PHYSICAL GAMING SYSTEM AND METHOD FOR CONTROLLING A GAME FLOW OF A REBOUND SPORTS GAME

20260115571 ยท 2026-04-30

    Inventors

    Cpc classification

    International classification

    Abstract

    A physical gaming system includes a display surface, a game space assigned to the display surface, a sensor system configured to detect an impact site of an object on the display surface, an acquisition system configured to detect the position of the object and/or of a player in at least a part of the game space, and a controller configured to determine a target field on the display surface using the position, wherein the physical gaming system is configured to display the target field on the display surface and to determine whether the impact site lies in the target field.

    Claims

    1. A method for controlling a game flow of a rebound sports game played with a physical gaming system through dynamic difficulty adjustment of a difficulty level of the rebound sports game, the physical gaming system including a display surface, a game space assigned to the display surface, a sensor system, an acquisition system, and a controller, the method comprising: (a) setting a degree of challenge and a fitness score for a player, wherein the degree of challenge corresponds to the difficulty level of the rebound sports game; (b) determining by the acquisition system a play position in the game space, wherein the play position includes a first position of the player in the game space and a second position of an object in the game space; (c) setting an object return position based on the degree of challenge, the fitness score, and the play position; (d) determining a target field based on the object return position, wherein the target field is a third position on the display surface which the player aims at when the player plays the object toward the display surface; (e) displaying the target field on the display surface; (f) detecting with the sensor system an impact site on the display surface of the object played by the player toward the display surface, wherein the impact site is a fourth position on the display surface at which the object hits the display surface; (g) determining a first deviation of the fourth position of the impact site from the third position of the target field on the display surface; (h) dynamically adjusting the at least one of the degree of challenge and the fitness score such that a premature end of the rebound sports game is prevented; and (i) repeating steps (b) to (h).

    2. The method according to claim 1, wherein determining the play position in the game space includes ending the rebound sports game when a second deviation of the first position of the player from the second position of the object in the game space exceeds a threshold value or when at least one of the first position of the player and the second position of the object is outside the game space.

    3. The method according to claim 2, wherein positions on the display surface and in the game space are defined by a Cartesian coordinate system, wherein each of first, second, third, and fourth positions are defined by an x-coordinate, an y-coordinate, and a z-coordinate, and wherein the first and second deviations and the threshold value include a value for each of the x-coordinate, the y-coordinate, and the z-coordinate.

    4. The method of claim 3, wherein the value of the x-coordinate of the third and fourth positions is zero.

    5. The method of claim 1, wherein the physical gaming system includes at least one vital sign sensor, wherein dynamically adjusting the at least one of the degree of challenge and the fitness score comprises: continuously determining vital signs of the player with the at least one vital sign sensor; continuously determining a number of repeats of steps (b) to (h), and continuously adjusting the fitness score based on at least one of (1) the vital signs, (2) the first deviation of the fourth position of the impact site from the third position of the target field on the display surface, and (3) the number of repeats of steps (b) to (h).

    6. The method of claim 5, wherein the controller includes a memory, wherein the method further comprises storing a profile of the player in the memory, wherein the profile of the player includes the degree of challenge and the fitness score adjusted during the adjusting of the at least one of the degree of challenge and the fitness score, and wherein the degree of challenge and the fitness score for the player are set in step (a) based on the profile of the player.

    7. The method of claim 1, wherein the physical gaming system includes a user interface, wherein the method further comprises entering at least one of a desired degree of challenge and the fitness score via the user interface, and wherein the degree of challenge and the fitness score for the player are set in step (a) based on the desired degree of challenge and the fitness score entered via the user interface.

