US20010031662A1 - Personal electronic game - Google Patents
Personal electronic game Download PDFInfo
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- US20010031662A1 US20010031662A1 US09/755,822 US75582201A US2001031662A1 US 20010031662 A1 US20010031662 A1 US 20010031662A1 US 75582201 A US75582201 A US 75582201A US 2001031662 A1 US2001031662 A1 US 2001031662A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
- A63F13/235—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/422—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/807—Gliding or sliding on surfaces, e.g. using skis, skates or boards
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2483—Other characteristics
- A63F2009/2488—Remotely playable
- A63F2009/2489—Remotely playable by radio transmitters, e.g. using RFID
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1025—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
- A63F2300/1031—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection using a wireless connection, e.g. Bluetooth, infrared connections
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1062—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
- A63F2300/6054—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6692—Methods for processing data by generating or executing the game program for rendering three dimensional images using special effects, generally involving post-processing, e.g. blooming
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8041—Skating using skis, skates or board
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
Abstract
A wireless personal computer game includes a headset receiver unit and a handheld or foot operated transmitter unit which are intercoupled in a wireless arrangement, preferably using infrared or low power radio frequency. The headset includes a stereo optical receiver unit with an image enhancing lens system to provide a 3D virtual reality effect. The optical receiver unit extends forward from the user's face, and the receiving element may be mounted at the outer end of the optical unit to enhance transfer of information from the front of the handheld or foot operated transmitter unit.
Description
- The present specification is based on and claims the priority of Provisional U.S. Patent Application Ser. No. 60/175,069, filed Jan. 7, 2000.
- This invention relates to personal electronic games.
- In the field of electronic games, personal battery-operated games are generally fairly simple and diagrammatic in their operation, with significantly reduced visual and audio capabilities. Arcade games have more sophistication and reality but are very expensive so that they are normally not purchased by individual game users.
- Accordingly, a principal object of the present invention is to provide more realistic and sophisticated personal electronic game equipment.
- In accordance with a specific illustrative embodiment of the invention, an electronic game is provided which includes a separate headset unit or headpiece and a hand-held or foot-operated unit, with wireless (such as infrared) intercoupling between the two units; the headset or headpiece has both earphones to which stereophonic sound is directed and a viewing unit with separate optics for left and right eyes, providing a panoramic view of the “playing field” in color and different images for the two eyes to provide depth or three-dimensional viewing; the viewing images are in color; game play is controlled by the hand- or foot-operated controls, and batteries are mounted both in the headpiece or headset, and in the control unit. The panoramic field of view provided by the headset optics gives the user a “virtual reality” effect by providing peripheral vision input and detailed images as the user directs central vision left, right, or up and down.
- Features of the present invention involve selected combinations of the features of the specific illustrative embodiment outlined hereinabove.
- In accordance with one aspect of the invention, a personal self-contained electronic game includes a headset or headpiece and a handheld or foot-operated unit, with the game assembly including wireless coupling between the headset and the other unit; and wherein the headset provides a coordinated image including one or more of the features outlined hereinabove.
- Illustrative games which are implemented include (1) an auto racing game entitled “Tunnel Racer,” (2) a shooting game entitled “Android Attack,” (3) a piloting game, entitled “Orbiter9,” and (4) a snowboarding or skateboarding game.
- The first three numbered games as listed hereinabove include handheld units with tilt switches or other directional switches, and additional controls, in wireless coupling control relationship with the headset. For example, the auto racing game handheld unit also includes braking, acceleration and gear shifting switch controls, as well as steering controls. The shooting and piloting handheld units include both tilt switches or joystick arrangements for directivity, and firing controls for initiating lasers, rockets, torpedoes, or other weapons. The snowboarding/skateboarding game includes a simulated snowboard/skateboard, with tilting and pressure responsive switches in the base of the snowboard/skateboard to control direction and jump capability of the snowboard/skateboard, and may include additional hand-actuated control switches on the board.
- A feature of the invention involves the use of wireless, preferably infrared, coupling between the handheld or foot operated units and the headset or headpiece. Preferably the transmitter/receiver units are at the extreme front of the headset and at the very front of the handheld or foot operated units, for direct line-of-sight coupling.
