U.S. patent application number 11/045510 was filed with the patent office on 2005-11-03 for portable handheld device for enabling interactivity of video content.
Invention is credited to Kavanagh, John.
Application Number | 20050246458 11/045510 |
Document ID | / |
Family ID | 31946435 |
Filed Date | 2005-11-03 |
United States Patent
Application |
20050246458 |
Kind Code |
A1 |
Kavanagh, John |
November 3, 2005 |
Portable handheld device for enabling interactivity of video
content
Abstract
A game control unit includes a computer processor for executing
game logic stored on a removable memory device. Rich, audiovisual
content for the interactive gaming experience is provided on a
digital video disk (DVD) in small clips which are selectively
played back in a standard DVD player under control of the game
control unit. Specifically, the game control unit mimics standard
remote control signals to control playback of the audiovisual
content by the DVD player. The game control unit automatically
determines which of a number of pages of a book are positioned over
a touch-sensitive pad and interprets user input gestures according
to a context associated with the viewable page.
Inventors: |
Kavanagh, John; (Palo Alto,
CA) |
Correspondence
Address: |
JAMES D IVEY
3025 TOTTERDELL STREET
OAKLAND
CA
94611-1742
US
|
Family ID: |
31946435 |
Appl. No.: |
11/045510 |
Filed: |
January 28, 2005 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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11045510 |
Jan 28, 2005 |
|
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10247271 |
Sep 18, 2002 |
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Current U.S.
Class: |
710/62 ;
G9B/19.004; G9B/27.019 |
Current CPC
Class: |
G11B 19/027 20130101;
A63F 13/235 20140902; A63F 2300/206 20130101; A63F 13/95 20140902;
G11B 27/105 20130101; G11B 2220/2562 20130101; A63F 13/80
20140902 |
Class at
Publication: |
710/062 |
International
Class: |
G06F 013/12 |
Claims
What is claimed is:
1. A method for executing an interactive computer program, the
method comprising: determining that a selected one of two or more
pages is viewable by a user; receiving user-generated signals
representative of a response of the user to stimuli presented by an
external electronic device; selecting content to be presented to
the user responsive to the user-generated signals, wherein the
content is selected (i) from a database representing a collection
of available content which is available to the external electronic
device and (ii) in accordance with the selected page; and issuing
one or more control signals to the external electronic device to
cause the external electronic device to display the content.
2. The method of claim 1 wherein the control signals cause the
external electronic device to display the content from a memory
storage medium installed in the external electronic device.
3. The method of claim 2 wherein the memory storage medium is a
digital video disk.
4. The method of claim 2 wherein the database is stored in a
removable storage cartridge which is separate from the memory
storage medium.
5. The method of claim 4 wherein the removable storage cartridge is
readable by a remote electronic device which is separate from the
external electronic device.
6. The method of claim 5 wherein determining, receiving, selecting,
and issuing are performed by the remote electronic device.
7. The method of claim 6 wherein the user-generated signals
represent a sensed touching of a touch-sensitive pad of the remote
electronic device through one or more of the pages.
8. The method of claim 1 wherein the pages are each a single side
of one or more leaves of a book.
9. The method of claim 8 wherein determining comprises: determining
which side of which leaf of the book is viewable by the user.
10. A storage medium useful in association with an electronic
device which includes a processor, the storage medium including
instructions which are configured to cause the electronic device to
interact with a user by: determining that a selected one of two or
more pages is viewable by the user; receiving user-generated
signals representative of a response of the user to stimuli
presented by an external electronic device, wherein the external
electronic device is separate from the first-mentioned electronic
device; selecting content to be presented to the user responsive to
the user-generated signals, wherein the content is selected (i)
from a database which is stored on the storage medium and which
represents a collection of available content which is available to
the external electronic device and (ii) in accordance with the
selected page; and issuing one or more control signals to the
external electronic device to cause the external electronic device
to display the content.
11. The storage medium of claim 10 wherein the control signals
cause the external electronic device to display the content from a
memory storage medium installed in the external electronic
device.
12. The storage medium of claim 11 wherein the memory storage
medium is a digital video disk.
13. The storage medium of claim 11 wherein the database is stored
in a removable storage cartridge which is separate from the memory
storage medium.
14. The storage medium of claim 10 wherein the user-generated
signals represent a sensed touching of a touch-sensitive pad of the
electronic device through one or more of the pages.
15. The storage medium of claim 10 wherein the pages are each a
single side of one or more leaves of a book.
16. The storage medium of claim 15 wherein determining comprises:
determining which side of which leaf of the book is viewable by the
user.
17. An electronic device comprising: a processor; a memory
connector which is operatively coupled to the processor and which
is connectable to a removable storage device; and an interactive
module (i) which executes in the processor from the removable
storage device and (ii) which, when executed by the processor,
causes the electronic device to interact with a user by:
determining that a selected one of two or more pages is viewable by
the user; receiving user-generated signals representative of a
response of the user to stimuli presented by an external electronic
device, wherein the external electronic device is separate from the
electronic device; selecting content to be presented to the user
responsive to the user-generated signals, wherein the content is
selected (i) from a database which is stored on the removable
storage device and which represents a collection of available
content which is available to the external electronic device and
(ii) in accordance with the selected page; and issuing one or more
control signals to the external electronic device to cause the
external electronic device to display the content.
18. The electronic device of claim 17 wherein the control signals
cause the external electronic device to display the content from a
memory storage medium installed in the external electronic
device.
19. The electronic device of claim 18 wherein the memory storage
medium is a digital video disk.
20. The electronic device of claim 18 wherein the database is
stored in a removable storage cartridge which is separate from the
memory storage medium.
21. The electronic device of claim 17 wherein the user-generated
signals represent a sensed touching of a touch-sensitive pad of the
electronic device through one or more of the pages.
22. The electronic device of claim 17 wherein the pages are each a
single side of one or more leaves of a book.
23. The electronic device of claim 22 wherein determining
comprises: determining which side of which leaf of the book is
viewable by the user.
Description
[0001] This is a continuation-in-part of U.S. patent application
Ser. No. 10/247,271 filed Sep. 18, 2002.
FIELD OF THE INVENTION
[0002] This invention relates to the field of interactive
electronic multimedia devices, and more specifically to a low-cost
alternative to dedicated video game devices by leveraging from
existing multimedia infrastructure.
BACKGROUND
[0003] The video game industry has developed over recent decades
into a rather mature industry in which production costs of a single
video game can rival production costs of motion pictures produced
by major studios. In addition, growth in the performance of
personal computers is currently being driven by the demanding
performance requirements of currently available video games played
on personal computers. Dedicated game stations are currently more
powerful than the most powerful desktop computers available even a
few years ago.
[0004] Of course, commensurate with this processing power is
substantial cost. In addition, such games require substantial
attention and focus--frequently involving very active use of
multiple user input devices while seated at a computer workstation.
