US20170191800A1 - Infrared Gaming System and Method of Use - Google Patents
Infrared Gaming System and Method of Use Download PDFInfo
- Publication number
- US20170191800A1 US20170191800A1 US15/396,464 US201615396464A US2017191800A1 US 20170191800 A1 US20170191800 A1 US 20170191800A1 US 201615396464 A US201615396464 A US 201615396464A US 2017191800 A1 US2017191800 A1 US 2017191800A1
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- game
- infrared
- gaming device
- user
- headset
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- 238000000034 method Methods 0.000 title claims abstract description 34
- 230000033001 locomotion Effects 0.000 claims description 35
- 230000036541 health Effects 0.000 claims description 31
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- 230000002708 enhancing effect Effects 0.000 description 13
- 238000012790 confirmation Methods 0.000 description 11
- 230000009471 action Effects 0.000 description 6
- 108091008702 infrared receptors Proteins 0.000 description 5
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- 230000011664 signaling Effects 0.000 description 3
- 238000004891 communication Methods 0.000 description 2
- 230000003993 interaction Effects 0.000 description 2
- 230000003287 optical effect Effects 0.000 description 2
- 238000012552 review Methods 0.000 description 2
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Classifications
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- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F41—WEAPONS
- F41G—WEAPON SIGHTS; AIMING
- F41G3/00—Aiming or laying means
- F41G3/26—Teaching or practice apparatus for gun-aiming or gun-laying
- F41G3/2616—Teaching or practice apparatus for gun-aiming or gun-laying using a light emitting device
- F41G3/2622—Teaching or practice apparatus for gun-aiming or gun-laying using a light emitting device for simulating the firing of a gun or the trajectory of a projectile
- F41G3/2655—Teaching or practice apparatus for gun-aiming or gun-laying using a light emitting device for simulating the firing of a gun or the trajectory of a projectile in which the light beam is sent from the weapon to the target
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- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F41—WEAPONS
- F41J—TARGETS; TARGET RANGES; BULLET CATCHERS
- F41J5/00—Target indicating systems; Target-hit or score detecting systems
- F41J5/02—Photo-electric hit-detector systems
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- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F41—WEAPONS
- F41A—FUNCTIONAL FEATURES OR DETAILS COMMON TO BOTH SMALLARMS AND ORDNANCE, e.g. CANNONS; MOUNTINGS FOR SMALLARMS OR ORDNANCE
- F41A33/00—Adaptations for training; Gun simulators
- F41A33/02—Light- or radiation-emitting guns ; Light- or radiation-sensitive guns; Cartridges carrying light emitting sources, e.g. laser
Definitions
- the invention pertains generally to laser tag gaming systems and more particularly to wearable infrared emitter devices and methods of use in gaming.
- Laser tag is a very popular game and is known in the prior art. Historically, a laser tag system has utilized multiple firearm-like devices or “guns”.
- the guns incorporate an infrared emitter and an infrared receptor.
- the infrared receptor may be incorporated into the gun or within a separate device connected to the gun through a wire or wireless means. Normally the infrared receptor is worn as a separate device on a player's chest or arm. A player aims his gun at another player and pulls the trigger. The trigger activates the infrared emitter on the gun.
- the infrared signal travels toward the infrared receptor worn by the other player. If the infrared signal activates the infrared receptor then a signaling means is activated.
- the signaling means is intended to inform the player that the player has been “hit.”
- the signaling means is normally a vibration, a flashing light, or an audible sound.
- a player's gun may become deactivated when the player is
- laser tag systems have solely utilized gun type emitters.
- the emitters are gun shaped and have a trigger which a user must pull to engage the emitter.
- These type of emitters provide a single type of game play—the player pretends to shoot a gun.
- game play is limited utilizing these devices.
- Players can only do one type of shot and only hit one player at a time. What is needed is a device and game method which enhances gameplay by permitting different type of weaponry to be utilized during gameplay and permitting players to damage multiple players with one shot.
- the invention is directed toward a laser tag gaming device.
- the device comprises a body having an aperture for mounting on a human body, two or more infrared emitters disposed on an outward facing side of the body, and one or more omnidirectional infrared receivers. In another embodiment of the invention each of the two or more infrared emitters are disposed to face a different direction in space.
- the gaming device may further comprise a battery, one or more lights, one or more speakers, one or more vibration motors, one or more microprocessors, and one or more wireless transceivers.
- the device comprises three or more infrared emitters and each of the three or more infrared emitters are disposed on the body in a configuration such that the gaming device may emit an infrared beam in any direction in space about the gaming device while the gaming device is stationary.
- the device comprises three or more infrared emitters each of the three or more infrared emitters are disposed on the body in a configuration such that the gaming device may emit an infrared beam in a 360 degree range of motion about the gaming device while the gaming device is stationary.
- the gaming device further comprises three or more omnidirectional infrared receivers disposed on an outward facing side of the body, wherein each of the three or more omnidirectional infrared receivers are disposed to face a different direction in space.
- the gaming device may further comprise one or more control buttons configured to adjust the operation of the gaming device when pressed or one or more display screens.
- the gaming device may be a headset configured to be worn about the head of a user or a vest configured to be worn on the body of a user.
- the invention is also directed toward a method for utilizing the gaming device, the method comprising encoding, by a first attacking game device, a first infrared beam with game information; emitting the first infrared beam from the attacking game device; receiving the first infrared beam by a second game device; decoding the first infrared beam by the second game device; and automatically emitting, by the second game device, one or more second infrared beams in response to receiving the first infrared beam.
- the method may further comprise encoding, by the second gaming device, the one or more second infrared beams with game information.
- the method may further comprise receiving, by a third gaming device, the one or more second infrared beams; and altering a game attribute of a user wearing the third gaming device.
- the method may further comprising emitting, by the second gaming device, two or more second infrared beams in response to receiving the first infrared beam, wherein the two or more second infrared beams are emitted in different directions.
- the invention is also directed toward a method for utilizing the gaming device, the gaming device being communicatively coupled to a handheld device, the method comprising receiving, by the gaming device, a movement signal from the handheld device; and automatically emitting, by the gaming device, one or more first infrared signals in response to receiving the movement signal.
- the method may further comprise receiving, by the gaming device, an attacking infrared signal; determining, by the gaming device, that a user has made a predetermined block motion with the handheld device within a predetermined time period of receiving the attacking infrared signal; and preventing a change in game health of the user.
- FIG. 1 is a front view of the preferred embodiment of the game headset
- FIG. 2 is a top view of the preferred embodiment of the game headset
- FIG. 3A is a front perspective view of the preferred embodiment of the game headset
- FIG. 3B is a schematic of electrical components of the game headset
- FIG. 4 is a front view of the preferred embodiment of the game vest
- FIG. 5 is a back view of the preferred embodiment of the game vest
- FIG. 6 is an illustration of the invention during game play
- FIG. 7 is a schematic view of the game headset communicatively connected to a smart phone
- FIG. 8 is a schematic view of one utilization of the game headset
- FIG. 9 is a schematic view of the method of the invention.
- FIG. 10 is a schematic view of the method of the invention.
- a component may be, but is not limited to being, a process running on a processor, a processor, an object, an executable, a thread of execution, a program, and/or a computer.
- a component may be, but is not limited to being, a process running on a processor, a processor, an object, an executable, a thread of execution, a program, and/or a computer.
- an application running on a controller and the controller can be a component.
- the invention is directed toward a laser tag gaming device having a plurality of infrared emitters and a plurality of omnidirectional receivers.
- the plurality of infrared emitters and omnidirectional receivers permits the laser tag gaming device to receive a “hit” from any direction, but also emit a “shot” in any direction (or multiple directions at the same time).
- the laser tag gaming device may be a stand-alone separate device disconnected from any other gaming device.
- the gaming device is attached to a gaming weapon.
- the gaming device may be a portable gaming device which is transported by a player and set down during game play.
- the gaming device is a wearable gaming device worn by the user in some fashion during game play.
- the gaming device is game headset 100 which is wearable by the user during game play.
- the game headset 100 contains a plurality of infrared emitters 102 and a plurality of omnidirectional infrared detectors 104 .
- the game headset 100 may have any number of infrared emitters 102 .
- the game headset 100 may have any number of omnidirectional infrared detectors 104 .
- each infrared emitter 102 increases the capabilities and refinement of signals emitted by the game headset 100 —particularly given the interference of infrared beams emitted by adjacent infrared emitters which would permit more accurate targeting of players and utilization of the interference waves to determine spacing and distance of other players.
- the addition of each omnidirectional infrared receiver 104 increases the capabilities and refinement of signals received by the game headset—allowing the game headset to better detect the direction from which an infrared beam was received.
- the game headset 100 has at least three infrared emitters 102 spaced evenly about the outer circumference of the headset 100 .
- the spacing of the infrared emitters 102 ensures that the game headset 100 can emit an infrared signal in all directions at any time.
- the infrared emitters 102 enable the game headset 100 to emit an infrared shot in 360 degrees range of motion around the player wearing the game headset 100 .
- the game headset 100 may emit an infrared shot in any direction in a sphere, above the head of the user and below the head of the user, to facilitate the continued operation of the game headset 100 if the user is laying down or in an elevated position during game play.
- the omnidirectional infrared receivers 104 are evenly spaced about the outer circumference of the game headset 100 .
- the game headset 100 has at least three omnidirectional infrared receivers 104 .
- the configuration of the plurality of omnidirectional infrared receivers 104 is such that the game headset 100 can receive a “hit” from any other player in any direction in a 360 degree range of motion about the user.
- the omnidirectional infrared receivers 104 are configured such that the game headset 100 can receive a “hit” from above the user or below the user, facilitating the continued operation of the game headset 100 if the user is laying down or in an elevated position during game play.
- the omnidirectional infrared receiver 104 detects the infrared beam shot from the gun or game headset 100 of another user, the user is deemed “hit” by the other user.
- the game headset 100 has one or more lights 106 .
- the lights 106 can be any type of light. In the preferred embodiment, the lights 106 are LED lights.
- the color of the lights 106 may also change during game play to indicate which players are out of health and are no longer active in the game.
- the game headset 100 has a central aperture 108 .
- the central aperture 108 is configured to receive the head of the user.
- the game headset 100 may be made of any type of material. In the preferred embodiment the game headset 100 is made of a flexible and elastic material. In other embodiments the game headset 100 may be a stiff or resilient plastic body which fits into an outer elastic sleeve made of a cloth material.