    8. The method of claim 5, wherein dynamically adjusting the at least one of the degree of challenge and the fitness score comprises: continuously determining a trajectory of the player, wherein the trajectory of the player includes at least one of (1) a direction of a motion of the player, (2) a speed of the motion of the player, and (3) an acceleration of the motion of the player in the game space; continuously determining a response time of the player, wherein the response time defines a time between a first hit of the object on the display surface and a subsequent second hit of the object on the display surface, and continuously adjusting the fitness score based on at least one of (1) the trajectory of the player, and (2) the response time of the player.

    9. The method of claim 3, wherein dynamically adjusting the at least one of the degree of challenge and the fitness score comprises: increasing the degree of challenge by increasing a difference between values of at least one of the y-coordinate and z-coordinate of the third position of the target field and at least one of the first position of the player and the second position of an object.

    10. The method of claim 3, wherein dynamically adjusting the at least one of the degree of challenge and the fitness score comprises: decreasing the degree of challenge by decreasing a difference between values of at least one of the y-coordinate and z-coordinate of the third position of the target field and at least one of the first position of the player and the second position of an object.

    11. The method according to claim 1, wherein the object is a ball, a medicine ball, or a frisbee, wherein the object has a weight, wherein the weight of the object is selected depending on the degree of challenge.

    12. The method according to claim 1, wherein the physical gaming system is configured such that a rebound sport, such as squash, tennis, volleyball, or American football can be played with the physical gaming system.

    13. The method according to claim 1, further comprising: (k) determining, by the acquisition system, a plurality of players; (l) setting the degree of challenge and the fitness score for each of the plurality of players; (m) determining, by the acquisition system, play positions in the game space, wherein the play positions include first positions of each of the plurality of players in the game space and second positions of a plurality of objects associated with the plurality of players, respectively, in the game space; (n) setting a plurality of object return positions based on the degree of challenge, the fitness score, and the play position of each of the plurality of players such that a collision between players of the plurality of players is avoided; (o) determining a plurality of target fields based on the plurality of object return positions, wherein the plurality of target fields are third positions on the display surface which the players of the plurality of players aim at when the players of the plurality of players play the plurality of objects toward the display surface; (p) displaying the plurality of target fields on the display surface; (q) detecting with the sensor system a plurality of impact sites on the display surface of the plurality of objects played by the plurality of players toward the display surface, wherein the plurality of impact sites are fourth positions on the display surface at which the plurality of objects hit the display surface; (r) determining a plurality of first deviations of the fourth positions of the plurality of impact sites from the third positions of the plurality of target fields on the display surface; (s) dynamically adjusting the at least one of the degree of challenge and the fitness score for each of the plurality of players thereby preventing the rebound sports game from being ended prematurely; and (t) repeating steps (m) to(s).

    14. The method according to claim 1, further comprising: determining, by the acquisition system an eye point position of an eye point of the player relative to the display surface, and adjusting a perspective of an image displayed on the display surface to the eye point position.

    15. The method according to claim 1, further comprising: determining, by the acquisition system, whether the object is played by a hand of the player or by a foot of the player.

    16. The method according to claim 1, further comprising: determining, by the acquisition system, whether the player is holding a racquet in a hand and whether the object was played by the racquet.

    17. The method according to claim 1, further comprising: determining, by the acquisition system, whether the object is played in accordance with a set of rules defined by the rebound sports game.

    18. A physical gaming system for controlling a game flow of a rebound sports game played with the physical gaming system through dynamic difficulty adjustment of a difficulty level of the rebound sports game, the physical gaming system comprising: a display surface; a display device configured to (a) display a target field on the display surface; a game space assigned to the display surface; a sensor system configured to (b) detect an impact site on the display surface of the object played by the player toward the display surface, wherein the impact site is a fourth position on the display surface at which the object hits the display surface; an acquisition system configured to (c) determine a play position in the game space, wherein the play position includes a first position of the player in the game space and a second position of an object in the game space; and a controller configured to: (d) set a degree of challenge and a fitness score for a player, wherein the degree of challenge corresponds to the difficulty level of the rebound sports game; (e) set an object return position based on the degree of challenge, the fitness score, and the play position; (f) determine a target field based on the object return position, wherein the target field is a third position on the display surface which the player aims at when the player plays the object toward the display surface; (g) determining a first deviation of the fourth position of the impact site from the third position of the target field on the display surface; (h) dynamically adjust the at least one of the degree of challenge and the fitness score such that a premature end of the rebound sports game is prevented; and (i) repeat steps (a) to (c) and (e) to (h).

