U.S. patent application number 11/218377 was filed with the patent office on 2007-01-25 for poker training devices and games using the devices.
Invention is credited to Gerard V. Sunnen.
Application Number | 20070021206 11/218377 |
Document ID | / |
Family ID | 37679766 |
Filed Date | 2007-01-25 |
United States Patent
Application |
20070021206 |
Kind Code |
A1 |
Sunnen; Gerard V. |
January 25, 2007 |
Poker training devices and games using the devices
Abstract
A method and equipment for playing a game of a type wherein a
player conceals his emotional state from other players. A device
translates an internal emotional state of a player into a display
perceptible by others near the player. The device may comprise a
sensor unit, and a securing device for securing the sensor unit in
contact with the player's skin, the sensor unit detecting a
physical parameter indicative of the player's emotional state and
issuing a detection signal; and a display unit attached to the
sensor unit for receiving the detection signal and issuing a
display indicative of the player's emotional state.
Inventors: |
Sunnen; Gerard V.; (New
York, NY) |
Correspondence
Address: |
OSTROLENK FABER GERB & SOFFEN
1180 AVENUE OF THE AMERICAS
NEW YORK
NY
100368403
US
|
Family ID: |
37679766 |
Appl. No.: |
11/218377 |
Filed: |
August 31, 2005 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60697275 |
Jul 8, 2005 |
|
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Current U.S.
Class: |
463/36 |
Current CPC
Class: |
A63F 1/18 20130101; A63F
2011/0058 20130101; A63F 2250/11 20130101; A63F 2250/265 20130101;
A61B 5/486 20130101; A61B 5/6814 20130101; A61B 5/165 20130101;
A63F 2250/49 20130101 |
Class at
Publication: |
463/036 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A device for translating an internal emotional state of a user
into a display perceptible by others near the user, comprising: a
sensor unit, and a securing device for securing the sensor unit in
contact with the skin of a user, said sensor unit comprising a
sensor for detecting at least one physical parameter indicative of
said user's emotional state and issuing a detection signal; and a
display unit attached to said sensor unit for receiving said
detection signal and issuing a display indicative of said emotional
state.
2. The device of claim 1, wherein said sensor comprises at least
one of a temperature sensor, an EMG sensor, and a GSR sensor.
3. The device of claim 2, further comprising circuitry for
processing said detection signal by amplifying said detection
signal, or by selecting components of said detection signal
indicative of said emotional state, or both.
4. The device of claim 1, wherein said sensor circuit, display unit
and securing arrangement form a headband.
5. The device of claim 1, wherein said sensor circuit, display unit
and securing arrangement further comprise lenses and thereby form
eyeglasses.
6. The device of claim 1, wherein said sensor unit is securable in
a position in which said display is not visible to the user.
7. The device of claim 1, wherein said display comprises at least
one of a light display, a sound generator, and a vibration
generator.
8. The device of claim 7, further comprising circuitry for
selecting one or more of said light, sound and vibration
display.
9. The device of claim 8, wherein said circuitry further sets the
intensity of said one or more display.
10. A method of translating an internal emotional state of a user
into a display perceptible by others near the user, comprising the
steps of: securing a sensor unit in contact with the skin of a
user, in a position in which said display is perceptible by others
near the user, detecting with said sensor unit a physical parameter
indicative of said user's emotional state and issuing a detection
signal; and receiving said detection signal with a display unit
attached to said sensor unit and issuing a display indicative of
said emotional state.
11. The method of claim 10, comprising the step of sensing at least
one of temperature, muscle tension and skin resistance of said
user.
12. The method of claim 10, comprising the step of securing said
sensor unit in a position in which said display is not visible to
the user.
13. A method of playing a game having a predetermined set of
equipment and rules, including a step wherein a player conceals his
emotional state from other players, said method comprising the
steps of: providing said players with said game equipment and said
rules; providing each of said players with a device capable of
translating an internal emotional state of a player into a display
perceptible by others near the player, said device comprising: a
sensor unit, and a securing device for securing the sensor unit in
contact with the skin of the player, said sensor unit comprising a
sensor for detecting a physical parameter indicative of said
player's emotional state and issuing a detection signal; and a
display unit attached to said sensor unit for receiving said
detection signal and issuing a display indicative of said emotional
state; wherein each player secures said device in a place on said
player's body where said display unit is perceptible by the other
players.
