WO2010072059A1 - Action simulation apparatus - Google Patents

Action simulation apparatus Download PDF

Info

Publication number
WO2010072059A1
WO2010072059A1 PCT/CN2009/071068 CN2009071068W WO2010072059A1 WO 2010072059 A1 WO2010072059 A1 WO 2010072059A1 CN 2009071068 W CN2009071068 W CN 2009071068W WO 2010072059 A1 WO2010072059 A1 WO 2010072059A1
Authority
WO
WIPO (PCT)
Prior art keywords
impact
sleeve
support structure
generators
player
Prior art date
Application number
PCT/CN2009/071068
Other languages
French (fr)
Inventor
Shiu Ming Leung
Ling Yu
Original Assignee
Shiu Ming Leung
Ling Yu
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 Shiu Ming Leung, Ling Yu filed Critical Shiu Ming Leung
Publication of WO2010072059A1 publication Critical patent/WO2010072059A1/en

Links

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
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output 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
    • 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
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output 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
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback
    • 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
    • A63F2300/1037Features 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 for converting control signals received from the game device into a haptic signal, e.g. using force feedback
    • 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
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/302Features 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 output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
    • 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

Definitions

  • the present patent application relates to an apparatus for producing simulating action effects.
  • the apparatus includes a support structure to be worn by a player, a plurality of impact generators mounted in the support structure, and a control unit for receiving signals and activating the plurality of impact generators in response to the signals.
  • Each impact generator includes an electromagnetic device adapted to generate an impact force on the body of the player when activated.
  • the support structure may include a multi-layered garment, and the plurality of impact generators is sandwiched between layers of the multi-layered garment.
  • the apparatus may further include a flexible circuit in the support structure, and the plurality of impact generators is electrically coupled to the flexible circuit.
  • the electromagnetic device may include a sleeve, a coil winding around the sleeve, and an iron core in the sleeve.
  • the impact generator may include an impact member attached to the iron core, and the impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes through the coil.
  • the impact generator may include a spring for driving the impact member towards the retracted position when the electric current is terminated.
  • the impact member may have the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
  • the electromagnetic device may include a sleeve, a first coil winding around one end portion of the sleeve, a second coil winding around the other end portion of the sleeve, and an iron core in the sleeve.
  • the impact generator may include an impact member attached to the iron core, and the an impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes alternately through the first and second coils.
  • the impact member may have the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
  • the control unit may include a control program that controls the sequence, magnitude and duration of impact of the impact generators.
  • the support structure may include hook-and-loop or belt buckle fasteners for tight fitting the support structure over the body of the player.
  • the support structure may be provided with two generally cup- shaped portions adapted to conform generally in shape to the chest of the player.
  • the support structure may be in the form of a vest.
  • FIG. 1 is a front view of the action simulation support structure according to an embodiment disclosed in the present patent application
  • FIG. 2 is a side view of the action simulation support structure in FIG. 1;
  • FIG. 3 is a cross sectional view of the action simulation support structure in FIG. 1;
  • FIG. 4 is a cross sectional view of two impact generators on the action simulation support structure according to an embodiment disclosed in the present patent application
  • FIG. 4a is a cross sectional view of two impact generators on the action simulation support structure according to another embodiment disclosed in the present patent application
  • FIG. 5 shows the distribution of the impact generators in the interior of the action simulation support structure
  • FIG. 6 shows the sequence of impact of the impact generators that leads to a simulation effect of cut by a sword
  • FIG. 7 shows the sequence of impact of the impact generators that leads to a simulation effect of gunshot
  • FIG. 8 shows the sequence of impact of the impact generators that leads to a simulation effect of hit by a fist
  • FIG. 9 shows the sequence of impact of the impact generators that leads to a simulation effect of earthquake
  • FIG. 10 shows the sequence of impact of the impact generators that leads to a simulation effect of hit by a vehicle
  • FIG. 11 shows the sequence of impact of the impact generators that leads to a simulation effect of being scratched by a claw.
  • FIG. 1 is a front view of a support structure 110 for producing simulating action effects according to an embodiment disclosed in the present patent application.
  • FIG. 2 is a side view of the action simulation support structure in FIG. 1.
  • the support structure 110 is in the form of a vest, it is understood that the support structure can be in any other suitable forms including, but is not limited to, long-sleeved clothing, short-sleeved clothing, pant, glove, shoe, etc.
  • the support structure 110 may be made of soft plastic, rubber, leather, textile, elastic fabric material, or any other suitable material.
  • the support structure 110 has a multi- layered structure and a plurality of impact generators 170 is mounted within the layers as depicted in FIG. 3.
  • the innermost layer of the support structure 110 can be made of a soft and elastic material such as rubber, genuine leather, artificial leather, or elastic fabric material. This soft and elastic layer serves to reduce any pain and prevent any injury when impact force is exerted on the body of a player wearing the support structure 110 during an action game.
  • the support structure 110 should be configured to conform in shape with the body of the player.
  • Velcro® or belt buckles 120 may be provided on the support structure 110 such as at an indented region of the body.
  • Elastic bands 130 may be provided on the two opposite sides of the support structures 110.
  • Two generally U-shaped regions 190 may be formed on the support structure 110 to conform in shape with the chest of the player by adjusting the length of the Velcro® or belt buckles 120.
  • the support structure 110 may be provided with a control unit 140.
  • the control unit 140 may include a signal receiver for receiving signals, and a controller for activating the impact generators 170 in response to the signals received.
  • the control unit 140 may be attached directly onto the support structure 110, or it may also be packed within a housing that is electrically coupled to the support structure 110 by electrical wires.
  • the signal receiver may receive signals through any form of wireless transmission such as infrared, Bluetooth or radio transmission, etc.
  • the signals may also be transmitted by electrical wires.
  • the controller contains control programs that are associated with the receiving signals.
  • the control programs can control the sequence, magnitude, duration, time intervals of impacts of the impact generators 170 to simulate various action effects.
  • the control programs can be stored in a storage medium in the controller, or can be stored in a separate storage medium.
  • the support system 110 may be provided with a power source 180 to supply electric power to the impact generators 170 and the control unit 140.
  • the power source may be in the form of a dry battery or DC current through an AC-DC converter.
