System and method for directing an object to move on an interactive surface through a defined path

10105589 ยท 2018-10-23

    Inventors

    Cpc classification

    International classification

    Abstract

    The present invention discloses a system and accompanying method for directing the movement of an object on an interactive surface through a defined path. The system includes an object embedded with a unique identification code (UID), a movement module, and a distinct pattern of capacitive tabs near the surface of the object that makes contact with the interactive surface, an interactive surface configured to recognize the UID, location and orientation information of an object placed on the interactive surface, and a processor operatively linked to the interactive surface and configured to direct, track and correct the movement of the object along a defined path on the interactive surface by tracking the UID, location and orientation of the object continuously and throughout the movement. A centralized control mode is applied in the present invention, which makes the structure of the electronic hardware within the moving object substantially simplified, which leads to a decreased manufacturing cost, and, from an aesthetic point of view, the logic clearer and easily understood.

    Claims

    1. A system comprising: an object embedded with a unique identification code (UID), a movement module, and a distinct pattern of capacitive tabs near a surface of the object; an interactive surface, wherein the object is placed on the interactive surface at any location and in any orientation, wherein the interactive surface is configured to recognize the UID, the location, and orientation information of the object placed on the interactive surface, wherein the interactive surface has, embedded beneath the interactive surface, a first array of high-frequency RF antennas for detecting the UID of the object, and a dense array of capacitance sensors for detecting the location and the orientation of the object; a processor operatively linked to the interactive surface, the processor being configured to direct, track and correct movement of the object along a defined path on the interactive surface by tracking the UID, the location and the orientation of the object continuously and throughout the movement; and a second high-frequency RF antenna array that is not connected to a reader or any electrical path, wherein each antenna of the second RF antenna array covers a blind spot of the first array of RF antennas.

    2. The system of claim 1, wherein the object further comprises a microcomputer unit (MCU) that controls the movement module.

    3. The system of claim 1, wherein the processor directs the movement of the object by wireless communication modules that are embedded in the object and the interactive surface.

    4. The system of claim 3, wherein the wireless communication modules are selected from a group consisting of a 2.4 GHz module, a Bluetooth module, and a WIFI module.

    5. The system of claim 1, wherein the movement module comprises a first motor for forward and backward movement, a second motor for making turns, and a power source.

    6. The system of claim 1, wherein the processor formulates a movement instruction, a course correction instruction, and a movement completion notice based on the UID, the location and the orientation of the object, continuously and throughout the movement of the object.

    7. The system of claim 1, further comprising a set of movement rules to define the path of movement of the object, wherein the set of movement rules is executed by a local server or a remote server.

    8. The system of claim 7, further comprising a second object, wherein a path of movement of the second object is defined by the set of movement rules.

    9. A method for directing the movement of an object on an interactive surface through a defined path, comprising: placing the object on the interactive surface, wherein the object is embedded with a unique identification code (UID), a movement module, and a distinct pattern of capacitive tabs near a surface of the object that makes contact with the interactive surface; recognizing the UID, a location and orientation information of the object at any location and in any orientation by the interactive surface; directing movement of the object by a processor that is operatively linked to the interactive surface; tracking the movement of the object by the processor through the UID, the location and the orientation information of the object; and correcting the movement of the object by the processor when the movement of the object deviates from the defined path, wherein the interactive surface has, embedded beneath the interactive surface, a first array of high-frequency RF antennas for detecting the UID of the object, and a dense array of capacitance sensors for detecting the location and the orientation of the object, wherein a second high-frequency RF antenna array is not connected to a reader or any electrical path, and wherein each antenna of the second RF antenna array covers a blind spot of the first array of RF antennas.

    10. The method of claim 9, wherein the object further comprises a microcomputer unit (MCU) that controls the movement module.

    11. The method of claim 9, further comprising directing, by the processor, the movement of the object by wireless communication modules that are embedded in the object and the interactive surface.

    12. The method of claim 11, wherein the wireless communication modules are selected from a group consisting of a 2.4 GHz module, a Bluetooth module, and a WIFI module.

    13. The method of claim 9, wherein the movement module comprises a first motor for forward and backward movement, a second motor for making turns, and a power source.

    14. The method of claim 9, further comprising formulating, by the processor, a movement instruction, a course correction instruction, and a movement completion notice based on the UID, the location and the orientation of the object, continuously and throughout the movement of the object.

    15. The method of claim 9, further comprising: defining, by a set of movement rules, the path of movement of the object; and executing, by a local server or a remote server, the set of movement rules.