- Other objects, features and advantages of the invention will become apparent from a consideration of the following detailed description and from the accompanying drawings.
- FIG. 1 is a perspective view showing both a headset and also a handheld unit which is wireless coupled to the headset in use;
- FIG. 2 is a side view of the user shown in FIG. 1, also showing both the headset and the handheld unit;
- FIG. 3 is a perspective view of a headset which is one component of the system of the invention, and including both independent eye pieces or optical channels, and earphones mounted as a single unit;
- FIG. 4 illustrates one handheld unit, including controls for the auto racing game, involving acceleration or throttle, braking and gear shifting, for examples;
- FIG. 5 shows the handheld unit for the shooting game, also referenced as “Android Attack”;
- FIG. 6 is a showing of the joystick employed in the piloting game, and it includes tilt controls, throttle controls, and additional switches for operating missile and laser weapons;
- FIG. 7 is a perspective view of the foot operated board unit for the skateboard/snowboard game;
- FIG. 8 is a diagrammatic showing indicating how the user controls the directivity of the skateboard motion, as viewed in the optics associated with the headset;
- FIG. 9 is a side view diagrammatic showing of the skateboard/snowboard;
- FIG. 10 is an end view showing the skateboard in an inverted configuration; and
- FIGS. 11 through 14 illustrate images from the associated optics, with FIG. 11 relating to the “Tunnel Racer” game, FIG. 12 relating to the “Android Attack” game, FIG. 13 being an image from the piloting or “
Orbiter 9” game, and FIG. 14 relating to the snowboard/skateboard game; - FIGS. 15A and 15B are schematic block diagrams showing an infrared coupled embodiment of the invention;
- FIGS. 16A and 16B are schematic block diagrams of an embodiment of the invention using radio frequency coupling;
- FIG. 17 is a detailed schematic circuit diagram of the infrared transmitter of FIG. 15A; and
- FIG. 18 is a detailed schematic circuit diagram of the infrared receiver of FIG. 15B.
- Referring more particularly to the drawings, FIG. 1 shows a perspective view of a
game player 22 equipped with aheadset 24 having bothearphones 26 and a three-dimensional panoramic view or virtual realityoptic unit 28. Also shown in FIG. 1 is the handheldsteering wheel unit 30, which is wireless, coupled to theheadset 24. The wireless coupling is preferably accomplished by signals provided from the front of theunit 30 which is most distant from theuser 22, and with the mating receiver located at the front of theoptic unit 28. - FIG. 2 is a side view of the
user 22 showing both theheadset 24 and thehandheld unit 30. As mentioned hereinabove, the present games are personal games and are fully self-contained. Accordingly, as shown in FIG. 2, the rear of theheadset 24 includes thebattery compartment 32. Theheadset 24 also includes a microprocessor and a stored program for providing coordinated stereo sound and color images for game play per controls transmitted from the handset. Thehandset 30 also includes a battery compartment for providing local power. - Referring now to FIG. 3, this is an enlarged perspective view of the
headset 24 shown in FIGS. 1 and 2. Clearly visible in FIG. 3 are theearphones 26, thebattery pack 32, and theoptical unit 28. It may be noted that theoptical unit 28 extends forward for a significant distance in order to accommodate the lenses and optics required for both a three-dimensional and also a panoramic view providing a virtual reality view by the user. It is further noted that the images are in color, and this is accomplished through the use of LCD displays in combination with a color filter element. - Turning to FIG. 4, this is a showing of the
handheld unit 30, including theswitch mechanism 34 representing shifting, andother controls unit 30, or, alternatively, by having one portion 40 of thehandheld unit 30 being movable relative to another portion and with relative movement in one direction shifting the orientation of the auto racer in one direction and relative movement of the member 40 relative to themember 42 in the opposite direction, causing the auto racer to shift in the opposite direction. With the handheld steeringwheel configuration unit 30 being held slanted up and away from the user, rotation of the entire unit is employed to actuate tilt switches indicating desired turning of the vehicle. - FIG. 5 shows the handheld unit which may be employed in the shooting, or “Android Attack” game. The
