U.S. patent application number 11/617838 was filed with the patent office on 2008-07-03 for systems, methods, devices, and computer program products providing a brain-exercising game.
This patent application is currently assigned to Nokia Corporation. Invention is credited to Yoshiya Hirase, Tsuyoshi Kashima, Shinya Terasaki.
Application Number | 20080161080 11/617838 |
Document ID | / |
Family ID | 39584782 |
Filed Date | 2008-07-03 |
United States Patent
Application |
20080161080 |
Kind Code |
A1 |
Terasaki; Shinya ; et
al. |
July 3, 2008 |
SYSTEMS, METHODS, DEVICES, AND COMPUTER PROGRAM PRODUCTS PROVIDING
A BRAIN-EXERCISING GAME
Abstract
Systems, methods, devices, and computer program products are
provided for exercising the user's brain, and in particular the
user's short-term memory. More particularly, a gaming application
is provided that may be executed by the processor of an electronic
device, such as a mobile terminal. The gaming application provides
a game where the user gains an advantage in the game by using his
or her short-term memory. The amount of information that the user
must store in his or her short-term memory may be adjusted based on
the user's performance in the game. A popular puzzle-like game
involving the manipulation of a sequence of polyominoes may be
improved upon to provide short-term memory testing or training.
Inventors: |
Terasaki; Shinya; (Tokyo,
JP) ; Hirase; Yoshiya; (Tokyo, JP) ; Kashima;
Tsuyoshi; (Kanagawa, JP) |
Correspondence
Address: |
ALSTON & BIRD LLP
BANK OF AMERICA PLAZA, 101 SOUTH TRYON STREET, SUITE 4000
CHARLOTTE
NC
28280-4000
US
|
Assignee: |
Nokia Corporation
|
Family ID: |
39584782 |
Appl. No.: |
11/617838 |
Filed: |
December 29, 2006 |
Current U.S.
Class: |
463/9 |
Current CPC
Class: |
A63F 13/80 20140902;
A63F 13/10 20130101; A63F 2300/406 20130101; A63F 2300/638
20130101; A63F 13/44 20140902 |
Class at
Publication: |
463/9 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A computer program product for providing a memory exercising
application, the computer program product comprising at least one
computer-readable storage medium having computer-readable program
code portions stored therein, the computer-readable program code
portions comprising: a first executable portion for introducing a
current object, from a sequence of objects, in a gaming area of a
display, wherein each object is one of a plurality of different
object types; a second executable portion for providing the user
with an indication of a future object, wherein the future object is
spaced apart in the sequence of objects by at least one
intermediate object after the current object; a third executable
portion for allowing a user a limited amount of time to utilize the
current object, based at least partially on the object type of the
current object; and a fourth executable portion for advancing the
sequence after the current object is utilized or after the limited
time expires, such that the object in the sequence immediately
following the current object becomes the current object.
2. The computer program product of claim 1, wherein the second
executable portion is further configured to provide the user with
the indication of the future object without concurrently displaying
the object type(s) for at least one intermediate object.
3. The computer program product of claim 1, wherein the third
executable portion is further configured to provide incentives for
the user to utilize the current object based at least partially on
the object type(s) of at least one intermediate object.
4. The computer program product of claim 1, wherein the second
executable portion is further configured to provide the user with
an indication of the object type of the future object.
5. The computer program product of claim 1, wherein the second
executable portion is further configured for providing the user
with an indication of the number of objects between the current
object and the future object.
6. The computer program product of claim 1, further comprising: a
fifth executable portion for allowing the user to specify the
number of objects between the current object and the future
object.
7. The computer program product of claim 1, further comprising: a
fifth executable portion for automatically determining the number
of objects between the current object and the future object based
at least partially on the use of the current object.
8. The computer program product of claim 1, further comprising: a
fifth executable portion for automatically determining the number
of objects between the current object and the future object based
at least partially on a period of time expiring.
9. The computer program product of claim 1, further comprising: a
fifth executable portion for rewarding the user based on the use of
the current object.
10. The computer program product of claim 1, wherein the objects
comprise polyominoes and wherein the object type comprises a type
of polyomino.
11. The computer program product of claim 10, wherein the
polyominoes comprise tetrominoes, wherein the current object in the
gaming area falls toward a side of the gaming area until the
current object comes to rest at the side of the gaming area or
adjacent to a portion of another object at rest, and wherein the
third executable portion is further configured to receive user
input and move the object based on the user input, the computer
program product further comprising: a fifth executable portion for
rewarding the user when the user utilizes the current object to
complete at least one row spanning the gaming area.
12. The computer program product of claim 11, wherein the fifth
executable portion is further configured for removing the at least
one completed row.
13. The computer program product of claim 1, further comprising: a
fifth executable portion for outputting a score based at least
partially on utilization of the current object and for indicating
that the score is representative of the user's short-term memory
capacity.
14. The computer program product of claim 1, further comprising: a
fifth executable portion for randomly generating the sequence of
objects.
15. The computer program product of claim 1, further comprising: a
fifth executable portion for hiding a portion of the gaming area
displayed on the display.
