US20200016479A1 - Multimedia enhancements for replica stadium-type gameplay apparatus - Google Patents
Multimedia enhancements for replica stadium-type gameplay apparatus Download PDFInfo
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- US20200016479A1 US20200016479A1 US16/495,317 US201816495317A US2020016479A1 US 20200016479 A1 US20200016479 A1 US 20200016479A1 US 201816495317 A US201816495317 A US 201816495317A US 2020016479 A1 US2020016479 A1 US 2020016479A1
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F7/00—Indoor games using small moving playing bodies, e.g. balls, discs or blocks
- A63F7/06—Games simulating outdoor ball games, e.g. hockey or football
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- A—HUMAN NECESSITIES
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2448—Output devices
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F7/22—Accessories; Details
- A63F7/30—Details of the playing surface, e.g. obstacles; Goal posts; Targets; Scoring or pocketing devices; Playing-body-actuated sensors, e.g. switches; Tilt indicators; Means for detecting misuse or errors
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Definitions
- This invention relates generally to replica stadium-type gameplay apparatus such as foosball-type gameplay apparatus. More particularly, this invention relates to multimedia enhancements for such stadium-type gameplay apparatus.
- Miniaturised stadium-type gameplay apparatus are known in the art including that which is disclosed by U.S. Pat. No. 8,302,965 B2 in the name of the present Applicant, the entire contents of which are incorporated herein by reference.
- the present invention seeks to provide a stadium-type gameplay system, which will improve prior art gameplay apparatus, or to at least provide an alternative.
- the multimedia subsystem comprises a multimedia processor which is configured for recording visual media data from a plurality of image sensors and detecting gameplay events utilising a plurality of hardware and/or software gameplay sensors.
- the multimedia processor when detecting various gameplay events, is configured for displaying game replay multimedia utilising a plurality of visual media display devices.
- the multimedia processor is further configured for performing other autonomous actions when detecting various gameplay events.
- a stadium-type gameplay system comprising gameplay apparatus comprising a play arena and actuators manipulatable by at least two opposing players to direct a ball into opposing goals
- the system comprises: a multimedia subsystem comprising: a multimedia processor; a memory device operably coupled to the multimedia processor a plurality of visual media data capture image sensors operably coupled to the multimedia processor, wherein, during gameplay, the multimedia processor is configured for recording gameplay visual media data captured by the cameras using the memory device; and a plurality of gameplay sensors, including ball position sensors, in operable communication with the multimedia processor, the multimedia processor configured for detecting at least one gameplay event including a goal score gameplay event, the goal score gameplay event detected using the ball position sensors; and at least one visual media display device in operable communication with the multimedia processor; wherein, when detecting the goal score gameplay event, the multimedia processor is configured for extracting a segment of the visual media data from the memory device; and generating game replay multimedia using the visual media data; and playing out the game replay multimedia using the at least one visual
- the plurality of gameplay sensors may comprise at least one of hardware and software gameplay sensors.
- the software gameplay sensors may comprise image analysis gameplay sensor software modules.
- the image analysis gameplay sensor software modules may comprise ball position analysis modules.
- Extracting a segment of the visual media data from the memory device may comprise identifying an optimal segment for the game replay multimedia.
- Selecting the optimal segment may comprise performing facial detection image analysis of the visual media data and selecting the optimal segment as comprising a detected face.
- Selecting an optimal segment may comprise image processing to select a subregion of the visual media data comprising the detected face.
- Selecting an optimal segment may comprise performing facial expression image analysis and selecting a segment of the visual media data having a detected type of facial expression.
- Identifying the optimal segment may comprise ball position sensing and selecting the optimal segment in accordance with ball position.
- Generating the game replay multimedia may comprise implementing at least one multimedia effect.
- the at least one multimedia effect may comprise at least one of slow motion, video superimposition and text overlay effects.
- Video superimposition may comprise selection of ad video data from an ad video database.