  • the power source 180 may be provided directly on the support structure 110, or it may take the form of an external power source connected to the support structure 110 by electrical wires.
  • FIG. 4 is a cross sectional view of two impact generators 170 mounted in the interior of the support structure 110 according to an embodiment disclosed in the present patent application.
  • the support structure 110 includes a flexible circuit 150 and a plurality of impact generators 170 electrically coupled to the flexible circuit 150.
  • the plurality of impact generators 170 may be electrically coupled to the flexible circuit by electrical contact points or by electrical wires. According to the illustrated embodiment, the impact generators 170 are driven by electromagnetic forces generated by electromagnetic devices.
  • the impact generators 170 can be mounted on the inner surface of an outer layer 111 of the support structure 110.
  • Each impact generator 170 may include an outer housing 171, a sleeve 172 mounted within the outer housing 171, a coil 173 wound around the outer surface of the sleeve 172, an iron core 175 with impact member 174 moveable along the sleeve 172 between a retracted position and an extended position, and a spring 176 for biasing the iron core 175 with impact member 174 towards the retracted position.
  • the outer housing 171 and the sleeve 172 have aligned openings 178 to allow projection of the impact member 174 therethrough.
  • the outer housing 171 may be wrapped by a soft rubber material for further protection of the body of the player.
  • a gap 177 is provided between the flexible circuit 150 and the bottom end of the sleeve 172 so as to provide a space for movement of the iron core 175 with impact member 174 along the sleeve 172.
  • the iron core 175 is fixedly mounted at one end of the impact member 174.
  • the head of the impact member 174 is adapted to extend outwardly from the opening 178 of the sleeve 172.
  • the spring 176 is disposed between the impact member 174 and the sleeve 174.
  • the spring 176 may be replaced by elastic rubber or any suitable elastic element.
  • the impact member 174 may be made of plastic, or rubber, or metal, or plastic with an outer layer of rubber material formed thereon.
  • the impact member 174 may be in the shape of a tip of a sword, a tip of a bullet, a fist, a claw or a sphere.
  • the iron core 175 and impact member 174 move along the sleeve 172 from a retracted position to an extended position as electric current passes through the coil 173.
  • the spring 176 drives the iron core 175 with impact head 174 from the extended position back to the retracted position when the electric current is terminated.
  • FIG. 4a is a cross sectional view of two impact generators 170' mounted on the support structure 110 according to another embodiment disclosed in the present patent application.
  • the structure of the impact generator 170' is similar to that of the impact generator 170 in the previous embodiment, except that the sleeve 172' has two separate coils 173' and 173" and that there is no spring.
  • a first coil 173' is wound around one end portion of the sleeve 172' and a second coil 173" is wound around the other end portion of the sleeve 172'.
  • the second coil 173" can be electrically connected to the flexible circuit 150 by electrical wire 179.
  • the iron core 175' with impact head 174' is moveable along the sleeve 172' between a retracted position and an extended position as electric current passes alternately through the first and second coils 173' and 173".
  • first coil 173' and not the second coil 173 If electric current passes through first coil 173' and not the second coil 173", then the iron core 175' with impact head 174' is driven by electromagnetic force towards the retracted position. If electric current passes through second coil 173" and not the first coil 173', then the iron core 175' with the impact head 174' is driven by electromagnetic force towards the extended position.
  • the operation of the apparatus may include the procedures of (i) switching on the power source 180 and the signal receiver of the control unit 140; (ii) receiving signals (wired or wireless); (iii) activating the impact generators 170, 170' in accordance with the received signals; (iv) rapidly driving the iron core 175, 175' with impact member 174, 174' outwards and then backwards; (v) hitting the body of a player by the outwardly driven iron core 175, 175' with impact member 174, 174'; (vi) performing a set program to control the sequence, speed, and duration of the impact; and (vii) producing the corresponding simulating action effect.
  • FIG. 5 shows the distribution of the impact generators 170, 170' on the support structure 110.
  • the impact generators 170, 170' may be arranged in rows and columns, randomly, or in any other possible arrangement. There may be tens to thousands of impact generators 170, 170' distributed on the support structure 110. Each impact generator 170, 170' is controlled by the control unit 140. There is a gap 160 between two impact generators 170, 170' to permit certain degree of flexing of the support structure 110 during the action game.
  • the apparatus disclosed in the present patent application can be used in television electronic games, computer games, hand-held electronic games, pocket-size electronic games, mobile phone games, cinemas, and outdoor simulation war games to produce simulating action effects including, but is not limited to, cut by a sword, gunshot, hit by a fist, earthquake, car crash, and scratch by a claw.
  • FIG. 6 shows the sequence of impact of the impact generators 170, 170' that produces a simulation effect of a cut by a sword.
  • a number of impact generators 170, 170' may be activated one after the other generally in one direction across the support structure 110 to simulate a cut by a sword.
  • the numbers (1, 2, 3, ...) appearing in the figure represent the sequence of impact on the body of the player.
  • the sword cutting effect may start and stop at any appropriate impact generators 170, 170' on the support structure 110.
  • FIG. 7 shows the sequence of impact of the impact generators 170, 170' that produces a simulation effect of gunshots.
  • a number of impact generators 170, 170' may be activated one after the other randomly across the support structure 110 to simulate a series of gunshots represented by numbers 1, 2, 3, and so on.
  • the numbers (1, 2, 3, ...) appearing in the figure represent the sequence of impact on the body of the player.
  • the gunshot effect may start and stop at any appropriate impact generators 170, 170' on the support structure.
  • FIG. 8 shows the sequence of impact of the impact generators 170, 170' that leads to a simulation effect of a hit by a fist or kick by a leg.
  • a group of impact generators 170, 170' may be activated simultaneously to simulate a punch by a fist, and another group of impact generators 170, 170' may be activated simultaneously to simulate another punch by a fist or a kick by a leg.
  • FIG. 9 shows the sequence of impact of the impact generators 170, 170' that produces a simulation effect of an earthquake.
  • rows of impact generators 170, 170' are activated one after the other to simulate an earthquake.
  • the duration and the magnitude of the earthquake can be produced according to the length and power of current passing through the impact generators 170, 170'.
  • FIG. 10 shows the sequence of impact of the impact generators 170, 170' that leads to a simulation effect of a crash of a vehicle.
  • rows of the impact generators 170, 170' are activated simultaneously to simulate a car crash.
  • FIG. 11 shows the sequence of impact of the impact generators 170, 170' that produces a simulation effect of scratching by a claw. To this effect, 3 to 5 of the impact generators 170, 170' adjacent to one another are activated simultaneously and then progressively and parallelly across the support structure 110 to simulate a scratch by a claw.
  • an action effect may start and stop at any appropriate impact generators 170, 170' on the support structure 110.
  • One or tens, or hundreds, or thousands of impact generators 170, 170' can be activated over the skin of a player simultaneously, or sequentially one by one or group by group. It can be understood by one skilled in the art that control programs can be set to meet requirements of different simulating action effects.

