U.S. patent application number 10/362376 was filed with the patent office on 2004-04-15 for multiuser electronic platform-screen, in particular for games, and method for controlling clerance for executing programmes such as games.
Invention is credited to Madigou, Fabrice, Palombo, Albert, Woivre, Jean-Claude.
Application Number | 20040070625 10/362376 |
Document ID | / |
Family ID | 8854100 |
Filed Date | 2004-04-15 |
United States Patent
Application |
20040070625 |
Kind Code |
A1 |
Palombo, Albert ; et
al. |
April 15, 2004 |
Multiuser electronic platform-screen, in particular for games, and
method for controlling clerance for executing programmes such as
games
Abstract
The invention concerns an electronic platform-screen comprising
(a) a globally flat case (200); electronic processing, storage and
interface means housed in the case; (c) a flat screen display (110)
arranged at an upper surface (202) of the case; and (d) a plurality
of user-interface elements (300) for several users, distributed
around the display screen and connected to the interface means
housed in the case. The invention also concerns a method for
controlling clearance for executing downloaded programmes such as
games. The invention is applicable in particular to electronic
games involving several players.
Inventors: |
Palombo, Albert;
(Versailles, FR) ; Woivre, Jean-Claude;
(Guyancourt, FR) ; Madigou, Fabrice; (Andresy,
FR) |
Correspondence
Address: |
Blakely Sokoloff Taylor & Zafman
7th Floor
12400 Wilshire Boulevard
Los Angeles
CA
90025-1026
US
|
Family ID: |
8854100 |
Appl. No.: |
10/362376 |
Filed: |
June 23, 2003 |
PCT Filed: |
September 7, 2001 |
PCT NO: |
PCT/FR01/02784 |
Current U.S.
Class: |
715/782 ;
463/32 |
Current CPC
Class: |
A63F 2300/206 20130101;
A63F 13/90 20140902; A63F 13/08 20130101; A63F 13/843 20140902;
A63F 13/21 20140901; A63F 2300/552 20130101; A63F 2300/201
20130101; A63F 2300/407 20130101; A63F 13/12 20130101; A63F
2300/8088 20130101; A63F 13/2145 20140902; A63F 2300/1075 20130101;
A63F 13/218 20140902 |
Class at
Publication: |
345/782 ;
463/032 |
International
Class: |
A63F 009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Sep 8, 2000 |
FR |
00/11462 |
Claims
1. An electronic multiuser screen platform, especially for
electronic games, characterized in that it comprises: a generally
flat casing (200), electronic (10) processing (100), storage (102,
104, 116) and interface (114) means housed in the casing, a flat
display screen (110) provided on an upper surface (202) of the
casing, and a plurality of user interface elements (300) for
several users, distributed around the display screen and connected
to the electronic interface means (114) housed in the casing.
2. The screen platform as claimed in claim 1, characterized in that
the casing (200) has a generally rectangular shape, with user
interface elements (300) on its four sides.
3. The screen platform as claimed in claim 2, characterized in that
one or two sets of user interface elements (300) for one or two
users, respectively, are provided on each side.
4. The screen platform as claimed in one of claims 1 to 3,
characterized in that the sets of user interface elements comprise
joysticks (300) which are separate from the casing.
5. The screen platform as claimed in claim 4, characterized in that
the joysticks (300) are connected to the electronic interface means
via cables (304) and separable connectors (302) on each side of the
casing.
6. The screen platform as claimed in claim 4, characterized in that
the joysticks (300) are connected to the electronic interface means
via a wireless link such as an infrared link.
7. The screen platform as claimed in either of claims 5 and 6,
characterized in that a plurality of housings (230) for the
joysticks (300) are provided on the periphery of the casing.
8. The screen platform as claimed in claim 7, characterized in that
each joystick (300) can be used just as well in its housing as
outside thereof.
9. The screen platform as claimed in one of claims 1 to 3,
characterized in that the sets of user interface elements (300) are
integrated into the casing, in a peripheral region thereof.
10. The screen platform as claimed in one of claims 1 to 9,
characterized in that each set of user interface elements comprises
a miniature display screen (314) and a set of control buttons
(310).