handheld unit 52 includes ahand grip 54, and atrigger 56. Themember 58 extensible to the right to provide a shoulder engaging surface when it is fully extended. In operation, the enlarged joystick type control 60 is employed to direct the weapon in the desired direction and theadditional switches 62 provide on/off switch capability and control other functions such as the launching of additional weapons or the like. - Referring now to FIG. 6, this handheld unit72 is a joystick in which the pilot directivity is controlled by tilt switches contained within the joystick 72. Skateboards and snowboards will be referenced as “action foot-boards” in some cases hereinbelow. The
switch 74 controls the throttle. Other controls include thetrigger 76, thelaser firing switch 78, and the missilelaunch control switch 80. - Referring now to FIG. 7, it shows a skateboard or a
snowboard 92 with foot rests 94 and 96 with the VELCRO® or buckle straps 98 for holding the user's feet in location. Hand-operatedswitches 100 are employed in the execution of certain skateboard or snowboard stunts. - FIG. 8 is a schematic showing of the mode of operation of the skateboard to actuate the internal switches which are arranged to sense the pressure and movement, when the user tilts up and turns either to the left or right. Further, as indicated in FIG. 9, when the user merely lifts the front of the skateboard without turning in one direction or the other, this indicates a jump and will be followed by the optical images.
- FIG. 10 is an end view of the
snowboard 92 showing one of thestraps 98. The view of FIG. 10 is inverted. - Turning now to FIGS. 11 through 14, these figures show typical images which would appear for one of the optical channels in the
optical unit 28. Thus, more specifically, FIG. 11 shows a typical image which would be seen in the auto or “Tunnel Racer” game; FIG. 12 shows one of the shooting or “Android Attack” images, indicating symbolically the ammunition available, the “health” of the user indicating how many hits the user may have sustained, and the remaining enemies. FIG. 13 is an illustrative image from the piloting or “Orbiter 9” game, and FIG. 14 shows typical images from the snowboard/skateboard game. - It is useful to also include an indication of the game play, which is implemented by stored memory associated with a micro-processor included in the headset. The game play for each of the four illustrative games may be as follows, using the words of the advertising promoters for the various games.
- Racing—“Tunnel Racer”—Takes place in the future where racing has gone to speeds never before dreamed. Contestants now race through corkscrewing tunnels at unbelievable speeds. Players can blaze past opponents on the ceiling or walls in this amazing new racing game. The player controls the race car using the wireless or LED-transmitting wheel-shaped handheld control unit. As the player speeds down the tunnels, he/she must avoid oncoming traffic. If the player should happen to run into an object, it damages the vehicle. If the vehicle takes too much damage, it explodes.
- Piloting—“
Orbiter 9”—The player blazes through space with density lasers blasting and photon torpedoes screaming. Earth is under attack from the Gretokian empire and only the player can send their bug race back to the depths of outer space from whence they came. The player must gun down the enemy spacecraft, watching his axial radar to find out where they'll come from next. If the player attempts to turn too quickly and at too great a speed, there is a chance that the gravity levels or G forces will get so high that the player may momentarily black out. The stars and spacecraft move around the screen according to the direction the player is moving. - Shooting—“Android Attack”—The player must make his/her way through the wasted surface of the moon where evil human-hating androids make their home. The player moves across the moon in an attempt to make it back to the lunar base and get back to earth. The player blasts his/her way through the androids and seeks out ammunition and health to keep moving through the hordes.
- Skateboarding/Snowboarding—“Snowboarding2000”—The player pulls off the most radical of tricks, catching some serious air time on the snowboard. Players race against the clock pulling Phat Tricks, cruising the Halfpipe. The more tricks you pull, the higher your score. Be careful of the obstacles which seem to pop out from nowhere and cause brain damaging accidents. Thank goodness for helmets. The player cruises right and left, pressing forward and backward to increase and decrease speed. When the player rides up the wall, he/she can press the jump button along with a combination of directional buttons to pull off different tricks.