Abstract

An apparatus for producing simulating action effects is provided. The apparatus includes a support structure to be worn by a player, a plurality of impact generators mounted in the support structure, and a control unit for receiving signals and activating the plurality of impact generators in response to the signals. Each impact generator includes an electromagnetic device adapted to generate an impact force on the body of the player when activated.

Description

ACTION SIMULATION APPARATUS
CROSS-REFERENCE TO RELATED PATENT APPLICATIONS
This patent application claims priority of Hong Kong short-term patent application no. 08113985.2 filed on December 24, 2008, the entire content of which is hereby incorporated by reference.
FILED OF PATENT APPLICATION
The present patent application relates to an apparatus for producing simulating action effects.
BACKGROUND
In circumstances such as electronic games, cinemas, and outdoor simulation war games, it is necessary to provide the users (players, spectators, etc.) with physical sensation in order to achieve an excellent simulation experience. There were certain vests and seats that can produce simulating actions in the market. Their operating principle involves the application of rotation of a motor-driven eccentric shaft to produce vibration or deviation of the vests or the seats. However, the vests and seats of these structures can only give the users the feeling of vibration. Also, since it involves the rotation of a motor-driven eccentric shaft, it can only produce vibration or deviation over a large region. Therefore, it lacks precise contact, movement, and feeling of a real action game. There were also in the market simulation devices that use "pulse" (high-voltage low-current) to directly stimulate the body of a player. A number of electrodes are attached onto the body of the player. Different parts of the body of the player can be stimulated by passing electric current through the electrodes to achieve the simulation action effects. However, a major disadvantage of such a simulation device is that it requires the electrodes to be in direct contact with the skin. Moreover, the electric shock causes muscle contraction and relaxation. Prolonged use of the device will lead to muscle fatigue or ill effect to the body of the player, and has a certain degree of risk. The above description of the background is provided to aid in understanding an apparatus and method for producing simulating action effects, but is not admitted to describe or constitute pertinent prior art to the apparatus and method for producing simulating action effects disclosed in the present patent application, or consider any cited documents as material to the patentability of the claims of the present patent application.
SUMMARY
An apparatus for producing simulating action effects is provided. The apparatus includes a support structure to be worn by a player, a plurality of impact generators mounted in the support structure, and a control unit for receiving signals and activating the plurality of impact generators in response to the signals. Each impact generator includes an electromagnetic device adapted to generate an impact force on the body of the player when activated.
The support structure may include a multi-layered garment, and the plurality of impact generators is sandwiched between layers of the multi-layered garment.
The apparatus may further include a flexible circuit in the support structure, and the plurality of impact generators is electrically coupled to the flexible circuit.
In one embodiment, the electromagnetic device may include a sleeve, a coil winding around the sleeve, and an iron core in the sleeve. The impact generator may include an impact member attached to the iron core, and the impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes through the coil. The impact generator may include a spring for driving the impact member towards the retracted position when the electric current is terminated. The impact member may have the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
In another embodiment, the electromagnetic device may include a sleeve, a first coil winding around one end portion of the sleeve, a second coil winding around the other end portion of the sleeve, and an iron core in the sleeve. The impact generator may include an impact member attached to the iron core, and the an impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes alternately through the first and second coils. The impact member may have the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
The control unit may include a control program that controls the sequence, magnitude and duration of impact of the impact generators.
The support structure may include hook-and-loop or belt buckle fasteners for tight fitting the support structure over the body of the player.
The support structure may be provided with two generally cup- shaped portions adapted to conform generally in shape to the chest of the player.
The support structure may be in the form of a vest.
BRIEF DESCRIPTION OF THE DRAWINGS
Specific embodiments of the apparatus and method for producing simulating action effects disclosed in the present patent application will now be described by way of example with reference to the accompanying drawings wherein:
FIG. 1 is a front view of the action simulation support structure according to an embodiment disclosed in the present patent application;
FIG. 2 is a side view of the action simulation support structure in FIG. 1;
FIG. 3 is a cross sectional view of the action simulation support structure in FIG. 1;
FIG. 4 is a cross sectional view of two impact generators on the action simulation support structure according to an embodiment disclosed in the present patent application; FIG. 4a is a cross sectional view of two impact generators on the action simulation support structure according to another embodiment disclosed in the present patent application;
FIG. 5 shows the distribution of the impact generators in the interior of the action simulation support structure;
FIG. 6 shows the sequence of impact of the impact generators that leads to a simulation effect of cut by a sword;
FIG. 7 shows the sequence of impact of the impact generators that leads to a simulation effect of gunshot;
FIG. 8 shows the sequence of impact of the impact generators that leads to a simulation effect of hit by a fist;
FIG. 9 shows the sequence of impact of the impact generators that leads to a simulation effect of earthquake;
FIG. 10 shows the sequence of impact of the impact generators that leads to a simulation effect of hit by a vehicle; and
FIG. 11 shows the sequence of impact of the impact generators that leads to a simulation effect of being scratched by a claw.
DETAILED DESCRIPTION