- the game headset 100 is powered by a set of batteries 110 .
- Any standard type of batteries 110 may be used in powering the game headset 100 .
- the batteries 110 may rechargeable.
- the batteries 110 may be a rechargeable battery pack. The rechargeable battery pack may be removed and recharged when the game headset 100 is not in use.
- the rechargeable battery pack may be recharged in the game headset 100 through a connective port in the body of the game headset 100 .
- the electrical components of the game headset 100 are illustrated.
- the game headset 100 is operated by master control unit 112 .
- the master control unit 112 is any type of standard microprocessor used to execute program instructions.
- the game headset 100 may also have database 114 used to store instructions or game information.
- the game headset 100 may have a transceiver 116 permitting the game headset 100 to communicate with other devices.
- the game headset 100 may utilize the transceiver 116 to communicate with computers, cell phones, server computers, other game headsets 100 , or any other gaming device.
- the transceiver 116 can operate via a WiFi signal, Near Field Communication, Bluetooth, or any other communication means.
- the game headset 100 has a speaker 118 .
- the speaker 118 emits sound when the user is hit. In other embodiments the speaker 118 emits sound when the game headset 100 emits a shot through one of the infrared emitters 102 .
- the speaker 118 may also be connected to a microphone in the game headset 100 permitting players to communicate with each other during game play. In other embodiments the game headset 100 also has a vibrator 120 .
- the vibrator 120 is any type of physical vibrational device which vibrates when the user is hit by another player.
- the game headband 100 may come in any configuration. In one embodiment the game headband 100 is completely circular. In other embodiments the game headband 100 is oval. In one embodiment the game headband 100 is a single unbroken body. In other embodiments the game headband 100 may have an opening and be shaped more like a U. In other embodiments the game headband 100 is made in sections which are held together by string, twine, wire, or elastic bands.
- the game headset 100 may also utilize a display screen (not shown).
- the display screen may be any type of display, such as touch screen display or LCD display.
- the display screen can display information about the game being played or other game attributes, such as player health, number of lives remaining, shots taken, shots remaining, other player's information, or any other game relevant information.
- the operations of the game headset 100 may be further controlled through a plurality of control buttons (not shown). The control buttons may be used to change the settings or functionality of any component of the game headset 100 .
- the infrared emitter 102 may be any known type of device configured to emit an infrared beam.
- the infrared emitter 102 comprises a lens and an infrared laser.
- the lens may be any size and shape.
- the lens may redirect or focus the infrared beam or let the infrared beam pass through without diffracting or diffusing the beam.
- the infrared laser may be any type of light, bulb, LED, diode, or other component configured to generate an infrared beam.
- the infrared laser may be configured to emit an infrared beam encoded with game information.
- the infrared beam may be emitted as a data stream to identify the identity of the player who shot the bow, the power of the shot, the amount of health to be lost by the player who is hit by the infrared beam, or any other relevant game information.
- the infrared beams emitted by the infrared emitters 102 and received by the omnidirectional infrared receivers 104 can be any chosen frequency. In other embodiments the frequency can be changed before, during, or after game play.
- the infrared emitters 102 may emit any size and shape of infrared beam. In one embodiment the infrared beam is narrow and direct. In the preferred embodiment each infrared emitter 102 emits an infrared beam in a range of 120 degrees. In the preferred embodiment at least three infrared emitters 102 are necessary to ensure full capabilities of the game headset 100 without any “blind spots” where players cannot be hit.
- the gaming headset 100 may include light sensors 107 .
- the light sensors may detect visible light, UV light, or both.
- the light sensors 107 detect the amount of UV light to determine the amount of sunlight in the game arena if the user is playing outside.
- the light sensors 107 may detect the amount of visible light in a game arena during game play.
- These light sensors 107 relay the amount of light information to the master control unit 112 which then can change the intensity of the infrared light emitted by the infrared emitters 102 .
- the master control unit 112 can then dynamically alter the power and frequency of the infrared beam emitted by each infrared emitter 102 (either in tandem or independently) based on the amount of UV light or ambient light detected.
- the invention is configured as a vest 200 .
- the vest 200 is wearable by a user during game play.
- the vest 200 has a plurality of infrared emitters 102 and a plurality of omnidirectional infrared receivers 104 .
- the infrared emitters 102 and omnidirectional infrared receivers 104 are evenly spaced about the front side and the back side of the vest 200 so that the vest 200 can receive and emit infrared beams during game play in 360 degrees range of motion about the user.
- the vest 200 can also receive and emit infrared beams upward and downward to facilitate continued game play when the user is laying down or in an elevated position above other players during game play.
- the vest 200 may come in any known material and be configured in any known shape so that it is worn by the user.
- the invention can be any type of wearable clothing, or multiple pieces of clothing, containing a plurality of infrared emitters 102 and a plurality of omnidirectional infrared receivers 104 .
- the invention can be configured as a game headband 100 or a vest 200 as illustrated, and used either alone or in conjunction together.
- the invention may also be incorporated into a hat, pants, shoes, shorts, gloves, mask, socks, shirt, or any other type of clothing.
- the clothing (individually or in conjunction with other items of clothing) contains a plurality of infrared emitters 102 and omnidirectional infrared receivers 104 to receive and emit infrared beams during game play in any direction.
- the invention may not be configured as wearable clothing but as an independent game play device which can be utilized during game play.
- the independent game device has at least a plurality of infrared emitters 102 configured to emit infrared beams in all directions.
- the independent game device may have one or more omnidirectional infrared receivers 104 .
- the invention can be a small round object representing a grenade or a land mine during game play. As a grenade a user may press a switch on the device to activate it and start an internal timer. After a predetermined period of time the game device emits infrared beams in all directions at once from the infrared emitters 102 .
- the game device may further comprise a motion sensor either incorporated into the body of the device or separated. When the motion sensor detects movement the land mine is activated and emits infrared beams in all directions. The players in the vicinity of the game device who receive the infrared beam are then determined to be hit by the land mine.
- the game device may be connected to a trip wire (embodied as either a physical wire or a laser beam between two receivers). If a player moves the physical wire or breaks the beam of light between the two receivers then the game device is activated and emits infrared beams in all directions at once.
- the different directions of the omnidirectional infrared receivers 104 may be utilized in game play as well. For instance, shots received from the forward facing side of the headset 100 may take less game damage since the player is facing that direction. In addition, shots received on the back side of the gaming headset 100 may be given more game damage since the player is essentially being shot in the back. In this manner the game system may determine the direction from which a shot is received by the omnidirectional infrared receivers 104 , and vary the amount of player damage received based on this information. In addition, an omnidirectional infrared receiver 104 facing the rear side of the player may be configured in game play such that hits received from the rear side are given the greatest amount of game damage.
- the damage attributed to shots received from the rear side may depend on the weapon being utilized by the attacking player. For instance, laser shots from a laser tag gun may cause a standard amount of game health damage but hits from a melee weapon may cause a greater amount of health damage since the player has just been stabbed in the back.
- each user wears a game headband 100 .
- the game headband 100 of each user tracks the game health of the user during game play.
- the first player 300 is the active shooter although all players are equipped with laser guns.
- the first player 300 selects the shot type on the laser gun being utilized.
- the laser gun is configured to emit an encoded shot 340 when the first user 300 pulls the trigger.
- the encoded shot 340 is an infrared beam shot from a laser tag gun which contains information about the type of shot and the type of damage to be experienced by the user.
- the laser tag gun may encode the encoded shot 340 through any number of means.
- the encoded shot 340 may be emitted at a specific frequency or wavelength to determine the type of shot emitted.
- the encoded shot 340 may be emitted at a predetermined pulsing pattern (similar to Morse code pattern) to determine the type of shot emitted.
- the first player 300 may select the laser tag gun to emit different shot types, such as shotgun, assault rifle, sniper rifle, grenade launcher, or any other type of game weapon.
- Each game weapon type has a separate predetermined encoding encrypted in the encoded shot 340 .
- the game headset 100 of the second player 310 receives the encoded shot 340 when the second player 310 is hit during game play. The game headset 100 then determines the information contained in the encoded shot 100 to determine what type of weapon was utilized. The game headset 100 of the second player 310 then alters a game attribute or a game function (or both) of the second player 310 .
- a game play function is a function or operation of the game headset 100 or other gaming device while in a game.
- the game headset 100 may alter the type of weapon or type of damage done by the game headset 100 .
- a game play attribute is any type of attribute within the game that is not functional, such as a player's health points within a game or the damage done by the game headset 100 or weapon to an opposing player hit by the infrared beam emitted.
- the first player 300 may select a standard shot.
- the encoded shot 340 informs the game headset 100 of the second player 310 that the second player 310 has been hit by a standard shot and the game health of the second player 310 is reduced by a predetermined amount.
- the first player 300 may get a power up that the laser tag gun now has the power of an automatic assault rifle which does more health damage during game play.
- the laser gun then encodes the encoded shot 340 with information to inform the game headset 100 of the second user 310 that the second user 310 has been hit by an automatic assault rifle and the second user 310 loses more health than being hit by a standard shot.
- the first user 310 may receive a power up giving the first user 300 a shot gun in game play.
- the shot gun power up permits the first user 300 to hit multiple users at once.
- the first user 300 has a shot gun power up the laser gun encodes the encoded shot 340 that the shot is from a shot gun.
- the game headset 100 of the second player 310 receives the encoded shot 340 and determines that the shot is from a shot gun.
- the game headset 100 deducts game health from the second player 310 .
- the game headset 100 then emits lateral infrared beams 350 which are also encoded with information.
- the game headsets 100 of additional lateral players 320 receive the lateral infrared beams 350 and decode the information.
- the game headsets 100 of the additional lateral players 320 deduct the game health of the lateral players in the appropriate amount. In that manner the first player 300 only needs to hit one other player to simulate a shot gun shot and effectively hit multiple players.
- the game health of the lateral players 320 may be reduced by the same amount or less than the amount of game health lost by the second player 310 .
- the game headset 100 of a lateral player 320 may emit additional lateral infrared beams 350 which are encoded to hit multiple lateral players 320 .
- the first user 300 may receive a power up giving the first user 300 a high powered sniper rifle in game play.
- the sniper rifle power up allows the first user 300 to hit multiple players who happen to be standing in line in a line of fire.
- the sniper rifle power up is encoded into the encoded shot 340 .
- the game headset 100 of the second player 310 receives the encoded shot 340 and determines that the second player 310 has been hit by a sniper shot.