16. The computer program product of claim 1, wherein the objects
comprise tetrominoes, each tetromino comprised of four squares,
wherein the gaming area is comprised of a plurality of rows that
span the gaming area, and wherein the computer-readable program
code portions further comprise: a fifth executable portion for
rewarding the user when the user utilizes the current object to
completely fill at least one of the rows with squares of one or
more tetrominoes; and a sixth executable portion for hiding from
view on the display an area of the gaming area that includes at
least one row of the gaming area.
17. A method of exercising short-term memory in a user, the method
comprising: providing a sequence of objects, each object in the
sequence being one of a plurality of object types; introducing a
current object, from the sequence of objects, in a gaming area of a
display; displaying an indication, on the display, of a future
object, wherein the future object is spaced apart in the sequence
of objects by at least one intermediate object after the current
object; and allowing the user a limited time to enter user input
immediately after the current object is introduced into the gaming
area.
18. The method of claim 17 wherein displaying the indication of the
object type of the future object occurs without concurrently
displaying the object type(s) for the at least one intermediate
object.
19. The method of claim 17, further comprising: providing the user
with incentives to enter user input based at least partially on the
object type of the current object and the object type(s) of the at
least one intermediate object.
20. The method of claim 17, wherein displaying the indication of
the future object comprises displaying an indication of the object
type of the future object.
21. The method of claim 17, further comprising: choosing the future
object in the sequence.
22. The method of claim 17, further comprising: repeating the steps
of introducing, displaying, and allowing for each object in at
least a portion of the sequence.
23. The method of claim 17, wherein the providing of a sequence of
objects comprises generating a random sequence of objects having a
random sequence of object types.
24. The method of claim 17, further comprising: providing an
indication of the user's performance based on the user input in
response to the sequence of objects introduced into the gaming
area.
25. The method of claim 24, wherein the displaying of an indication
of a future object in the sequence comprises displaying an image of
an object having the same object type as the future object.
26. The method of claim 17, wherein the objects comprise
polyominoes.
27. The method of claim 17, further comprising: rewarding the user
based on user input entered in response to the sequence of objects
introduced into the gaming area.
28. The method of claim 27, wherein the user input that is more
likely to achieve higher rewards is at least partially based on the
object type of the object introduced into the gaming area.
29. An apparatus comprising: a display; a user input interface; and
a processor operatively coupled to the display and to the user
input interface; wherein the processor is configured to introduce a
current object, from a sequence of objects, in a gaming area of the
display, wherein each object is one of a plurality of different
object types; wherein the processor is configured to provide the
user with an indication of a future object, wherein the future
object is spaced apart in the sequence of objects by at least one
intermediate object after the current object; wherein the processor
is configured to allow a user a limited amount of time to utilize
the current object by entering user input based at least partially
on the object type of the current object; and wherein the processor
is configured to advance the sequence after the current object is
utilized or after the limited time expires, such that the object in
the sequence immediately following the current object becomes the
current object.
30. The apparatus of claim 29, wherein the processor is further
configured to provide the user with the indication of the future
object without concurrently displaying the object type(s) for at
least one intermediate object.
31. The apparatus of claim 29, wherein the processor is further
configured to provide incentives for the user to utilize the
current object based at least partially on the object type(s) of at
least one intermediate object.
32. The apparatus of claim 29, wherein the processor is further
configured to provide the user with an indication of the future
object by displaying an indication of the object type of the future
object.
Description
FIELD OF EMBODIMENTS OF THE INVENTION
[0001] Embodiments of the invention relate generally to
brain-exercising games. More particularly, embodiments of the
present invention relate to systems, methods, devices, and computer
program products for providing a puzzle-like video game where
aspects of the game provide incentives for a user to utilize
short-term memory.
BACKGROUND OF EMBODIMENTS OF THE INVENTION
[0002] It is said that a person can store up to seven pieces of
independent information, such as seven words, in short-term memory
if a person is given a task to memorize independent pieces of
information in a very short period of time. The ability of a person
to store information in short-term memory is generally reduced if
the person is required to perform other tasks at the same time that
the person is asked to remember the information. For example, a
person asked to memorize words in a short period of time while
performing another task may only have the capacity to remember
three or four words. This short-term memory capacity varies based
on the individual, and it is sometimes thought that a person having
a larger short-term memory capacity will be able to make better
decisions when solving certain problems. This may be particularly
true if the person has a good short-term memory while performing
other rapid tasks.
[0003] Therefore, it may be useful to have a system directed
towards exercising (e.g., training and/or testing) short-term
memory capacity. It would be advantageous if such a system causes a
person to use short-term memory while performing other rapid tasks.
It would also be advantageous if such a system, particularly a
system directed towards training short-term memory, is enjoyable
for the user so that the user desires to use the system often and
for long periods of time.
BRIEF SUMMARY OF EMBODIMENTS OF THE INVENTION
[0004] Therefore, embodiments of the present invention provide
systems, methods, devices, and computer program products for
exercising (e.g., training and/or testing) the user's brain, and in
particular the user's short-term memory. More particularly,
embodiments of the present invention provide machine code and/or
signals that may be executed by the processor of an electronic
device, such as a mobile terminal. The machine code and/or signals
can represent many different applications for exercising one's
memory, such as games, training tasks, strategy simulation, etc.
