Music gaming system
09662557 ยท 2017-05-30
Assignee
Inventors
Cpc classification
International classification
Abstract
A therapeutic training device includes a shallow housing of a specific shape with a quadratic top surface, a quadratic bottom surface and four thin rectangular side surfaces. The housing includes an upwardly open cavity in the top surface and a flexible and transparent cover which encloses the cavity at least partially. The flexible and transparent cover has a size in the range between the size of a human fist and the size of a human foot, and defines a central part. The housing further includes a force sensor placed inside the cavity communicating with the central part. The force sensor measures the force applied on the flexible and transparent cover and generates a response signal. The housing further includes a light source placed inside the cavity, the light source being visible through the flexible and transparent cover, and a central processor placed inside the housing, which activates the light sources in accordance with a specific software and evaluates the response signal from the force sensor in accordance with the specific software. A plurality of communication devices are located on the side surfaces and is controlled by the central processor and communicates with adjacent devices.
Claims
1. A method of operating a music gaming system, said method comprising the steps of: providing a music controlling box, said music controlling box including or communicating with a master device which in turn communicates with a plurality of modular, separable, shallow housings of a specific shape fixated together in any specific pattern and communicating with each other, each of said housings having a quadratic top surface, a quadratic bottom surface and four rectangular side surfaces, each of said rectangular side surfaces including two permanent magnets whose polarity is oriented to fixate the side surfaces of one of said housings to side surfaces of another of said housings adjacent thereto, said two magnets spaced apart from each other in opposite directions from the center of each of said rectangular side surfaces, each of said side surfaces further including an infrared communication port centrally located on each of the rectangular side surfaces and positioned to be oriented with the infrared communication port of said adjacent housing when the adjacent side surfaces are fixated to each other, wherein each side surface of a housing is configured to be fixable to any side surface of an adjacent housing in patterns as defined by a user, each said housing including an upwardly open cavity in said top surface, a flexible and transparent cover enclosing said cavity at least partially, said flexible and transparent cover having a size in a range between a size of a human fist and a size of a human foot and defining a central part, a force sensor placed inside said cavity and communicating with said central part, said force sensor measuring a force applied on said flexible and transparent cover and generating a response signal, a light source, including a plurality of colored lights, placed inside said cavity, said light source being visible through said flexible and transparent cover, a microprocessor placed inside each of said plurality of housings for activating said light source in accordance with a specific software and evaluating said response signal from said force sensor in accordance with said specific software, said microprocessor of each of said plurality of housings further controls each infrared communication port in accordance with said specific software, to enable infrared communication from a specific infrared communication port to an adjacent infrared communication port in four orthogonal directions, respectively, by continuously and automatically sending and receiving infrared signals and detecting an absence of receipt of infrared signals to and from adjacent infrared communication ports during a run time of said microprocessor and as housings are added or removed, and for continuously and automatically updating said specific software to inform as to the position and changes in position of an adjacent housing based upon the detection of the physical presence or absence of an adjacent housing, wherein said master device controls and communicates with said housings in accordance with said specific software to build a tree structure and to map a layout of selected housings by sending infrared signals to adjacent housings in accordance with the tree structure to be built, and each of said adjacent housings communicate with their adjacent housings, and each housing receives receipt infrared signals and absence of infrared signals to be returned to its adjacent housings and ultimately back to said master device to enable the master device to automatically and continuously build an updated tree structure and map of the physical layout of the housings during a running of said specific software and as housings are added and removed; connecting a music player to said music controlling box, electronically interpreting a beat from music played by said music player and transmitting signals to each of specific ones of said plurality of housings based upon the beat of the music, and contacting the housings by a human player based upon a pattern of colored lights of said light source projecting from the housings as controlled by the beat of the music.
2. The method of operating a music gaming system according to claim 1, wherein said music player is a transportable music player.
3. The method of operating a music gaming system according to claim 1, further comprising registering contact with said housings at a time of lighting of said housings in a particular sequence of lighting of individual housings.
4. The method of operating a music gaming system according to claim 3, wherein there are four of said housing arranged in a two-by-two pattern.