11. The screen platform as claimed in claim 10, characterized in
that each set of user interface elements (300) further comprises a
member (312) for moving a cursor on the miniature display screen
(314).
12. The screen platform as claimed in one of claims 1 to 11,
characterized in that it further comprises at least one loudspeaker
(120) for sound reproduction.
13. The screen platform as claimed in one of claims 1 to 12,
characterized in that each set of user interface elements (300)
comprises movement means (310) acting on at least one display
element displayed by the display screen, and in that the way in
which said movement means act depends on the side of the casing
from which the set of user interface elements can be used.
14. The screen platform as claimed in claim 13 taken in combination
with one of claims 4 to 8, characterized in that a code is provided
for each joystick (300) according to which side of the casing said
joystick can be used and/or the position of said joystick.
15. The screen platform as claimed in one of claims 1 to 14,
characterized in that it has a connector (214, 216) for downloading
games programs.
16. The screen platform as claimed in one of claims 1 to 15,
characterized in that the casing (200) has layouts for maintaining
a vertical position.
17. The screen platform as claimed in one of claims 1 to 16,
characterized in that it further comprises a touch-sensitive
detection device (111) superimposed on the screen (110).
18. The screen platform as claimed in one of claims 1 to 17,
characterized in that it further comprises a rechargeable battery
as its electrical power supply.
19. The screen platform as claimed in one of the preceding claims,
characterized in that it comprises display control means capable of
altering the orientation of the display on the flat screen (110),
especially so as to adapt said orientation to a particular
player.
20. A method of checking the authorization of a user to execute a
program on a computer system, and especially a game on a computer
game platform comprising a device for reading portable storage
objects, characterized in that it comprises the following steps:
providing the user with a portable object (118) capable of
containing an unmodifiable program identifier in a first memory
zone, establishing a connection with a server via a computer
network, verifying (507, 508) the presence of a program identifier
in the memory of the portable object using the read device,
transmitting the identifier to the server, and downloading (509)
the program corresponding to said identifier from the server to the
computer system.
21. The method as claimed in claim 20, characterized in that the
computer system comprises an unmodifiable memory zone containing a
unique identifier for said system, and in that the portable object
also comprises a second unmodifiable memory zone capable of
containing a computer system identifier.
22. The method as claimed in claim 21, characterized in that it
also comprises the steps consisting in: comparing (405) the system
identifier stored in the system with the system identifier stored
in the portable object, and when these correspond, authorizing the
execution of the program.
23. The method as claimed in either of claims 21 and 22,
characterized in that it also comprises the following steps: on
each interaction between a portable object and the read device,
determining (403) whether the second memory zone of said portable
object contains a system identifier, and when this is not the case,
writing (404) into said second memory region the identifier of the
system to which the read device belongs.
24. The method as claimed in claim 23, characterized in that it
further comprises the step consisting, at server level, in
recording said system identifier in a database.
25. The method as claimed in one of claims 21 to 24, characterized
in that it also comprises the following steps: during each
transaction between the computer system and the server, determining
(503) whether the second memory zone of a portable object
interacting with the read device of said system contains a system
identifier corresponding to an identifier recorded in the database
of the server, and when this is not the case, abandoning the
transaction.
26. The method as claimed in one of claims 20 to 25, characterized
in that it further comprises the following steps: attaching a
number combining a system identifier and a program identifier to a
program to be downloaded, in the system receiving the program,
calculating (603) a number combining, in the same way, the
identifier of the system in question and the program identifier
stored in the portable object, and comparing (604) the number
attached to the downloaded program with the number calculated in
the system.
Description
[0001] The present invention relates in general to electronic game
apparatuses.
[0002] At present, two major categories of hardware for electronic
games are known.
[0003] The first is formed by the dedicated "game consoles",
comprising a central processing unit, to the input of which are
connected one or more game "joysticks", and to the output of which
is connected a cathode-ray tube television set.
[0004] The second comprises conventional computer systems, for
example of the personal computer type, which execute specific game
programs. In this case, the display is produced by the monitor
belonging to the computer.
[0005] In both cases, one or more input interfaces, of the button
joystick, mouse, joystick, etc. type, can be connected to the
apparatus, depending on the game played.
