U.S. patent application number 16/720763 was filed with the patent office on 2020-06-25 for projected game arena with movable surfaces.
This patent application is currently assigned to UATP IP, LLC. The applicant listed for this patent is MICHAEL BROWNING, JR.. Invention is credited to MICHAEL BROWNING, JR..
Application Number | 20200197772 16/720763 |
Document ID | / |
Family ID | 71098237 |
Filed Date | 2020-06-25 |
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United States Patent
Application |
20200197772 |
Kind Code |
A1 |
BROWNING, JR.; MICHAEL |
June 25, 2020 |
PROJECTED GAME ARENA WITH MOVABLE SURFACES
Abstract
A game arena has a floor and walls located about the floor. The
floor includes movable surfaces, the floor and walls form a space.
Players occupy the space and throw objects such as balls.
Projectors project moving images on the walls and the floor.
Sensors, such as cameras and LIDAR units, detect the thrown objects
and detect where and when the object impact the walls. A processor
determines the location of the objects impacting the walls and the
location of the moving images when the objects impacts the walls,
the processor causing the projectors to change an image that has
been impacted by the object.
Inventors: |
BROWNING, JR.; MICHAEL;
(BEDFORD, TX) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
BROWNING, JR.; MICHAEL |
BEDFORD |
TX |
US |
|
|
Assignee: |
UATP IP, LLC
Bedford
TX
|
Family ID: |
71098237 |
Appl. No.: |
16/720763 |
Filed: |
December 19, 2019 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
62782740 |
Dec 20, 2018 |
|
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|
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63B 2071/0625 20130101;
A63B 5/11 20130101; A63B 67/002 20130101; A63B 2071/0694 20130101;
A63B 24/0059 20130101; A63B 2220/89 20130101; A63B 2024/0034
20130101; A63B 2225/50 20130101; A63B 71/0622 20130101; A63B
2024/0037 20130101; A63B 2067/005 20130101 |
International
Class: |
A63B 67/00 20060101
A63B067/00; A63B 71/06 20060101 A63B071/06; A63B 5/11 20060101
A63B005/11; A63B 24/00 20060101 A63B024/00 |
Claims
1. A game arena, comprising: a. a floor and walls located about the
floor, the floor comprising at least one movable surface, the floor
and walls forming an arena space; b. at least one projection
surface formed by at least one of the floor and walls; c. at least
one projector located to project at least one image onto the
projection surface, the projector projecting at least one image
that moves on the projection surface; d. at least one sensor
located to detect an object moving in the space and impacting the
projection surface; e. a processor connected to the projector and
the sensor, the processor determining the location of the object
impacting the projection surface and the location of the projected
image, and determining if the object impacts the projection surface
at the location of the projected image, the processor causing the
projector to change the image impacted by the object.
2. The game arena of claim 1, wherein the movable surface comprises
a trampoline.
3. The game arena of claim 2, wherein the floor comprises plural
trampolines.
4. The game arena of claim 1, wherein at least one wall comprises a
moveable surface and is angled at a nonperpendicular angle with
respect to the floor.
5. The game arena of claim 4, wherein the processor determines the
location of a player inside the arena space, the processor
determining if the player is located in a penalty location and if
so, the processor causing the projector to display a penalty image
on the penalty location.
6. The game arena of claim 5, wherein the processor determines if
the player throws the object that impacts the image and if so, the
processor providing an award to the player.
7. The game arena of claim 6, wherein the award comprises
points.
8. The game arena of claim 1, wherein the object comprises a ball.
Description
FIELD OF THE INVENTION
[0001] The present invention relates to arenas for engaging in
competitive and/or entertainment activities.
BACKGROUND OF THE INVENTION
[0002] An arena is used to engage in a sport or other activity. An
arena has a floor, typically a court or field. An arena may also be
enclosed to have sides, which sides confine the activity therein.
There are hockey arenas, football arenas, or stadiums, basketball
arenas, etc. Another example of an arena is a dodgeball court.
[0003] In dodgeball, the court has two sides, divided by a
centerline. Each time is confined to their side of the centerline.
The players on a team throw a round ball across the centerline,
trying to hit an opposing player. The opposing player dodges to
avoid being hit by the incoming ball.
