U.S. patent application number 13/767316 was filed with the patent office on 2013-08-15 for method and apparatus for implementing video game and includes social darts.
The applicant listed for this patent is Damon Kyle Wayans. Invention is credited to Damon Kyle Wayans.
Application Number | 20130210507 13/767316 |
Document ID | / |
Family ID | 47833356 |
Filed Date | 2013-08-15 |
United States Patent
Application |
20130210507 |
Kind Code |
A1 |
Wayans; Damon Kyle |
August 15, 2013 |
METHOD AND APPARATUS FOR IMPLEMENTING VIDEO GAME AND INCLUDES
SOCIAL DARTS
Abstract
Described herein is a video game application that is executed on
a first computing device, and related technologies for implementing
the video game application. In the video game application, the user
controls the direction of a simulated dart by tilting and/or
otherwise moving a second computing device in different directions.
The simulated dart traverses a terrain through conditions to hit a
target displayed on the first computing device. To gain points in
the video game application, the user must control the simulated
dart to strike the target at certain locations.
Inventors: |
Wayans; Damon Kyle;
(Thousand Oaks, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Wayans; Damon Kyle |
Thousand Oaks |
CA |
US |
|
|
Family ID: |
47833356 |
Appl. No.: |
13/767316 |
Filed: |
February 14, 2013 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
61599143 |
Feb 15, 2012 |
|
|
|
Current U.S.
Class: |
463/7 |
Current CPC
Class: |
A63F 13/211 20140902;
A63F 13/5372 20140902; A63F 2300/306 20130101; A63F 2300/105
20130101; A63F 9/24 20130101; A63F 13/214 20140902; A63F 13/26
20140902; A63F 13/428 20140902; A63F 2300/6045 20130101; A63F
2300/301 20130101; A63F 2300/8076 20130101; A63F 2300/1068
20130101; A63F 2300/1031 20130101; A63F 13/06 20130101; A63F 13/837
20140902 |
Class at
Publication: |
463/7 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for implementing a video game, the method implemented
in a computing device that includes a processor and memory device,
the method comprising: providing a target on a first computing
device; initiating an interaction between the first computing
device and a second computing device, the second computing device
providing the information to simulate the flight of a dart to the
first computing device; responsive to the interaction, providing a
marker on the target, which marker corresponds to the location to
be struck by the dart as calculated from the information provided
to the first computing device from the second computing device
based on the position and tilt of the second computer device; and
initiating a throw of the dart from the second computing device to
the first computing device to strike the target, the initiating
including transferring information from the second computing device
to the first computing device that enables the first computing
device to calculate where the simulated dart strikes the
target.
2. The method of claim 1 wherein providing a target comprises
displaying a dartboard.
3. The method of claim 1 further comprises providing a terrain over
which the dart traverses during flight.
4. The method of claim 1 wherein the initiating an interaction
comprises at least one of swiping the screen of the second
computing device and depressing a button on the second computing
device.
5. The method of claim 1 wherein providing a marker includes
displaying a plus sign on the target.
6. The method of claim 1 wherein the position of the marker is
calculated using the inter-relation of the second computing device
to the first computing device and is generally based on where the
second computing device is pointing.
7. The method of claim 1 wherein initiating the throw includes
swiping the dart from the screen.
8. The method of claim 1 wherein initiating the throw occurs by
flicking the dart toward the target.
9. The method of claim 1 wherein initiating the throw occurs by
pulling the dart back and releasing the dart in the direction of
the target.
10. The method of claim 1 wherein initiating the throw imparts
speed on the dart, which speed determines whether the dart strikes
the target on the marker.
11. The method of claim 1 wherein the dart striking the target
provides a score.
12. The method of claim 1 wherein the first computing device is a
tablet computing device that provides at least one of a target,
terrains and conditions over which the simulated dart is simulated
to traverse.
13. The method of claim 1 wherein the second computing device is a
smartphone and wherein aiming of the dart is performed by tilting
the phone and by the thumb initiation of the dart on the face of
the device.
14. A system for implementing a video game of darts on a computing
device, the system comprising: a processor for displaying a target
on the screen of the computing device; a communication interface
for receiving information from other computing devices relative to
the placement of a marker on a target and relative to the speed and
angle of a dart thrown at the target; the processor calculating
from the received information the location of the marker and
displaying the marker on the target; and once the throw of the dart
is initiated, the communications interface receives the speed of
the throw, and the processor calculates the position where the dart
strikes the target based on the speed of the throw and the
placement of the marker.
15. The system of claim 14 wherein displaying a target comprises
displaying a dartboard.
16. The system of claim 14 further comprises the processor
providing a terrain over which the dart traverses during
flight.
17. The system of claim 14 wherein displaying a marker includes
displaying a plus sign on the target.
18. The system of claim 14 wherein the position of the marker is
calculated from the received information which represents the
inter-relation of a second computing device to the first computing
device and is generally based on where the second computing device
is pointing.
19. The system of claim 14 wherein the dart striking the target
provides a score.
20. The system of claim 14 wherein the first computing device is a
tablet computing device that provides at least one of a target,
terrains and conditions for throwing the dart.