[0006] However, these two major families of apparatuses have
several drawbacks. Firstly, in order to play a game with several
people, each person has to sit in front of the monitor, either with
his own joystick, or sharing a single input interface such as a
mouse, all the players facing the screen at some distance therefrom
in order to enjoy appropriate visual comfort. It will be understood
that this is not user-friendly.
[0007] Furthermore, the existing apparatuses require a display
screen of large height and weight and a suitable support (table,
desk, etc.) therefor, and it is not always easy to bring several
players together in front of the same screen.
[0008] Consequently, it is observed that board games, especially
because of the presence of a game board on which several players
can carry out various types of action, have not yet been able to
benefit from the new technologies, and at present still remain
completely "physical", as opposed to "electronic". A consequence of
this is that the users have to acquire and deploy a new physical
game environment each time they desire to play a new game.
[0009] The present invention aims to mitigate these limitations in
the prior art and to propose a novel electronic screen platform,
especially for collective games such as board games or others, the
input and output interfaces of which can be clearly allocated to
the various players, and which has a user-friendliness which is far
better than that of existing electronic game apparatuses.
[0010] More generally, an object of the present invention is
therefore to offer a novel way of developing board games by
enabling them to benefit from the new technologies.
[0011] Thus the present invention proposes an electronic multiuser
screen platform, especially for electronic games, characterized in
that it comprises:
[0012] a generally flat casing,
[0013] electronic processing, storage and interface means housed in
the casing,
[0014] a flat display screen provided on an upper surface of the
casing, and
[0015] a plurality of user interface elements for several users,
distributed around the display screen and connected to the
electronic interface means housed in the casing.
[0016] Some preferred, but nonlimiting aspects of the screen
platform according to the invention are as follows:
[0017] The casing has a generally rectangular shape, with user
interface elements on its four sides.
[0018] One or two sets of user interface elements for one or two
users, respectively, are provided on each side.
[0019] The sets of user interface elements comprise joysticks which
are separate from the casing.
[0020] The joysticks are connected to the electronic interface
means via cables and separable connectors on each side of the
casing.
[0021] The joysticks are connected to the electronic interface
means via a wireless link such as an infrared link.
[0022] A plurality of housings for the joysticks are provided at
the periphery of the casing.
[0023] Each joystick can be used just as well in its housing as
outside thereof.
[0024] The sets of user interface elements are integrated into the
casing, in a peripheral region thereof.
[0025] Each set of user interface elements comprises a miniature
display screen and a set of control buttons.
[0026] Each set of user interface elements further comprises a
member for moving a cursor on the miniature display screen.
[0027] The screen platform further comprises at least one
loudspeaker for sound reproduction.
[0028] Each set of user interface elements comprises movement means
acting on at least one display element displayed by the display
screen, while the way in which said movement means act depends on
the side of the casing from which the set of user interface
elements can be used.
[0029] A code is provided for each joystick according to which side
of the casing said joystick can be used and/or the position of said
joystick.
[0030] The screen platform has a connector for downloading games
programs.
[0031] The casing has layouts for maintaining a vertical
position.
[0032] The screen platform further comprises a touch-sensitive
detection device superimposed on the screen.
[0033] The screen platform further comprises a rechargeable battery
as its electrical power supply.
[0034] The screen platform comprises display control means capable
of altering the orientation of the display on the flat screen,
especially so as to adapt said orientation to a particular
player.
[0035] According to another aspect, the present invention proposes
a method of checking the authorization of a user to execute a
program on a computer system, and especially a game on a computer
game platform comprising a device for reading portable storage
objects, characterized in that it comprises the following
steps:
[0036] providing the user with a portable object capable of
containing an unmodifiable program identifier in a first memory
zone,
[0037] establishing a connection with a server via a computer
network,
[0038] verifying the presence of a program identifier in the memory
of the portable object using the read device,
[0039] transmitting the identifier to the server, and
[0040] downloading the program corresponding to said identifier
from the server to the computer system.
[0041] Preferred, but nonlimiting aspects of this method are as
follows:
[0042] the computer system comprises an unmodifiable memory zone
containing a unique identifier for said system, and in that the
portable object also comprises a second unmodifiable memory zone
capable of containing a computer system identifier.
