U.S. patent application number 12/651947 was filed with the patent office on 2011-07-07 for electronic circle game system.
Invention is credited to Kirby Bisline, John M. Black, Mark L. Davis, Roger H. Hoole, Jeffrey Taylor.
Application Number | 20110165923 12/651947 |
Document ID | / |
Family ID | 44224992 |
Filed Date | 2011-07-07 |
United States Patent
Application |
20110165923 |
Kind Code |
A1 |
Davis; Mark L. ; et
al. |
July 7, 2011 |
ELECTRONIC CIRCLE GAME SYSTEM
Abstract
A scanning game input mechanism that includes a light-emitting
mechanism that defines multiple input regions for a game in which
there are multiple players. Each of the input regions is a portion
of the playing surface in which a corresponding player subset is to
provide physical input (such as rolling dice, playing cards, or
placing game pieces, and so forth) to affect game state. A scanning
mechanism scans objects placed within the input regions, while a
communication mechanism communicates information regarding the
scanned object. The information might, for example, be communicated
to affect an electronic game state maintained in another device or
distributed across multiple devices.
Inventors: |
Davis; Mark L.; (West
Jordan, UT) ; Black; John M.; (West Jordan, UT)
; Hoole; Roger H.; (Salt Lake City, UT) ; Taylor;
Jeffrey; (Naperville, IL) ; Bisline; Kirby;
(Taylorsville, UT) |
Family ID: |
44224992 |
Appl. No.: |
12/651947 |
Filed: |
January 4, 2010 |
Current U.S.
Class: |
463/1 |
Current CPC
Class: |
A63F 2300/1093 20130101;
A63F 2009/2425 20130101; A63F 9/24 20130101; A63F 9/04 20130101;
A63F 2009/2488 20130101; A63F 13/2145 20140902; A63F 13/42
20140902; A63F 1/00 20130101; A63F 2009/241 20130101; A63F 13/24
20140902; A63F 2001/008 20130101; A63F 13/213 20140902; A63F
2300/6045 20130101 |
Class at
Publication: |
463/1 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A game input mechanism comprising: a light-emitting boundary
definition mechanism configured to define a plurality of input
regions for a game in which a plurality of players are engaged,
each of the plurality of input regions being a region on a playing
surface in which a corresponding player subset of one or more
players are to provide physical input to affect game state; a
scanning mechanism configure to scan at least some objects placed
within any of the plurality of input regions; and a communication
mechanism for communicating information regarding scanned objects
scanned by the scanning mechanism.
2. The game input mechanism in accordance with claim 1, further
comprising: a game input identification mechanism configured to
identify game input represented by a scanned object scanned by the
scanning mechanism, and associate the identified game input with
the player subset corresponding to the input region in which the
scanned object was scanned.
3. The game input mechanism in accordance with claim 1, wherein
each of input regions corresponds to a player subset that has just
a single player.
4. The game input mechanism in accordance with claim 1, further
comprising: a mechanical support mechanism for positioning the
light-emitting boundary definition mechanism and the scanning
mechanism with respect to the playing surface.
5. The game input mechanism in accordance with claim 4, wherein the
mechanism support mechanism mechanically couples the game input
mechanism to a central horizontal display area that has a plurality
of player consoles wirelessly coupled to the central horizontal
display area.
6. The game input mechanism in accordance with claim 4, wherein the
mechanism support mechanism mechanically couples the game input
mechanism to a player console that is one of several player
consoles that are wirelessly coupled to a central horizontal
display area.
7. The game input mechanism in accordance with claim 1, further
comprising: a player association mechanism configured to associate
any scanned object with the player subset corresponding to the
input region in which the object was scanned.
8. The game input mechanism in accordance with claim 1, wherein the
physical input includes a rolling of at least one die.
9. The game input mechanism in accordance with claim 1, wherein the
physical input includes a playing of at least one card;
10. The game input mechanism in accordance with claim 1, wherein
the physical input includes a positioning of at least one game
piece.
11. The game input mechanism in accordance with claim 1, wherein
the game is a turn-oriented game in which it is a turn of one or
more, but less than all, of the player subsets are to provide input
into the corresponding input regions only when the game has a
particular game state.
12. The game input mechanism in accordance with claim 11, wherein
the light-emitting boundary definition mechanism is configured to
use emitted light to provide visual emphasis to whichever input
region corresponds to the one or more player subsets whose turn it
is, as compared to the other one or more input regions
corresponding to one or more player subsets whose turn it is
not.
13. The game input mechanism in accordance with claim 12, wherein
the light-emitting boundary definition mechanism provides visual
emphasis by rotating a light emitter towards whichever input region
corresponds to the one or more player subsets whose turn it is,
wherein the light-emitting boundary definition mechanism rotates
from turn to turn.
14. The game input mechanism in accordance with claim 13, wherein
the light-emitting boundary definition does not provide boundary
defining light to the other one or more input regions corresponding
to one or more player subsets whose turn it is not.
15. The game input mechanism in accordance with claim 12, wherein
the light-emitting boundary definition mechanism provides visual
emphasis by rotating a light emitter towards whichever input region
corresponds to the one or more player subsets whose turn it is,
wherein the light-emitting boundary definition mechanism rotates
from turn to turn.
16. The game input mechanism in accordance with claim 1, wherein
the light-emitting boundary definition mechanism is configured to
define at least one of the input regions by emitting light over the
entire input region.
17. The game input mechanism in accordance with claim 16, wherein
the light-emitting boundary definition mechanism is further
configured to define the at least one of the input regions by
emitting a laser along a perimeter of the input region.
18. The game input mechanism in accordance with claim 1, wherein
the light-emitting boundary definition mechanism is further
configured to define the at least one of the input regions by
emitting a laser along a perimeter of the input region.
19. The game input mechanism in accordance with claim 1, wherein
the communication mechanism communicates wirelessly.
20. The game input mechanism in accordance with claim 1, wherein
the communication mechanism communicates with a horizontal display
upon which at least a portion of public game state is
displayed.
21. The game input mechanism in accordance with claim 20, wherein
the communication mechanism communicates with a plurality of player
consoles
22. The game input mechanism in accordance with claim 1, wherein a
location of an input region corresponding to one or more players is
defined in accordance with a position of a player console
associated with the one or more players, wherein if the player
console moves during the course of the game, the location of the
input region also moves accordingly.
23. A game input mechanism comprising: a light-emitting boundary
definition mechanism configured to selectively define a plurality
of input regions in which a plurality of players are engaged, each
of the plurality of input regions being a region on a playing
surface in which a corresponding player subset of one or more
players are to provide physical input to affect game state; a
scanning mechanism configure to selectively scan at least some
objects placed within any of the plurality of input regions,
wherein for at least some parts of the game, the scanning mechanism
only scans one or more, but less than all, of the plurality of
regions; and a communication mechanism for communicating
information regarding scanned objects scanned by the scanning
mechanism.
24. The game input device in accordance with claim 23, wherein at
least two of the plurality of input regions are overlapping.
