Transmitting sensor data created in a game environment to a set of processors outside the game environment based on predefined event determinations
10653964 ยท 2020-05-19
Inventors
Cpc classification
A63B24/0075
HUMAN NECESSITIES
A63B2220/833
HUMAN NECESSITIES
G01S19/26
PHYSICS
G06Q10/0639
PHYSICS
A63B2024/0037
HUMAN NECESSITIES
A63B69/3614
HUMAN NECESSITIES
A63F13/21
HUMAN NECESSITIES
A61B5/1121
HUMAN NECESSITIES
A63B24/0062
HUMAN NECESSITIES
A63B2220/62
HUMAN NECESSITIES
A63B69/3688
HUMAN NECESSITIES
A63F9/24
HUMAN NECESSITIES
A63B69/3658
HUMAN NECESSITIES
A63B67/02
HUMAN NECESSITIES
A61B5/11
HUMAN NECESSITIES
A63F2300/638
HUMAN NECESSITIES
A63B24/0006
HUMAN NECESSITIES
A63F13/87
HUMAN NECESSITIES
A63F13/814
HUMAN NECESSITIES
A63F13/211
HUMAN NECESSITIES
A63B2024/0068
HUMAN NECESSITIES
A63B71/0622
HUMAN NECESSITIES
A63F13/218
HUMAN NECESSITIES
A63B69/3685
HUMAN NECESSITIES
A63F13/573
HUMAN NECESSITIES
A63B71/0686
HUMAN NECESSITIES
A63B69/3655
HUMAN NECESSITIES
A63B71/0616
HUMAN NECESSITIES
A63F13/44
HUMAN NECESSITIES
A63B69/3632
HUMAN NECESSITIES
A63F13/54
HUMAN NECESSITIES
A63B2220/00
HUMAN NECESSITIES
A63F13/245
HUMAN NECESSITIES
A61B5/0205
HUMAN NECESSITIES
A63F13/212
HUMAN NECESSITIES
A63B24/0084
HUMAN NECESSITIES
A61B5/744
HUMAN NECESSITIES
A63B2225/50
HUMAN NECESSITIES
A63B2225/20
HUMAN NECESSITIES
A63F13/795
HUMAN NECESSITIES
A63B2071/065
HUMAN NECESSITIES
A63F13/42
HUMAN NECESSITIES
A63F2300/1062
HUMAN NECESSITIES
International classification
A63F13/79
HUMAN NECESSITIES
A63B71/06
HUMAN NECESSITIES
A63B67/02
HUMAN NECESSITIES
A63F13/87
HUMAN NECESSITIES
Abstract
The invention relates to a system that connects a game implement to a computer. Two or more persons are allowed to be interconnected and play interactively through the system.
Claims
1. A system comprising a game server, local computers connected over a network, and gaming equipment, the gaming equipment comprising sensors and communications links configured to obtain movement and position information, said sensors being embedded contact sensors producing detectable variances representing the magnitude and duration of the contact forge applied on the contact sensors and the proximate location of such contact relative to the preferred location on the face of the gaming equipment, the communications links configured to transfer the movement and position interactive information over the network to hie game server.
2. The system of claim 1, the local computers connected to displays and programmed to receive graphic data from the game server and display player performance graphics.
3. The system of claim 1, the game server configured to direct communications between players from remote sites over the network.
4. The system of claim 1, the local computers programmed to simulate and display local and remote game events.
5. The system of claim 4, the game server configured to control an initialization and sequential play of opposing players, measure player time delays, and generating play quit and disconnect signals.
6. The system of claim 5, the local computer programmed to receive graphic data from the game server and display player performance graphics on displays.
7. The system of claim 1, the local computers programmed to generate a player participation request transmit it over the network to the game server, the game server configured to identify opponent players, determine player readiness to participate in the internet game competition, and pair players together in order to play.
8. The system of claim 7, the game server configured to transmit graphic data to the local computers, the local computers programmed to display player performance graphics on displays.
9. The system of claim 8, the local computers programmed to simulate and display local and remote game events on the displays.
10. The system of claim 1, the game server configured to control an initialization and sequential play of game players and transmit an alert to an opposing player that it is their turn to play.
11. A method of providing remote players access to an internet game competition comprising the steps of attaching sensors and communication links to gaming equipment and wirelessly transmitting information obtained from the sensors over a network via the communication links to a game server, said sensors being motion sensors producing varying characteristics representing the velocity, angle, and proximity of a gaming equipment to the surface of the motion sensors, the information relating to movement and position of the gaming equipment.
12. The method of claim 11 comprising the additional step of transmitting graphic data from the game server to local computers and displaying player performance graphics on displays connected to the local computer.
13. The method of claim 11, comprising the additional step of directing communications between players tom remote sites over the network.
14. The method of claim 11, comprising the additional step of simulating and displaying local and remote game events.
15. The method of claim 11, comprising the additional steps of generating a player participation request, transmitting it over the network to the game server, identifying opponent players, determining player readiness to participate in the internet game competition, and paring players together in order to play.