[0043] The method also comprises the steps consisting in:
[0044] comparing the system identifier stored in the system with
the system identifier stored in the portable object, and when these
correspond, authorizing the execution of the program.
[0045] The method also comprises the following steps:
[0046] on each interaction between a portable object and the read
device, determining whether the second memory zone of said portable
object contains a system identifier, and
[0047] when this is not the case, writing into said second memory
region the identifier of the system to which the read device
belongs.
[0048] The method further comprises the step consisting, at server
level, in recording said system identifier in a database.
[0049] The method also comprises the following steps:
[0050] during each transaction between the computer system and the
server, determining whether the second memory zone of a portable
object interacting with the read device of said system contains a
system identifier corresponding to an identifier recorded in the
database of the server, and
[0051] when this is not the case, abandoning the transaction.
[0052] The method further comprises the following steps:
[0053] attaching a number combining a system identifier and a
program identifier to a program to be downloaded,
[0054] in the system receiving the program, calculating a number
combining, in the same way, the identifier of the system in
question and the program identifier stored in the portable object,
and
[0055] comparing the number attached to the downloaded program with
the number calculated in the system.
[0056] Other aspects aims and advantages of the present invention
will become more clearly apparent on reading the following detailed
description of preferred embodiments thereof, given by way of
nonlimiting example and made with reference to the appended
drawings, in which:
[0057] FIG. 1 illustrates schematically the electronic architecture
of a screen platform according to the invention,
[0058] FIG. 2 illustrates, in top view, the casing of the screen
platform and its various user interfaces (input and output),
[0059] FIGS. 3 and 4 are two side views of the casing of
[0060] FIG. 2,
[0061] FIGS. 5 and 6 are detailed top and side views, respectively,
of a user interface,
[0062] FIG. 7 is a top view of the casing of another embodiment of
a screen platform according to the invention,
[0063] FIG. 8 is a side view of the casing of FIG. 7, and
[0064] FIG. 9 is a partial perspective view of a particular layout
of the casing of a screen platform according to the invention.
[0065] FIG. 10 is a logic diagram of an authentication procedure
which can be used in the screen platform of the preceding
figures,
[0066] FIG. 11 is a logic diagram of a procedure for connecting to
a server from which games which can be executed on the screen
platform of the preceding figures can be downloaded,
[0067] FIG. 12 is a logic diagram of a procedure for launching a
game downloaded using the preceding procedure.
[0068] With reference first of all to FIG. 1, an electronic screen
platform according to the invention preferably comprises a standard
electronic card 10 housing a microprocessor 100, random access and
read-only memories 102 and 104, sound processing circuits 106
(specialized chip) reproducing sounds over loudspeakers 120 or
other transducers described further on, a video circuit 108 for
driving a flat display screen 110, and a modem 112 and a network
interface (Ethernet or another) 113 connected via input/output
circuits 114.
[0069] The flat screen 110 can be made using the conventional
technologies (active-matrix liquid crystals, luminescent polymers
or organic materials, etc.).
[0070] Advantageously, the read-only memory 104 is in the form of
one or more interchangeable casings, so as to allow certain
software components (BIOS, etc.) resident in the screen platform to
be updated.
[0071] Furthermore, a mass storage unit 116, such as a hard disk, a
flash memory, etc. is provided for storing applications and
associated files (especially saved files for parameters, etc. in
the case of games).
[0072] The input/output circuits 114 comprise a set of input/output
controllers defining a number of preferably standardized connection
ports Pn, (universal serial bus USB ports, infrared ports,
etc.).
[0073] Joysticks are intended to be connected to these ports as
will be described in detail below.
[0074] Other peripheral equipment, such as a CD-ROM or digital
versatile disk (DVD) reader, a chip card reader (memory,
microprocessor, etc.) denoted by the reference 115 (the chip card
itself being denoted by the reference 118), microphone socket,
headphones socket, etc may also be associated with, or if necessary
integrated in, this central processing unit in a manner known per
se.
[0075] A number of functionalities which can be implemented when
the platform comprises a chip card reader will be detailed
below.
[0076] Furthermore, it is advantageous for the flat screen to
integrate a touch-sensitive detection system 111 superimposed onto
the screen 110, using a suitable interface (not shown), for
entering commands by hand, in a manner known per se.
[0077] The electrical power supply for the assembly is provided
either by an integrated supply unit, or by an external supply unit,
in which case the screen platform may have a rechargeable battery
enabling it to be used without connecting it to the mains.
[0078] Thus, unlike the conventional game systems (desk computer or
dedicated console), an independent multiuser game screen platform
is obtained, which makes it possible to play in the train, in the
car, outdoors, etc.
[0079] With reference now to FIGS. 2 to 4, the screen platform
comprises a generally rectangular flat casing 200, with a thickness
typically of a few centimeters and a length and a width of a few
tens of centimeters.
[0080] The majority of the upper surface of the casing 202 is
occupied by an opening 202a receiving the display screen 110,
covered as necessary with its touch-sensitive panel 110 using
technologies known per se.
[0081] Four miniature loudspeakers 120 are provided at the four
corners of the upper surface 202, on the periphery of the screen
110.
[0082] The four sides 204a, 204d of the casing 200 each have two
connectors, respectively 206a-208a to 206d-208d connected to the
aforementioned input/output controllers 114 and intended to receive
complementary connectors 302 provided on leads 304 each belonging
to a joystick 300.
[0083] With reference most particularly to FIGS. 5 and 6, each
joystick comprises an assembly of thumbwheel buttons and/or control
levers (in this case six control buttons 310 and one control
thumbwheel 312), a liquid-crystal display screen 314 (of
alphanumeric type with, for example, 2 to 4 lines of 80 to 120
characters or graphical), the assembly being connected to an
internal integral electronic card (not shown), for example in the
form of a suitably programmed standard microcontroller, the
input/output encoding/decoding circuits and the circuits
communicating with the central processing unit 100, 200 via the
connection 302, 304.
[0084] The six buttons comprise, for example, a validation button
and a cancel button to the left, and four movement buttons (up,
down, left, right) to the right. Furthermore, the thumbwheel 312 is
advantageously used to move a text cursor over the display 314 so
as, for example, to carry out selections which will be validated
for example using the validation button.
[0085] Advantageously, the connection between the joysticks and the
central processing unit is made according to the USB (Universal
Serial Bus) standard, so as to allow both the "hot plug" connection
of any joystick, and the self-configuration of the assembly on each
connection and disconnection of a joystick.
[0086] As a variant, it is possible to provide a wireless link,
preferably by means of infrared, between each joystick 300 and the
central processing unit 100, 200.
[0087] Returning to FIGS. 3 and 4, the side 204c of the casing 200
has, apart from the connectors 206c, 208c for joysticks, an orifice
209 for inserting a CD-ROM or DVD or other information medium
(memory card, etc.) into the corresponding reader.
[0088] As for the side 204d of the casing, apart from the
connectors 206d, 208d, it has:
[0089] two USB connectors 210, 212 for other peripherals (printer,
mass storage, keyboard, mouse, etc.);
[0090] a telephone line connector 214;
[0091] a network connector 216;
[0092] a connector 218 for an external power supply; and
[0093] a start/stop button 220.
[0094] According to one advantageous feature, the four keys for
moving the joysticks may involve movements which depend on the side
of the screen platform to which the joystick is connected. Thus,
for example, the "up" key (triangle whose apex points upward in
FIG. 5) will still enable the user to obtain movement on the screen
110 in the direction away from the user.
[0095] From the technical standpoint, this can easily be produced
by suitable coding of the joystick sockets depending on which side
they are located.
[0096] FIGS. 7 and 8 illustrate a first embodiment of the
invention, according to which the joysticks 300 are integrated with
the central block 200. In this case, the external technology for
connecting the joysticks is completely removed, and the screen
platform can be transported more easily.
[0097] In the configuration illustrated in FIG. 7, only six
joysticks are provided, that is two on each of the long sides and
one on each of the two small sides, the four loudspeakers 120 being
positioned slightly offset with respect to the corners of the
casing 200.
[0098] Furthermore, in this same embodiment, a single side 204d of
the casing brings together the additional connection technology
described above, denoted by the same reference numbers.