5. The method of operating a music gaming system according to claim 4, wherein contact of the housings is for a predetermined period of time.
6. The method of operating a music gaming system according to claim 3, wherein there are ten of said housings arranged in a two-by-five pattern.
7. The method of operating a music gaming system according to claim 6, wherein two human players compete to correctly contact a lighted housing.
8. The method of operating a music gaming system according to claim 3, wherein the human player contacts a lighted housing ten times, the lighted housing changing according to a pattern of the beat of the music.
9. The method of operating a music gaming system according to claim 3, wherein a number of the housings is at least two greater than a number of human players.
10. The method of operating a music gaming system according to claim 3, wherein the human player contacts the housings prior to a light fading from one color and lighting with a different color.
11. The method of operating a music gaming system according to claim 3, wherein the human player contacts the housings exhibiting a particular color.
12. The method of operating a music gaming system according to claim 11, wherein a pattern of the particular color changes based upon the beat of the music.
13. The method of operating a music gaming system according to claim 12, wherein there are nine housings arranged in a three-by-three pattern.
14. The method of operating a music gaming system according to claim 3, wherein the pattern of colored lights progressively move from one end to another end of a group of housings.
15. The method of operating a music gaming system according to claim 14, wherein the group of housings are arranged in at least a two-by-five pattern.
16. The method of operating a music gaming system according to claim 3, wherein the pattern of colored lights is maintained by contact of the housing by the human player and changed when contact with the housing is repeated.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
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DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
(16) A detailed description of the figures of a presently preferred embodiment of the invention follows below.
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(29) Upon assembling the therapy system, the hardware will detect the physical structure of the therapeutical training system as described above. The software will use the information of the physical structure in setting up a therapeutical training program and evaluating the result of the patient. Below numerous embodiments of therapeutic exercises or games will be described in detail.
(30) On the presently preferred embodiment of the invention, software can run on the ATmega 1280 microprocessors in the therapeutical training devices. If the game Chasing Colors is chosen on the master device, the master device will ask for number of participants (1-6), and thereafter duration of play (0.5, 1, 1.5, 2, 2.5, 5 minutes). The physical structure of the therapeutical training device is checked and then the master device asks for start: when the down button is pressed the game will start. According to the number of players, that number of colors will show up at random therapeutical training devices on the therapeutical training system. For instance, if three players are selected, there will be one therapeutical training device lighting up in red, one therapeutical training device lighting up in blue, and one therapeutical training device lighting up in yellow. When one of the therapeutical training devices which is lightened up in a specific color is pressed, the information will be sent to the master device by IR communication. The master device counts up a variable of that color with one, the color will be turned off on the current therapeutical training device and shown at another randomly selected therapeutical training device. When the selected time has passed (e.g. 1 minute), the master device will check the different color variables and the color that was pressed most times (the winner) will be shown on all therapeutical training devices (i.e. the master device sends information to the therapeutical training devices to show that color). After 10 seconds of showing the winning color, the game will restart.
(31) Hence, in the presently preferred use of this game, the users will select the number of participants and duration of games, and then chase one color each. The user who hits most therapeutical training devices showing his/her color within the selected duration of a game will win the game, indicated by his/her color lighting up on all therapeutical training devices for 10 seconds, before a new game starts again. Users compete at the same time on one therapeutical training system and have to navigate around each other to catch the colors. In physiotherapy, sports and fitness training, this activity is used to create a rise in pulse amongst the participants.
(32) For instance, if the therapeutical training system is put as a structure on the floor, the participant will be walking, running or jumping around on the therapeutical training system to hit the ones with their individual color with the feet. Alternatively, some users may choose to crawl on the therapeutical training system and hit the therapeutical training devices with their hands or knees. If the therapeutical training system is put as a structure on a wall, the users will be moving around to hit the therapeutical training devices with their hands.
(33) The system, through the master device, checks the size of the structure using the IR communication units of each therapeutical training device in order not to allow more participants than there are therapeutical training devices available in the structure. The master device is always keeping track of number of therapeutical training devices in the structure (see description above).
(34) The game motivates to perform physical activities because it is fun, challenging and social. Similar games with similar attributes can be made on the therapeutical training system.
(35) In the game Floor and Wall, the user builds two therapeutical training systems, each having a master device. The two therapeutical training systems, designated floor-structure and wall-structure are physically separated (e.g. one structure is on the floor and one structure is on a wall or alternatively they are located in two different rooms or the like. The user selects Floor on one master device, number of players and duration of game, in the same way as for the Chasing Colors game described above. On the other master device, the user selects Wall. When start is indicated by pushing the down button on the Floor master device, the game will start on both floor-structure and wall-structure. The game is similar to the Chasing Colors game: a specific color appears either on the floor-structure or on the wall-structure. The two master devices communicate with each other by radio communication (XBee), and thereby the floor master device can send colors to randomly chosen therapeutical training devices either the floor structure or the wall structure. Other games using distributed therapeutical training systems that communicate with radio communication may be implemented.
(36) In the Simon says game, the user only has to press start. When the game starts, one therapeutical training device will light up for 3 seconds and then turn off. The user now has to repeat by pressing on that specific therapeutical training device to make it light up. If the user presses the therapeutical training device that lighted up before, then it is correct, and all therapeutical training devices will light up in green for 3 seconds. If the user presses any other therapeutical training device, then all therapeutical training devices will light up in red, and the game will end. In the case of the correct action, the game will now show the first therapeutical training device light up again, turn off, and show a second therapeutical training device light up for 3 seconds before it turns off. The user now has to repeat the sequence on pressing the two therapeutical training devices in the order that was shown by the system. If the order that the user presses is correct, then all devices light up in green, else they light up in red and the game ends. The game continues allowing the user to try to repeat 3 lights, 4 lights, 5 lights, 6 lights, etc. until the user makes an error by pressing a therapeutical training device in the incorrect sequence. Users can compete against themselves on how long sequences they can make, and they can compete against each other on how long sequences they can make. The users can build different physical therapeutical training device structures to run the game on, in order to make the game easier or more difficult. Similar cognitive tasks, memory and imitation games can be made and, for instance, used in cognitive rehabilitation with the aspect of being both cognitive and physical games.
(37) In the Disco game, a therapeutical training device lights up in a random color when it is pressed. If no therapeutical training device is pressed for 2 seconds, then all therapeutical training devices will turn off. Hence, the user can move around and continuously press the therapeutical training devices to make them change color (e.g. from red to blue to yellow to magenta to green to purple, etc.). The user may choose to play external music along with playing the game. Similar dancing games can be implemented on the therapeutical training system.
(38) There are also one-player games such as Stepper. The user selects the duration of game (0.5, 1, 1.5, 2, 2.5, 5 minutes). In Stepper, the master device will investigate the physical structure built by the user and find the longest rectangle with 2 therapeutical training devices on one side (i.e. 2*2, 2*3, 2*4, 2*5, . . . ). It will indicate by color on the first two that the user should place him/herself with a foot on each of these two. On the two therapeutical training devices furthest away, light will show in colors depending on the speed with which the user steps on the two therapeutical training devices where he/she is positioned. The indicator therapeutical training devices will show up in yellow, green and red in this order based on the speed on the stepping.
(39) In the Reach game, the start procedure is similar to the Stepper game. Here the user has to reach out and touch the therapeutical training devices that light up. The therapeutical training devices light up in a color that may indicate that the user should use the left or right leg/arm to reach out and touch that therapeutical training device. The user can also select if the touch to activate the therapeutical training devices should be light, middle or hard (which is measured by the analogue FSR sensor). This may, for instance, allow physiotherapists and fitness trainers to select level for specific users. The Reach game can, for instance, be used for balance training.