- Selection of ad video data may comprise selection of the ad video data in accordance with at least one of player demographic, gameplay event type and gameplay statistic.
- Text overlay may comprise at least one of ad text and game statistic text overlay.
- the at least one visual media display device may be a plurality of visual media display devices and wherein playing out the game replay multimedia may comprise selecting one of the plurality of visual media display devices for the playout of the game replay multimedia.
- Selecting one of the plurality of visual media display devices may comprise selecting one of the plurality of visual media display devices in accordance with at least one of a gameplay event type, player position and gameplay statistic.
- the system may further may comprise playing out a virtual crowd animation using the at least one visual media display device.
- Playing out a virtual crowd animation may comprise controlling the virtual crowd animation in accordance with a gameplay event type.
- Virtual crowd animation with audio may comprise standing, cheering, clapping, holding up signs/banners, camera flash and chanting animations and sounds.
- the least one gameplay event may comprise at least one of goal score, kick-off, ball retention and corner kick gameplay events.
- Detecting the at least one gameplay event may comprise detecting the at least one gameplay event in accordance with at least one of direct correlation to a sensor output, detection rules relating to a plurality of sensor outputs and machine learning.
- the multimedia processor may be configured for at least detecting a ball stall event using the ball position sensors and controlling a ball displacement actuator accordingly.
- Detecting a ball stall event may comprise image analysis of the visual media data to detect the ball stall event.
- the ball displacement actuator may comprise at least one of electromagnetic repulsion, gameplay surface tilting and air jet repulsion actuators.
- the apparatus may comprise replica stadium light towers extending upwardly from an upper deck of the apparatus and wherein the stadium light towers may comprise the at least one visual media display device.
- the system may be further configured for storing player profiles including gameplay statistics.
- the system may be further configured for detecting locations of mobile communication devices associated with the player profiles and sending push notifications to mobile communication devices in proximity of the gameplay apparatus.
- the system may be further configured for matching player profiles utilising gameplay statistics.
- the system may be further configured for detecting locations of mobile communication devices associated with matched player profiles and sending push notifications to the respective mobile communication devices when the respective mobile communication devices are both in proximity of the gameplay apparatus.
- FIG. 1 shows a multimedia subsystem in accordance with an embodiment
- FIG. 2 shows a method for the generation of game replay multimedia in accordance with an embodiment
- FIG. 3 shows a perspective view of gameplay apparatus in accordance with an exemplary embodiment
- FIG. 4 shows a side elevation view of the gameplay apparatus in accordance with an exemplary embodiment
- FIGS. 5-12 show exemplary configurations of replica stadium lights of the gameplay apparatus in accordance with various embodiments
- FIG. 13 shows a side internal elevation view of the gameplay apparatus in accordance with an embodiment
- FIGS. 14-15 show exemplary automatic and manually directionally controlled ball reintroduction apparatus in accordance with an embodiment
- FIGS. 16-18 show an exemplary actuated corner kick figurine apparatus in accordance with an embodiment
- FIG. 20 shows a side perspective view of gameplay apparatus in accordance with an embodiment
- FIGS. 21-22 show exemplary control rod configurations in accordance with an embodiment
- FIGS. 23-24 show side elevation views illustrating differing display device configurations in accordance with embodiments
- FIGS. 25-28 show various gameplay surface undulations in accordance with an embodiment
- FIGS. 29-33 show various ball manipulation configurations for displacing the ball from playing field dead spots.
- FIG. 34 shows an exemplary control rod arrangement in accordance with an embodiment.
- FIG. 1 shows a multimedia subsystem 100 comprising a multimedia processor 101 for processing digital data.
- the multimedia processor 101 may comprise a central processing unit (CPU), graphical processing unit (GPU) or a combination of both.
- CPU central processing unit
- GPU graphical processing unit
- a memory device 114 In operable communication with the multimedia processor 101 across a system bus is a memory device 114 .
- the memory device 114 is configured for storing digital data, including computer program code and associated data. As such, in use, the multimedia processor 101 fetches computer code instructions and associated data from the memory device 114 for execution.
