U.S. patent application number 15/396464 was filed with the patent office on 2017-07-06 for infrared gaming system and method of use.
This patent application is currently assigned to Laser Tag Pro, Inc.. The applicant listed for this patent is Laser Tag Pro, Inc.. Invention is credited to Zachary Dickerson, Aaron Fischer.
Application Number | 20170191800 15/396464 |
Document ID | / |
Family ID | 59226218 |
Filed Date | 2017-07-06 |
United States Patent
Application |
20170191800 |
Kind Code |
A1 |
Fischer; Aaron ; et
al. |
July 6, 2017 |
Infrared Gaming System and Method of Use
Abstract
An infrared gaming system and method of use are disclosed. The
gaming device comprises a body having an aperture for mounting on a
human body, three or more infrared emitters disposed on an outward
facing side of the body, and one or more omnidirectional infrared
receivers. In another embodiment of the invention each of the three
or more infrared emitters are disposed to face a different
direction in space. The gaming device may further comprise a
battery, one or more lights, one or more speakers, one or more
vibration motors, one or more microprocessors, and one or more
wireless transceivers. The gaming device is configured to be worn
on a user and may be configured as a headset or a vest.
Inventors: |
Fischer; Aaron; (Greenfield,
WI) ; Dickerson; Zachary; (Greenfield, WI) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Laser Tag Pro, Inc. |
Greenfield |
WI |
US |
|
|
Assignee: |
Laser Tag Pro, Inc.
Greenfield
WI
|
Family ID: |
59226218 |
Appl. No.: |
15/396464 |
Filed: |
December 31, 2016 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
62273893 |
Dec 31, 2015 |
|
|
|
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
F41J 5/02 20130101; F41A
33/02 20130101 |
International
Class: |
F41G 3/26 20060101
F41G003/26; F41J 5/02 20060101 F41J005/02; F41A 33/02 20060101
F41A033/02 |
Claims
1) A laser tag gaming device comprising a) a body having an
aperture for mounting on a human body; b) two or more infrared
emitters disposed on an outward facing side of said body; and c)
one or more omnidirectional infrared receivers.
2) The gaming device as in claim 1 wherein each of said two or more
infrared emitters are disposed to face a different direction in
space.
3) The gaming device as in claim 2 further comprising a) a battery;
b) one or more lights; c) one or more speakers; d) one or more
vibration motors; e) one or more light sensors; f) one or more
microprocessors; and g) one or more wireless transceivers.
4) The gaming device as in claim 1 further comprising three or more
infrared emitters and wherein each of said three or more infrared
emitters are disposed on said body in a configuration such that
said gaming device may emit an infrared beam in any direction in
space about the gaming device while said gaming device is
stationary.
5) The gaming device as in claim 1 further comprising three or more
infrared emitters and wherein each of said three or more infrared
emitters are disposed on said body in a configuration such that
said gaming device may emit an infrared beam in a 360 degree range
of motion about the gaming device while said gaming device is
stationary.
6) The gaming device as in claim 1 further comprising three or more
omnidirectional infrared receivers disposed on an outward facing
side of said body, wherein each of said three or more
omnidirectional infrared receivers are disposed to face a different
direction in space.
7) The gaming device as in claim 1 further comprising a) one or
more lights; b) one or more speakers; and c) one or more vibration
motors.
8) The gaming device as in claim 1 further comprising a) a battery;
and b) a charging port disposed in said bow shaped body.
9) The gaming device as in claim 1 further comprising one or more
control buttons configured to adjust the operation of the gaming
device when pressed.
10) The gaming device as in claim 1 further comprising one or more
light sensors.
11) The gaming device as in claim 1 further comprising a) one or
more microprocessors; and b) one or more wireless transceivers.
12) The gaming device as in claim 1 wherein said gaming device is a
headset configured to be worn about the head of a user.
13) The gaming device as in claim 1 wherein said gaming device is a
vest configured to be worn on the body of a user.
14) A method for utilizing a gaming device, wherein said gaming
device comprises a body having an aperture for mounting on a human
body, two or more infrared emitters disposed on an outward facing
side of said body, and one or more omnidirectional infrared
receivers, said method comprising a) encoding, by a first attacking
game device, a first infrared beam with game information; b)
emitting said first infrared beam from said attacking game device;
c) receiving said first infrared beam by a second game device; d)
decoding said first infrared beam by said second game device; and
e) automatically emitting, by said second game device, one or more
second infrared beams in response to receiving said first infrared
beam.
15) The method as in claim 14 further comprising encoding, by said
second gaming device, said one or more second infrared beams with
game information.
16) The method as in claim 15 further comprising a) receiving, by a
third gaming device, said one or more second infrared beams; and b)
altering a game attribute of a user wearing said third gaming
device.
17) The method as in claim 14 further comprising emitting, by said
second gaming device, two or more second infrared beams in response
to receiving said first infrared beam, wherein said two or more
second infrared beams are emitted in different directions.
18) The method as in claim 14 further comprising a) receiving, by a
third gaming device, said one or more second infrared beams; and b)
altering a game attribute of a user wearing said third gaming
device.
19) A method for utilizing a gaming device, wherein said gaming
device comprises a body having an aperture for mounting on a human
body, two or more infrared emitters disposed on an outward facing
side of said body, and one or more omnidirectional infrared
receivers, said gaming device being communicatively coupled to a
handheld device, said method comprising a) receiving, by said
gaming device, a movement signal from said handheld device; and b)
automatically emitting, by said gaming device, one or more first
infrared signals in response to receiving said movement signal.
20) The method as in claim 19 further comprising a) receiving, by
said gaming device, an attacking infrared signal; b) determining,
by said gaming device, that a user has made a predetermined block
motion with said handheld device within a predetermined time period
of receiving said attacking infrared signal; and c) preventing a
change in game health of said user.
Description
PRIORITY
[0001] This application claims priority to U.S. Provisional Patent
Application Ser. No. 62/273,893, filed on Dec. 31, 2015, which is
hereby fully incorporated by reference.
FIELD OF THE INVENTION
[0002] The invention pertains generally to laser tag gaming systems
and more particularly to wearable infrared emitter devices and
methods of use in gaming.
