WO2009021124A2 - System and method for a motion sensing amusement device - Google Patents
System and method for a motion sensing amusement device Download PDFInfo
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- WO2009021124A2 WO2009021124A2 PCT/US2008/072497 US2008072497W WO2009021124A2 WO 2009021124 A2 WO2009021124 A2 WO 2009021124A2 US 2008072497 W US2008072497 W US 2008072497W WO 2009021124 A2 WO2009021124 A2 WO 2009021124A2
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- motion
- game
- input
- interpreted
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
- A63F13/428—Processing 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 involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/212—Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/215—Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
- A63F13/424—Processing 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 involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
- A63F13/235—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
- A63F2300/1012—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 biosensors worn by the player, e.g. for measuring heart beat, limb activity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
- A63F2300/1025—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 details of the interface with the game device, e.g. USB version detection
- A63F2300/1031—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 details of the interface with the game device, e.g. USB version detection using a wireless connection, e.g. Bluetooth, infrared connections
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
- A63F2300/1081—Input via voice recognition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
- A63F2300/1087—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 comprising photodetecting means, e.g. a camera
- A63F2300/1093—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 comprising photodetecting means, e.g. a camera using visible light
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
Definitions
- the invention is directed to a system and method for a motion sensing amusement device, and more particularly, to a system and method for a motion sensing amusement device that employs motion sensing technologies.
- a motion sensing amusement device that employs motion sensing technologies.
- amusement game industry offers many diverse amusement games that include single player and multi-participant type games. Most of these games traditionally employ some form of physical player input mechanism such as joy sticks, buttons, simulated weapons such as guns, wheels, or the like.
- some types of input for these games may include wireless sensors attached to a player, perhaps a wrist or arm, for providing input to the gaming system and control software to respond or control activity associated with a particular game being played on the game system.
- a display device is provided to facilitate interaction of a player or players with a game and or among players.
- a system for providing game interaction includes a camera to produce image input of a player and at least one computer based component to interpret motion of the player within the image input and to create a display for displaying a visual result of the interpreted input so that the interpreted motion causes an interaction with a displayed virtual game.
- a method of providing an amusement game includes receiving an image input off a player; interpreting motion of the player within the image input; and updating a display for displaying a visual result of the interpreted image input so that the interpreted motion causes an interaction with a displayed virtual game.
- a system for providing game interaction includes means to receive image input of a player, means to interpret motion of the player within the image input and means to display a visual result of the interpreted input so that the interpreted motion causes an interaction with a displayed virtual game.
- Figure 1 is a block diagram of an embodiment showing components of a motion detection amusement system, constructed according to principles of the invention
- Figure 2 is an illustration of an exemplary interactive amusement that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention
- Figure 3 is an illustration of an exemplary interactive game that may be displayed on a display device, and may be manipulated by detected motion of a player, according to principles of the invention
- Figures 4-7 are each an illustration of a separate exemplary interactive game that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention
- Figures 8 and 9 are exemplary illustration perspectives of different versions of cameras that may be constructed to resemble characters related to the amusement or game theme that is to be played, according to principles of the invention.
- Figure 10 is a flow diagram of a process showing steps performed according to principles of the invention.
- the invention is generally directed to and includes a system and method for providing a motion sensing amusement device.
- amusement games may be provided that permit players such as children to interact with a game wherein motion recognition technology creates and intimate, tangible connection between the player and a game platform.
- FIG. 1 is a block diagram of an embodiment showing components of a motion detection amusement system, constructed according to principles of the invention, generally denoted by reference numeral 100.
- the motion detection amusement system 100 may be configured to include a display device 105, perhaps a liquid crystal display (LCD) or similar display device, a computing platform 110, which might be an embedded type processor with memory and/or storage or alternatively, a server type computing platform.
- the motion detection amusement system 100 may further be configured to include at least one software component 115 executing on the computing platform 110 that may provide control and interaction processing for an amusement game displayable on the display device 105.