For some, particularly young children or casual game players,
current gaming platforms are too expensive and/or too demanding of
focused attention for simple, relaxing play. In short, there
appears to be a substantial lack of low-cost alternatives to video
game devices currently available.
SUMMARY OF THE INVENTION
[0005] According to present invention, a simple inexpensive
portable computer device executes an interactive computer program
such as a computer game and uses standard infrared (IR) remote
control signals to cause standard home entertainment equipment to
provide output to the user as part of the interactive program. The
standard home entertainment equipment can be a standard digital
video disk (DVD) player and a digital video disk which is authored
to include rich audiovisual content for presentation to the user as
directed by the portable computer device. The interactive program
is executed by the portable computer device from a memory card
device. This memory card device contains both the computer
instructions defining the behavior of the interactive program and a
layout map of the associated DVD disk such that the portable
computer device can select content of the associated DVD disk for
presentation to the user.
[0006] In response to actions of the user, the portable computer
device can emit remote control signals representing button
combinations to allow for controlled navigation of the custom
authored DVD disk, thus providing a higher level of interactivity
than previously attainable with conventional control of DVD
players.
[0007] As a user input device, the portable computer device
includes a touch-sensitive pad. A multi-page book of overlays can
be used to customize the functionality of the touch-sensitive pad.
The portable computer device includes reed switches behind the
touch-sensitive pads and aligned magnets embedded in leaves of the
book. Accordingly, proximity of each leaf of the book to the
touch-sensitive pad changes a state in a corresponding reed switch
such that the portable computer device can determine which page of
the book is viewable by the user.
[0008] The book is reversible and each leaf of the book defines two
pages, one on either side of the leaf. The reed switches are
arranged so as to properly detect which page--i.e., which side of
which leaf--of the book is viewable by the user. Each such page is
associated with a context within the interactive program, thereby
defining its own functionality of the touch-sensitive pad.
Specifically, the interactive program executing within the portable
computer device determines which page of the book is viewable to
the user and interprets touches of the touch-sensitive pad
accordingly.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] FIG. 1 is a block diagram illustrating a game control unit,
DVD player, television, and associated memory media in accordance
with the present invention.
[0010] FIG. 2 is a block diagram showing the game control unit of
FIG. 1 in greater detail.
[0011] FIG. 3 is a block diagram showing organization of data on
the memory device of FIG. 1.
[0012] FIG. 4 is a logic flow diagram of the initialization of the
game control unit of FIG. 2 during game play start-up.
[0013] FIG. 5 is a logic flow diagram of game play of a quiz-type
game executed by the game control unit of FIG. 2.
[0014] FIG. 6 is an illustration of user-interface components of
the game control unit of FIG. 2.
[0015] FIG. 7 is an illustration of a conventional remote
control.
[0016] FIG. 8 is a logic flow diagram showing the interpretation of
user-generated signals representing a touching of a touch-sensitive
pad of the game control unit of FIG. 2 in a given context.
[0017] FIG. 9 is an illustration of the game control unit of FIG. 2
and a book of overlay pages each of which provides a context for
interpretation of user-generated signals representing touches of
the touch-sensitive pad.
[0018] FIG. 10 is a logic flow diagram of the processing of
user-generated signals representing touches of the touch-sensitive
pad, including determination of which of the pages of the book is
viewable by the user and an associated context.
DETAILED DESCRIPTION
[0019] In accordance with the present invention, a game control
unit 103 (FIG. 1) uses existing multimedia infrastructure such as a
conventional DVD player 101 for display of multimedia content in
accordance with game logic stored on a memory device 104. As a
result, game control unit 103 can be very simple and relatively
inexpensive yet, in combination with currently ubiquitous
multimedia infrastructure, can provide fairly sophisticated
interactive game play with a very rich multimedia experience for
the user. Specifically, DVD 106 includes audiovisual clips and
other content which represent portions of a multimedia presentation
of game play. Collectively, the clips and other content of DVD 106
represent all possible permutations of the multimedia presentation
of the game programmed on memory device 104. During execution of
the game programmed on memory device 104, game control unit 103
issues remote control signals to DVD player 101 to play specific
clips of multimedia content in succession to present a full,
multimedia, interactive game play experience to the user. Thus, the
full multimedia capabilities of currently available and relatively
ubiquitous DVD players and televisions supply the rich, multimedia
experience of video games while only at the cost of producing a
relatively simple game control unit 103. Such provides a rich video
game play experience at a cost substantially below that of
currently available game consoles and personal computers.
[0020] As described more completely below, game control unit 103
includes a general purpose processor for executing computer
instructions stored on memory device 104. Memory device 104 is
intended to be a simple and very affordable low memory
(approximately 1 megabit) device. However, it should be appreciated
that other memory devices can be used to provide computer
instruction for game control unit 103. Illustrative examples
include ubiquitous flash memory devices such as compact flash
cards, smart media cards, memory sticks, multimedia cards, secure
digital cards, and USB portable memory "drives" as well as floppy
disks, CDROMs in various sizes and shapes, and wireless and wired
network connections to other computers. In this illustrative
embodiment, memory device 104 is shown to be a smart media
card.
[0021] Memory device 104 is associated with a separate digital
storage medium on which is stored display content associated with a
game program stored on memory device 104. Such a digital storage
medium is represented by DVD 106 in this illustrative embodiment
and memory device 104 can be packaged for distribution along with
DVD 106.
[0022] Game control unit 103 is shown in greater detail in FIG. 2.
CPU 201 is a low-cost, low power consumption, 8-bit processor unit.
At power up, CPU 201 performs a standard bootstrap process as
defined by read-only memory (ROM) 203. ROM 203 also contains a list
of predefined DVD-player IR control codes and a configuration
program to re-program the remote unit 103 by an IR receiver 207
using a conventional learning remote process. In an alternative
embodiment, game control unit 103 determines to which of a number
of predetermined command code sets DVD player 101 is responsive in
a manner described in U.S. patent application Ser. No. ______ filed
Jan. 19, 2005 by John Kavanagh et al. and entitled "Remote Device
Configuration Autiomation." That description is incorporated herein
by reference in its entirety. As described more completely below,
game control unit 103 mimics a remote control of DVD player 101 to
cause playback of multimedia content on DVD 106 through DVD player
101 to provide a rich multimedia game play experience in accordance
with the program stored on memory device 104. Therefore, game
control unit 103 is initially configured to use a set of infrared
command codes to control operation of DVD player 101. In addition
to those described above, conventional universal remote control
programming techniques can also be used to configure game control
unit 103.