The gaming application provides a game where the user is rewarded
in the game by correctly and accurately using his or her short-term
memory. In one embodiment, the amount of information that the user
must store in his or her short-term memory is adjusted based on the
user's performance in the game. In one embodiment, a popular
puzzle-like game involving the manipulation of a sequence of
polyominoes is improved upon to provide for exercising of the
user's short-term memory. A polyomino is a geometric shape that is
constructed by placing a number of identical squares in distinct
locations in a plane and in such a way that at least one edge of
each square coincides with an edge of one of the other squares. A
tetromino is a polyomino constructed of four squares.
[0005] In one embodiment of the present invention, a computer
program product is provided for providing a memory exercising
application. The computer program product may include at least one
computer-readable storage medium having computer-readable program
code portions stored therein. The computer-readable program code
portions may include: a first executable portion for introducing a
current object, from a sequence of objects, in a gaming area of a
display, wherein each object is one of a plurality of different
object types; a second executable portion for providing the user
with an indication of a future object, wherein the future object is
spaced apart in the sequence of objects by at least one
intermediate object after the current object; a third executable
portion for allowing a user a limited amount of time to utilize the
current object, based at least partially on the object type of the
current object; and a fourth executable portion for advancing the
sequence after the current object is utilized or after the limited
time expires, such that the object in the sequence immediately
following the current object becomes the current object.
[0006] The second executable portion may be configured to provide
the user with the indication of the future object without
concurrently displaying the object type(s) for at least one
intermediate object. The second executable portion may be
configured to provide the user with an indication of the object
type of the future object. The second executable portion may also
be configured for providing the user with an indication of the
number of objects between the current object and the future object.
The third executable portion may be configured to provide
incentives for the user to utilize the current object based at
least partially on the object type(s) of at least one intermediate
object.
[0007] The computer program product may further include an
executable portion for allowing the user to specify the number of
objects between the current object and the future object. The
computer program product may also include an executable portion for
automatically determining the number of objects between the current
object and the future object based at least partially on the use of
the current object. The computer program product may also include
an executable portion for automatically determining the number of
objects between the current object and the future object based at
least partially on a period of time expiring.
[0008] The computer program product may include an executable
portion for rewarding the user based on the use of the current
object. The objects may be polyominoes and the object type may be a
type of polyomino. The polyominoes may include tetrominoes. In one
embodiment, the current object in the gaming area falls toward a
side of the gaming area until the current object comes to rest at
the side of the gaming area or adjacent to a portion of another
object at rest. In such an embodiment, the third executable portion
may be further configured to receive user input and move the object
based on the user input, the computer program product further
comprising. An executable portion may also be included for
rewarding the user when the user utilizes the current object to
complete at least one row spanning the gaming area. Such an
executable portion may also be configured for removing the at least
one completed row.
[0009] The computer program product may further include an
executable portion for outputting a score based at least partially
on utilization of the current object and for indicating that the
score is representative of the user's short-term memory capacity.
Another executable portion may be for randomly generating the
sequence of objects.
[0010] In one embodiment, an executable portion is provided for
hiding a portion of the gaming area displayed on the display. For
example, where the objects are tetrominoes, each tetromino having
four squares, and where the gaming area is comprised of a plurality
of rows that span the gaming area, and the computer-readable
program code portions may further include: an executable portion
for rewarding the user when the user utilizes the current object to
completely fill at least one of the rows with squares of one or
more tetrominoes, and an executable portion for hiding from view on
the display an area of the gaming area that includes at least one
row of the gaming area.
[0011] In one embodiment of the present invention a method is
provided for exercising short-term memory in a user. The method may
include: providing a sequence of objects, each object in the
sequence being one of a plurality of object types; introducing a
current object, from the sequence of objects, in a gaming area of a
display; displaying an indication, on the display, of a future
object, wherein the future object is spaced apart in the sequence
of objects by at least one intermediate object after the current
object; and allowing the user a limited time to enter user input
immediately after the current object is introduced into the gaming
area.
[0012] In another embodiment of the present invention, an apparatus
is provided having a display; a user input interface; and a
processor operatively coupled to the display and to the user input
interface. The processor may be configured to: introduce a current
object, from a sequence of objects, in a gaming area of the
display, wherein each object is one of a plurality of different
object types; provide the user with an indication of a future
object, wherein the future object is spaced apart in the sequence
of objects by at least one intermediate object after the current
object; allow a user a limited amount of time to utilize the
current object by entering user input based at least partially on
the object type of the current object; and advance the sequence
after the current object is utilized or after the limited time
expires, such that the object in the sequence immediately following
the current object becomes the current object. In one embodiment,
the system is embodied in a mobile terminal.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING(S)
[0013] Having thus described the invention in general terms,
reference will now be made to the accompanying drawings, which are
not necessarily drawn to scale, and wherein:
[0014] FIG. 1 illustrates a block diagram of an electronic device
that may be used to execute a gaming application, in accordance
with embodiments of the present invention;
[0015] FIG. 2 is a flow chart that illustrates, in general terms, a
process implemented by a gaming application, in accordance with on
embodiment of the present invention;
[0016] FIG. 3 illustrates a graphical user interface of the gaming
application in accordance with one embodiment of the present
invention;
[0017] FIG. 4 illustrates the possible different types of
two-dimensional tetrominoes that may be used in one embodiment of
the present invention; and
[0018] FIG. 5 illustrates a graphical user interface of the gaming
application in accordance with one another embodiment of the
present invention.
DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
[0019] Embodiments of the present invention now will be described
more fully hereinafter with reference to the accompanying drawings,
in which some, but not all embodiments of the inventions are shown.
Indeed, these inventions may be embodied in many different forms
and should not be construed as limited to the embodiments set forth
herein; rather, these embodiments are provided so that this
disclosure will satisfy applicable legal requirements. Like numbers
refer to like elements throughout.
[0020] Embodiments of the present invention are directed to
providing a system directed to exercising (e.g., training and/or
testing) aspects of a user's brain or thinking process. More
particularly, embodiments of the present invention provide a gaming
application that causes a user to utilize short-term memory while
performing other rapid tasks. In this way, some embodiments of the
present invention may provide a system, method, device, and
computer product that can be used to exercise the short-term memory
of the user.
[0021] In this regard, FIG. 1 illustrates a block diagram of an
electronic device, and specifically a mobile terminal 10, that may
be used to execute gaming applications, in accordance with
embodiments of the present invention. While several embodiments of
the mobile terminal 10 are illustrated and will be hereinafter
described for purposes of example, other types of electronic
devices, such as digital cameras, portable digital assistants
(PDAs), pagers, mobile televisions, computers, laptop computers,
gaming consoles, and other types of systems that can execute gaming
applications, can readily employ embodiments of the present
invention. Such devices may or may not be mobile.
[0022] The mobile terminal 10 includes a communication interface
comprising an antenna 12 in operable communication with a
transmitter 14 and a receiver 16. The mobile terminal 10 further
includes a processor 20 or other processing element that provides
signals to and receives signals from the transmitter 14 and
receiver 16, respectively. The signals include signaling
information in accordance with the air interface standard of the
applicable cellular system, and also user speech and/or user
generated data. In this regard, the mobile terminal 10 is capable
of operating with one or more air interface standards,
communication protocols, modulation types, and access types. By way
of illustration, the mobile terminal 10 is capable of operating in
accordance with any of a number of first, second and/or
third-generation communication protocols or the like. For example,
the mobile terminal 10 may be capable of operating in accordance
with second-generation (2G) wireless communication protocols IS-136
(TDMA), GSM, and IS-95 (CDMA) or third-generation wireless
communication protocol Wideband Code Division Multiple Access
(WCDMA).
[0023] It is understood that the processor 20 includes circuitry
required for implementing audio and logic functions of the mobile
terminal 10. For example, the processor 20 may be comprised of a
digital signal processor device, a microprocessor device, and
various analog to digital converters, digital to analog converters,
and other support circuits. Control and signal processing functions
of the mobile terminal 10 are allocated between these devices
according to their respective capabilities. The processor 20 thus
may also include the functionality to convolutionally encode and
interleave message and data prior to modulation and transmission.
The processor 20 can additionally include an internal voice coder,
and may include an internal data modem. Further, the processor 20
may include functionality to operate one or more software programs,
which may be stored in memory. For example, the processor 20 may be
capable of operating a connectivity program, such as a conventional
Web browser. The connectivity program may then allow the mobile
terminal 10 to transmit and receive Web content, such as
location-based content, according to a Wireless Application
Protocol (WAP), for example.
[0024] The mobile terminal 10 also comprises a user interface
including an output device such as a conventional earphone or
speaker 24, a ringer 22, a microphone 26, a display 28, and a user
input interface, all of which are operatively coupled to the
processor 20. The user input interface, which allows the mobile
terminal 10 to receive data, may include any of a number of devices
allowing the mobile terminal 10 to receive data, such as a keypad
30, a touch display (not shown) or other input device. In
embodiments including the keypad 30, the keypad 30 may include the
conventional numeric (0-9) and related keys (#, *), and other keys
used for operating the mobile terminal 10. Alternatively, the
keypad 30 may include a conventional QWERTY keypad. The mobile
terminal 10 further includes a battery 34, such as a vibrating
battery pack, for powering various circuits that are required to
operate the mobile terminal 10, as well as optionally providing
mechanical vibration as a detectable output.
[0025] In an exemplary embodiment, the mobile terminal 10 includes
a camera 36 in communication with the processor 20. The camera 36
may be any means for capturing an image for storage, display or
transmission. For example, the camera 36 may include a digital
camera capable of forming a digital image file from a captured
image. As such, the camera 36 includes all hardware, such as a lens
or other optical device, and software necessary for creating a
digital image file from a captured image. Alternatively, the camera
36 may include only the hardware needed to view an image, while a
memory device of the mobile terminal 10 stores instructions for
execution by the processor 20 in the form of software necessary to
create a digital image file from a captured image. In an exemplary
embodiment, the camera 36 may further include a processing element
such as a co-processor which assists the processor 20 in processing
image data and an encoder and/or decoder for compressing and/or
decompressing image data. The encoder and/or decoder may encode
and/or decode according to a JPEG standard format.
[0026] The mobile terminal 10 may further include a user identity
module (UIM) 38. The UIM 38 is typically a memory device having a
processor built in. The UIM 38 may include, for example, a
subscriber identity module (SIM), a universal integrated circuit
card (UICC), a universal subscriber identity module (USIM), a
removable user identity module (R-UIM), etc. The UIM 38 typically
stores information elements related to a mobile subscriber. In
addition to the UIM 38, the mobile terminal 10 may be equipped with
memory. For example, the mobile terminal 10 may include volatile
memory 40, such as volatile Random Access Memory (RAM) including a
cache area for the temporary storage of data. The mobile terminal
10 may also include other non-volatile memory 42, which can be
embedded and/or may be removable. The non-volatile memory 42 can
additionally or alternatively comprise an EEPROM, flash memory or
the like, such as that available from the SanDisk Corporation of
Sunnyvale, Calif., or Lexar Media Inc. of Fremont, Calif. The
memories can store any of a number of pieces of information, and
data, used by the mobile terminal 10 to implement the functions of
the mobile terminal 10. For example, the memories can include an
identifier, such as an international mobile equipment
identification (IMEI) code, capable of uniquely identifying the
mobile terminal 10.
[0027] In one embodiment of the present invention, the mobile
terminal 10 comprises a gaming application that is executed by the
processor 20 and provides for a game to run on the mobile terminal
10. The gaming application may be stored in a memory of the mobile
terminal 10. The memory may be a removable memory, such as a game
cartridge, that is removably coupled to the mobile terminal 10, or
other electronic device, so that the processor 20 of the mobile
terminal 10 can execute the application stored in the removable
memory. In general, when executed on the mobile terminal 10, the
game generates a graphical user interface that the processor 20
presents on the display 28. The user of the mobile terminal 10
interacts with the game by actuating a user input device, such as
the keypad 30, in order to communicate information to the processor
20. The application is referred to herein as a "gaming" application
since, in a one embodiment, the user finds the game executed by the
gaming application enjoyable to use. However, in other embodiments
of the present invention the gaming application may be strictly
used for memory training, memory testing, or other brain-exercising
purposes.
[0028] In general, the game of embodiments of the present
application involves providing one or more objects on the display
28 and further involves the user manipulating and/or performing
actions with these one or more objects based at least partially on
the attributes of the one or more objects. More particularly, the
game comprises a plurality of object types. Each object of a
particular object type has an attribute or a combination of
attributes that is different from the attributes or combination of
attributes of an object that is a member of a different object
type.
[0029] Referring now to FIG. 2, a flow chart is provided that
illustrates, in general terms, a process 100 that is implemented by
the processor 20 executing the gaming application, in accordance
with one embodiment of the invention. As represented by block 110,
during game play, an object of a sequence of objects is provided to
the user one object at a time. At any given moment during the game,
the object most recently introduced to the user is referred to
herein as the "current object." After the current object is
introduced to the user, the user has a limited amount of time to
use the current object in accordance with the rules of the game, as
illustrated by block 130. Once the current object is used and/or
the limited amount of time expires, the next object in the sequence
is provided to the user as a new current object, as represented by
block 150. In general, the process of providing a current object,
allowing the user to utilize the object during a limited amount of
time, and providing a new current object is repeated until the game
ends or otherwise stops. The objects provided to the user are
provided in a sequence such that, at any given moment in time, the
current object is followed immediately in the sequence by a next
object, which is followed by other future objects. In one
embodiment, the sequence of objects is randomly generated by the
processor 20, such that a random distribution of object types is
provided to the user throughout the game.
[0030] In some embodiments of the present invention, the user is
rewarded based on what the user does with the current object during
the limited amount of time, as represented by block 140. In
general, different object types can be used in different ways based
on the attributes of the object. The attributes of an object are
determined by the object type. Often, the way in which the user
utilizes the current object will affect how the user will be able
to utilize the next object in the sequence of objects as well as
other future objects in the sequence. Therefore, embodiments of the
game are configured such that, if the user knows the sequence of
future object types that will follow the current object, then the
user may be able to plan out how to best use the current object (in
view of the future sequence of object types) in such a way as to
maximize the user's overall reward. In other words, a user who
knows at least a portion of the sequence of object types that will
follow the current object has an advantage over a user that does
not know the sequence. In general, the greater the portion of the
sequence that the user knows in advance, the greater advantage the
user has in the game, at least up to some maximum sequence length
that a human is capable of processing and effectively using in the
limited amount of time.
[0031] In order to provide an incentive for the user to make use of
his or her short-term memory, embodiments of the game provide the
user with an indication of the object type of a future object in
the sequence, as represented by block 120. For example, the game
may provide an indication of the object type of a future object
that is at least two objects after the current object in the
sequence. The game may further be configured to hide any indication
of the object types of the object(s) that are in the sequence
between the current object and the indicated future object. In this
way, if the user is to have the advantage of knowing the sequence
of objects in advance, then the user is required to hold the object
type for at least one future object in his or her short-term memory
from the time that the future object is indicated until the time
that the future object becomes the current object.
[0032] For example, suppose that, at a given moment in time, the
sequence comprises an order of objects such that the current object
will be immediately followed by object type A, which will be
immediately followed by object type B, which will be immediately
followed by object type C. In such a situation, one embodiment of
the present invention would be configured such that the game would
display to the user object type B as an indication of the object
type of the future object that is two objects after the current
object in the current sequence. After the current object is used, a
new current object would be introduced that is an object type A.