[0004] Traditionally, dodgeball has been played on hardwood courts,
such as basketball or volleyball courts. A variation of dodgeball
uses a court of trampolines. The trampolines form the floor of the
court. The back wall of each side is formed by inclined
trampolines. The use of trampolines for court surfaces adds
elements to the game. Throwing the ball is more challenging as the
footing of the throwing player is less certain. A player dodging a
thrown ball can jump higher with the use of a trampoline and can
use the inclined back trampolines to advantage.
[0005] It is desired to add elements to a game such as dodgeball to
make the game interactive.
SUMMARY OF THE INVENTION
[0006] A game arena comprises a floor and walls located about the
floor. The floor comprises at least one movable surface. The floor
and walls form an arena space. At least one projection surface is
formed by at least one of the floor and walls. At least one
projector is located to project at least one image onto the
projection surface, the projector projecting at least one image
that moves on the projection surface. At least one sensor is
located to detect an object moving in the space and impacting the
projection surface. A processor is connected to the projector and
the sensor. The processor determines the location of the object
impacting the projection surface and the location of the projected
image. The processor determines if the object impacts the
projection surface at the location of the projected image. The
processor causes the projector to change the image impacted by the
object.
[0007] In one aspect, the movable surface comprises a
trampoline.
[0008] In another aspect, the floor comprises plural
trampolines.
[0009] In another aspect, at least one wall comprises a moveable
surface and is angled at a nonperpendicular angle with respect to
the floor.
[0010] In another aspect, the processor determines the location of
a player inside the arena space. The processor determines if the
player is located in a penalty location and if so, the processor
causing the projector to display a penalty image on the penalty
location.
[0011] In another aspect, the processor determines if the player
throws the object that impacts the image and if so, the processor
providing an award to the player.
[0012] In another aspect, the award comprises points.
[0013] In another aspect, the object comprises a ball.
BRIEF DESCRIPTION OF THE DRAWINGS
[0014] FIG. 1 is a plan view of an arena of the present invention,
in accordance with a preferred embodiment.
[0015] FIG. 2 is a block diagram of the projection system.
[0016] FIG. 3 is a side view of the arena, taken at lines III-III
of FIG. 1.
[0017] FIG. 4 is a plan view of the arena showing rear and end wall
projections.
[0018] FIG. 5 is a plan view of the arena showing floor
projections.
[0019] FIG. 6 is a plan view of the arena, showing tracking of an
object and a player.
[0020] FIG. 7 is a side view of the arena of FIG. 6, showing
tracking of the object and the player.
[0021] FIGS. 8A and 8B are flowcharts illustrating a sample game
played in the arena.
DESCRIPTION OF THE PREFERRED EMBODIMENT
[0022] The arena 11 has moveable surfaces in the form of
trampolines. Players can walk, run, jump, flip, etc. on these
moveable surfaces. The arena also has projectors that project
images onto the moveable surfaces, fixed surfaces, and play
objects, and speakers for producing sound. The arena also has
detection capability for detecting the location and movement of the
players and the playing objects (such as balls).
[0023] During a game, or play time, a play environment is projected
onto the moveable surfaces, the fixed surfaces and play objects.
Players use the play objects to interact with one another and with
the projected images. In response to the player's actions, the
projected images change. The players are thus immersed in an
environment that moves and reacts to the actions of the players.
Such reaction includes images changing and moving, as well as
production of associated sounds.
[0024] The arena 11 will be described first, followed by a
description of the projection and detection system. An example game
will then be described.
[0025] In general, the arena 11 (see FIGS. 1 and 2) is located
indoors under a roof. The arena can be located in a building that
has air conditioning and heat. Alternatively, the building can be
open to the outside. This alternative arrangement may be used in
locations with mild weather.
[0026] The arena has a floor 13, end walls 15 and side walls 17.
The floor 13 is horizontal. The side walls 17 and end walls 15 are
angled to the floor, generally at an angle that is not vertical.
For example, the end walls maybe angled at about 45 degrees to the
floor. The rear side wall 17R may be angled the same or at some
other angle, such as 60 degrees. The front side wall 17F may be
vertical if not part of the playing area.