[0099] According to another variant, illustrated schematically in
FIG. 9, the periphery of the casing 200 incorporates, on the
periphery of its upper surface, a plurality of housings 230
intended to removably accommodate the joysticks, using a suitable
snap-fasten mechanism. In the case of joysticks connected by a
cable, a placement for the cable is provided at the bottom of the
housings or, as a variant, a winding mechanism.
[0100] In the case of a wireless link, such arrangements are
unnecessary.
[0101] Thus the variant of FIG. 9 enables the screen platform to be
used equally in the mode of FIG. 2 or in the mode of FIG. 7,
depending on the tastes of the users and/or the type of game.
[0102] According to another aspect, the platform is preferably
designed to execute games (or any other applications) which are not
loaded from a physical medium (especially a CD-ROM or cartridge
containing a ROM memory, or else a hard disk), but loaded via a
network such as the Internet, with management of access rights
determined by a portable object, in this instant, a chip card 118
or equivalent. Thus in this case, the platform is marketed with one
or more chip cards determining as many access rights to execute
games.
[0103] In brief, a chip card of the game type supplied with the
platform or purchased separately enables the platform to establish
a connection with a server for the purpose of downloading the
corresponding game to the platform according to a given
procedure.
[0104] Still in brief, each platform has an identifier which is
specific to it, for example frozen in a ROM memory during the
fabrication thereof. Similarly, each chip card has its own
identifier, and the server, before downloading a game to the
platform, verifies the platform identifier and the chip card
identifier, the downloading only being possible if, in the memory
for managing the server, there is a match between the two.
[0105] This functionality makes it possible to download a game as
many times as desired, but only onto the same platform, so that
copying the game in question to other unauthorized platforms is
made impossible.
[0106] Furthermore, it is preferable that execution of a game can
only be launched by the platform if the chip card for the game in
question is actually present in the chip card reader 115 of the
platform.
[0107] It is also possible to make a provision for the platform and
the server to allow a game purchase transaction to be carried out,
in this case, a bank card being inserted into the chip card reader
of the platform and a secure payment transaction being carried out
before the game can be downloaded.
[0108] Furthermore, the platform is advantageously marketed with a
chip card having a configuration containing or able to contain a
number of parameters relating especially to the type of connection
(switched telephone network, cable, "ADSL" connection, etc.) with
the network and the addresses (RCT, URL or equivalent call numbers)
enabling access to the servers from which the games can be
downloaded, or else to a central server containing a database of
games which can be downloaded.
[0109] The configuration cards will typically be different
depending on the countries in which the platforms are marketed.
[0110] During the first installation of the platform, the
configuration card is inserted into the chip card reader, a first
connection is made with a central games server, and the platform in
question is registered in a "platforms" database of the server, for
reasons explained below.
[0111] Next, the procedure 400 for verifying the chip card
determining access rights for a given game will be described in
more detail and with reference to FIG. 10, a procedure carried out
jointly at platform level and at server level.
[0112] In the present example, the game chip card is of the
write-once-read-only (ROM) type, which cannot be altered or
rewritten.
[0113] A game chip card, whether it is delivered with the platform
or else purchased from a distributor, determines the access rights
for a given game and contains an identifier for the game in
question, and a memory zone which is initially empty intended to
receive the identifier of the platform on which the game will be
executed for the first time.
[0114] For this purpose, in step 401, the card in question is
inserted into the reader 115 of the platform. In step 402, the
content of the chip card is read and step 403 determines whether or
not a memory zone thereof, intended to contain the platform
identifier, is empty.
[0115] When this is the case, the process goes to step 404 where
the identifier of the platform in communication with the server is
read into the memory of said platform, and this identifier is
written in the memory zone in question, then it goes to a
verification step 405.
[0116] Where this is not the case, the program goes directly to
this verification step 405 where the content of the memory zone of
the chip card intended to contain the platform identifier is read
and compared to the identifier of the platform in which the card
has been inserted. Where this does not correspond (which will not
be the case if the process has gone via step 404--the case of a new
chip card), the platform then engages a procedure with a server in
step 406 for the purpose of determining (step 408) whether the
platform identifier read from the chip card corresponds properly,
in the "platforms" database of the server, to a duly recorded
platform. Where this is not the case, the process finishes at step
409 by displaying an error message on the platform and by shutting
down the connection. On the other hand, if the platform identifier
is correctly written, the verification procedure finishes at step
410, which indicates that the chip card is on loan, and that the
corresponding game can be downloaded and executed, but erased from
the memory after the end of execution, as will be seen in detail
below. Now if step 405 reveals that the identifier of the platform
receiving the card is identical to the platform identifier stored
in the card, the process then finishes at step 407, which indicates
that the chip card has been loaded on the platform of its
owner.