[0023] After booting, CPU 201 checks a non-volatile random access
memory (NvRAM) module 202 for system patches that are delivered via
memory device 104. In this way, memory device 104 can be used as a
transport for updates to the operational programming of game
control unit 103. Memory device 104 is accessed through a memory
card reader 209. New DVD player infrared command code sets and/or
new mechanisms for selection of a command code set can also be
delivered in this way. In this illustrative embodiment, NvRAM
module 202 is a relatively small cache that retains its contents
when the power is switched off and is used to store configuration
information such as data which identifies the particular model of
DVD player 101 or a particular one of the command code sets such
that control of DVD player 101 is properly implemented without
requiring re-initialization of game control unit 103.
[0024] Game control unit 103 also includes random-access memory
(RAM) 205 which is volatile RAM in this illustrative embodiment to
provide a fast-access workspace for data during operation of game
control unit 103. During operation, CPU 201 determines the
particular command code set to be used to control DVD player 101 as
stored in NvRAM 202 and retrieves that command code set from the
ROM 203 and stores the command code set into RAM 205 for faster
execution during runtime operations. RAM 205 also serves as a small
cache used during program execution. It should be appreciated that
the entire functionality of the foregoing description of game
control unit 103 can be available as an integrated ASIC solution at
a reasonable cost.
[0025] Through memory card reader 209, CPU 201 accesses data stored
on memory device 104. This data contains code 302 (FIG. 3) and a
DVD map 301 which are specific to DVD 106. Code 302 is a computer
program which includes computer instructions and data which specify
a behavior of game control unit 103 (FIG. 2). DVD map 301 is a
navigation map specifying hierarchical relationships between
various chapters of the multimedia content stored on DVD 106. The
organization of multimedia content stored on a DVD is known and is
not described in detail herein. Briefly, the multimedia content of
a DVD is divided into chapters which are organized hierarchically.
Users who have viewed multimedia content of a DVD and have selected
episodes or various edits and/or commentary using a DVD remote
control have followed the rudimentary logic and hierarchical
chapters of multimedia content stored on a DVD.
[0026] Game control unit 103 detects insertion of memory device 104
into memory card reader 209 and reads code 302 (FIG. 3) and DVD map
301. CPU 201 (FIG. 2) commences execution of code 302. During such
execution, CPU 201 (i) processes signals received by physical
manipulation of keyboard 206 by the user, (ii) uses DVD map 301 of
memory device 104 to navigate the various chapters of audiovisual
content of DVD 106, and (iii) provides game play functionality such
as timers, random number generation and scoring.
[0027] Game control unit 103 includes a touch-sensitive pad 105.
Multi-page, reversible overlays can be used to alter the
interpretation of touches of touch-sensitive pad 105 in a manner
described more completely below. In an alternative embodiment,
touch-sensitive pad 105 is an LCD screen through which additional
game play feedback is presented to the user.
[0028] Keyboard 206 (FIG. 2) and/or touch-sensitive pad 105 can
mimic the main functions of a standard DVD remote control and
additionally provides application-specific assignable buttons as
well as custom button operation. Keyboard 205 includes buttons
601-614 (FIG. 6).
[0029] Keyboard 206 can also provide visual feedback confirmation
of user input or as directed by the content under CPU 201 (FIG. 2)
control. Such visual feedback can be in the form of buttons 607-613
(FIG. 6) which are individually controllably lighted in accordance
with computer instructions executed by CPU 201. Buttons 601-606 can
also be lighted in an alternative embodiment. A directional rocker
button 614 forms a joy pad and has four (4) directional LEDs to cue
individual directions of directional rocker button 614. In
addition, a speaker 616 embedded in keyboard 206 can provide audio
cues to the user.
[0030] The layout of keyboard 206 is also designed to facilitate
user-interaction with the displayed content rather than to
facilitate navigation of DVD 106 as found on a standard remote
control. Specifically, keyboard 206 includes directional rocker
button 614 which can be used in a manner similar to a joystick.
Alternatively, a number of the buttons of keyboard 206 are arranged
to represent directional buttons, namely, up, down, left, and
right.
[0031] In one embodiment, game control unit 103 includes an
infrared (IR) transmitter 107 for transmitting remote control
signals to DVD player 101. IR transmitter 107 of game control unit
103 can also be used to receive IR signals from a remote control
device to learn the specific remote control signals expected and
understood by DVD player 101. Learning remote controls are well
known and are not described further herein.
[0032] FIG. 3 shows illustrative contents of memory device 104.
Data stored on memory device 104 is arranged into two distinct
areas in this illustrative embodiment, one for DVD map 301 and the
other for program execution code 302, which is sometimes referred
to as code 302. DVD map 301 contains data identifying the various
multimedia clips stored on DVD 106 and interrelationships
therebetween for navigation among the various multimedia clips for
playback on DVD player 101.
[0033] Organization of content on a DVD comports with a standard
implemented by currently available and conventional DVD players
such as DVD player 101. Such organization is known and is not
described herein except briefly to facilitate understanding and
appreciation of the present invention. At the time of authoring of
the multimedia content of the DVD, a data set showing the
interconnectivity between the various chapters, menus, and buttons
of the multimedia content is produced by authoring software
according to the format laid down by the DVD Book definitions that
all consumer DVD players such as DVD player 101 must adhere to.
According to the present invention, only the navigational portion
of this file is then saved to memory device 104. As a result, DVD
map 301 represents the data navigation map without the actual
multimedia content being stored on memory device 104 so that the
storage area of DVD map 301 is relatively miniscule. For example, a
DVD such as DVD 106 might contain nine gigabytes 9 (GB) of data
whereas DVD map 301 can store as little as sixty-four kilobytes (64
kB) or less, i.e., 16,000 times smaller storage space.
[0034] Code 302 of memory device 104 contains computer instructions
and/or data which collectively define a program for execution by
CPU 201 of game control unit 103. Execution of code 302 generally
operates as follows: code 302 defines a game, play of which
involves user responses to multimedia stimuli presented on
television 100 and, in response to the user's response, game
control unit 103 transmits remote control signals to cause DVD
player 101 to present additional multimedia content to the user for
further response. Thus, the content played on DVD player 101 from
DVD 106 is selected by game control unit 103 to presented an
interactive, integral game experience for the user.
[0035] In contrast, a user controlling DVD playback with a
conventional remote control directly or indirectly specifies
specific content to view. The following example is illustrative of
the distinction. Consider that the user is playing a simple quiz
game in which the user selects one of multiple choices to answer
various questions. In selecting an answer, the user is not
specifying to view a brief animation with the message "Correct!"
and display of a cumulative score. Instead, the user intends to
communicate the she knows which of the choices is the correct
answer --and the resulting display is exactly that described above:
a brief animation with the message "Correct!" and display of a
cumulative score. Code 302 includes logic to determine, according
to the particular interaction implemented by memory device 104,
which clip of multimedia content of DVD 106 is appropriate for
display at a particular state in response to the user's response.