The next object in the sequence would then become object type B,
and object type B would no longer be displayed to the user and
instead would be hidden from view on the display. Instead, the
future object that would now be two objects after the new current
object (i.e., two objects after object type A) would be an object
type C and, thus, object type C would be displayed to the user.
Therefore, in this example, as the user plays the game, if the user
is to have the advantage of knowing the object type of the object
that is to immediately follow the current object, then the user
must remember the object type of the next object, which is hidden
when it is the immediately next object, but was earlier displayed
to the user. The user must do this while also trying to commit the
currently displayed future object to memory and while making use of
the current object.
[0033] In one embodiment of the present invention, the next object
(i.e., the object immediately following the current object) is
hidden from the user, but the object type for the future object
located two objects after the current object in the sequence is
displayed to the user. In other embodiments, the future object that
is located three objects after the current object in the sequence
is displayed to the user, while the two objects between the current
object and the displayed future object are hidden from the user. In
other embodiments, even more objects in the sequence are hidden
between the current object and the displayed future object type.
For example, since it is often said that a person can hold up to
seven pieces of information in short-term memory at any given time,
then one embodiment of the present invention may provide the user
with an indication of the object type for the future object that is
located seven objects from the current object in the sequence, but
hide all of the object types in between the current object and the
displayed future object. In such an embodiment, the user must
retain six previously-displayed objects in memory while trying to
commit a seventh object to memory if the user is to continually
know the sequence of objects scheduled to follow the current
object.
[0034] In some embodiments of the present invention, the user may
choose which objects in the future sequence to display and which
objects to hide. In some embodiments of the present invention, the
game automatically adjusts how many future objects should be hidden
between the current object and the displayed future object. For
example, the game may increase the number of hidden objects between
the current object and the displayed future object in order to
increase the difficulty of the game. The game may be configured to
automatically increase the difficulty of the game whenever the user
reaches a certain performance goal or whenever a predetermined
period of time passes during game play.
[0035] Referring now to FIG. 3, an exemplary embodiment of the
present invention is illustrated and descried herein below. In this
regard, FIG. 3 illustrates a graphical user interface 200 that may
be provided on the display 28 of the mobile terminal 10 when the
processor 20 is executing the gaming application, in accordance
with one embodiment of the present invention. The graphical user
interface 200 shown in FIG. 3 illustrates how the graphical user
interface may appear on the display 28 at one moment in time during
game play, in accordance with one embodiment of the present
invention. The graphical user interface 200 comprises a gaming area
210 and a future object viewing area 215. In the illustrated
embodiment, the gaming area 210 is a generally rectangular area
comprising a top edge 211, a bottom edge 212, a left edge 213, and
a right edge 214. The future object viewing area 215 is positioned
to one side of the gaming area 210. In other embodiments, the
gaming area 210 and the future object viewing area 215 may be
shaped and configured differently, for example, the future object
viewing area 215 may be positioned over or within the gaming area
210.
[0036] In the illustrated embodiment, the objects in the game are
all polyominoes, and more particularly are all tetrominoes. As
described above, a polyomino is a geometric shape that is
constructed by placing a number of identical squares in distinct
locations in a plane and in such a way that at least one edge of
each square coincides with an edge of one of the other squares. A
tetromino is a polyomino constructed of four squares. FIG. 4
illustrates the possible different types of two-dimensional
tetrominoes 300 that may be used in the illustrated embodiment of
the present invention. Each object in the illustrated embodiment of
the game is a tetromino and each different object type represents a
different type of tetromino, such as tetrominoes of the types
310-370 illustrated in FIG. 4.
[0037] During the operation of the game, a sequence of objects,
such as current object 220, are introduced into the gaming area 210
one object at a time. At any given moment in time during the
operation of the game, the current object 220 is the most recent
object to be introduced into the gaming area. In the illustrated
embodiment, the current object 220 is introduced proximate the top
edge 211 of the gaming area 210. The current object 220 then
"falls" towards the bottom edge 212 of the gaming area 210 at a
generally constant rate. The current object 220 continues to fall
towards the bottom edge 212 until the object 220 comes into contact
with the bottom edge 212 of the gaming area 210 or with another
object in the stack of objects 230. When such contact is made, or
shortly after such contact is made, the object 220 comes to rest in
the position and location that the object was in when the contact
was made or very shortly thereafter.
[0038] While the object 220 falls towards the bottom edge 212, the
user of the mobile terminal 10 may actuate a user input device,
such as one or more keys on the keypad 30, in order to change the
orientation of the current object 220 and/or move the current
object 220 within the gaming area 210. The user may be able to
change the orientation of the current object 220 by rotating the
current object 220 about a point of rotation typically at or near
the center of the current object 220. For example, actuation of a
particular key on the keypad 30 may rotate the current object 220
about its center in the clockwise direction and in ninety degree
increments each time the key is actuated. Actuation of a different
key on the keypad 30 may rotate the object 220 about its center in
the counterclockwise direction and in ninety degree increments each
time the key is actuated.