    19. The physical gaming system of claim 18, wherein the display device is a projector configured to project an image onto the display surface, and wherein the sensor system is a camera.

    20. The physical gaming system of claim 18, wherein the display device is a touchscreen.

    Description

    BRIEF DESCRIPTION OF THE DRAWINGS

    [0055] The disclosure will now be described with reference to the drawings wherein:

    [0056] FIG. 1 shows a perspective view of a physical gaming system.

    [0057] FIG. 2 shows a first exemplary embodiment for a predetermined rule.

    [0058] FIG. 3 shows a second exemplary embodiment for the predetermined rule.

    [0059] FIG. 4 shows a third exemplary embodiment for the predetermined rule.

    [0060] FIG. 5 shows a flow chart of a method for controlling a game flow according to an exemplary embodiment of the disclosure.

    [0061] FIGS. 6A and 6B show a game play setting with a first degree of challenge.

    [0062] FIGS. 7A and 7B show a game play setting with a second degree of challenge.

    [0063] FIGS. 8A and 8B show an illustration of a determination of an accuracy of a hit of an object on the display screen.

    [0064] FIG. 9 shows an adjustment of the degree of challenge and/or the fitness score of a player based on a movement vector.

    [0065] FIG. 10 shows an illustration of a determination of an estimated object return location area.

    [0066] FIG. 11 shows a determination of a subsequent target field based on movement vector, an accuracy of a hit of an object on the display, and a speed of a ball.

    [0067] FIG. 12 shows another illustration of a determination of an estimated object return location area.

    DESCRIPTION OF EXEMPLARY EMBODIMENTS

    [0068] FIG. 1 shows a physical gaming system 1 according to an exemplary embodiment of the disclosure. The physical gaming system 1 includes a display surface 2, a game space 8 assigned to the display surface 2, a sensor system 3 configured to detect an impact site 11 on the display surface 2 of an object 6 played by the player toward the display surface 2. The impact site is a fourth position on the display surface 2 at which the object 6 hits the display surface 2. The physical gaming system 1 further includes an acquisition system 4 configured to detect a play position in the game space. The play position includes a first position 18 of a player 5 in the game space 8 and a second position 19 of an object 6 in the game space 8. In addition, the physical gaming system 1 includes a controller 15. The controller 15 is configured to set a degree of challenge and a fitness score for the player 5, wherein the degree of challenge corresponds to the difficulty level of the rebound sports game, set an object return position 12 based on the degree of challenge, the fitness score, and the play position, determine a target field 7 based on the object return position 12, wherein the target field 7 is a third position on the display surface which the player aims at when the player 5 plays the object 6 toward the display surface 2, determine a first deviation of the fourth position of the impact site from the third position of the target field on the display surface, and dynamically adjust the at least one of the degree of challenge and the fitness score such that a premature end of the rebound sports game is prevented.

    [0069] The physical gaming system 1 is configured to display the target field 7 on the display surface 2 and to determine whether the impact site 11 lies in the target field 7. The game space 8 can be adjacent to the display surface 2. The controller 15 can be a personal computer and/or a server. The controller can be configured to determine whether the impact site lies in the target field 7. It is alternatively conceivable that the physical gaming system 1 includes a further controller (not shown) configured to determine whether the impact site 11 lies in the target field 7. The further controller can also be a personal computer and/or a server. The object can be a flying object. For this purpose, the object 6 can be a ball, a medicine ball or a frisbee. The physical gaming system 1 can include the object 6. It is conceivable that the object return position 12 extends from a lower end to an upper end of the game space 8. It is also conceivable that the object return position 12 only extends in a part of the extent of the full height of the game space 8.

    [0070] An exemplary Cartesian coordinate system with an x-axis, a y-axis and a z-axis, each of which is arranged perpendicularly to one another, is shown in FIG. 1. The x-axis and the y-axis are arranged horizontally, and the z-axis is arranged vertically. The normal to the display surface 2 is arranged parallel to the x-axis.

    [0071] FIG. 1 shows that the acquisition system 4 can, for example, be arranged at an upper end of the display surface 2. It is conceivable that the acquisition system 4 includes a depth camera. The depth camera is configured to record a two-dimensional or three-dimensional image of the game space 8, wherein each image point of the two-dimensional or three-dimensional image represents a distance value. The distance value can, for example, be the distance of a position of the object 6 and/or of the player 5 from the depth camera. The depth camera can, for example, be configured to determine the distance with a time-of-flight measurement of an electromagnetic pulse.

    [0072] Alternatively or in addition, the acquisition system 4 can include a laser scanner and/or a touch-sensitive floor 13. The laser scanner can also be configured to determine a distance of a position of the object 6 and/or of the player 5 from the laser scanner. The touch-sensitive floor 13 can bound the game space 8 at its lower end and be configured to determine the position of the object 6 and/or of the player 5 through their contact with the touch-sensitive floor 13.

    [0073] The physical gaming system 1 can include a projector 16 configured to project the target field 7 onto the display surface 2. Alternatively, the physical gaming system 1 can include a screen that includes the display surface 2.

    [0074] The object 6 can be a real object. It is furthermore conceivable that the object 6 is a virtual object.

    [0075] According to a first exemplary embodiment of the sensor system 3, the sensor system 3 can include a first row of photoelectric sensors arranged in parallel that is configured to determine a y-coordinate, belonging to the y-axis shown in FIG. 1, of the impact site 11. The sensor system 3 can include a camera 17 configured to determine a z-coordinate, belonging to the z-axis shown in FIG. 1, of the impact site 11. The camera can be configured to use the speed and the direction of the object 6 before and after bouncing back from the impact site 11 to determine the z-coordinate. As an alternative to the camera 17, the sensor system 3 can include a second row of photoelectric sensors arranged in parallel and configured to determine the z-coordinate of the impact site 11. According to the first exemplary embodiment, the object 6 is the real object.

    [0076] According to a second exemplary embodiment of the sensor system 3, the sensor system 3 includes a camera configured to determine a y-coordinate, belonging to the y-axis shown in FIG. 1, and a z-coordinate, belonging to the z-axis shown in FIG. 1, of the impact site 11. According to the second exemplary embodiment, the object 6 is the real object.

    [0077] According to a third exemplary embodiment of the sensor system 3, the physical gaming system 1 includes the screen, which is implemented as a touchscreen 15 and thus forms at least a part of the sensor system 3. The touchscreen 15 can be configured to determine a y-coordinate, belonging to the y-axis shown in FIG. 1, and a z-coordinate, belonging to the z-axis shown in FIG. 1, of the impact site 11. According to the third exemplary embodiment, the object is the real object.

    [0078] According to a fourth exemplary embodiment of the sensor system 3, the sensor system 3 can at least partially be formed by the acquisition system 4, and the sensor system 3 can be configured to derive the impact site from the position 18 and/or a movement of a player 5. A stroke with a tennis racquet can, for example, be simulated for this purpose from an arm movement of the player 5. According to the fourth exemplary embodiment, the object is a virtual object.

    [0079] FIGS. 2 to 4 show that the controller 15 can be configured to determine an object return position 12 arranged in the game space 8 on the basis of a predetermined rule, the position 19 of the object, the object return position 12, and a ballistic model of the object 6, to determine the target field 7 such that when the player 5 plays the object 6 towards the target field 7, the object 6 enters the object return position 12 after bouncing back from the display surface 2. For this purpose, the controller 15 can be configured to determine a target point 9 representative for the object return position 12, to calculate, with the ballistic model, a trajectory 10 of the object 6 extending from the position of the object 6 via the display surface 2 to the target point 9, and to determine the target field 7 about an intersection point 14 of the trajectory 10 on the display surface 2. The controller 15 can be configured as a client-controller, with which the predetermined rule can be entered into the controller 15 and/or manipulated remotely, in particular via the server.

    [0080] To determine the trajectory 10, the acquisition system 4 can be configured to determine the position of the object 6. In the alternative case in which the acquisition system 4 is not configured to determine the position of the object 6, the controller 15 can be configured to determine the position 19 of the object 6 depending on the position 18 of the player 5. It is, for example, conceivable that the controller 15 is configured to equate the position 19 of the object 6 to the position 18 of the player 5. It is alternatively conceivable that the controller 15 can be configured to determine the position of the object 6 in accordance with a predetermined calculation rule at a position other than the position 18 of the player 5. It is conceivable that the acquisition system 4 is configured to distinguish whether the player 5 is holding a racquet in a forehand or in a backhand, and that the predetermined calculation rule is different according to whether the player 5 is holding the racquet in the forehand or in the backhand.

    [0081] It is conceivable that the ballistic model describes a force-free movement of the object 6. It is conceivable here that the controller 15 is configured to determine the trajectory 10 without using a speed of the object 6. Alternatively, it is conceivable that the ballistic model takes occurring forces into consideration in the calculation of the trajectory 10. It is conceivable that the controller 15 is configured to take a speed of the object 6 into consideration. It is conceivable that the ballistic model includes an initial speed for the object 6 at the position 19 of the object 6, or a final speed for the object 6 at the target point 9. To take the occurring forces into consideration, the ballistic model can include an acceleration due to gravity, take an air friction resistance into consideration and/or take an energy loss of the kinetic energy of the object 6 due to the bouncing-back from the display surface 2 into consideration.

    [0082] Three exemplary embodiments for the predetermined rule are shown in FIGS. 2 to 4, wherein the predetermined rule according to FIG. 2 relates to a rebound sports game in which only one of the players 5 is located in the game space 8, the predetermined rule according to FIG. 3 relates to a game in which precisely two of the players 5, 5 are located in the game space 8, and the predetermined rule according to FIG. 4 relates to a game in which precisely two of the players 5, 5 or more than two of the players 5, 5, 5 are located in the game space 8. According to FIG. 3, the game is played by the players 5, 5, 5 with one another and with only one object 6, whereas according to FIG. 4, the game is played by players 5, 5, 5 next to one another with one respective object 6 for each of the players 5, 5, 5.

    [0083] For the exemplary embodiment shown to FIG. 2, the target field 7 is selected such that a straight line that runs parallel to the x-axis and through the intersection point 14 runs next to the player 5. As a result, after the player 5 has played the object 6 into the target field 7, he must move in order to subsequently reach the object 6 again. It is alternatively conceivable that a straight line that runs parallel to the x-axis and through the intersection point 14 meets the player 5. It is conceivable that a plurality of the predetermined rules are stored in the controller 15, each of which has a different degree of difficulty for the player 5 when playing with the physical gaming system 1. Thus, for example, as the degree of difficulty increases, the distance from the position to the object return position 12 can be chosen to be longer and longer.

    [0084] In the exemplary embodiment shown to FIG. 3, the acquisition system 2 is configured to determine the positions of two of the players, namely a first player 5 and a second player 5. In addition, the controller 15 is configured to determine the object return position 12 using the positions of the first player 5 and of the second player 5. The first player 5 plays the object 6 at the display surface, and the second player 5 should reach the object 6. The object return position 12 can now be selected such that the object return position 12 is arranged at the side of the second player 5 that faces away from the first player 5. The second player 5 must therefore move away from the first player 5 in order to reach the object 6. It is alternatively conceivable that the object return position 12 is arranged at the position of the second player 5. The second player 5 can therefore concentrate on playing the object 6. It is also conceivable that the object return position 12 is arranged between the first player 5 and the second player 5. The second player 5 must therefore move towards the first player 5 in order to reach the object 6. It is also conceivable that according to the predetermined rule, in a sequence of game plays, there is an alternation between the object return position 12 that is arranged on the side of the second player 5 that faces away from the first player 5, the object return position 12 that is arranged at the position of the second player 5, and/or the object return position 12 that is arranged between the first player 5 and the second player 5. It is conceivable that a plurality of the predetermined rules are stored in the controller 15, each of which has a different degree of difficulty for the second player 5 when playing with the physical gaming system 1. Thus, for example, as the degree of difficulty increases, the distance of the object return position 12 from the position of the second player 5 can be chosen to be longer and longer.

    [0085] In the exemplary embodiment shown to FIG. 3, the acquisition system 4 is configured to determine the positions of at least two of the players 5, 5, 5. In addition, the controller 15 is configured to determine a object return position 12 for each of the players 5, 5, 5 using the positions in each case. The object return position 12 of each of the players 5, 5, 5 can be determined in such a way that the object return position 12 is arranged between the players 5, 5, 5 belonging to the object return position 12 and his neighboring players 5, 5, 5, or, in the case in which the player 5 only has one neighboring player 5, is arranged on the side of the player 5 facing away from the neighboring player 5. It is conceivable that a plurality of the predetermined rules are stored in the controller 15, each of which has a different degree of difficulty for the players 5, 5, 5 when playing with the physical gaming system 1. Thus, for example, as the degree of difficulty increases, the distance from the position to the object return position 12 can be chosen to be longer and longer.

    [0086] The acquisition system 4 can be configured to determine the number of players 5. Another of the predetermined rules or another set of the predetermined rules can, moreover, be stored in the controller 15 for each number of players 5 in each case. For example, the predetermined rules or the sets of the predetermined rules can be the predetermined rules described for FIGS. 2 to 4.

    [0087] The acquisition system can be configured to determine an eye point position of an eye point of the player 5 in the part of the game space 8 and to adjust the perspective of an image displayed on the display surface 2 to the eye point position. For this purpose, the acquisition system 4 can for example be configured to determine the position of both eyes of the player 5 and to determine the eye point position as the center point of the positions of both eyes. Equally, the acquisition system can, for example, be configured to detect the head and to determine the eye point position, for example, as the center point of the head or as the center point of a surface that is located at the end of the head that is facing the display surface.

    [0088] The acquisition system 4 can be configured to recognize whether the object 6 was played by a hand of the player 5 or by a foot of the player 5. The acquisition system 4 can also be configured to recognize whether the player 5 is holding a racquet in the hand and, in particular, whether the object 6 was played by the racquet. The acquisition system 4 can, moreover, be configured to recognize whether the object 6 was played in accordance with a set of rules belonging to the physical gaming system 1.

    [0089] It is conceivable that the physical gaming system 1 is configured such that a rebound sport, in particular squash, tennis, a shooting sport, in particular archery, or American football can be played with the physical gaming system 1.

    [0090] FIG. 5 shows a flow chart of a method 500 for controlling a game flow of a rebound sports game played with a physical gaming system through dynamic difficulty adjustment of a difficulty level of the rebound sports game according to an exemplary embodiment of the disclosure. The physical gaming system 1 is shown in FIG. 1 and includes a display surface 1, a game space 8 assigned to the display surface 2, a sensor system 3, an acquisition system 4, and a controller 15. The method 500 begins at 501 at which a degree of challenge and a fitness score for a player are set. The degree of challenge corresponds to the difficulty level of the rebound sports game. The method continues to step 505 at which a play position in the game space 8 is determined by the acquisition system 4. The play position includes a first position 18 of the player 5 in the game space 8 and a second position 19 of an object 6 in the game space 8. At step 515, a deviation of the first position 18 of the player 5 from the second position 19 of the object 6 in the game space 8 is determined. When the deviation exceeds a threshold value or when at least one of the first position of the player and the second position of the object is outside the game space, the method 500 moves to step 520 at which the rebound sports game ends.

    [0091] When it is determined at step 515 that the deviation does not exceed the threshold value, the method continues to step 525 at which an object return position 12 is set based on the degree of challenge, the fitness score for the player 5 and the play position. At step 530, a target field 7 is determined. Various factors are taken into consideration for the determination of the target field 7, including the object return position 12, the degree of challenge and the fitness score of the player 5. The target field 7 is a third position on the display surface 2 which the player 5 aims at when the player 5 plays the object 6 toward the display surface 2. At step 535, the target field 7 is displayed on the display surface 2, and at step 540, an impact site 11 on the display surface 2 of the object 6 played by the player 6 toward the display surface 2 is detected with the sensor system 3. The impact site is a fourth position on the display surface 2 at which the object 6 hits the display surface 2. At step 545, a first deviation of the fourth position of the impact site 11 from the third position of the target field 7 on the display surface is determined, and at step 550, at least one of the degree of challenge and the fitness score are dynamically adjusted such that a premature end of the rebound sports game is prevented. Subsequently, the method continues back to step 505 and steps 505 to 550 are repeated.

    [0092] FIGS. 6A and 6B show a game play setting with a first degree of challenge. In the exemplary embodiment shown in FIG. 6A, before the first hit by player 5, the position of the target field 7, which is displayed on the display surface 2, is adjusted to the position 18 of the player 5. As shown in FIG. 6A, the y-coordinate of the position of the target field 7 is equal to or corresponds to the y-coordinate of the position 18 of the player 5. Thereby, the degree of challenge is set and in the exemplary embodiment shown in FIG. 6A, corresponds to an easy difficulty level of the rebound sports game. As a result, the object 6 (not shown) when played by the player 5 towards the target field 7 bounces back from the display surface 2 to the position 18 of the player 5 and the object 6 can be easily caught by player 5. When the player 5 moves to a different position 18, as shown in FIG. 6B, the target field 7 moves with the position 18 of the player 5, and the object 6 (not shown) which bounces back again from the display surface 2 to the new position 18 of the player 5 and the object 6 can again be easily caught by player 5.

    [0093] The position of the target field 7, which is displayed on the display surface 2 before the first hit by player 5 can be set based on a profile of the player 5 which can be stored in a memory of the controller 15. The profile of the player 5 may include a degree of challenge and a fitness score which may have been determined and stored previously.

    [0094] FIGS. 7A and 7B show a game play setting with a second degree of challenge. As shown in FIGS. 7A and 7B, the y-coordinate of the position of the target field 7 is slightly offset from the y-coordinate of the position 18 of the player 5 and the offset direction is changed such that the bouncing object 6 always lands within the playing area in the game space 8. After bouncing back from the display surface 2, the object 6 can only be reached by the player 5 by changing the player's position 18 within the playing area. By changing the offset of the y-coordinate of the position of the target field 7 from the y-coordinate of the position 18 of the player 5, the difficulty level of the of the rebound sports game can be varied. An increase/decrease of the offset results in an increase/decrease of the difficulty level. In addition, the difficulty level can be increased/decreased by changing the offset of the z-coordinate of the position of the target field 7 from the z-coordinate of the position 18 of the player 5, or by changing both, the offsets of the y-coordinate and the z-coordinate of the position of the target field 7 from the y-coordinate and the z-coordinate of the position 18 of the player 5. These measures can also be taken for multiple players in a scenario described with regard to FIG. 4.