[0027] The arena has moveable surfaces for the floor 13, the end
walls 15 and some sides. In the preferred embodiment, the moveable
surfaces are trampolines. Trampolines are conventional and
commercially available. Much of the floor is trampolines 19. Each
trampoline is an elastic and flexible material supported by
springs. The springs are along the sides of the material. A support
structure, in the form of beams, is between the trampolines and
serves to anchor the springs. The support structure and springs are
covered by padding 21, which padding forms part of the floor. Thus,
the floor trampolines are separated from adjacent trampolines by
the padding. The trampolines and padding provide surfaces that move
when stepped upon by a user.
[0028] The end walls 15 have sloped trampolines 19E (see also FIG.
7). Padding 21 is located between the end trampolines and along the
top of the end trampolines. In the preferred embodiment, each floor
trampoline 19 merges with an end trampoline 19E. This makes a floor
trampoline and the respective end trampoline one trampoline. A
vertical wall, such as netting, extends up from the top of each end
trampoline to further enclose the arena.
[0029] In the embodiment shown, other side walls 17R, 17F do not
have trampolines. However, side wall trampolines can be provided.
The rear side wall 17R is padding from the floor up to a
predetermine distance. The upper portion of the rear wall is a
vertical wall. The front side wall 17F has an opening (not shown)
which serves as an entrance and exit for players. The front side
wall can be made of padding, or some other material to allow image
projection thereon. If no images are projected on the front wall,
it may be made of netting to allow spectators on the outside to
look in. The front side wall can be a combination of padding and
netting, with padding extending a few feet from the floor.
[0030] As shown in FIGS. 1 and 2, the arena is configured for
dodgeball and similar type games or activities. There is a
centerline 23 that divides the arena floor into two sides. A
neutral zone 25 of padding is on both sides of the center line. The
door opening is typically located at or near the centerline. The
arena has two sides, which are areas on either side of the neutral
zone, or centerline. The rules of a particular game may require
players on a team to stay confined to their respective sides of the
arena.
[0031] The arena can be varied. For example, the number of
trampolines on a side can be changed.
[0032] The floor, end and side walls, and especially the padding,
is made of a material that provides for the projection of images
thereon. Such material may be gray in color.
[0033] Referring to FIG. 2, the projection and detection system 27
is shown. The projection and detection system includes projectors
29. There are floor projectors 29F, end wall projectors 29E, rear
side wall projectors 29R and front side wall projectors 29S.
Because the areas of the walls and floor are large, there may be
more than one projector for each wall or surface. In the embodiment
shown, there are four floor projectors, two end wall projectors and
two rear wall projectors. In addition, there are two optional front
wall projectors to project images onto the front wall. There is
also a set of speakers 31. The system also has detection sensors 33
and cameras 34. One or more computers 35 are provided. The computer
receives information from the sensors and cameras, and controls the
projectors and the speakers. The computer had preprogrammed shows
to provide to the projectors and the speakers. However, the shows,
images, are subject to change during a game based on player events.
An RFID scanner 37 is provided, which is located at the entrance to
the arena.
[0034] The projectors 29 use digital image information and project
images on large areas. The projectors are located above the arena,
typically in the ceiling (see FIG. 3 for example). The ceiling has
struts or beams for supporting the roof of the building. The
projectors are mounted either directly to the struts, or on
structure that spans between struts. The projectors are located so
as to project images down into the arena onto the respective
surface or surfaces.
[0035] Each end wall projector 29E is located so as to project an
image 41 onto the respective end wall 15 (see FIGS. 3 and 4). The
rear side wall projectors 29R are also located above the arena, so
as to project an image onto the rear wall 17R (see FIG. 4). One
rear side wall projector 29R projects onto half of the rear side
wall, while the other rear side wall projector projects onto the
other half of the rear side wall. The adjacent edges of the two
rear side wall images may overlap 43 slightly. The rear side wall
may include an angled triangular section 45 that merges with the
adjacent angled end wall. In the embodiment shown, the end wall
projector projects an image onto this wall section 45. Likewise,
the front side wall projectors 29S each project onto half of the
front side wall. The floor projectors 29F are also located above
the arena and are positioned so as to each project onto a different
quadrant of the floor (see FIGS. 3 and 5). The edges of the images
may overlap 43.
[0036] The projectors 29 are conventional and commercially
available. The projectors 29 are of the large display type. While
the projectors themselves are small in size, they are able to
project an image onto a large area. The projectors also have a high
brightness characteristic, capable of projecting, for example,
8500-12000 lumens. The projectors have the capability of geometric
adjustment of the projected image onto the projection surface. For
example, a projector may not be aligned normal or perpendicularly
to the respective projection surface. Instead, the projector may
project an image at an angle to the projection surface. The
projection surface may be uneven and nonflat, such as the rear wall
and angled corners. The projector can adjust, or map, the image so
it does not appear distorted when viewed on the projection surface.
In addition, the projectors can stitch adjacent images together
with edge blending. For example, one image projected onto the rear
wall will have two adjacent side images. One adjacent side image
will be projected onto the rear wall. The two rear wall images have
overlapping edges. The images at the overlapping edges are blended
to provide a seamless edge. The images are all coordinated. Thus,
if a projection of a ball is moving along the rear wall, it may
move across one rear wall image and then onto the next rear wall
image. It may also move onto an adjacent floor image.
[0037] The projectors can map a large image onto the projection
surfaces. For example, the walls can be a projection of a color
background with stars on the background. The stars can be static or
moving. A star can suddenly grow in size and move at a faster speed
than before so as to draw the attention of players.
[0038] In addition to projecting visual images, sounds are
projected or produced. Speakers 31 are provided for sounds. The
speakers are located around the arena, in the ceiling. The sound
can be directional, with the speakers on one side playing different
sounds than the speakers on the other side.
[0039] The detection sensors detect the players and objects, such
as balls, which may be in play. There are one or more LIDAR units
33 and one or more cameras 34. The LIDAR units 33 (light imaging,
detection and ranging) are conventional and commercially available.
The units are located above the arena so as to have an unobstructed
view of the interior. The LIDAR units are located around the
perimeter of the arena. The number and location can vary depending
on desired resolution. In the embodiment shown, there is a LIDAR
unit 33 in each corner, as well as at least one LIDAR unit along
each wall.
[0040] The LIDAR unit 33 has plural lasers, which are LEDs (light
emitting diodes). The lasers are arranged to point in different
direction from one another so as to cover a large space. In
addition, each laser scans an area. Each laser is paired with a
receiver. When a laser is fired, the paired receiver captures any
reflected laser light from an object. Time of flight (TOF) is used
to determine distance of the reflective object from the unit. The
specific laser and the scan angle of the laser are used to
determine the radial direction of the reflective object. In this
manner, the location of the reflective object can be determined. In
addition, movement of the reflective object can be tracked. Plural
LIDAR units can track the object, with the computer 35 combining
their data to triangulate and determine the location of the object
in three-dimensional space inside the arena. As the object moves
from a first position to a second position in the arena, the LIDAR
units and computer locates the object at each position.
[0041] While the LIDAR units 33 provide tracking capabilities of
objects, the cameras 34 provide additional capabilities. The
cameras 34 are body motion, or skeleton, tracking cameras, which
are conventional and commercially available. The cameras 34 have
software that allows the sensing and detection of a person, or
other object, against a background. In addition, sensing of the
person in three dimensions is provided. This is sometimes referred
to as depth imaging and allows the locating in space of points on a
person, or location in space of points on an object. Early
applications of body motion required markers worn by a person. The
markers allowed the camera to more easily identify points on the
person. For example, the person moves arms and legs. The camera
detects this movement and an image of the person is displayed on a
monitor to provide visual feedback. The software provides
recognition capabilities in rendering a so-called skeleton of the
person. This skeleton is a stick frame overlaid on the person on
the monitor. The skeleton represents a model of the person in
motion. The skeleton moves with the person. Markerless versions
evolved from fitness routines, where a person stands in front of a
camera and moves in a physical exercise routine. One such camera is
the Microsoft Kinect.TM. camera. The cameras 34 do not require
players to wear markers.
[0042] As a matter of convenience and to provide full coverage of
the arena, in the preferred embodiment, a camera 34 is located near
each projector. Each camera 34 is pointed so as to view a
predetermined space of the arena. For example, the cameras located
by the end wall projectors view the space in front of the end
walls.
[0043] An example game will be described. Referring to FIGS. 8A and
8B, the arena has an attendant who assists players in the game.
Before the game begins and the players enter the arena, the
attendant initiates a new game, step 45. The attendant may need to
prepare the arena for the new game, such as, for example,
positioning the playing objects, which are spherical balls. The
balls can be the same type balls used in dodgeball, or something
different. The balls are arranged in the neutral zone by the
attendant. The attendant signals the computer that a new game
should be initiated by pressing a start button on a user interface,
such as a tablet computer. The tablet computer (not shown) can
connect to the computer 35 by a wireless connection.
[0044] The computer has the LIDAR unit 33 and the cameras 34 scan
and locate the balls, step 47. Laser beams from the LIDAR units
look inside the arena for the balls. The computer may have the
LIDAR units look at the neutral zone first. The cameras 34 also
view the arena. Once the computer determines the arena is ready,
the players may be admitted. The attendant scans the players at the
entrance, step 49. The players wear an rfid device, which is
registered to the specific player. The RFID scanner 37 scans this
device. During the entry of the players, a pregame show is
displayed, step 51. The pregame show involves the projectors 29
displaying images around the arena. For example, if the game
involves animated characters, these characters are displayed. The
projected characters may appear to move about the arena floor, end
walls, rear side wall and front side wall. Other images may include
objects, such as balls or blobs. As the projected objects move,
streaks, stars, trails, etc., may be projected behind the moving
projections. The computer coordinates the projectors to stitch the
projected images together into a seamless image or series of
images. A character, or other projection, can move across the
arena. For example, the character can move around all quadrants of
the floor, as well as the end and side walls. Sound in the form of
music, speech, etc., is broadcast by the speakers. The sound is
coordinated and synced with the images.
[0045] The players are assigned a team, step 53, and move to take
their positions on the respective side. The players can jump on the
trampolines, reaching heights, doing flips and stunts. The players
can jump from one trampoline to another, or from the floor to the
end wall and vice versa. As they move into the arena, the LIDAR
units 33 and cameras 34 track their movement, step 55. The LIDAR
units and cameras track the players' locations throughout the
game.
[0046] Once all of the players have entered the arena, starting
conditions are displayed, step 57. For example, the rules of the
game can be provided by a voice speaking the rules through the
speakers and the written rules projected on the walls or floor for
viewing. Also, other conditions may be provided. For example, lava
images may be displayed in the neutral zone if players are
prohibited from entering this area, to emphasize the
prohibition.
[0047] The game is initiated by the attendant pressing a start
button on the tablet. Game conditions are projected, step 59. The
lava is removed allowing players to enter the neutral zone to
retrieve balls. After a period of time, or after all of the balls
have been retrieved from the neutral zone by players, the lava will
be projected again onto the neutral zone. Also, targets are
displayed. The players aim for the targets with the balls.
Incentives, such as points, can be provided to players who hit the
target areas. Targets can be characters, such as a bird, a pig,
etc. Some targets can be non-moving, while other targets can
move.
[0048] Rules can vary according to the specific game being played.
As an example of one game, players throw balls across the
centerline attempting to hit a target and/or an opposing player on
the other side of the centerline. The computer uses the data from
the LIDAR units 33 and cameras 34 to track the location of each
player and each ball, step 61. The data from the LIDAR units can be
used to refine the location information obtained from the cameras.
The computer 35 determines if a ball strikes or hits a target, step
63. If this occurs, struck target conditions are displayed. For
example, if the target is a bird, the image may show a burst of
feathers as the bird disappears from view. Sound announces the hit
target. The sound may be directional or local. For example, if the
hit target is on an end wall, the speakers nearby may sound the
hit, but not the speakers elsewhere. Players on that side, who may
have their backs to the target, can thus hear the result, even if
they can't see it. Also, the player may be awarded points, which
are accounted for by the computer and provided on a scoreboard. The
scoreboard can be projected onto a portion of the rear side wall.
The score is changed accordingly. Scores can be kept on a team
basis and/or on an individual player basis.
[0049] The striking of a target is illustrated in FIGS. 6 and 7.
The terms "right" and "left" sides will be used with reference to
the orientation shown in the drawings. In this example, the left
side player 65 is moving toward the respective end wall 15, jumping
on the trampolines. The computer 35 uses data from the LIDAR units
33 and cameras 34 to track the movement of the player 65. Dashed
lines are used to show the invisible laser beams 66 hitting the
player and being reflected back to the unit 33 (for simplicity in
illustration, in FIGS. 6 and 7 only one LIDAR unit 33 is shown with
laser beams 66). The cameras 34 also view and provide data to allow
the computer to track. The right side player 67 throws a ball 69
across the arena. The right side player must concentrate on the
throw, as images and animations are moving about the surfaces of
the arena. For example, birds may be flying about, projected balls
could move. In addition, the throwing player typically throws from
a trampoline, and may even jump in the air to throw. This adds to
the level of difficulty and enjoyment of play.
[0050] The LIDAR unit 33 tracks the movement of the ball 69 and the
respective cameras view the ball moving. (FIG. 7 uses an elongated
dashed line to show the trajectory of the thrown ball.) The ball
crosses the centerline, passes over the floor of the left side and
moves toward the end wall. The left side player 65 avoids the
incoming ball by using an end wall trampoline to perform a flip.
The ball misses the left side player, but hits a target 71. The
target 71 is projected onto the end wall by a projector. The
computer uses the data from the LIDAR units 33 and cameras 34 to
detect the ball hitting the target 71. The computer has the
respective end wall projector, the same projector projecting the
target, display visual confirmation to the players that the target
has been hit. In the example, this is an image of feathers bursting
(illustrated schematically by radiating lines).
[0051] Referring back to FIG. 8B, the computer uses the data from
the LIDAR units 33 and cameras 34 to detect if a player exceeds a
boundary, step 73. The computer correlates the position of the
boundary with the position of the player. If so, the computer has
the respective projector display a resulting image. For example, as
shown in FIG. 6, if a right side player 67 enters the neutral zone
25, a flashing image 71 appears on the floor, sound is generated
and a penalty is assigned to the player. A penalty can be a loss of
points for the player and/or the player's team. The flashing image
is projected by a floor projector 29F.
[0052] From time to time, a player can interact directly with an
image. For example, as show in FIG. 6, an image 76 (shown as a
triangle) pops up on the rear side wall 17R. The image pops up by
suddenly becoming displayed on the wall. A player on that side can
contact the surface of the wall underlying the image. This contact
is detected by the computer using the data from the LIDAR units and
cameras, step 75. The computer correlates the position of the
projected image with the position of the player. Points can be
awarded to the player and/or the player's team. Conversely, a
moving image can "hit" a player, with a penalty assessed for the
slow moving player. After contact, the image changes. For example,
the image could burst into parts. Or extensions could grow, with
the players trying to grow the extensions as long as possible.
[0053] After a predetermined period of time has elapsed, the game
ends. A closing show is projected, results tallied and projected,
step 77. The players exit the arena.
[0054] The arena thus allows players to move about on movable
surfaces such as trampolines. The trampolines add to the freedom of
movement for each player, as well as introduce some difficulty for
inexperienced players. The images, and associated sound, provide an
active dynamic environment for the players to play is, as the
images around the players, on the floor and the walls, are
changing. In addition, the images change in reaction to the
players. Players can interact by contacting the image indirectly,
such as throwing a ball, or directly. The interaction can lead to
rewards for the players, or it can lead to penalties.
[0055] Because the images are projected and are not painted or
otherwise fixed to the surfaces, the arena can host a variety of
games. Different games would use different images and sounds.
[0056] Various games can be played in the arena. For example, a
teamless version can be played, where each player plays against all
the other players. Each player tries to hit the other players and
the images projected on the arena surfaces. Such a teamless game is
enjoyable when only a few players are in the arena.
[0057] The foregoing disclosure and showings made in the drawings
are merely illustrative of the principles of this invention and are
not to be interpreted in a limiting sense.
* * * * *