    16. The method of claim 15, further comprising: providing a second object; and defining, by the set of movement rules, a path of movement of the second object.

    Description

    BRIEF DESCRIPTION OF THE DRAWINGS

    (1) To better illustrate the technical features of the embodiments of the present invention, various embodiments of the present invention will be briefly described in conjunction with the accompanying drawings. It should be obvious that the drawings are for exemplary embodiments of the present invention, and that a person of ordinary skill in the art may derive additional drawings without deviating from the principles of the present invention.

    (2) FIG. 1 is an exemplary schematic diagram illustrating a bird's eye view of an interactive surface and a plurality of objects used in an interactive naval warfare board game in accordance with one embodiment of the present invention.

    (3) FIG. 2 is an exemplary schematic diagram of a cross-sectional view of the system for the interactive board game depicted in FIG. 1 segmented into layers for illustration purposes in accordance with one embodiment of the present invention.

    (4) FIG. 3 is an exemplary schematic diagram that further illustrates a cross sectional view of the interactive surface and a vessel for the board game illustrated in FIG. 1 and FIG. 2 in accordance to one embodiment of the present invention.

    (5) FIG. 4 is an exemplary schematic diagram that illustrates a bird's eye view of the interactive surface's conductive sensors and a vessel for the board game illustrated in FIGS. 1, 2 and 3 in accordance to one embodiment of the invention.

    (6) FIG. 5 is an exemplary schematic diagram that illustrates a process flow in accordance to one embodiment of the invention.

    (7) FIG. 6 is an exemplary schematic diagram that illustrates an interactive surface designed to play a variant of the game Candy Land in accordance to one embodiment of the invention.

    DETAILED DESCRIPTION OF THE INVENTION

    (8) Reference will now be made in detail to various embodiments of the invention. While the invention will be described in conjunction with the embodiments, it will be understood that this is not intended to limit the scope of the invention to these specific embodiments. The invention is intended to cover all alternatives, modifications and equivalents within the spirit and scope of invention, which is defined by the apprehended claims.

    (9) Furthermore, in the detailed description of the present invention, specific details are set forth in order to provide a thorough understanding of the present invention. However, it will be obvious to one of ordinary skill in the art that the present invention may be practiced without these specific details. For example, capacitance sensor and capacitive tab technology are discussed in this present invention as examples technology and for the purpose of simplicity; however, other sensor technologies can also be adapted for the purpose of this present invention and are within the scope of the present invention. In other instances, well known methods, procedures, components, and circuits are not described in details to avoid unnecessarily obscuring a clear understanding of the present invention.

    (10) The present invention may be better understood and its numerous objectives and advantages will become apparent to those skilled in the art by reference to the accompanying drawings.

    (11) The present invention describes a system whereby an interactive surface for tracking and directing an object to physically change to move along a defined path, including:

    (12) an object embedded with a unique identification code (UID), a movement module, and a distinct pattern of capacitive tabs near the surface of the object that makes contact with the interactive surface;

    (13) an interactive surface configured to recognize the UID, location and orientation information of an object placed on the interactive surface at any location and in any orientation;

    (14) a processor operatively linked to the interactive surface;

    (15) the processor is configured to direct, track and correct the movement of the object along a defined path on the interactive surface by tracking the UID, location and orientation of the object continuously and throughout the movement.

    (16) In the embodiment described in FIG. 1, the interactive surface is designed to represent the sea and the objects 102 are designed to resemble miniature naval vessels during the Age of Sail (1650-1815) such as frigates or Man-of-War. Elements 103 such as islands, rocks and coral reefs are also placed on the interactive surface so as to create strategic obstacles during gameplay.

    (17) The objective of the game described in FIG. 1 could be to destroy the enemy fleet or scenario based (e.g., safeguard the passage of a trade convoy). The enemy fleet the player faces is remotely controlled by a processor which could be dependent on A.I. or another player that is not physically moving his vessels.

    (18) In order to play the naval battle board game described in FIG. 1, a player must, on their turn, physically move one or more of his vessels along the board. This action can be performed manually or through the use of a remote control device. Another alternative design for the movement of the player's vessels would be through the use of voice command recognition technology.

    (19) A player's vessels actions will be restrained by various elements of the games. For example, the distance a particular vessel can move will depend on the predetermined speed (which is depicted as distance in turn-based games) and the speed and direction of the wind. The damage and rate of fire of a vessel will also be dependent of criteria such as vessel type, damaged taken, orientation of the vessel vis-a-vis target, etc. The speed by which a vessel turns (i.e., the angle of the turn arc) is also an important criterion. All of these criteria are game design specific and dependent on the electronic program run on the system's processor.