Thus, the content to be presented is not directly or indirectly
selected by the user but instead selected for the user by code 302.
In a preferred embodiment, game control unit 103 can also function
as a universal remote control to control DVD player 101 in a
conventional manner, especially when memory device 104 is not
attached to game control unit 103. In addition, to presenting an
integral game experience, code 302 can use multimedia content of
DVD 106 as reward animations and/or reward musical selections to
reward the user with entertainment for reaching various
predetermined milestones.
[0036] In this illustrative embodiment, DVD Player 101 is a
standard consumer DVD player without any modification whatsoever
and can be purchased at retail. All multimedia content in this
illustrative embodiment is supplied on standard DVD-compliant
discs, which enables presentation of the multimedia content with
standard consumer DVD players. It should be appreciated that
generally any directly accessible storage medium and player device
can be used to store content for playback as part of an interactive
experience. According to the present invention, it is game control
unit 103 that provides the game logic and interactivity.
[0037] As described above, interactive game play through game
control unit 103 is effected, at least in part, by directing
playback of multimedia clips of DVD 106 by emulation of remote
control signals to DVD player 101. Generally, DVD navigation is
relative, i.e., where a given navigation command takes one within
the content of a DVD depends on the current navigational state of
DVD player 101 with respect to DVD 106. For example, given a table
of contents for playback, a typical remote control enables the user
to navigate up, down, left, and/or right to identify an entry in
the table of contents. Generally, a remote control does not provide
any mechanism by which a user can directly specify a particular
clip of multimedia content of a DVD for playback. Such poses
challenging problems for an interactive use of DVD content as
described herein. One is initial synchronization of the
navigational state of DVD player 101 with game control unit 103
such that DVD player 101 and game control unit 103 agree as to
which clip of multimedia content is cued up for DVD player 101.
Such is important if game control unit 103 is to cause DVD player
101 to provide an integral multimedia game experience with a high
degree of continuity.
[0038] Game control unit 103 requires a one-time initialization
process in which game control unit 103 is configured to emulate
remote control signals understood by a particular brand and model
of DVD player. This initialization process is generally the same
process by which any universal remote control is initialized prior
to use with a specific DVD player. Briefly, such initialization is
achieved by matching DVD device 101 with one of the internal codes
as supplied in the memory of the remote unit 103 or through the IR
receiver on the remote unit 103. In one embodiment, initialization
of game control unit 103 is performed in the manner described in
U.S. patent application Ser. No.______ filed Jan. 19, 2005 by John
Kavanagh et al. and entitled "Remote Device Configuration
Automation" (Attorney Docket P-2317) and that description is
incorporated herein by reference.
[0039] Prior to playing a particular game as defined by data stored
on memory device 104 and DVD 106, game control unit 103
synchronizes with DVD player 101 in the manner illustrated in FIG.
4. Such ensures that memory card 104 in game control unit 103
corresponds to the same game as DVD disc 106 in DVD player unit
101. In step 402, the user inserts DVD 106 into DVD player 101. In
response, DVD player 101 performs a conventional DVD startup
sequence, typically involving display of a welcome presentation and
an initial menu from which to select content to play.
[0040] Standard DVD navigation requires that a link be present on
each menu screen to all content selectable from that menu. This
typically takes the form of selectable menu buttons overlaid on a
graphical background. Generally, the user navigates the selectable
menu buttons using the menu navigation buttons 703 to highlight an
intended selection.
[0041] According to the present invention, the user is not
expected, and generally not permitted, to select specific content
of DVD 106. Instead, content of DVD 106 is selected by logic
represented by code 302 of memory device 104. In step 404, DVD 106
causes DVD player 101 to display a title menu which includes only a
message of "Press Start" or otherwise directing the user to press a
specific button of game control unit 103 such as button 609, which
is star-shaped. In particular, the appearance of the initial menu
as represented on DVD 106 includes only a single visible selection
and the selection is associated with the text "Press Start" or the
instruction to press a specific button such as button 609. This
menu has no visible selectable menu buttons and the disk will
remain at this point represented as wait step 406 until the
appropriate IR command sequence is received. Accordingly, game
control unit 103 expects DVD 106 to be waiting at this menu screen
in step 406 when play begins using game control unit 103.
[0042] The initial menu of DVD 106 actually includes menu buttons
which could be used in a conventional manner to navigate the
various clips of multimedia content which are the modules from
which the integral gaming experience is crafted by game control
unit 103. However, the menu buttons are configured so as to be
invisible to the user and only one of the buttons can successfully
start play according to the logic of code 302 and corresponding
content of DVD 106. For example, the initial menu of DVD 106 can
include a grid of three rows by four columns of invisible menu
buttons, with focus initially placed on the menu button in the
first (left-most) column and the first (top) row. In this example,
consider that, to continue game play according to the logic of code
302, the menu button on the second row and third column must be
actuated. Actuation of any other menu button of the initial scene
of DVD 106 will fail to start game play according to the logic of
code 302. Therefore, only a sequence of IR codes representing
pressing of a "down" button once and a "right" button twice and
lastly a pressing of an "enter" button will continue game play.
This sequence is hidden from the user. This sequence also varies
from one matching pair of memory device 104 and DVD 106 to another.
Therefore, if DVD 106 does not correspond to memory device 104,
game control unit 103 will not issue the proper sequence of IR
commands and game play will not start. Additional assistance can be
provided to the user by authoring DVD 106 to present a message
encouraging the user to ensure that the proper memory device is
installed in game control unit 103 if any but the one proper menu
button is actuated, i.e., if an incorrect sequence of IR commands
is received by DVD player 101.
[0043] An example of invisible buttons is black menu buttons with
black text over a black background positioned so as to not obscure
the text "Press Start" in white. In another embodiment, buttons are
made invisible by omitting images corresponding to the button from
DVD 106. To access any of these invisible menu buttons, the user
would have to blindly guess as to locations of menu buttons
containing the active menu on the title menu the button and to
blindly navigate to the appropriate button using repeated presses
on the remote control. Thus, it is unlikely that the user will be
able to initiate game play with DVD 106 without game control unit
103. It is possible to manage such cracking of the content of DVD
106 using a process of trial and error, a process which is akin to
manually attempting to cracking a secret number password by
entering all possible numerical combinations. While it is generally
a good idea to thwart attempts to access content of DVD 106 and/or
memory device 104 in unauthorized ways, it is more important to
avoid inadvertent malfunctions of the integral game experience
because a user has inadvertently inserted an incorrect DVD into DVD
player 101, i.e., one which does not correspond to memory device
104 inserted in game control unit 103.
[0044] Typical remote controls do not include a button shaped like
a star like button 609. Thus, use of a star-shaped button helps
ensure that the user is using game control unit 103 to control DVD
player 101 rather than a conventional remote control that may have
been distributed along with DVD player 101. Of course, an initial
start-up button can be different than button 609; however, it is
preferred that the button be something that is not typically found
on remote control devices.