21. A non-transitory computer readable medium having
processor-executable instructions stored thereon which, when
executed by at least one processor, will cause the at least
processor to perform a method for implementing a video game, the
method comprising: providing a target on a first computing device;
initiating an interaction between the first computing device and a
second computing device, the second computing device providing the
information to simulate the flight of a dart to the first computing
device; responsive to the interaction, providing a marker on the
target, which marker corresponds to the location to be struck by
the dart as calculated from the information provided to the first
computing device from the second computing device based on the
position and tilt of the second computer device; and initiating a
throw of the dart from the second computing device to the first
computing device to strike the target, the initiating including
transferring information from the second computing device to the
first computing device that enables the first computing device to
calculate where the simulated dart strikes the target.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application claims the benefit of U.S. provisional
application No. 61/599,143, filed Feb. 15, 2012, which is
incorporated by reference as if fully set forth.
BACKGROUND
[0002] In recent years, tablet computers and similar devices have
become very popular. These computer devices frequently include
motion sensors (such as accelerometers) that detect the movements
of the computer device and generate corresponding motion
information that may be used by applications that are running on
the devices. Some video game applications use this motion
information to control virtual objects in a way that parallels the
generated motion information. For example, in some car racing video
games, steering of the car is performed by tilting and/or moving
the computer device to indicate which direction the car should be
steered.
[0003] While a number of successful computer-based video games are
currently on the market, users are always in search of new and
interesting approaches to video games. Thus, the video game and
related technologies described herein would be advantageous.
SUMMARY
[0004] Described herein is a video game application that is
executed on a first computing device, and related technologies for
implementing the video game application. In the video game
application, the user controls the direction of a dart by tilting
and/or otherwise moving a second computing device in different
directions. The simulated dart traverses a simulated or virtual
terrain through conditions to hit a target displayed on the first
computing device. To gain points in the video game application, the
user must control the simulated flight of the dart to strike the
target at certain locations.
BRIEF DESCRIPTION OF THE DRAWINGS
[0005] Understanding of the present invention will be facilitated
by consideration of the following detailed description of the
preferred embodiments of the present invention taken in conjunction
with the accompanying drawings, in which like numerals refer to
like parts:
[0006] FIG. 1A illustrates a first computing device, wherein the
disclosed video game application is running, and a second computing
device to control the simulated path of a dart launched at the
first computing device;
[0007] FIG. 1B illustrates a first computing device depicting a
simulated or virtual terrain through conditions to hit a target, an
avatar, player information and score displayed on the first
computing device;
[0008] FIGS. 2A-D illustrate the second computing device displaying
the user interface used to simulate the dart and for simulating the
throw of the dart described in the disclosed video game with FIG.
2A depicting yaw, FIG. 2B depicting pitch, FIG. 2C depicting roll
and FIG. 2D depicting the speed and initiation of a simulated dart
throw;
[0009] FIG. 3 is a block diagram of the general components of an
example computing device, such as the first or second computing
device, on which the disclosed video game application may be
executed;
[0010] FIG. 4 illustrates an example system architecture wherein
features described herein may be implemented; and
[0011] FIG. 5 illustrates a method of interacting with a video
game.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] It is to be understood that the figures and descriptions of
the present invention have been simplified to illustrate elements
that are relevant for a clear understanding of the present
invention, while eliminating, for the purpose of clarity, many
other elements found in mobile applications and other computer
games and programs. Those of ordinary skill in the art may
recognize that other elements and/or steps are desirable and/or
required in implementing the present invention. However, because
such elements and steps are well known in the art, and because they
do not facilitate a better understanding of the present invention,
a discussion of such elements and steps is not provided herein. The
disclosure herein is directed to all such variations and
modifications to such elements and methods known to those skilled
in the art.
[0013] FIG. 1A shows a configuration of video game application
system. As illustrated in FIG. 1A, there is a first computing
device 110 and a second computing device 140. The video game
application may depict a dart game. Darts is a form of throwing
game in which darts are thrown at a circular target (dartboard)
fixed to a wall. In the present application, the dart is "thrown"
from a second computing device 140 to a target 115 located on first
computing device 110.
[0014] First computing device 110 may be a tablet computer, a
television, a projecting display, a display coupled to a desktop
computer, a display coupled to a laptop computer, or even a
portable computing device, such as a Smartphone, for example.
Second computing device 140 may be any one of the types of computer
devices identified for the first computing device 110, although
generally second computing device 140 may be a portable computing
device that may be handheld, such as a Smartphone or iPhone, MP3
player having an interactive display or iPod, or tablet computer or
iPad.
[0015] The first computing device 110 may provide the system for
running the application. The first computing device 110 may provide
a visual representation of the target 115. As is depicted in FIG.
1A, target 115 may be displayed on first computing device 110 as a
dartboard. Other targets may be displayed as well, including
simulated clay pigeons, balloons, animals, bombs, airplanes, and
any other items that may serve as a target. For the ease of
description, the remainder of the present description will refer to
target 115, which includes any type of target including, but not
limited to, the depicted dartboard.
[0016] In addition, first computing device 110 is depicted as a
single computing device with a single display. This is done for
ease of description and understanding of the present invention. It
is expected that the present description includes multiple first
computing devices 110, such as for displaying the target 115 to
multiple players located in different locations, for example.
