Patent classifications
G09B19/22
Natural language configuration and operation for tangible games
This disclosure describes a tabletop game assistant system configured to ingest and guide tangible games (such as board games, card games, etc.) using natural language interaction and image capture/visual display components. The system can include features enabling a game developer to “teach” the system the rules of a game using natural language, such as written instructions, to reduce or eliminate the need for writing dedicated code. The system may process images of a game board and/or tokens such as game pieces and/or cards to further generate game data in the form of a logical game model. The system can use the game data to guide human players of the game and, in some cases, participate as a player itself. The system may further be configured to observe a game and detect invalid actions, answer questions regarding the rules, and suggest moves. The system may provide additional utilities such as generating a random output (e.g., rolling virtual dice) and learning to recognize new game pieces.
Natural language configuration and operation for tangible games
This disclosure describes a tabletop game assistant system configured to ingest and guide tangible games (such as board games, card games, etc.) using natural language interaction and image capture/visual display components. The system can include features enabling a game developer to “teach” the system the rules of a game using natural language, such as written instructions, to reduce or eliminate the need for writing dedicated code. The system may process images of a game board and/or tokens such as game pieces and/or cards to further generate game data in the form of a logical game model. The system can use the game data to guide human players of the game and, in some cases, participate as a player itself. The system may further be configured to observe a game and detect invalid actions, answer questions regarding the rules, and suggest moves. The system may provide additional utilities such as generating a random output (e.g., rolling virtual dice) and learning to recognize new game pieces.
COMPUTER-CONTROLLED BOARD GAMES
Methods and apparatus are described for preserving and improving board games by changing the game board from a passive cardboard board to a dynamic computer controlled board while keeping the other tangible parts of the game unchanged—dice, game pieces, etc. The inherent values of board games are preserved, while improving the attractiveness of board games by using computing systems and advanced technologies.
COMPUTER-CONTROLLED BOARD GAMES
Methods and apparatus are described for preserving and improving board games by changing the game board from a passive cardboard board to a dynamic computer controlled board while keeping the other tangible parts of the game unchanged—dice, game pieces, etc. The inherent values of board games are preserved, while improving the attractiveness of board games by using computing systems and advanced technologies.
Accelerated Learning, Entertainment and Cognitive Therapy Using Augmented Reality Comprising Combined Haptic, Auditory, and Visual Stimulation
A plurality of first sensory cues are generated capable of being perceived by a user. Each first sensory cue of the plurality of first sensory cues is dependent on a position of at least one body member of a performer relative to a performance element of a performance object with which an event is performed. The plurality of first sensory cues being effective for stimulating a first processing center of a brain of the user. A plurality of visual sensory cues are generated capable of being displayed to the user on a video display device. The visual sensory cues providing a virtual visual indication to the user of the position of the at least one body member. The visual sensory cues being effective for stimulating the visual processing center of the brain of the user. The visual sensory cues being synchronized with the first sensory cues so that the position of the at least one body member is virtually visually indicated in synchronization with the first sensory cue and so that the visual processing center is stimulated with a visual sensory cue in synchronization with a first sensory cue stimulating the first processing center. The synchronized stimulation of the first processing center and the visual processing center is effective for teaching the user to perform a version of the event.
Accelerated Learning, Entertainment and Cognitive Therapy Using Augmented Reality Comprising Combined Haptic, Auditory, and Visual Stimulation
A plurality of first sensory cues are generated capable of being perceived by a user. Each first sensory cue of the plurality of first sensory cues is dependent on a position of at least one body member of a performer relative to a performance element of a performance object with which an event is performed. The plurality of first sensory cues being effective for stimulating a first processing center of a brain of the user. A plurality of visual sensory cues are generated capable of being displayed to the user on a video display device. The visual sensory cues providing a virtual visual indication to the user of the position of the at least one body member. The visual sensory cues being effective for stimulating the visual processing center of the brain of the user. The visual sensory cues being synchronized with the first sensory cues so that the position of the at least one body member is virtually visually indicated in synchronization with the first sensory cue and so that the visual processing center is stimulated with a visual sensory cue in synchronization with a first sensory cue stimulating the first processing center. The synchronized stimulation of the first processing center and the visual processing center is effective for teaching the user to perform a version of the event.
HINTING SYSTEM AND HINTING METHOD FOR MATCH-TYPE GAMES
The present invention relates to a hinting system for match-type games such as baduk, chess, and Othello, and provides a hinting system for match-type games, comprising: a match progression unit respectively receiving moves from a first player and a second player, and displaying the moves on a board; a hint input unit for respectively receiving a hint, with respect to the next move of the moves, from a first observer, a second observer, . . . and an Nth observer (here, N is a natural number); and a hint display unit for displaying the received hint on the board. Furthermore, provided is a hinting method for match-type games, and the method for displaying a hint on a match screen comprises the steps of: (a) respectively receiving moves from a first player and a second player so as to display the same on a board; (b) respectively receiving a hint, with respect to the next move of the moves, from a first observer, a second observer, . . . and an Nth observer (here, N is a natural number); and (c) displaying the received hint on the board.
FULL SCALE DIGITAL REPLAY AND PRACTICE SYSTEM FOR USE BY POSITIONAL PLAYERS IN A TEAM-BASED SPORT
A system for providing player training including a grid of individually powered, processor controlled and communicable lighting elements and sensors which are embedded within a playing surface associated with the event, the lighting elements interfacing with at least one of a player worn sensor and/or a remote processor device for providing a visual illustration of any number of parameters associated with an actual player performance, including real time motion progressions of the player which are represented on the field surface and/or recreated on a processor driven screen which films or otherwise tracks the event. The simulated progressions can further replicate the desired motions of the positional player's intended motions or those of an opposing positional player and in lieu of the actual player being on the playing surface.
METHOD AND SYSTEM FOR INCORPORATING PHYSIOLOGICAL SELF-REGULATION CHALLENGE INTO GEOSPATIAL SCENARIO GAMES AND/OR SIMULATIONS
A method of providing physiological self-regulation challenges prior to participating in a series of activities or exercises at a series of predefined locations includes determining a physiological goal associated with each location. A sensing device measures a physiological state of a user, and a mobile communication device communicates to a user whether or not the user has achieved the physiological goal for the challenge. The level of difficulty of the physiological goal may be reduced if the user does not meet the goal. The physiological goal may comprise a brain state that is conducive to learning, and the sensing device may be configured to measure brain state values representing cognitive engagement. Upon achievement of each physiological goal, the participant is provided with a reward such as information concerning the current predefined location and/or information concerning the next predefined location.
Sports Officiating Simulator
A method for measuring the sports knowledge of a fan is disclosed. The method includes the steps of (a) displaying game content over a medium; (b) receiving and recording information in response to the displayed game content associated with one or more User Generated Rulings and/or one or more User Challenges in response to the displayed game content; (c) repeating steps (a) and (b) until a set time period expires; and (d) calculating a score based on the information received associated with one or more User Generated Rulings and/or one or more User Challenges.