25. A game input mechanism comprising: a light-emitting boundary
definition mechanism configured to define a plurality of input
regions in which a plurality of players are engaged, each of the
plurality of input regions being a region on a playing surface in
which a corresponding player subset of one or more players are to
provide physical input to affect game state; a scanning mechanism
configure to selectively scan at least some objects placed within
any of the plurality of input regions; and a communication
mechanism for communicating information regarding scanned objects
scanned by the scanning mechanism, and information regarding which
input region the scanned object was scanned in.
Description
BACKGROUND
[0001] Games have provided a social context in which people can
interact and have fun. One type of game that is particularly
engaging socially are "circle" games, where players will gather
around a central horizontal play area that is visible to all
players, and interact with the central horizontal play area and
with each other. Such players are often as few as two (as is the
case with chess or checkers), but may be as many as a dozen or
more. Board games are circle games in which the board serves as the
central horizontal play area. However, there are other circle games
that have a central play area that is not a board. For instance,
many card games can be played directly on the surface of a table or
other flat surface. Many circle games involve the players
manipulating objects on or proximate the play area. For example,
many circle games require the player role dice, start a timer, spin
a spinner, play cards, move pieces, and so forth, depending on the
game. Many circle games also involve the user maintaining a private
area that is viewable to only the player (and perhaps fellow team
members).
[0002] Circle games have existed for thousands of years across
diverse cultures. New circle games arise to meet the social needs
and interests of the community while old circle games go out of use
as society loses interest. Many believe that circle games provide
significantly more opportunity for social development than other
types of conventional video games that are gaining in popularity.
The contribution of circle games to society should not be ignored,
but often is.
[0003] Circle games can provide an impetus for bringing families,
friends, and other significant social groups together and fostering
important human relationships. Children wait with great eagerness
to engage with others in circle games. The types of circle games
that individuals enjoy may change as one grows older, and may
differ between population segments. Nevertheless, circle games draw
human beings together with the immediate hope of engaging others in
a test of skill, while the horizontal play area provides a subtle
and significant side-benefit in permitting channels of
communication to be opened, as players are positioned to face each
other. Many have experienced that the conversation migrates to
topics beyond the scope of the game itself, often resulting in a
level of conversation that is greater than particular individuals
might be inclined to engage in without the circle game. The benefit
to society in encouraging individuals to come together in circle
games is often underestimated and not fully recognized in a society
in which people choose more and more to absorb themselves into
virtual worlds.
BRIEF SUMMARY
[0004] Embodiments described herein relate to a game input
mechanism. The game input mechanism includes a light-emitting
mechanism that defines multiple input regions for a game in which
there are multiple players. Each of the input regions is a portion
of the playing surface in which a corresponding player subset is to
provide physical input (such as rolling dice, playing cards,
placing game pieces, and so forth) to affect game state. A scanning
mechanism scans objects placed within the input regions, while a
communication mechanism communicates information regarding the
scanned object. The information might, for example, be communicated
to affect an electronic game state maintained in another device or
distributed across multiple devices.
[0005] This Summary is not intended to identify key features or
essential features of the claimed subject matter, nor is it
intended to be used as an aid in determining the scope of the
claimed subject matter.
BRIEF DESCRIPTION OF THE DRAWINGS
[0006] In order to describe the manner in which the above-recited
and other advantages and features can be obtained, a more
particular description of various embodiments will be rendered by
reference to the appended drawings. Understanding that these
drawings depict only sample embodiments and are not therefore to be
considered to be limiting of the scope of the invention, the
embodiments will be described and explained with additional
specificity and detail through the use of the accompanying drawings
in which:
[0007] FIG. 1 abstractly illustrates a distributed electronic game
system;
[0008] FIG. 2 illustrates a more concrete example of the central
display of FIG. 1;
[0009] FIG. 3 abstractly illustrates an orientation-sensing game
input device that may be an example of a game input device of FIG.
1;
[0010] FIG. 4 illustrates a specific concrete example of an
orientation-sensing game input device in the form of an
orientation-sensing die;
[0011] FIG. 5 abstractly illustrates a player console that
represents an example of a game input device of FIG. 1;
[0012] FIG. 6 illustrates a concrete example of a player
console;
[0013] FIG. 7 illustrates another concrete example of a player
console in the form of a game master player console;
[0014] FIG. 8 schematically illustrates components of a scanning
game input device;
[0015] FIG. 9 illustrates one embodiment of the scanning game input
device of FIG. 8 in which multiple game input regions are
simultaneously defined;
[0016] FIG. 10A illustrates another embodiment of the scanning game
input device of FIG. 8 in which one game input region at a time is
defined according to whose turn it is to provide physical game
input;
[0017] FIG. 10B illustrates the scanning game input device of FIG.
10A, after having rotated the scanning mechanism to capture
physical game input from another game input region;
[0018] FIG. 11 illustrates a computing system architecture in which
the principles described herein may be employed in at least some
embodiments;
[0019] FIG. 12 illustrates an example system with a central display
and surrounding player consoles in which each of the central
display and the surrounding player consoles has an integrated
scanning device;
[0020] FIG. 13 illustrates an example system with a central display
and with surrounding player consoles that each have an integrated
scanning device, and with game state responding to physical game
input in the form of a die roll;
[0021] FIG. 14 illustrates a player console with integrated
scanning device that represents a closer view of the player
consoles illustrated in FIGS. 12 and 13; and
[0022] FIG. 15 illustrates a player console with an integrated
scanning device that scans a game input region in the form of a
window defined on the private display area of the player console
itself
DETAILED DESCRIPTION
[0023] The principles described herein relate to a game input
mechanism that includes a light-emitting mechanism that defines
multiple input regions for a game in which there are multiple
players. Each of the input regions is a portion of the playing
surface in which a corresponding player subset is to provide
physical input (such as rolling dice, playing cards, or placing
game pieces, and so forth) to affect game state. A scanning
mechanism scans objects placed within the input regions, while a
communication mechanism communicates information regarding the
scanned object. The information might, for example, be communicated
to affect an electronic game state maintained in another device or
distributed across multiple devices.
[0024] Although not required, the game input mechanism may be
especially useful in an electronic game system that will be
described with respect to FIGS. 1 through 7. After the electronic
game system is described in detail, embodiments of the scanning
game input mechanism will be described with respect to FIGS. 8, 9,
10A and 10B, and 12 through 14. Finally, a computing system that
may serve within the various components of the electronic game
system and/or the game input mechanisms will be described with
respect to FIG. 11. Accordingly, this description will now begin
with the electronic game system.
[0025] FIG. 1 abstractly illustrates a distributed electronic game
system 100. The system 100 includes a flat multi-touch functional
central display 101. The central display 101 may be laid
horizontally on a table or other surface and may be used as a
horizontal central playing surface. For instance, the central
display 101 may behave as an electronic board of a digital board
game. The display 101 may be movable, or perhaps may be fixed,
perhaps being built into a furniture item. Since FIG. 1 is
abstract, the various components illustrated as being included
within the central display 101 should not be construed as implying
any particular shape, orientation, positioning or size of the
corresponding component. Subsequent figures will illustrate a more
concrete representation of an example of the central display
101.