- the at least one software component 115 may include game processing, motion detection processing and/or speech/sound recognition processing functionality.
- the at least one software component 115 may be configured to receive visual input from at least one camera 120 to produce images and may be connected to the computing platform 110 for recognizing and interpreting the movement of a player (e.g., arms, legs, body movement). Moreover, for some game applications, a microphone 125 may be connected to the computing platform 105 for providing audible, sound, and/or speech input to be processed by the at least one software component for use in a game experience. A speaker or audible output 117 may be provided as part of system 100 for outputting sounds or instructions.
- a player may control action in a game by using their voice to indicate game choices or control an aspect of the game such as, for example, a higher pitched voice may be translated by the at least one software component to increase the speed of a game in progress.
- a louder or higher pitched voice may control behaviour of a game object (e.g., a car, a character, or the like) under the player's control.
- a player may employ one or more attachable LED units 130, or other light producing attachments, configured to be attachable to body parts (e.g., an arm, a leg, the head, or the like) that may be sensed by the camera 120, or similar light recognition device, to provide motion data of the body parts to the at least one software component 115 for interacting with an amusement game displayed on the display device 105.
- the displayed game may be controlled by the at least one software component 115 configured to recognize LED motion based on real-time input generated by the player's motion, and /or the LED units 130.
- the at least one software component 115 may recognize and process perceived motion input substantially in real time either by recognizing players motion directly, or alternatively, by recognizing light input (such as from LED units 130), for being a basis for interpreting motion such as speed, location, direction and/or acceleration of the player's movement (for one or more body parts). In this way, a player may interact with a specific game depicted on the display 105 to make choices, respond to stimulus, control virtual game action, select options, or the like.
- the at least one software component 115 may also process audible input from a player to control and/or interact with a game as presented on a display device 105.
- Simple word recognition such as, for example, "GO,” "Yes,” may be detected to control or interact with the game, and/or the pitch of volume of a player may cause game input for controlling the game, perhaps to control a speed of an object, e.g., a car. For example, a higher pitch voice input may cause a car to speed up and/or slow down in the game.
- FIG 2 is an illustration of an exemplary interactive amusement that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention, generally denoted by reference numeral 200.
- the display 105 showing the amusement 200 shows a bongo player that may be controlled by sensed motion of a player of the amusement, wherein the sensed motion via camera 120 may play the bongos in a rhythm or sequence as processed and interpreted by the at least one software component 115.
- the display 105 may be updated in real time to reflect the motion of the player, bongo selection(s) and beat sequences to produce music in sequence with the player. Other visual feedback may be produced such as the notes themselves.
- the bongos may be played with simple hand movements (as sensed and processed).
- the system 100 may provide feedback in the form of life-like sound.
- Players may also follow on-screen instructions and try to replicate existing drum beats or the player may create their own.
- This amusement provides feedback in the form of life-like sound.
- players may follow on-screen instructions and try to replicate existing drum beats or they may create their own.
- FIG 3 is an illustration of an exemplary interactive game that may be displayed on a display device, such as display 105, and may be manipulated by detected motion of a player, according to principles of the invention, generally denoted by reference numeral 300.
- the game 300 shows a car race whereby a player may control/guide/steer a car on a racetrack by using the motion sensing techniques described above. The user may simply use hand input (in free form style) to compete in the race.
- Sensed hand motions (by camera 120 and processed by the at least one software component 115) may cause updates to the display 105. More than one player may compete, typically each player having their own assigned camera (and LED units 130, if used).
- FIG. 4 is another illustration of an exemplary interactive game that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention, generally denoted by reference numeral 400.
- a player may interact with a puppet or marionette.
- the motion of the player may be analyzed and processed by the at least one software component 115 according to the objects and challenges presented in the game and the circumstances therein.
- This game may engage a player with branded properties and licensed characters.
- FIG. 5 is another illustration of an exemplary interactive game that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention, generally denoted by reference numeral 500.