[0017] Second computing device 140 may be used to simulate the
launch or throw of the dart 150 at target 115. A player may control
the simulated flight of the dart 150 by controlling the position
and angle of the second computing device 140, and/or dart 150. A
player may rotate the second computing device 140 to affect pitch,
yaw and roll of the dart 150. The player may additionally or
alternatively angle the dart 150 on the screen to affect the yaw of
the dart 150. The second computing device 140 may convey
information regarding the pitch and roll, and the yaw (combined
from the angle of the device and angle of the dart 150 on the
screen) to the first computing device 110 so that a marker 120 may
be displayed on target 115, for example. Marker 120 may represent
the location that the dart 150 as configured would impact. The
player may swipe the display of the second computing device 140 to
initiate the simulated flight of dart 150 by imparting speed and
acceleration. The speed and acceleration of the dart 150 may be
conveyed from second computing device 150 to first computing device
110. The information conveyed to first computing device 110 from
second computing device 140 may be used to calculate the location
of the marker 120 and to calculate and show the impact of the
simulated dart 150 throw.
[0018] The second computing device 140 may convey information
indicative of the position and angle of the second computing device
140 and/or dart 150 to the first computing device 110. This
information may include information indicative of the pitch, yaw,
roll, and/or speed of the dart 150.
[0019] The first computing device 110 may receive the information
from the second computing device 140, and for pre-simulated flight,
provide a marker 120 on the displayed target 115 that indicates
where the simulated dart 150 is aimed, or for post-launch of the
dart 150, may depict the simulated dart 150 striking the displayed
target 115.
[0020] For the ease of description, the remainder of the present
description will refer to dart 150, which includes any type of
projectile including, but not limited to, the depicted dart. Other
projectiles may include bombs, torpedoes, bullets, arrows, coins,
baseballs, footballs, by way of non-limiting example only.
[0021] In addition, second computing device 140 is depicted as a
single computing device with a single display. This is done for
ease of description and understanding of the present invention. It
is expected that the present description includes multiple second
computing devices 140, such as for controlling and displaying
different darts 150, including darts controlled by different
players, which players may or may not be in the same location, for
example.
[0022] FIG. 1A shows a first computing device 110, wherein the
disclosed video game application is running. This first computing
device 110 functions as the host of the game and may serve as the
target 115. The first computing device 110 includes a touch screen
display, on which the target 115 of the video game application is
displayed. As shown in FIG. 1A, the target 115, such as a dart
board, provides the target or targets for which players aim the
dart 150.
[0023] Referring now additionally to FIG. 1B, there is shown a
depiction of the first computing device 110 and target 115 having a
terrain 160 depicted therewith. First computing device 110 may
include a multitude of different arrangements and/or obstacles 160
that the players must overcome with their dart 150 to hit the
target 115. These arrangements and obstacles 160 may include wind,
elevation of land, friendly targets that are to be avoided, for
example (depicted in FIG. 1B as elevation of land). FIG. 1B also
shows a marker 120 overlayed onto the target 115 to aid a player in
aiming their respective dart 150 using the second computing device
140.
[0024] The display depicted on the first computing device 110 may
vary based on interaction from a user using a second computing
device 140. That is, for example in the situation where there are
boulders, hills and rocks (obstacles 160) that may be in between a
user and the target 115, movements of the second computing device
140 may enable the player to "see around" a given obstacle 160, and
this "seeing around" may be depicted on the display of the first
computing device 110 by the display moving the obstacle 160 from
the field of view of the player and providing a different view of
the target 115. For example, before initiating a simulated dart
throw the first computing device 110 may display a target 115 at a
distance with terrain and obstacles 160 in the foreground that need
to be overcome in order to navigate a dart 150 to the target 115.
Upon initiation by the second computing device 140, the player's
point of view may change, where the image displayed on the first
computing device 110 may be modified to account for such a change
in view. This may include removing the depicted obstacles 160 from
the display of the first computing device 110 leaving just the
target 115 and its immediate background displayed to the user.
Further, once a dart 150 has completed its full trajectory, the
image may return to a full screen with additional information
including avatar 180 and score 170.
[0025] In addition to serving as the target 115, the first
computing device 110 may display stats of the latest games and
tournaments, top players, and message boards in between the game
screen displays. During play, the first computing device 110 may
display the target 115 in the center of the screen. On the right
side, for example, of the screen an avatar picture (shown as 180 in
FIG. 1B) and name of the player (190 in FIG. 1B) in competition
with the score and rank of that player may be displayed. On the
right side, the avatar picture 180 of the player whose turn it is
to play may be displayed. Such a display may include the player's
information including score (shown as 170 in FIG. 1B) and rank, for
example.
[0026] During play, the first computing device 110 serves as the
target 115. Once a player is ready to throw a dart 150, the player
may initiate a dart 150 throw by actuating the respective second
computing device 140, as will be described with respect to FIG. 2
below. This actuation may change the display of the tablet 110 as
described. This may include "looking around" obstacles 160 as
described herein. The image displayed on the first computing device
110 may provide a display of the target 115. The first computing
device 110 may also display a marker 120 overlayed on target 115
which is a result of the user actuation of the second computing
device 140. This marker 120 may indicate the "aim" or impact of the
dart 150 about to be thrown.
[0027] The video game application may also include sound effects,
such as providing a "whoosh" sound indicating that the dart 150 has
been thrown and simulates it flight through the air. This "whoosh"
ends and a "thud" results with a depiction of the results of the
simulated dart 150 hitting target 115 and being displayed on the
first computing device 110 at its point of impact.