(40) In the Ball game, the user selects the level (1,2,3) and the duration of the game (0.5, 1, 1.5, 2, 2.5, 5 minutes). The master device will send information to the therapeutical training devices to have a light signal traverse the therapeutical training devices in different patterns (depending on the chosen level), for instance horizontally. The user now has to hit the therapeutical training devices that light up with a ball (e.g. football or handball) from a distance chosen by the user. If the user hits the light a specific number of times (depending on the level) within the duration of the game, all therapeutical training devices will show up in blinking green, indicating that the user has won the game. A similar game may be used for e.g. racket sports.
(41) Additional features of the preferred embodiment of the invention include a battery management system. When the battery level of a therapeutical training device is low, this will be indicated by the lights of the therapeutical training device rotating in red, while in a master device it will be written in the display. A charger can be attached to the block in the charging plug on the side of the therapeutical training devices, and the batteries will be fully recharged within 16-18 hours.
(42) The therapeutical training system consists of a number of therapeutical training devices as described above. The therapeutical training devices can be put together to form different structures. The magnets on the sides of the therapeutical training devices makes the blocks snap and hold together. When a master device is put together with a cluster of one or more therapeutical training devices, the master block will send IR signals to the first neighbouring therapeutical training device, which will receive this IR signal as a wake-up signal and relay the signal to its own neighbours by IR communication to its North, East, South, West side. Where there is a therapeutical training device on the North, East, South or West, that (those) therapeutical training device(s) will then, at its (their) turn, relay the signal to its (their) own neighbours. And those therapeutical training devices will receive and relay the signal, and so forth. When a therapeutical training device receives a signal, it sends back a receipt, so a sending therapeutical training device can obtain knowledge about its own neighbourhood structure by keeping track of from where it receives receipts. For instance, it will have a neighbour to the North if it receives a receipt from North. The neighbourhood structure of a therapeutical training device is sent back to the device from which it received the signal, and so the different neighbourhood structures can be relayed back to the master device. Based on this information, the master device can simply build a tree structure and a map of the layout of the therapeutical training devices. This map of the physical structure, which has been built by the user, is used by the system for the different software games. The therapeutical training devices will continuously send IR signals to their North, East, South, West neighbours and receive receipts from those positions that are occupied by other blocks. If they receive signals from a position, which was not occupied at the previous time stamp, or if they do not receive signals from a position that was occupied at the previous time stamp, then the system recognizes that the structure has been changed (either by the addition of a block or the removal of a block). If this happens, the master block will re-initiate a count of blocks and their positions in order to build an updated tree structure and map of the physical layout. Hence, the recognition of changes in structure happens immediately at run-time. Therefore, it becomes possible for the user to build different structures with the therapeutical training devices, and possible for the system itself to recognize what structure the user has built.
(43) If the therapeutical training devices are not used for 5 minutes, they will power down. Also, if a therapeutical training device is removed from the structure, it will blink three times and then power down.
(44) With the system's knowledge of the physical structure and the continuous update of possible changes to the structure, the software games can utilize the physical structure to make games automatically become appropriate to the individual structures. The softwares (games) can adjust themselves when the structure is changed.
(45) The buttons on the master device can be used to select games. In the prototype implementation, there are four buttons on the master device: home, left arrow, right arrow, down arrow. A small display on the master device will show text information. Initially, it will tell that the structure is being detected and print the number of therapeutical training devices found in the structure. Then the software will ask the user to select a game. By pressing the left arrow or the right arrow, the user may browse backward or forward in the list of games. The down button can be used to select one of the games. When a game is selected, the software may ask for further details from the user such as number of players, which again is selected by the arrows. Other selections to be made may include game level and duration of play.
(46) When a game has been selected on the master device and possibly other options selected, the master device will send this information through the tree structure to all the therapeutical training devices, and the game will start.
(47) Although the present invention has been described above with reference to specific and presently preferred embodiments of a therapy system and other devices and methods also constituting a part of the invention, it will be evident to a person having ordinary skill in the art that the therapy system including all of the devices and methods may be modified in numerous ways.
(48) For example, it would be evident to a person skilled in the art that the invention may be performed using different energy sources, such as solar power or retrieval of energy from the physical activation of the system. Single use batteries or an external AC or DC source may replace the rechargeable batteries. The devices may be moulded in another plastic material and another transparent material could be used for the transparent ring. A flexible film or foil may be used instead of the circular cover and function as buttons or the buttons may be reinforced. The shape of the device may take other forms than quadratic and still allowing the devices to be assembled to form an overall structure (e.g. like a puzzle), and the surface may comprise grooves and be generally uneven. Additionally, light could be emitted in other patterns than a ring, such as for example a square or circle, or sound effects may replace or accompany the light. The electronic components could be substituted for other, similar components. The PCB may be chosen to have a different form in order to minimize the PCB size. The hardware may be fully or to a large extent be replaced by a personal computer. The communication between the devices may be performed by other means than IR, such as for example by radio or wire. Software features may be controlled differently such as for example by pressing on one or more of the devices or an RFID system with RFID tags may be applied for game selection. Additional software features may be implemented, such as other games. For instance, a Music game may allow the user to control MIDI signals by pressing the different therapeutical training devices and a specific sound device may be used for playing the MIDI signals. Such a sound device may include all the features of the before mentioned therapeutical training devices additionally including a sound PCB and MIDI chip add-on. Alternatively, the sounds may be played on a host computer, with the signal being sent preferably by radio communication from the master device.
(49) In the presently preferred implementation of the modular robotic tiles, patterns will shine up as colored light on the modular robotic tiles as controlled by a box to which the portable music player has been connected, and the user will be able to activate the tiles in accordance with a game's use of the patterns. Especially, a wide range of dancing games may be implemented. The dancing games can be creative (painting to music), competitive (dancing against each other and/or to score points), and cooperative (dancing together).
(50) Below are described some examples of games. Most examples are competitive games, but also some cooperative (Pass the Beat) and creative (Picasso) are included here. The games can be played for a variety of purposes including entertainment, sport, fitness purposes and rehabilitation, as with many other modular robotic tiles games.
(51) Pattern Dance
(52) Game Description
(53) Play your favorite music and follow the pattern to the beat. Number of Players: 1 Size of Platform: 22 Practical Information: Dance to the beat while stepping on the tiles that light up. The game runs for a preset period of time.
Dance Star
Game Description Compete against a friend on the dance floor. The game is meant to be played by 2 competitors on 25 tiles. Each player chooses a color to play (red or green). The players dance in each end of the platform on 22 tiles. The two tiles in the middle are used for showing scores and who leads. For every second beat in the music a dance pattern will be shown on the tiles. The purpose of the game is to hit those tiles and score points. For every five dance moves, the color of the leading player will be used to show the difference in points between the two players. The game is running in a loop, so the winner is the one with the highest level of endurance. Number of Players: 2 Size of Platform: 25 Practical Information: Start the game with the game tag, put on some music and dance, dance, dance.
Music Color Race
Game Description Choose a color and start competing to get 10 of your chosen color before one of the other players. The color of the tiles change to the beat, which means that you will have to catch your colors before they change to a new location. Number of Players: 1-5 Size of Platform: Any size and shape possible, although the number of tiles present in the platform should be at least 2 greater than the intended number of players. Practical Information: To start the game sweep the Music Color Race game tag across the game selector box. The game will start with 3 players as default, but this can be changed by using the player tags.
Final Count Down Beat
Game Description Stop the tiles from fading from blue light to red light by stepping and dancing on them. Is the game too hard, remove some tiles or get some friends to help youor even better put on some low tempo music? Number of Players: 1 or more Size of Platform: Non-specific Practical Information: Keep the tiles from fading to the beat. The tiles fade from blue to red and can be restored to blue by stepping on them. If one tile turns entirely red the game is lost and starts over.
Circle Dance
Game Description Play your favorite music and try to follow the patterns. A pattern is created by turning on green lights on 1 or more tiles. Only tiles with the green light are part of the pattern. The player must jump on these to get points. The pattern will change to the beat of the music and will be displayed two times; hereafter a new pattern will be displayed. At the start and between the patterns the tiles will blink purple so the player can get ready to dance. There are three different patterns in one game and each pattern will be shown twice. Number of Players: 1 Size of Platform: 33 Practical Information: 9 tiles including a master tile, jump on the tiles with the green light.
The Walk
Game Description Play your favorite music and try to follow the patterns. A pattern is created by turning on green lights on 1 or more tiles. Only tiles with green light are a part of the pattern. The player must jump on these to get points. The pattern will change to the beat of the music and will be displayed two times; hereafter a new pattern will be displayed. At the start and between the patterns the tiles will blink purple so the player can get ready to dance. There are three different patterns in one game and each pattern will be shown twice. Number of Players: 1 Size of Platform: 33 Practical Information: 9 tiles including a master tile, jump on the tiles with the green light.
A-Football
Game Description Run all the way to the goal line: Move forwards by stepping on the tile of your color before it changes position with the beat of the music. By moving forwards you also push your opponent backwards. Number of Players: 2 Size of Platform: 25, 35, 26 or 36 Practical Information: To start the game sweep the A-Football game tag across the game selector box. Each player now chooses to be red or blue and positions themselves behind the lines of their respective color. The game now begins.
Pass the Beat
Game Description Dance to the beat and pass on the pattern to another player. Number of Players: 2 or more Size of Platform: Non-specific Practical Information: Set up some platforms of any number of tiles and challenge each other. On the beat a pattern will be shown on one of the platforms in the game. The player has to hit the combination to score points and pass on the beat to another platform. The procedure for initializing the game is to sweep the game tag, sweep 2 or more player tagsone for each platform builtand then sweep the game tag once again to start the game. Note: remember to include a master tile in each platform.
Picasso
Game Description Create your own patterns. The colors will change to the beat. Jump on a tile to freeze it and jump on it again to start it. If the game is too difficult try putting on some slow music. Number of Players: 1 or more Size of Platform: Non-specific Practical Information: The colors change to the beat. If you want to keep a color, step on the tile. If you want it to change color again, then step on it again.
(54) The box 80, as shown in
(55) The user may later upload data from the games (e.g. from user cards) to computers, mobile phone or internet sites (e.g. for high score lists, internet games, social networking, etc.).
(56) Also, the box may provide a delay of the music output in order to synchronize with the patterns on the game platform (e.g. due to delay of transferring music pattern signals to the game platform).
(57) The beat detection in the box is performed as a standard beat detection: It is anticipated that the beat is to be found in the low tones from 0 Hz to 255 Hz, since deep drum sounds and electronically generated beats often will appear in this frequency band. This frequency band is further sub-divided into 16 sub-bands, in which the instant energy will be compared to the average energy over a given period of time. If the instant energy in a sub-band is X times larger than the average energy, and this is true for Y sub-bands, there is considered to be a beat. X and Y should have suitable values, typically X between 1.2 and 1.8, and Y between 4 and 9. The spectral energy density is found by taking the square of the numerical value of the Fourier transformation (FFT). The implementation of the beat detection algorithm follows the figure. The DSP is sampling the input signal with a frequency of 8192 Hz. Two collections of 256 data samples from the A/D converter are made and saved in DMA buffer A and DMA buffer B. Hereafter, a decimation of factor 8 is made to get a sampling frequency of 1024 Hz, and then the algorithm continues according to
LIST OF PARTS
(58) 10 Therapy system 12 Therapeutical training device 12 Master device 14 Front surface 16 Back surface 18 Side surface 20 Casing 24 Transparent plate 26 Circular cover 28 Raised platform 30 Circular cavity 32 Magnet 34 Communication port 36 Battery charging port (connector) 38 Fixation stud 40 Wall fixation magnet 42 Data communication port 50 Printed circuit board PCB 52 IR communication unit 54 LED unit 56 Battery unit 58 2D Accelerometer 60 Microprocessor 62 wireless communication unit 64 Force sensitive resistor 70 PCB add-on chip 72 Array of buttons 74 Radio communication unit 76 Display unit 78 Charge pump 80 Box 82 RFID reader 84 Game cards 86 RFID reader and writer 88 Portable music player