Abstract:
Disclosed herein are new forms of computer inputs particularly using TV cameras, and providing affordable methods and apparatus for unique game play, such as rear projection devices for pinball and common board games using machine vision to determine the location of objects and/or features of objects. Particular embodiments employing fast and reliable acquisition and tracking of game related objects and their motion are disclosed, together with numerous applications. Also disclosed are related embodiments for instrumentation and control systems, such as those used in homes and cars.
Abstract:
A shooting toy where players determine whether or not a shot has hit a target based on image recognition is provided. A determination section (43) of a controller (5) determines whether or not the shot has hit the target based on image recognition by comparing a target image to be recognized, acquired by a target image data acquiring section (41) with a reference image stored in a reference image data storing section (45). A game executing section (35) proceeds with the game based on a hit signal outputted from the determination section (43).
Abstract:
A virtual shuffleboard table gaming apparatus including a housing having a playing field, a game acquisition circuit, and a display. As a puck is propelled towards a puck return at the distal end of the playing field, the puck temporarily obstructs at least two beams from transmitters. Sensors that receive the transmitted beams provide information to the game acquisition circuit indicative of the time when the beams were blocked and unblocked. The duration of time the beams are block are used by a game controller to calculate the angle of travel, location, and velocity of the puck. This information is then used by the game controller to determine the travel path and resting place of a virtual puck on a virtual playing field, as well as determine whether the virtual puck rests in a scoring zone and maintain a game score.
Abstract:
The present invention relates to an interactive gaming method and apparatus with emotion perception ability, by which not only gestures of a user can be detected and used as inputs for controlling a game, but also physiological attributes of the user such as heart beats, galvanic skin response (GSR), etc., can be sensed and used as emotional feedbacks of the game affecting the user. According to the disclosed method, the present invention further provides an interactive gaming apparatus that will interpret the signals detected by the inertial sensing module and the bio sensing module and use the interpretation as a basis for evaluating the movements and emotions of a user immediately, and then the evaluation obtained by the interactive gaming apparatus is sent to the gaming platform to be used as feedbacks for controlling the game to interact with the user accordingly. Therefore, by the method and apparatus according to the present invention, not only the harmonics of human motion can be trained to improve, but also the self-control of a user can be enhanced.
Abstract:
The present invention relates to an indoor horseshoe pitching game and is specifically concerned with providing an electronically controlled game which closely simulates the structure and method of play of the traditional outdoor game. Other electronic games such as bowling, darts and the like, utilize playing pieces which have no correspondence whatsoever to the playing pieces used in the original games and have no further correlation with respect to the degree of skill necessary from the original to the simulated game. Serious safety hazards also exist when bringing the outdoor game into the more confined fragile environment of the indoors when the horseshoes employed are of such a shape and form that their bounce or roll cannot be readily predicted upon striking or landing upon any unimproved receiving surface. The present invention overcomes the above deficiencies of the prior art by providing horseshoes and a pit landing area substantially simulating the original configuration of those components and by providing a walled horseshoe receiving pit so as to deflect any errant throws of the shoes to the pit area. Also, every aspect of the game is computer controlled to ensure that the game progresses in an orderly fashion without undue delays and without any cheating by the players. The precise location of each shoe landing upon the floor of the pit is accurately determined and the exact score, if any, achieved by the player is immediately displayed on the monitor screen adjacent the playing area.
Abstract:
The present invention features a dart board comprising a digital target display ring (DTDR) surrounding a target area. The DTDR is operatively connected to a controller with a microprocessor, wherein said microprocessor is configured to (a) receive an input signal from an input device when the input device is actuated, and (b) generate an output signal to the DTDR for the DTDR to display a unique graphic according to pre-programmed commands for the actuated input device.
Abstract:
Disclosed herein are new forms of computer inputs particularly using TV cameras, and providing affordable methods and apparatus for unique game play, such as rear projection devices for pinball and common board games using machine vision to determine the location of objects and/or features of objects. Particular embodiments employing fast and reliable acquisition and tracking of game related objects and their motion are disclosed, together with numerous applications. Also disclosed are related embodiments for instrumentation and control systems, such as those used in homes and cars.
Abstract:
The method is for playing a game by providing each player with a sensor for measuring brain wave frequencies of the players. The player moves a unit on a playing area in an x-direction toward the player when the brain wave frequency of the player is at a first frequency and the brain wave frequency of the player is at a second frequency wherein the first frequency is lower than the second frequency. The player moves the unit in a y-direction perpendicular to the x-direction when the brain wave frequency of the player is at a third frequency and the brain wave frequency of the player is at a fourth frequency wherein the third frequency is greater than the fourth frequency.
Abstract:
One embodiment of the present disclosure is a method for simulating river rafting. The method includes disposing a first person within an open receptacle. The method further includes displaying at least one river rafting video file stored in a storage medium on a display screen. The storage medium is adapted to be accessed by a media player to display at least one river rafting video file on the display screen coupled to the media player. Further, the method includes rocking the open receptacle by a second person in front of the display screen for enabling the first person to simulate the river rafting based upon watching the at least one river rafting video file and the open receptacle being rocked. A system for simulating river rafting is also disclosed.
Abstract:
An apparatus is provided for determining the identification of selected objects for use in connection with an electronic children's toy, which apparatus includes a plurality of objects, each of the objects including several object contact elements, and an identification member, including several member contact elements. The identification member is configured such that at least two of the member contact elements come into electrical contact with at least two of the object contact elements when the identification member is engaged with one of the objects, forming a complete electrical circuit. A processing unit associated with the identification member then is able to uniquely identify the particular object which is engaged with the identification member by means of an electrical signal generated by the processing unit. The processing unit then provides feedback to the user by audio, visual and/or tactile means corresponding to the particular object selected by the user.