[0028] Once the target 115 has completed its simulated trajectory
and hits the target 115 or not, the first computing device 110 may
display the full image with the attendant information described
above. At the end of the game, the first computing device 110 may
display the winner's name and avatar 180 on a full screen display,
and may toggle with the winners score 170 and nightly game
statistics, for example.
[0029] Game play may start with a score of 301, 401, 501, 601, or
1001, for example. The object being to get exactly zero by throwing
rounds of three darts and subtracting the sum of those darts from
the respective player's current score. Each dart may be scored by a
number 116 where it lands within the target 115. The inner ring 118
is worth three times the number indicated, the outer ring 122 is
worth two times the number indicated and the two large sections
124, 126 score exactly the number indicated. For example, on a
given turn where a total of three darts are thrown, the highest
possible score is 180 achieved by throwing three triple 20s, each
dart worth 60 points.
[0030] Generally, a regulation dartboard is 173/4 inches in
diameter and is divided into twenty radial sections numbered from
1-20. Each section is separated with metal wire or a thin band of
sheet metal. The best dartboards have the thinnest wire, so that
the darts have less chance of hitting a wire and bouncing out. The
numbers indicating the various scoring sections of the board are
also normally made of wire, especially on tournament-quality
boards. The target 115 may mimic the dartboard in size and
configuration to provide for natural playing of the present
application.
[0031] Similarly, in darts the dartboard is hung so that the
bullseye is 5 feet 8 inches from the floor, eye-level for a 6-foot
person. The oche, which is the line behind which the throwing
player must stand, is generally 7 feet 9+1/4 inches from the face
of the dartboard measured horizontally. Alternate methods of
measuring the distance from the oche to the dartboard exist. The
configuration of the dartboard and the oche may be accounted for in
the present application and may provide effects on the dart 150 as
it is thrown.
[0032] The depiction of the dart 150 may include the barrel, the
shaft and the fletching, and may depict the common lengths of 32 mm
and 41 mm.
[0033] The dart 150 barrels may interact with the user as if the
dart 150 comes in a variety of weights and constructions such as
being made from brass, silver-nickel, or a tungsten alloy. The
barrels of the darts may be any shape including the standard
cylindrical, torpedo, or ton.
[0034] The shafts of dart 150 may mimic various lengths and may be
depicted to be made from plastics, nylon polymers, or metals such
as aluminum and titanium; and can be rigid or flexible. A player
may select a dart 150 from a variety of dart options, by shopping
in one or more dart shops, for example. The variety of dart options
may include different dart shapes, materials, sizes and weights.
Longer shafts provide greater stability and allow a longer flight
for a given speed imparted into the dart which in turn can lead to
a closer grouping; but they also shift the weight towards the rear
causing the dart to tilt backwards during flight, requiring a
harder, faster throw. A longer shaft will however make the dart
less responsive and increase the chance of "wobbling". Generally
speaking a heavier dart will require a greater speed to be imparted
into the dart to achieve the same distance throw.
[0035] The choice of barrel, shaft, and flight will depend a great
deal on the individual player's throwing style. For competitive
purposes a dart cannot weigh more than 50 g including the shaft and
flight and cannot exceed a total length of 300 mm. The present
depicted darts 150 may be simulated with such restrictions.
[0036] The standard dartboard is divided into 20 numbered sections,
scoring from 1 to 20 points, by wires running from the small
central circle to the outer circular wire. Circular wires within
the outer wire subdivide each section into single 124, 126, double
122 and triple 118 areas.
[0037] Various games can be played using the present application.
Standard darts as may be understood by those possessing an ordinary
skill in the pertinent arts. There are many games that can be
played on a dartboard, but darts generally refers to a game whereby
the player throws three darts per visit to the board with the goal
of reducing a fixed score, commonly 501 or 301, to zero ("checking
out"), with the final dart landing in either the bullseye or a
double segment. A game of darts is generally contested between two
players, who take turns. Although any number of players may be
used. Each turn consists of throwing three darts. When two teams
play, the starting score is sometimes increased to `701` or even
`1001`; while the rules remain the same.
[0038] A throw that reduces a player's score below zero, to exactly
one, or to zero but not ending with a double is known as "going
bust", with the player's score being reset to the value prior to
starting the turn, and the remainder of the turn being forfeited. A
darts match is played over a fixed number of games, known as legs.
A match may be divided into sets, with each set being contested as
over a fixed number of legs.
[0039] Although playing straight down from 501 is standard in
darts, sometimes a double must be hit to begin scoring, known as
"doubling in", with all darts thrown before hitting a double not
being counted. Other variants of darts may include Round the Clock,
Archery darts, Audio darts, Cricket, Dartball, Dart Golf, Fives,
Halve, Killer, Lawn Darts, Shanghai, Ranger, by way of non-limiting
example. All of these variants and more can be simulated on the two
computing devices of FIGS. 1 and 2 and run on the disclosed video
game application.
[0040] FIGS. 2 A-D show a user second computing device 140
displaying the user interface used to throw the dart 150 in the
disclosed video game application. FIGS. 2 A-D generally depicts a
user interaction with a second computing device 140 in order to
adjust the dart's 150 simulated flight to overcome obstacles and
hit the target (not shown in FIGS. 2 A-D). The terrain of a given
game may be decided by the player who plays first, or randomly, or
by a group decision, for example. The terrain may include wind,
precipitation and other effects that add challenge to the game,
which is something that cannot be simulated in the standard dart
game. In addition, the target 115 may also move which is a further
challenge to the player.
[0041] The simulated flight of the dart can be affected by the
interaction or adjustment of the second computing device 140,
and/or the player's thumb, finger or fingers. Adjustments to vary
the simulated dart flight result from pitch (lateral axis) and yaw
(vertical axis) and to roll (longitudinal axis) even though roll of
a dart 150 generally does not affect its flight, as well as varying
the speed of the dart 150. Other projectiles may be influenced by
the roll. Also, the speed and/or acceleration of the second
computing device 140 and/or the player's finger or fingers can
effect the simulated flight of the dart 150 This interaction
further includes an initiation to throw the dart 150 at the target
115. The second computing device 140 may be used to throw the dart
150, and the movement of the dart 150 may be based on the position
of the second computing device 140 and movement of the user's thumb
on the screen. Alternatively, the second computing device 140 could
be held steady in a horizontal plane and the player's thumb or
finger action can be the only factors affecting the simulated
flight of the dart 150.
[0042] The simulated flight of the dart 150 is affected similarly
to the flight of an actual dart. That is, the dynamics of the
flight is determined. The flight dynamics is controlled in three
dimensions. The three flight parameters are the angles of rotation
in three dimensions about the dart's center of mass, known as roll,
pitch and yaw. For the dart, roll generally does not affect the
flight although as other projectiles may be used in the video game,
other projectiles may be affected by the roll of the projectile.
Roll, pitch and yaw refer to rotations about the respective axes
starting from a defined equilibrium state.
[0043] As depicted in FIG. 2A, a user may adjust the angle of the
dart 150 with respect to the vertical axis or vertical plane, also
referred to as yaw. A user may adjust the placement and angle of
the thumb during initiation of the dart 150 throw to affect the yaw
angle of the dart 150. For example, a user may pull back his thumb
towards a corner of the second computing device 140 to provide an
angle to the dart 150. The yaw angle of the dart 150 may also be
determined by the overall angle of a user's second computing device
140.
[0044] As depicted in FIG. 2B, a user may adjust the angle of the
dart 150 with respect to a lateral axis, also referred to as pitch.
The adjustment of the pitch of the dart 150 may generally be
defined by the tilt of the user's second computing device 140 from
the front to the aft of the dart 150.
[0045] As depicted in FIG. 2C, a user may adjust the angle of the
dart 150 with respect to the axis on which the dart 150 travels,
also referred to as roll. The adjustment of roll of the dart 150
may generally be defined as the tilt of the user's second computing
device 140 about the axis of the dart 150. That is, generally
side-to-side tilt of the user's second computing device 140.
[0046] As depicted in FIG. 2D, a user may adjust the speed and/or
acceleration of the dart 150 and initiate the flight of the dart
150 with the current configurations in order to send the dart 150
on its way to the target 115. A user, by initiating the throw of
the dart 150 by moving his thumb forward on the second computing
device 140, may impart speed to the dart 150 by moving their thumb
more or less quickly.
[0047] While a marker 120 may be provided to aid a player in
hitting selected portions of the target 115, the skill of the
player may affect the ability to hit the marker 120. In simulating
a dart game, a player's skill may be recorded and may evolve over
time and the playing of dart games. This skill may affect the
ability of a player to hit the target 115 or the marker 120 just as
would be the case in a real dart game.
[0048] For example, in darts the path of the optimal location to
throw a dart will vary based on the skill of the player. Using a
rating where a player's skill is graded with a grade of 0 being a
perfect player and a grade of 100 being a player who throws
randomly, the optimal area to aim for on the target 115 in order to
maximize the player's score varies significantly based on the
players skill. The skilled player, those players graded closer to
0, may aim for the center of the desired location on target 115 and
as the player's skill reduces, those players whose grade is closer
to 100, may need to aim slightly up and to the left of the desired
location on target 115. The marker 120 may account for the ability
of the player, and/or the marker 120 may denote the position that a
perfect player should aim, and/or the ability of a player to hit
the marker 120 or target 115 may depend on the skill of the
player.
[0049] Players may also interact using the second mobile device
140, to upload avatar pictures 180, enter names 190 and locations,
link their profile with their favorite social pages, and the like.
Players may also keep albums in which the players can store
pictures and comments of memorable dart games.
[0050] Players may also buy assets for the game, such as new
terrains 160 and new sets of darts 150. Coupons, tickets and other
benefits may also be included. Dart 150 types may be customized and
be suited for different terrains and conditions 160. The
application may include a basic dart 150 set and allow the user to
customize the set skin, by changing the color, uploading an image,
and the like. Basic darts 150 may have limited range and speed, for
example. Players may upgrade to a pro-dart model dart 150 set, with
each set offering different advantages that may be utilized by a
player during gameplay. Additionally, players may acquire and/or
use a trajectory aiming tool that helps a player calculate their
aiming pitch, yaw, and speed to precisely hit the target. A user
may also provide wall postings and stats of top players and
upcoming game statistics.