- the computer code instructions may be divided into computer code instructions modules which, in the embodiment shown in FIG. 1 , have been divided into a visual media capture controller 110 for capturing visual media 109 , gameplay monitor controller 112 for monitoring gameplay including in accordance with sensor data received from a plurality of gameplay sensors 102 and software sensors.
- the gameplay monitor controller 112 may be further configured for maintaining and updating game statistics 111 .
- the computer code instructions may comprise a multimedia replay controller 113 configured for generating replay multimedia utilising recorded visual media data 109 .
- the compilation of the replay multimedia may include the inclusion of ads 116 and utilisation of various multimedia processing effects 115 .
- the multimedia processor 101 may be further operably coupled to a plurality of gameplay sensors 102 .
- the gameplay sensors 102 include ball position sensors which may be configured for at least detecting a goal score gameplay event.
- the multimedia system 100 may comprise a plurality of image sensors 102 , such as charged couple devices (CCD) camera devices, for recording image and/or video in operable communication with the multimedia processor 101 .
- the multimedia processor 101 is configured for capturing gameplay visual media data 109 using the image sensors 102 for storage as visual media data 109 within the memory device 114 .
- the system 100 may implement “soft” sensors wherein, for example, the multimedia processor 101 implements image and/or video analysis techniques to identify various gameplay events from image or video visual media 109 recorded by the image sensors 102 .
- the multimedia subsystem 100 may comprise at least one display device 103 .
- the multimedia replay controller 113 may be configured for playing out replay multimedia utilising the at least one display device 103 .
- the display devices 103 may comprise in-apparatus displays (such as LED/LCD, projector type display devices or the like) or ex-apparatus displays (such as those presented on a nearby wall mounted television panel, smart phone device 115 or the like).
- a touch controller 104 may be overlaid the display device 103 so as to be able to receive user interaction gestures for the control of the multimedia subsystem 100 .
- the multimedia subsystem 100 may further comprise data network connectivity, including such which may be provided by way of a wireless processor 105 (such as Wi-Fi, Bluetooth, near field communication (NFC) or the like) for communication with computer peripheral devices, such as mobile communication devices 115 , servers 118 , 119 or the like.
- a wireless processor 105 such as Wi-Fi, Bluetooth, near field communication (NFC) or the like
- computer peripheral devices such as mobile communication devices 115 , servers 118 , 119 or the like.
- the multimedia subsystem 100 may comprise a power controller 106 for performing various power management functionality for the subsystem 100 .
- gameplay data and multimedia may be recorded by the server 118 .
- a further auxiliary server 119 may be employed which is in operable communication with the server 118 .
- the server 118 may be on-premises and the auxiliary server 119 cloud-based such that each multimedia subsystem 100 and associated server 118 is uniquely registered with the auxiliary server 119 .
- the auxiliary server 119 can provide web access for players at venues to communicate with the auxiliary server 119 using their respective mobile communication devices 115 .
- FIG. 2 there is shown exemplary methodology 200 for display of game replay multimedia.
- the method includes recording visual media data 201 utilising the plurality of image sensors 102 .
- the method may include monitoring gameplay 202 utilising the gameplay sensors 117 , including the utilisation of both hardware and software gameplay sensors. Additionally, in embodiments, recording of the visual media data may include player facial tracking 203 so as to be able to record player facial expression visual media data.
- the method 200 may further comprise the detecting of a gameplay event 204 in accordance with the sensor data received from the gameplay sensors 117 .
- Gameplay events may correlate directly with a sensor output, such as a ball passing through a goal, or alternatively in accordance with a series of rules 205 .
- the method 200 may comprise machine learning 205 for the detection of certain gameplay events.
- the method 200 may comprise the updating of gameplay statistics 206 , such as gameplay scores.
- the method 200 further comprises the identification and the extraction of gameplay visual media data 207 from the recorded visual media data 201 .
