- 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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods 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
- A63F2300/643—Methods 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 by determining the impact between objects, e.g. collision detection
-
- 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
- A63F2300/8011—Ball
Definitions
- the invention relates to a game device according to the preamble of claim 1.
- Play equipment of this type is known.
- the playing field and gameplay of a pinball game is electronically displayed on a screen and the player is shown the
- the aim of the invention is to implement the conditions of a mechanical pinball game electronically as far as possible on a screen and to offer the player all the game functions that an electromechanical gaming device can offer with a structurally simple effort and high playing comfort. Above all, the player is to be presented with a gaming device which, in terms of its structure and arrangement, has as little differences as possible from the current electromechanical gaming devices.
- Characteristic of claim 1 features characterized.
- an LCD or plasma display makes it possible to display a playing field in an almost identical manner as a player is used to with conventional mechanical pinball machines.
- At least one actuating unit is provided on the side of the screen or the holder or the device base, which is advantageously an electronic unit which e.g. responds to the finger pressure of the player and, if necessary, by a push button or a sensor which emits corresponding signals to the central control unit, e.g. a capacitive or inductive pressure sensor is formed.
- Such sensors can convert the speed of actuation, the duration and / or strength of the forces acting on the actuation unit into electrical signals and feed them to the central control unit, which calculates the deflection and / or speed and / or direction of the ball or the new ball track represents, if this is hit fully or partially by the pinball also shown on the screen.
- Such a screen advantageously has an angle of inclination between 10 and 40 °, preferably between 20 and 35 °, so that the playing field shown on the screen can be clearly surveyed by the player.
- the course of the game is calculated or the game is controlled by the central control unit and the course of the ball is calculated according to predetermined parameters according to its impact on the different obstacles provided or on the edge of the field of play.
- the pinball is actuated, the ball run can be influenced in accordance with the sensed actuation forces or their point in time, their duration and intensity, and the ball run can be modified accordingly.
- Game devices usually provided TILT function, which punishes an excessive influence of the player on the game device with the termination of a game.
- the corresponding sensor units are firmly connected to the screen and / or the device base and / or the screen housing or screen holder and / or the device housing in order to sense the movements of these units.
- the sensor units can be electronic and / or electromechanical
- Accelerometers that measure the accelerations, especially of the screen or the entire game device in at least one direction, preferably in the horizontal and / or screen or game plane.
- Advantageously, in particular mutually perpendicular accelerations or all acceleration vectors are measured in one plane, preferably the horizontal or screen plane.
- An electronic accelerometer can be used with particular advantage, as is the case e.g. is realized by an ADXL 202-ADXL 210 module from ANALOG DEVICES.
- a sensor can be designed as described in claims 5 or 7. Different sensors can also be combined.
- the invention relates to a method for displaying the ball race in electronic pinball machines according to the preamble of claim 16.
- a game device is characterized according to the invention by the features stated in the characterizing part of claim 16.
- the player can, by acting on the game machine, change the course of the ball depicted by the central control unit, which considerably increases the appeal of the game.
- the invention is explained in more detail below with reference to the drawings, for example.
- FIG. 1 shows schematically a game device according to the invention.
- FIG. 2 shows a view of the playing surface and
- FIG. 3 schematically shows the arrangement of electromechanical acceleration sensors.
- FIG. 1 the structure of an electronic pinball machine 1 according to the invention is shown schematically.
- An LCD or plasma display 2 is mounted in a housing 3 with a base at a predetermined angle to the horizontal plane, which can be changed by the player.
- Flipper actuation units 6 and ball insertion or ball ejection units 7 are attached to the housing 3 or the screen holder.
- a pinball game is shown on the screen 2 with a central control unit 4 or a corresponding computer. The game can be influenced by the player with the ball insertion unit 7 and the pinball actuation units 6.
- Preset game parameters are stored in a memory 5, which enable different games to be carried out, possibly with different levels of difficulty, or which specify or influence the reactions of the control unit 4 to pinball operations.
- the output signals of the ball insertion unit 7 and the pinball actuation units 6 are fed to the central computer 4 via corresponding lines.
- 2 shows the playing surface of the screen 2.
- the screen 2 is in the
- Housing 3 is mounted fixedly or firmly connected to it and ball deflection obstacles 20, pinball 19 and at least one ball 21 are shown on it in the game. Keys 18 can be used to operate the gaming device 1 or to start a game or to select corresponding games.
- the flipper actuation units 6 are expediently located on the side of the housing 3; the ball insertion unit 7 is expediently located on the front of the housing 3.
- the number of pinball actuation units 6 can be selected, usually one or two such units are provided on each side of the playing surface. Usually only one ball insertion unit 7 is provided. These conditions are based on those of electromechanical play equipment.
- the graphic design and the design of the playing surface which influences the ball travel can be designed as desired; a plurality of flippers 19 can be represented on the playing surface, which are controlled or moved with the flipper actuation units 6; the number of balls 21 can vary and the design of the ball obstacles 20 can be designed graphically as desired.
- Fig. 1 the detail A, i.e. the ball insertion unit 7, shown in more detail.
- Ball insertion unit 7 can be a button when the central computer 4 is actuated starts to display a ball 21 which is visible at a predetermined or selectable point on the playing surface.
- a housing 10 can be provided, in which a return spring 8 a rod 9 via a spring plate 22 which is attached to the rod 9, loaded.
- the rod 9 moves out of the housing 10 in the housing 10 in the direction of the arrow 23; when the handle 11 is released, the rod 9 moves back into the housing 10 in the direction of the arrow 23.
- the extension path and / or the speed of the return movement, and if necessary an additional push can be given to the rod, are determined by a sensor system 17, which emits corresponding output signals to the central computer 4, which takes this into account in the representation of the ball race on the playing surface or predetermined basic parameters are superimposed.
- the preferred embodiment of the invention provides at least one electronic or electromechanical acceleration measuring device with which movements or accelerations and / or acceleration vectors of the screen 2 and / or the device housing or the device stand 3 can be determined in one, two or three dimensions, u. tw. advantageously parallel to the horizontal plane or parallel to the screen plane 2.
- the output signals of the at least one acceleration sensor 12 are received by the central control unit 4 and used to display or modify the ball race.
- the ball travel can be changed abruptly when a shock is delivered to the device housing 3 and / or the speed of the ball could be changed if a corresponding shock occurs in or against the direction of movement of the ball 21.
- the basic parameters stored in the memory 5 for the representation of the ball race can be modified or superimposed with the parameters obtained from the sensor unit 12.
- a discriminator which determines the time duration and / or direction and / or intensity or size and / or the point in time of accelerations exerted on the device 3 or the screen 2 or receives corresponding signals and, if predetermined limit values are exceeded, one Game shutdown causes.
- FIG. 3 schematically shows an arrangement of two acceleration sensors 12 that measure accelerations in two mutually perpendicular directions.
- the acceleration sensors 12 are formed by relatively thin spring steel plates, profiles or rods 30 which are arranged perpendicular to the directions 26, 27 of the accelerations to be measured and are elastically bendable.
- Strain gauges 13 are attached to the acceleration sensors 12, the output signals of which are fed to the central control unit 4, preferably via bridge circuits and logic devices 15.
- a shock is exerted in the direction of arrow 26 only the lower acceleration sensor 12 is bent due to its inertia, and this bending by the strain gauges 13 recorded. If there is an impact with vector components in the direction of arrows 26 and 27, then the two spring steel cantilever beams 30 are bent.
- the acceleration sensors 12 are firmly connected to the screen 2 and / or the housing 3 by means of brackets 14. Another acceleration sensor 12 could be provided to detect movements in a direction that is perpendicular to directions 26 and 27. Such a measurement would be used to determine the raising of the screen 2 and / or
- Screen drivers are supplied to the electronic input of the LCD or plasma display 2.
- the extent to which the game parameters provided in the memory 5 are influenced by the sensor signals can be selected; it can be provided that accelerations exerted by the player in certain directions have more influence on the running of the ball
- the influencing of the ball 21 is shown or can be seen on the screen 2 by a change in the running of the ball 21 almost immediately after an acceleration is exerted on the gaming device, in order to
- Acceleration sensors 12 can also be used as resilient rods or other resilient or elastically bendable profiles, the elastic bending of which is sensed with strain gauges 13 or other sensor elements that sense bends. Also the use of capacitive, inductive or others
- the ball 21 represented by the central control unit 4 is advantageously deflected in the direction in which the shock is exerted after an impact. If the impact or the acceleration given by the impact is too great, then one occurs
- the output signals emitted by the sensor units 6, 7 and 12 are adapted to the signal inputs of the central control unit 4, in particular standardized, and corresponding parameters or deflecting forces are determined from the sensor signals, which correspond to the format according to the format of the parameters that are provided by the central control unit 4 for the
- the central control unit 4 takes into account the actual speed, the acceleration and the location of the one shown
- Sphere and, upon arrival of the corresponding signals from sensors 6, 12, 17, calculates the next location or the path of the sphere 21 shown as quickly as possible.