    [0095] FIGS. 8A and 8B show an illustration of a determination of an accuracy of a hit of an object 6 on the display surface 2. With the first detection of a hit of the object 6 on the display surface 2 on the impact site 11, the player's accuracy can be measured and used to dynamically change the offset position of the target field 7 during the rebound sports game. An estimated object return location area 20 can be defined in which the object return location 12 is located, and to which the player has to move to reach the rebounding object 6. This area depends on an accuracy of the hit, i.e., the deviation of the position of the impact site 11 from the position of the target field 7 on the display surface 2.

    [0096] FIG. 9 shows an adjustment of the degree of challenge and/or the fitness score of a player 5 based on a movement vector 21. As shown in FIG. 21, a new target field 7 can be set considering the player's movement vector or trajectory 21 and the accuracy, such that the object 6 hitting the new target field 7 at a new impact site 11 and originating from an estimated player position 18 is most likely to bounce back into the playing area and be retrievable by the player 5. The movement vector or trajectory 21 of the player includes at least one of a direction of a motion of the player 5, a speed of the motion of the player 5, and an acceleration of the motion of the player 5 in the game space. As shown in FIG. 10, the subsequent impact detection in a subsequent impact site 11 on the display surface 2 can be used to measure and fine-tune a player's accuracy data set and influence the offset position of the subsequently displayed target field 7. An estimated object return location area 20 can be defined to which the player will move to reach the rebounding object 6. Now an average object speed can be measured based on the time since the first impact and used for adjusting the degree of challenge and the fitness score of the player 5, and ultimately for further adjustment of the pre-calculated game progress. Since the measurements are performed dynamically, the difficulty level can be adjusted dynamically such that a premature end of the rebound sports game is prevented. The adjusting may include preventing certain movements of the player by blocking predefined game rules depending on the dynamically adjusted degree of challenge and the fitness score. Since the degree of challenge and the fitness score are dynamically adjusted, and predefined game rules are blocked in real time, the rebound sports game is made more stable and efficient.

    [0097] A premature end of the rebound sports game may also result from a player 5 being under the impression of being overwhelmed or underchallenged because the difficulty level of the rebound sports game is too high or too low. By dynamically adjusting the degree of challenge and/or the fitness score of the player and by blocking predefined game rules in real time which would result in an unfavorable impression of the player of being overwhelmed or underchallenged, it can be avoided that the player herself/himself ends the game so that the goal of the rebound sports game cannot be achieved. As a result, the rebound sports game is further made more stable and efficient in terms of goal achievement and cancellation resistance.

    [0098] An example of how a new estimated object return location 20 is determined with reference to the player's movement vector 21, the accuracy, and the speed of the object 6 is shown in FIG. 10. FIG. 11 shows a determination of a subsequent target field 7 based on a different movement vector 21, an accuracy of a hit of an object 6 on the display surface 2, and a speed of an object 6. FIG. 11 shows another example in which the process repeats itself and is dynamically adjusted in real time during the game to achieve, for example, a consistently higher level of difficulty or phases with more relaxing and more challenging gameplay.

    [0099] It is understood that the foregoing description is that of the exemplary embodiments of the disclosure and that various changes and modifications may be made thereto without departing from the spirit and scope of the disclosure as defined in the appended claims.

    LIST OF REFERENCE NUMERALS

    [0100] 1 Physical gaming system [0101] 2 Display surface [0102] 3 Sensor system [0103] 4 Acquisition system [0104] 5 Player [0105] 6 Object [0106] 7 Target field [0107] 8 Game space [0108] 9 Target point [0109] 10 Trajectory [0110] 11 Impact site [0111] 12 Object return position [0112] 13 Floor [0113] 14 Intersection point [0114] 15 Touchscreen [0115] 16 Projector [0116] 17 Camera [0117] 18 First position of the player [0118] 19 Second position of the player [0119] 20 Estimated object return location area [0120] 21 Movement vector