[0039] In general, the user can move the current object 220 in the
gaming area 210 by moving the object 220 laterally from side to
side, e.g. towards the left edge 213 or towards the right edge 215.
In some embodiments, the user may also increase the speed of the
object's falling motion toward the bottom edge 212 of the gaming
area 210. The user may move the object 220 using a user input
interface of the mobile terminal 10, such as by using a joystick, a
directional key on the keypad 30, a plurality of keys on the keypad
30, a touch screen, a touch pad, and the like.
[0040] The current object 220 continues to fall towards the bottom
edge 212 of the gaming area 210 as the user changes the orientation
of the object and/or moves the current object 220 in the gaming
area 210. Therefore, the user only has a limited amount of time to
adjust the orientation and the position of the current object 220
before the current object 220 comes to rest at the bottom 212 of
the gaming area or on the stack of objects 230. The goal of the
illustrated embodiment of the game is generally to receive a high
number of points by the end of the game or to reach some higher
level by the end of the game. The game ends when the stack of
objects 230 reaches the top edge 211 of the gaming area 210. The
user can reduce the stack of objects 230 and also receive points or
other rewards by positioning the current object 220 such that, when
the current object comes to rest, one or more squares that make up
the current object 220 combine with squares in the stack of objects
230 to form complete rows 233 that span the width of the gaming
area 210 from one side 213 to the other side 214. When a row 233 of
the gaming area 210 is completely filled with squares of one or
more objects, the squares in the stack of objects 230 that form the
complete row are removed and the portion of the stack 230 located
above the removed row is shifted one row toward the bottom 212 of
the gaming area 210. In one embodiment of the game, the user
receives extra points or other extra rewards if the user can
complete two or more rows simultaneously using only one current
object 220.
[0041] Once the current object 220 comes to rest on the bottom 212
of the gaming area 210 or on the stack of objects 230, the game is
configured such that a new object, and in particular the next
object in the sequence, is introduced at or near the top edge 211
of the gaming area 210 as a new current object. After this new
current object is used, another object is introduced as the current
object, and so on. This process continues until the game is ended
or otherwise stopped. In general, the sequence of object types
introduced into the gaming area is randomly generated by the
processor. Therefore, each time a new current object 220 is
introduced into the gaming area 210, the user must consider the
object type of the current object 220 and then decide how to best
orient and position the current object 220 in the stack 230 in
order to best achieve the goal of the user, which may be to receive
the highest amount of points by the end of the game. Since each
object type represents a different tetromino, certain object types
will fit into the stack 230 better than other objects types
depending on the current form of the stack 230 and the object type.
Furthermore, a current object 220 coming to rest on the stack 230
becomes part of the stack 230 and, therefore, changes the stack
230. As a result, the placement of the current object 220 will have
an affect on the options available for positioning future objects.
Therefore, the user has an advantage if the user can know the
sequence of object types that will be follow the current object
220.
[0042] Embodiments of the present invention provide such an
advantage by displaying the object type of a future object 225 in
advance of introducing the future object 225 into the gaming area
210. Embodiments of the present invention, however, force a user to
utilize his or her short-term memory by displaying the object type
for a future object 225 that is at least two objects after the
current object 220 in the sequence and by hiding the object type of
the at least one object(s) in the sequence between the current
object 220 and the displayed future object 225.
[0043] In the embodiment illustrated in FIG. 3, an image of a
future object 225 is displayed in the future object viewing area
215. Text 250 may be included proximate to the future object
viewing area 215 in order to indicate to the user how many objects
the displayed future object 225 is from the current object 220 in
the sequence. For example, in the exemplary graphical user
interface shown in FIG. 3, the displayed future object 225 is
indicated as being three objects from the current object 220 in the
sequence of objects. Thus, the user knows that after he or she uses
the current object and the next two immediately following objects,
then the user will receive an object of the type shown in the
future object viewing area 215, which in FIG. 3 is a straight
tetromino (i.e., four squares positioned in a straight line).
However, once the current object 220 shown in FIG. 3 is used, the
sequence shifts so that a new current object is introduced and a
new future object is displayed in the future object viewing area
215 since a new object will be three objects from the new current
object in the sequence. The object that was previously displayed in
the future object viewing area becomes hidden from view. For
example, in the illustrated example, once the sequence shifts, the
user must remember that a straight tetromino is hidden from view
and is now located only two objects from the new current
object.
[0044] Therefore, by displaying and then hiding a future object 225
in this way, the user must hold the object type of the hidden
future object in his or her short-term memory from the time that
the future object 225 ceases to be displayed in the future object
viewing area 215 until the time that the future object becomes the
current object 220 by being introduced into the gaming area 210.
This may be challenging since the user must remember at least one
hidden future object while using the current object 220 and while
trying to commit a newly displayed future object to memory, all in
what may be a very limited amount of time. If the user can remember
the sequence of the hidden objects, then the user can position the
current object 220 on the stack 230 based at least partially on the
sequence of objects to follow the current object 220.
[0045] Since it is often said that a person can only retain up to
seven pieces of information in short-term memory at any one time,
then embodiments of the present invention may be configured such
that the displayed future object 225 is at least seven objects in
the sequence after the current object 220. However, other
embodiments of the present invention may be configured to display
future objects that are only four, five, or six objects from the
current object since it is also sometimes believed that a person
generally cannot hold seven pieces of information in short-term
memory while performing other rapid tasks at the same time.