    (20) The interactive surface (i.e., the game board) 101 has, embedded beneath the surface, a first array of high-frequency RF antennas for detecting the unique ID of moving objects placed on the surface, for example, a player's vessel 102, and a dense array of capacitance sensors for detecting the location and orientation of the object. Once, a player has completed their turn, the processor is configured, based on either an A.I. instruction or other players command, to direct an enemy vessel 104 to move in response to the action of the player's vessel 102.

    (21) As seen in FIG. 2, the interactive surface 101 comprises of four layers. The bottom layer 202 is the base of the board and is used as support. The second layer 203 is embedded with an RF antenna array and reader whose function is to wirelessly communicate with the electronic modules embedded within each individual vessel 102 or 104 in order to identify the UID and direct the vessels to move. The third layer 204 comprises of a densely packed capacitance sensor array and controller whose purpose is to accurately identify the position and orientation of each vessel 102 or 104 through capacitive coupling with the vessels' distinct pattern of capacitance tabs. Finally the top layer 205 is used as a both a protective sheet and the design of the naval arena.

    (22) The system further includes a second high-frequency RF antenna array that is not connected to a reader or any electrical path. An antenna in the second array is used to cover the blind spot of the first array in detecting an RFID tag on the object, for example, the vessel, by augmenting the electromagnetic field of the blind spot areas of the first array.

    (23) Each object placed on the interactive surface, for example, the vessel 102, can further include a microcomputer unit (MCU) that controls the movement module.

    (24) The processor directs the movement of the object by wireless communication modules that are embedded in the object and the interactive surface. The wireless communication module can be a 2.4 GHz module, a Bluetooth module, or a WIFI module.

    (25) FIG. 3 illustrates how a vessel's 102 UID and position is determined by the interactive surface (game board) 301 and how the processor directs the vessel 102 to move relative to the interactive surface 301.

    (26) As illustrated in FIG. 3, once a vessel 102 is placed upon the interactive surface 101, the distinct pattern of capacitance tabs 303 placed at the bottom of the vessel 102 couple with the capacitance sensors directed in the third layer 204 of the interactive board 101. Using the information as to which capacitance sensors have experienced a change in capacitance, the processor can, through inductive reasoning, determine the location of the vessel 102 placed upon the interactive surface 101. The processor then directs the RF antenna(s) of the second layer 203 located in closest proximity to the capacitance sensors that are experiencing a change in capacitance to wirelessly communicate with the vessel's 102 electronic module and obtain that vessel's 102 UID. Thus, the vessel's UID and position relative to the interactive surface is determined.

    (27) FIG. 4 further illustrates how a vessel's 102 orientation relative to the interactive surface 101 is determined. Embedded at the base of the vessel 102 are a distinct pattern of capacitance tabs 303. Once a vessel 102 is placed upon the interactive surface 101, these capacitance tabs couple with the capacitive sensors of the capacitive sensor array 404. From the pattern of capacitive sensors that have experienced a change in capacitance, the processor determines both the position and the orientation of the vessel relative to the interactive surface 101.

    (28) The abovementioned process by which a vessel's position, UID and orientation is determined by the processor is the same for a player's vessels and the A.I. opponent's vessels.

    (29) The abovementioned movement module includes a motor for forward and backward movement, a motor for making turns, and a power source. Once a player completes his actions on his turn, the processor directs the opponent's vessel 104 to move according to an electronic program. As previously stated these movements can be the result of A.I. programming or that of another player's commands. Referring back to the FIG. 3, one can see that each vessel 102 is embedded with a motor 306, steering device 307 and wheels 308 to allow for the accurate movement of the object relative to a surface in response to movement instructions received from the processor by the vessel's 302 electronic module 309.

    (30) The game board surface 101 can further include multiple vessels, and the paths of movement of the vessels are defined by the set of movement rules.

    (31) Given the dynamics of Age of Sail naval warfare, orientation of vessels relative to each other is a crucial strategic element since a vessel whose broadside is facing an incoming vessel is generally seen as at an advantage. The orientation of the vessel relative to the wind is also a crucial element of naval warfare tactics during the Age of Sail. Thus, the game embodiment described herein makes full use of the orientation and smooth steering of the vessels along arcs or curved paths. Referring back to FIG. 1, the bold arrows numbered 1 to 3 depict the curved path of each vessel 102, 104 upon a turn. In this scenario, the electronic program is configured to cause the vessels' 102, 104 speed (i.e., distance per turn) and curvature of turns (i.e., vessel turn arc) to be affected by wind blowing from west to east as well as the vessels' 102, 104 inherent steering attributes. As the opponent's vessel 104 is facing a headwind, the length and angle of its turn arc is shorter than if it had its back to the wind, thus, limiting its maneuverability in game.

    (32) FIG. 5 is an exemplary schematic diagram that illustrates the process flow of the system, in the following steps:

    (33) Step 1: In the initialization stage, the processor 503 of the interactive surface 101 sends an instruction to the MCU 507 of the vessel 102, for the MCU 507 to record the host number and host address of the interactive surface 101 and the device number and device address of the vessel 102, creating a master-slave relationship for the vessel 102 to be controlled by the interactive surface 101.

    (34) Step 2: Once the vessel 102 is placed on the interactive surface 101, the capacitance sensor array and controller 505 detects the capacitance tabs 303 and sends the capacitive coupling information to the processor 503; the RF antenna array and reader 504 detects the UID of the RFID tag 508 and sends the UID information to the processor 503.

    (35) Step 3: The processor 503 calculates the location and orientation of the vessel 102 based on capacitive coupling information and the UID information received in step 2.

    (36) Step 4: The destination and the associated movement path are determined by game rules; the processor 503 sends an instruction to the MCU 507 through the 2.4 GHz communication module 506 to the 2.4 GHz communication module 510 wirelessly. The instruction sent by processor 503 includes the host number and host address of the interactive surface 101 and the device number and device address of the vessel 102, and commands for the motors and controllers within the movement module 511 to execute. The MCU 507 receives the instruction, confirms that the instruction is for the vessel 102, and sends the instruction to the movement module 511. The movement module 511 then starts the movement according to the instruction.

    (37) Step 5: The movement of the vessel 102 results in a change of capacitive coupling between the capacitance tab and the capacitance sensor array and controller; the capacitance sensor array and controller 505 sends the capacitive coupling information to the processor 503; the RF antenna array and reader 504 once again detects the UID of the RFID tag 508 to confirm the identity of the vessel 102 and sends the UID information to the processor 503.

    (38) Step 6: The processor receives the UID, location and orientation information in step 5, calculates the location and orientation of the vessel 102 and determines whether the vessel 102 has reached the intended destination. If the vessel 102 has not reached the intended destination, the processor 503 determines whether the vessel 102 has stayed on the correct path with the correct orientation. If the vessel 102 has not stayed on the correct path or had the correct orientation, the processor 503 issues a new instruction as outlined in step 4, and the steps 4, 5 and 6 are repeated, until the processor 503 determines that the vessel 102 has reached the intended destination through the associated movement path and with the correct orientation. In brief, the commends for movement, the commends for process correction and the notices of movement completion have been created continuously and throughout the movement.

    (39) Step 7: The game is over as the object reaches the intended destination, and the notice of completion is sent.

    (40) FIG. 6 is an exemplary schematic diagram that illustrates the play of the game Candy Land in accordance to one embodiment of the invention. The interactive surface 101 is imprinted with the design of the game racing board game Candy Land. The game requires no reading and minimal counting skills, making it suitable for young children. Due to the design of the game, there is no strategy involvedplayers are never required to make choices, just follow directions. The winner is predetermined by the shuffle of the cards. In this embodiment a player's figurine 603 is racing with an A.I. opponent's figurine 602. This is a turn-based game and the process is as follows.

    (41) A game starts once the player places his and the A.I. opponent's figurines 602, 603 on the Start square. The player then randomly picks up a number card 604 to see how many squares his figurine 603 can move up the path and proceeds to move his figurine by that number. Once the player has finished moving his figurine 603, the A.I. then proceeds to move its figurine 602 up the path by a random number. Thus, a turn-based race is performed until a figurine arrives at the finish destination and a winner is declared. A speaker system 605 is affixed to the interactive surface 101 in order to provide audio feedback during gameplay.

    (42) The system and method as illustrated in FIG. 6 is similar to that described in the embodiment in FIG. 5. Thus, on an opponent's turn, the A.I. can direct the figurine 602 to move along the race path in such a manner that the figurine can move in a curved manner whenever it is moving along the race path bends. Referring back to FIG. 6, one can see the bold arrow numbered 608 illustrates the movement that the opponents 602 figurine will take along the curved path on its turn. In this scenario the figurine will move three squares forwards and realign itself as it proceeds along the path. As the figurine tackles this bend, the figurine will take a curved path and thus gradually rotate its orientation relative to the path so as to always face forwards along the path.