- a player may interact with a virtual character to play a game such as in this example, a soccer game.
- the at least one software component 115 may interpret and process a player's motion to respond and to action as presented and updated on the display 105 in real-time.
- the player may control speed and direction of the ball.
- the player may be able to select a stadium that may reflect a popular or desired choice.
- This type of game may be adapted to nearly any type of sports such as football, baseball, basketball, just to identify a few possibilities.
- Figure 6 is another illustration of an exemplary interactive game that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention, generally denoted by reference numeral 600.
- FIG. 7 is another illustration of an exemplary interactive amusement that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention, generally denoted by reference numeral 700. In this amusement, a player may interact by using an LED equipped pencil to "make-up" an on-screen character.
- Players may choose colors, applicators, styles, which may be applied to animated characters. This technique may be used to move into fashion such as picking outfits, accessorizing outfits, cutting hair, styling hair, or the like. Painting or placing makeup on a virtual person is possible. Different LED applicators may be employed with different colors of LEDs. Again the motion of the player may be sensed by the at least one software component 115 via camera 120 for updating the display 105 accordingly. This amusement may be more suited to young girls, but may be of interest to anyone.
- Figures 8 and 9 are exemplary illustration perspectives of different versions of cameras that may be constructed to resemble characters related to the amusement or game theme that is to be played, according to principles of the invention.
- the exemplary character cameras 800 and 900 of Figures 8 and 9 may be used to create a promotional campaign as well as retail products for consumer-based applications.
- Figure 10 is a flow diagram of a process showing steps performed according to principles of the invention, starting at step 1000.
- the flow diagram of Figure 10 may also be a block diagram of the components or modules for performing the steps thereof, including, but not limited to, for example, hardware, software or any combination thereof.
- the components may execute on an appropriate computer medium, including, for example, a computer processing platform, an electronic circuit, and/or stored in a computer readable memory such as a hard drive, a flash drive, a ROM, a RAM, a CD, a DVD, or the like.
- the process of Figure 10 may be performed by execution of the respective components on a suitable local or remote computing platform including a server that may provide access to a user for initiating execution of the steps of the process by way of a web site, in accordance with principles of the invention.
- the steps of the processes may be performed on a local computer (local to a user) that executes the steps of the process, in accordance with principles of the invention.
- a system for detecting motion sensed action e.g., as shown in relation to Figure 1
- a prompt may be issued to a player to choose an amusement or a game; perhaps with a requirement of a payment.
- a selection may be received and processed for beginning a game or amusement.
- input is received from a camera for interpretation and processing of the motion therein. This may include detecting and interpreting LED (or other light) movement, in some applications.
- updates may be made to a display and/or an audible output may be generated.
- audio input may be received from a player and interpreted to control an object or aspect of the game or amusement. This may include selecting options, changing speed of an object(s), moving an object, or the like.
- the process may receive more input and process as explained above and may continue according to the game or amusement principles as pertaining to a specific application of the process. The process may end according to the rules of the specific game or player's discretion.
Abstract
A system and method is described for providing a virtual game or amusement so that a player's motion may be detected and interpreted to cause an interaction with the amusement or game. The player's motion may be detected by using a camera and software may be used to analyze and interpret the motion to interact with a theme or amusement to permit various controls by a player on the virtual game or amusement.
Description
SYSTEM AND METHOD FOR A MOTION SENSING AMUSEMENT DEVICE
This application claims priority to U.S. Provisional Patent Application No. 60/954,564, entitled MOTION SENSING AMUSEMENT DEVICE, filed August 7, 2007, which is incorporated by reference herein in its entirety.
BACKGROUND OF THE INVENTION [0001] 1. Field of the Invention
[0002] The invention is directed to a system and method for a motion sensing amusement device, and more particularly, to a system and method for a motion sensing amusement device that employs motion sensing technologies. [0003] 2. Related Art
[0004] The amusement game industry offers many diverse amusement games that include single player and multi-participant type games. Most of these games traditionally employ some form of physical player input mechanism such as joy sticks, buttons, simulated weapons such as guns, wheels, or the like.