Reference will now be made in detail to a preferred embodiment of the apparatus and method for producing simulating action effects disclosed in the present patent application, examples of which are also provided in the following description. Exemplary embodiments of the apparatus and method for producing simulating action effects disclosed in the present patent application are described in detail, although it will be apparent to those skilled in the relevant art that some features that are not particularly important to an understanding of the apparatus and method for producing simulating action effects may not be shown for the sake of clarity.
Furthermore, it should be understood that the apparatus and method for producing simulating action effects disclosed in the present patent application is not limited to the precise embodiments described below and that various changes and modifications thereof may be effected by one skilled in the art without departing from the spirit or scope of the appended claims. For example, elements and/or features of different illustrative embodiments may be combined with each other and/or substituted for each other within the scope of this disclosure and appended claims.
In addition, improvements and modifications which may become apparent to persons of ordinary skill in the art after reading this disclosure, the drawings, and the appended claims are deemed within the spirit and scope of the appended claims.
It should be noted that throughout the specification and claims herein, when one element is said to be "coupled" or "connected" to another, this does not necessarily mean that one element is fastened, secured, or otherwise attached to another element. Instead, the term "coupled" or "connected" means that one element is either connected directly or indirectly to another element or is in mechanical or electrical communication with another element.
FIG. 1 is a front view of a support structure 110 for producing simulating action effects according to an embodiment disclosed in the present patent application. FIG. 2 is a side view of the action simulation support structure in FIG. 1. Although it has been shown that the support structure 110 is in the form of a vest, it is understood that the support structure can be in any other suitable forms including, but is not limited to, long-sleeved clothing, short-sleeved clothing, pant, glove, shoe, etc.
The support structure 110 may be made of soft plastic, rubber, leather, textile, elastic fabric material, or any other suitable material. The support structure 110 has a multi- layered structure and a plurality of impact generators 170 is mounted within the layers as depicted in FIG. 3. The innermost layer of the support structure 110 can be made of a soft and elastic material such as rubber, genuine leather, artificial leather, or elastic fabric material. This soft and elastic layer serves to reduce any pain and prevent any injury when impact force is exerted on the body of a player wearing the support structure 110 during an action game.
The support structure 110 should be configured to conform in shape with the body of the player. Velcro® or belt buckles 120 may be provided on the support structure 110 such as at an indented region of the body. Elastic bands 130 may be provided on the two opposite sides of the support structures 110. Two generally U-shaped regions 190 may be formed on the support structure 110 to conform in shape with the chest of the player by adjusting the length of the Velcro® or belt buckles 120. These features provide a tight fit support structure on the body of the player during the action game.
The support structure 110 may be provided with a control unit 140. The control unit 140 may include a signal receiver for receiving signals, and a controller for activating the impact generators 170 in response to the signals received. The control unit 140 may be attached directly onto the support structure 110, or it may also be packed within a housing that is electrically coupled to the support structure 110 by electrical wires. The signal receiver may receive signals through any form of wireless transmission such as infrared, Bluetooth or radio transmission, etc. The signals may also be transmitted by electrical wires. The controller contains control programs that are associated with the receiving signals. The control programs can control the sequence, magnitude, duration, time intervals of impacts of the impact generators 170 to simulate various action effects. The control programs can be stored in a storage medium in the controller, or can be stored in a separate storage medium.
The support system 110 may be provided with a power source 180 to supply electric power to the impact generators 170 and the control unit 140. The power source may be in the form of a dry battery or DC current through an AC-DC converter. The power source 180 may be provided directly on the support structure 110, or it may take the form of an external power source connected to the support structure 110 by electrical wires. FIG. 4 is a cross sectional view of two impact generators 170 mounted in the interior of the support structure 110 according to an embodiment disclosed in the present patent application. The support structure 110 includes a flexible circuit 150 and a plurality of impact generators 170 electrically coupled to the flexible circuit 150. The plurality of impact generators 170 may be electrically coupled to the flexible circuit by electrical contact points or by electrical wires. According to the illustrated embodiment, the impact generators 170 are driven by electromagnetic forces generated by electromagnetic devices.
The impact generators 170 can be mounted on the inner surface of an outer layer 111 of the support structure 110. Each impact generator 170 may include an outer housing 171, a sleeve 172 mounted within the outer housing 171, a coil 173 wound around the outer surface of the sleeve 172, an iron core 175 with impact member 174 moveable along the sleeve 172 between a retracted position and an extended position, and a spring 176 for biasing the iron core 175 with impact member 174 towards the retracted position. The outer housing 171 and the sleeve 172 have aligned openings 178 to allow projection of the impact member 174 therethrough. The outer housing 171 may be wrapped by a soft rubber material for further protection of the body of the player. A gap 177 is provided between the flexible circuit 150 and the bottom end of the sleeve 172 so as to provide a space for movement of the iron core 175 with impact member 174 along the sleeve 172. The iron core 175 is fixedly mounted at one end of the impact member 174. The head of the impact member 174 is adapted to extend outwardly from the opening 178 of the sleeve 172. The