[0117] FIG. 11 shows the process for connecting to the server via
the Internet, denoted overall by 500. In step 501, a request for a
transaction with the server is triggered via the user (via a
suitable menu, as will be seen below).
[0118] The connection is established in step 502, during which the
platform identifier is transmitted to the server. In step 503, the
server verifies whether the identifier in question corresponds to a
platform which is referenced in the "platforms" database of the
server. Where this is not the case, the platform is considered as
invalid, and a corresponding message is displayed by the platform
and the connection is shut down, in step 504.
[0119] If the platform is recognized, the following step 505
consists in interrogating the chip card reader 115 in order to
obtain a signal showing the presence (or absence) of the card. This
signal is tested in step 506. If a card is present, the card
verification procedure 400, as described with reference to FIG. 10,
is executed in step 507. In the case where this verification is
successful, that is to say leads to one of steps 407 and 410 of
FIG. 10, the process tests the type of situation (card on loan or
card on a platform of the owner) in step 508. In the first case,
the procedure for downloading the game in the "loan" version or
mode is executed in step 514 (which will involve erasing the game
after use), the game being determined by the game identifier stored
in the chip card, then the connection is shut down in step 515. In
the second case, a procedure for downloading the game in the
"owner" version or mode is launched in step 509, then the
connection is shut down in step 513.
[0120] Returning to step 506, if there is no chip card present in
the reader 115, then in step 510, the server offers choices to the
user via the platform, in particular the choice of inserting a chip
card into the reader 115 (step 511), or of accessing demonstration
versions (generally free) of games without a chip card (step
512).
[0121] The downloading procedure itself (not illustrated) consists
in transferring an executable version of the game, compressed as
was seen above, to the platform.
[0122] Advantageously, in order to prevent the fraudulent transfer
of the game to another platform, the computer code of the game sent
contains information representative of the platform identifier (and
if necessary a client number), this information being verified at
each launch of the game, and preventing the launch if the platform
number contained in the code and the identifier of the platform on
which it is desired to execute it do not correspond. The computer
code also contains an encoded license number, for reasons explained
below.
[0123] The launch procedure (execution) of a game stored in the
platform after downloading is illustrated in FIG. 12 and is denoted
overall by the reference 600.
[0124] It will be stated beforehand that a game downloaded from an
authorized server comprises, within its code, a license number of
which there are, in the present example, three types:
[0125] "demo" license, corresponding to a demonstration version
(generally free) of the game, which can be executed on any
platform;
[0126] "proprietary" license, corresponding to a game downloaded
onto a platform where the identifier is the same as the platform
identifier contained in the game chip card (see above);
[0127] "loan" license, corresponding to a game downloaded to a
third platform (see above and below).
[0128] This license number is preferably determined by an encoding
algorithm involving the platform identifier and the game
identifier, it being possible for this algorithm to be reversible
or not (in this case, not reversible).
[0129] In step 601, the encoded license number of the game is read,
and if it involves a "demo" license, execution of the game in the
demonstration version is launched in step 602.
[0130] Where this is not the case, the platform is aware that is
involved a "proprietary" license or a "loan" license. In this case,
the central processing unit of the platform reads the platform
identifier in the memory of the platform, and reads the game
identifier in the game chip card inserted in the platform reader,
and recalculates, using the aforementioned encoding algorithm, a
license number (all in step 603). In step 604, the license number
contained in the downloaded game and the license number
reconstructed in the platform are compared, and where they are the
same, the verification procedure finishes at 608 and the
"proprietary" game can be executed.
[0131] If the result of step 604 is that the license numbers do not
correspond, the process goes to step 605 where the platform
verifies whether the license number denotes a license of the "loan"
type. Where this is the case, the verification procedure finishes
at step 607, and the game of the loan type can be executed (while
being erased from the platform memory at the end of the game, as
already indicated).