14. The method of claim 13, comprising the step of sensing at least
one of temperature, muscle tension and skin resistance of said
user.
15. The method of claim 13, wherein said sensor unit is securable
in a position in which said display is not visible to the user.
16. A method of playing a game having a predetermined set of
equipment and rules, including a step wherein a player conceals his
emotional state from other players, said method comprising the
steps of: providing said players with said game equipment and said
rules; providing said players with a device which translates an
internal emotional state of a player into a display perceptible by
others near the player.
17. Equipment for a game having a predetermined set of equipment
and rules, including a step wherein a player conceals his emotional
state from other players, comprising: said game equipment and said
rules; in combination with a device for translating an internal
emotional state of a player into a display perceptible by others
near the player, said device comprising: a sensor unit, and a
securing device for securing the sensor unit in contact with the
skin of the player, said sensor unit comprising a sensor for
detecting a physical parameter indicative of said player's
emotional state and issuing a detection signal; and a display unit
attached to said sensor unit for receiving said detection signal
and issuing a display indicative of said emotional state; said
device being securable in a place on said player's body where said
display unit is perceptible by the other players.
18. The equipment of claim 17, wherein said sensor comprises at
least one of a temperature sensor, an EMG sensor, and a GSR
sensor.
19. The equipment of claim 17, wherein said sensor unit is
securable in a position in which said display is not visible to the
user.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application is based upon and claims priority of U.S.
Provisional Application Ser. No. 60/697,275, filed Jul. 8, 2005,
incorporated by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to mood-sensing biofeedback
devices, and more particularly to biofeedback devices and methods
for use in games, such as poker.
[0004] 2. Background Art
[0005] Poker playing is an art and a science. Woven into the fabric
of the game is a sophisticated personal skill, namely the ability
to communicate--or to inhibit from communicating--non-verbal
behavioral signals.
[0006] It has long been observed that emotional states are
expressed through the skin. In nervous tension, for example, the
skin arterioles constrict, thus reducing blood flow and lowering
skin temperature. In relaxation, blood vessels expand, warming the
skin.
[0007] Electrical skin resistance falls in states of tension
because of increased skin moisture. In relaxation, the skin becomes
dryer, increasing its electrical resistance.
[0008] Muscle action potentials decrease with relaxation and
increase with tension. Muscles in the face for example may, at
rest, show voltages ranging from approximately 0.5 to 3 microvolts.
In states of tension, the voltages may far exceed that range.
[0009] Devices capable of reading a player's emotional state may
rely on the measurement of body temperature, of galvanic skin
resistance (GSR), and/or of muscular tension (EMG). Body
temperature, galvanic skin response, and muscular tension are
readily translated to a light display via liquid crystal display
(LCD) technology; and to a sound via a transducer, an amplifier,
and a speaker; and to a vibration via a vibrational unit.
[0010] Known biofeedback devices are capable of translating skin
temperature, skin resistance, and/or muscle action potential into
light, color, and sound.
[0011] The devices are capable of translating skin temperature,
skin resistance, and/or muscle action potentials into light, color,
and sound. Rather than acting as clinical biofeedback instruments,
however, this invention applies the use of these devices for
entertainment purposes, especially for improving the user's poker
playing.
SUMMARY OF THE INVENTION
[0012] Accordingly, the invention relates to biofeedback devices
and methods, and to games played with the devices and methods.
[0013] It is an object of the present invention to apply
biofeedback devices to enhance the play of certain games, including
but not limited to poker and the like.
[0014] The devices in this invention, particularly adapted for
poker training, contain sensors capable of translating changes in
skin temperature, skin electrical conductivity, and/or muscle
action potentials into perceptible stimuli such as light, sound,
and vibration. The vibration feature allows the player to privately
guage the presence and intensity of his/her own internal
reactions.
[0015] This invention contains elements found in most biofeedback
circuits: A transducer receives bodily signals, converting them to
forms readable by instruments. An amplifier augments the strength
of the signals received from the transducer. A signal processor
narrows or selects the spectrum of signals received, selecting the
most fruitful for processing by the signal display which converts
the signal into perceivable stimuli--in the case of this invention,
light and sound.