[0046] In some embodiments, the user can adjust how many objects
are hidden between the current object 220 and the displayed future
object 225 or exactly which future objects are to be displayed and
which objects are not. In one embodiment, the game is configured
such that the number of hidden objects between the current object
220 and the displayed future object 225 is automatically adjusted
by the game during operation of the game. The game may be
configured to automatically adjust the number based on the user's
performance or after certain predetermined time periods expire.
Other characteristics of the game may also be adjusted by the user
or automatically in order to adjust the level of play. For example,
the speed of the falling motion of the current object may be
increased in order to adjust the difficulty of the game.
[0047] In one embodiment, the user is provided with a score and/or
a level 255 based on the user's performance. In some embodiments,
this score or level may provide the user with an indication of the
user's short-term memory capacity or other cognitive ability or at
least the game may be configured to claim that the score represents
the user's short-term memory capacity of other cognitive ability.
The game may be configured to compare the user's performance to the
performance of other individuals. In one embodiment, the game is
configured such that the user's performance is compared to how a
computer would have performed given the same amount of information
about future sequence of objects.
[0048] Referring now to FIG. 5, another embodiment of the present
invention is illustrated. More particularly FIG. 5 illustrates a
graphical user interface 400 similar to the one described earlier
with reference to FIG. 3. As with FIG. 3, FIG. 5 illustrates one
moment in time during the execution of the game. FIG. 5, however,
illustrates how, in one embodiment of the present invention, one or
more rows in the gaming area 410 may be hidden by screening object
460. This embodiment also requires that the user utilize short-term
memory by requiring that the user try to remember the shape of the
stack 430 hidden behind the screening object 460. The user must try
to remember the shape of the stack 430 behind the screening object
460 so that the user can determine how to best utilize the current
object 420. In the illustrated embodiment, the bottom two rows are
hidden from the user's view. In other embodiments one or more rows
are hidden from view. The hidden rows may or may not be the bottom
most rows in the gaming area 410. The number of rows that are
hidden may be user controlled or may be automatically controlled
based on the user's performance or on other predetermined
conditions.
[0049] It should be appreciated that embodiments of the present
invention may require or at least provide incentives for a user to
utilize his or her memory or other specific mental process. In
particular, embodiments of the present invention may provide
incentives for the user to repeatedly and rapidly utilize the
user's short-term memory while simultaneously performing other
rapid tasks. Embodiments of the present invention may require this
of the user in a way that is enjoyable for the user. As such,
embodiments of the present invention may provide the user or other
individuals with a system, method, device, or computer program
product for exercising (e.g., training and/or testing) a user's
short-term memory or some other aspect of the user's cognitive
ability. Other embodiments of the present invention merely provide
an enjoyable and challenging video game.
[0050] The above described functions may be carried out in many
ways. For example, any suitable means for carrying out each of the
functions described above may be employed to carry out embodiments
of the invention. According to one aspect of the present invention,
all or a portion of the system of the present invention generally
operates under control of a computer program product. The computer
program product for performing the various processes and operations
of embodiments of the present invention includes a
computer-readable storage medium, such as a non-volatile storage
medium, and computer-readable program code portions, such as a
series of computer instructions, embodied in the computer-readable
storage medium. For example, in one embodiment, the processor of
the mobile terminal generally executes a gaming application in
order to perform the various functions described above.
[0051] In this regard, FIG. 2 is a flowchart or block diagram of
operations performed by methods, systems, devices, and computer
program products according to embodiments of the present invention.
It will be understood that each block of a flowchart or each step
of a described method can be implemented by computer program
instructions. These computer program instructions may be loaded
onto a computer or other programmable apparatus to produce a
machine, such that the instructions which execute on the computer
or other programmable apparatus create means for implementing the
functions specified in the described block(s) or step(s). These
computer program instructions may also be stored in a
computer-readable memory that can direct a computer or other
programmable apparatus to function in a particular manner, such
that the instructions stored in the computer-readable memory
produce an article of manufacture including instruction means which
implement the function specified in the described block(s) or
step(s). The computer program instructions may also be loaded onto
a computer or other programmable apparatus to cause a series of
operational steps to be performed on the computer or other
programmable apparatus to produce a computer implemented process
such that the instructions which execute on the computer or other
programmable apparatus provide steps for implementing the functions
specified in the described block(s) or step(s).
[0052] It will also be understood that each block or step of a
described herein, and combinations of blocks or steps, can be
implemented by special purpose hardware-based computer systems
which perform the specified functions or steps, or combinations of
special purpose hardware and computer instructions.
[0053] Many modifications and other embodiments of the inventions
set forth herein will come to mind to one skilled in the art to
which these inventions pertain having the benefit of the teachings
presented in the foregoing descriptions and the associated
drawings. Therefore, it is to be understood that the inventions are
not to be limited to the specific embodiments disclosed and that
modifications and other embodiments are intended to be included
within the scope of the appended claims. Although specific terms
are employed herein, they are used in a generic and descriptive
sense only and not for purposes of limitation.
* * * * *