- the method comprises the generation of game replay multimedia 208 in accordance with the extracted visual media data.
- the generation of the game replay multimedia may include the enhancement thereof utilising ads data 116 and/or visual media effects 115 .
- the generated game replay multimedia may then be displayed 209 utilising the display device(s) 103 .
- FIG. 3 there is shown an exemplary miniaturised stadium type gameplay apparatus 300 in accordance with an embodiment.
- the multimedia subsystem 100 may be utilised for enhancing the gameplay using the apparatus 300 so as to emulate a real-world stadium environment.
- the apparatus 300 comprises a play arena 301 actuators 302 controlled by at least two opposing players to direct a ball 303 into opposing goals 304 .
- the gameplay apparatus 300 takes the form of a foosball gameplay apparatus and therefore the actuators 302 comprise rotatable displacement control rods 305 having opposing player figurines 306 spaced there along which may be gripped by handles 307 for manipulating the figurines 306 to kick the ball 303 to the opposing goal 304 .
- the gameplay apparatus 300 may comprise a base 308 so as to stand on the floor and to support the play arena 301 at a suitable elevation. As such, opposing players, or pairs of opposing players may stand opposite the gameplay arena 301 and control the control rods 305 to attempt to play the ball 303 into the opposing goal 304 .
- the apparatus 300 may further comprise an upper 309 comprising a generally flat peripheral surface 310 upon which drinks may be rested. Furthermore, below the upper deck 309 may present lateral planar edging 311 through which the distal ends of the control rods 305 protrude.
- the apparatus 300 may further comprise a transparent covering 312 which may be flat or dome-shaped to enclose the play arena 301 to prevent tampering with the ball 303 and the like.
- a transparent covering 312 which may be flat or dome-shaped to enclose the play arena 301 to prevent tampering with the ball 303 and the like.
- the apparatus 300 may comprise replica stadium light towers 313 extending upwardly from apertures 314 in the upper surface 310 of the deck 309 .
- each replica stadium light tower 313 may comprise a generally elongate stem 315 terminating at an upper end thereof in a widened head 316 .
- Each replica stadium light tower 313 may comprise a plurality of lights 317 , such as LEDs or the like to illuminate the play arena 301 .
- the replica stadium light tower 313 may comprise a digital display device 103 mounted thereon.
- the display device 103 is mounted on the replica stadium light tower 313 to face the gameplay arena 301 but, in embodiments, the display device 103 may be located on a back surface of the replica stadium light tower 313 .
- each replica stadium light tower 313 may comprise an audio speaker device 318 for playing out audio including game replay multimedia audio and furthermore, an image sensor camera 102 .
- the audio speaker devices 318 and image sensor camera 102 may face towards or away from the gameplay arena 301 .
- the image sensor camera 102 may be orientated towards the gameplay arena 301 so as to capture a bird's eye view of the gameplay within the arena 301 .
- the image sensor camera 102 may be orientated towards the opposing player including for being able to capture facial expressions of the player.
- image sensor cameras 102 may also be located within or adjacent the gameplay arena 301 under the covering 312 as is shown. In embodiments, such in-arena image sensor cameras 102 may be located within a media box replica so as to emulate the real-world game environment.
- the gameplay arena 301 may further comprise a ball inlet 319 for the introduction of a ball 303 into the play arena 301 .
- FIG. 2 there is shown a side elevation view of the gameplay apparatus 300 further illustrating the configurations of the apparatus 300 in accordance with an embodiment.
- FIG. 4 illustrates the vertical extent of the replica stadium light towers 313 and of the dome 312 . Furthermore, the side elevation view of FIG. 4 shows the stadium seating profile 320 further replicating a real stadium.
- the apparatus 300 may be located on castor wheels 321 for manoeuvrability.
- FIGS. 5-8 there is shown the replica stadium light towers 313 in further detail in accordance with an embodiment. Specifically, FIGS. 5-6 show an embodiment of the replica stadium light tower 313 wherein the replica stadium light tower 313 comprises at least one display device 103 .