[0016] In poker for example, the devices' purpose is to signal to
other players the status of a player's internal emotional state,
such as nervous tension, or of another type of emotional arousal,
in order to infuse the playing field with novel levels of
divertissement intrigue.
[0017] The disclosed game example is a poker game played in similar
fashion to any one of the varieties of poker enjoyed today except
that it adds the additional feature wherein the players wear a
small device on their heads designed to "read" their emotional
states and to convey them to other players. The device translates
the player's emotional disposition into a light display and/or a
sound, and/or a vibration. The intensity of light, sound, or
vibration is proportional to the player's level of internal
arousal.
[0018] The disclosed training devices have the capacity to
integrate skin temperature, skin resistance, and muscle action
potentials, via a microprocessor, in order to achieve accuracy in
translating states of autonomic nervous system activation.
[0019] The tension level of each individual player is translated
via sensors on the device and displayed for other players to take
note. With higher states of internal tension, the light displays
increasing brightness and color and the sound is driven to a higher
pitch or to a different tone.
[0020] The light, sound and vibration may each be displayed
individually, or conjointly. Light, sound and vibration may be
selected in any combination. The choice is left to the players, who
decide as a group at the start of the game which modalities will be
displayed.
[0021] If only the light display is chosen, the device may be
constructed so that either (1) the players are not able to observe
their own light displays, or (2) the players can observe both their
own displays and the displays of the others.
[0022] If only the sound option is chosen, the players will be
exposed to the auditory signals of all the players. A higher pitch
sound or tone from one player will signify that the stress level of
that player has increased.
[0023] If both the light and the sound displays are activated for
all players, everyone will have a chance to both see and hear the
inner emotional workings of their fellow players.
[0024] Since each player wears a device open to the direct
observation of all other players, the ordinary poker game achieves
a new level of enjoyment and psychological complexity.
[0025] In many games, foremost of which is poker, bluffing is a
central part of game strategy. Bluffing, to be done correctly,
necessitates either a complete absence of giveaway facial and
bodily expressions, or behavioral expressions deliberately opposite
to the ones actually experienced.
[0026] Bluffing, however, skillfully as it may inhibit any outward
behavioral display, invariably creates internal tension which
translates into arousal of the autonomic nervous system, expressed
through alterations of skin temperature, skin electrical
conductivity, and muscle action potentials. Several poker
situations may, in addition to bluffing, intensify internal
tension. Consider, for example, the act of being dealt a winning
card. Can players inhibit their internal responses so as not to
give themselves away? Can players, not only inhibit, but also
deliberately create internal responses to confuse other
players?
[0027] The idea of using these devices to convey a poker player's
emotional state to other players may, at first glance, seem
counter-intuitive. What advantage, one may ask, could be bestowed
on an individual player by wearing a device that telegraphs his/her
inner emotional workings to his adversaries?
[0028] The answer lies not so much in enhancing any one player's
personal advantage in the game. The purpose of the device becomes
clear when one considers that all the players are wearing the same
device. The game then achieves an interactive group dynamic, where
each player is able to observe the emotional states of all the
other players, and, importantly, receives feedback from other
players about his/her own emotional state.
[0029] The presence of other players has a marked influence upon
the individual player's poker playing. Other players may bluff or
use intimidation, or humor, to distract and perhaps derail the game
of their opponents. The individual poker player, given all the data
furnished by all the devices worn by the other players, then has
the opportunity to modulate his/her internal reactions in order to
master the art of controlling their degree of communication to the
other players. With sustained training, this skill will carry over
when the training device is not in use.
[0030] Importantly, the disclosed devices can be useful in honing
one's intuition. Indeed, it is increasingly appreciated that
hunches are first perceived below the level of awareness and that
expert poker players are the ones that are mot attuned to their
internal states. The devices can thus teach players how to become
increasingly sensitive to their own subconscious signals.
[0031] Devices designed to translate internal emotional arousal
into visual, auditory and/or vibrational displays for use as
learning tools for card games such as, but not limited to poker,
are presented herein.
[0032] These devices may be used in any one of the many varieties
of poker games including "Texas Hold'em."