spring 176 is disposed between the impact member 174 and the sleeve 174. The spring 176 may be replaced by elastic rubber or any suitable elastic element. The impact member 174 may be made of plastic, or rubber, or metal, or plastic with an outer layer of rubber material formed thereon. The impact member 174 may be in the shape of a tip of a sword, a tip of a bullet, a fist, a claw or a sphere. The iron core 175 and impact member 174 move along the sleeve 172 from a retracted position to an extended position as electric current passes through the coil 173. The spring 176 drives the iron core 175 with impact head 174 from the extended position back to the retracted position when the electric current is terminated. FIG. 4a is a cross sectional view of two impact generators 170' mounted on the support structure 110 according to another embodiment disclosed in the present patent application. The structure of the impact generator 170' is similar to that of the impact generator 170 in the previous embodiment, except that the sleeve 172' has two separate coils 173' and 173" and that there is no spring. A first coil 173' is wound around one end portion of the sleeve 172' and a second coil 173" is wound around the other end portion of the sleeve 172'. The second coil 173" can be electrically connected to the flexible circuit 150 by electrical wire 179. The iron core 175' with impact head 174' is moveable along the sleeve 172' between a retracted position and an extended position as electric current passes alternately through the first and second coils 173' and 173". If electric current passes through first coil 173' and not the second coil 173", then the iron core 175' with impact head 174' is driven by electromagnetic force towards the retracted position. If electric current passes through second coil 173" and not the first coil 173', then the iron core 175' with the impact head 174' is driven by electromagnetic force towards the extended position.
The operation of the apparatus may include the procedures of (i) switching on the power source 180 and the signal receiver of the control unit 140; (ii) receiving signals (wired or wireless); (iii) activating the impact generators 170, 170' in accordance with the received signals; (iv) rapidly driving the iron core 175, 175' with impact member 174, 174' outwards and then backwards; (v) hitting the body of a player by the outwardly driven iron core 175, 175' with impact member 174, 174'; (vi) performing a set program to control the sequence, speed, and duration of the impact; and (vii) producing the corresponding simulating action effect.
FIG. 5 shows the distribution of the impact generators 170, 170' on the support structure 110. The impact generators 170, 170' may be arranged in rows and columns, randomly, or in any other possible arrangement. There may be tens to thousands of impact generators 170, 170' distributed on the support structure 110. Each impact generator 170, 170' is controlled by the control unit 140. There is a gap 160 between two impact generators 170, 170' to permit certain degree of flexing of the support structure 110 during the action game. The apparatus disclosed in the present patent application can be used in television electronic games, computer games, hand-held electronic games, pocket-size electronic games, mobile phone games, cinemas, and outdoor simulation war games to produce simulating action effects including, but is not limited to, cut by a sword, gunshot, hit by a fist, earthquake, car crash, and scratch by a claw.
FIG. 6 shows the sequence of impact of the impact generators 170, 170' that produces a simulation effect of a cut by a sword. To this effect, a number of impact generators 170, 170' may be activated one after the other generally in one direction across the support structure 110 to simulate a cut by a sword. The numbers (1, 2, 3, ...) appearing in the figure represent the sequence of impact on the body of the player. The sword cutting effect may start and stop at any appropriate impact generators 170, 170' on the support structure 110.
FIG. 7 shows the sequence of impact of the impact generators 170, 170' that produces a simulation effect of gunshots. To this effect, a number of impact generators 170, 170' may be activated one after the other randomly across the support structure 110 to simulate a series of gunshots represented by numbers 1, 2, 3, and so on. The numbers (1, 2, 3, ...) appearing in the figure represent the sequence of impact on the body of the player. Again, the gunshot effect may start and stop at any appropriate impact generators 170, 170' on the support structure.
FIG. 8 shows the sequence of impact of the impact generators 170, 170' that leads to a simulation effect of a hit by a fist or kick by a leg. To this effect, a group of impact generators 170, 170' may be activated simultaneously to simulate a punch by a fist, and another group of impact generators 170, 170' may be activated simultaneously to simulate another punch by a fist or a kick by a leg.
FIG. 9 shows the sequence of impact of the impact generators 170, 170' that produces a simulation effect of an earthquake. To this effect, rows of impact generators 170, 170' are activated one after the other to simulate an earthquake. The duration and the magnitude of the earthquake can be produced according to the length and power of current passing through the impact generators 170, 170'. FIG. 10 shows the sequence of impact of the impact generators 170, 170' that leads to a simulation effect of a crash of a vehicle. To this effect, rows of the impact generators 170, 170' are activated simultaneously to simulate a car crash.
FIG. 11 shows the sequence of impact of the impact generators 170, 170' that produces a simulation effect of scratching by a claw. To this effect, 3 to 5 of the impact generators 170, 170' adjacent to one another are activated simultaneously and then progressively and parallelly across the support structure 110 to simulate a scratch by a claw.
It is appreciated that an action effect may start and stop at any appropriate impact generators 170, 170' on the support structure 110. One or tens, or hundreds, or thousands of impact generators 170, 170' can be activated over the skin of a player simultaneously, or sequentially one by one or group by group. It can be understood by one skilled in the art that control programs can be set to meet requirements of different simulating action effects.
While the apparatus and method for producing simulating action effects disclosed in the present patent application has been shown and described with particular references to a number of preferred embodiments thereof, it should be noted that various other changes or modifications may be made without departing from the scope of the appending claims.