[0045] Initialization of game control unit 103 begins with step 422
in which the user inserts memory device 104 into memory card reader
209. ROM 203, or alternatively NvRAM 202, includes instructions
and/or data which cause CPU 201 to detect insertion of memory
device 104 into memory card reader 209 and to read the contents of
memory device 104 upon insertion in step 424. The initial behavior
of game control unit 103 upon execution of code 302 is awaiting
pressing of the "Start" button by the user in step 426. As
described above, the "Start" button can be button 609 or another of
the buttons of game control unit 103. The initial display screen of
DVD 106 identifies the particular "Start" button, e.g., as button
609, and code 302 is configured to recognize pressing of the same
"Start" button.
[0046] Code 302 is programmed to display an initial multimedia clip
to initiate game play. This clip is presented in response to the
user's pressing of the "Start" button. To get to the intended
initial clip, code 302 causes game control unit 103 to issue
successive remote control signals to DVD player 101 to make a
selection from the current, invisible menu displayed by DVD player
101 on television 100. For example, consider that the initial clip
is accessible by the sequence described above, namely, pressing a
"down" button on a conventional remote control once, a "right"
button twice, and pressing an "enter" button. In response to
pressing of the "Start" button. by the user, code 302 causes game
control device 103 to issue remote control signals emulating one
"down" button press, two distinct "right" button presses, and one
"enter" button press. Although control is still provided through
the IR interface of DVD player 101, game control unit 103 can force
the navigation of DVD 106 on the embedded navigation stream data
included as a feature consistent with a standard DVD format.
[0047] FIG. 5 shows the operation of DVD player 101 in conjunction
with game control unit 103. In this example, (i) memory device 104
has been inserted into game control unit 103 and DVD 106 has been
inserted in DVD player 101, (ii) DVD 106 and memory device 104
correspond to one another and therefore collectively implement the
same game, and (iii) the initiation process of FIG. 4 has
completed. In the illustrative example of FIG. 5, the subject game,
i.e., the game implemented by memory device 104 and DVD 106, is a
quiz-type game in which the user is prompted to answer
questions.
[0048] In this illustrative quiz-type game, the operation of DVD
player 101 under control of game control unit 103 allows the user
to answer a number of questions randomly selected from a collection
of sixty-four (64) questions. To randomly select a question for
presentation to the user, code 302 causes CPU 201 to generate a
random number to thereby select a question at random. Then, to
present the question to the user, code 302 causes game control unit
104 to send remote control signals causing the selected question to
be displayed to the user through television 100. DVD 106 represents
the questions as thirty-two (32) respective menu buttons organized
in a grid of eight (8) columns by four (4) rows, for example, and
those menu buttons are not visible to the user. The remote control
signals issued by game control unit 103 to initiate play of the
selected question are those that the user would ordinarily use to
access the representative clip on DVD 106, e.g., <down>
<down> <right> <right> <enter> to initiate
playback of the question clip associated with the menu button on
the third row down and the third column from the left. The button
pressed by the user to answer the question does not specify a clip
of DVD 106 to be played but instead represents an answer to the
recently viewed question. Code 302 interprets the pressed button as
either a correct or incorrect answer and selects content to play in
response thereto accordingly.
[0049] In this manner, code 302 controls display of content of DVD
106 through DVD player 101 on television 100 to portray a mosaic of
audiovisual clips which collectively present a full, continuous,
audiovisual experience to the user which is adapted in real time to
the interaction of the user with game control device 103. Thus,
game control device 103 is a fully interactive computer device
which leverages a full, rich, multimedia user experience of an
installed infrastructure of audiovisual equipment. With this
configuration in place, the game logic of code 302 can be readily
adapted to perform generally any type of game or interactive
program. Table A below shows various categories of games that can
be configured by appropriate configuration of code 302 and
corresponding multimedia content on DVD 106. Of course, the
categories shown in Table A are illustrative only. Other categories
can be implemented as well.
1TABLE A Game Type Implementation Through Game Control Unit 103
Quiz Games The interactivity of game control unit 103 allows for
quiz games of the "Who Wants to Be a Millionaire" format to be
easily enabled with TV-quality audiovisual clips, reward screens,
multiple-choice and true/false questions, and multi- player
tracking and scoring. Puzzle Jigsaws, Sliding Blocks, Discovery,
and Reveal type Games content can be implemented using game control
unit 103. Adventure/ Streaming video with seamless multiple path
switching are Action already a capability of DVD playback. Game
control unit Games 103 provides player scoring and feedback.
Interactive Children's classics and modern blockbusters like Disney
Story Games and Harry Potter come alive using game control unit
103. Sports Game control unit 103 enables games using high-quality
Games playback.
[0050] FIG. 5 shows the logic of a quiz-type game. In step 502, DVD
player 101 displays an initial screen in which the user is prompted
to enter a number of players. In step 522, game control unit 103
awaits user input specifying a number of players. Such input can be
repeated presses of certain buttons of game control unit 103 to
increment and/or decrement the number of players. The number of
players can be correspondingly incremented/decremented on
television 101 by playing corresponding audiovisual clips and/or
displaying still images representing the current number of players.
When the number of players is specified by the user, game control
unit 103 issues remote control signals according to DVD map 301 to
cause a current player number to be displayed by television 100 in
step 504. In step 524, game control unit 103, in executing code
302, randomly selects a question for presentation to the current
player. Game control unit 302 issues remote control signals to DVD
player 101 to cause the selected question to be presented through
television 100 in step 506. In this illustrative example game, a
timer is also shown in the question. The timer can be shown to
count down by successively changing a still image which includes
the question with a numerical seconds left indicator such that the
superimposed seconds left indicator counts down. Alternatively, a
seconds left count-down indicator can be superimposed over an
audiovisual clip in which the question is posed, e.g., by a
recorded image of a person reading the question as if in a
television game show.
[0051] In step 526, game control unit 103 awaits input from the
user indicating one of a number of possible answers. Such input can
indicate such answers as "true" or "false" or, alternatively, as
"A," "B," "C," or "D" in a couple of illustrative examples. In this
illustrative game example, expiration of the timer is the
equivalent of a wrong answer. In step 528, game control unit 103,
in executing code 302, determines whether the user input represents
a correct response. If so, the current player's score is increased
within RAM 205 in step 532. Of course, game control unit 103 can
cause content of DVD 106 representing the current player's new
score to be displayed on television 100.
[0052] If the user's response is incorrect, game control unit 103,
in executing code 302, causes content of DVD 106 representing
feedback indicating an incorrect response to be displayed on
television 100 in step 508. If the incorrect answer is actually a
failure to respond before expiration of the timer, an appropriate
message as represented in the multimedia content of DVD 106 is
displayed in step 510 in response to remote control signals from
game control unit 103 so commanding. In this illustrative game,
failure to respond in time also causes user selection of the next
player in step 530.