BACKGROUND OF INVENTION
[0003] Laser tag is a very popular game and is known in the prior
art. Historically, a laser tag system has utilized multiple
firearm-like devices or "guns". The guns incorporate an infrared
emitter and an infrared receptor. The infrared receptor may be
incorporated into the gun or within a separate device connected to
the gun through a wire or wireless means. Normally the infrared
receptor is worn as a separate device on a player's chest or arm. A
player aims his gun at another player and pulls the trigger. The
trigger activates the infrared emitter on the gun. The infrared
signal travels toward the infrared receptor worn by the other
player. If the infrared signal activates the infrared receptor then
a signaling means is activated. The signaling means is intended to
inform the player that the player has been "hit." The signaling
means is normally a vibration, a flashing light, or an audible
sound. Optionally, a player's gun may become deactivated when the
player is hit.
[0004] Historically laser tag systems have solely utilized gun type
emitters. The emitters are gun shaped and have a trigger which a
user must pull to engage the emitter. These type of emitters
provide a single type of game play--the player pretends to shoot a
gun. However, game play is limited utilizing these devices. Players
can only do one type of shot and only hit one player at a time.
What is needed is a device and game method which enhances gameplay
by permitting different type of weaponry to be utilized during
gameplay and permitting players to damage multiple players with one
shot.
SUMMARY OF THE INVENTION
[0005] The following presents a simplified summary in order to
provide a basic understanding of some aspects of the disclosed
innovation. This summary is not an extensive overview, and it is
not intended to identify key/critical elements or to delineate the
scope thereof. Its sole purpose is to present some concepts in a
simplified form as a prelude to the more detailed description that
is presented later.
[0006] The invention is directed toward a laser tag gaming device.
The device comprises a body having an aperture for mounting on a
human body, two or more infrared emitters disposed on an outward
facing side of the body, and one or more omnidirectional infrared
receivers. In another embodiment of the invention each of the two
or more infrared emitters are disposed to face a different
direction in space. The gaming device may further comprise a
battery, one or more lights, one or more speakers, one or more
vibration motors, one or more microprocessors, and one or more
wireless transceivers.
[0007] In another embodiment of the invention the device comprises
three or more infrared emitters and each of the three or more
infrared emitters are disposed on the body in a configuration such
that the gaming device may emit an infrared beam in any direction
in space about the gaming device while the gaming device is
stationary.
[0008] In another embodiment of the invention the device comprises
three or more infrared emitters each of the three or more infrared
emitters are disposed on the body in a configuration such that the
gaming device may emit an infrared beam in a 360 degree range of
motion about the gaming device while the gaming device is
stationary.
[0009] In another embodiment of the invention the gaming device
further comprises three or more omnidirectional infrared receivers
disposed on an outward facing side of the body, wherein each of the
three or more omnidirectional infrared receivers are disposed to
face a different direction in space. The gaming device may further
comprise one or more control buttons configured to adjust the
operation of the gaming device when pressed or one or more display
screens. The gaming device may be a headset configured to be worn
about the head of a user or a vest configured to be worn on the
body of a user.
[0010] The invention is also directed toward a method for utilizing
the gaming device, the method comprising encoding, by a first
attacking game device, a first infrared beam with game information;
emitting the first infrared beam from the attacking game device;
receiving the first infrared beam by a second game device; decoding
the first infrared beam by the second game device; and
automatically emitting, by the second game device, one or more
second infrared beams in response to receiving the first infrared
beam.
[0011] The method may further comprise encoding, by the second
gaming device, the one or more second infrared beams with game
information. The method may further comprise receiving, by a third
gaming device, the one or more second infrared beams; and altering
a game attribute of a user wearing the third gaming device.
[0012] The method may further comprising emitting, by the second
gaming device, two or more second infrared beams in response to
receiving the first infrared beam, wherein the two or more second
infrared beams are emitted in different directions.
[0013] The invention is also directed toward a method for utilizing
the gaming device, the gaming device being communicatively coupled
to a handheld device, the method comprising receiving, by the
gaming device, a movement signal from the handheld device; and
automatically emitting, by the gaming device, one or more first
infrared signals in response to receiving the movement signal.
[0014] The method may further comprise receiving, by the gaming
device, an attacking infrared signal; determining, by the gaming
device, that a user has made a predetermined block motion with the
handheld device within a predetermined time period of receiving the
attacking infrared signal; and preventing a change in game health
of the user.
[0015] Still other embodiments of the present invention will become
readily apparent to those skilled in this art from the following
description wherein there is shown and described the embodiments of
this invention, simply by way of illustration of the best modes
suited to carry out the invention. As it will be realized, the
invention is capable of other different embodiments and its several
details are capable of modifications in various obvious aspects all
without departing from the scope of the invention. Accordingly, the
drawing and descriptions will be regarded as illustrative in nature
and not as restrictive.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] Various exemplary embodiments of this invention will be
described in detail, wherein like reference numerals refer to
identical or similar components, with reference to the following
figures, wherein:
[0017] FIG. 1 is a front view of the preferred embodiment of the
game headset;
[0018] FIG. 2 is a top view of the preferred embodiment of the game
headset;
[0019] FIG. 3A is a front perspective view of the preferred
embodiment of the game headset;
[0020] FIG. 3B is a schematic of electrical components of the game
headset;
[0021] FIG. 4 is a front view of the preferred embodiment of the
game vest;
[0022] FIG. 5 is a back view of the preferred embodiment of the
game vest;
[0023] FIG. 6 is an illustration of the invention during game
play;
[0024] FIG. 7 is a schematic view of the game headset
communicatively connected to a smart phone;
[0025] FIG. 8 is a schematic view of one utilization of the game
headset;
[0026] FIG. 9 is a schematic view of the method of the
invention;
[0027] FIG. 10 is a schematic view of the method of the
invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
[0028] The claimed subject matter is now described with reference
to the drawings. In the following description, for purposes of
explanation, numerous specific details are set forth in order to
provide a thorough understanding of the claimed subject matter. It
may be evident, however, that the claimed subject matter may be
practiced with or without any combination of these specific
details, without departing from the spirit and scope of this
invention and the claims.
