Patent classifications
A63F2009/247
Multi-dimensional game comprising interactive physical and virtual components
An multi-dimensional game comprises a physical component including a game board and game pieces and a virtual component including a virtual environment displayed on a display device. A user is able to play the game by interacting with the virtual or physical component, wherein in order to complete tasks in the game the user must transition between interacting with the virtual component and the physical component. The physical component comprises game blocks, which are able to couple to each other and form objects that are then represented in the virtual component.
Interactive gaming system
An interactive gaming system for a user suffering tinnitus. The system comprises a game machine configured to provide a game scenario in which the user's performance in the game scenario is based on the user's response to audio cue arrangements comprising a combination of sounds, and where at least one of the sounds has one or more sound characteristics, that are configured based on one or more sound characteristics of the user's perceived tinnitus. The system further comprises an audio delivery device or devices that are driven by the game machine to present the audio cue arrangements to the user in accordance with the game scenario and a user interface in signal communication with the game machine and which is operable by a user to interact with the game scenario by responding to the audio cue arrangements.
Sequentially operated modules
Method, modules and a system formed by connecting the modules for controlling payloads are disclosed. An activation signal is propagated in the system from a module to the modules connected to it. Upon receiving an activation signal, the module (after a pre-set or random delay) activates a payload associated with it, and transmits the activation signal (after another pre-set or random delay) to one or more modules connected to it. The system is initiated by a master module including a user activated switch producing the activation signal. The activation signal can be propagated in the system in one direction from the master to the last module, or carried bi-directionally allowing two way propagation, using a module which revert the direction of the activation signal propagation direction. A module may be individually powered by an internal power source such as a battery, or connected to external power source such as AC power. The system may use remote powering wherein few or all of the modules are powered from the same power source connected to the system in a single point. The power may be carried over dedicated wires or concurrently with the conductors carrying the activation signal. The payload may be a visual or an audible signaling device, and can be integrated within a module or external to it. The payload may be powered by a module or using a dedicated power source, and can involve randomness associated with its activation such as the delay, payload control or payload activation.
Game System, Device and Method for Playing a Game
A wearable electronic kit, system and method for playing a game involving a plurality of players is disclosed. The kit includes a transmitter configured to emit a signal identifying the player wearing the electronic kit and a receiver configured to read the signals transmitted by the electronic kits worn by other players and measure the signal strength of each of said signals. The kit includes a processor coupled to the receiver which creates zones of influence around the other players by defining a preselected signal strength threshold for each signal. The processor is configured to recognize a presence event in the zone of influence by comparison of the signal strength read by the receiver to the preselected signal strength threshold of the player. The processor is configured to store a set of rules and to use the recognition of the presence event in the application of the rules.
Microprocessed electronic device for producing special effects by controlling and synchronizing light and sound
“MICROCONTROLLER-CONTROLLED ELECTRONIC DEVICE FOR THE PRODUCTION OF SPECIAL EFFECTS THROUGH THE CONTROL AND SYNCHRONIZATION OF LIGHT AND SOUND” is an electronic device with a microcontroller that by controlling the brightness and color of RGB LEDs, which will illuminate the game surface, along with the an audio device control, such as an MP3 player, reproduces several special light and sound effects synchronically. In its complete version, it is comprised of a microcontroller, which controls four RGB LEDs and an MP3 player module connected to a memory, which generate the light and sound effects, synchronically. It also has a data communication module as well as an audio communication module, thus enabling the device in question to be utterly controlled by apps installed on mobile devices through a wireless connection.
GESTURE-CENTRIC USER INTERFACE
A gesture-recognition (GR) device made to be held or worn by a user includes an electronic processor configured by program instructions in memory to recognize a gesture. The device or a cooperating system may match a gesture identifier to an action identifier for one or more target devices in a user's environment, enabling control of the target devices by user movement of the GR device in three-dimensional space.
Electromagnetic game board
An electromagnetic game board includes a configurable grid of electromagnets under a game board to move game pieces on the board. Alternative to electromagnets is acoustic levitation through soundwave. In an oscillating electric field (four sides), a magnet can create excite ultrasound that quickly contract and rebound its original shape to push out pulses of air.
KLOTSKI CHESS
The present application relates to a klotski game including a plurality of game pieces, a game board and a prompter. The plurality of game pieces includes a decisive game piece. The game board is configured to accommodate the plurality of game pieces and the game board is provided with an exit. The prompter is configured to indicate that a game of the klotski game is over when the decisive game piece is moved to a position corresponding to the exit on the game board.
Electronic gaming device
Presented herein is an electronic gaming device comprising a first axle with a first center cubelet rotatably coupled to the first axle, a first sensor operatively coupled to the first axle to detect rotation of the first cubelet, and responsive to detecting rotation of the first cubelet, transmit a first signal, a second axle with a second center cubelet rotatably coupled to the second axle, a second sensor operatively coupled to the second axle to detect rotation of the second cubelet, and responsive to detecting rotation of the second cubelet, transmit a second signal, a third axle with a third center cubelet rotatably coupled to the third axle, a third sensor operatively coupled to the third axle to detect rotation of the third cubelet, and responsive to detecting rotation of the third cubelet, transmit a third signal, a plurality of interchangeable cubelets positioned about the first, second, and third axle such that mechanical rotation of a set of the interchangeable cubelets having a common plane causes one of the first, second, and third sensors to transmit one of the first, second, and third signals, storage for storing a position of each of the plurality of interchangeable cubelets, and a processor configured to receive signals from one of the first, second, and third sensors, determine changes in the position of the some of the cubelets, and write the changed positions for the some of the cubelets in the storage.
Hosting and broadcasting virtual events using streaming interactive video
Methods for and operating a service and systems are provided. One method includes executing one or more video games on one or more servers of a service. The one or more video games are played or used by one or more users on one or more client devices remote to the service via compressed streaming interactive video. The compressed streaming interactive video is sent to the one or more client devices where decompression of the compressed streaming interactive video is preformed to display video of each of said one or more video games and said one or more servers are configured to receive user control input to driver interactivity with said one or more video games. The method includes broadcasting the one or more video games as one or more streams of compressed streaming interactive video to enable one or more viewing client devices to view said one or more video games over the Internet. Each of the one or more viewing client devices receives one or more of the streams of compressed streaming interactive video. The method includes overlaying with the streams of compressed streaming interactive video, audio from one or more of the viewing client devices, such that the audio is included in the broadcasting of the one or more video games. And, adjusting a compression rate for said broadcasting to each of said viewing client devices based on a respective connection performance each of said viewing client devices has with respect to said one or more servers of the service.