[0033] These devices make possible: [0034] 1. Personal training in
sharpening one's self-awareness--and consequently, intuition--in
the context of poker playing by presenting the player with a
vibrational signal reflecting his/her state of inner tension. The
usefulness of this training is derived from data showing that
expert players are more finely attuned than most in listening to
their visceral signals. With continued use, these devices enable
the player to become more rapidly conscious of his/her hunches.
[0035] 2. Interactive training. When all poker players are wearing
the devices there are mutual player interactions influencing
individual play. The devices sharpen the player's awareness of how
the other players influence personal play.
[0036] Other features and advantages of the present invention will
become apparent from the following description of embodiments of
the invention which refers to the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0037] FIG. 1 shows a first device in the form of a headband in
frontal view.
[0038] FIG. 2 shows the headband in lateral view.
[0039] FIG. 3 shows the device as it is worn on the head.
[0040] FIG. 4 is a back view of the device, namely the surface that
is in contact with the skin.
[0041] FIG. 5 shows a second device, designed for wearing as
glasses, in frontal view.
[0042] FIG. 6 shows the glasses from the side apposing the
face.
DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
[0043] FIG. 1 shows a first device designed in the form of a
headband, in frontal view. The sensor housing unit (1) is apposed
to the forehead and is held to the head by straps (2). The sensor
housing unit connects with the light display (3). The mini-speaker
(4) is also visible in the frontal view.
[0044] FIG. 2 shows the headband in lateral view. The sensor
housing unit (1) wraps around the forehead by means of straps (2).
The sensor housing unit attaches to the light display (3).
[0045] FIG. 3 shows the device as it is worn on the head. The
sensor housing unit (1) is held in place by the strap (2). The
mini-speaker (4) is visible. The light display (3) rises above the
sensor unit and may be disposed so as to be either visible or not
visible to the wearer.
[0046] FIG. 4 is a back view of the device, the surface that is in
contact with the skin. The sensor housing unit (1) is held to the
skin of the forehead by means of straps (2). The battery (5) powers
the microprocessor (6). The microprocessor is connected to the
input of several sensors, among them the temperature sensor (7),
the EMG sensor (8), and the GSR sensor (9). The microprocessor's
output is to the light display (3), which may include one or a
plurality of LED's presenting one or a plurality of colors, to the
mini-speaker (4), and to the vibration unit (11). A control button,
dial or the like (10) regulates the functions of the microprocessor
including selection of options including the light display and the
sound and vibration functions. The mini-speaker may emit tones,
music or any other sound.
[0047] The microprocessor advantageously may process or filter the
detection signals from the sensors, for example reducing or
limiting their frequency range, so as to obtain a processed signal
with better correlation to the user's emotional state than the raw
detection signal. An amplifier, not shown, may also be provided for
amplifying the detection signal and/or the outputs to the display
devices.
[0048] FIG. 5 shows the device designed for wearing as glasses, in
frontal view. The light display (3) forms the rim of the glasses.
The mini-speaker (4) is shown in the nose bridge.
[0049] FIG. 6 shows the glasses from the side apposing the face.
The battery (5) powers the microprocessor (6). The microprocessor
receives signals from the sensors, namely the temperature sensor
(7), the EMG sensor (8), and the GSR sensor (9). The microprocessor
modulates the output of the speaker (4) and of the light display
(3), and the vibration unit (11) in the same manner as in the first
device.
[0050] The devices may be provided in a kit containing all the
elements necessary for a poker game: cards, chips, and
instructions.
[0051] In use, each player places one of the disclosed devices on
his/her head.
[0052] At the beginning of the game all players decide on any one
of four options regarding setting their devices, namely to: [0053]
1. Turn on the light display only [0054] 2. Turn on the auditory
display only [0055] 3. Turn on both the light and sound displays
[0056] 4. Turn on the private vibrational mode, alone or in
conjunction with other modalities.
[0057] As the game proceeds, each player will have the opportunity
to observe the displays of other players in relation to the
evolution of the game. Poker situations will become connected to
patterns of response in individual players and each player will
attempt to use the data gleaned from the signals of fellow players
to advance his or her own game.
[0058] Although the present invention has been described in
relation to particular embodiments thereof, many other variations
and modifications and other uses will become apparent to those
skilled in the art. Therefore, the present invention is not limited
by the specific disclosure herein.
* * * * *