- the game health of the second player 310 is reduced by a predetermined amount.
- the game headset 100 of the second player 310 then emits a rear infrared beam 360 with encoded information.
- the game headsets 100 of additional rear players 330 receives the rear infrared beam 360 and determines that the rear player 330 has been hit by a sniper bullet and deduct the rear player's health by a predetermined amount.
- the game health of the rear players 330 may be reduced by the same amount or less than the amount of game health lost by the second player 310 .
- the game headset 100 of a rear player 330 may emit additional rear infrared beams 350 which are encoded to hit multiple rear players 330 .
- the first player 300 may receive a power up of a grenade launcher.
- the laser gun of the first player 300 emits an encoded shot 340 .
- the game headset 100 of the second player 310 receives the encoded shot 340 and determines that the second player 310 has been hit by a grenade.
- the game health of the second player 310 is reduced by a predetermined amount.
- the game headset 100 of the second player 310 then emits both lateral infrared beams 350 and rear infrared beams 360 , all of which are encoded.
- the game headsets 100 of the lateral players 320 and the rear players 330 receive the encoded lateral infrared beams 350 and rear infrared beams 340 and determine that they have been hit by a grenade.
- the game health of the lateral players 320 and rear players 330 are then reduced by a predetermined amount.
- the game health of the lateral players 320 and rear players 330 may be reduced by the same amount or less than the amount of game health lost by the second player 310 .
- the game headset 100 of the second player 310 may have a rebound function.
- the game headset 100 of the second player 310 emits an infrared beam back toward the first player 300 .
- the first player 300 is hit by this rebound shot and the game health of the first player 300 is reduced.
- the game headset 100 may alter a game function during game play.
- the game headset 100 may alter a game function of a weapon used by the player, a change in one or more game attributes, or alter the game function or attributes of surrounding players.
- the game headset 100 of a first player 300 may emit a shield signal through encoded infrared beams emitted by the infrared emitters 102 .
- the surrounding players whose game headsets 100 receive this signal by the omnidirectional infrared receivers 104 then take less damage.
- the game headset 100 of a first player 300 may emit a heal signal through encoded infrared beams emitted by the infrared emitters 102 .
- the surrounding players whose game headsets 100 receive this signal by the omnidirectional infrared receivers 104 then are provided more health during game play.
- the game headset 100 of the first player 300 emits a power up signal through encoded signals emitted by the infrared emitters 102 .
- the surrounding players whose game headsets 100 receive this signal by the omnidirectional infrared receivers 104 then receive enhanced weaponry which performs more damage during game play.
- the game headset 100 is communicatively coupled to a smart phone 400 .
- the game headset 100 may be communicatively connected to any hand-held mobile computerized device, such as a tablet or PDA.
- any hand-held mobile computerized device such as a tablet or PDA.
- the smart phone 400 as the smart phone 400 is moved around the game headset 100 emits encoded primary shot signals 370 from the infrared emitters 102 . In this manner the user can use the smart phone 400 as a weapon or other game device.
- the smart phone 400 incorporates an accelerometer or other known component which measures the motion of the smart phone 400 in space and relays the motion information to the game headset 100 .
- the user may flick the phone in the direction of another player.
- the accelerometer detects the fast flick motion and software on the smart phone 100 relays the motion information to the game headset 100 .
- the game headset 100 determines that the flick motion is intended to be a damage shot to the opponent.
- the game headset 100 then emits an encoded primary shot 370 .
- the omnidirectional infrared receivers 104 of the opponent's game headset 100 receive the signal and the opponent's game health is reduced by the appropriate amount.
- the accelerometer of the smart phone 400 may determine the speed of the motion of the smart phone 400 and relay the speed of motion to the game headset 100 .
- the speed of motion is interpreted as the strength of a hit and the game headset 100 encodes the primary shot 370 with the appropriate amount of damage contained in the shot. If the user moves the smart phone 400 slower, then the primary shot 370 does less game damage. If the user move the smart phone 400 faster, then the primary shot 370 does more game damage.
- the user may also move the smart phone 400 in a predetermined pattern for special game attributes.
- the motion of the smart phone 400 is measured in 3-dimensional space along an x-y-z axis.
- the motion information may be measured by the smart phone 400 (such as through accelerometers) and relayed to the game headset 100 , may be measured directly by sensors incorporated into the game headset 100 (such as by a camera detecting the motion, lasers, radio waves, or any other means of detection), or by a combination of sensors interacting together. For instance, the user may swipe the smart phone from a lower position upward to a higher position. This motion information is transmitted to the game headset 100 .
- the game headset 100 determines that the user has swiped the smart phone 400 from a low position to a high position and interprets the motion as a block. The game headset 100 then blocks any shots received by the user in game play. Alternatively, the game headset 100 may also reduce the damage of any shots received during the block movement. In another embodiment the game headset 100 can detect the direction of movement of the smart phone 400 and emit an encoded primary shot 370 only in the direction of motion of the smart phone 400 .
- the user may also use the smart phone 400 in other ways to operate the control of the game headset 100 .
- the user may use the camera and screen of the smart phone to target a specific opponent.
- the game headset 100 then encodes the primary shot 370 such that damage is received only by the targeted specific opponent.
- the user could also change the role of the user in game play through the smart phone 400 , changing the type of encoded primary shot 370 emitted.
- the screen on the smart phone 400 can display game related information pertaining to the use of the game headset 100 .
- the screen on the smart phone 400 may display a grid of the gaming arena with the current player in the center. Because the omnidirectional infrared receivers 104 are disposed facing different directions around the player, the game headset 100 can determine the direction from which a shot is received. The game headset 100 can relay this direction information to the smart phone 400 . The screen of the smart phone 400 can then display directional indicators for the player to view so that the player knows from which direction the shots are coming and take appropriate action.
- the smart phone 400 can be replaced with game enhancing items.
- the movement of these game enhancing items is tracked by the same means described above (accelerometers incorporated into the game enhancing items, cameras in the game headset 100 , lasers, radio signals, etc.).
- These game enhancing items may be gloves worn by the user (so that the users can box against each other), swords to simulate a sword fight, wands to simulate a magic duel, melee weapons, shields or other defensive items, guns, rifles, or any other item which can be utilized in a game.
- the items utilized may control the emission of infrared beams by the game headset through the movement of the device or one or more buttons or triggers located on the device.
- the buttons or triggers on the device may also be utilized to control a game play action, such as upgrading a weapon, performing a block move, or any other game activity.
- the game headset 100 permits enhanced game play through the utilization of different devices in a single game. Historically, laser guns were utilized in laser tag and handheld melee weapons were utilized in games without laser tag. Historically, the two types of games never have been utilized in the same game.
- the utilization of the game headset 100 permits the use of both laser tag style guns and melee weapons in a single game.
- a first user may use a laser gun 420 to shoot an encoded shot 340 at a second user wearing the game headset 100 .
- the first user utilizing the laser gun 420 may also be wearing a game headset 100 .
- the second user utilized a sword 410 which is communicatively coupled to the game headset 100 .
- the second user attacks the first user by swinging the sword 410 .
- the game headset 100 emits an encoded primary shot 370 when the first user swings the sword 410 .
- the second user can also block the encoded shot 340 by swinging the sword 410 in a predetermined motion, such as in a plane perpendicular to the first direction of the first user.
- the primary shot 370 of the game headset 100 of the second user can also vary game play based on the second user's use of the sword 410 .
- the primary shot 370 can include information which, when received by a game headset 100 worn by the first user, determines the distance between the two players and varies game damage based on the distance. In this embodiment the sword 410 may do more game damage the closer the players are together.
- the encoded primary shot 370 may contain time stamp information of when the shot was emitted by the game headset 100 of the second user.
- the game headset 100 of the first user determines the amount of time that has elapsed between when the primary shot 370 was emitted and when it was received by the game headset 100 of the first user. The longer amount of time that has elapsed then the less game damage the first user receives.
- the encoded shot 340 of the laser gun 420 may also contain time information such that the second user receives less game damage the further away the second user is from the first user.
- the distance of the shot is determined by the intensity of the shot received.
- the intensity of the infrared beam diminishes the further it travels.
- the game headset 100 receiving the shot determines the intensity level of the received shot, compares it to the original set intensity level, and thus determines the amount of damage based on the difference.
- the game headset 100 may have a control or switch which permits the player to alter the intensity level of the infrared emitters so that the game headsets 100 can operate over greater distances (such as outdoor arenas) or shorter distances (such as indoor arenas) based on the desire of the player.
- the functional distance of the game headset 100 can be altered using the power intensity of the infrared emitters 102
- the functional distance can also be altered by changing the frequency of the infrared emitters 102 .
- Players can decide to alter the functional distance based on the game arena utilized and whether the game is played indoors or outdoors. Lowering the frequency of the emitted infrared beams increases the wavelength of those beams. The longer wavelength causes the infrared beam to travel a greater distance. A player can thus decrease the frequency of the infrared beams for larger arenas or increase the frequency of the infrared beams for smaller arenas.
- the game headset 100 may be paired together with a standard laser tag gun.
- the laser tag gun may be utilized during game play.
- the user may receive an upgrade during game play during which the user can utilize the laser tag gun as a shot gun or more powerful weapon.
- both the laser tag gun and the game headset 100 emit an infrared beam (doing enhanced damage to the other player receiving the shots).
- the game headset can be utilized to determine the role of the player.
- each game headset 100 being utilized has a specific identification number assigned to it.
- Some players may be given enhanced game powers which are recognized during game play when the infrared beams received are recognized as originating from a specific game headset 100 (the identification number of the headset being encoded in the infrared beams). For instance, during game play one user may be recognized as a medic or squad leader with the power to revive team members with a blast from the player's game headset 100 .
- the identification number may also be utilized to interact with game enhancing objects. A player may arm grenades, laser guns, or any other game device by passing along the identification number of the game headset 100 to the game device.
- the identification numbers can be utilized to define team members as well so that game enhancing devices do not affect team members (such as the use of landmines or grenades) or shots from the game headsets or guns of team members.
- the identification numbers can be utilized such that game enhancing devices only affect team members (such as med kits healing team members).
- the identification numbers can be used in grid type system to track player positions and orientation when each game headset 100 pings with stationary infrared beacons in the game arena.
- the identification numbers can be utilized for players to ping to check for nearby players (checking for nearby enemy players or nearby ally players).
- the game headset 100 can be utilized to interact with game enhancing objects.
- the game headset 100 may have an action key, be connected to a laser gun with an action key, or recognize a motion of a handheld device as an action performance.