[0026] The system 100 also includes surrounding game control
devices (also called herein "game input device"). There are eight
such game input devices 102A through 102H illustrated in FIG. 1,
although the ellipses 1021 represents that there may be less than
or greater than eight game control devices. The surrounding game
input devices 102A through 1021 may be referred to generally as
game control devices 102 or game input devices 102. The game input
devices 102 are each represented abstractly as rectangles although
they will each have a particular concrete form depending on their
function and design. Example forms are described further below. The
game input devices 102 may be orientation-sensitive game input
devices, player consoles, or a combination thereof
[0027] Although not required, the central display may preferably be
a flat multi-touch functional central display 101 is capable of
detecting and responding to multiple simultaneous instances of
players touching the display 101, and affecting game state in
response to each touch instance. Such may be employed to
effectively assist in games in which multiple players may be
touching the screen simultaneously, although not all games require
some simultaneous input. The central display 101 may also have a
scratch resistant coating to prevent scratching that might
otherwise be caused by players touching the central display 101.
The central display 101 may also receive signals from the
surrounding game input devices 102, interpret control actions from
the signals, and affect game state in response to the control
actions.
[0028] In one embodiment, one, some, or even all of the game input
devices 102 are wireless. In the case of a wireless input device,
the wireless input device may communicate wirelessly with the
central display 101. One or even some of the game input devices 102
may be remotely located from the central display 101. Such remotely
located game input device(s) may perhaps communicate with the
central display over a Wide Area Network (WAN) such as the
Internet. That would enable a player to participate in the game
being displayed on the central display 101 even if that player is
located in a completely different part of the globe. Thus, for
example, a father or mother stationed oversees might play a child's
favorite board game with their child before going to bed. Or
perhaps former strangers and new friends from different cultures
around the globe might engage in a board game, potentially
fostering cross-cultural ties while having fun. That said, perhaps
all of the game input devices 102 may be local (e.g., in the same
room) to the central display 101.
[0029] The central display 101 includes a public display area 111.
Note that the public display area 111 is only abstractly
represented in FIG. 1, and is thus not drawn to scale. In a
preferred embodiment, the public display area 111 would actually
occupy a substantial majority of the viewable surface of the
central display 101 when the display 101 is laid horizontally, and
thus emulate a board-like play area. The public display area
displays game information that should be viewable by all of the
players and is thus deemed "public". There is no required form for
the central display 101. The central display 101 might have any
size or configuration.
[0030] The central display 101 also includes game logic 112 that is
capable of rendering all or at least a portion of the public game
state 113 on the public display area, and is capable of formulating
or determine game state based on game input. A communication
mechanism in the form of wireless transceiver 114 receives control
information from surrounding game input devices 102, and in some
cases, may transmit information to the surrounding game input
devices. A game incorporation mechanism 115 identifies the control
information received from the game input devices 102 and alters a
game state based on the control information.
[0031] In one embodiment, the central display 101 incorporates
functionality of a general-purpose computing system with a hard
drive 121, memory 122, general-purpose processor(s) 123, speakers
124 (and/or headset ports with headsets or earpieces), a video
driver 125, a wireless transceiver 126 (such as a BLUETOOTH.RTM.
transceiver), and so forth (see ellipses 127). In that case, the
game logic 112, portions of the transceiver mechanism 114 stack,
and the game incorporation mechanism 115 may be
software-implemented. The game state 113 may be represented as data
within the hard drive 121, memory 122 and/or video driver 125. The
wireless transceiver 126 is capable of receiving multiple signals
simultaneously.
[0032] The central display 101, and/or any of the surrounding game
input devices 102 may have built in microphones to allow sound data
(such as the player's voice) to be input into the system to affect
game configuration or game state. There may also be voice
recognition capability incorporated into central display 101 and/or
surrounding game input devices 102 to permit such sound data to be
converted to more usable form. Speakers, headset ports, and
earpieces may also be incorporated into the surrounding game input
devices.
[0033] Although the system 100 is described as being an electronic
game system, the principles described herein are not limited to the
use of system 100 for games. For instance, the central display 101
may be used to display any public state, whereas input devices 102
may not necessarily be used to provide input for a game. The game
logic 112 may be any logic. Accordingly, the term "player"
described herein may more broadly include any participant in a
system in which there is a public viewing area for displaying
public state associated with any process, and a private viewing
area for displaying private state associated with the process.
[0034] FIG. 2 illustrates a more concrete example 200 of the
display 101 of FIG. 1. The display 200 includes the public display
area 211 that represents an example of the public display area 111
of FIG. 1. The displayed public game state may be associated with
any type of game, and may render game state in response to
instructions provided by the video driver 125. In one embodiment,
the video driver 125 may, in response to commands from the game
logic, display cinematic game introductions and/or scene
transitions to help entice the players into a richer playing
experience. The video driver 125 may also display a cinematic
conclusion that may depend on a result of the game.
[0035] In the display 200, there are a number of built-in input
devices 212A through 212H (referred to collectively as "input
devices 212"). In this case, there are eight illustrated built-in
input devices (two on each of the four sides of the display 200),
although the display 200 may have any number of built-in input
devices. The built-in input devices may be a camera capable of
capturing a still or video image and may be adjustable. Thus, for
example, in a game with eight local players, each camera may be
adjusted to capture the video of a corresponding player. The
display 200 may include logic that renders the captured video, or
portions thereof, on the public display area 211 of the display
200. The logic might also cause all or portions of that video to be
transmitted to game input devices (such as player consoles) so that
the video may also be displayed at the various game input devices.
In one embodiment, the built-in input devices may fold into the
display 200 edge. For instance, in FIG. 2, the built-in input
devices 212A, 212B, 212E and 212G are illustrated in contracted
collapsed (inactive) position within the display 200, whereas the
input devices 212C, 212D, 212F and 212H are illustrated in extended
position ready to capture video.
[0036] Alternatively or in addition, the built-in input devices 212
may be a scanner, capable of detecting physical game input provided
by a player (such as a roll of the dice, the playing of a card, or
the positioning of a game piece. For instance, the scanner may
include a light-emitting boundary definition mechanism that defines
the boundary of an input region using emitted light. For example,
the emitted light may be emitted along the perimeter of the input
region and/or across the area of the input region. The player may
then visualize where the physical game input is to be provided.
Once that input is provided, the scanner scans the physical input
so that the game input represented by that physical input may be
incorporated into the game by game incorporation mechanism 115. The
scanner might be, for example, a three-dimensional image scanner
such as those conventionally available on the market. The scanner
may be integrated with the camera to form a built-in input device,
or they may be separate from each other to allow for independent
adjustment of the camera direction and input region
positioning.
[0037] FIG. 3 abstractly illustrates an orientation-sensing game
input device 300. As mentioned above, the surrounding game input
devices 102 of FIG. 1 may be orientation-sensing game input
devices, player consoles, game master consoles or a combination
thereof. FIG. 3 is an example of such an orientation-sensing game
input device. Once again, FIG. 3 is abstract. Accordingly, the
various components illustrated as being included within the
orientation-sensing device 300 should not be construed as implying
any particular shape, orientation, positioning or size of the
corresponding component. Subsequent figures will illustrate a more
concrete representation of an example of the orientation-sensing
game input device 300.
[0038] The orientation-sensing game input device 300 includes an
orientation sensor 301 that, when active, outputs a spatial
orientation signal representing a spatial orientation of the game
input device. The orientation sensor 301 is rigidly attached to the
game input device 300. The orientation sensor 301 is able to detect
how the game input device 300 is oriented with respect to vertical,
and/or how the game input device is oriented with respect to north.
In one embodiment, the orientation sensor 301 is an accelerometer.
Alternatively or in addition, the orientation sensor 301 may be a
compass that generates a direction signal indicating a geographical
orientation. The orientation-sensing device may also potentially
have a Global Positioning System (GPS) that allows the
orientation-sensing device 300 to detect a global position of the
orientation-sensing device 300 in global coordinates.
[0039] A transmission mechanism 302 is communicatively coupled to
the orientation sensor 301 so as to receive the spatial orientation
signal from the orientation-sensor 301 and transmit spatial
orientation information present in the spatial orientation signal
to the flat multi-touch functional display 101. In one embodiment,
the transmission mechanism 302 may accomplish this using acoustics,
but preferably accomplishes this using wireless electro-magnetic
radiation. A suitable protocol for transmission of the spatial
orientation information is BLUETOOTH.RTM.. As an example, if the
orientation-sensing device 300 is a multi-sided die, and if the
orientation sensor 301 is a tri-axial accelerometer, the spatial
orientation signal may indicate or at least include enough
information to infer which side of the die is facing up. As another
example, if the orientation-sensing device is a playing card or a
coin, and if the orientation sensor is a uni-axial accelerometer,
the spatial orientation signal may indicate or at least include
enough information to infer whether the playing card is face up or
face down, or which side of the coin is facing up. As a final
example, if the orientation-sensing device 300 is a domino tile,
and the orientation sensor 301 is an accelerometer, the spatial
orientation signal may convey whether the domino tile were face up
or face down. Furthermore, if the orientation sensor 301 is also a
compass, the spatial orientation signal may convey which direction
the domino was oriented on the table.
[0040] The transmission mechanism 302 may also transmit other
useful information. For instance, the transmission mechanism may
transmit a locally-unique and perhaps globally-unique identifier.
This may be especially useful in a case where there are multiple
orientation-sensing devices 300 being used in a game. For instance,
if the orientation-sensing devices 300 were each six-sided die, the
central device could confirm what die was rolled, and the
associated rolled value of that specific die, even if multiple dice
were rolled.
[0041] The orientation-sensing device 300 might also transmit other
information identifying characteristics of the device 300. For
instance, if the device 300 were a coin, the device 300 might
transmit a device type identifier that identifies the device as a
coin, and so forth for other types of devices. The device 300 might
also transmit information from which the central device might infer
other characteristics of the device as well, such as color, size,
shape, which might be helpful where such characteristics have an
impact on game state.
[0042] In one embodiment, the device 300 might transmit information
that helps the central display interpret the impact on the game of
the orientation of the device 300. For instance, one die might have
a quality of 36 in which the actual value input by the roll result
is to be 36 times the number rolled. Such quality information may
be included with the transmission. In one embodiment, the
transmission mechanism 302 includes a reliable transmission
mechanism in which transmissions are acknowledged by the central
display, or else the information is retransmitted according to a
particular protocol.
[0043] There are many example game input devices that may
incorporate orientation-sensing capability with suitable
modification in accordance with the broad scope of the principles
described herein. Several examples have already been given
including a multi-sided die, a playing card, a coin, and a domino
tile. Other examples include, but are by no means limited to, the
following:
[0044] 1) a game piece miniature;
[0045] 2) bottle caps;
[0046] 3) plastic bone pieces;
[0047] 4) cans;
[0048] 5) tokens;
[0049] 6) blocks;
[0050] 7) house or hotel pieces;
[0051] 8) marbles;
[0052] 9) jewels;
[0053] 10) treasure chest lid;
[0054] 11) jelly beans;
[0055] 12) checker pieces;
[0056] 13) any type of wood game piece;
[0057] 14) any type of plastic game piece;
[0058] 15) any type of metallic game piece;
[0059] 16) and many more.
[0060] The presentation of this list is not intended to provide an
exhaustive enumeration of the types of orientation-sensing game
input devices that may be used consistent with the principles
herein. The principles described herein may be applied in any game
input device whose orientation has some impact on a game state.
Since the types of games are limitless, and subject only to the
limits of the human imagination, the types of orientation-sensing
game input devices that may be altered to incorporate the features
described herein are likewise limitless.
[0061] A specific concrete example of an orientation-sensing game
input device will now be described with respect to FIG. 4, which
illustrates an orientation-sensing die 400. In the illustrated
case, the orientation sensing die 400 is a six-sided die. However,
the principles described herein may be applied to any die,
regardless of the number of sides. For instance, some die have as
few as only four sides. Some commercially available die have as
many as 100 sides.
[0062] Referring to FIG. 4, the die includes a multi-sided body 401
having at least four flat sides; (in the illustrated example six
sides). For clarity, the image on each itself (often, but not
always a certain number of distributed dots) is not illustrated
such that some of the internal-embedded components may be more
easily seen. That said, the various components are not necessarily
drawn to size since the precise size and positioning of the
components is not critical, so long as the components fit within
the boundaries of the die. Furthermore, if the die is desired to be
kept random, the components should be distributed appropriately to
keep the center of gravity in the middle of the cube.
[0063] An orientation sensor 411 (such as a tri-axial
accelerometer) is embedded within the multi-sided body 401 and is
structured to, when active, output a spatial orientation signal
representing a spatial orientation of the game input device. A
transmission mechanism 412 is also embedded within the multi-sided
body 401 and communicatively coupled to the orientation sensor 411
so as to receive the spatial orientation signal and transmit
spatial orientation information present in the spatial orientation
signal to locations external to the multi-sided body. In one
embodiment, the orientation sensor 411 and the transmission
mechanism 412 are a single integrated BLUETOOTH.RTM.--enabled
tri-axial accelerometer.
[0064] An electronic power source 413 is also embedded within the
multi-sided body 401 and is coupled to the orientation sensor 411
and the transmission mechanism 412 so as to electronically power
the orientation sensor 411 and the transmission mechanism 412. In
one embodiment, the electronic power source 413 includes a
rechargeable battery. There may be a plurality of electrical
contacts 414A and 414B accessible from the outside of the
multi-sided body 401, each establishing a corresponding electrical
path 415A and 415B from the outside of the multi-sided body to the
rechargeable battery. The electronic power source 413 may also be
an insertable and removable battery and may even perhaps be
disposable. In one embodiment, the electronic power source 413 is a
non-rechargeable disposable battery that is not removable from the
die. In that case, the entire die may be considered disposable, or
at least converts to a normal non-transmitting die after the
battery fails. In the case of a non-rechargeable battery, there
would be no need for the electrical paths 415A and 415B. In the
case of a removable battery, the die may have a cavity that fits
the battery, and that is accessed by removing a cover that snaps
into place.
[0065] A status indicator 416 may also be included and may be
visible from external to the multi-sided body 401. For instance,
the status indicator 416 may be on the surface of the die 400. If
the multi-sided body 401 is composed of translucent material, the
status indicator 416 may also be embedded within the multi-sided
body 401 itself. If necessary or desired, a counterweight 417 may
also be positioned rigidly within the multi-sided body 401 so as to
further center a center of gravity of the wireless die.
[0066] FIG. 5 abstractly illustrates a player console 500. As
previously mentioned, the game input devices 102 of FIG. 1 may be
player consoles, orientation-sensing devices, or combinations
thereof. FIG. 5 is an abstract illustration of a player console
showing functional components of the player console 500. Once
again, FIG. 5 is abstract. Accordingly, the various components
illustrated as being included within the player console 500 should
not be construed as implying any particular shape, orientation,
positioning or size of the corresponding component. FIG. 6 will
illustrate a more concrete representation of an example of the
player console 500.
[0067] Each player, or perhaps each player team, may have an
associated player console, each associated with the corresponding
player or team. The player console 500 includes a private display
area 501 and game logic 502 capable of rendering at least a portion
a private portion of game state 503 associated with the player (or
team). The player or team may use an input mechanism 504 to enter
control input into the player console. A transmission mechanism
illustrated in the form of a transceiver 505 transmits that control
information to the flat multi-touch functional display 101, where
the control information is used to alter the game state at the
central display. If the player console 500 is a wireless player
console, the transceiver 505 would be a wireless transceiver. The
control information may also be used to control the game state at
the player console, as well as to update the private display area
at the player console. The transceiver 505 may also wirelessly
receive information from the central display 101. The transceiver
505 may even receive wireless information transmitted by
surrounding orientation-sensing devices so that the game logic 502
may update the game state 503, and potentially also update what is
displayed in the private display area 501. The transceiver 505 is
capable of receiving multiple orientation-sensor signals at the
same time. Thus, with a single roll of the dice, the game state at
the central display as well as one or more player consoles may be
updated.
[0068] FIG. 6 illustrate a concrete example of a player console
600. Here, the private display area 601 displays the player's
private information (in this case, several playing cards). The
player console 600 also includes a barrier 602 to prevent other
players from seeing the private game state displayed on the private
display area 601. The private viewing area 601 may be
touch-sensitive, allowing the player to interact with physical
gestures on the private viewing area 601, thereby causing control
information to update the rendering on the private display area,
and the game states on the player console 600, as well as on the
central display 101. The private display area 601 also, in this
example, displays video images 603A, 603B and 603C of other
players. For instance, such images may have been captured by the
built-in input devices 212 (see FIG. 2), causing the central
display 200 to transmit the images to the player console.
[0069] The player console 600 also may have a built-in input device
604, which may be a camera and/or a 3D scanner as described above
for the built-in input devices 212. Specifically, the camera may
take a still image or a video image of the player associated with
the player console 600. In FIG. 6, as for the scanner, the
light-emitting boundary definition mechanism emits light to define
an input region 605 (in this case, rectangle shaped), which moves
with the player console. The player may provide physical input
(e.g., the roll of a dice or dice, the playing of a card or cards,
the positioning of a game piece or pieces, and so forth). The
scanner scans the objects placed in the input region 605. There are
a variety of conventional mechanisms for performing 3D scanning to
thereby reconstruct a three-dimensional rendering of the surfaces
that are visible to the 3D scanner. One mechanism is to have a
simple video camera that takes a video image of the visible
surfaces while a wide angled laser line is passed over the visible
surfaces. Based on the position of the video camera and the laser,
and using the video, the 3 dimensional position of the visible
surfaces within the scanner range can be extrapolated.
[0070] In one embodiment, at least one of the player consoles is
different from the remaining player consoles. FIG. 7 illustrates
such a player console 700. In this case, the player console might
be a game master console 700, in which the game master may
interface with the private viewing area to perhaps control game
state. For instance, the game master may use physical gestures on
the touch-sensitive display 701 of the game master console 700 to
affect what is displayed on the central display 102. For instance,
the game master might control what portions of the map are viewable
on the central display 101. The game master might also control what
effect another player's actions might have on the operation of the
game logic, whether at the central display, or whether at one or
more of the player consoles. The game master might also create a
scenario and setting of a game using the game master console
700.
[0071] FIG. 8 illustrates abstractly a game input mechanism in the
form of a scanning device 800. The scanning device is an example of
the game input devices 102 of FIG. 1. The scanning device 800 is
drawn abstractly so once again the various components of the
scanning device are not limited to any particular size, position,
orientation, or form. The scanning game input device 800 includes a
light-emitting boundary definition mechanism 801, a scanning
mechanism 802, a communication mechanism 803, and a mechanical
support mechanism 804. The scanning game input mechanism may also
have processor(s) 805 and memory 806, thus enabling the scanning
game input mechanism to at least partially process information
captured by the scanning mechanism 802, control the light-emitting
boundary definition mechanism 801, and/or communicate with the
communication mechanism 803. After a discussion of the function of
the various components 801 through 806 of the scanning game input
mechanism 800, various concrete examples will be described with
respect to FIGS. 9, 10A and 10B.
[0072] The light-emitting boundary definition mechanism 801 defines
multiple input regions for a game in which multiple players are
engage. Each of the so defined input regions is a region on a
playing surface in which a corresponding player subset is to
provide physical game input. A player subset may be multiple
players in a team-oriented game, or may be a single player in a
game that does not involve teams. Examples of physical input
include 1) the rolling of a die or dice, 2) the playing of one or
more cards, 3) the positioning of one of more game pieces, 4) the
spinning of a spinning or top, 5) a human hand and so forth. For
instance, in an electronic version of rock, paper, scissors, a
human hand might be used to provide game input within the game
input region.
[0073] In one embodiment, the light-emitting boundary definition
mechanism 801 may selectively define only one or perhaps a subset
of the multiple regions that the mechanism 801 is capable of
defining. For example, in a turn-oriented game in which it is a
turn of one or more, but less than all, of the player subsets, the
corresponding game input regions for only those player subset(s)
whose turn it is might be made visible. Game state transmitted by
the central display 101 and/or the other game input devices 102
might give the scanner game input device information sufficient to
derive the identity of whose turn it is, to thereby prompt the
scanning game input device 800 to light the appropriate region
corresponding to shows turn it is, while deemphasizing or even not
lighting at all the game input region corresponding to player
subset(s) whose turn it is not.
[0074] A scanning mechanism 802 is configured to scan at least some
objects placed within any of the plurality of input regions. As an
example, there may be a single scanner that rotates or otherwise
moves so as to be able to perform a three-dimensional scan on
whichever region physical game input is configured to be captured
in. In another embodiment, there might be a specific
three-dimensional scanner allotted for each game input region. The
corresponding scanner is then operating when physical game input is
expected for the corresponding game input region. The game input
regions may be non-overlapping or they may be overlapping depending
on the design of a game.
[0075] A communication mechanism 803 communicates information
regarding scanned objects scanned by the scanning mechanism 802. In
one embodiment, the scanning game input device 800 is wireless, in
which case the communication mechanism 803 communicates wirelessly
with, for example, the central display 101 and/or one or more other
game input devices 102. The communication mechanism 803, for
example, communicates information regarding scanned objects scanned
by the scanning mechanism, and information regarding which input
region the scanned object was scanned in.
[0076] For instance, the communication mechanism 803 might simply
send image information (e.g., a collection of images of a die) to
the central display 101, and have the central display 101
extrapolate the three-dimensional rendering of the viewable
surfaces, and then calculate the game input. Alternatively, the
processor(s) 805 might take on more processing role by
extrapolating the three-dimensional rendering of the scanned image,
and then the communication mechanism 803 communicates that
three-dimensional rendering to the central display, which then
calculates the game input. As another alternative, the processor(s)
805 might take on all processing required to determine the game
input from a scanning operation. For example, the processor(s) 805
might determine that the player subset rolled two die, resulting in
a roll of a six and a four. The communication mechanism 803 might
also communicate with player consoles to thereby affect the private
game state of the private consoles.
[0077] The communication mechanism 803 might additionally
communicate with other devices such as, for example, a surrounding
computing system (such as a laptop computer), to convey information
and/or may receive information from the surrounding computing
system (such as configuration information) or from the centray
display 101 or other game input devices 102
[0078] The mechanical support mechanism 804 positions the
light-emitting boundary definition mechanism 801 and the scanning
mechanism 802 with respect to a playing surface. In one embodiment,
the mechanical support mechanism couples the scanning game input
device 800 to the central display 101, or perhaps couples the game
input device 800 to one of the player consoles. Alternatively, the
scanning game input device may not be rigidly coupled to the
central display 101 or the player consoles, but may be free
standing.
[0079] The mechanical support mechanism 804 may have a different
form depending on the configuration of the scanning input system.
For instance, if the scanning device 800 scans from below (e.g.,
which could be done with a translucent playing surface, the
mechanical support mechanism 804 would be properly configured so
that the light-emitting boundary definition mechanism 801 may light
the surface from below, and the scanning mechanism 802 may scan
from below. If the scanning device hangs from the ceiling, or is
supported by a wall, the appropriate configuration of mechanical
support mechanism 804 may be provided. Accordingly, the specific
example configurations of FIGS. 9 and 10A and 10B are only examples
of one of an infinite variety of ways to configure the scanning
system in the context of a game. Mirrors or lens may even be used
to direct the flow of light for the light-emitting boundary
definition mechanism and/or for the scanning mechanism.
[0080] As previously mentioned, the scanning mechanism 800 may be
incorporated into any of the central display 101 (if present) or
any of the surrounding game input device 102 without restriction.
The scanning device 800 may even be incorporated into a pair of
glasses, a hat, an eyepiece or other mechanisms that sits on the
player's head. In that case, no light-emitting boundary definition
mechanism 801 may be needed, although it still might be helpful.
Rather, the player would know that the scanning mechanism 802 is
scanning a region that is relative to the player's field of view.
The light-emitting boundary definition mechanism 801 might still be
helpful though to help the player see the area that is to be
scanned since the positioning of the glasses or other headgear, the
orientation of the eyeball, and so forth might affect whether the
game input region is directly in the player's field of view.
[0081] In one embodiment, the processor(s) 805 and the memory 806
may collaborate to determine, at any given point, which players
turn it is. The processor(s) and the memory 806 may then cause the
light-emitting boundary definition mechanism 801 to provide visual
emphasis to the game input region in which physical game input is
expected. For instance, the boundaries of the region may be turned
green when physical game input is expected.
[0082] FIG. 9 illustrates one embodiment 900 of the scanning game
input device 800 of FIG. 8. In this embodiment, the scanning game
input device has a light-emitting boundary definition mechanism
that defines four game input regions 902A, 902B, 902C and 902D. In
this embodiment, each game input region is defined by a dedicated
light-emitting boundary definition mechanism positioned within an
upper portion 903 that is supported by base 901. The boundary
definition mechanism may be, for example, a Light Emitting Diode
(LED), or any other device capable of defining the game input
region by providing visual emphasis to the boundaries of the game
input region, and/or by providing visual emphasis over the area of
the game input region.
[0083] While the light-emitting boundary definition mechanism 801
may defined fixed-sized boundaries, the light-emitting boundary
definition mechanism 801 may also perhaps be adjustable. For
example, the light-emitting boundary definition mechanism may be an
array of LEDs. The size and shape of the boundary may be adjusted
by turning some of the LEDs off, and keep some on. Each of the LEDs
may be mapped to a particular memory location that turns the LED on
or off, or adjusted between two discrete intensity levels (in the
case of being mapped to a single bit), or have more refined
adjustable intensity (in the case of being mapped to multiple
bits). As previously mentioned, the boundaries may be overlapping
if desired. Such overlapping may also be a reward for a winning
player, and a detriment for a losing player, with the winning
player perhaps capturing some benefit by the physical game input of
the losing player.
[0084] The boundary size might be configurable by a user. For
instance, a player may choose to have a smaller or larger game
input region depending on the player's preference. For instance, a
younger player in a dice game might choose to have a larger roll
area to accommodate a more aggressive and less controlled roll. An
order player might require less of a roll area.
[0085] The boundary size might also be adjusted by the game state
itself. For instance, as a player is losing a game, the player may
have a more and more reduced size of a boundary in which to provide
physical game input, or perhaps the boundaries may take a
particular form that serves to taunt the player that is moving
towards a loss. If the player is winning a game, the boundaries may
perhaps expand, and/or take a more congratulatory form. The LEDs
may be of different colors such that the boundaries make a
different color depending on game state. For instance, greener game
input regions might designate the player is winning, whereas redder
game input regions might designate the player is losing. Thus, the
players can quickly ascertain and have feedback on how the player
is doing. Changing of colors of the game input regions may be
accomplished by adjusting the proportion of LEDs of particular
colors that are turned on and off, and their respective intensity
levels. The color of the game input regions may also define whose
turn it is. For instance, if the color is green, that may mean it
is that player's turn, if red or off, it may mean it is not that
player's turn.
[0086] Additionally, the scanning device 800 may be an LED array
that directly displays the game input region. For instance, the
light-emitting boundary definition mechanism 802 may essentially be
a portion of the public display area 211 of the display 200 of the
central display 101. Alternatively or in addition, the
light-emitting boundary definition mechanism 801 may be all or a
portion of the private display area 601 of the player console 600.
The boundary definition mechanism 800 may also be a laser that
defines a sharp boundary for the game input region.
[0087] For instance, when it is the player's turn, a window might
pop up on a portion of the public display area 211 that is closer
to the player. A scanning device might be positioned in a
predetermined location (e.g., integrated with the display 200) with
respect to that window such that the scanning mechanism 802 may
capture the window. The window may include boundaries that make it
easier for the scanning mechanism 802 to recognize the boundaries
of the game input region. The content of the window may display a
good contrasting color to the color of the game input so as to
optimize scanning accuracy (e.g., if the die are white, then the
window may have darker content. Then the player provides physical
game input directly on the public display area (e.g., rolls the
dice onto the public display area 211) such that the physical game
input that occurs within the window is captured by the scanning
mechanism. The shape or size of the window may be adjusted in
response to game state.