- FIG. 5 shows a front elevation view
- FIG. 6 shows a side elevation view of the replica stadium light tower 313 .
- the replica stadium light tower 313 comprising the digital display device 103 on both front and rear surfaces of the replica stadium light tower 313 .
- the front display device 103 may be viewed by the player standing across the play area 301 from the stadium light tower 313 and the rearward display device 103 may be viewed by players and/or spectator standing behind the stadium light tower 313 .
- the multimedia replay controller 113 may determine the most appropriate display 103 and/or speakers 318 of the play out of such replay multimedia wherein, for example, appropriate replay multimedia may be generated to face the goal score player during a goal score event.
- the head 316 of the stadium light tower 313 may be substantially wedge-shaped and tapering towards the stem 315 or as in FIG. 8 , the head 316 may be angled to the stem 315
- FIGS. 5-6 further show the potential locations for the audio speaker 318 and image sensor camera 102 .
- FIGS. 7-8 show a further embodiment wherein, as opposed to the stadium light tower 313 comprising the digital display device 103 , the stadium light tower 313 comprises lighting, such as by way of an LED matrix comprising a plurality of LEDs 317 for illuminating the play arena 301 .
- a combination of stadium light towers 313 comprising both display devices 103 and lighting 317 may be provided wherein, for example, in one embodiment, four stadium light towers 313 may be deployed around the play arena 301 wherein a diagonal pair comprises lighting and wherein the other diagonal pair comprises the display devices 103 .
- FIGS. 9-12 show a further embodiment of the stadium light tower 313 of differing configurations.
- the head 316 of the stadium light tower 313 has a wider cross-section as opposed to those given in FIGS. 5-8 .
- the speaker devices 318 may be located on side surfaces of the stadium light tower heads 316 and furthermore, the image sensor 102 may be located at one corner of the head 316 is shown in FIGS. 9 and 11 .
- FIG. 13 further shows an interior elevation view of the play arena 301 .
- the play arena 301 is configured so as to replicate as far as is possible a real stadium environment.
- the interior of the play arena 301 comprises player seating stands 322 arranged around the periphery of the playing surface 323 .
- various in-stadium image sensors 102 are also shown, these in-stadium image sensor cameras 102 being orientated towards the playing surface 323 and surrounds so as to be able to record visual media data of the gameplay itself.
- the gameplay arena 301 may further comprise the display device which, in various embodiments, may take the form of a digital display device screen 324 , such as an LED, LCD digital display screen or the like or alternatively a projector device 325 , all of which may project the game replay multimedia (or a live crowd) on the opposing stadium seating 322 .
- a digital display device screen 324 such as an LED, LCD digital display screen or the like
- a projector device 325 all of which may project the game replay multimedia (or a live crowd) on the opposing stadium seating 322 .
- FIG. 14-15 show embodiments of a ball reintroduction apparatus 325 wherein the ball is reintroduced via the ball entrance 319 of the playing surface 323 .
- FIG. 14 shows an electrically operated ball reintroduction apparatus 325 wherein the apparatus 325 comprises a chute 326 comprising a goal entrance 304 via which a ball 303 may enter the chute 326 during gameplay.
- the ball falls down from the goal entrance 304 into the chute 326 wherein the presence thereof may be detected via a ball presence sensor 328 , such as a beam interruption sensor or the like to detect the ball passing thereby.
- each opposing chute 326 comprises a separate ball position sensor 328 and, in this manner, respective player goal score events may be detected.
- the ball 303 comes to rest at the lowermost point of the chute 326 atop an electronic actuator 329 such as an electronic solenoid configured to propel the ball 303 back onto the playing surface 323 via the ball entrance 319 .
- an electronic actuator 329 such as an electronic solenoid configured to propel the ball 303 back onto the playing surface 323 via the ball entrance 319 .
- Located above the electronic actuator 329 is another sensor 328 that when the sensor 328 senses the ball 303 , the sensor 328 automatically starts the countdown to correspondence with the computer's selected multimedia function so as to relaunch the ball immediately the function has completed.
- the shoot 326 comprises diagonally offset reintroduction chute portions 330 to selectively reintroduce the ball 303 at differing angles depending on the goal entrance 304 .
- a goal score is subsequently able to receive a ball kick to emulate the real-world practice.
- the ball reintroduction apparatus 325 of FIG. 15 represents a manually operated apparatus 325 wherein the ball reintroduction actuators comprise a coiled spring 331 against which an actuator head 332 is pulled via cable 333 and player handle 334 , such that when released, causes the head 332 to act on the ball 303 to propel the ball 303 via the ball reintroduction shoot portion 330 .
- FIGS. 16-18 so an embodiment of an in-gameplay arena ball actuator 335 emulating a corner kick wherein, as can be seen, the in-gameplay arena ball actuator 335 comprises a figurine 336 pivotally coupled within a bracket 337 such that the feet thereof may perform a kicking action to act on the ball 303 .
- the actuator 335 may comprise a sensor 102 to detect a ball contacting the feet 338 of the figurine 336 and a mechanical actuator 340 to act on the feet 338 of the figurine 336 to then kick the ball away.
- the sensor 102 comprises an electric contact switch which selectively powers a solenoid to propel a spring return rod 341 into the rear of the feet 338 of the figurine 336 .
- FIG. 18 shows a side view of the solenoid actuator arrangement in further detail.
- the multimedia processor 101 may receive sensor data from sensor 102 and furthermore, control the actuation of the mechanical actuator 340 .
- FIG. 20 shows a further configuration of the apparatus 300 in accordance with a further embodiment.
- each of the base 308 and deck 310 is substantially oval in cross section and oppositely frustoconical in profile.
- the deck 310 similarly defines an interior substantially oval and frustoconical gameplay arena periphery 342 bounding the playing surface 323 .
- the periphery 342 may further comprise various ball position sensors 102 and the goal entrances 304 .
- the side planar sections 311 may be recessed within the deck 309 such that the control rods 305 do not extend substantially beyond the outer periphery of the deck 309 , so as to reduce or eliminate obstructive hazards from extended control rods 305 .
- FIGS. 21-22 show a controller rod arrangement 343 in accordance with an embodiment.
- each control rod 305 is supported by opposing bearings 344 secured to parallel vertical walls 366 having the figurine 306 therebetween.
- the control rods 305 are able to rotate and be displaced sideways within the bearings 344 so as to allow the figurine 360 move sideways and to kick.
- the distal end of the control rod 305 comprises a travel limiter annulus 345 which alternately contacts the end stop 346 or distal bearing 344 to control the lateral travel extent of the figurine 306 .
- a compression spring 367 may be utilised between the annulus 345 and the distal bearing 344 for cushioning.
- the arrangement 343 is further characterised in comprising a pair of proximal bearings 344 located on one side of the figurine 306 towards the handle 307 .
- the dual proximal bearings 344 support the control rods 305 so as to prevent bending thereof when torsional forces are applied to the handle 307 .
- the controller rod 305 as is substantially shown in FIG. 22 may comprise a hollow section 347 which allows the controller rod 305 to be more lightweight and utilise less material on account of the control rod 305 requiring less rigidity on account of the stabilising effects of the dual proximal bearings 344 .
- the apparatus 300 may comprise control rod 305 retractor actuators to retract the control rods 305 when the apparatus 300 is not in use.
- the control rods 305 when initiating gameplay, the control rods 305 may be released so as to be freely movable by the players but, wherein, post gameplay, the control rods 305 are retracted including for reasons for not protruding from the deck 309 thereby reducing obstructions.
- the retractor actuators may utilise electromagnets for the purposes of retracting the control rods 305 .
- FIGS. 23-24 show further embodiments especially of the display devices 103 .
- the display 103 may be located on the exterior periphery of a display annulus located atop the protective dome 312 or attached and hanging from the ceiling above.
- Integer 348 may include the lighting 317 , image capture devices 102 and projector devices 325 .
- the lighting 317 may be mounted on a central platform located atop the protective dome 312 .
- the central platform 349 may further hold the image capture devices 102 and projector devices 325 .
- FIGS. 25-26 show top views of the playing surface 323 wherein the playing surface 323 comprises undulations 350 so as to introduced variability during gameplay and prevent the ball resting within gameplay dead spots between the figurines 306 .
- the undulations of the gameplay surface 323 have generally orthogonal boundaries going in multiple directions so as to partition the undulations substantially into rectangles.
- the boundaries between the undulations may be configured to bias the ball 303 away from dead spots between figurines 306 .
- FIG. 26 shows more randomised undulations of the playing surface 323 wherein the undulations have curved boundaries as opposed to the orthogonal boundaries as a substantially shown in FIG. 25 .
- FIGS. 27-28 show side elevation views of the undulations of the playing surface 323 .
- FIG. 27 shows the vertical extent of the undulations 350 with respect to the ball 303 .
- the sideways or front/rear profiles of the undulations 350 may also be configured to control the variability or characteristics of the ball 303 trajectory.
- adjacent ball 303 is an undulation comprising a ball launch 351 being concave such that, when the ball 303 travels there along from left to right given the orientation in FIG. 27 , the ball 303 is launched into the air.
- such undulation 350 may be provided near the centre line or towards the goalposts of the playing arena 301 such that a ball struck therealong may be launched into the air.
- the undulations may have a lowermost point 351 and a higher most point 350 reaching substantially to approximately one third of the height of the ball 303 .
- the undulations of the playing surface 323 may transition in a curvature 352 so as to meet the lateral inner edging 353 of the playing arena 301 .
- FIGS. 29-32 show various mechanisms for manipulating the position of the ball 303 including for reasons of preventing the ball 303 from resting within dead spots between the figurines 306 causing interruption of gameplay.
- the manipulation of the ball 303 may include manipulation initiated by the multimedia processor 101 when detecting various gameplay events, including ball stall gameplay events.
- the multimedia processor 101 may perform video analysis of video visual media 109 of the play arena 325 to detect a ball stall event wherein the ball comes to rest for a period of time. As such, during such ball stall events, the multimedia processor 101 may initiate manipulation to displace the ball to continue gameplay.
- FIG. 29 shows the playing surface 323 comprising dead spot areas 354 unreachable by the figurines 306 . As such, should the ball 303 come to rest within the dead spot areas 354 , gameplay may be interrupted.
- the apparatus 300 comprises electromagnets located under the edge spot areas 354 and wherein the ball 303 comprises a magnetic or metallic centre 355 .
- the apparatus 300 comprises electromagnets located under the edge spot areas 354 and wherein the ball 303 comprises a magnetic or metallic centre 355 .
- energising the electromagnets under the dead spot areas 354 would repel the core 355 of the ball 303 and therefore the ball 303 itself away from the dead spot area 354 .
- the core 355 of the ball 303 may be offcentered such that the repulsion of the ball 303 is randomised so as to be unpredictable and not specifically favour either player.
- the arena 301 may comprise a plurality of ball dead spots sensors 356 located between the figurine's 306 control rods 305 .
- the ball dead spots sensors 356 comprise a reflector or receiver at an opposite side of the playing surface 323 . As such, each ball dead spot sensor 356 is able to detect the ball coming to arrest at the various potential dead spot locations between the figurines 306 .
- FIG. 30 further shows an embodiment wherein, as opposed to utilising electromagnets as was described with reference to FIG. 29 , the ball manipulation may comprise the utilisation of air jets 357 configured to automatically introduce a blast of pressurised air from apertures arranged along the dead spot areas. As such, the blast of air is able to displace the ball 303 from the ball then spot area.