Claims

What is claimed is:
1. An apparatus for producing simulating action effects comprising: a support structure to be worn by a player; a plurality of impact generators mounted on the support structure, each impact generator comprising an impact member and an electromagnetic device adapted to generate an impact force on the body of the player when activated, the electromagnetic device comprising a sleeve, a coil winding around the sleeve, and an iron core movably positioned in the sleeve and attached to the impact member, the impact member moveable along the sleeve from a retracted position to an extended position as electric current passes through the coil, the impact generator further comprising a spring for driving the impact member towards the retracted position when the electric current is terminated; and a control unit for receiving signals and activating the plurality of impact generators in response to the signals.
2. The apparatus as claimed in claim 1, wherein the impact member has the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
3. The apparatus as claimed in claim 1, wherein the plurality of impact generators is arranged on the support structure in rows and columns.
4. An apparatus for producing simulating action effects comprising: a support structure to be worn by a player; a plurality of impact generators mounted on the support structure, each impact generator comprising an impact member and an electromagnetic device adapted to generate an impact force on the body of the player when activated, the electromagnetic device comprising a sleeve, a first coil winding around one end portion of the sleeve, a second coil winding around the other end portion of the sleeve, and an iron core movably positioned in the sleeve and attached to the impact member, the impact member moveable along the sleeve from a retracted position to an extended position as electric current passes alternately through the first and second coils; and a control unit for receiving signals and activating the plurality of impact generators in response to the signals.
5. The apparatus as claimed in claim 4, wherein the impact member has the shape of a tip of a sword, a tips of bullet, a fist, a claw, or a sphere.
6. The apparatus as claimed in claim 4, wherein the plurality of impact generators is arranged on the support structure in rows and columns.
7. An apparatus for producing simulating action effects comprising: a support structure to be worn by a player; a plurality of impact generators mounted in the support structure, each impact generator comprising an electromagnetic device adapted to generate an impact force on the body of the player when activated; and a control unit for receiving signals and activating the plurality of impact generators in response to the signals.
8. The apparatus as claimed in claim 7, wherein the support structure comprises a multi-layered garment, and the plurality of impact generators is sandwiched between layers of the multi-layered garment.
9. The apparatus as claimed in claim 7, further comprising a flexible circuit in the support structure, wherein the plurality of impact generators is electrically coupled to the flexible circuit.
10. The apparatus as claimed in claim 7, wherein the electromagnetic device comprises a sleeve, a coil winding around the sleeve, and an iron core in the sleeve.
11. The apparatus as claimed in claim 10, wherein the impact generator comprises an impact member attached to the iron core, the impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes through the coil, the impact generator comprises a spring for driving the impact member towards the retracted position when the electric current is terminated.
12. The apparatus as claimed in claim 11, wherein the impact member has the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
13. The apparatus as claimed in claim 7, wherein the electromagnetic device comprises a sleeve, a first coil winding around one end portion of the sleeve, a second coil winding around the other end portion of the sleeve, and an iron core in the sleeve.
14. The apparatus as claimed in claim 13, wherein the impact generator comprises an impact member attached to the iron core, the an impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes alternately through the first and second coils.
15. The apparatus as claimed in claim 14, wherein the impact member has the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
16. The apparatus as claimed in claim 7, wherein the control unit comprises a control program that controls the sequence, magnitude and duration of impact of the impact generators.
17. The apparatus as claimed in claim 7, wherein the support structure comprises hook-and-loop or belt buckle fasteners for tight fitting the support structure over the body of the player.
18. The apparatus as claimed in claim 7, wherein the support structure is provided with two generally cup-shaped portions adapted to conform generally in shape to the chest of the player.
19. The apparatus as claimed in claim 7, wherein the plurality of impact generators is randomly arranged on the support structure.
20. The apparatus as claimed in claim 7, wherein the support structure is in the form of a vest.
* 3
PCT/CN2009/071068 2008-12-24 2009-03-30 Action simulation apparatus WO2010072059A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
HK08113985.2 2008-12-24
HK08113985.2A HK1125531A2 (en) 2008-12-24 2008-12-24 Action simulation device and method

Publications (1)

Publication Number Publication Date
WO2010072059A1 true WO2010072059A1 (en) 2010-07-01

Family

ID=40972446

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2009/071068 WO2010072059A1 (en) 2008-12-24 2009-03-30 Action simulation apparatus

Country Status (4)