[0005] Moreover, some types of input for these games may include wireless sensors attached to a player, perhaps a wrist or arm, for providing input to the gaming system and control software to respond or control activity associated with a particular game being played on the game system. In most instances, a display device is provided to facilitate interaction of a player or players with a game and or among players.
[0006] The novelty of these types of the traditional input mechanisms has become rather common place. Moreover, such worn input devices may not be necessary, in some amusements. If a mechanism to provide game control by a user can be provided that senses motion, perhaps without use of an attached motion detector and/or sender, then new modes of play might be forthcoming and may give rise to more stimulating amusement games.
SUMMARY OF THE INVENTION
[0007] The invention meets the foregoing expectations and provides a new opportunity for amusements and games. In particular, new games and amusements may be provided that provide new modes of interaction and control with virtual games and amusements. [0008] Accordingly, in one aspect of the invention, a system for providing game interaction is provided that includes a camera to produce image input of a player and at least one computer based component to interpret motion of the player within the image input and to create a display for displaying a visual result of the interpreted input so that the interpreted motion causes an interaction with a displayed virtual game.
[0009] In another aspect, a method of providing an amusement game, is provided that includes receiving an image input off a player; interpreting motion of the player within the image input; and updating a display for displaying a visual result of the interpreted image input so that the interpreted motion causes an interaction with a displayed virtual game. [0010] In yet another aspect, a system for providing game interaction is provided. The system includes means to receive image input of a player, means to interpret motion of the player within the image input and means to display a visual result of the interpreted input so that the interpreted motion causes an interaction with a displayed virtual game. [0011] Additional features, advantages, and embodiments of the invention, like additional transport modes and countries, may be set forth or apparent from consideration of the following detailed description, drawings, and claims. Moreover, it is to be understood that both the foregoing summary of the invention and the following detailed description are exemplary and intended to provide further explanation without limiting the scope of the invention as claimed.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] The accompanying drawings, which are included to provide a further understanding of the invention, are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the detailed description serve to explain the principles of the invention. No attempt is made to show structural details of the invention in more detail than may be necessary for a fundamental understanding of the invention and the various ways in which it may be practiced. In the drawings:
[0013] Figure 1 is a block diagram of an embodiment showing components of a motion detection amusement system, constructed according to principles of the invention; [0014] Figure 2 is an illustration of an exemplary interactive amusement that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention;
[0015] Figure 3 is an illustration of an exemplary interactive game that may be displayed on a display device, and may be manipulated by detected motion of a player, according to principles of the invention;
[0016] Figures 4-7 are each an illustration of a separate exemplary interactive game that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention;
[0017] Figures 8 and 9 are exemplary illustration perspectives of different versions of cameras that may be constructed to resemble characters related to the amusement or game theme that is to be played, according to principles of the invention; and [0018] Figure 10 is a flow diagram of a process showing steps performed according to principles of the invention.
DETAILED DESCRIPTION OF THE INVENTION
[0019] It is understood that the invention is not limited to the particular methodology, protocols, etc., described herein, as these may vary as the skilled artisan will recognize. It is
also to be understood that the terminology used herein is used for the purpose of describing particular embodiments only, and is not intended to limit the scope of the invention. It also is noted that as used herein and in the appended claims, the singular forms "a," "an," and "the" include the plural reference unless the context clearly dictates otherwise. Thus, for example, a reference to "an address" is a reference to one or more addresses and equivalents thereof known to those skilled in the art.