- the game headset 100 then emits an infrared beam which is received by a game enhancing object.
- the infrared signal emitted then performs a game action—such as capturing the flag.
- the game headset 100 can be utilized to provide information to the game enhancing objects—the game enhancing objects only performing an action if certain information is received or validated.
- the game enhancing object may only perform a function after player confirmation.
- game enhancing object may be a bomb which will emit a plurality of infrared beams and greatly damage players in the vicinity of the bomb.
- a player may decide to disarm the bomb—which may be done by pressing a button on the bomb, emitting an infrared beam from the game headset 100 of the player, or sending a signal via the transceiver 116 of the player's game headset 100 .
- the bomb receives this disarm signal the bomb then sends a player confirmation signal to the game headset 100 .
- the bomb is seeking to ensure that the disarming player is an active player.
- the bomb may only be disarmed if the player has health and is not dead, or if the player is on a specific team, or if any other condition based on game information is met.
- the game headset 100 receives this player confirmation signal and then responds with a confirmation signal if the player is active and has health. When the bomb receives this confirmation signal it then disarms. If the player is dead and has no health then the game headset 100 does not send a confirmation signal and the bomb is not disarmed.
- This interaction between the game headset 100 and the bomb may be done by encoded infrared beams emitted and received between them, or by the wireless transceiver 116 .
- a method of utilizing the invention is illustrated.
- the emitter laser tag gun or player's game headset 100
- the emitter encodes the IR beam with the chosen shot type information 502 .
- the first user then shoots the laser tag gun (or other weapon connected to the first user's game headset 100 ) at the second user, sending the encoded IR beam at the second user 504 .
- the second user's game headset 100 receives a hit from the encoded IR beam 506 .
- the second user's game headset 100 processes the encoding to determine the shot type 508 .
- the second user's game headset 100 registers the game play function or game play attribute to alter based on the encoded information 510 .
- the second user's game headset 100 then emits one or more second IR beams depending on the original shot type received from the first user 512 .
- the second user's game headset 100 varies the direction of the one or more second IR beams depending on the shot type received from the first user 514 .
- the second user's game headset 100 encodes the one or more second IR beams depending on the shot type received from the first user 516 .
- the third user's game headset receives a “hit” from the second IR beam and registers a change in a game play function or game play attribute based on the information encoded in the second IR beam 518 .
- the first user shoots the laser tag gun at the second user 600 .
- the second user's game headset receives a hit from the laser tag gun (either through an IR beam emitted by the laser tag gun itself or by a game headset worn by the first user) 602 .
- the second user's game headset marks the time of the received hit 604 .
- the second user's game headset 100 waits for a predetermined period of time after receiving the hit 606 .
- the second user's game headset 100 determines if a block signal was received from the second user's handheld device within a predetermined period of time 608 .
- the predetermined period of time may be a set time before receiving the hit, after receiving the hit, or both. For instance in one embodiment the predetermined period of time may last from one second before the shot was received to one second after the shot was received. The second user must perform the block movement within this period of time to successfully block a laser tag shot.
- the game headset determines if the block signal is received during this predetermined period of time 610 . If the block signal is received during the predetermined period of time then the second user's game headset determines that the second user has blocked the shot and a change in game play attribute or function is denied 612 . In other embodiments the change is accepted with limitations (such as receiving lower damage). If the block signal is not received during the predetermined period of time then the second user's game headset determines that the second user has failed to block the shot and the change in game play attribute or function is accepted 614 .
- the game headset 100 can be utilized to track game information as well.
- the game headset 100 can be utilized to emit a “kill confirmation” signal.
- the game headset 100 when the player is damaged to the point of zero health and is killed in the game, the game headset 100 emits a kill confirmation signal which identifies the player who killed that player.
- This kill confirmation signal may be automatically emitted by the infrared emitters 102 as an infrared beam or may be sent out through the wireless transceiver 116 .
- This kill confirmation signal permits the gaming system to track and confirm kill points and game information in real time for current review by the player or later review by the player.
- the kill confirmation signal is received by the game headset 100 of the shooting player and the shooting player's game headset 100 emits a specific sound or vibration to notify the player of the kill.
- the game headset 100 has three infrared emitters 102
- other embodiments with other numbers of infrared emitters 102 can be utilized.
- the game headset 100 has four infrared emitters disposed 90 degrees apart.
- the game headset 100 only has two infrared emitters 102 .
- the infrared emitters 102 may be disposed at any angle to each other.
- one infrared emitter 102 may be on the front side of the game headset 100 and the second infrared emitter may be on the back side of the game headset 100 .
- the infrared emitters 102 are disposed on each side of the game headset 100 .
- DSP digital signal processor
- ASIC application specific integrated circuit
- FPGA field programmable gate array
- a general-purpose processor may be a microprocessor, but, in the alternative, the processor may be any conventional processor, controller, microcontroller, or state machine.
- a processor may also be implemented as a combination of computing devices, e.g., a combination of a DSP and a microprocessor, a plurality of microprocessors, one or more microprocessors in conjunction with a DSP core, or any other such configuration. Alternatively, some steps or methods may be performed by circuitry that is specific to a given function.
- the functions described may be implemented in hardware, software, firmware, or any combination thereof. If implemented in software, the functions may be stored on or transmitted over as one or more instructions or code on a computer-readable medium.
- the steps of a method or algorithm disclosed herein may be embodied in a processor-executable software module, which may reside on a tangible, non-transitory computer-readable storage medium. Tangible, non-transitory computer-readable storage media may be any available media that may be accessed by a computer.
- non-transitory computer-readable media may comprise RAM, ROM, EEPROM, CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage devices, or any other medium that may be used to store desired program code in the form of instructions or data structures and that may be accessed by a computer.
- Disk and disc includes compact disc (CD), laser disc, optical disc, digital versatile disc (DVD), floppy disk, and blu-ray disc where disks usually reproduce data magnetically, while discs reproduce data optically with lasers. Combinations of the above should also be included within the scope of non-transitory computer-readable media.
- the operations of a method or algorithm may reside as one or any combination or set of codes and/or instructions on a tangible, non-transitory machine readable medium and/or computer-readable medium, which may be incorporated into a computer program product.
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Abstract
An infrared gaming system and method of use are disclosed. The gaming device comprises a body having an aperture for mounting on a human body, three or more infrared emitters disposed on an outward facing side of the body, and one or more omnidirectional infrared receivers. In another embodiment of the invention each of the three or more infrared emitters are disposed to face a different direction in space. The gaming device may further comprise a battery, one or more lights, one or more speakers, one or more vibration motors, one or more microprocessors, and one or more wireless transceivers. The gaming device is configured to be worn on a user and may be configured as a headset or a vest.
Description
- This application claims priority to U.S. Provisional Patent Application Ser. No. 62/273,893, filed on Dec. 31, 2015, which is hereby fully incorporated by reference.
- The invention pertains generally to laser tag gaming systems and more particularly to wearable infrared emitter devices and methods of use in gaming.
- Laser tag is a very popular game and is known in the prior art. Historically, a laser tag system has utilized multiple firearm-like devices or “guns”. The guns incorporate an infrared emitter and an infrared receptor. The infrared receptor may be incorporated into the gun or within a separate device connected to the gun through a wire or wireless means. Normally the infrared receptor is worn as a separate device on a player's chest or arm. A player aims his gun at another player and pulls the trigger. The trigger activates the infrared emitter on the gun. The infrared signal travels toward the infrared receptor worn by the other player. If the infrared signal activates the infrared receptor then a signaling means is activated. The signaling means is intended to inform the player that the player has been “hit.” The signaling means is normally a vibration, a flashing light, or an audible sound. Optionally, a player's gun may become deactivated when the player is hit.
- Historically laser tag systems have solely utilized gun type emitters. The emitters are gun shaped and have a trigger which a user must pull to engage the emitter. These type of emitters provide a single type of game play—the player pretends to shoot a gun. However, game play is limited utilizing these devices. Players can only do one type of shot and only hit one player at a time. What is needed is a device and game method which enhances gameplay by permitting different type of weaponry to be utilized during gameplay and permitting players to damage multiple players with one shot.
- The following presents a simplified summary in order to provide a basic understanding of some aspects of the disclosed innovation. This summary is not an extensive overview, and it is not intended to identify key/critical elements or to delineate the scope thereof. Its sole purpose is to present some concepts in a simplified form as a prelude to the more detailed description that is presented later.
- The invention is directed toward a laser tag gaming device. The device comprises a body having an aperture for mounting on a human body, two or more infrared emitters disposed on an outward facing side of the body, and one or more omnidirectional infrared receivers. In another embodiment of the invention each of the two or more infrared emitters are disposed to face a different direction in space. The gaming device may further comprise a battery, one or more lights, one or more speakers, one or more vibration motors, one or more microprocessors, and one or more wireless transceivers.
- In another embodiment of the invention the device comprises three or more infrared emitters and each of the three or more infrared emitters are disposed on the body in a configuration such that the gaming device may emit an infrared beam in any direction in space about the gaming device while the gaming device is stationary.
- In another embodiment of the invention the device comprises three or more infrared emitters each of the three or more infrared emitters are disposed on the body in a configuration such that the gaming device may emit an infrared beam in a 360 degree range of motion about the gaming device while the gaming device is stationary.
- In another embodiment of the invention the gaming device further comprises three or more omnidirectional infrared receivers disposed on an outward facing side of the body, wherein each of the three or more omnidirectional infrared receivers are disposed to face a different direction in space. The gaming device may further comprise one or more control buttons configured to adjust the operation of the gaming device when pressed or one or more display screens. The gaming device may be a headset configured to be worn about the head of a user or a vest configured to be worn on the body of a user.
- The invention is also directed toward a method for utilizing the gaming device, the method comprising encoding, by a first attacking game device, a first infrared beam with game information; emitting the first infrared beam from the attacking game device; receiving the first infrared beam by a second game device; decoding the first infrared beam by the second game device; and automatically emitting, by the second game device, one or more second infrared beams in response to receiving the first infrared beam.
- The method may further comprise encoding, by the second gaming device, the one or more second infrared beams with game information. The method may further comprise receiving, by a third gaming device, the one or more second infrared beams; and altering a game attribute of a user wearing the third gaming device.
- The method may further comprising emitting, by the second gaming device, two or more second infrared beams in response to receiving the first infrared beam, wherein the two or more second infrared beams are emitted in different directions.