16. The method of claim 15, comprising the additional steps of controlling an initialization and sequential play of opposing players, measuring player time delays, and generating play quit and disconnect signals.
17. The method of claim 16, comprising the additional step of transmitting graphic data from the game server to local computers and displaying player performance graphics on displays connected to local computers.
18. The method of claim 11, comprising the additional step of controlling an initialization and sequential play of game players and transmitting an alert to an opposing player that it is their turn to play.
19. A method of providing remote players access to an internet game competition comprising the steps of providing a set of local computers and a game server, attaching sensors and communication links to gaming equipment said sensors being noncontact sensors, wirelessly connecting the communication links to the local computers, capturing varying characteristics representing the velocity, angle, and proximity of the gaming equipment to the surface of the noncontact sensors, and transmitting information obtained from the sensors over a network from the local computers to hie game server.
20. The method of claim 19, comprising the additional steps of transmitting graphic data from the game server to the local computers and displaying player performance graphics on displays connected to the local computers.
21. The method of claim 20, comprising the additional steps of simulating and displaying both local and remote game events on the displays.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
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DETAILED DESCRIPTION OF THE DRAWINGS
(19) As shown in
(20) The smart golf club 20 has a head 40 and a shaft 42. As shown in
(21) In an alternative embodiment,
(22) In a second alternative embodiment, to retrofit a standard golf club, contact sensors 46 are part of an adapter 40 attached to an ordinary club head as seen in
(23) A golf ball contacting any sensor 46 produces a detectable variance indicating the magnitude and duration of sensor-ball impact. The variance may be a change in resistance of a piezo-resistive transducer or a voltage change in the case of a piezo-electric transducer. As shown in
(24) The radio frequency transmitting circuit 58 receives the serial digital data from the microcontroller 56 and wirelessly transmits the information via an internal antenna 60 to a receiver 26 (
(25) The golf ball receptacle 22 has a top 62 shaped to allow entry of a golf ball, as shown in
(26) A golf ball entering the receptacle 60 and containing the sensor pad 65, 66 or 67 produces a detectable variance indicating the ball entry event. The variance may be a change in resistance in the case of a piezo-resistive transducer (similar, but not limited to Cooper instruments LPM 562) or a voltage change in the case of a piezo-electric transducer. As illustrated in
(27) The ball return mechanism 68 can be simple as a back plate 80 located to be engaged by a golf ball entering the receptacle 22 and supported and biased by a spring or springs 82 to eject the ball. Other known ejection devices, similar to those used in pinball machines and either mechanically, or even electrically activated, can be used to improve the effect if desired.
(28) The receptacle configuration is susceptible to much variation. The receptacle illustrated and described above is well suited to indoor use, on carpet for example. It is clear, however, that an actual cup, installed in an actual green, with real or synthetic grass, can be similarly equipped.
(29) The golf club motion sensor plate 80 having a top motion plate 82 and a bottom motion plate 84 is diagrammatically shown in
(30) Applying an energizing high frequency alternating electrical signal having a frequency in 1e8 range from 100 MHz to 200 MHz from an oscillator 87 to the golf club motion plate capacitive network 88 produces an electromagnetic field above the surface of each platelet 83 of the capacitive components of the motion sensor plate 80. Any object, including a golf club, passing near the surface of the energized motion plate will cause a perturbation of the electromagnetic field as illustrated by the sample possible pathways 90 across the plate in
(31) The electrical signal from the comparative amplifier network 92 is applied to an analog to digital signal converter 94 (ADC) and the ADC digitized output signal is converted into a serial digital data stream by a multiplexer 96. This data identifies each platelet having had its field disturbed. The serial digital data can be input directly by wire from a multiplexer 96 to the computer 28 located at the site of the golf-player and golf club motion sensor plate 80, or as in the preferred embodiment, illustrated in
(32) The computer 28, under the control of the golf system software, will analyze the serial digital club motion signal, recognize from the transmitted signals the platelets 83 over which the club head passed and display the golf club swing motion.
(33) At each player site, a wireless radio frequency signal receiver 26 is connected to the computer 28 by either the serial (USB) or parallel computer ports, as shown in the functional block diagram,
(34) At each remote player site, the computer 28 (
(35) If the competitive play mode has been selected, the program generates a player participation request and sends 134 the request to the game Internet server (GGC server) 34 (
(36) The event at 133 also has the effect of indicating at 139 that it is no longer the local player's turn and enables (as indicated by line 139) the serial port listener at 132 to detect an event from the remote computer player, again via the Internet.
(37) If the single player practice mode is selected, the Internet communications sequences are disabled, other software sequential operating routines continue as above described and the player's golf club stroke, ball-receptacle contact, and/or dub swing motion sensor information are communicated only to the computer located at the player's site and the performance information is analyzed and displayed only at the local computer player's site.
(38) When a game is won, lost, or terminated, the golf software system generates the appropriate output signals 156 (
(39) As shown in
(40) As shown in
(41) As shown in