[0020] Unless defined otherwise, all technical and scientific terms used herein have the same meanings as commonly understood by one of ordinary skill in the art to which the invention pertains. The embodiments of the invention and the various features and advantageous details thereof are explained more fully with reference to the non-limiting embodiments and examples that are described and/or illustrated in the accompanying drawings and detailed in the following description. It should be noted that the features illustrated in the drawings are not necessarily drawn to scale, and features of one embodiment may be employed with other embodiments as the skilled artisan would recognize, even if not explicitly stated herein. Descriptions of well-known components and processing techniques may be omitted so as to not unnecessarily obscure the embodiments of the invention. The examples used herein are intended merely to facilitate an understanding of ways in which the invention may be practiced and to further enable those of skill in the art to practice the embodiments of the invention. Accordingly, the examples and embodiments herein should not be construed as limiting the scope of the invention, which is defined solely by the appended claims and applicable law. Moreover, it is noted that like reference numerals reference similar parts throughout the several views of the drawings.
[0021] The invention is generally directed to and includes a system and method for providing a motion sensing amusement device. According to principles of the invention, amusement games may be provided that permit players such as children to interact with a game
wherein motion recognition technology creates and intimate, tangible connection between the player and a game platform.
[0022] Figure 1 is a block diagram of an embodiment showing components of a motion detection amusement system, constructed according to principles of the invention, generally denoted by reference numeral 100. The motion detection amusement system 100 may be configured to include a display device 105, perhaps a liquid crystal display (LCD) or similar display device, a computing platform 110, which might be an embedded type processor with memory and/or storage or alternatively, a server type computing platform. The motion detection amusement system 100 may further be configured to include at least one software component 115 executing on the computing platform 110 that may provide control and interaction processing for an amusement game displayable on the display device 105. The at least one software component 115 may include game processing, motion detection processing and/or speech/sound recognition processing functionality. The at least one software component 115 may be configured to receive visual input from at least one camera 120 to produce images and may be connected to the computing platform 110 for recognizing and interpreting the movement of a player (e.g., arms, legs, body movement). Moreover, for some game applications, a microphone 125 may be connected to the computing platform 105 for providing audible, sound, and/or speech input to be processed by the at least one software component for use in a game experience. A speaker or audible output 117 may be provided as part of system 100 for outputting sounds or instructions.
[0023] In some virtual games, a player may control action in a game by using their voice to indicate game choices or control an aspect of the game such as, for example, a higher pitched voice may be translated by the at least one software component to increase the speed of a game in progress. In some games a louder or higher pitched voice may control behaviour of a game object (e.g., a car, a character, or the like) under the player's control.
[0024] In some embodiments, a player may employ one or more attachable LED units 130, or other light producing attachments, configured to be attachable to body parts (e.g., an arm, a leg, the head, or the like) that may be sensed by the camera 120, or similar light recognition device, to provide motion data of the body parts to the at least one software component 115 for interacting with an amusement game displayed on the display device 105. The displayed game may be controlled by the at least one software component 115 configured to recognize LED motion based on real-time input generated by the player's motion, and /or the LED units 130. [0025] The at least one software component 115 may recognize and process perceived motion input substantially in real time either by recognizing players motion directly, or alternatively, by recognizing light input (such as from LED units 130), for being a basis for interpreting motion such as speed, location, direction and/or acceleration of the player's movement (for one or more body parts). In this way, a player may interact with a specific game depicted on the display 105 to make choices, respond to stimulus, control virtual game action, select options, or the like.
[0026] The at least one software component 115 may also process audible input from a player to control and/or interact with a game as presented on a display device 105. Simple word recognition such as, for example, "GO," "Yes," may be detected to control or interact with the game, and/or the pitch of volume of a player may cause game input for controlling the game, perhaps to control a speed of an object, e.g., a car. For example, a higher pitch voice input may cause a car to speed up and/or slow down in the game.
[0027] Figure 2 is an illustration of an exemplary interactive amusement that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention, generally denoted by reference numeral 200. The display 105 showing the amusement 200 shows a bongo player that may be controlled by sensed motion of a player of the amusement, wherein the sensed motion via camera 120 may play the bongos in a rhythm or sequence as processed and interpreted by the at least one software component
115. The display 105 may be updated in real time to reflect the motion of the player, bongo selection(s) and beat sequences to produce music in sequence with the player. Other visual feedback may be produced such as the notes themselves. The bongos may be played with simple hand movements (as sensed and processed). The system 100 may provide feedback in the form of life-like sound. Players may also follow on-screen instructions and try to replicate existing drum beats or the player may create their own. This amusement provides feedback in the form of life-like sound. In some versions, players may follow on-screen instructions and try to replicate existing drum beats or they may create their own.