- The invention is also directed toward a method for utilizing the gaming device, the gaming device being communicatively coupled to a handheld device, the method comprising receiving, by the gaming device, a movement signal from the handheld device; and automatically emitting, by the gaming device, one or more first infrared signals in response to receiving the movement signal.
- The method may further comprise receiving, by the gaming device, an attacking infrared signal; determining, by the gaming device, that a user has made a predetermined block motion with the handheld device within a predetermined time period of receiving the attacking infrared signal; and preventing a change in game health of the user.
- Still other embodiments of the present invention will become readily apparent to those skilled in this art from the following description wherein there is shown and described the embodiments of this invention, simply by way of illustration of the best modes suited to carry out the invention. As it will be realized, the invention is capable of other different embodiments and its several details are capable of modifications in various obvious aspects all without departing from the scope of the invention. Accordingly, the drawing and descriptions will be regarded as illustrative in nature and not as restrictive.
- Various exemplary embodiments of this invention will be described in detail, wherein like reference numerals refer to identical or similar components, with reference to the following figures, wherein:
-
FIG. 1 is a front view of the preferred embodiment of the game headset; -
FIG. 2 is a top view of the preferred embodiment of the game headset; -
FIG. 3A is a front perspective view of the preferred embodiment of the game headset; -
FIG. 3B is a schematic of electrical components of the game headset; -
FIG. 4 is a front view of the preferred embodiment of the game vest; -
FIG. 5 is a back view of the preferred embodiment of the game vest; -
FIG. 6 is an illustration of the invention during game play; -
FIG. 7 is a schematic view of the game headset communicatively connected to a smart phone; -
FIG. 8 is a schematic view of one utilization of the game headset; -
FIG. 9 is a schematic view of the method of the invention; -
FIG. 10 is a schematic view of the method of the invention. - The claimed subject matter is now described with reference to the drawings. In the following description, for purposes of explanation, numerous specific details are set forth in order to provide a thorough understanding of the claimed subject matter. It may be evident, however, that the claimed subject matter may be practiced with or without any combination of these specific details, without departing from the spirit and scope of this invention and the claims.
- As used in this application, the terms “component”, “module”, “system”, “interface”, or the like are generally intended to refer to a computer-related entity, either hardware, a combination of hardware and software, software, or software in execution. For example, a component may be, but is not limited to being, a process running on a processor, a processor, an object, an executable, a thread of execution, a program, and/or a computer. By way of illustration, both an application running on a controller and the controller can be a component.
- The invention is directed toward a laser tag gaming device having a plurality of infrared emitters and a plurality of omnidirectional receivers. The plurality of infrared emitters and omnidirectional receivers permits the laser tag gaming device to receive a “hit” from any direction, but also emit a “shot” in any direction (or multiple directions at the same time). The laser tag gaming device may be a stand-alone separate device disconnected from any other gaming device. In other embodiments the gaming device is attached to a gaming weapon. In some embodiments the gaming device may be a portable gaming device which is transported by a player and set down during game play. In other embodiments the gaming device is a wearable gaming device worn by the user in some fashion during game play.
- Referring to
FIGS. 1-3A , the preferred embodiment of the invention is illustrated. In the preferred embodiment the gaming device isgame headset 100 which is wearable by the user during game play. Thegame headset 100 contains a plurality ofinfrared emitters 102 and a plurality of omnidirectionalinfrared detectors 104. Thegame headset 100 may have any number ofinfrared emitters 102. Thegame headset 100 may have any number of omnidirectionalinfrared detectors 104. The addition of eachinfrared emitter 102 increases the capabilities and refinement of signals emitted by thegame headset 100—particularly given the interference of infrared beams emitted by adjacent infrared emitters which would permit more accurate targeting of players and utilization of the interference waves to determine spacing and distance of other players. The addition of each omnidirectionalinfrared receiver 104 increases the capabilities and refinement of signals received by the game headset—allowing the game headset to better detect the direction from which an infrared beam was received. - In the preferred embodiment the
game headset 100 has at least threeinfrared emitters 102 spaced evenly about the outer circumference of theheadset 100. The spacing of theinfrared emitters 102 ensures that thegame headset 100 can emit an infrared signal in all directions at any time. Theinfrared emitters 102 enable thegame headset 100 to emit an infrared shot in 360 degrees range of motion around the player wearing thegame headset 100. In some embodiments thegame headset 100 may emit an infrared shot in any direction in a sphere, above the head of the user and below the head of the user, to facilitate the continued operation of thegame headset 100 if the user is laying down or in an elevated position during game play. In addition, the omnidirectionalinfrared receivers 104 are evenly spaced about the outer circumference of thegame headset 100. In the preferred embodiment thegame headset 100 has at least three omnidirectionalinfrared receivers 104. The configuration of the plurality of omnidirectionalinfrared receivers 104 is such that thegame headset 100 can receive a “hit” from any other player in any direction in a 360 degree range of motion about the user. In other embodiments the omnidirectionalinfrared receivers 104 are configured such that thegame headset 100 can receive a “hit” from above the user or below the user, facilitating the continued operation of thegame headset 100 if the user is laying down or in an elevated position during game play. During game play, if the omnidirectionalinfrared receiver 104 detects the infrared beam shot from the gun orgame headset 100 of another user, the user is deemed “hit” by the other user. - In the preferred embodiment the
game headset 100 has one ormore lights 106. Thelights 106 can be any type of light. In the preferred embodiment, thelights 106 are LED lights. Thelights 106 on eachgame headset 100 may be a different color to permit the identification of players at night. Alternatively, the color of thelights 106 may be dependent on the team the player is on (i.e. red team vs. blue team) or on the role of the player during the game (i.e. red=medic, blue=active shooter). The color of thelights 106 may also change during game play to indicate which players are out of health and are no longer active in the game. - As shown in
FIG. 2 andFIG. 3A , thegame headset 100 has acentral aperture 108. Thecentral aperture 108 is configured to receive the head of the user. Thegame headset 100 may be made of any type of material. In the preferred embodiment thegame headset 100 is made of a flexible and elastic material. In other embodiments thegame headset 100 may be a stiff or resilient plastic body which fits into an outer elastic sleeve made of a cloth material. - As shown in
FIG. 3A , thegame headset 100 is powered by a set ofbatteries 110. Any standard type ofbatteries 110 may be used in powering thegame headset 100. In some embodiments thebatteries 110 may rechargeable. In other embodiments thebatteries 110 may be a rechargeable battery pack. The rechargeable battery pack may be removed and recharged when thegame headset 100 is not in use. In other embodiments the rechargeable battery pack may be recharged in thegame headset 100 through a connective port in the body of thegame headset 100. - Referring to
FIG. 3B , the electrical components of thegame headset 100 are illustrated. In the preferred embodiment thegame headset 100 is operated bymaster control unit 112. Themaster control unit 112 is any type of standard microprocessor used to execute program instructions. Thegame headset 100 may also havedatabase 114 used to store instructions or game information. In addition, thegame headset 100 may have atransceiver 116 permitting thegame headset 100 to communicate with other devices. Thegame headset 100 may utilize thetransceiver 116 to communicate with computers, cell phones, server computers,other game headsets 100, or any other gaming device. Thetransceiver 116 can operate via a WiFi signal, Near Field Communication, Bluetooth, or any other communication means. In other embodiments thegame headset 100 has aspeaker 118. In the preferred embodiment thespeaker 118 emits sound when the user is hit. In other embodiments thespeaker 118 emits sound when thegame headset 100 emits a shot through one of theinfrared emitters 102. Thespeaker 118 may also be connected to a microphone in thegame headset 100 permitting players to communicate with each other during game play. In other embodiments thegame headset 100 also has avibrator 120. Thevibrator 120 is any type of physical vibrational device which vibrates when the user is hit by another player. - The
game headband 100 may come in any configuration. In one embodiment thegame headband 100 is completely circular. In other embodiments thegame headband 100 is oval. In one embodiment thegame headband 100 is a single unbroken body. In other embodiments thegame headband 100 may have an opening and be shaped more like a U. In other embodiments thegame headband 100 is made in sections which are held together by string, twine, wire, or elastic bands. - In other embodiments the
game headset 100 may also utilize a display screen (not shown). The display screen may be any type of display, such as touch screen display or LCD display. The display screen can display information about the game being played or other game attributes, such as player health, number of lives remaining, shots taken, shots remaining, other player's information, or any other game relevant information. The operations of thegame headset 100 may be further controlled through a plurality of control buttons (not shown). The control buttons may be used to change the settings or functionality of any component of thegame headset 100. - The
infrared emitter 102 may be any known type of device configured to emit an infrared beam. In the preferred embodiment, theinfrared emitter 102 comprises a lens and an infrared laser. The lens may be any size and shape. The lens may redirect or focus the infrared beam or let the infrared beam pass through without diffracting or diffusing the beam. The infrared laser may be any type of light, bulb, LED, diode, or other component configured to generate an infrared beam. The infrared laser may be configured to emit an infrared beam encoded with game information. For instance, the infrared beam may be emitted as a data stream to identify the identity of the player who shot the bow, the power of the shot, the amount of health to be lost by the player who is hit by the infrared beam, or any other relevant game information. The infrared beams emitted by theinfrared emitters 102 and received by the omnidirectionalinfrared receivers 104 can be any chosen frequency. In other embodiments the frequency can be changed before, during, or after game play. Theinfrared emitters 102 may emit any size and shape of infrared beam. In one embodiment the infrared beam is narrow and direct. In the preferred embodiment eachinfrared emitter 102 emits an infrared beam in a range of 120 degrees. In the preferred embodiment at least threeinfrared emitters 102 are necessary to ensure full capabilities of thegame headset 100 without any “blind spots” where players cannot be hit. - In another embodiment the
gaming headset 100 may includelight sensors 107. The light sensors may detect visible light, UV light, or both. Thelight sensors 107 detect the amount of UV light to determine the amount of sunlight in the game arena if the user is playing outside. Thelight sensors 107 may detect the amount of visible light in a game arena during game play. Theselight sensors 107 relay the amount of light information to themaster control unit 112 which then can change the intensity of the infrared light emitted by theinfrared emitters 102. Themaster control unit 112 can then dynamically alter the power and frequency of the infrared beam emitted by each infrared emitter 102 (either in tandem or independently) based on the amount of UV light or ambient light detected. - Referring to
FIG. 4 andFIG. 5 , an alternative embodiment of the invention is illustrated. In this embodiment the invention is configured as avest 200. Thevest 200 is wearable by a user during game play. Thevest 200 has a plurality ofinfrared emitters 102 and a plurality of omnidirectionalinfrared receivers 104. Theinfrared emitters 102 and omnidirectionalinfrared receivers 104 are evenly spaced about the front side and the back side of thevest 200 so that thevest 200 can receive and emit infrared beams during game play in 360 degrees range of motion about the user. In the preferred embodiment thevest 200 can also receive and emit infrared beams upward and downward to facilitate continued game play when the user is laying down or in an elevated position above other players during game play. Thevest 200 may come in any known material and be configured in any known shape so that it is worn by the user. - It is to be appreciated that the invention can be any type of wearable clothing, or multiple pieces of clothing, containing a plurality of
infrared emitters 102 and a plurality of omnidirectionalinfrared receivers 104. The invention can be configured as agame headband 100 or avest 200 as illustrated, and used either alone or in conjunction together. The invention may also be incorporated into a hat, pants, shoes, shorts, gloves, mask, socks, shirt, or any other type of clothing. In each embodiment the clothing (individually or in conjunction with other items of clothing) contains a plurality ofinfrared emitters 102 and omnidirectionalinfrared receivers 104 to receive and emit infrared beams during game play in any direction. - In other embodiments the invention may not be configured as wearable clothing but as an independent game play device which can be utilized during game play. The independent game device has at least a plurality of
infrared emitters 102 configured to emit infrared beams in all directions. The independent game device may have one or more omnidirectionalinfrared receivers 104. In one embodiment the invention can be a small round object representing a grenade or a land mine during game play. As a grenade a user may press a switch on the device to activate it and start an internal timer. After a predetermined period of time the game device emits infrared beams in all directions at once from theinfrared emitters 102. The players in the vicinity of the game device who receive the infrared beam are then determined to be hit by the grenade. As a land mine the game device may further comprise a motion sensor either incorporated into the body of the device or separated. When the motion sensor detects movement the land mine is activated and emits infrared beams in all directions. The players in the vicinity of the game device who receive the infrared beam are then determined to be hit by the land mine. In other embodiments the game device may be connected to a trip wire (embodied as either a physical wire or a laser beam between two receivers). If a player moves the physical wire or breaks the beam of light between the two receivers then the game device is activated and emits infrared beams in all directions at once. - In another embodiment the different directions of the omnidirectional
infrared receivers 104 may be utilized in game play as well. For instance, shots received from the forward facing side of theheadset 100 may take less game damage since the player is facing that direction. In addition, shots received on the back side of thegaming headset 100 may be given more game damage since the player is essentially being shot in the back. In this manner the game system may determine the direction from which a shot is received by the omnidirectionalinfrared receivers 104, and vary the amount of player damage received based on this information. In addition, an omnidirectionalinfrared receiver 104 facing the rear side of the player may be configured in game play such that hits received from the rear side are given the greatest amount of game damage. In addition, the damage attributed to shots received from the rear side may depend on the weapon being utilized by the attacking player. For instance, laser shots from a laser tag gun may cause a standard amount of game health damage but hits from a melee weapon may cause a greater amount of health damage since the player has just been stabbed in the back. - Referring to
FIG. 6 the utilization of the game device as agame headband 100,vest 200, or other wearable device is illustrated. In the embodiment illustrated each user wears agame headband 100. Thegame headband 100 of each user tracks the game health of the user during game play. In the illustration thefirst player 300 is the active shooter although all players are equipped with laser guns. Thefirst player 300 selects the shot type on the laser gun being utilized. The laser gun is configured to emit an encodedshot 340 when thefirst user 300 pulls the trigger. The encoded shot 340 is an infrared beam shot from a laser tag gun which contains information about the type of shot and the type of damage to be experienced by the user. The laser tag gun may encode the encoded shot 340 through any number of means. The encoded shot 340 may be emitted at a specific frequency or wavelength to determine the type of shot emitted. The encoded shot 340 may be emitted at a predetermined pulsing pattern (similar to Morse code pattern) to determine the type of shot emitted. For instance thefirst player 300 may select the laser tag gun to emit different shot types, such as shotgun, assault rifle, sniper rifle, grenade launcher, or any other type of game weapon. Each game weapon type has a separate predetermined encoding encrypted in the encoded shot 340. Thegame headset 100 of thesecond player 310 receives the encoded shot 340 when thesecond player 310 is hit during game play. Thegame headset 100 then determines the information contained in the encoded shot 100 to determine what type of weapon was utilized. Thegame headset 100 of thesecond player 310 then alters a game attribute or a game function (or both) of thesecond player 310. - A game play function is a function or operation of the
game headset 100 or other gaming device while in a game. For instance, thegame headset 100 may alter the type of weapon or type of damage done by thegame headset 100. A game play attribute is any type of attribute within the game that is not functional, such as a player's health points within a game or the damage done by thegame headset 100 or weapon to an opposing player hit by the infrared beam emitted. - For instance, if the
first player 300 may select a standard shot. In that instance the encoded shot 340 informs thegame headset 100 of thesecond player 310 that thesecond player 310 has been hit by a standard shot and the game health of thesecond player 310 is reduced by a predetermined amount. Alternatively, thefirst player 300 may get a power up that the laser tag gun now has the power of an automatic assault rifle which does more health damage during game play. The laser gun then encodes the encoded shot 340 with information to inform thegame headset 100 of thesecond user 310 that thesecond user 310 has been hit by an automatic assault rifle and thesecond user 310 loses more health than being hit by a standard shot. - Alternatively, the
first user 310 may receive a power up giving the first user 300 a shot gun in game play. The shot gun power up permits thefirst user 300 to hit multiple users at once. When thefirst user 300 has a shot gun power up the laser gun encodes the encoded shot 340 that the shot is from a shot gun. Thegame headset 100 of thesecond player 310 receives the encoded shot 340 and determines that the shot is from a shot gun. Thegame headset 100 deducts game health from thesecond player 310. In addition, thegame headset 100 then emits lateralinfrared beams 350 which are also encoded with information. Thegame headsets 100 of additionallateral players 320 receive the lateralinfrared beams 350 and decode the information. Thegame headsets 100 of the additionallateral players 320 deduct the game health of the lateral players in the appropriate amount. In that manner thefirst player 300 only needs to hit one other player to simulate a shot gun shot and effectively hit multiple players. The game health of thelateral players 320 may be reduced by the same amount or less than the amount of game health lost by thesecond player 310. Thegame headset 100 of alateral player 320 may emit additional lateralinfrared beams 350 which are encoded to hit multiplelateral players 320. - Alternatively, the
first user 300 may receive a power up giving the first user 300 a high powered sniper rifle in game play. The sniper rifle power up allows thefirst user 300 to hit multiple players who happen to be standing in line in a line of fire. The sniper rifle power up is encoded into the encoded shot 340. Thegame headset 100 of thesecond player 310 receives the encoded shot 340 and determines that thesecond player 310 has been hit by a sniper shot. The game health of thesecond player 310 is reduced by a predetermined amount. Thegame headset 100 of thesecond player 310 then emits a rearinfrared beam 360 with encoded information. Thegame headsets 100 of additionalrear players 330 receives the rearinfrared beam 360 and determines that therear player 330 has been hit by a sniper bullet and deduct the rear player's health by a predetermined amount. The game health of therear players 330 may be reduced by the same amount or less than the amount of game health lost by thesecond player 310. Thegame headset 100 of arear player 330 may emit additional rearinfrared beams 350 which are encoded to hit multiplerear players 330. - Alternatively, the
first player 300 may receive a power up of a grenade launcher. The laser gun of thefirst player 300 emits an encodedshot 340. Thegame headset 100 of thesecond player 310 receives the encoded shot 340 and determines that thesecond player 310 has been hit by a grenade. The game health of thesecond player 310 is reduced by a predetermined amount. Thegame headset 100 of thesecond player 310 then emits both lateralinfrared beams 350 and rearinfrared beams 360, all of which are encoded. Thegame headsets 100 of thelateral players 320 and therear players 330 receive the encoded lateralinfrared beams 350 and rearinfrared beams 340 and determine that they have been hit by a grenade. The game health of thelateral players 320 andrear players 330 are then reduced by a predetermined amount. The game health of thelateral players 320 andrear players 330 may be reduced by the same amount or less than the amount of game health lost by thesecond player 310. - In other embodiments the
game headset 100 of thesecond player 310 may have a rebound function. In this embodiment when the first player shoots the encoded shot 340 and hits thesecond player 310 thegame headset 100 of thesecond player 310 emits an infrared beam back toward thefirst player 300. Thefirst player 300 is hit by this rebound shot and the game health of thefirst player 300 is reduced. - In other embodiments the
game headset 100 may alter a game function during game play. Thegame headset 100 may alter a game function of a weapon used by the player, a change in one or more game attributes, or alter the game function or attributes of surrounding players. For instance, thegame headset 100 of afirst player 300 may emit a shield signal through encoded infrared beams emitted by theinfrared emitters 102. The surrounding players whosegame headsets 100 receive this signal by the omnidirectionalinfrared receivers 104 then take less damage. In addition, thegame headset 100 of afirst player 300 may emit a heal signal through encoded infrared beams emitted by theinfrared emitters 102. The surrounding players whosegame headsets 100 receive this signal by the omnidirectionalinfrared receivers 104 then are provided more health during game play. In another embodiment thegame headset 100 of thefirst player 300 emits a power up signal through encoded signals emitted by theinfrared emitters 102. The surrounding players whosegame headsets 100 receive this signal by the omnidirectionalinfrared receivers 104 then receive enhanced weaponry which performs more damage during game play. - Referring to
FIG. 7 , an alternative utilization of thegame headset 100 is illustrated. In this embodiment thegame headset 100 is communicatively coupled to asmart phone 400. Instead of asmart phone 400, thegame headset 100 may be communicatively connected to any hand-held mobile computerized device, such as a tablet or PDA. In the embodiment illustrated, as thesmart phone 400 is moved around thegame headset 100 emits encoded primary shot signals 370 from theinfrared emitters 102. In this manner the user can use thesmart phone 400 as a weapon or other game device. In the preferred embodiment thesmart phone 400 incorporates an accelerometer or other known component which measures the motion of thesmart phone 400 in space and relays the motion information to thegame headset 100. For instance, the user may flick the phone in the direction of another player. The accelerometer detects the fast flick motion and software on thesmart phone 100 relays the motion information to thegame headset 100. Thegame headset 100 determines that the flick motion is intended to be a damage shot to the opponent. Thegame headset 100 then emits an encodedprimary shot 370. The omnidirectionalinfrared receivers 104 of the opponent'sgame headset 100 receive the signal and the opponent's game health is reduced by the appropriate amount. Additionally, the accelerometer of thesmart phone 400 may determine the speed of the motion of thesmart phone 400 and relay the speed of motion to thegame headset 100. The speed of motion is interpreted as the strength of a hit and thegame headset 100 encodes theprimary shot 370 with the appropriate amount of damage contained in the shot. If the user moves thesmart phone 400 slower, then theprimary shot 370 does less game damage. If the user move thesmart phone 400 faster, then theprimary shot 370 does more game damage. - The user may also move the
smart phone 400 in a predetermined pattern for special game attributes. In this embodiment the motion of thesmart phone 400 is measured in 3-dimensional space along an x-y-z axis. The motion information may be measured by the smart phone 400 (such as through accelerometers) and relayed to thegame headset 100, may be measured directly by sensors incorporated into the game headset 100 (such as by a camera detecting the motion, lasers, radio waves, or any other means of detection), or by a combination of sensors interacting together. For instance, the user may swipe the smart phone from a lower position upward to a higher position. This motion information is transmitted to thegame headset 100. Thegame headset 100 determines that the user has swiped thesmart phone 400 from a low position to a high position and interprets the motion as a block. Thegame headset 100 then blocks any shots received by the user in game play. Alternatively, thegame headset 100 may also reduce the damage of any shots received during the block movement. In another embodiment thegame headset 100 can detect the direction of movement of thesmart phone 400 and emit an encodedprimary shot 370 only in the direction of motion of thesmart phone 400. - The user may also use the
smart phone 400 in other ways to operate the control of thegame headset 100. The user may use the camera and screen of the smart phone to target a specific opponent. Thegame headset 100 then encodes theprimary shot 370 such that damage is received only by the targeted specific opponent. The user could also change the role of the user in game play through thesmart phone 400, changing the type of encodedprimary shot 370 emitted. - In another embodiment of the invention the screen on the