[0029] As used in this application, the terms "component",
"module", "system", "interface", or the like are generally intended
to refer to a computer-related entity, either hardware, a
combination of hardware and software, software, or software in
execution. For example, a component may be, but is not limited to
being, a process running on a processor, a processor, an object, an
executable, a thread of execution, a program, and/or a computer. By
way of illustration, both an application running on a controller
and the controller can be a component.
[0030] The invention is directed toward a laser tag gaming device
having a plurality of infrared emitters and a plurality of
omnidirectional receivers. The plurality of infrared emitters and
omnidirectional receivers permits the laser tag gaming device to
receive a "hit" from any direction, but also emit a "shot" in any
direction (or multiple directions at the same time). The laser tag
gaming device may be a stand-alone separate device disconnected
from any other gaming device. In other embodiments the gaming
device is attached to a gaming weapon. In some embodiments the
gaming device may be a portable gaming device which is transported
by a player and set down during game play. In other embodiments the
gaming device is a wearable gaming device worn by the user in some
fashion during game play.
[0031] Referring to FIGS. 1-3A, the preferred embodiment of the
invention is illustrated. In the preferred embodiment the gaming
device is game headset 100 which is wearable by the user during
game play. The game headset 100 contains a plurality of infrared
emitters 102 and a plurality of omnidirectional infrared detectors
104. The game headset 100 may have any number of infrared emitters
102. The game headset 100 may have any number of omnidirectional
infrared detectors 104. The addition of each infrared emitter 102
increases the capabilities and refinement of signals emitted by the
game headset 100--particularly given the interference of infrared
beams emitted by adjacent infrared emitters which would permit more
accurate targeting of players and utilization of the interference
waves to determine spacing and distance of other players. The
addition of each omnidirectional infrared receiver 104 increases
the capabilities and refinement of signals received by the game
headset--allowing the game headset to better detect the direction
from which an infrared beam was received.
[0032] In the preferred embodiment the game headset 100 has at
least three infrared emitters 102 spaced evenly about the outer
circumference of the headset 100. The spacing of the infrared
emitters 102 ensures that the game headset 100 can emit an infrared
signal in all directions at any time. The infrared emitters 102
enable the game headset 100 to emit an infrared shot in 360 degrees
range of motion around the player wearing the game headset 100. In
some embodiments the game headset 100 may emit an infrared shot in
any direction in a sphere, above the head of the user and below the
head of the user, to facilitate the continued operation of the game
headset 100 if the user is laying down or in an elevated position
during game play. In addition, the omnidirectional infrared
receivers 104 are evenly spaced about the outer circumference of
the game headset 100. In the preferred embodiment the game headset
100 has at least three omnidirectional infrared receivers 104. The
configuration of the plurality of omnidirectional infrared
receivers 104 is such that the game headset 100 can receive a "hit"
from any other player in any direction in a 360 degree range of
motion about the user. In other embodiments the omnidirectional
infrared receivers 104 are configured such that the game headset
100 can receive a "hit" from above the user or below the user,
facilitating the continued operation of the game headset 100 if the
user is laying down or in an elevated position during game play.
During game play, if the omnidirectional infrared receiver 104
detects the infrared beam shot from the gun or game headset 100 of
another user, the user is deemed "hit" by the other user.
[0033] In the preferred embodiment the game headset 100 has one or
more lights 106. The lights 106 can be any type of light. In the
preferred embodiment, the lights 106 are LED lights. The lights 106
on each game headset 100 may be a different color to permit the
identification of players at night. Alternatively, the color of the
lights 106 may be dependent on the team the player is on (i.e. red
team vs. blue team) or on the role of the player during the game
(i.e. red=medic, blue=active shooter). The color of the lights 106
may also change during game play to indicate which players are out
of health and are no longer active in the game.
[0034] As shown in FIG. 2 and FIG. 3A, the game headset 100 has a
central aperture 108. The central aperture 108 is configured to
receive the head of the user. The game headset 100 may be made of
any type of material. In the preferred embodiment the game headset
100 is made of a flexible and elastic material. In other
embodiments the game headset 100 may be a stiff or resilient
plastic body which fits into an outer elastic sleeve made of a
cloth material.
[0035] As shown in FIG. 3A, the game headset 100 is powered by a
set of batteries 110. Any standard type of batteries 110 may be
used in powering the game headset 100. In some embodiments the
batteries 110 may rechargeable. In other embodiments the batteries
110 may be a rechargeable battery pack. The rechargeable battery
pack may be removed and recharged when the game headset 100 is not
in use. In other embodiments the rechargeable battery pack may be
recharged in the game headset 100 through a connective port in the
body of the game headset 100.
[0036] Referring to FIG. 3B, the electrical components of the game
headset 100 are illustrated. In the preferred embodiment the game
headset 100 is operated by master control unit 112. The master
control unit 112 is any type of standard microprocessor used to
execute program instructions. The game headset 100 may also have
database 114 used to store instructions or game information. In
addition, the game headset 100 may have a transceiver 116
permitting the game headset 100 to communicate with other devices.
The game headset 100 may utilize the transceiver 116 to communicate
with computers, cell phones, server computers, other game headsets
100, or any other gaming device. The transceiver 116 can operate
via a WiFi signal, Near Field Communication, Bluetooth, or any
other communication means. In other embodiments the game headset
100 has a speaker 118. In the preferred embodiment the speaker 118
emits sound when the user is hit. In other embodiments the speaker
118 emits sound when the game headset 100 emits a shot through one
of the infrared emitters 102. The speaker 118 may also be connected
to a microphone in the game headset 100 permitting players to
communicate with each other during game play. In other embodiments
the game headset 100 also has a vibrator 120. The vibrator 120 is
any type of physical vibrational device which vibrates when the
user is hit by another player.
[0037] The game headband 100 may come in any configuration. In one
embodiment the game headband 100 is completely circular. In other
embodiments the game headband 100 is oval. In one embodiment the
game headband 100 is a single unbroken body. In other embodiments
the game headband 100 may have an opening and be shaped more like a
U. In other embodiments the game headband 100 is made in sections
which are held together by string, twine, wire, or elastic
bands.
[0038] In other embodiments the game headset 100 may also utilize a
display screen (not shown). The display screen may be any type of
display, such as touch screen display or LCD display. The display
screen can display information about the game being played or other
game attributes, such as player health, number of lives remaining,
shots taken, shots remaining, other player's information, or any
other game relevant information. The operations of the game headset
100 may be further controlled through a plurality of control
buttons (not shown). The control buttons may be used to change the
settings or functionality of any component of the game headset
100.
[0039] The infrared emitter 102 may be any known type of device
configured to emit an infrared beam. In the preferred embodiment,
the infrared emitter 102 comprises a lens and an infrared laser.
The lens may be any size and shape. The lens may redirect or focus
the infrared beam or let the infrared beam pass through without
diffracting or diffusing the beam. The infrared laser may be any
type of light, bulb, LED, diode, or other component configured to
generate an infrared beam. The infrared laser may be configured to
emit an infrared beam encoded with game information. For instance,
the infrared beam may be emitted as a data stream to identify the
identity of the player who shot the bow, the power of the shot, the
amount of health to be lost by the player who is hit by the
infrared beam, or any other relevant game information. The infrared
beams emitted by the infrared emitters 102 and received by the
omnidirectional infrared receivers 104 can be any chosen frequency.
In other embodiments the frequency can be changed before, during,
or after game play. The infrared emitters 102 may emit any size and
shape of infrared beam. In one embodiment the infrared beam is
narrow and direct. In the preferred embodiment each infrared
emitter 102 emits an infrared beam in a range of 120 degrees. In
the preferred embodiment at least three infrared emitters 102 are
necessary to ensure full capabilities of the game headset 100
without any "blind spots" where players cannot be hit.
[0040] In another embodiment the gaming headset 100 may include
light sensors 107. The light sensors may detect visible light, UV
light, or both. The light sensors 107 detect the amount of UV light
to determine the amount of sunlight in the game arena if the user
is playing outside. The light sensors 107 may detect the amount of
visible light in a game arena during game play. These light sensors
107 relay the amount of light information to the master control
unit 112 which then can change the intensity of the infrared light
emitted by the infrared emitters 102. The master control unit 112
can then dynamically alter the power and frequency of the infrared
beam emitted by each infrared emitter 102 (either in tandem or
independently) based on the amount of UV light or ambient light
detected.
[0041] Referring to FIG. 4 and FIG. 5, an alternative embodiment of
the invention is illustrated. In this embodiment the invention is
configured as a vest 200. The vest 200 is wearable by a user during
game play. The vest 200 has a plurality of infrared emitters 102
and a plurality of omnidirectional infrared receivers 104. The
infrared emitters 102 and omnidirectional infrared receivers 104
are evenly spaced about the front side and the back side of the
vest 200 so that the vest 200 can receive and emit infrared beams
during game play in 360 degrees range of motion about the user. In
the preferred embodiment the vest 200 can also receive and emit
infrared beams upward and downward to facilitate continued game
play when the user is laying down or in an elevated position above
other players during game play. The vest 200 may come in any known
material and be configured in any known shape so that it is worn by
the user.
[0042] It is to be appreciated that the invention can be any type
of wearable clothing, or multiple pieces of clothing, containing a
plurality of infrared emitters 102 and a plurality of
omnidirectional infrared receivers 104. The invention can be
configured as a game headband 100 or a vest 200 as illustrated, and
used either alone or in conjunction together. The invention may
also be incorporated into a hat, pants, shoes, shorts, gloves,
mask, socks, shirt, or any other type of clothing. In each
embodiment the clothing (individually or in conjunction with other
items of clothing) contains a plurality of infrared emitters 102
and omnidirectional infrared receivers 104 to receive and emit
infrared beams during game play in any direction.
[0043] In other embodiments the invention may not be configured as
wearable clothing but as an independent game play device which can
be utilized during game play. The independent game device has at
least a plurality of infrared emitters 102 configured to emit
infrared beams in all directions. The independent game device may
have one or more omnidirectional infrared receivers 104. In one
embodiment the invention can be a small round object representing a
grenade or a land mine during game play. As a grenade a user may
press a switch on the device to activate it and start an internal
timer. After a predetermined period of time the game device emits
infrared beams in all directions at once from the infrared emitters
102. The players in the vicinity of the game device who receive the
infrared beam are then determined to be hit by the grenade. As a
land mine the game device may further comprise a motion sensor
either incorporated into the body of the device or separated. When
the motion sensor detects movement the land mine is activated and
emits infrared beams in all directions. The players in the vicinity
of the game device who receive the infrared beam are then
determined to be hit by the land mine. In other embodiments the
game device may be connected to a trip wire (embodied as either a
physical wire or a laser beam between two receivers). If a player
moves the physical wire or breaks the beam of light between the two
receivers then the game device is activated and emits infrared
beams in all directions at once.
[0044] In another embodiment the different directions of the
omnidirectional infrared receivers 104 may be utilized in game play
as well. For instance, shots received from the forward facing side
of the headset 100 may take less game damage since the player is
facing that direction. In addition, shots received on the back side
of the gaming headset 100 may be given more game damage since the
player is essentially being shot in the back. In this manner the
game system may determine the direction from which a shot is
received by the omnidirectional infrared receivers 104, and vary
the amount of player damage received based on this information. In
addition, an omnidirectional infrared receiver 104 facing the rear
side of the player may be configured in game play such that hits
received from the rear side are given the greatest amount of game
damage. In addition, the damage attributed to shots received from
the rear side may depend on the weapon being utilized by the
attacking player. For instance, laser shots from a laser tag gun
may cause a standard amount of game health damage but hits from a
melee weapon may cause a greater amount of health damage since the
player has just been stabbed in the back.
[0045] Referring to FIG. 6 the utilization of the game device as a
game headband 100, vest 200, or other wearable device is
illustrated. In the embodiment illustrated each user wears a game
headband 100. The game headband 100 of each user tracks the game
health of the user during game play. In the illustration the first
player 300 is the active shooter although all players are equipped
with laser guns. The first player 300 selects the shot type on the
laser gun being utilized. The laser gun is configured to emit an
encoded shot 340 when the first user 300 pulls the trigger. The
encoded shot 340 is an infrared beam shot from a laser tag gun
which contains information about the type of shot and the type of
damage to be experienced by the user. The laser tag gun may encode
the encoded shot 340 through any number of means. The encoded shot
340 may be emitted at a specific frequency or wavelength to
determine the type of shot emitted. The encoded shot 340 may be
emitted at a predetermined pulsing pattern (similar to Morse code
pattern) to determine the type of shot emitted. For instance the
first player 300 may select the laser tag gun to emit different
shot types, such as shotgun, assault rifle, sniper rifle, grenade
launcher, or any other type of game weapon. Each game weapon type
has a separate predetermined encoding encrypted in the encoded shot
340. The game headset 100 of the second player 310 receives the
encoded shot 340 when the second player 310 is hit during game
play. The game headset 100 then determines the information
contained in the encoded shot 100 to determine what type of weapon
was utilized. The game headset 100 of the second player 310 then
alters a game attribute or a game function (or both) of the second
player 310.
[0046] A game play function is a function or operation of the game
headset 100 or other gaming device while in a game. For instance,
the game headset 100 may alter the type of weapon or type of damage
done by the game headset 100. A game play attribute is any type of
attribute within the game that is not functional, such as a
player's health points within a game or the damage done by the game
headset 100 or weapon to an opposing player hit by the infrared
beam emitted.
[0047] For instance, if the first player 300 may select a standard
shot. In that instance the encoded shot 340 informs the game
headset 100 of the second player 310 that the second player 310 has
been hit by a standard shot and the game health of the second
player 310 is reduced by a predetermined amount. Alternatively, the
first player 300 may get a power up that the laser tag gun now has
the power of an automatic assault rifle which does more health
damage during game play. The laser gun then encodes the encoded
shot 340 with information to inform the game headset 100 of the
second user 310 that the second user 310 has been hit by an
automatic assault rifle and the second user 310 loses more health
than being hit by a standard shot.
[0048] Alternatively, the first user 310 may receive a power up
giving the first user 300 a shot gun in game play. The shot gun
power up permits the first user 300 to hit multiple users at once.
When the first user 300 has a shot gun power up the laser gun
encodes the encoded shot 340 that the shot is from a shot gun. The
game headset 100 of the second player 310 receives the encoded shot
340 and determines that the shot is from a shot gun. The game
headset 100 deducts game health from the second player 310. In
addition, the game headset 100 then emits lateral infrared beams
350 which are also encoded with information. The game headsets 100
of additional lateral players 320 receive the lateral infrared
beams 350 and decode the information. The game headsets 100 of the
additional lateral players 320 deduct the game health of the
lateral players in the appropriate amount. In that manner the first
player 300 only needs to hit one other player to simulate a shot
gun shot and effectively hit multiple players. The game health of
the lateral players 320 may be reduced by the same amount or less
than the amount of game health lost by the second player 310. The
game headset 100 of a lateral player 320 may emit additional
lateral infrared beams 350 which are encoded to hit multiple
lateral players 320.
[0049] Alternatively, the first user 300 may receive a power up
giving the first user 300 a high powered sniper rifle in game play.
The sniper rifle power up allows the first user 300 to hit multiple
players who happen to be standing in line in a line of fire. The
sniper rifle power up is encoded into the encoded shot 340. The
game headset 100 of the second player 310 receives the encoded shot
340 and determines that the second player 310 has been hit by a
sniper shot. The game health of the second player 310 is reduced by
a predetermined amount. The game headset 100 of the second player
310 then emits a rear infrared beam 360 with encoded information.
The game headsets 100 of additional rear players 330 receives the
rear infrared beam 360 and determines that the rear player 330 has
been hit by a sniper bullet and deduct the rear player's health by
a predetermined amount. The game health of the rear players 330 may
be reduced by the same amount or less than the amount of game
health lost by the second player 310. The game headset 100 of a
rear player 330 may emit additional rear infrared beams 350 which
are encoded to hit multiple rear players 330.
[0050] Alternatively, the first player 300 may receive a power up
of a grenade launcher. The laser gun of the first player 300 emits
an encoded shot 340. The game headset 100 of the second player 310
receives the encoded shot 340 and determines that the second player
310 has been hit by a grenade. The game health of the second player
310 is reduced by a predetermined amount. The game headset 100 of
the second player 310 then emits both lateral infrared beams 350
and rear infrared beams 360, all of which are encoded. The game
headsets 100 of the lateral players 320 and the rear players 330
receive the encoded lateral infrared beams 350 and rear infrared
beams 340 and determine that they have been hit by a grenade. The
game health of the lateral players 320 and rear players 330 are
then reduced by a predetermined amount. The game health of the
lateral players 320 and rear players 330 may be reduced by the same
amount or less than the amount of game health lost by the second
player 310.
[0051] In other embodiments the game headset 100 of the second
player 310 may have a rebound function. In this embodiment when the
first player shoots the encoded shot 340 and hits the second player
310 the game headset 100 of the second player 310 emits an infrared
beam back toward the first player 300. The first player 300 is hit
by this rebound shot and the game health of the first player 300 is
reduced.
[0052] In other embodiments the game headset 100 may alter a game
function during game play. The game headset 100 may alter a game
function of a weapon used by the player, a change in one or more
game attributes, or alter the game function or attributes of
surrounding players. For instance, the game headset 100 of a first
player 300 may emit a shield signal through encoded infrared beams
emitted by the infrared emitters 102. The surrounding players whose
game headsets 100 receive this signal by the omnidirectional
infrared receivers 104 then take less damage. In addition, the game
headset 100 of a first player 300 may emit a heal signal through
encoded infrared beams emitted by the infrared emitters 102. The
surrounding players whose game headsets 100 receive this signal by
the omnidirectional infrared receivers 104 then are provided more
health during game play. In another embodiment the game headset 100
of the first player 300 emits a power up signal through encoded
signals emitted by the infrared emitters 102. The surrounding
players whose game headsets 100 receive this signal by the
omnidirectional infrared receivers 104 then receive enhanced
weaponry which performs more damage during game play.
[0053] Referring to FIG. 7, an alternative utilization of the game
headset 100 is illustrated. In this embodiment the game headset 100
is communicatively coupled to a smart phone 400. Instead of a smart
phone 400, the game headset 100 may be communicatively connected to
any hand-held mobile computerized device, such as a tablet or PDA.
In the embodiment illustrated, as the smart phone 400 is moved
around the game headset 100 emits encoded primary shot signals 370
from the infrared emitters 102. In this manner the user can use the
smart phone 400 as a weapon or other game device. In the preferred
embodiment the smart phone 400 incorporates an accelerometer or
other known component which measures the motion of the smart phone
400 in space and relays the motion information to the game headset
100. For instance, the user may flick the phone in the direction of
another player. The accelerometer detects the fast flick motion and
software on the smart phone 100 relays the motion information to
the game headset 100. The game headset 100 determines that the
flick motion is intended to be a damage shot to the opponent. The
game headset 100 then emits an encoded primary shot 370. The
omnidirectional infrared receivers 104 of the opponent's game
headset 100 receive the signal and the opponent's game health is
reduced by the appropriate amount. Additionally, the accelerometer
of the smart phone 400 may determine the speed of the motion of the
smart phone 400 and relay the speed of motion to the game headset
100. The speed of motion is interpreted as the strength of a hit
and the game headset 100 encodes the primary shot 370 with the
appropriate amount of damage contained in the shot. If the user
moves the smart phone 400 slower, then the primary shot 370 does
less game damage. If the user move the smart phone 400 faster, then
the primary shot 370 does more game damage.
[0054] The user may also move the smart phone 400 in a
predetermined pattern for special game attributes. In this
embodiment the motion of the smart phone 400 is measured in
3-dimensional space along an x-y-z axis. The motion information may
be measured by the smart phone 400 (such as through accelerometers)
and relayed to the game headset 100, may be measured directly by
sensors incorporated into the game headset 100 (such as by a camera
detecting the motion, lasers, radio waves, or any other means of
detection), or by a combination of sensors interacting together.
For instance, the user may swipe the smart phone from a lower
position upward to a higher position. This motion information is
transmitted to the game headset 100. The game headset 100
determines that the user has swiped the smart phone 400 from a low
position to a high position and interprets the motion as a block.
The game headset 100 then blocks any shots received by the user in
game play. Alternatively, the game headset 100 may also reduce the
damage of any shots received during the block movement. In another
embodiment the game headset 100 can detect the direction of
movement of the smart phone 400 and emit an encoded primary shot
370 only in the direction of motion of the smart phone 400.
[0055] The user may also use the smart phone 400 in other ways to
operate the control of the game headset 100. The user may use the
camera and screen of the smart phone to target a specific opponent.
The game headset 100 then encodes the primary shot 370 such that
damage is received only by the targeted specific opponent. The user
could also change the role of the user in game play through the
smart phone 400, changing the type of encoded primary shot 370
emitted.
[0056] In another embodiment of the invention the screen on the
smart phone 400 can display game related information pertaining to
the use of the game headset 100. For instance the screen on the
smart phone 400 may display a grid of the gaming arena with the
current player in the center. Because the omnidirectional infrared
receivers 104 are disposed facing different directions around the
player, the game headset 100 can determine the direction from which
a shot is received. The game headset 100 can relay this direction
information to the smart phone 400. The screen of the smart phone
400 can then display directional indicators for the player to view
so that the player knows from which direction the shots are coming
and take appropriate action.
[0057] In other embodiments the smart phone 400 can be replaced
with game enhancing items. The movement of these game enhancing
items is tracked by the same means described above (accelerometers
incorporated into the game enhancing items, cameras in the game
headset 100, lasers, radio signals, etc.). These game enhancing
items may be gloves worn by the user (so that the users can box
against each other), swords to simulate a sword fight, wands to
simulate a magic duel, melee weapons, shields or other defensive
items, guns, rifles, or any other item which can be utilized in a
game. The items utilized may control the emission of infrared beams
by the game headset through the movement of the device or one or
more buttons or triggers located on the device. The buttons or
triggers on the device may also be utilized to control a game play
action, such as upgrading a weapon, performing a block move, or any
other game activity.
[0058] Referring to FIG. 8, the game headset 100 permits enhanced
game play through the utilization of different devices in a single
game. Historically, laser guns were utilized in laser tag and
handheld melee weapons were utilized in games without laser tag.
Historically, the two types of games never have been utilized in
the same game. The utilization of the game headset 100 permits the
use of both laser tag style guns and melee weapons in a single
game. As illustrated, a first user may use a laser gun 420 to shoot
an encoded shot 340 at a second user wearing the game headset 100.
The first user utilizing the laser gun 420 may also be wearing a
game headset 100. The second user utilized a sword 410 which is
communicatively coupled to the game headset 100. The second user
attacks the first user by swinging the sword 410. The game headset
100 emits an encoded primary shot 370 when the first user swings
the sword 410. In other embodiments the second user can also block
the encoded shot 340 by swinging the sword 410 in a predetermined
motion, such as in a plane perpendicular to the first direction of
the first user. The primary shot 370 of the game headset 100 of the
second user can also vary game play based on the second user's use
of the sword 410. For instance, the primary shot 370 can include
information which, when received by a game headset 100 worn by the
first user, determines the distance between the two players and
varies game damage based on the distance. In this embodiment the
sword 410 may do more game damage the closer the players are
together. The encoded primary shot 370 may contain time stamp
information of when the shot was emitted by the game headset 100 of
the second user. The game headset 100 of the first user determines
the amount of time that has elapsed between when the primary shot
370 was emitted and when it was received by the game headset 100 of
the first user. The longer amount of time that has elapsed then the
less game damage the first user receives. In other embodiments the
encoded shot 340 of the laser gun 420 may also contain time
information such that the second user receives less game damage the
further away the second user is from the first user.
[0059] There are alternative means for varying the range of the
infrared emitters 102 of the game headset 100 which can then
determine the amount of damage done by the received shot. In one
embodiment the distance of the shot is determined by the intensity
of the shot received. The intensity of the infrared beam diminishes
the further it travels. The game headset 100 receiving the shot
determines the intensity level of the received shot, compares it to
the original set intensity level, and thus determines the amount of
damage based on the difference. In other embodiments the game
headset 100 may have a control or switch which permits the player
to alter the intensity level of the infrared emitters so that the
game headsets 100 can operate over greater distances (such as
outdoor arenas) or shorter distances (such as indoor arenas) based
on the desire of the player.
[0060] Just as the functional distance of the game headset 100 can
be altered using the power intensity of the infrared emitters 102,
the functional distance can also be altered by changing the
frequency of the infrared emitters 102. Players can decide to alter
the functional distance based on the game arena utilized and
whether the game is played indoors or outdoors. Lowering the
frequency of the emitted infrared beams increases the wavelength of
those beams. The longer wavelength causes the infrared beam to
travel a greater distance. A player can thus decrease the frequency
of the infrared beams for larger arenas or increase the frequency
of the infrared beams for smaller arenas.
[0061] In some embodiments the game headset 100 may be paired
together with a standard laser tag gun. The laser tag gun may be
utilized during game play. The user may receive an upgrade during
game play during which the user can utilize the laser tag gun as a
shot gun or more powerful weapon. In this embodiment, when the user
pulls the trigger of the laser tag gun both the laser tag gun and
the game headset 100 emit an infrared beam (doing enhanced damage
to the other player receiving the shots).
[0062] In other embodiments the game headset can be utilized to
determine the role of the player. In the preferred embodiment each
game headset 100 being utilized has a specific identification
number assigned to it. Some players may be given enhanced game
powers which are recognized during game play when the infrared
beams received are recognized as originating from a specific game
headset 100 (the identification number of the headset being encoded
in the infrared beams). For instance, during game play one user may
be recognized as a medic or squad leader with the power to revive
team members with a blast from the player's game headset 100. The
identification number may also be utilized to interact with game
enhancing objects. A player may arm grenades, laser guns, or any
other game device by passing along the identification number of the
game headset 100 to the game device. The identification numbers can
be utilized to define team members as well so that game enhancing
devices do not affect team members (such as the use of landmines or
grenades) or shots from the game headsets or guns of team members.
The identification numbers can be utilized such that game enhancing
devices only affect team members (such as med kits healing team
members). The identification numbers can be used in grid type
system to track player positions and orientation when each game
headset 100 pings with stationary infrared beacons in the game
arena. The identification numbers can be utilized for players to
ping to check for nearby players (checking for nearby enemy players
or nearby ally players).
[0063] The game headset 100 can be utilized to interact with game
enhancing objects. The game headset 100 may have an action key, be
connected to a laser gun with an action key, or recognize a motion
of a handheld device as an action performance. The game headset 100
then emits an infrared beam which is received by a game enhancing
object. The infrared signal emitted then performs a game
action--such as capturing the flag.
[0064] The game headset 100 can be utilized to provide information
to the game enhancing objects--the game enhancing objects only
performing an action if certain information is received or
validated. For instance, the game enhancing object may only perform
a function after player confirmation. As an illustration, as game
enhancing object may be a bomb which will emit a plurality of
infrared beams and greatly damage players in the vicinity of the
bomb. A player may decide to disarm the bomb--which may be done by
pressing a button on the bomb, emitting an infrared beam from the
game headset 100 of the player, or sending a signal via the
transceiver 116 of the player's game headset 100. When the bomb
receives this disarm signal the bomb then sends a player
confirmation signal to the game headset 100. The bomb is seeking to
ensure that the disarming player is an active player. The bomb may
only be disarmed if the player has health and is not dead, or if
the player is on a specific team, or if any other condition based
on game information is met. The game headset 100 receives this
player confirmation signal and then responds with a confirmation
signal if the player is active and has health. When the bomb
receives this confirmation signal it then disarms. If the player is
dead and has no health then the game headset 100 does not send a
confirmation signal and the bomb is not disarmed. This interaction
between the game headset 100 and the bomb may be done by encoded
infrared beams emitted and received between them, or by the
wireless transceiver 116.
[0065] Referring to FIG. 9, a method of utilizing the invention is
illustrated. First the user selects the shot type on the user's
weapon of choice 500. The emitter (laser tag gun or player's game
headset 100) then encodes the IR beam with the chosen shot type
information 502. The first user then shoots the laser tag gun (or
other weapon connected to the first user's game headset 100) at the
second user, sending the encoded IR beam at the second user 504.
The second user's game headset 100 receives a hit from the encoded
IR beam 506. The second user's game headset 100 processes the
encoding to determine the shot type 508. The second user's game
headset 100 then registers the game play function or game play
attribute to alter based on the encoded information 510. The second
user's game headset 100 then emits one or more second IR beams
depending on the original shot type received from the first user
512. The second user's game headset 100 varies the direction of the
one or more second IR beams depending on the shot type received
from the first user 514. The second user's game headset 100 encodes
the one or more second IR beams depending on the shot type received
from the first user 516. The third user's game headset receives a
"hit" from the second IR beam and registers a change in a game play
function or game play attribute based on the information encoded in
the second IR beam 518.
[0066] Referring to FIG. 10, the method of interaction between a
user utilizing a game sword versus a game laser gun is illustrated.
The first user shoots the laser tag gun at the second user 600. The
second user's game headset receives a hit from the laser tag gun
(either through an IR beam emitted by the laser tag gun itself or
by a game headset worn by the first user) 602. The second user's
game headset marks the time of the received hit 604. The second
user's game headset 100 waits for a predetermined period of time
after receiving the hit 606. The second user's game headset 100
determines if a block signal was received from the second user's
handheld device within a predetermined period of time 608. The
predetermined period of time may be a set time before receiving the
hit, after receiving the hit, or both. For instance in one
embodiment the predetermined period of time may last from one
second before the shot was received to one second after the shot
was received. The second user must perform the block movement
within this period of time to successfully block a laser tag shot.
The game headset determines if the block signal is received during
this predetermined period of time 610. If the block signal is
received during the predetermined period of time then the second
user's game headset determines that the second user has blocked the
shot and a change in game play attribute or function is denied 612.
In other embodiments the change is accepted with limitations (such
as receiving lower damage). If the block signal is not received
during the predetermined period of time then the second user's game
headset determines that the second user has failed to block the
shot and the change in game play attribute or function is accepted
614.
[0067] The game headset 100 can be utilized to track game
information as well. In one embodiment the game headset 100 can be
utilized to emit a "kill confirmation" signal. In this embodiment,
when the player is damaged to the point of zero health and is
killed in the game, the game headset 100 emits a kill confirmation
signal which identifies the player who killed that player. This
kill confirmation signal may be automatically emitted by the
infrared emitters 102 as an infrared beam or may be sent out
through the wireless transceiver 116. This kill confirmation signal
permits the gaming system to track and confirm kill points and game
information in real time for current review by the player or later
review by the player. In another embodiment the kill confirmation
signal is received by the game headset 100 of the shooting player
and the shooting player's game headset 100 emits a specific sound
or vibration to notify the player of the kill.
[0068] Although in the preferred embodiment the game headset 100
has three infrared emitters 102, other embodiments with other
numbers of infrared emitters 102 can be utilized. For instance, in
one embodiment the game headset 100 has four infrared emitters
disposed 90 degrees apart. In another embodiment the game headset
100 only has two infrared emitters 102. In this embodiment the
infrared emitters 102 may be disposed at any angle to each other.
For instance, one infrared emitter 102 may be on the front side of
the game headset 100 and the second infrared emitter may be on the
back side of the game headset 100. In another embodiment the
infrared emitters 102 are disposed on each side of the game headset
100.
[0069] What has been described above includes examples of the
claimed subject matter. It is, of course, not possible to describe
every conceivable combination of components or methodologies for
purposes of describing the claimed subject matter, but one of
ordinary skill in the art can recognize that many further
combinations and permutations of such matter are possible.
Accordingly, the claimed subject matter is intended to embrace all
such alterations, modifications and variations that fall within the
spirit and scope of the appended claims. Furthermore, to the extent
that the term "includes" is used in either the detailed description
or the claims, such term is intended to be inclusive in a manner
similar to the term "comprising" as "comprising" is interpreted
when employed as a transitional word in a claim.
[0070] The foregoing method descriptions and the process flow
diagrams are provided merely as illustrative examples and are not
intended to require or imply that the steps of the various
embodiments must be performed in the order presented. As will be
appreciated by one of skill in the art the order of steps in the
foregoing embodiments may be performed in any order. Words such as
"thereafter," "then," "next," etc. are not intended to limit the
order of the steps; these words are simply used to guide the reader
through the description of the methods. Further, any reference to
claim elements in the singular, for example, using the articles
"a," "an" or "the" is not to be construed as limiting the element
to the singular.
[0071] The various illustrative logical blocks, modules, circuits,
and algorithm steps described in connection with the embodiments
disclosed herein may be implemented as electronic hardware,
computer software, or combinations of both. To clearly illustrate
this interchangeability of hardware and software, various
illustrative components, blocks, modules, circuits, and steps have
been described above generally in terms of their functionality.
Whether such functionality is implemented as hardware or software
depends upon the particular application and design constraints
imposed on the overall system. Skilled artisans may implement the
described functionality in varying ways for each particular
application, but such implementation decisions should not be
interpreted as causing a departure from the scope of the present
invention.
[0072] The hardware used to implement the various illustrative
logics, logical blocks, modules, and circuits described in
connection with the aspects disclosed herein may be implemented or
performed with a general purpose processor, a digital signal
processor (DSP), an application specific integrated circuit (ASIC),
a field programmable gate array (FPGA) or other programmable logic
device, discrete gate or transistor logic, discrete hardware
components, or any combination thereof designed to perform the
functions described herein. A general-purpose processor may be a
microprocessor, but, in the alternative, the processor may be any
conventional processor, controller, microcontroller, or state
machine. A processor may also be implemented as a combination of
computing devices, e.g., a combination of a DSP and a
microprocessor, a plurality of microprocessors, one or more
microprocessors in conjunction with a DSP core, or any other such
configuration. Alternatively, some steps or methods may be
performed by circuitry that is specific to a given function.
[0073] In one or more exemplary aspects, the functions described
may be implemented in hardware, software, firmware, or any
combination thereof. If implemented in software, the functions may
be stored on or transmitted over as one or more instructions or
code on a computer-readable medium. The steps of a method or
algorithm disclosed herein may be embodied in a
processor-executable software module, which may reside on a
tangible, non-transitory computer-readable storage medium.
Tangible, non-transitory computer-readable storage media may be any
available media that may be accessed by a computer. By way of
example, and not limitation, such non-transitory computer-readable
media may comprise RAM, ROM, EEPROM, CD-ROM or other optical disk
storage, magnetic disk storage or other magnetic storage devices,
or any other medium that may be used to store desired program code
in the form of instructions or data structures and that may be
accessed by a computer. Disk and disc, as used herein, includes
compact disc (CD), laser disc, optical disc, digital versatile disc
(DVD), floppy disk, and blu-ray disc where disks usually reproduce
data magnetically, while discs reproduce data optically with
lasers. Combinations of the above should also be included within
the scope of non-transitory computer-readable media. Additionally,
the operations of a method or algorithm may reside as one or any
combination or set of codes and/or instructions on a tangible,
non-transitory machine readable medium and/or computer-readable
medium, which may be incorporated into a computer program
product.
[0074] The preceding description of the disclosed embodiments is
provided to enable any person skilled in the art to make or use the
present invention. Various modifications to these embodiments will
be readily apparent to those skilled in the art, and the generic
principles defined herein may be applied to other embodiments
without departing from the spirit or scope of the invention. Thus,
the present invention is not intended to be limited to the
embodiments shown herein but is to be accorded the widest scope
consistent with the following claims and the principles and novel
features disclosed herein.
* * * * *