[0088] Alternatively or in addition, when it is the player's turn,
a window might pop up on a portion of the private display area 601
corresponding to the player console 600 that belongs to the player
whose turn it is. Alternatively, there might just be some indicator
on the private display area 601 that instructs the player that the
private display area 601 is now acting as a game input region. A
scanner might be positioned in a predetermined location (e.g.,
integrated with the player console 200) with respect to that game
input region such that the scanning mechanism 802 may capture the
window. Then, the player provides physical game input directly on
the private display area 601 (e.g., rolls the dice onto the private
display area 601) such that the physical game input that occurs
within the window is captured by the scanning mechanism associated
with the player console. In one embodiment, should the player's
game input region reduce in size, a different color may be used to
represent the game input region itself, as compared to the portions
that could be in the game input region had the player done better.
Thus, in this case, the scanning device 800 includes a
light-emitting boundary definition mechanism that is a portion of a
display itself. Thus, the term "light-emitting boundary definition
mechanism" should be interpreted broadly in the claims.
[0089] FIG. 15 a player console 1500 with an integrated scanning
device 1510 that scans a game input region in the form of a window
defined on the private display area of the player console itself.
For instance, window 1501 might define a game input region in which
the player is to enter physical input (e.g., the roll of a die
1504). The window size might change to be for example window 1502
depending on game state. The window may be, for example, a window
displayed by an operating system on the private display. The
scanning device 1510 may be capable of scanning area 1503, although
the system may ignore material scanned outside of the window that
defines the game input region. The window may be displayed to have
a clear and distinct boundary to make it easier for the scanning
device 1510 (or the system that interprets the scanned information
to detect the game input region).
[0090] Each game input region also has a 3-D scanner associated
therewith for scanning the region within the corresponding
boundary. Thus, there may be four light-emitting boundary
definition mechanism and four 3-D scanners present within the
scanning game input device. In one embodiment, there may be more of
each, but with pairs of light-emitting boundary definition
mechanism and corresponding scanning mechanisms being selectively
turned off
[0091] FIGS. 10A and 10B collectively illustrated another
alternative embodiment of the scanning game input device 800 of
FIG. 8. The scanning game input device of FIGS. 10A and 10B appears
the same as the scanning game input device 900 of FIG. 9. However,
in this embodiment, the upper portion 903 is rotatably mounted to
the base 901. The upper portion 903 may have as few as a single
light-emitting boundary definition mechanism and single scanning
mechanism affixed therein.
[0092] The scanning game input device of FIGS. 10A and 10B rotates
the upper portion 903' when transitioning turns. This might be done
according to some predetermined pattern, with the players situating
themselves to be proximate their corresponding desired game input
region. On the other hand, rather than being in accordance with a
predetermined pattern, the scanning game input device may first
determine whose turn it is next, which may not be according to a
predetermined pattern. The scanning game input device may determine
this autonomously, or may determine this in communication with the
central display and/or one or more of the player consoles.
[0093] FIG. 10A illustrates the scanning game input device with the
rotatable upper portion 903' rotatably mounted on the base 901',
and with the boundary definition mechanism and scanning mechanism
rotated to form game input region 902A'. In FIG. 10B, the upper
portion 903' is rotated to form game input region 902B'. In an
alternative embodiment, there may be multiple fixed light-emitting
boundary definition mechanisms, whereas a rotatable portion
includes the scanning mechanism, which rotates to whichever game
input region corresponds to the player set whose turn it is. In
that embodiment, perhaps there is some visual distinction (e.g.
boundary color, or intensity level, that gives visual emphasis to
the boundaries or area corresponding to the game input region whose
turn it is.
[0094] In one embodiment, the scanning mechanism rotates not to any
fixed position, but senses where the player is whose turn it is
presently. For instance, the scanning game input device may detect
the position of the player's player console, and rotate the game
input region accordingly by rotating the light-emitting boundary
definition mechanism and scanning mechanism. The position of the
player console may be determined in a number of ways. For instance,
the player console may emit ultrasonic or subsonic acoustic signals
that the scanning game input device may acoustically sense. Should
GPS coordinate systems become more accurate, the player console may
transmit GPS information to the scanning game input device. The
position of the player may also be calculated based on the
orientation of a camera built into the central display. Thus, if a
player moves during the course of the game, the position of their
corresponding game input region changes accordingly.
[0095] The scanning device 800 might scan any number of physical
game input types. For instance, the scanning device 800 might scan
dice, playing pieces, playing cards, spinners, or any other object,
even the player himself or herself. For instance, the scanning
device 800 might scan a human hand. This might allow the game state
to reflect that the player played a "rock", or a "paper", or a
"scissors", or even "ambiguous". The scanning device 800 might also
scan the hand to identify a number of fingers, or whether the hand
is facing up or down, and so forth. The scanning device 800 might
use a hand as input to allow people proficient in sign language to
enter letters or words into the game system.
[0096] The scanning device 800 might also scan a human face perhaps
to analyze the configuration of the face. For instance, the
scanning device 800 may detect whether the face is smiling or is
confident, seems angry, frustrated, or nervous, for purposes of
making any inference about the players emotions. Such emotional
feedback may impact game state. For instance, if the player looks
nervous, the player may be more subjected to attack by computerized
players, or may have a reduced size of a game input region.
[0097] In one embodiment, a game input device 200 may sense other
biometrics of a player such as, for example, oxygen levels in the
blood, blink rate, perspiration levels, heart rate, breathing rate,
chemical content of exhaled breath, blood pressure, and so forth
using any appropriate mechanism, whether through scanning device
800 or by some other mechanism. Any one or more of the measured
biometrics, either singly, or in combination, may be used to
calculate an effect on game state.
[0098] A game input device 200 might also be a scanner positioned
to view all or a portion of a playing board (e.g., the central
display 101 or even a non-electronic playing board or surface), and
recognize the position, orientation of a game piece with respect to
the playing board, or even a type of game piece. Such information
may be used to affect the game state.
[0099] Such as scanner may also be able to detect whose game piece
or game input device belongs to which player. For instance, die for
one player may have a certain marker, such as an indented piece
with a certain color. Playing cards may have a miniature bar code
distinguishing who the cards belong to. A bar code or other marker
might also represent other information regarding a playing piece,
such as a type of playing piece, the significance of the playing
piece, and so forth. Such scanners need not necessarily have the
light-emitting boundary definition mechanism if the players
intuitively understand where to play the game pieces in a more
common area (e.g., on the central display 101).
[0100] Alternatively or in addition, the game input device 200
might emit images or other visual cues on the playing surface in
response to game input. For instance, if the player where to roll a
six, then the game input device may emit on the playing surface a
cue telling the user where to move, or what the options are for
moving. The scanning device 800 has been described as potentially
having a scanning mechanism 802 that uses light as the scanning
signal. However, the scanning mechanism 802 might rather use any
signal for scanning such as acoustic signals or safe frequencies of
electro-magnetic radiation. An example of electro-magnetic
radiation is visible light, ultraviolet light, infrared light,
long-wave and short-wave radio, and so forth. The scanning device
800 may use combinations of the above to formulate a more complete
scanned image of the game input token. The scanning device 800
might also have any number of different image capture mechanisms.
Examples of image capture mechanism include a CCD camera, a bar
code scanner, or a 3-D imaging camera.
