U.S. patent application number 16/804628 was filed with the patent office on 2020-06-25 for videogame portal game play.
The applicant listed for this patent is Activision Publishing, Inc.. Invention is credited to Daniel M. Doptis, Brent Gibson.
Application Number | 20200197792 16/804628 |
Document ID | / |
Family ID | 59019422 |
Filed Date | 2020-06-25 |
United States Patent
Application |
20200197792 |
Kind Code |
A1 |
Doptis; Daniel M. ; et
al. |
June 25, 2020 |
VIDEOGAME PORTAL GAME PLAY
Abstract
Play of a videogame may be conducted using one or more physical
object detection devices as the sole form of game controller(s), or
in conjunction with game controllers. Detection of physical objects
by the detection devices may be used to determine structures in a
virtual world of game play. The detection devices may include radio
frequency identification (RFID) readers or voltage or current
sensors. The physical objects may include RFID tags or one or more
resistors.
Inventors: |
Doptis; Daniel M.; (Troy,
NY) ; Gibson; Brent; (Mechanicville, NY) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Activision Publishing, Inc. |
Santa Monica |
CA |
US |
|
|
Family ID: |
59019422 |
Appl. No.: |
16/804628 |
Filed: |
February 28, 2020 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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15372238 |
Dec 7, 2016 |
10603580 |
|
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16804628 |
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62265159 |
Dec 9, 2015 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/95 20140902;
A63F 13/235 20140902; A63F 13/98 20140902; A63F 13/69 20140902;
A63F 13/65 20140902 |
International
Class: |
A63F 13/235 20060101
A63F013/235; A63F 13/98 20060101 A63F013/98; A63F 13/65 20060101
A63F013/65; A63F 13/69 20060101 A63F013/69 |
Claims
1.-7. (canceled)
8. A method for providing for aspects of videogame play,
comprising: reading information from a plurality of physical
objects on a detection device, the detection device including at
least one radio frequency identification (RFID) reader, at least
some of the physical objects including RFID tags; determining a set
of structures identified by the information; determining a relative
arrangement of structures of the set of structures; placing the
structures arranged in the relative arrangement in a predefined
area of a virtual world of videogame play; and determining actions
of virtual characters in the virtual world.
9. The method of claim 8, wherein the relative arrangement of the
structures is based on a relative arrangement of the structures on
the detection device.
10. The method of claim 8, wherein the relative arrangement of the
structures is based on the set of structures identified by the
information.
11. The method of claim 8, wherein the predefined area of the
virtual world is a base area for a first game player, and at least
one of the virtual characters is a virtual character controlled by
the game player.
12. A method for providing for aspects of videogame play,
comprising: reading information sequentially over time from a first
plurality of physical objects on a first detection device;
determining an action of a virtual character in a virtual world of
videogame play based on the sequence of information read.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application claims the benefit of the filing date of
U.S. Provisional Patent Application No. 62/265,159, filed on Dec.
9, 2015, the disclosure of which is incorporated by reference
herein.
BACKGROUND OF THE INVENTION
[0002] The present invention relates generally to videogames and,
more particularly, to videogames that utilize reading devices for
obtaining information from physical objects for use in videogame
play.
[0003] Videogames provide fun and enjoyment for many. Videogames
allow game players to participate in a variety of simulated
activities. Videogames allow game players to virtually perform
roles and experience activities that the game players may not be
able or desire to experience directly, whether due to cost, danger,
or equipment concerns, or simply due to a role or activity being a
fantasy.
[0004] Unfortunately, interacting with a virtual game world of a
videogame solely through use of a standard videogame controller may
lack a degree of physical interaction with real world objects,
potentially reducing a game player's level of immersion in the
videogame.
BRIEF SUMMARY OF THE INVENTION
[0005] Some embodiments in accordance with aspects of the invention
provide a videogame system, comprising: a game console including at
least one processor; a game controller coupled to the game console,
the game controller including a plurality of user input devices; a
detection device including a plurality of detection device
electrical contacts and circuitry to determine, for at least some
of the detection device electrical contacts, an indication of
resistances coupled across least some pairs of some of the
detection device electrical contacts, and interface circuitry to
provide information of the indication of the resistances to the
game console; the processor being programmed by program
instructions to: identify at least one structure for placement in a
virtual world of videogame play based on the indication of
resistances, and process inputs from the user input devices of the
game controller to determine character actions in the virtual world
of videogame play.