[0132] If the response to step 605 is negative, then this is
because it has not been possible to identify any valid license
number, and an error message is displayed on the screen 110, and if
necessary, the platform is shut down (step 606).
[0133] As already indicated above, according to another option
intended to provide better flexibility of use, it is possible to
make provision for using a game chip card, in which the number of a
given platform has been written, on a different platform. In this
case, by introducing the game chip card into said different
platform, it is possible to download a normal version, or else a
limited version, of the game in question. However, when the player
or players decide to stop using this game on said different
platform, it is then automatically erased from the memory of the
platform, so that no new execution is possible (except in the
presence of the game chip card as described above).
[0134] An example of a user interface which can be used with the
platform of the invention will now be described briefly.
[0135] When switching on the platform, a single "Menu" button
appears on the display screen 110, from which it is possible to
access submenus such as: "Configuration", "Internet connection",
"Choose" and "Archive", which in turn enable submenus at even lower
levels to be accessed.
[0136] The "Configuration" submenu enables the platform to be
configured, such a configuration only being possible if the
configuration chip card has already been inserted into the chip
card reader. This configuration in particular includes the
configuration of the type Internet access (by modem, network card,
etc.), server addresses, network parameters, etc.
[0137] The "Internet connection" submenu enables communication to
be established with a given server, for the purpose of downloading
a game from said server. As has been seen, this involves having and
inserting the chip card determining the access rights for the game
in question into the chip card reader. Advantageously,
compression/decompression techniques are implemented at server and
at platform level in order to accelerate the transfers, the
decompression preferably being carried out automatically during the
first launch of the game.
[0138] The "Choose" submenu makes it possible to choose a game to
be executed from all the games already loaded in the memory of the
platform.
[0139] Finally, the "Archive" submenu enables the games currently
stored in the platform to be compressed, in order to release space
in the memory.
[0140] Of course, a person skilled in the art may provide numerous
variants and additions to the invention.
[0141] First of all, as for the general shape of the central
processing unit 200, it is possible to give it any shape other than
square or rectangular, depending in particular on esthetic or
ergonomic considerations.
[0142] Moreover, the screen platform according to the invention may
be equipped, internally and or externally, with connectors and
associated placements for extension modules such as:
[0143] interface for a video monitor or television set;
[0144] memory extensions;
[0145] all interfaces with other items of equipment.
[0146] In particular, the casing 200 may comprise, especially in
its back (away from the screen 110), layouts for positioning it in
the vertical orientation (frame, etc.) and/or for anchoring it to
the wall.
[0147] Furthermore, although the display screen has been described
as being flat, the latter may adopt a curved shape, for example
rounded, especially given the new technologies using organic
phosphors.
[0148] It will also be noted that provision can advantageously be
made to connect two screen platforms to each other, for example
using their respective network interface, their USB connectors,
etc., or else a wireless link, in particular to increase the
possible number of players or else to play games (of the
battleships type) where each player has his own screen which the
other player must not be able to observe. In the latter case,
provision can also be advantageously made for means to temporarily
assemble two screen platforms, back to back, in the vertical
position (or in any other mutually desired position).
[0149] According to another variant, provision may be made for the
display on the screen 110 to have an orientation which could be
altered, so that a user could observe the game situation naturally,
that is to say with up being upward (relative to the user), down
being downward, etc., in the same way as if, during the actual
game, the game board was turned by 90.degree. each time a player
took a turn.
[0150] For example, in the case of an electronic game of the
"Scrabble" (registered trademark) type, the display on the screen
110 is controlled so that the player whose turn it is sees the
virtual game board restored on the screen 110 "in his direction",
that is to say in the way which is most visible to him.
[0151] This control of the display is easily carried out with
conventional techniques for modifying the reading of the video
memory. It could be manual, under the control of a button provided
either on the game board (physical button or virtual button on the
screen, in cooperation with the touch-sensitive panel function), or
on the joystick of the user. It may also be automatic, on the
assumption that the logic of a given electronic game is capable of
identifying the player whose turn it is.
[0152] According to yet another variant, the same chip card may
contain several game identifiers, so as to authorize the
downloading of several games (for example of the same series or
with the same theme).
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