- a device could be provided with which contact of the moving ball 21 with ball barriers 20 and / or the playing field boundaries is determined and in response to such a contact a vibration or
- Vibration of the housing e.g. with a subwoofer in a very low frequency range.
- the output signals of the sensor units 6, 12 and 17 parameters to be linked are above all size or intensity, time, duration, time of the beginning and end of a
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Theoretical Computer Science (AREA)
- User Interface Of Digital Computer (AREA)
- Pinball Game Machines (AREA)
- Display Devices Of Pinball Game Machines (AREA)
Abstract
Description
Claims
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
AU2003225312A AU2003225312A1 (en) | 2002-04-17 | 2003-04-15 | Game device and method for displaying the motion of a ball |
DE20380229U DE20380229U1 (en) | 2002-04-17 | 2003-04-15 | Game machine and system for displaying the course of a ball |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
ATA593/2002 | 2002-04-17 | ||
AT0059302A AT413652B (en) | 2002-04-17 | 2002-04-17 | PLAYER AND METHOD FOR DISPLAYING THE RUN OF THE BALL |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2003086560A1 true WO2003086560A1 (en) | 2003-10-23 |
Family
ID=29220188
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/AT2003/000110 WO2003086560A1 (en) | 2002-04-17 | 2003-04-15 | Game device and method for displaying the motion of a ball |
Country Status (4)
Country | Link |
---|---|
AT (1) | AT413652B (en) |
AU (1) | AU2003225312A1 (en) |
DE (1) | DE20380229U1 (en) |
WO (1) | WO2003086560A1 (en) |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
FR3020281A1 (en) * | 2014-04-29 | 2015-10-30 | Concept E | ELECTRONIC FLIPPER |
US11682258B2 (en) * | 2020-01-31 | 2023-06-20 | Play'n Go Marks Ltd | Gaming machine including separate first and second user interfaces |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO1996033471A1 (en) * | 1995-04-18 | 1996-10-24 | Philips Electronics N.V. | Virtual pinball/video arcade game and a user interface element for use with a game |
US5611731A (en) * | 1995-09-08 | 1997-03-18 | Thrustmaster, Inc. | Video pinball machine controller having an optical accelerometer for detecting slide and tilt |
GB2355169A (en) * | 1999-10-04 | 2001-04-11 | Nintendo Co Ltd | Game system |
Family Cites Families (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2064340B (en) * | 1979-12-11 | 1983-06-02 | Tomy Kogyo Co | Pin-table |
US5435552A (en) * | 1993-09-27 | 1995-07-25 | Welback Enterprises Ltd. | Electronic game |
DE19712011A1 (en) * | 1997-03-13 | 1998-09-17 | Bally Wulff Automaten Gmbh | Pin-ball amusement machine with flipper elements |
AUPP729398A0 (en) * | 1998-11-24 | 1998-12-17 | Aristocrat Leisure Industries Pty Ltd | Slot machine pin and ball game |
-
2002
- 2002-04-17 AT AT0059302A patent/AT413652B/en not_active IP Right Cessation
-
2003
- 2003-04-15 DE DE20380229U patent/DE20380229U1/en not_active Expired - Lifetime
- 2003-04-15 WO PCT/AT2003/000110 patent/WO2003086560A1/en not_active Application Discontinuation
- 2003-04-15 AU AU2003225312A patent/AU2003225312A1/en not_active Abandoned
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO1996033471A1 (en) * | 1995-04-18 | 1996-10-24 | Philips Electronics N.V. | Virtual pinball/video arcade game and a user interface element for use with a game |
US5611731A (en) * | 1995-09-08 | 1997-03-18 | Thrustmaster, Inc. | Video pinball machine controller having an optical accelerometer for detecting slide and tilt |
GB2355169A (en) * | 1999-10-04 | 2001-04-11 | Nintendo Co Ltd | Game system |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
FR3020281A1 (en) * | 2014-04-29 | 2015-10-30 | Concept E | ELECTRONIC FLIPPER |
FR3020280A1 (en) * | 2014-04-29 | 2015-10-30 | Concept E | ELECTRONIC FLIPPER |
US11682258B2 (en) * | 2020-01-31 | 2023-06-20 | Play'n Go Marks Ltd | Gaming machine including separate first and second user interfaces |
Also Published As
Publication number | Publication date |
---|---|
DE20380229U1 (en) | 2005-02-24 |
AU2003225312A1 (en) | 2003-10-27 |
ATA5932002A (en) | 2005-09-15 |
AT413652B (en) | 2006-04-15 |
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