Country Link
US (1) US20100154102A1 (en)
CN (1) CN201389335Y (en)
HK (1) HK1125531A2 (en)
WO (1) WO2010072059A1 (en)

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
BR112016015426B1 (en) * 2013-12-31 2022-07-12 Iftech Inventing Future Technology Inc WEAR DEVICES, SYSTEMS, METHODS AND ARCHITECTURES FOR SENSORY STIMULATION AND MANIPULATION AND PHYSIOLOGICAL DATA ACQUISITION
WO2016147171A1 (en) * 2015-03-13 2016-09-22 Woojer Ltd Transducer network fabric
US10569167B1 (en) 2018-08-22 2020-02-25 Abdul Hotaki System and methods for providing wireless feedback to a video game
CN113577496B (en) * 2021-08-06 2022-11-25 北京华如科技股份有限公司 Electric shock pricking device

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5565840A (en) * 1994-09-21 1996-10-15 Thorner; Craig Tactile sensation generator
CN2243890Y (en) * 1995-10-26 1997-01-01 上海东方一乐意科技有限公司 Two hammer alternative hammering and massage cushion
US20050250582A1 (en) * 2004-05-05 2005-11-10 Miguel Lopez Tactile signal-producing vest worn while playing a video game
US20080153590A1 (en) * 2006-12-07 2008-06-26 Cel-Kom, Llc Tactile wearable gaming device

Family Cites Families (52)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3700836A (en) * 1971-05-10 1972-10-24 Chester B Rackson Hand held finger controlled switch device with flexible wrist strap mount
US3845387A (en) * 1973-08-27 1974-10-29 Us Army Non-reactive electromagnetic sensor
FR2416094A1 (en) * 1978-02-01 1979-08-31 Zarudiansky Alain REMOTE HANDLING DEVICE
US4542291A (en) * 1982-09-29 1985-09-17 Vpl Research Inc. Optical flex sensor
US4988981B1 (en) * 1987-03-17 1999-05-18 Vpl Newco Inc Computer data entry and manipulation apparatus and method
US5097252A (en) * 1987-03-24 1992-03-17 Vpl Research Inc. Motion sensor which produces an asymmetrical signal in response to symmetrical movement
US4815964A (en) * 1987-07-27 1989-03-28 Joel Cohen Electrode having lead wire attachment
US5086785A (en) * 1989-08-10 1992-02-11 Abrams/Gentille Entertainment Inc. Angular displacement sensors
US5004391A (en) * 1989-08-21 1991-04-02 Rutgers University Portable dextrous force feedback master for robot telemanipulation
US5184319A (en) * 1990-02-02 1993-02-02 Kramer James F Force feedback and textures simulating interface device
US5255211A (en) * 1990-02-22 1993-10-19 Redmond Productions, Inc. Methods and apparatus for generating and processing synthetic and absolute real time environments
US5281460A (en) * 1990-12-04 1994-01-25 Teledyne Industries, Inc. Infrared camouflage covering
WO1992020520A1 (en) * 1991-05-24 1992-11-26 Allied-Signal Inc. Flexible composites having rigid isolated panels and articles fabricated from same
US5571020A (en) * 1991-10-03 1996-11-05 Troudet; Farideh Education device for assisting in the learning of keyboarding
US5486112A (en) * 1991-10-03 1996-01-23 Troudet; Farideh Autonomous wearable computing device and method of artistic expression using same
US5166463A (en) * 1991-10-21 1992-11-24 Steven Weber Motion orchestration system
US5184815A (en) * 1992-01-21 1993-02-09 World Wide Concessions, Inc. Baseball bat grip training aid and method for using same
US5375610A (en) * 1992-04-28 1994-12-27 University Of New Hampshire Apparatus for the functional assessment of human activity
US5320538A (en) * 1992-09-23 1994-06-14 Hughes Training, Inc. Interactive aircraft training system and method
US5495576A (en) * 1993-01-11 1996-02-27 Ritchey; Kurtis J. Panoramic image based virtual reality/telepresence audio-visual system and method
US5429140A (en) * 1993-06-04 1995-07-04 Greenleaf Medical Systems, Inc. Integrated virtual reality rehabilitation system
US5554033A (en) * 1994-07-01 1996-09-10 Massachusetts Institute Of Technology System for human trajectory learning in virtual environments
US5610528A (en) * 1995-06-28 1997-03-11 International Business Machines Corporation Capacitive bend sensor
FR2741160B1 (en) * 1995-11-09 1997-12-19 Hutchinson DETECTABLE POLYMERIC PROTECTIVE ARTICLES, THEIR PREPARATION METHOD AND THEIR APPLICATIONS
US5685739A (en) * 1996-02-14 1997-11-11 The Whitaker Corporation Shielded electrical connector
US6070269A (en) * 1997-07-25 2000-06-06 Medialab Services S.A. Data-suit for real-time computer animation and virtual reality applications
US5906004A (en) * 1998-04-29 1999-05-25 Motorola, Inc. Textile fabric with integrated electrically conductive fibers and clothing fabricated thereof
US6850162B2 (en) * 2000-04-12 2005-02-01 Ansell Healthcare Products, Inc. Communicative glove containing embedded microchip
US20030056278A1 (en) * 2001-09-26 2003-03-27 Lung Kuo Structure of finger keyboard
US20030202770A1 (en) * 2002-01-03 2003-10-30 Garito Anthony F. Optical waveguide amplifiers
AU2003216121A1 (en) * 2002-01-30 2003-09-02 Photon-X, Inc. Microresonators made of nanoparticles with halogenated polymer coating embedded in halogenated polymer host matrix
US6668380B2 (en) * 2002-02-28 2003-12-30 Koninklijke Philips Electronics N.V. Selectively detachable and wearable electrode/sensors
AU2003218212A1 (en) * 2002-03-15 2003-09-29 Photon-X, Inc. Optical polymer nanocomposite substrates with surface relief structures
US6834395B2 (en) * 2002-05-15 2004-12-28 Ricardo Indalecio Fuentes High visibility safety garment
AUPS309302A0 (en) * 2002-06-21 2002-07-11 Griffits, John Philip Garments that automatically disrobe in response to remote control means
JP4142460B2 (en) * 2003-01-31 2008-09-03 オリンパス株式会社 Motion detection device
US6810300B1 (en) * 2003-05-22 2004-10-26 Kimberly-Clark Worldwide, Inc. Method of designing a product worn on a body in a virtual environment
US6882897B1 (en) * 2004-01-05 2005-04-19 Dennis S. Fernandez Reconfigurable garment definition and production method
US7609156B2 (en) * 2004-04-07 2009-10-27 Jeffrey D Mullen Advanced cooperative defensive military tactics, armor, and systems
GB0414731D0 (en) * 2004-07-01 2004-08-04 Koninkl Philips Electronics Nv A fabric sensor and a garment incorporating the sensor
GB2415602A (en) * 2004-07-02 2006-01-04 Thales Uk Plc Armour
US20060277664A1 (en) * 2004-07-26 2006-12-14 Saman Rahila Akhtar Multifunctional helmet
GB0418288D0 (en) * 2004-08-17 2004-09-15 High Voltage Pulse Technology Protective article of outer clothing
US9504410B2 (en) * 2005-09-21 2016-11-29 Adidas Ag Band-like garment for physiological monitoring
DE102004047650B3 (en) * 2004-09-30 2006-04-13 W.L. Gore & Associates Gmbh Garment with inductive coupler and inductive garment interface
WO2006106160A1 (en) * 2005-04-05 2006-10-12 Oliequip, S.A. Integral protective work clothing comprising releasable integrated retaining elements and a digitally-activated retaining fastener
US20080109941A1 (en) * 2005-05-26 2008-05-15 Energy Integration Technologies, Inc. Thin film energy fabric integration, control and method of making
US20060288464A1 (en) * 2005-06-24 2006-12-28 Warden Matthew P Personal protection device
DE102006004946B4 (en) * 2005-12-08 2010-04-29 BLüCHER GMBH Functional item of clothing, in particular ABC protective clothing, with integrated measuring device
WO2007092386A2 (en) * 2006-02-06 2007-08-16 Energy Related Devices, Inc. Laminate actuators and valves
EP2138965A1 (en) * 2008-06-23 2009-12-30 YDREAMS - Informática, S.A. Integrated system for multichannel monitoring and communication in the management of rescue teams
US7805767B2 (en) * 2008-10-06 2010-10-05 Bae Systems Land & Armaments Body armor plate having integrated electronics modules

