Patent classifications
A63F2009/2485
Sensory chessboard and method for detecting positions of chess pieces on a chessboard and transmitting those positions to a computer or other electronic recording device
A chess board, comprising a top layer comprising sixty-four (64) squares of alternating color arranged in eight parallel ranks and eight parallel files, and a bottom layer comprising a circuit board, the circuit board comprising sixty-four (64) radio frequency identification antennas arranged in registration with the sixty-four (64) squares of alternating color in the top layer, and an electronic circuit operatively arranged to sense positions and movement of chess pieces on the sixty-four (64) squares of the top layer and communicate the positions and movement to a computer.
SMART CUBE AND METHOD OF OPERATING THE SAME
Disclosed are a smart cube including a core housing having an accommodation space therein, a plurality of blocks having a surface formed therein to correspond to an outer circumference of the core housing and coupled to each other to be rotatable in a group around the core housing, and a controller configured to recognize a position of at least one of the blocks and to calculate a solution to place blocks having the same outer surface on at least one surface of the cube, wherein the block includes types of shaft blocks coupled to a center of each of top, bottom, front, rear, left, and right surfaces of the core housing, edge blocks in contact with each side surface of the shaft block, and corner blocks interposed between the adjacent edge blocks, the controller recognizes a position of at least one of the blocks based on a rotation direction and a rotation amount of the shaft block, and the plurality of blocks visually outputs a next step of a current step of the solution including a plurality of steps.
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.
Smart cube and method of operating the same
Disclosed are a smart cube including a core housing having an accommodation space therein, a plurality of blocks having a surface formed therein to correspond to an outer circumference of the core housing and coupled to each other to be rotatable in a group around the core housing, and a controller configured to recognize a position of at least one of the blocks and to calculate a solution to place blocks having the same outer surface on at least one surface of the cube, wherein the block includes types of shaft blocks coupled to a center of each of top, bottom, front, rear, left, and right surfaces of the core housing, edge blocks in contact with each side surface of the shaft block, and corner blocks interposed between the adjacent edge blocks, the controller recognizes a position of at least one of the blocks based on a rotation direction and a rotation amount of the shaft block, and the plurality of blocks visually outputs a next step of a current step of the solution including a plurality of steps.
Skills game
A skills game includes at least a trackable drawing device and an electronic device. The trackable drawing device includes one or more illumination sources configured to illuminate an illumination area of the trackable drawing device. The electronic device is configured to track a location of the illumination area when the illumination area is illuminated a specific frequency by the one or more illumination sources. The electronic device also generates a drawing on a display of the electronic device based on tracking of the location.
AUTOMATED GAME BOARD APPARATUS
An automated game board apparatus configured to, upon receiving a command from a player, determine a path from an origin segment to a destination segment and automatically move a selected game piece from the origin segment to the destination segment; wherein, if one or more intermediate segments along the path are occupied by other game pieces, the selected piece is moved along the boundaries of the occupied segment; and wherein, if the destination segment is occupied, the apparatus is further configured to automatically replace the existing game piece with the selected game piece by moving the existing game piece to substantially the boundary of the destination segment and moving the selected game piece to substantially the centre of the destination segment. In preferred embodiments, the invention utilizes electromagnets, correlated electromagnet array technology (CEAT), and/or correlated magnets.
Educational gaming system
An educational gaming system includes control cards, road pieces and a robotic device. Each of the control cards has a graphic corresponding to an instruction. The road pieces are arranged to form a road on which the robotic device is configured to move. The robotic device is communicable with an electronic device that executes an application program. The electronic device captures an image of the graphic of the control card, conducts a machine learning algorithm based on the image to obtain the instruction, and transmits the instruction to the robotic device. The robotic device obtains a road-piece signal value that is generated by scanning one of the road pieces, and performs movement based on the instruction and the road-piece signal value.
SYSTEM FOR IDENTIFYING AND TRACKING OBJECTS ON A GAME BOARD
The finding and object of the invention relates to board games and parlour games characterized by the support of electronic components, such as a PC, tablet, smartphone or game console. More precisely, the invention consists of an economical and easy to construct system, able to identify and track the movements of objects, preferably but not necessarily pawns, on an interactive game board configurable by the user. Said playable and movable objects are tracked by means of a coordinated system of low-cost sensors and a method for the progressive storage of the positions assumed by the same objects as a result of voluntary user interactions. This result is achieved by means of: •A sensorized board (flexible or foldable) equipped with a series of magnetic sensors positioned according to a regular grid arrangement; •An electronic control board, connected to said sensorized board, adapted to the acquisition of data and the communication of the acquired information to a third system (PC, tablet, is smartphone, console) via interface (wired or radio); •An identification system, preferably but not exclusively of the RFID type consisting of reader chip and single antenna, integrated in the control board; •A series of modular tiles, of different shapes, which reproduce different environments, usable to create different game scenarios; •A series of profiled elements to keep the tiles integral with the interactive game board, once positioned above it; •A series of gaming elements, equipped with magnets and identification code (for example RFID TAG).
VAPORIZER DEVICE
A vaporization device that includes an entertainment mode or modes including one or more game modes. The vaporization device may enhance the user experience. The entertainment mode may be engaged by a sequence of predetermined manipulations of the vaporization device. The entertainment mode may include one or more interactive games using the device, and/or one or more display modes. The interactive games may include a pattern-following game, a memory game, a triggered output game, or a chance game. The entertainment mode may also include games that may be played by one or more persons. The entertainment mode may modify the operation (e.g., heater control, appearance, user interface, etc.) of the device while still permitting the vaporization of vaporizable material.
CONTROL SYSTEM, CONTROL METHOD, AND PROGRAM
In a case where an actual object is moved by a user manipulation or by other means, physical phenomena associated with the object are addressed. A control system includes a mobile apparatus being an apparatus that moves on a sheet where images indicating coordinates are arranged and having a camera for photographing part of the sheet. The control system acquires the user manipulation, controls the mobile apparatus in such a manner as to travel according to the user manipulation (S106), detects a position of the mobile apparatus on the basis of an image photographed by the camera included in the mobile apparatus (S101), determines, on the basis of the position detection by position detection means, whether or not the mobile apparatus has moved in a manner estimated on the basis of the user manipulation (S102, S105), and performs a predetermined procedure (S103, S110, S111) in a case where it is determined that the mobile apparatus does not move in the estimated manner.