Patent classifications
A63F2009/2447
ELECTRONIC GAME SYSTEM WITH ROLE-PLAY AUGMENTED REALITY AND SIGNAL ACTIVATION WATER RELEASE
The present application describes liquid release of fluid, preferably water, onto the head or heads of a player or players of an electronic interactive game, which may incorporate virtual reality, mixed reality or augmented reality. In most embodiments, the gameset includes headgear that includes a liquid reservoir for dispensing a liquid on a player. The gameset may include toy “weapons” to simulate play-combat between players, wherein movements or impacts sensed by said weapons can send wireless signals to activate the release of water onto the head or heads of players. The gameset may also include an electronic display to visually present imagery to the player, and a receiver that transmits a signal to a receiver coupled to the headgear to dispense liquid from the liquid reservoir onto a player.
Hide, seek, and countdown game device and method
An apparatus and method for a hide-and-seek game, of which the apparatus includes a housing, a gameplay status indicator coupled to the housing, interface elements coupled to the housing and configured to receive input from a user or provide output to the user, and a processor configured to execute operations. The operations include initiating a timer in response to a first player selecting to play a hide-and-seek game and entering a first input using the interface elements, the first input indicating that the apparatus is hidden, receiving a second input from a second player prior to the completion of the timer, the second input indicating that the second player has located the apparatus that was hidden, and executing a predetermined number of challenges, in response to receiving the second input from the second player, using the gameplay status indicator and the interface elements.
Motion and toy detecting body attachment
A wearable player body attachment having a master processor, an acceleration detecting motion subsystem for associated motions, a tag reader/antenna subsystem input to recognize unique play object identifiers of toy objects held at the player's hand, and an audio subsystem issuing verbal announcements and sound effects outputs associated with sequences of detected motions. The body attachment queries a database with the toy identity and recognized motions and produces sensory detectible outputs. The database is stored as a matrix table for many figures or vehicles, detects and recognizes specific motions for associated sounds with the action figures toy vehicles, and accessories.
Game controller and game system
A first control unit includes a first operation data generation section for generating first operation data in accordance with a motion of a first control unit body included in the first control unit. A second control unit includes a second operation data generation section for generating second operation data in accordance with a direction input operation performed by a player or a motion of a second control unit body included in the second control unit. Further, one of the first control unit and the second control unit includes a transmission section for transmitting the first operation data and the second operation data to a computer at a predetermined timing.
METHODS FOR CONTROLLING MOVEMENT OF A DICE
Methods are described for controlling movement of dice in a gaming system. The gaming system includes an input device controllable by a user and a platform for holding the dice. The platform may be moved up and down by a drive to cause the dice to be moved upward and thrown above the surface of the platform. Data received from the input device may be used to determine the upward motion of the platform. The data may include the distance a user is from the input device. The data may also include how hard, how far and/or how fast a user pushes the input device. Data received from the input device may not be used to determine the upward motion of the platform. The time at which the platform may be moved may be randomly determined.
PHYSICAL-EVENT-BASED, RANDOM-NUMBER-GENERATION-AND-USE APPARATUS AND METHOD
Unpredictable action of a physical device provides a truly random number from a smart top, including a spinner, preferably self-centering, such as a segment of a sphere. A housing containing a CPU and memory device is made to rotate in a plane parallel to a supporting surface, that plane containing the maximum moment of inertia of the apparatus. A central axis, located or self-locating, near a center of mass of the apparatus provides a contact point (pointed or not), shaped to reduce a moment arm of friction acting on the device when spinning on a rigid surface. Executables (programs) track rotation about the central axis, outputting a corresponding random number to other executables using it to control a meaningful outcome. One embodiment may be implemented in a smart phone equipped with a self-centering spinner.
CROWN CAP GAME DEVICE
A crown cap game device characterized in that a measurement device 4, consisting of electronic board 4a, the battery 4b covered by the casing 4c, clings to the wall 6, is installed inside below the teeth 3. All electronic elements on measurement device 4 like sensors, button, led diode are located on electronic board 4a and covered by the casing 4c. The battery 4b provides power to the electronic board 4a and casing 4c covers electronic board 4a to protect electronic board 4a against the influence of external factors. Casing 4c as well as crown bottle cap 2 may be in the any other form of small item enabling to perform fast tricks in the air and on the surface like coin shape.
Calibration bias control in user input devices
User input devices, such as gaming controllers, are provided herein. In one example, a system includes a movement calibration system configured to determine qualification zones that qualify peak excursions in movement data associated with manipulation of a control mechanism in one or more axes. The movement calibration system is configured to establish updates to the qualification zones based on changes in the movement data, where the updates bias drift of the qualification zones outward in the one or more axes. The movement calibration system is configured to determine calibrated movement data based at least on the updates to the qualification zones. The calibrated movement data can be provided for use in controlling one or more user interface elements with the control mechanism.
GAMING TAG SYSTEM
A gaming system may include: an infrared signal emitter configured to emit an infrared signal, the infrared emitter being configured to emit a predetermined number of emissions per a simulated reloading action, the infrared signal being configurable to be associated with one of at least a first team, a second team, and a neutral team, the infrared signal emitter including a handle to be grasped by a player and a trigger to effect emission of the infrared signal; and an infrared signal receiver configured to receive the infrared signal associated with one of the at least the first team, the second team, and the neutral team. Optionally, the gaming system may include a stationary receiver and emitter for integrated use with game players in a further modification of the methods and uses herein. The stationary receiver and emitter may receive and transmit signals, store a memory of activities, teams, players, and other game-playing benefits.
SYSTEMS FOR FACILITATING INTERACTIVE GAMING
Disclosed herein is a system for facilitating interactive gaming. Accordingly, the system may include an arena comprising a gaming area. Further, the system may include vehicles configured to be mobile. Further, each vehicle may include at least one of a propulsion assembly, a launch assembly, a vehicle sensor, a vehicle actuator, and a controller. Further, each vehicle may include an input device communicatively coupled to the controller. Further, each vehicle may include a processing device communicatively coupled with the at least one vehicle sensor. Further, the processing device may be configured for analyzing the vehicle sensor data associated with each vehicle. Further, the processing device may be configured for generating a score associated with each vehicle based on the analyzing and for determining winner based on the score. Further, each vehicle may include a communication device configured for transmitting the winner and the score to display device.