Patent classifications
A63F9/00
GAME APPARATUS AND RECORDING MEDIUM
A game apparatus includes at least one processor, and a memory that is coupled to the at least one processor and configured to store therein instructions executed by the at least one processor. In the game apparatus, based on the instructions, the at least one processor is configured to select, by lottery, at least one lottery element from among lottery elements including a specific lottery element in an event, award a player a reward when the specific lottery element is selected, and change, based on a result of the lottery in the event, a probability of selecting the specific lottery element in a next event.
Video game reticle
Disclosed herein are methods for controlling a simulated object in a video game using a rotatable reticle, which allows a player to control the precise angle of an action and to select from a variety of actions, and then adjusts the effectiveness of the selected action based on the quality of the player's use of the reticle. The Video Game Reticle invention comprises a method of generating a symbol comprising a pivot point and a directional pointer, wherein the symbol acts as a dial with directional keys. A left rotational direction control key causes the dial to swing left, and a right rotational direction control key causes the dial to swing right. One or more action keys allow a player to activate an action, once the player decides on the angle of the action; wherein the relative effectiveness of the action is determined by the angle selected by the player.
Mitigating projector glare by real-time dynamic shadow masking
A location associated with an individual at least partially located between a projector and a projection surface is determined. A portion of an image to be projected by the projector onto the projection surface is modified. As a result of the image including the portion modified being provided to the projector, projection of the portion of the image modified is caused to intersect with the location associated with the individual.
Interactive activity game
An activity game that results in skill developing activities resulting in humorous pictures is disclosed. The activity game includes a plurality of picture pages, a spinning wheel, at least one pointer, a sketch pad and at least one sketching tool. Each side of the picture page has a unique page identity and distinct pictures. The spinning wheel is operated to achieve a rotating configuration. The spinning wheel is divided into a plurality of sectors. Each sector includes one unique page identity. The pointer connects with the spinning wheel and points to a sector from the plurality of sectors and the unique identity of the sector during a stationary configuration of the spinning wheel. In operation, the spinning wheel is rotated and when it is stationary, the player reads the unique identity pointed by pointer on the spinning wheel and searches for the unique identity to sketch a picture depicted.
Interactive activity game
An activity game that results in skill developing activities resulting in humorous pictures is disclosed. The activity game includes a plurality of picture pages, a spinning wheel, at least one pointer, a sketch pad and at least one sketching tool. Each side of the picture page has a unique page identity and distinct pictures. The spinning wheel is operated to achieve a rotating configuration. The spinning wheel is divided into a plurality of sectors. Each sector includes one unique page identity. The pointer connects with the spinning wheel and points to a sector from the plurality of sectors and the unique identity of the sector during a stationary configuration of the spinning wheel. In operation, the spinning wheel is rotated and when it is stationary, the player reads the unique identity pointed by pointer on the spinning wheel and searches for the unique identity to sketch a picture depicted.
SPEED AND AGILITY GAME
An athletic game, or sport where a player interacts with ricocheting ping pong balls emitting from an apparatus, challenging the player's reaction speed, and dexterity. The apparatus is wall mounted at about eye-level, or higher, said apparatus containing one or more ball retaining, and dispensing apertures that are controlled by a programmed chip. The game is played by a player anticipating a series of balls; that have no predictable sequence, being dropped from any one of several orifices, seeing each ball drop, strike a shelf, then bounce upward, giving the player an attempt to catch, net, hit, or shoot at a time interval controlled series of balls, before any can reach the floor.
Signaling device and apparatus
A signaling device, and in particular a signaling device for a striking implement such as a tennis racket, a golf club or the like, for generating signals during a movement of the signaling device (10), including a resonant body and a holding device, wherein the resonant body and the holding device are to be connected to one another or connectable to one another, so as to attach the resonant body by way of the holding device to a striking implement or the like, wherein the resonant body furthermore includes a cavity for generating an acoustic signal during a movement, wherein the resonant body has a single opening which has a fluidic operative connection to the cavity and by way of which the cavity is fluidically connected to the surrounding area.
Three dimensional letters word game components and game methods of play
A game apparatus and game methods of play that provide mental exercises to increase the level of abstract thinking to create 3-D objects from universally accepted 2-D flat patterns. Since we read and write on 2-D surfaces, the shapes we associate most with a 2-D environment are alphanumeric characters. Combining letters and numbers in a 3-D environment creates challenging exercises for visualizing 3-D shapes. The competitive games involve a series of 3-D manipulative modules. Play of the games involves scoring points for creating and/or discerning words made up of letters recognized from the 3-D manipulative modules. The games are for multiple players and can also be implemented electronically and online.
Locating Spatialized Sounds Nodes for Echolocation Using Unsupervised Machine Learning
Described herein is a system for generating echolocation sounds to assist a user having no sight or limited sight to navigate a three-dimensional space (e.g., physical environment, computer gaming experience, and/or virtual reality experience). Input is received from a user to generate echolocation sounds to navigate a three-dimensional space. Based at least on the received input, a digital representation of the three-dimensional space is segmented into one or more depth planes using an unsupervised machine learning algorithm. For each depth plane, object segments are determined for each object within the particular depth plane. Locations of a plurality of echo sound nodes are determined in accordance with the depth level and surface area of each object defined by the determined segments. The echolocation sounds comprising a spatialized sound from each echo sound node originating from the determined location are generated.
WINE CHALLENGE GAME USING WINE CHARMS AS GAME PIECES
A party game that incorporates wine charms to identify the reader and answerer of wine-related questions is provided. The identified wine charm is defined by the roll of a game die, and players associated with identified wine charms read and answer wine-related questions in an attempt to amass all of the wine charms. The dual purpose of the wine charms (to identify participants and their wine glasses) enables players to flow between actively playing the game and socializing with others not in the game.