[0051] The social dart application may be downloaded to the first
computing device 110 host of FIG. 1A and to the respective second
computing device 140. Once installed on each device, the
application may scan to find available dart hosting games and
request connections. The owner of the hosting first computing
device 110 may accept players to be added to the game. Once
connected to the hosting first computing device 110, a player can
join or wait for the next game. Players may use their respective
second computing devices 140 to look at game stats, and customize
their dart 150, profile exchange messages or post to the wall.
[0052] Tournaments may be organized and players may be grouped into
teams. Players may also play against the system or other players in
remote locations, for example.
[0053] The application may be configured that the first computing
device 110 pays for the application and the second computing device
140 are provided a free version of the application.
[0054] FIG. 3 is a block diagram of a computing device 300 that may
be used to implement features described herein. This computing
device may be the first computing device 110 and/or the second
computing device 140. The computing device 300 includes a processor
302, a memory device 304, a communication interface 306, a data
storage device 308, a touchscreen display 310, and a motion
detector 312. These components may be connected via a system bus
314 in the computing device 300, and/or via other appropriate
interfaces within the computing device 300.
[0055] The memory device 304 may be or include a device such as a
Dynamic Random Access Memory (D-RAM), Static RAM (S-RAM), or other
RAM or a flash memory. As shown in FIG. 3, the video game
application 316 may be loaded into the memory device 304.
[0056] The data storage device 308 may be or include a hard disk, a
magneto-optical medium, an optical medium such as a CD-ROM, a
digital versatile disk (DVDs), or Blu-Ray disc (BD), or other type
of device for electronic data storage. The data storage device 308
may store instructions that define the video game application 316,
and/or data that is used by the video game application 316.
[0057] The communication interface 306 may be, for example, a
communications port, a wired transceiver, a wireless transceiver,
and/or a network card. The communication interface 306 may be
capable of communicating using technologies such as Ethernet, fiber
optics, microwave, xDSL (Digital Subscriber Line), Wireless Local
Area Network (WLAN) technology, wireless cellular technology,
and/or any other appropriate technology.
[0058] The touchscreen display 310 may be based on one or more
technologies such as resistive touchscreen technology, surface
acoustic wave technology, surface capacitave technology, projected
capacitave technology, and/or any other appropriate touchscreen
technology.
[0059] The motion detector 312 may include one or more three-axes
acceleration motion detectors (e.g., accelerometers) operative to
detect linear acceleration in three directions (i.e., the X
(left/right) direction, the Y (up/down) direction, and the Z (out
of plane) direction). Alternatively, the motion detector 312 can
include one or more two-axis acceleration motion detectors 312
which can be operative to detect linear acceleration only along
each of the X or Y directions, or any other pair of directions.
Alternatively or additionally, the motion detector 312 may be or
include an electrostatic capacitance accelerometer that is based on
a technology such as silicon micro-machined MEMS (Micro Electro
Mechanical Systems) technology, a piezoelectric type accelerometer,
a piezoresistance type accelerometer, or any other suitable type of
accelerometer.
[0060] When the touchscreen 310 receives data that indicates user
input, the touchscreen 310 may provide the data to the video game
application 316. Alternatively or additionally, when the motion
detector 312 detects motion, the motion detector 312 may provide
the corresponding motion information to the video game application
316.
[0061] As shown in FIG. 3, the video game application 316 is loaded
into the memory device 304. Although actions are described herein
as being performed by the video game application 316, this is done
for ease of description and it should be understood that these
actions are actually performed by the processor 302 (in conjunction
with the persistent storage device, network interface, memory,
and/or peripheral device interface) in the computing device 300,
according to instructions defined in the video game application
316. Alternatively or additionally, the memory device 304 and/or
the data storage device 308 in the computing device 300 may store
instructions which, when executed by the processor 302, cause the
processor 302 to perform any feature or any combination of features
described above as performed by the video game application 316.
Alternatively or additionally, the memory device 304 and/or the
data storage device 308 in the computing device 300 may store
instructions which, when executed by the processor 302, cause the
processor 302 to perform (in conjunction with the memory device,
communication interface, data storage device, touchscreen display,
and/or motion detector) any feature or any combination of features
described above as performed by the video game application 316.
[0062] The computing device 300 shown in FIG. 3 may be, for
example, an Apple iPad, or any other appropriate computing device.
The video game application 316 may run on an operating system such
as iOS, Android, Linux, Windows, and/or any other appropriate
operating system.
[0063] FIG. 4 shows an example architecture 400 wherein features
described herein may be implemented. The example architecture 400
includes a web site system 410, a first computing device 420, the
Internet 430, and the second computing device 440. The web site
system 410 of FIG. 4 includes hardware (such as one or more server
computers) and software for implementing a video game as described.
The first computing device 420 described above may be used to
download and run a local application to interact with other and/or
software for social darts. Alternatively, an end user may use the
first computing device 420 to display and interact with the web
pages that make up the interactive web site. The device 420 shown
in FIG. 4 may be, for example, a laptop or desktop computer, a
tablet computer, a smartphone, a PDA, and/or any other appropriate
type of device.
[0064] The web site system 410 includes a web server module 412, a
web application module 414, and a database 416, which, in
combination, store and process data for providing the web site. The
web application module 414 may provide the logic behind the web
site provided by the web site system 410, and/or perform
functionality related to the generation of the web pages provided
by the web site system 410. The web application 414 may communicate
with the web server module 412 for generating and serving the web
pages that make up the web site.