- Referring now to FIGS. 15A and 15B of the drawings, the drawing shows the central microcomputer unit (MCU)102 in the transmitter unit of FIG. 15A, the switch matrix schematically indicated by the
switches 104, thebattery 106, and the infraredradiation emitting diode 108. Themicrocomputer unit 102 may be any of several well-known brands of chips including both Read Only Memory (ROM) and Random Access Memory (RAM), as well as other basic microcomputer functions. Depending on user input from the switch matrix 104 (which may include a large plurality of input switches), stereo audio and stereo visual signals are supplied to theIR diode 108 and transmitted to the headset receiver of FIG. 15B. - The microcomputer unit (MCU)112 receives input from the infrared pick up
unit 114, and processes the incoming signals for application of stereo sound to the two earphones indicated byblock 116, and stereoptic visuals to the viewing unit of the headset as indicated by theblock 118. The receiver headset unit also includes thebattery 120. Incidentally, the MCU chip, in addition to ROM and RAM, includes both stereo audio and stereoptic drivers. - Referring back to FIGS. 1 and 2, the
optic unit 28 includes two LCD screens, one for each eye, and a lens system so that the stereo images which are slightly different for each eye, providing the desired 3D effect. The lens system also expands the image to provide a virtual reality visual impression. - Similarly, accompanying stereo-sound is supplied to each of the two
earphones 26 from theMCU 112 as indicated by the arrows leading to theaudio block 116. - FIGS. 16A and 16B are similar to FIGS. 15A and 15B and, accordingly, have a number of primed reference numerals referring to corresponding circuits. However, in FIGS. 16A and 16B, the radio frequency coupling is provided by the low power
RF transmitter unit 132 and theRF receiver unit 134. Radio frequency coupling is preferred for the action foot-board applications, for example, where line of sight coupling is not always present. FIG. 17 is a detailed schematic circuit diagram of the transmitter shown in block diagram form in FIG. 15. Identified by reference numerals in FIG. 17 are theswitch matrix 104, theMCU chip 102, thebattery 106 and theIR diodes 108. To ensure line of sight transmission, two physically spaced infraredlight emitting diodes 108 are employed. TheMCU chip 102 is available from SUN PLUS COMPANY of Taiwan. The balance of the circuit of FIG. 17 is generally conventional and variations in its implementation may be accomplished in the implementation of the different games. - With reference to FIG. 18, the MCU is implemented by the two chips112-A and 112-B. Similarly, the two LCD arrays, one for each eye, are designated by the reference numerals 118-A and 118-B, providing 3D or stereoptic visual effects. The stereo audio for the earphones is indicated by the audio output symbols 116-A and 116-B associated with the respective earphones.
- Incidentally, for infrared coupling, it is desirable to have line of sight coupling. Accordingly the spaced IR emitting diode or diodes are located toward or at the outermost portion of the handheld units, and the IR receiving component (and the receiver electronics P.C. board) is located at the front of the outwardly extending
optical unit 28, as shown in FIG. 2. - In conclusion, it is noted that the foregoing detailed description relates to selected games which may be implemented by the present invention. It is to be understood that other games could, of course, be played with this same apparatus, provided with different imaging and programming. In addition, the particular switches, including tilt switches and joystick arrangements, could be modified to suit the particular game and mode of play. It is also noted that the wireless feature of the present invention involving infrared signals being sent from the front portion of the handheld or foot operated unit to the front of the headset could, alternatively, be implemented by low-energy, radio frequency signals, rather than infrared signals. Further, the batteries may be included in the front optical electronics unit; and sound may be supplied to plug type earphones coupled to the electronics unit by jacks, instead of the physically larger earphones shown in the drawings. Accordingly, the present invention is not limited to the precise embodiments shown in the drawings and described hereinabove.
Claims (20)
1. A personal electronic game assembly comprising:
a headset unit including earphones, batteries and an optical system providing three-dimensional images with a panoramic field of view;
a hand or foot control unit operated by the game player;
said units having wireless intercoupling from said control unit to said headset to control said images in accordance with input provided by said user to said control units;
said headset including earphones for providing sounds synchronized with said images;
both of said units including battery compartments for receiving batteries to power their operation; and
said headset and said control units including infrared wireless coupling units at the outer ends of said units away from the game player.