[0053] A standard DVD player remote control is depicted in FIG. 7.
The DVD Book definition specifies that a standard DVD remote
control will include a number of standard buttons for controlling
the DVD player. These include the following:
2 Buttons Function Numeric buttons 0 to 9 Enter numerical data such
as chapter numbers, etc. (buttons 701) MENU Display on-screen menu
from disc (button 702) Up, Down, Left, Select menu buttons (buttons
703) Right, Select Set-up Set player parameters e.g. language,
audio and display aspect ratio (normal or wide-screen) (button 704)
Play, Pause, Skip, Stop, Control playing of video (buttons 705)
Fast reverse, Fast forward TITLE Title selection where there is
more than one title on a disc (button 706)
[0054] While game control unit 103, shown in greater detail in FIG.
6, emulates the standard DVD navigation controls of buttons 703
(FIG. 7), game control unit 103 differs significantly in form and
therefore function from a standard DVD remote control 700. It
should also be appreciated that game control unit 103 differs from
a standard DVD remote 700 or a universal remote by the presence of
certain clearly defined buttons that present unique functionality
to the user.
[0055] Game control unit 103 includes a number of custom function
buttons--e.g., start button 602, reset button 603, and
application-specific buttons 607-611--that provide an example of
this extended functionality. For the sake of clarity and ergonomics
as well as functionality, certain standard buttons from a DVD
remote unit 700 are not mimicked on game control unit 103 or are
re-labeled in order to better describe their function when used in
the context of game control unit 103. These buttons can provide
visual and auditory feedback through a small loudspeaker 616 based
either on the user's actions in the form of emulated button-clicks
or similar button-confirmation sounds or as audio content and/or
prompts to the user in accordance with the programming of code
302.
[0056] It should be understood that none of buttons of game control
unit 103 directly cause remote control signals to be sent to DVD
player 101. Instead, all user input gestures, such as button
presses or touching of touch-sensitive pad 105, are processed
according to code 302 while executing within game control unit 103.
Thus, the following general functions associated with each of the
buttons of game control unit 103 is implemented by code 302 and can
vary depending upon the specific configuration of code 302.
[0057] Power button 601 causes game control unit 103 to be
powered-on or powered-off--i.e., toggles the power state of game
control unit 103 between an "on" state and an "off" state. Because
of the nature of the function of power button 601, the function of
power button 601 is not controlled by code 302.
[0058] Start button 602 on game control unit 103 signals completion
of the custom boot sequence described above, and causes code 302 to
navigate DVD player 101 to the chapter menu that has been
designated as the root menu at the time of DVD authoring in the
manner described above.
[0059] Reset button 603 causes restarting of execution of code 302
by game control unit 103 and simultaneously resets DVD player 101
to the start of the custom boot sequence. This has the same effect
on DVD player 101 of pressing the "Menu" or "Title" button on
standard DVD remote control 700.
[0060] Pause button 604 causes playback of an audiovisual chapter
of DVD 106 to be suspended until a subsequent press of pause button
604 or, alternatively, a subsequent press of start button 602.
[0061] Game control unit 103 includes a next button 605 and a
previous button 606. Generally, code 302 responds to pressing of
next button 605 by moving to a next part of the game implemented by
code 302. For example, in the quiz show game described above,
pressing of next button 605 can cause code 302 to skip the current
question and proceed to the next question. Conversely, pressing of
previous button 605 can cause code 302 to return to the previously
presented question.
[0062] Application specific buttons 607-611 provide contextual and
configurable actions to be assigned by the currently executing
program of code 302 on game control unit 103. For example, each
button could be assigned a character that would immediately appear
to give contextual help in a game, i.e., a hint button in a
detective game. It should be noted that each of buttons 607-611 is
associated with a respective unique color and a respective unique
shape. In this illustrative embodiment, button 607 is associated
with a red circle, button 608 is associated with a yellow
rectangle, button 609 is associated with a white star, button 610
is associated with a green square, and button 611 is associated
with a blue triangle. Visual cues in the audiovisual content of DVD
106 played for the user can correspond to individual ones of
buttons 607-611. For example, a red character in the audiovisual
clip can correspond to button 607 which is also red such that
pressing button 607 causes the red character to perform some
action. In an embodiment in which content of code 302 and DVD 106
are modeled after the BBC television show, "Teletubbies," pressing
button 607, which is red, can cause Po, the red Teletubby
character, to perform some action. In other embodiments,
audiovisual content of DVD 106 can associate the respective shapes
of buttons 607-611 which responsive audiovisual clips, e.g., by
showing a number of doors labeled with shapes corresponding to
those of buttons 607-611.
[0063] Directional rocker button 614 is a 4-way rocker switch that
emulates an analogue joystick input to enable code 302 to represent
a real world device that cannot be controlled by a button, such as
a golf club. In this example, game control unit 103 makes decisions
based on the input from the player--i.e., how hard to hit the
ball--and shows the appropriate video sequence via the DVD player
101. A sufficient number of swing sequences can be either filmed or
computer generated and stored on DVD 106 so that the user gets a
reasonable representation of their intended action being displayed.
This kind of multiple choice outcome mapping requires dozens of
outcomes to be depicted and is beyond the specifications of what
can be done using only a conventional navigation system of a
standard DVD. This system can be adapted to emulate a baseball
pitcher throwing a user-selected pitch or the timing and/or aim of
a batter's swing, for example.
[0064] LEDs 615 are positioned at the top, bottom, left, and right
of directional rocker button 614. Similarly, buttons 607-611 are
lighted. In some embodiments, buttons 601-606 are also lighted. The
lighting of each of LEDs 614 and buttons 601-611 is individually
controlled by code 302 using computer instructions implemented by
CPU 201. Such lighting can be used to provide feedback regarding
pressing of a button. For example, in response to pressing button
607, code 302 causes button 607 to be illuminated briefly to signal
to the user that such pressing has been recognized. Other
techniques can also be used to provide immediate feedback regarding
pressing of buttons of game control unit 103 such as audible sounds
played through loudspeaker 616 immediately upon recognition of the
pressing of the button. Such sounds are sometimes referred to as
key clicks but can generally be any sound playable through
loudspeaker 616.
[0065] Individual illumination of buttons and/or LEDs of game
control unit 103 can also be used to provide clues and/or
assistance to the user. In the quiz game example described above,
the correct answer can be revealed to the user by illuminating the
one of buttons 607-611 which corresponds to the correct answer. For
example, if the correct answer to the current question is
represented by button 610, code 302 can illuminate button 610 after
a predetermined period of time, e.g., 30 seconds, has elapsed. Such
allows the user to ponder the respective answer choices and study
the correctness of the answer associated with button 610 prior to
pressing button 610 to move on to the next question.
[0066] Such button lighting cues can also vary from continuous to
flashing patterns. In one embodiment, a cue starts as a slow
flashing pattern, escalates to a fast flashing pattern, and
eventually escalates to continuously illuminated at successive time
intervals.
[0067] In another example of useful cueing by game control unit 103
in accordance with code 302, the user may be a very young child and
may not fully appreciate the interactive quality of game control
103. Consider that the content of DVD 106 shows four television
characters, e.g., the known Teletubbies characters, all waving at
the user when shown through television 100. Consider also that code
302 is configured to cause a selected one of the Teletubby
characters to say "Good bye!" and duck behind a hill when the one
of buttons 607-611 with the corresponding color is pressed by the
user. Also consider that pressing of button 609, which is white and
therefore corresponds to none of the Teletubbies characters, causes
all Teletubbies characters to stand up and continue waving to the
user--a form of a reset function.
[0068] A young user may not understand or appreciate the connection
between the pressing of any of buttons 607-611 and the
corresponding effect shown in the audiovisual content displayed by
television 100. Accordingly, code 302 can be configured to provide
hints and/or suggestions to the user after predetermined periods of
time of inactivity. For example, after about 15 seconds of
inactivity, code 302 can illuminate button 608 to suggest to the
user to press button 608. When the user does so, code 302 causes
game control unit 103 to issue IR commands causing display of a
video clip in which Laa-Laa, the yellow Teletubby character
corresponding to the yellow color of button 608, says "Good bye!"
and ducks behind a hill. Similar hints/suggestions can be given by
code 302 until all characters have ducked behind respective hills.
Code 302 can then illuminate button 609 to suggest pressing thereof
to bring back all the characters, and play according to code 302
continues.
[0069] Thus, code 302 can cause game control unit 103 to cue the
user to push a selected one of buttons 602-611 or to rock
directional rocker button 614 in a selected direction. In one
embodiment, code 302 can also cause game control unit 103 to cue
the user to push button 601. However, since button 601 is a power
button for game control unit 103, it is preferred that pressing of
button 601 remains solely at the user's initiative and
discretion.
[0070] When touched by the user, touch-sensitive pad 105 reports a
sensed touching event to CPU 201. Code 302 can include instructions
which trap such events and take action in response thereto. Such
events include the fact that touch-sensitive pad 105 is touched and
a location of touch-sensitive pad 105 that is touched by the user.
The location is specified in a two-dimensional Cartesian coordinate
space defined by touch-sensitive pad 105. Events can also include
an event type, including touching, cessation of touching, and
dragging, for example. Cessation of touching refers to an event in
which the user has lifted her finger from touch-sensitive pad 105.
Dragging refers to an event in which the user has moved her finger
to a new position of touch-sensitive pad 105 while maintaining
contact with touch-sensitive pad 105. How game control unit 103
responds to such an event is left to computer instructions of code
302.
[0071] Code 302 specifies a number of virtual buttons in
touch-sensitive pad 105 by (i) specifying a location of the virtual
button in terms of the coordinate space of touch-sensitive pad 105,
e.g., as ranges in both horizontal and vertical coordinates, and
(ii) specifying an action to take in response to a touching event
involving the virtual button. Such virtual buttons and associated
actions collectively define a context in which touches of
touch-sensitive pad 105 are processed.
[0072] Such processing of a touch event is illustrated by logic
flow diagram 800 (FIG. 8). In step 802, code 302 determines in
which of the defined virtual buttons the touch event occurred. Code
302 makes such a determination by comparison of the location of the
touch event to locations at which virtual buttons are defined. In
select step 804, code 302 selects processing according to which of
the virtual buttons is touched as determined in step 802.
[0073] If the first virtual button is touched in the touch event,
processing transfers to step 806 in which code 302 performs an
action associated with the first virtual button. If the second
virtual button is touched in the touch event, processing transfers
to step 808 in which code 302 performs an action associated with
the second virtual button. If the no virtual button is touched in
the touch event, processing transfers to step 810 in which code 302
performs an action disassociated with all virtual buttons, e.g., a
default action. While logic flow diagram 800 represents a context
which includes only two virtual buttons, it should be appreciated
that more or fewer than two virtual buttons can be processed in an
analogous manner.
[0074] FIG. 9 shows game control unit 103 in a manner illustrating
a capacity to change contexts for touch-sensitive pad 105. A book
906 of overlays is attachable to game control unit 103. In
particular, book 906 includes a spiral binding 904 which can be
placed over hooks 902A-B between shoulders 910A-B. Hooks 902A-B
include bulbous ends which slightly deform spiral binding 904 to
retain spiral binding 904 on hooks 902A-B with spring tension of
spiral binding 904. Shoulders 910A-B act as lateral stops to assist
in aligning overlay leaves of book 906 over touch-sensitive pad
105. In addition,. a protuberance 912 in the form of a face of game
control unit 103 which is raised relative to touch-sensitive pad
105 also assists in aligning overlay leaves of book 906 on top of
touch-sensitive pad 105.
[0075] Proper alignment is important for two reasons: (i) proper
correlation between printed matter on each overlay page of book 906
and corresponding virtual buttons defined in touch-sensitive pad
105 in a respective virtual button context defined within code 302
for each overlay page and (ii) proper functioning of automatic
page-sensing.
[0076] Book 906 includes a number of leaves, each of which has two
sides. Each side of a leaf of book 906 is a page. As described more
completely below, book 906 is reversible.
[0077] Each overlay page of book 906 can include printed matter,
including text, graphics, images, and/or icons, for example.
Aspects and/or features of the printed matter of each page are made
interactive by defining one or more virtual buttons of
touch-sensitive pad 105 that correspond to the respective aspects
and/or features. In the example given above in which the user
selects individual Teletubby characters to say "Good bye," the
colors of buttons 607-611 can be replaced with images of the
respective Teletubby characters on an overlay page and a context
which specifies a respective virtual button on touch-sensitive pad
105 for each of the images. Thus, the user touches an image of a
selected Teletubby character on the overlay page with the overlay
page positioned over touch-sensitive pad 105 and code 302 detects a
touch event associated with the corresponding virtual button
defined in the context for that overlay page.
[0078] It should be noted that contexts can include more than
virtual buttons defined for touch-sensitive pad 105. A context can
include different actions associated with other buttons of game
control unit 103, namely, buttons 602-611 and joy pad 614. For
example, continuing in the example of Teletubby characters, one
overlay page of book 906 can show the characters sitting, another
overlay page can show them sleeping, and another can show them
dancing. With the first page positioned over touch-sensitive pad
105 and viewable by the user, code 302 responds to pressing of
button 607, i.e., the red button, by causing playback of an
audiovisual clip in which Po, the red Teletubby character, sits.