[0006] Some embodiments in accordance with aspects of the invention
provide a method for providing for aspects of videogame play,
comprising: reading information from a plurality of physical
objects on a detection device, the detection device including at
least one radio frequency identification (RFID) reader, at least
some of the physical objects including RFID tags; determining a set
of structures identified by the information; determining a relative
arrangement of structures of the set of structures; placing the
structures arranged in the relative arrangement in a predefined
area of a virtual world of videogame play; and determining actions
of virtual characters in the virtual world.
[0007] Some embodiments in accordance with aspects of the invention
provide a method for providing for aspects of videogame play,
comprising: reading information sequentially over time from a first
plurality of physical objects on a first detection device;
determining an action of a virtual character in a virtual world of
videogame play based on the sequence of information read.
[0008] These and other aspects of the invention are more fully
comprehended upon review of this disclosure.
BRIEF DESCRIPTION OF THE FIGURES
[0009] FIG. 1 illustrates an example of a videogame system in
accordance with aspects of the invention.
[0010] FIG. 2 is a flowchart of a process for providing gameplay
using detection devices in accordance with aspects of the
invention.
[0011] FIG. 3 illustrates a further example of a videogame system
in accordance with aspects of the invention.
[0012] FIG. 4 illustrates schematically a top view of a detection
device 411 with multiple reading zones.
[0013] FIG. 5 is a flowchart of a process for providing gameplay
with game world structures based on detected physical objects in
accordance with aspects of the invention.
[0014] FIG. 6A is a top plan view of a further embodiment of a
detection device in accordance with aspects of the invention.
[0015] FIG. 6B illustrates a side view of pin 613 of FIG. 6A
extending from the surface 611.
[0016] FIG. 7A shows a front view of an example physical object
that may be used with the detection device of FIG. 6A.
[0017] FIG. 7B shows a bottom view of the physical object of FIG.
7A.
[0018] FIG. 8 illustrates an arrangement of blocks on a portion of
a detection device.
DETAILED DESCRIPTION
[0019] FIG. 1 illustrates an example of a videogame system in
accordance with aspects of the invention. The videogame system
includes a game console 111 with a processor for executing program
instructions providing for gameplay and associated circuitry, a
display device 115 for presenting gameplay displays as commanded by
the game console, and a plurality of detection devices 113a,b. The
detection devices in various embodiments are configured to read
information from, and in some embodiments write information to, an
object such as a toy, with the detection devices providing the
information read to the game console for use in providing for
gameplay. In some embodiments, the detection devices may be as
illustrated in FIG. 1, which shows a first physical object, in the
foi in of a toy dragon, on a first detection device 113a, and a
second and third physical object 117b,c, in the form of fantastical
creatures, on a second detection device 113b. In various
embodiments the various physical objects include information, for
example stored in machine-readable memory, which may be read by the
detection devices. In some embodiments, the videogame system may
include a plurality of game consoles, each having one or more
detection devices. A plurality of game consoles may be configured
for multiplayer gameplay and interconnected, for example, by way of
the internet or a local area network.
[0020] The processor, responsive to inputs from the detection
devices, generally provides for gameplay by commanding display on
the display device of game characters in and interacting with a
virtual world of gameplay and possibly each other. In addition, the
processor, responsive to inputs from the detection device, may also
add characters and objects to the virtual world, with the
characters able to manipulate the added objects and move about the
virtual world. For example, the processor may include characters in
gameplay based on inputs from the detection devices, and the
processor may also control actions of the characters based on
inputs from the detection devices.
[0021] In some embodiments the processor determines a state of the
virtual world during gameplay based on inputs from the detection
devices. For example, in some embodiments the state of the virtual
world changes as game players, for example each using different
detection devices, place (and/or move and/or remove) physical
objects on the detection devices, which may then be read by the
detection devices. In some embodiments placement, movement, and/or
removal of a physical object directly leads to a change in game
state, with a new game state dependent solely on a change of
detected physical objects and a current game state. In some
embodiments the new game state is dependent on a sequence of a
plurality of changes of detected physical objects and a current
game state, and/or a history of game states. In some embodiments
the processor is configured to process changes in inputs from
detection devices in a sequential manner, for example ignoring
changes in inputs from a second detection device until a change in
inputs occurs for a first detection, so as to provide for detection
device turn-by-turn game play.
[0022] The instructions providing for gameplay may be stored on
removable media, for example, an optical disk. Accordingly, the
game console may include an optical drive, for example, a DVD-ROM
drive, for reading the instructions for gameplay. In some
embodiments, instructions providing for gameplay may be downloaded
from remote computing device and stored on a storage drive such as
a solid-state drive or hard-disk drive. In some embodiments, the
game console may be a personal computer, including similar internal
circuitry as herein described, as well as, for example, a built-in
display and built-in user input devices, such as a keyboard and a
touch pad.
[0023] The display device is generally coupled to the game console
by a cable, although in some embodiments a wireless connection may
be used. In many embodiments, the display device is a liquid
crystal display. In some embodiments, the display device is a
television. A display screen of the display device displays video
images of game play, generally as commanded by the processor or
other associated circuitry of the game console. In the embodiment
of FIG. 1, the display screen shows a screenshot of videogame play.
As illustrated, the screenshot shows a display of a character,
generally controlled by and animated in accordance with user
inputs, approaching an inanimate item in the form of what may be
considered a castle.
[0024] The detection devices, in some embodiments and as shown in
FIG. 1, have a substantially flat upper surface for placement of
toys thereon. Each toy includes a machine-readable identifier, for
example, a radio-frequency identification (RFID) tag, a bar code,
or other identifier. The machine-readable identifier may be sensed,
read, and/or written by the detection device. The machine-readable
identifier may include a numeric identifier. The machine-readable
identifier allows the detection device, or the processor of the
game console, to distinguish one toy from other toys, and the
machine-readable identifier may therefore be considered to include
a toy identifier. Each particular toy generally has its own
distinct identifier. In some embodiments, the detection device has
a plurality of substantially flat upper surfaces for placement of
toys thereon, each capable of sensing, reading, and/or writing a
toy's machine-readable identifier.
[0025] The game player generally places physical objects, for
example toys, in the form and representative of a dragon and
fantasy figures as shown in FIG. 1, on the flat surface of one of
the detection devices during game play. The toys are generally in
the form of and representative of game items such as game
characters, vehicles, weapons, locations, buildings, or other game
items. In some embodiments the toys may be, or include features, as
discussed in U.S. patent application Ser. No. 13/335,737, filed
Dec. 22, 2011, entitled "Interactive Video game With Visual
Lighting Effects" and/or U.S. patent application Ser. No.
13/359,361, filed Jan. 26, 2012, entitled "Interactive Video game
With Toys Having Special Effects," the disclosures of both of which
are incorporated herein by reference for all purposes.
[0026] Each toy includes machine-readable info illation, for
example, memory, a radio-frequency identification (RFID) tag, or a
barcode. In some embodiments, the machine-readable information may
be encoded in the physical features of the toy itself or embedded
on the surface of the toy. As discussed, the machine-readable
information may be sensed, read, and/or in some embodiments
written, by the detection device, in some embodiments indirectly by
way of sending data and commands to the toy to write the data to
memory of the toy. The machine-readable information may include a
numeric identifier. The machine-readable information allows the
detection device, or the processor of the game console, to
distinguish one toy from other toys, and the machine-readable
information may therefore be considered to include a toy
identifier, and in some embodiments, each particular toy has its
own distinct identifier. In addition, in many embodiments the
machine-readable information includes additional inforniation about
a corresponding game character or item, including in some
embodiments, the status of the game character or item in a
game.
[0027] When a toy is read by one of the detection devices, the
detection device provides the game console an indication of the
identifier and status information of the toy, and generally the
processor of the game console changes game state status of the
virtual world of game play.
[0028] FIG. 2 is a flowchart of a process for providing gameplay
using detection devices in accordance with aspects of the
invention. In some embodiments the process is performed by a game
device, for example the game console 111 of FIG. 1. In some
embodiments the process may be performed by a processor configured
by program instructions, for example the processor of the game
console.
[0029] In block 211a, the process processes a state of a first
detection device, which in some embodiments may be a game portal.
The state of the first detection device may be controlled by a game
player operating one or more physical objects, e.g., a toy, with
the physical object(s) being placed on and/or removed from the
first detection device. In some embodiments the state of the first
detection device is indicative of a change in inputs from the first
detection device. The change in inputs for example may be from
detection of presence of a physical object on the first detection
device to a lack of such, or vice versa. In some embodiments the
change in inputs may occur when the physical object is moved from
one position or region on the first detection device to another.