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5565840A (en) * 1994-09-21 1996-10-15 Thorner; Craig Tactile sensation generator
CN2243890Y (en) * 1995-10-26 1997-01-01 上海东方一乐意科技有限公司 Two hammer alternative hammering and massage cushion
US20050250582A1 (en) * 2004-05-05 2005-11-10 Miguel Lopez Tactile signal-producing vest worn while playing a video game
US20080153590A1 (en) * 2006-12-07 2008-06-26 Cel-Kom, Llc Tactile wearable gaming device

Also Published As

Publication number Publication date
HK1125531A2 (en) 2009-08-07
CN201389335Y (en) 2010-01-27
US20100154102A1 (en) 2010-06-24

Similar Documents

Publication Publication Date Title
US20230381059A1 (en) Wearable Devices, Systems, Methods and Architectures for Sensory Stimulation and Manipulation and Physiological Data Acquisition
JP3588122B2 (en) Tactile generator
US20180036531A1 (en) Device, system and method for the transmission of stimuli
US20150105129A1 (en) Video Game Body Suit
US20080220693A1 (en) Toy sword device and game
CN101180137B (en) Vibrating transducer with wobbling motor
WO2017120667A1 (en) Method and system for contesting and determining the victor of a combat sport
US20100154102A1 (en) Action simulation apparatus
CN201832408U (en) Electronic game force feedback device
US20120190460A1 (en) Vibrating Gaming Vest
CN209155064U (en) response training device
WO2022040405A1 (en) Vibrating therapeutic garment
CN109603135A (en) A kind of boxing function vest and Intelligent boxing target system
CN209612165U (en) A kind of boxing function vest and Intelligent boxing target system
CN207323979U (en) A kind of Latin dancing regular movements training aids
EP3229928A1 (en) Assembly facilitating a proper swing motion
US20210264750A1 (en) System and Device for Covert Tactile Communication in Team Activities to Gain a Strategic Advantage Over an Opponent
AU2015258616B2 (en) Armed fighting interactive system based on high frequency wireless scoring
CN204522208U (en) A kind of boxing trainer
KR101107182B1 (en) Full-body Haptic Suit
US20210382545A1 (en) High-definition electrical stimulation garment for evoking realistic somatosensation
CN209612164U (en) A kind of Boxing dummy function vest
CN108404387B (en) Basketball training system
CN209612166U (en) One kind having the function of that region indicates Boxing dummy vest
WO2023055308A1 (en) An enhanced tactile information delivery system

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 09834012

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 09834012

Country of ref document: EP

Kind code of ref document: A1