[0065] The first computing device 420 may include a web browser
module 422, which may receive, display, and interact with the web
pages provided by the web site system 410. The web browser module
422 in the first computing device 420 may be, for example, a web
browser program such as Internet Explorer, Firefox, Opera, Safari,
and/or any other appropriate web browser program. To provide the
web site to the user of the first computing device 420, the web
browser module 422 in the first computing device 420 and the web
server module 412 may exchange HyperText Transfer Protocol (HTTP)
messages, per current approaches that would be familiar to skilled
person.
[0066] The second computing device 440 may include a web browser
module 4422, which may receive, display, and interact with the web
pages provided by the web site system 410. The web browser module
442 in the second computing device 440 may be, for example, a web
browser program such as Internet Explorer, Firefox, Opera, Safari,
and/or any other appropriate web browser program. To provide the
web site to the user of the second computing device 440, the web
browser module 442 in the second computing device 440 and the web
server module 412 may exchange HyperText Transfer Protocol (HTTP)
messages, per current approaches that would be familiar to skilled
person.
[0067] As described hereinabove, details regarding the interactive
web site and the pages of the web site (as generated by the web
site system 410 and displayed/interacted with by the user of the
first computing device 420) are provided.
[0068] Registration to the site is required in order to interact
using the first computing device 420. Users can create an account
with the web site, and/or may log in via credentials associated
with other web sites. With each user account, the user has a
personal page. Via this page, users can establish "friends" links
to other users, transmit/receive messages, and publish their
bookmarks. Users can also publish in forums on the site, post
comments, and create bookmarks.
[0069] The web site may include any number of different web pages,
including but not limited to the following: a front (or "landing")
page; a search results page; an account landing page; and a
screening window page.
[0070] Via the account landing page, the user is able to perform
actions such as: set options for the user's account; update the
user's profile; customize the landing page and/or the account
landing page; post information; perform instant messaging/chat with
other users who are logged in; view information related to
bookmarks the user has added; view information regarding the user's
friends/connections; view information related to the user's
activities; and/or interact with others and/or software for social
darts.
[0071] Advertising may be integrated into the site in any number of
different ways. As one example, each or any of the pages in the web
site may include banner advertisements. Alternatively, video
advertisements may be played, and/or be inserted periodically.
[0072] The components in the web site system 410 (web server module
412, web application module 414, outgoing video module (not shown))
may be implemented across one or more computing devices (such as,
for example, server computers), in any combination.
[0073] The database 416 in the web site system 410 may be or
include one or more relational databases, one or more hierarchical
databases, one or more object-oriented databases, one or more flat
files, one or more structured files, and/or one or more other files
for storing data in an organized/accessible fashion. The database
416 may be spread across any number of computer-readable storage
media. The database 416 may be managed by one or more database
management systems in the web site system 410, which may be based
on technologies such as Microsoft SQL Server, MySQL, PostgreSQL,
Oracle Relational Database Management System (RDBMS), a NoSQL
database technology, and/or any other appropriate technologies
and/or combinations of appropriate technologies. The database 416
in the web site system 410 may store information related to the web
site provided by the web site system 410, including but not limited
to any or all information described herein as necessary to provide
the features offered by the web site.
[0074] The web server module 412 implements the Hypertext Transfer
Protocol (HTTP). The web server module 412 may be, for example, an
Apache web server, Internet Information Services (IIS) web server,
nginx web server, and/or any other appropriate web server program.
The web server module 412 may communicate HyperText Markup Language
(HTML) pages, handle HTTP requests, handle Simple Object Access
Protocol (SOAP) requests (including SOAP requests over HTTP),
and/or perform other related functionality.
[0075] The web application module 414 may be implemented using
technologies such as PHP: Hypertext Preprocessor (PHP), Active
Server Pages (ASP), Java Server Pages (JSP), Zend, Python, Zope,
Ruby on Rails, Asynchronous JavaScript and XML (Ajax), and/or any
other appropriate technology for implementing server-side web
application functionality. In various implementations, the web
application module 414 may be executed in an application server
(not depicted in FIG. 4) in the web site system 410 that interfaces
with the web server module 412, and/or may be executed as one or
more modules within the web server module 412 or as extensions to
the web server module 412. The web pages generated by the web
application module 414 (in conjunction with the web server module
412) may be defined using technologies such as HTML (including
HTML5), eXtensible HyperText Markup Language (XHMTL), Cascading
Style Sheets, Javascript, and/or any other appropriate
technology.
[0076] Alternatively or additionally, the web site system 410 may
include one or more other modules (not depicted) for handling other
aspects of the web site provided by the web site system 410.