smart phone 400 can display game related information pertaining to the use of thegame headset 100. For instance the screen on thesmart phone 400 may display a grid of the gaming arena with the current player in the center. Because the omnidirectionalinfrared receivers 104 are disposed facing different directions around the player, thegame headset 100 can determine the direction from which a shot is received. Thegame headset 100 can relay this direction information to thesmart phone 400. The screen of thesmart phone 400 can then display directional indicators for the player to view so that the player knows from which direction the shots are coming and take appropriate action. - In other embodiments the
smart phone 400 can be replaced with game enhancing items. The movement of these game enhancing items is tracked by the same means described above (accelerometers incorporated into the game enhancing items, cameras in thegame headset 100, lasers, radio signals, etc.). These game enhancing items may be gloves worn by the user (so that the users can box against each other), swords to simulate a sword fight, wands to simulate a magic duel, melee weapons, shields or other defensive items, guns, rifles, or any other item which can be utilized in a game. The items utilized may control the emission of infrared beams by the game headset through the movement of the device or one or more buttons or triggers located on the device. The buttons or triggers on the device may also be utilized to control a game play action, such as upgrading a weapon, performing a block move, or any other game activity. - Referring to
FIG. 8 , thegame headset 100 permits enhanced game play through the utilization of different devices in a single game. Historically, laser guns were utilized in laser tag and handheld melee weapons were utilized in games without laser tag. Historically, the two types of games never have been utilized in the same game. The utilization of thegame headset 100 permits the use of both laser tag style guns and melee weapons in a single game. As illustrated, a first user may use alaser gun 420 to shoot an encodedshot 340 at a second user wearing thegame headset 100. The first user utilizing thelaser gun 420 may also be wearing agame headset 100. The second user utilized asword 410 which is communicatively coupled to thegame headset 100. The second user attacks the first user by swinging thesword 410. Thegame headset 100 emits an encodedprimary shot 370 when the first user swings thesword 410. In other embodiments the second user can also block the encoded shot 340 by swinging thesword 410 in a predetermined motion, such as in a plane perpendicular to the first direction of the first user. Theprimary shot 370 of thegame headset 100 of the second user can also vary game play based on the second user's use of thesword 410. For instance, theprimary shot 370 can include information which, when received by agame headset 100 worn by the first user, determines the distance between the two players and varies game damage based on the distance. In this embodiment thesword 410 may do more game damage the closer the players are together. The encodedprimary shot 370 may contain time stamp information of when the shot was emitted by thegame headset 100 of the second user. Thegame headset 100 of the first user determines the amount of time that has elapsed between when theprimary shot 370 was emitted and when it was received by thegame headset 100 of the first user. The longer amount of time that has elapsed then the less game damage the first user receives. In other embodiments the encoded shot 340 of thelaser gun 420 may also contain time information such that the second user receives less game damage the further away the second user is from the first user. - There are alternative means for varying the range of the
infrared emitters 102 of thegame headset 100 which can then determine the amount of damage done by the received shot. In one embodiment the distance of the shot is determined by the intensity of the shot received. The intensity of the infrared beam diminishes the further it travels. Thegame headset 100 receiving the shot determines the intensity level of the received shot, compares it to the original set intensity level, and thus determines the amount of damage based on the difference. In other embodiments thegame headset 100 may have a control or switch which permits the player to alter the intensity level of the infrared emitters so that thegame headsets 100 can operate over greater distances (such as outdoor arenas) or shorter distances (such as indoor arenas) based on the desire of the player. - Just as the functional distance of the
game headset 100 can be altered using the power intensity of theinfrared emitters 102, the functional distance can also be altered by changing the frequency of theinfrared emitters 102. Players can decide to alter the functional distance based on the game arena utilized and whether the game is played indoors or outdoors. Lowering the frequency of the emitted infrared beams increases the wavelength of those beams. The longer wavelength causes the infrared beam to travel a greater distance. A player can thus decrease the frequency of the infrared beams for larger arenas or increase the frequency of the infrared beams for smaller arenas. - In some embodiments the
game headset 100 may be paired together with a standard laser tag gun. The laser tag gun may be utilized during game play. The user may receive an upgrade during game play during which the user can utilize the laser tag gun as a shot gun or more powerful weapon. In this embodiment, when the user pulls the trigger of the laser tag gun both the laser tag gun and thegame headset 100 emit an infrared beam (doing enhanced damage to the other player receiving the shots). - In other embodiments the game headset can be utilized to determine the role of the player. In the preferred embodiment each
game headset 100 being utilized has a specific identification number assigned to it. Some players may be given enhanced game powers which are recognized during game play when the infrared beams received are recognized as originating from a specific game headset 100 (the identification number of the headset being encoded in the infrared beams). For instance, during game play one user may be recognized as a medic or squad leader with the power to revive team members with a blast from the player'sgame headset 100. The identification number may also be utilized to interact with game enhancing objects. A player may arm grenades, laser guns, or any other game device by passing along the identification number of thegame headset 100 to the game device. The identification numbers can be utilized to define team members as well so that game enhancing devices do not affect team members (such as the use of landmines or grenades) or shots from the game headsets or guns of team members. The identification numbers can be utilized such that game enhancing devices only affect team members (such as med kits healing team members). The identification numbers can be used in grid type system to track player positions and orientation when eachgame headset 100 pings with stationary infrared beacons in the game arena. The identification numbers can be utilized for players to ping to check for nearby players (checking for nearby enemy players or nearby ally players). - The
game headset 100 can be utilized to interact with game enhancing objects. Thegame headset 100 may have an action key, be connected to a laser gun with an action key, or recognize a motion of a handheld device as an action performance. Thegame headset 100 then emits an infrared beam which is received by a game enhancing object. The infrared signal emitted then performs a game action—such as capturing the flag. - The
game headset 100 can be utilized to provide information to the game enhancing objects—the game enhancing objects only performing an action if certain information is received or validated. For instance, the game enhancing object may only perform a function after player confirmation. As an illustration, as game enhancing object may be a bomb which will emit a plurality of infrared beams and greatly damage players in the vicinity of the bomb. A player may decide to disarm the bomb—which may be done by pressing a button on the bomb, emitting an infrared beam from thegame headset 100 of the player, or sending a signal via thetransceiver 116 of the player'sgame headset 100. When the bomb receives this disarm signal the bomb then sends a player confirmation signal to thegame headset 100. The bomb is seeking to ensure that the disarming player is an active player. The bomb may only be disarmed if the player has health and is not dead, or if the player is on a specific team, or if any other condition based on game information is met. Thegame headset 100 receives this player confirmation signal and then responds with a confirmation signal if the player is active and has health. When the bomb receives this confirmation signal it then disarms. If the player is dead and has no health then thegame headset 100 does not send a confirmation signal and the bomb is not disarmed. This interaction between thegame headset 100 and the bomb may be done by encoded infrared beams emitted and received between them, or by thewireless transceiver 116. - Referring to
FIG. 9 , a method of utilizing the invention is illustrated. First the user selects the shot type on the user's weapon ofchoice 500. The emitter (laser tag gun or player's game headset 100) then encodes the IR beam with the chosen shottype information 502. The first user then shoots the laser tag gun (or other weapon connected to the first user's game headset 100) at the second user, sending the encoded IR beam at thesecond user 504. The second user'sgame headset 100 receives a hit from the encodedIR beam 506. The second user'sgame headset 100 processes the encoding to determine theshot type 508. The second user'sgame headset 100 then registers the game play function or game play attribute to alter based on the encodedinformation 510. The second user'sgame headset 100 then emits one or more second IR beams depending on the original shot type received from thefirst user 512. The second user'sgame headset 100 varies the direction of the one or more second IR beams depending on the shot type received from thefirst user 514. The second user'sgame headset 100 encodes the one or more second IR beams depending on the shot type received from thefirst user 516. The third user's game headset receives a “hit” from the second IR beam and registers a change in a game play function or game play attribute based on the information encoded in thesecond IR beam 518. - Referring to
FIG. 10 , the method of interaction between a user utilizing a game sword versus a game laser gun is illustrated. The first user shoots the laser tag gun at thesecond user 600. The second user's game headset receives a hit from the laser tag gun (either through an IR beam emitted by the laser tag gun itself or by a game headset worn by the first user) 602. The second user's game headset marks the time of the received hit 604. The second user'sgame headset 100 waits for a predetermined period of time after receiving thehit 606. The second user'sgame headset 100 determines if a block signal was received from the second user's handheld device within a predetermined period oftime 608. The predetermined period of time may be a set time before receiving the hit, after receiving the hit, or both. For instance in one embodiment the predetermined period of time may last from one second before the shot was received to one second after the shot was received. The second user must perform the block movement within this period of time to successfully block a laser tag shot. The game headset determines if the block signal is received during this predetermined period oftime 610. If the block signal is received during the predetermined period of time then the second user's game headset determines that the second user has blocked the shot and a change in game play attribute or function is denied 612. In other embodiments the change is accepted with limitations (such as receiving lower damage). If the block signal is not received during the predetermined period of time then the second user's game headset determines that the second user has failed to block the shot and the change in game play attribute or function is accepted 614. - The
game headset 100 can be utilized to track game information as well. In one embodiment thegame headset 100 can be utilized to emit a “kill confirmation” signal. In this embodiment, when the player is damaged to the point of zero health and is killed in the game, thegame headset 100 emits a kill confirmation signal which identifies the player who killed that player. This kill confirmation signal may be automatically emitted by theinfrared emitters 102 as an infrared beam or may be sent out through thewireless transceiver 116. This kill confirmation signal permits the gaming system to track and confirm kill points and game information in real time for current review by the player or later review by the player. In another embodiment the kill confirmation signal is received by thegame headset 100 of the shooting player and the shooting player'sgame headset 100 emits a specific sound or vibration to notify the player of the kill. - Although in the preferred embodiment the
game headset 100 has threeinfrared emitters 102, other embodiments with other numbers ofinfrared emitters 102 can be utilized. For instance, in one embodiment thegame headset 100 has four infrared emitters disposed 90 degrees apart. In another embodiment thegame headset 100 only has twoinfrared emitters 102. In this embodiment theinfrared emitters 102 may be disposed at any angle to each other. For instance, oneinfrared emitter 102 may be on the front side of thegame headset 100 and the second infrared emitter may be on the back side of thegame headset 100. In another embodiment theinfrared emitters 102 are disposed on each side of thegame headset 100. - What has been described above includes examples of the claimed subject matter. It is, of course, not possible to describe every conceivable combination of components or methodologies for purposes of describing the claimed subject matter, but one of ordinary skill in the art can recognize that many further combinations and permutations of such matter are possible. Accordingly, the claimed subject matter is intended to embrace all such alterations, modifications and variations that fall within the spirit and scope of the appended claims. Furthermore, to the extent that the term “includes” is used in either the detailed description or the claims, such term is intended to be inclusive in a manner similar to the term “comprising” as “comprising” is interpreted when employed as a transitional word in a claim.
- The foregoing method descriptions and the process flow diagrams are provided merely as illustrative examples and are not intended to require or imply that the steps of the various embodiments must be performed in the order presented. As will be appreciated by one of skill in the art the order of steps in the foregoing embodiments may be performed in any order. Words such as “thereafter,” “then,” “next,” etc. are not intended to limit the order of the steps; these words are simply used to guide the reader through the description of the methods. Further, any reference to claim elements in the singular, for example, using the articles “a,” “an” or “the” is not to be construed as limiting the element to the singular.
- The various illustrative logical blocks, modules, circuits, and algorithm steps described in connection with the embodiments disclosed herein may be implemented as electronic hardware, computer software, or combinations of both. To clearly illustrate this interchangeability of hardware and software, various illustrative components, blocks, modules, circuits, and steps have been described above generally in terms of their functionality. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the overall system. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present invention.
- The hardware used to implement the various illustrative logics, logical blocks, modules, and circuits described in connection with the aspects disclosed herein may be implemented or performed with a general purpose processor, a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic device, discrete gate or transistor logic, discrete hardware components, or any combination thereof designed to perform the functions described herein. A general-purpose processor may be a microprocessor, but, in the alternative, the processor may be any conventional processor, controller, microcontroller, or state machine. A processor may also be implemented as a combination of computing devices, e.g., a combination of a DSP and a microprocessor, a plurality of microprocessors, one or more microprocessors in conjunction with a DSP core, or any other such configuration. Alternatively, some steps or methods may be performed by circuitry that is specific to a given function.
- In one or more exemplary aspects, the functions described may be implemented in hardware, software, firmware, or any combination thereof. If implemented in software, the functions may be stored on or transmitted over as one or more instructions or code on a computer-readable medium. The steps of a method or algorithm disclosed herein may be embodied in a processor-executable software module, which may reside on a tangible, non-transitory computer-readable storage medium. Tangible, non-transitory computer-readable storage media may be any available media that may be accessed by a computer. By way of example, and not limitation, such non-transitory computer-readable media may comprise RAM, ROM, EEPROM, CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage devices, or any other medium that may be used to store desired program code in the form of instructions or data structures and that may be accessed by a computer. Disk and disc, as used herein, includes compact disc (CD), laser disc, optical disc, digital versatile disc (DVD), floppy disk, and blu-ray disc where disks usually reproduce data magnetically, while discs reproduce data optically with lasers. Combinations of the above should also be included within the scope of non-transitory computer-readable media. Additionally, the operations of a method or algorithm may reside as one or any combination or set of codes and/or instructions on a tangible, non-transitory machine readable medium and/or computer-readable medium, which may be incorporated into a computer program product.
- The preceding description of the disclosed embodiments is provided to enable any person skilled in the art to make or use the present invention. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the generic principles defined herein may be applied to other embodiments without departing from the spirit or scope of the invention. Thus, the present invention is not intended to be limited to the embodiments shown herein but is to be accorded the widest scope consistent with the following claims and the principles and novel features disclosed herein.
Claims (20)
1) A laser tag gaming device comprising
a) a body having an aperture for mounting on a human body;
b) two or more infrared emitters disposed on an outward facing side of said body; and
c) one or more omnidirectional infrared receivers.
2) The gaming device as in claim 1 wherein each of said two or more infrared emitters are disposed to face a different direction in space.
3) The gaming device as in claim 2 further comprising
a) a battery;
b) one or more lights;
c) one or more speakers;
d) one or more vibration motors;
e) one or more light sensors;
f) one or more microprocessors; and
g) one or more wireless transceivers.
4) The gaming device as in claim 1 further comprising three or more infrared emitters and wherein each of said three or more infrared emitters are disposed on said body in a configuration such that said gaming device may emit an infrared beam in any direction in space about the gaming device while said gaming device is stationary.
5) The gaming device as in claim 1 further comprising three or more infrared emitters and wherein each of said three or more infrared emitters are disposed on said body in a configuration such that said gaming device may emit an infrared beam in a 360 degree range of motion about the gaming device while said gaming device is stationary.
6) The gaming device as in claim 1 further comprising three or more omnidirectional infrared receivers disposed on an outward facing side of said body, wherein each of said three or more omnidirectional infrared receivers are disposed to face a different direction in space.
7) The gaming device as in claim 1 further comprising
a) one or more lights;
b) one or more speakers; and
c) one or more vibration motors.
8) The gaming device as in claim 1 further comprising
a) a battery; and
b) a charging port disposed in said bow shaped body.
9) The gaming device as in claim 1 further comprising one or more control buttons configured to adjust the operation of the gaming device when pressed.
10) The gaming device as in claim 1 further comprising one or more light sensors.
11) The gaming device as in claim 1 further comprising
a) one or more microprocessors; and
b) one or more wireless transceivers.
12) The gaming device as in claim 1 wherein said gaming device is a headset configured to be worn about the head of a user.
13) The gaming device as in claim 1 wherein said gaming device is a vest configured to be worn on the body of a user.
14) A method for utilizing a gaming device, wherein said gaming device comprises a body having an aperture for mounting on a human body, two or more infrared emitters disposed on an outward facing side of said body, and one or more omnidirectional infrared receivers, said method comprising
a) encoding, by a first attacking game device, a first infrared beam with game information;
b) emitting said first infrared beam from said attacking game device;
c) receiving said first infrared beam by a second game device;
d) decoding said first infrared beam by said second game device; and
e) automatically emitting, by said second game device, one or more second infrared beams in response to receiving said first infrared beam.
15) The method as in claim 14 further comprising encoding, by said second gaming device, said one or more second infrared beams with game information.
16) The method as in claim 15 further comprising
a) receiving, by a third gaming device, said one or more second infrared beams; and
b) altering a game attribute of a user wearing said third gaming device.
17) The method as in claim 14 further comprising emitting, by said second gaming device, two or more second infrared beams in response to receiving said first infrared beam, wherein said two or more second infrared beams are emitted in different directions.
18) The method as in claim 14 further comprising
a) receiving, by a third gaming device, said one or more second infrared beams; and
b) altering a game attribute of a user wearing said third gaming device.
19) A method for utilizing a gaming device, wherein said gaming device comprises a body having an aperture for mounting on a human body, two or more infrared emitters disposed on an outward facing side of said body, and one or more omnidirectional infrared receivers, said gaming device being communicatively coupled to a handheld device, said method comprising
a) receiving, by said gaming device, a movement signal from said handheld device; and
b) automatically emitting, by said gaming device, one or more first infrared signals in response to receiving said movement signal.
20) The method as in claim 19 further comprising
a) receiving, by said gaming device, an attacking infrared signal;
b) determining, by said gaming device, that a user has made a predetermined block motion with said handheld device within a predetermined time period of receiving said attacking infrared signal; and
c) preventing a change in game health of said user.
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| US16/105,833 US20180353845A1 (en) | 2016-12-31 | 2018-08-20 | Laser Tag Sword System and Method of Use |
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| US11092410B1 (en) * | 2020-06-10 | 2021-08-17 | Champion Games LLC | Laser tag gaming system and method of use |
| CN113453772A (en) * | 2018-10-09 | 2021-09-28 | 伊万·布里提卡苏亚雷斯 | System and method for simulating electronic games played in a physical gaming environment |
| US20220114796A1 (en) * | 2018-09-27 | 2022-04-14 | Apple Inc. | Identity-based inclusion/exclusion in a computer-generated reality experience |
| US20230019154A1 (en) * | 2021-07-09 | 2023-01-19 | Gel Blaster, Llc | Extended-reality projectile-firing gaming system and method |
| US20230211239A1 (en) * | 2021-07-09 | 2023-07-06 | Gel Blaster, Llc | Smart target co-witnessing hit attribution system and method |
| US11986739B2 (en) | 2021-07-09 | 2024-05-21 | Gel Blaster, Inc. | Smart target co-witnessing hit attribution system and method |
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