2. An assembly as defined in wherein said optical system of said headset unit protrudes outwardly from the front of the user's face by a substantial distance.
claim 1
3. An assembly as defined in wherein said optical system has a predetermined height and wherein said optical system extends forward from the face of the user by a distance greater than said predetermined height.
claim 2
4. A personal electronic game assembly comprising:
a headset unit including earphones, batteries and an optical system providing three-dimensional images with a panoramic field of view;
a hand or foot control unit operated by the game player; and
said units having wireless intercoupling from said control unit to said headset to control said images in accordance with input provided by said user to said control units.
5. A system as defined in wherein said headset includes earphones for providing sounds synchronized with said images.
claim 4
6. A system as defined in wherein both of said units include battery compartments for receiving batteries to power their operation.
claim 4
7. A system as defined in wherein said headset and said control units include infrared wireless coupling units at the outer ends of said units away from the game player.
claim 4
8. A system as defined in wherein said control unit is included in a floor or ground-mounted foot-board unit including feet receiving areas, and switches operative upon movements by the user, to initiate corresponding signals transmitted to the headset unit.
claim 4
9. A system as defined in wherein said wireless coupling is in the form of low power radio frequency coupling.
claim 8
10. A system as defined in wherein said headset includes a rear mounted battery pack, electronic receiving and control electronics mounted with said optical system and extending forward of the user's face, and a bridging member extending over the top of the user's head between the battery pack and the electronics and optical system.
claim 4
11. A system as defined in wherein the earphones are mechanically and electrically coupled to said bridging member.
claim 10
12. A personal electronic game assembly comprising:
a headset receiver unit including earphones, batteries and an optical system providing three-dimensional images;
said optical system of said headset unit protruding outwardly a substantial distance from the front of the user's face;
a hand or foot transmitter control unit operated by the game player;
said units having wireless intercoupling from said control unit to said headset to control said images in accordance with input provided by said user to said control units;
said headset including earphones for providing sounds associated with said images;
both of said units including battery compartments for receiving batteries to power their operation; and
said headset and said control units including wireless coupling units at the outer ends of said units away from the game player, whereby coupling between said transmitter control unit and said headset receiver unit is enhanced.
13. A system as defined in wherein said headset and said control units include infrared wireless coupling units at the outer ends of said units away from the game player.
claim 12
14. A system as defined in wherein said control unit includes two spaced infrared signal transmitting elements to enhance line of sight infrared signals from said control unit to said headset unit.
claim 12
15. A system as defined in wherein said headset and said control units include radio frequency coupling units.
claim 12
16. A system as defined in wherein said control unit is included in a floor or ground-mounted unit including feet receiving areas, and switches operative upon movements by the user, to initiate corresponding signals transmitted to the headset unit.
claim 12
17. A system as defined in wherein said wireless coupling is in the form of low power radio frequency coupling.
claim 16
18. A system as defined in wherein said headset includes a rear mounted battery pack, electronic receiving and control electronics mounted with said optical system and extending forward of the user's face, and a bridging member extending over the top of the user's head between the battery pack and the electronics and optical system.
claim 12
19. A system as defined in wherein the earphones are mechanically coupled to said bridging member.
claim 18
20. An assembly as defined in wherein said optical system has a predetermined height and wherein said optical system extends forward from the face of the user by a distance greater than said predetermined height.
claim 12
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US09/755,822 US20010031662A1 (en) | 2000-01-07 | 2001-01-05 | Personal electronic game |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US17506900P | 2000-01-07 | 2000-01-07 | |
US09/755,822 US20010031662A1 (en) | 2000-01-07 | 2001-01-05 | Personal electronic game |
Publications (1)
Publication Number | Publication Date |
---|---|
US20010031662A1 true US20010031662A1 (en) | 2001-10-18 |
Family
ID=26870831
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US09/755,822 Abandoned US20010031662A1 (en) | 2000-01-07 | 2001-01-05 | Personal electronic game |
Country Status (1)
Country | Link |
---|---|
US (1) | US20010031662A1 (en) |
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Legal Events
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Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |