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1. WO2018013338 - CAPTURING SMART PLAYABLE DEVICE AND GESTURES

Publication Number WO/2018/013338
Publication Date 18.01.2018
International Application No. PCT/US2017/039394
International Filing Date 27.06.2017
IPC
A63F 13/212 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
20Input arrangements for video game devices
21characterised by their sensors, purposes or types
212using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/40 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/235 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
20Input arrangements for video game devices
23for interfacing with the game device, e.g. specific interfaces between game controller and console
235using a wireless connection, e.g. infrared or piconet
G06F 3/01 2006.01
GPHYSICS
06COMPUTING; CALCULATING OR COUNTING
FELECTRIC DIGITAL DATA PROCESSING
3Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
01Input arrangements or combined input and output arrangements for interaction between user and computer
CPC
A63F 13/211
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
20Input arrangements for video game devices
21characterised by their sensors, purposes or types
211using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/235
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
20Input arrangements for video game devices
23for interfacing with the game device, e.g. specific interfaces between game controller and console
235using a wireless connection, e.g. infrared or piconet
A63F 13/25
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
25Output arrangements for video game devices
A63F 13/42
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
42by 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
A63F 13/533
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
50Controlling the output signals based on the game progress
53involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
533for prompting the player, e.g. by displaying a game menu
A63F 13/79
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
70Game security or game management aspects
79involving player-related data, e.g. identities, accounts, preferences or play histories
Applicants
  • PLAY IMPOSSIBLE CORPORATION [US]/[US]
Inventors
  • MONNIN, Brian
  • AMIT, Gadi
  • LANGDON, Kevin
Agents
  • MURPHY, Dillon J.
  • LEE, Lewis C.
Priority Data
15/297,01518.10.2016US
62/361,93613.07.2016US
Publication Language English (EN)
Filing Language English (EN)
Designated States
Title
(EN) CAPTURING SMART PLAYABLE DEVICE AND GESTURES
(FR) CAPTURE DE DISPOSITIF DE JEU INTELLIGENT ET DE GESTES
Abstract
(EN)
This disclosure is generally directed to capturing aspects of a smart playable device. The playable device can include any device that is suitable for sports, games, or play, such as balls, discs, staffs, clubs, and the like. The playable device can include rapid charging circuits to receive power from a remote charger. The playable device may transmit sensor data including motion data to a computing device. Sensor data may be interpreted by the computing device as gestures of the playable device for interacting with the computing device. Sensor data can also be interpreted as motion data during gameplay and notifications can be provided to a user based on the gameplay. In some instances, the computing device can capture image data of the playable device and identify the playable device and annotate image data based on the sensor data from the playable device.
(FR)
L'invention concerne de manière générale la capture d'aspects d'un dispositif de jeu intelligent. Le dispositif de jeu peut comprendre n'importe quel dispositif qui est approprié pour des sports, des jeux ou une partie, tel que des balles, des disques, des bâtons, des clubs et similaires. Le dispositif de jeu peut comprendre des circuits de charge rapide pour recevoir de l'énergie provenant d'un chargeur distant. Le dispositif de jeu peut transmettre des données de capteur comprenant des données de mouvement à un dispositif informatique. Les données de capteur peuvent être interprétées par le dispositif informatique en tant que gestes du dispositif de jeu pour interagir avec le dispositif informatique. Les données de capteur peuvent également être interprétées comme des données de mouvement pendant une partie et des notifications peuvent être fournies à un utilisateur sur la base de la partie. Dans certains modes de réalisation, le dispositif informatique peut capturer des données d'image du dispositif de jeu et identifier le dispositif de jeu et annoter des données d'image sur la base des données de capteur provenant du dispositif de jeu.
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