The process then continues to block 213.
[0030] In parallel with or sequential to the operations of block
211a, in block 211b the process processes a state of a second
detection device, which in some embodiments may also be a game
portal. As with the state of the first detection device, the state
of the second detection device may also be controlled by a game
player operating one or more physical objects, with the physical
object(s) being placed on and/or removed from the second detection
device. In some embodiments the state of the second detection
device is indicative of a change in inputs from the second
detection device. The change in inputs for example may be from
detection of presence of a physical object on the second detection
device to a lack of such, or vice versa. In some embodiments the
change in inputs may occur when the physical object is moved from
one position or region on the second detection device to another.
The process then continues to block 213.
[0031] In block 213, the process determines a game state of a
virtual world during gameplay based on states of the first and
second detection devices. For example, in some embodiments the game
state of the virtual world changes as game players, for example one
using the first detection device and another using the second
detection device, place (and/or remove) physical objects on the
first and second detection devices. In some embodiments placement
and/or removal of a physical object leads to a change in the game
state, with a new game state being dependent on the state of the
first detection device and a current game state. Additionally or
alternatively, in some embodiments the new game state is dependent
on the state of the second detection device and the current game
state. In some embodiments the new game state is dependent on a
sequence of a plurality of states of the first and/or second
detection devices and the current game state, and/or a history of
game states. In some embodiments the new game state is only
dependent on the state of the detection devices, and/or their prior
states. The process then proceeds to block 215.
[0032] In block 215, the process determines whether to exit. In
some embodiments the process exits upon receipt of an interrupt
signal. In other embodiments the process may exit if there is no
physical object placed or detected on the first and second
detection devices for a predetermined time period. In some
embodiments, the process may exit if, after a predetermined time
period, the states of the first and second detection devices
indicate there is no change in inputs from the first and second
detection devices. If the process determines not to exit, the
process continues to blocks 211a and 211b. Otherwise, the process
returns.
[0033] FIG. 3 illustrates a further example of a videogame system
in accordance with aspects of the invention. The videogame system
of FIG. 3 includes a game console 311 with a processor for
executing program instructions providing for gameplay and
associated circuitry, a display device 315 for presenting gameplay
displays as commanded by the game console, a first game controller
312 and a second game controller 314 for providing user inputs, and
a plurality of detection devices, shown as a first detection device
313a and a second detection device 313b. The detection devices in
various embodiments are configured to read information from, and in
some embodiments write information to, an object such as a toy,
with the detection devices providing the information read to the
game console for use in providing for gameplay. In some embodiments
the detection devices 313a,b are the same as the detection devices
113a,b of the system of FIG. 1. In some embodiments, the videogame
system may include a plurality of game consoles, each having one or
more detection devices. A plurality of game consoles may be
configured for multiplayer gameplay and interconnected, for
example, by way of the internet or a local area network.
[0034] For the example of FIG. 3, three physical objects are on the
first detection device 313a, a first physical object 321 in the
form of a house, a second physical object 323a in the form of a
wall, and a third physical object 323b, also in the form of a wall.
Similarly, two physical objects are on the second detection device
313b, a fourth physical object 323c and a fifth physical object
323d, both in the form of a wall. Each of the physical objects
includes machine readable information, readable by the detection
devices. In some embodiments the machine readable information is as
discussed with respect to the toys of FIG. 1, and the physical
objects may include, for example, memory, an RFID tag, or a
barcode. In some embodiments one of the detection devices may be
used for physical objects in the form of structures, and another of
the detection devices may be used for physical objects in the form
of toy characters.
[0035] In some embodiments the detection devices read information
from, or detect, physical objects within a readable range of the
detection devices. In various embodiments the physical objects are
within the readable range of the detection devices when the
physical objects are on the detection devices. The information, or
some of the information, read from the detected physical objects is
provided by the detection devices to the game console. In various
embodiments the game console may also differentiate between
information provided by different ones of the detection devices,
for example by receiving signals from the detection devices on
different inputs and/or by receiving identifiers of the detection
devices along with the information regarding the detected physical
objects.
[0036] In some embodiments information from each of the physical
objects identifies a particular structure, and each physical object
may resemble such a structure. For example, in FIG. 3, the first
physical object 321 is in the form of a house, and the information
stored in or by the first physical object may identify a structure
in the form of a house. Similarly, the second physical object 323a,
the third physical object 323b, the fourth physical object 323c,
and the fifth physical object 323d are all in the form of a wall,
and each may store information identifying them as a wall. In
various embodiments, the information stored in the second, third,
fourth, and fifth physical objects may be different, for example
uniquely identifying each physical object, and the different
information may indicate walls having the same or different virtual
characteristics.
[0037] The game console uses the information of the physical
objects from the detection device to determine a structure or set
of structures for particular areas of a virtual game world. In some
embodiments information of the physical objects from a particular
detection device is used by the game console to determine
structures for a corresponding particular area of the virtual game
world. In various embodiments, each detection device may be
associated with a particular game player, and the corresponding
particular area may be considered a base in the virtual game world
for that game player.
[0038] In some embodiments the game console populates each
particular area of the virtual game world with structures
identified by physical objects read from a corresponding detection
device. In some embodiments the game determines positions of the
structures in each particular area in a predefined manner. For
example, if a detection device, such as detection device 313a,
provides a game console with information identifying a house and
two walls, the game console may place a house and two walls in a
predefined relationship to each other in the particular area of the
virtual game world. In other embodiments the game console may place
the house and two walls in one of several predefined relationships
to each other, with a particular one of the predefined
relationships possibly selected in a random or pseudo-random
manner, or selected by a game player. In some embodiments the
detection device, in addition to simply detecting physical objects,
may also detect position or relative position information of the
physical objects. For example, FIG. 4 illustrates schematically a
top view of a detection device 411 in accordance with aspects of
the invention with multiple zones 413a-n. In some embodiments the
multiple zones are RFID reading zones, while in some embodiments
the multiple zones are capacitive touch sensor zones. For example,
in embodiments in which the zones are RFID reading zones, the RFID
reading zones may include a plurality of reading zones 413a-d in
different areas about a periphery of a top surface of the detection
device, and further reading zones, for example reading zones 413e
and 413n, about other locations of the detection device. In such
embodiments different RFID readers of the detection device may be
associated with each reading zone, or a single RFID reader or
circuitry associated with the RFID reader may be configured to
distinguish between signals from the different zones, for example
using time-multiplexing of signals to and from the different zones.
In some embodiments the multiple zones 413a-n of the detection
device 411 are touch sensor zones, for example separate capacitive
touch sensor zones. In some embodiments, a single capacitive touch
sensor area with multiple capacitive touch sensors is generally
provided across the top of the detection device, as may be found in
a capacitive touchscreen device, for example. In such embodiments
the physical objects may include a conductive surface, or may be
for example of or include a conductive material, for example a
conductive plastic or a polymeric matrix including conductive
materials. The capacitive touch sensor(s) of the detection device
may therefore effectively provide information as to location of the
physical object while the physical object is being touched by a
game player. In some embodiments with touch sensor zones or
area(s), the detection device additionally includes one or more
RFID readers, with the physical objects including RFID tags having
information identifying the physical objects, and in some
embodiments including information regarding characteristics of the
physical objects. In both the embodiments with multiple RFID
reading zones and the embodiments with touch sensor zones or areas,
the detection device receives information as to location and/or
relative position of the physical objects. In such embodiments the
game console may use the position or relative position information
in populating and placing structures in the particular area of the
virtual game world.
[0039] In some embodiments, the detection device comprises a
plurality of detection areas, one or more of which may be
configured to detect physical objects of a certain type. For
example, the detection device may comprise two detection areas, one
for the placement of defensive objects and the other for placement
of offensive weapons. In another example, the detection device may
comprise a central detection area for placement of building
objects, the central detection area being surrounded by a plurality
of peripheral detection areas for placement of wall objects or
weapon objects. Of course, in various embodiments any other
configuration may be used.
[0040] For the system of FIG. 3, therefore, with the physical
objects as arranged on the first and second detection devices, the
game console may populate a first particular area of the virtual
game world with a house and two walls and populate a second
particular area of the virtual game world with two walls. The first
particular area may be a base for a first game player and the
second particular area may be a base for a second game player.
During game play, the first game player may control a first virtual
game character within the virtual game world using the first game
controller, with the game console determining first virtual game
character actions based on inputs from the first game controller.
Similarly, the second game player may control a second virtual game
character within the virtual game world using the second game
controller, with the game console determining second virtual game
character actions based on inputs from the second game controller.
In some such embodiments, the first and second virtual game
characters may interact with each other and/or engage in activities
in their own or the other player's base. In addition, in some
embodiments, identities and/or characteristics of the first virtual
game character and/or the second virtual game character may be
based on physical objects read by the detection devices, with the
physical objects for example representative of and storing
information of a virtual game character.
[0041] FIG. 5 is a flowchart of a process for providing gameplay
with game world structures based on detected physical objects in
accordance with aspects of the invention. In some embodiments the
process is performed by a game device, for example the game console
of FIG. 3. In some embodiments the process is performed by a
processor configured by program instructions, for example the
processor of the game console.
[0042] In blocks 511a and 511b the process reads information
provided by a first detection device and a second detection device,
respectively. The detection devices may be as discussed with
respect to FIG. 1, 3, or 4, or as otherwise discussed herein. The
detection devices generally read information from physical object
placed on the detection devices, with the information relating to a
structure for use in game play. As the detection devices provide
information from physical objects for use in game play, the
detection devices may be considered game portals for the physical
objects. In some embodiments the process may read the information
from the detection devices sequentially, although FIG. 5 shows the
operations of blocks 511a and 511b as occurring in parallel. In
addition, although use of two detection devices is shown in the
process of FIG. 5, in various embodiments only one detection device
may be used, and in other various embodiments use of more than two
detection devices may be supported, either locally or
networked.
[0043] In block 513 the process determines aspects of a virtual
game world environment based on the information provided by the
detection devices. In some embodiments the process determines
structures to place in one or more predefined areas of the virtual
game world environment based on the information provided by the
detection devices. In some embodiments the information provided by
the detection devices identifies the structures. In some
embodiments the information provided by the detection devices
identifies the structures and their characteristics, for example,
shape, size, color, texture, and other features of the structures.
In some embodiments the information provided by the detection
devices identifies the structures, with the game console separately
storing or accessing stored information regarding characteristics
of the structures. In some embodiments the information provided by
the detection devices identify the structures and, on a per
detection device basis, their relative positions to one another
and/or orientation to one another and/or with respect to the
detection device.
[0044] In some embodiments each of the predefined areas of the
virtual game world environment may be considered a base for a
virtual game character associated with a one of the detection
devices. In some embodiments each virtual game character is also
associated with a different game player, with the game console
determining actions of each virtual game character based on inputs
from controllers operated by different game players. Accordingly,
in some embodiments each of the bases may be associated with a one
of the game players.
[0045] In block 515 the process processes inputs from the game
controllers. In some embodiments the process processes the inputs
to determine a game controller from which the inputs originate
and/or formats the inputs for game processing.
[0046] In block 517 the process determines character actions of
virtual game characters within the virtual game world environment
and results of such actions. In various embodiments the actions of
the virtual game characters include movements or other actions
about or around the structures placed in the virtual game world
environment.
[0047] The process thereafter returns.
[0048] FIG. 6A is a top plan view of a further embodiment of a
detection device in accordance with aspects of the invention. The
detection device includes a substantially flat surface 611 with
protruding pins, for example pin 613. In FIG. 6A the pins are
illustrated as arranged in columns and rows in a regular manner,
although in various embodiments the pins may be otherwise arranged.
Similarly, in FIG. 6A the pins are shown as having a substantially
square cross-section, in various embodiments the pins may have
other cross-sectional forms. In some embodiments the detection
device of FIG. 6A is used in place of one or both of the detection
devices of FIG. 3. In some embodiments the detection device of FIG.
6A is used in place of one of the detection devices of FIG. 3, one
used for physical objects in the form of structures, while another
detection device, for example a detection device with an RFID
reader, is used for physical objects in the form of toy
characters.
[0049] FIG. 6B illustrates a side view of pin 613 of FIG. 6A
extending from the surface 611. The pin includes a first electrical
contact 615 on a first side of the pin and a second electrical
contact 617 on a second side of the pin opposite the first side.
For convenience, the first electrical contact may be considered a
positive contact and the second electrical contact may be
considered a negative contact. In general, each of the pins
includes positive and negative contacts as shown for the pin
613.
[0050] The positive contacts and the negative contacts are
electrically connected to circuit elements (not shown) in the
detection device. In some embodiments each positive contact and
negative contact for a pin is coupled to circuitry that may detect
differences in voltage between the two contacts. A signal
indicative of the differences in voltage between the two contacts
may be provided, for example, to a game console. In various
embodiments an identification of the two contacts, or a single one
of the two contacts, is also provided to the game console. The game
console may use the identification of the contact(s) to determine
positions of structures within a virtual game world, for
example.
[0051] For example, in some embodiments each contact of a pin may
be coupled to an analog comparator, with an output of the
comparator provided to an analog-to-digital converter (ADC),
although in some embodiments the ADC may include both comparison
and conversion functions. The ADC provides a digital signal
indicative of differences between the two contacts, and the digital
signal may be provided to, for example, a game console. In some
embodiments only one of the two contacts may be coupled to the
comparator, with the other coupled to a power source of a known
voltage or ground, with the known voltage or ground also provided
to the comparator. For example, in some embodiments one of the two
contacts may be coupled to a power source and the other contact of
the two contacts may be coupled to ground by way of a resistance,
which may be in the form of a resistor, with voltage measured
between the contact and the resistor. Whether both contacts are
coupled to the comparator, or only one of the contacts while the
other is connected to a known voltage, the contacts may be
considered as effectively coupled to the comparator. In some
embodiments the pairs of contacts may be sequentially effectively
coupled to the comparator, for example in a time multiplexed
approach. In some embodiments the pairs of contacts may be
effectively coupled to comparators, with outputs of the comparators
sequentially coupled to the ADC, for example in a time multiplexed
approach. In some embodiments there may be a single ADC for each
column of pins, in some embodiments there may be a single ADC for
each row of pins, and in some embodiments there may be a single ADC
for an entire detection device.
[0052] FIG. 7A shows a front view of an example physical object
that may be used with the detection device of FIG. 6A, and FIG. 7B
shows a bottom view of the physical object of FIG. 7A. The physical
object is generally in the form of a block 711, with a bottom
surface 721 of the block having cavities 723a-c and protruding pins
713a-c extending from a top surface of the block. Although the
block is shown with three cavities and three pins, both arranged
linearly, in various embodiments blocks may have fewer or greater
numbers of cavities and pins. The cavities are dimensioned to
receive protruding pins of a detection device, for example the
detection device of FIG. 6A. The cavities are also positioned
relative to one another, for blocks having multiple cavities such
as the block of FIG. 7A, with the same spacing as that of the
protruding pins of the detection device. The protruding pins 713a-c
of the block are also dimensioned to be the same as or similar to
protruding pins of the detection device, and similarly spaced.
Accordingly, the cavities may also receive protruding pins of other
blocks, and the blocks may be stacked on top of each other in
various arrangements.
[0053] Each of the cavities of the block include a pair of
contacts, for example contacts 727a,b for the cavity 723a, like the
protruding pins of the detection device. Also like the contacts for
the protruding pins of the detection device, each pair of contacts
for the cavities may be considered for convenience to include a
positive contact and a negative contact. Similarly, the protruding
pins of the block also include a pair of contacts, for example
contacts 715a,b for pin 713a.
[0054] In some embodiments corresponding positive contacts of a
cavity/pin pair are electrically coupled, as are corresponding
negative contacts of the cavity/pin pair. In some embodiments a
resistance, for example in the form of a resistor, bridges lines
between positive contacts and negative contacts. For example, for
the block of FIG. 7A a 100 Ohm resistor may be electrically coupled
between the positive contacts and negative contacts of a cavity/pin
pair. In other embodiments the 100 Ohm resistor may instead be
coupled between a positive contact of a first cavity and a negative
contact of a second cavity. The cavities may be, for example,
cavities at opposing ends of the block.
[0055] FIG. 8 illustrates an arrangement of blocks on a portion of
a detection device. The detection device is some embodiments is the
same as or, in some embodiments, similar to the detection device of
FIG. 6A. A surface 811 of the detection device includes a plurality
of protruding pins, including linearly arranged pins 813a-c. A
first block 815 is set over the linearly arranged pins 813a-c of
the detection device. The first block may be, for example, the
block as discussed with respect to FIG. 7A. As such, the first
block includes linearly arranged cavities on its underside to
receive the pins of the detection device, and protruding pins on
its top. Contacts of the cavities are electrically connected to
corresponding contacts of the pins of the detection device, and the
contacts of the cavities are also electrically connected to
corresponding contacts of the protruding pins on the top of the
block. Each of pairs of contacts for each cavity, and therefore for
each pair of contacts for the protruding pins, have a resistor
electrically between them. In the embodiment shown in FIG. 8, each
resistor is 100 Ohms.