[0028] Figure 3 is an illustration of an exemplary interactive game that may be displayed on a display device, such as display 105, and may be manipulated by detected motion of a player, according to principles of the invention, generally denoted by reference numeral 300. The game 300 shows a car race whereby a player may control/guide/steer a car on a racetrack by using the motion sensing techniques described above. The user may simply use hand input (in free form style) to compete in the race. Sensed hand motions (by camera 120 and processed by the at least one software component 115) may cause updates to the display 105. More than one player may compete, typically each player having their own assigned camera (and LED units 130, if used). Optionally, the player may employ the microphone 125 to input speech and/or audible tone to control aspects of the game such as speed or direction selections, for example. This may include pitch recognition software as part of the at least one software component 115. [0029] Figure 4 is another illustration of an exemplary interactive game that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention, generally denoted by reference numeral 400. In this example, a player may interact with a puppet or marionette. The motion of the player may be analyzed and processed by the at least one software component 115 according to the objects and challenges presented in the game and the circumstances therein. This game may engage a player with branded properties and licensed characters. The game may work at least two
ways: user controls the movements of the character using their hands and gestures (e.g., to make them dance to a theme song or music), or the game may be like "Simon Says" in which the character initiates the interaction and the user needs to follow or repeat the combination of movements. This game might be useful in increasing a child's dexterity. [0030] Figure 5 is another illustration of an exemplary interactive game that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention, generally denoted by reference numeral 500. In this game, a player may interact with a virtual character to play a game such as in this example, a soccer game. The at least one software component 115 may interpret and process a player's motion to respond and to action as presented and updated on the display 105 in real-time. The player may control speed and direction of the ball. Moreover, the player may be able to select a stadium that may reflect a popular or desired choice. This type of game may be adapted to nearly any type of sports such as football, baseball, basketball, just to identify a few possibilities. [0031] Figure 6 is another illustration of an exemplary interactive game that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention, generally denoted by reference numeral 600. In this game, a player may traverse an underwater challenge by swimming and selecting options by movement of their body, which movement may be sensed by the at least one software component 115 via camera 120 for updating the display 105 accordingly. A player may use an LED equipped accessory to navigate through 3-D environments. Players may control on-screen characters and interact with the environment to navigate mazes, solve puzzles and explore new environments. [0032] Figure 7 is another illustration of an exemplary interactive amusement that may be displayed on a display device and may be manipulated by detected motion of a player, according to principles of the invention, generally denoted by reference numeral 700. In this amusement, a player may interact by using an LED equipped pencil to "make-up" an on-screen character. Players may choose colors, applicators, styles, which may be applied to animated
characters. This technique may be used to move into fashion such as picking outfits, accessorizing outfits, cutting hair, styling hair, or the like. Painting or placing makeup on a virtual person is possible. Different LED applicators may be employed with different colors of LEDs. Again the motion of the player may be sensed by the at least one software component 115 via camera 120 for updating the display 105 accordingly. This amusement may be more suited to young girls, but may be of interest to anyone.
[0033] Figures 8 and 9 are exemplary illustration perspectives of different versions of cameras that may be constructed to resemble characters related to the amusement or game theme that is to be played, according to principles of the invention. The exemplary character cameras 800 and 900 of Figures 8 and 9 may be used to create a promotional campaign as well as retail products for consumer-based applications.
[0034] Figure 10 is a flow diagram of a process showing steps performed according to principles of the invention, starting at step 1000. The flow diagram of Figure 10 (and any other flow diagrams herein) may also be a block diagram of the components or modules for performing the steps thereof, including, but not limited to, for example, hardware, software or any combination thereof. The components may execute on an appropriate computer medium, including, for example, a computer processing platform, an electronic circuit, and/or stored in a computer readable memory such as a hard drive, a flash drive, a ROM, a RAM, a CD, a DVD, or the like.
[0035] The process of Figure 10 may be performed by execution of the respective components on a suitable local or remote computing platform including a server that may provide access to a user for initiating execution of the steps of the process by way of a web site, in accordance with principles of the invention. Alternatively, the steps of the processes may be performed on a local computer (local to a user) that executes the steps of the process, in accordance with principles of the invention.
[0036] At step 1005, a system for detecting motion sensed action (e.g., as shown in relation to Figure 1 ) may be provided. At step 1010, a prompt may be issued to a player to choose an amusement or a game; perhaps with a requirement of a payment. A selection may be received and processed for beginning a game or amusement. At step 1015, input is received from a camera for interpretation and processing of the motion therein. This may include detecting and interpreting LED (or other light) movement, in some applications. At step 1020, based on the interpreted motion and the game or amusement state, updates may be made to a display and/or an audible output may be generated. At step 1025, audio input may be received from a player and interpreted to control an object or aspect of the game or amusement. This may include selecting options, changing speed of an object(s), moving an object, or the like. The process may receive more input and process as explained above and may continue according to the game or amusement principles as pertaining to a specific application of the process. The process may end according to the rules of the specific game or player's discretion.
This application claims priority to U.S. Provisional Patent Application No. 60/954,564, entitled MOTION SENSING AMUSEMENT DEVICE, filed August 7, 2007, which is incorporated by reference herein in its entirety.
[0037] While the invention has been described in terms of embodiments, those skilled in the art will recognize that the invention can be practiced with modifications and in the spirit and scope of the appended claims.
Claims
1. A system for providing game interaction, comprising: a camera to produce image input of a player; and at least one computer based component to interpret motion of the player within the image input and to create a display for displaying a visual result of the interpreted input so that the interpreted motion causes an interaction with a displayed virtual game.
2. The system of claim 1 , further comprising a light emitting device configured to be attachable to the player and to be a basis of the interpreted motion.
3. The system of claim 1 , further comprising a microphone for detecting audio input and to provide the audio input to the at least one computer based component.
4. The system of claim 3, wherein the audible input provides control of the virtual game.
5. The system of claim 4, wherein the at least one computer based component detects a pitch change to control the virtual game.
6. The system of claim 1 , wherein the at least one computer based component updates the displayed virtual game in real time based on the interpreted motion.
7. The system of claim 1 , wherein the image input is in real time.
8. The system of claim 1 , further comprising an audio output to provide feedback to the player.
9. A method of providing an amusement game, the method comprising the steps of: receiving an image input off a player; interpreting motion of the player within the image input; and updating a display for displaying a visual result of the interpreted image input so that the interpreted motion causes an interaction with a displayed virtual game.
10. The method of claim 9, wherein the step of interpreting includes interpreting a light source input indicative of a motion of the player.
11. The method of claim 9, further comprising the step of receiving audio input and interpreting the audio input for controlling an aspect of the virtual game.
12. The method of claim 9, wherein the step of interpreting the audio input detects a pitch to control the virtual game.
13. The method of claim 9, wherein the at least one computer based component detects a pitch change to control the virtual game.
14. The method of claim 9, wherein the step of updating updates substantially in real time.
15. A system for providing game interaction, comprising: means to receive image input of a player; means to interpret motion of the player within the image input; and means to display a visual result of the interpreted input so that the interpreted motion causes an interaction with a displayed virtual game.
Applications Claiming Priority (2)
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US95456407P | 2007-08-07 | 2007-08-07 | |
US60/954,564 | 2007-08-07 |
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PCT/US2008/072497 WO2009021124A2 (en) | 2007-08-07 | 2008-08-07 | System and method for a motion sensing amusement device |
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