[0077] The web browser module 422 in the first computing device 420
and/or the web browser module 442 in the second computing device
440 may include and/or communicate with one or more sub-modules
that perform functionality such as rendering HTML, rendering raster
and/or vector graphics, executing JavaScript, decoding and
rendering video data, and/or other functionality. Alternatively or
additionally, the web browser module 422, 442 may implement Rich
Internet Application (RIA) and/or multimedia technologies such as
Adobe Flash, Microsoft Silverlight, and/or other technologies, for
displaying video. The web browser module 422, 442 may implement RIA
and/or multimedia technologies using one or web browser plug-in
modules (such as, for example, an Adobe Flash or Microsoft
Silverlight plugin), and/or using one or more sub-modules within
the web browser module 422, 442 itself. The web browser module 422,
442 may display data on one or more display devices (not depicted)
that are included in or connected to the first computing device 420
and/or second computing device 440, such as a liquid crystal
display (LCD) display or monitor. The first computing device 420
may receive input from the user of the first computing device 420
from input devices (not depicted) that are included in or connected
to the first computing device 420, such as a keyboard, a mouse, or
a touch screen, and provide data that indicates the input to the
web browser module 422. The second computing device 440 may receive
input from the user of the second computing device 440 from input
devices (not depicted) that are included in or connected to the
second computing device 420, such as a keyboard, a mouse, or a
touch screen, and provide data that indicates the input to the web
browser module 442.
[0078] As depicted in FIG. 4, the first computing device 420 and
the second computing device 440 may be interconnected such as by
infrared signal, NIC, or other direct communication methods.
[0079] Although the example architecture of FIG. 4 shows a single
computing device, this is done for convenience in description, and
it should be understood that the architecture of FIG. 4 in may
include, mutatis mutandis, any number of computing devices with the
same or similar characteristics as the described computing
device.
[0080] Although the methods and features are described herein with
reference to the example architecture of FIG. 4, the methods and
features described herein may be performed, mutatis mutandis, using
any appropriate architecture and/or computing environment.
Alternatively or additionally, although examples are provided
herein in terms of web pages generated by the web site system 410,
it should be understood that the features described herein may also
be implemented using specific-purpose client/server applications.
For example, each or any of the features described herein with
respect to the web pages in the interactive web site may be
provided in one or more specific-purpose applications. For example,
the features described herein may be implemented in mobile
applications for Apple iOS, Android, or Windows Mobile platforms,
and/or in client application for Windows, Linux, or other
platforms, and/or any other appropriate computing platform.
[0081] For convenience in description, the modules (web server
module 412, web application module 414, and web browser module 422)
shown in FIG. 4 are described herein as performing various actions.
However, it should be understood that the actions described herein
as performed by these modules are in actuality performed by
hardware/circuitry (i.e., processors, network interfaces, memory
devices, data storage devices, input devices, and/or display
devices) in the electronic devices where the modules are
stored/executed.
[0082] A method of interacting with a video game is also disclosed.
This method 500 is illustrated in FIG. 5. Method 500 includes the
steps of providing a target on a first computing device at step
510. Providing a target may include displaying a target on the
screen of the first computing device as a display. Such a target
may take the form of a dartboard with the bullseye and traditional
dartboard configuration described herein.
[0083] At step 520, an interaction between the first and second
computing device is initiated. This may include a user sliding
along the surface of the second device to activate the system to
the user's shot. This may further include angling the device in
pitch and yaw as described hereinabove.
[0084] Responsive to the initiation, a marker is provided on the
target at step 530. Based on the position of the second computing
device, the marker may be displayed on the target. By changing the
angle of the second device, the marker may be moved along the
target to allow a user to aim the dart.
[0085] At step 540, a simulated throw may be initiated from the
second device to the first device to strike the target. This throw
may be initiated by swiping a finger across the surface of the
computing device to initiate the simulated flight of the dart to
the target. Based on the speed of the swipe across the surface,
various speeds may be imparted on the dart. Where the dart strikes
the target may be determined by the speed of the swipe and angles
of the device while or just before the dart is "thrown."
[0086] As used herein, the term "processor" broadly refers to and
is not limited to a single- or multi-core central processing unit
(CPU), a special purpose processor, a conventional processor, a
Graphics Processing Unit (GPU), a digital signal processor (DSP), a
plurality of microprocessors, one or more microprocessors in
association with a DSP core, a controller, a microcontroller, one
or more Application Specific Integrated Circuits (ASICs), one or
more Field Programmable Gate Array (FPGA) circuits, any other type
of integrated circuit (IC), a system-on-a-chip (SOC), and/or a
state machine.
[0087] As used to herein, the term "computer-readable medium"
broadly refers to and is not limited to a register, a cache memory,
a ROM, a semiconductor memory device (such as a D-RAM, S-RAM, or
other RAM), a magnetic medium such as a flash memory, a hard disk,
a magneto-optical medium, an optical medium such as a CD-ROM, a
DVDs, or BD, or other type of device for electronic data
storage.
[0088] Although features are described herein as being performed in
a tablet computing device, the features described herein may also
be implemented, mutatis mutandis, on a desktop computer, a laptop
computer, a netbook, a cellular phone, a personal digital assistant
(PDA), or any other appropriate type of tablet computing device or
data processing device.
[0089] Although features and elements are described above in
particular combinations, each feature or element can be used alone
or in any combination with or without the other features and
elements. For example, each feature or element as described above
may be used alone without the other features and elements or in
various combinations with or without other features and elements.
Sub-elements of the methods and features described above may be
performed in any arbitrary order (including concurrently), in any
combination or sub-combination.
[0090] Although the invention has been described and pictured in an
exemplary form with a certain degree of particularity, it is
understood that the present disclosure of the exemplary form has
been made by way of example, and that numerous changes in the
details of construction and combination and arrangement of parts
and steps may be made without departing from the spirit and scope
of the invention as set forth in the claims hereinafter.
* * * * *