With the second page positioned over touch-sensitive pad 105 and
viewable by the user, code 302 responds to pressing of button 607
by causing playback of an audiovisual clip in which Po goes to
sleep. With the third page positioned over touch-sensitive pad 105
and viewable by the user, code 302 responds to pressing of button
607 by causing playback of an audiovisual clip in which Po gets up
and dances.
[0079] Processing by code 302 of page-specific contexts is
illustrated by logic flow diagram 1000 (FIG. 10). In step 1002,
code 302 determines to which viewable page book 906 (FIG. 9) is
turned, i.e., which side of which overlay leaf of book 906 is
positioned over touch-sensitive pad 105 and viewable by the
user.
[0080] To sense overlay leaves of book 906, game control unit 103
includes a number of reed switches 908A-E positioned beneath
touch-sensitive pad 105. Each of the overlay leaves of book 906
includes an embedded magnet, e.g., between two plies of the overlay
leaf. When an overlay leaf of book 906 is positioned over
touch-sensitive pad 105 and positioned within protuberance 912, the
embedded magnet of the overlay leaf aligns with, and actuates, a
selected one of reed switches 908A-E.
[0081] As described above briefly, book 906 is reversible, i.e.,
can be positioned over touch-sensitive pad 105 in one orientation
with spiral binding 904 clipped onto hooks 902A-B and then flipped
180 degrees and re-positioned over touch-sensitive pad 105 with
spiral binding 904 clipped onto hooks 902A-B in a reversed
orientation. Book 906 includes four (4) overlay leaves. The
embedded magnet of the first overlay leaf is positioned to align
with reed switch 908A in the first orientation and with reed switch
908E in the reversed orientation. The embedded magnet of the second
overlay leaf is positioned to align with reed switch 908B in the
first orientation and with reed switch 908D in the reversed
orientation. The embedded magnet of the third overlay leaf is
positioned to align with reed switch 908C in both the first and
reversed orientations. The embedded magnet of the fourth overlay
leaf is positioned to align with reed switch 908D in the first
orientation and with reed switch 908B in the reversed orientation.
Table B below summarizes the states of reed switches 908A-E in each
possible overlay orientation of book 906.
3TABLE B Actuated Switches Viewable Page 908A, 908B, 908C, 908D All
4 leaves are over touch-sensitive pad 105; the front of the first
overlay leaf, i.e., the first page, is on top and viewable by the
user. 908A, 908B, 908C Pages 2-4 are over touch-sensitive pad 105;
the front of the second overlay leaf, i.e., the second page, is on
top and viewable by the user. 908A, 908B Pages 3-4 are over
touch-sensitive pad 105; the front of the third overlay leaf, i.e.,
the third page, is on top and viewable by the user. 908A The fourth
overlay page is over touch-sensitive pad 105; the front of the
fourth overlay leaf, i.e., the fourth page, is viewable by the
user. 908B, 908C, 908D, 908E All 4 pages are over touch-sensitive
pad 105 in the reversed orientation; the back of the fourth overlay
leaf, i.e., the fifth page, is on top and viewable by the user.
908C, 908D, 908E Pages 1-3 are over touch-sensitive pad 105 in the
reversed orientation; the back of the third overlay leaf, i.e., the
sixth page, is on top and viewable by the user. 908D, 908E Pages
1-2 are over touch-sensitive pad 105 in the reversed orientation;
the back of the second overlay leaf, i.e., the seventh page, is on
top and viewable by the user. 908E The first overlay page is over
touch-sensitive pad 105 in the reversed orientation; the back of
the first overlay leaf, i.e., the eighth page, is on top and
viewable by the user. None Book 906 is not positioned over
touch-sensitive pad 105.
[0082] To enable this reversibility of book 906, reed switches
908A-E are positioned symmetrically about a center between the left
and right edges of protuberance 912. In particular, reed switches
908A and 908E are positioned symmetrically about that center, reed
switches 908B and 908D are positioned symmetrically about that
center, and reed switch 908C is positioned on that center.
[0083] While this illustrative embodiment is described as including
four overlay leaves in book 906 and five reed switches 908A-E, it
should be noted that book 906 can include more or fewer overlay
leaves and game control unit 103 can include more or fewer reed
switches. It should also be noted that reed switches 908A-E should
at least number one more than the maximum number of overlay leaves
supported in a single book such as book 906. For example, to
support up to seven overlay leaves in a reversible book such as
book 906, eight reed switches should be used. Such provides
fourteen viewable overlay pages.
[0084] A magnet-and-reed-switch page sensing system such as that
used by game control unit 103 is described in more detail in U.S.
Pat. No. 6,763,995 to Jin K. Song and that description is
incorporated herein by reference.
[0085] Returning to logic flow diagram 1000 (FIG. 10), code 302
determines to which viewable page book 906 is turned by sensing
reed switches 908A-E and using the states shown in Table B above.
In step 1004, code 302 continues processing according to which
viewable page of book 906 is on top of touch-sensitive pad 105 and
viewable by the user. While book 906 includes eight viewable pages
as described above, logic flow diagram 1000 shows processing of
only two viewable pages for simplicity and clarity of description.
More viewable pages can be processed in an analogous manner.
[0086] If code 302 determines that the first page is viewable over
touch-sensitive pad 105, code 302 processes virtual buttons and all
buttons of game control unit 103 according to a context defined for
the first page in step 800A. If code 302 determines that a second
page is viewable over touch-sensitive pad 105, code 302 processes
virtual buttons and all buttons of game control unit 103 according
to a context defined for the second page in step 800B. If code 302
determines that no page is viewable over touch-sensitive pad 105,
code 302 processes virtual buttons and all buttons of game control
unit 103 according to a default context in step 800C, since book
906 is not positioned over touch-sensitive pad 105.
[0087] In this illustrative embodiment, the default context
specifies a number of virtual buttons on touch-sensitive pad 105
which emulate buttons on a conventional remote control for DVD
player 101. The logic which implements such emulation is preferably
stored in NvRAM 202 and/or ROM 203 such that game control unit 103
can operate as a conventional remote control for DVD player 101 in
the absence of memory device 104. Touch-sensitive pad 105 is shown
in FIG. 6 to include printed matter identifying locations of
various virtual buttons which implement such conventional remote
control signals as play, pause, stop, fast forward, rewind, up,
down, left, right, enter, and numerical digit entry.
[0088] The above description is illustrative only and is not
limiting. For example, while a separate DVD player and television
are shown, other multimedia players can be used--including
integrated DVD player/television devices. In addition, while
wireless remote control signals are described, wired remote control
signals--while not currently popular in public use--can also be
used. The present invention is defined solely by the claims which
follow and their full range of equivalents.
* * * * *