[0056] Considering operation of the detection device with just the
block 815 present, measurement of, for example voltages, between
pairs of contacts of each of pins 813a-c, each of the pairs of
contacts for each pin would indicate presence of a 100 Ohm
resistance between the pins. A game console receiving such
information from the detection device, would therefore be able to
ascertain that the three adjacent pins of the detection device are
each associated with a 100 Ohm resistance, and may utilize that
information to determine a type of block or blocks over those pins.
For example, in some embodiments a 100 Ohm resistance may only be
associated with a 3.times.1 block (e.g. having 3 cavities arranged
linearly). Also for example, in some embodiments a 100 Ohm
resistance may instead or in addition be associated with a
particular structure of a particular material in a virtual world of
gameplay, for example a particularly dimensioned wall or part of a
wall made of a particular stone.
[0057] In FIG. 8, however, additional blocks are present, with a
3.times.1 block 817 positioned on top of block 815, a 1.times.1
block 819 positioned on top of block 817, and a 1.times.1 block 821
positioned on top of block 819.
[0058] Block 817 includes three cavities in its bottom, with the
cavities receiving corresponding protruding pins of block 815. As
illustrated in FIG. 8, block 817 includes only a single protruding
pin on its top, otherwise block 817 is the same as block 815. For
block 817, positive and negative contacts of the single protruding
pin are each electrically connected to corresponding positive and
negative contacts of a middle cavity of the three cavities, and
each of the cavities have a 100 Ohm resistor between their positive
and negative contacts. Each of the 100 Ohm resistors of block 817
are therefore electrically connected in parallel with corresponding
100 Ohm resistors of block 815. As the resistors are in parallel,
measurement of voltage between contacts of each of pins 813a-c of
the detection device, in the absence of blocks 819 and 821, would
therefore indicate an effective lower net resistance of the
resistive network formed by the parallel resistors, and the game
console may use such information to determine that a block with the
resistive characteristics of block 817 has been placed on top of
block 815, and to modify a structure in the virtual world of game
play accordingly.
[0059] Block 819, positioned on the single protruding pin of block
817, is a 1 xl block having a single cavity in its bottom to
receive a single protruding pin and a single protruding pin on its
top. The single cavity has a pair of electrical contacts, for
convenience termed a positive contact and a negative contact, as
does its single protruding pin. As with blocks 815 and 817, the
positive contacts are electrically connected, as are the negative
contacts. For block 819, however, a 10 Ohm resistor is coupled
between the positive and negative contacts.
[0060] The 10 Ohm resistor of block 819 is therefore coupled in
parallel to the resistive network formed by the 100 Ohm resistors
of block 815 and 817 coupled in parallel between the positive and
negative contacts of pin 813b of the detection device. Measurement
of voltage between positive and negative contacts of pin 813c, in
the absence of block 821, would therefore indicate two 100 Ohm
resistors and a 10 Ohm resistor all connected in parallel, and the
game console may use such information to determine that a block
with the characteristics of block 819 has been placed on top of the
combination of blocks 815 and 817, and modify the virtual world of
gameplay accordingly.
[0061] Block 821 is positioned on the single protruding pin of
block 819. Block 821, like block 819 is a 1.times.1 block having a
single cavity in its bottom to receive a single protruding pin and
a single protruding pin on its top. The single cavity has a pair of
electrical contacts, for convenience termed a positive contact and
a negative contact, as does its single protruding pin. As with
block 819, the positive contacts are electrically connected, as are
the negative contacts, with a 10 Ohm resistor coupled between the
positive and negative contacts. The 10 Ohm resistor of block 821 is
therefore connected in parallel with the parallel resistive network
formed by the resistors of blocks 815, 817, and 819 coupled in
parallel to the positive and negative contacts of pin 813b of the
detection device. Measurement of voltage between positive and
negative contacts of pin 813c would therefore indicate two 100 Ohm
resistors and two 10 Ohm resistors all connected in parallel, and
the game console may use such information to determine that a block
with the characteristics of block 821 has been placed on top of the
combination of blocks 815, 817, and 819 and modify the virtual
world of gameplay accordingly.
[0062] Although the invention has been discussed with respect to
various embodiments, it should be recognized that the invention
comprises the novel and non-obvious claims supported by this
disclosure.
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