[0101] FIG. 12 illustrates an example system 1200 in which there is
a central display 1201 (representing an example of the central
display 101 of FIG. 1), and four surrounding player consoles 1211,
1212, 1213 and 1214 (each representing an example of the player
console 500 of FIG. 5). The central display 1201 has a rotating
camera 1221 that may turn to whomever's turn it is, and capture the
player's image for display on the central display 1201 and/or one
or more or all of the player consoles 1211 through 1214.
[0102] Each player console 1211 through 1214 is shown equipped with
an integrated scanning device 1231 through 1234, respectively. The
scanning device represents an example of the scanning device 800 of
FIG. 8. A light-emitting boundary definition mechanism associated
with the scanning device 1231 is emitting light to define a game
input region 1241. In this case, die have been rolled into the game
input region 1241. The scanning device 1231 captures the 3-D image
of the die, and transmits information to the central display 1201
where the roll is incorporated into the game state. One of the
player consoles 1214 is shown having a privacy screen 1242, which
may be removably attached to the player console 1214, or perhaps
may be removably attached to any of the player consoles to provide
appropriate privacy.
[0103] As an alternative embodiment, the scanning device 1231 might
be turned to focus on the display of the player console 1211. When
it is the player's turn, perhaps a software-driven window pops up
on the display of the player console 1211 showing the player where
the player should roll. The player thus would roll the die directly
on the display of the player console 1211, whereupon the scanning
device 1231 would capture the physical game input for incorporation
into the game state.
[0104] FIG. 13 illustrates another example system 1300 in which
there is a central display 1301 (representing an example of the
central display 101 of FIG. 1), and three surrounding player
consoles 1311, 1312 and 1313 (each representing an example of the
player console 500 of FIG. 5). Here, the game state captured by the
physical game input captured by the scanning device is incorporated
to actually give the player a visual cue 1320 of the available
movement options.
[0105] FIG. 14 illustrates a player console 1400 that is similar to
the player consoles 1211, 1212, 1213, 1214, 1311, 1312 and 1313,
except more close up. Here a scanning device 1402 is shown
extended, but with a recess 1403 in which the scanning device might
contract into perhaps before or after the game. In one embodiment,
the scanning device 1402 might automatically extend and contract
depending on the game state. For instance, if it is the player's
turn, then the player console 1400 may extend in preparation for
the player providing game input. In an alternative embodiment, the
scanning device 1402 remains extended for the duration of the game,
and may be manually extendable and contractable. A data and/or
power cable 1401 (such as a USB cable) is also shown demonstrating
that the player console may integrate with existing data cables and
power cables.
[0106] Thus, a sophisticated mechanism is described for inputting
physical input into game state. The distributed game system
described herein thus allows circle games to be played
electronically. Traditionally, it is often teenagers that lose
interest in circle games. The wireless distributed game system
appeals to a teenager's keenness for a sense of technology, which
has the potential to pull teenagers back into the family circle
games, potentially enriching family relationships and maintaining
important lines of communication.
[0107] In one embodiment, the central display 101 has an Internet
connection (represented generally by the ellipses 127 in FIG. 1.
During initial power-up of the central display, the central display
may be configured to navigate to a predetermined set of one or more
web sites, and may have a predetermined set of circle games
installed already. The player might use the central display to
navigate to a central web site that may be used to download
software necessary to engage in other circle games. When a circle
game is begun, the central device may inform the surrounding player
consoles of the game that is about to begin and, if necessary,
provide the appropriate software to the player consoles as well. In
one embodiment, the player consoles are general-purpose computing
devices with one or more processors, a memory, and potentially a
hard disk.
[0108] Accordingly, a flexible game system has just been described.
Having described the embodiments in some detail, as a side-note,
the various operations and structures described herein may, but
need, not be implemented by way of a physical computing system.
Accordingly, to conclude this description, an example computing
system will be described with respect to FIG. 11.
[0109] FIG. 11 illustrates a computing system 1100. Computing
systems are now increasingly taking a wide variety of forms.
Computing systems may, for example, be handheld devices,
appliances, laptop computers, desktop computers, mainframes,
distributed computing systems, or even devices that have not
conventionally been considered a computing system. In this
description and in the claims, the term "computing system" is
defined broadly as including any device or system (or combination
thereof) that includes at least one processor, and a memory capable
of having thereon computer-executable instructions that may be
executed by the processor. The memory may take any physical form
and may depend on the nature and form of the computing system. A
computing system may be distributed over a network environment and
may include multiple constituent computing systems.
[0110] As illustrated in FIG. 11, in its most basic configuration,
a computing system 1100 typically includes at least one processing
unit 1102 and memory 1104. The memory 1104 is a physical system
memory, which may be volatile, non-volatile, or some combination of
the two. The term "memory" may also be used herein to refer to
non-volatile mass storage such as physical storage media. If the
computing system is distributed, the processing, memory and/or
storage capability may be distributed as well. As used herein, the
term "module" or "component" can refer to software objects or
routines that execute on the computing system. The different
components, modules, engines, and services described herein may be
implemented as objects or processes that execute on the computing
system (e.g., as separate threads).
[0111] In the description above, embodiments are described with
reference to acts that are performed by one or more computing
systems. If such acts are implemented in software, one or more
processors of the associated computing system that performs the act
direct the operation of the computing system in response to having
executed computer-executable instructions. An example of such an
operation involves the manipulation of data. The
computer-executable instructions (and the manipulated data) may be
stored in the memory 1104 of the computing system 1100.
[0112] Embodiments within the scope of the present invention also
include computer-readable media for carrying or having
computer-executable instructions or data structures stored thereon.
Such computer-readable media can be any available media that can be
accessed by a general purpose or special purpose computer. By way
of example, and not limitation, such computer-readable media can
comprise physical storage and/or memory media such as RAM, ROM,
EEPROM, CD-ROM or other optical disk storage, magnetic disk storage
or other magnetic storage devices, or any other physcial medium
which can be used to carry or store desired program code means in
the form of computer-executable instructions or data structures and
which can be accessed by a general purpose or special purpose
computer. Combinations of the above should also be included within
the scope of computer-readable media.
[0113] Computer-executable instructions comprise, for example,
instructions and data which cause a general purpose computer,
special purpose computer, or special purpose processing device to
perform a certain function or group of functions. Although the
subject matter has been described in language specific to
structural features and/or methodological acts, it is to be
understood that the subject matter defined in the appended claims
is not necessarily limited to the specific features or acts
described herein. Rather, the specific features and acts described
herein are disclosed as example forms of implementing the
claims.
[0114] The components of the computing system 1100 may, for
example, be used to provide functionality to game logic 112 of FIG.
1, store or remember game state 113, configure and communicate with
transceiver 114, and operate the logic of game incorporation module
115. Each of the player consoles may also have a computing system
such as computing system 1100 guiding their processing needs.
[0115] The present invention may be embodied in other specific
forms without departing from its spirit or essential
characteristics. The described embodiments are to be considered in
all respects only as illustrative and not restrictive. The scope of
the invention is, therefore, indicated by the appended claims
rather than by the foregoing description. All changes which come
within the meaning and range of equivalency of the claims are to be
embraced within their scope.
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