- the air jets 357 may also manually comprise a compressed air source switch 358 and actuated valve 359 for selectively blasting a jet of air via the air jets 357 .
- FIG. 31 shows a side elevation view of the ball displacement arrangement showing the locations of the air jets 357 beneath the playing surface 323 .
- FIG. 32 shows a further embodiment wherein the playing surface 323 is able to rock about a pivot pint 360 so as to displace a ball having come to rest.
- the pivoting of the playing surface 323 may be electronically actuated wherein, for example, an electronic actuator comprising an electromagnetic 361 or the like may displace the playing surface 323 so as to cause the playing surface 323 to pivot about the pivot point 360 to displace the ball 303 .
- FIG. 33 shows a further embodiment wherein the pivoting of the playing surface 323 is manually controlled wherein the embodiment comprises a lever pivoting about fulcrum 363 and having a distal handle 364 protruding through handle slot 365 .
- the handle 364 when the handle 364 is displaced upwardly, the distal end of the lever 362 transitions downwardly so as to pull the associated edge of the playing surface 323 downwardly.
- the position of the handle 364 may be reset utilising tension spring 366 .
- FIG. 34 shows a top plan view of the playing arena 301 showing an exemplary control rod 305 layout.
- the layout comprises 8 control rods which are able to be played by single or a pair of opposing players.
- the control rods 305 are sequentially numbered from 1-8 from left to right given the orientation of FIG. 34 , a first player a first team may play defence by controlling control rods 1-2 and a second player of the first team may play offence by controlling control rods 4-6.
- control rod arrangement is exemplary only and that modifications may be made thereto within the purposive scope of the embodiments described herein.
- control rods 35 may be coloured similar to that of the playing surface so as to be less visually distracting during gameplay.
- the control rods 35 may be coloured green to match a green coloured playing surface.
- a player may download a software application “app” from a software application store (such as the Apple App Store or the like) to the player's mobile communication device 115 , which may take the form of a smartphone device.
- a software application store such as the Apple App Store or the like
- the app may register the player with servers 118 or 119 utilising the mobile number of the smart phone device as an identifier. Having registered with the servers 118 or 119 , the user is able to input various player information, payment credential information and record various game outcome statistics when playing the apparatus 300 .
- the app may receive notification, including push notifications from the servers 118 or 119 . Furthermore, the app may monitor the location of the mobile communication device 115 so as to be able to detect the proximity of the mobile communication device 115 to the gameplay apparatus 300 so as to be able to send push notifications to the mobile communication device 115 indicative of the presence of the gameplay apparatus 300 , provide advertising for the associated venue or the like.
- the multimedia subsystem 100 may comprise short range communication functionality, such as Bluetooth, NFC functionality or the like allowing the multimedia subsystem 100 to communicate directly with the mobile communication device 115 within range.
- the player may utilise the mobile communication device 115 for making payment for gameplay.
- payment may be made in the usual coin-operated manner.
- the player may utilise the mobile communication device 115 for reserving places in a gameplay queue.
- the mobile communication device 115 may send a reminder push notification to the mobile communication device 115 .
- the player is able to play the apparatus 300 utilising the control rods 305 .
- the player is playing a single opponent.
- the gameplay monitor controller 112 resets the game statistics 111 , including the game score and gameplay duration.
- the ball introduction apparatus 325 introduces a ball 303 via the ball input 319 onto the gameplay surface 323 and wherein each player controls the control rods 305 to attempt to score a goal in the opposing goal entrance 304 .
- the visual media capture controller 111 is recording gameplay visual media data from the image sensors 102 .
- in-arena image sensors 102 may record gameplay visual media data
- exterior image sensors 102 may record visual media data of the players themselves and/or the surrounds of the arena 300 .
- the multimedia subsystem 100 may utilise face tracking so as to be able to focus on or zoom in on and capture visual media data of the players faces so as to be able to subsequently generate game replay multimedia comprising the player's facial expressions.
- various gameplay statistics 111 may be displayed on the display device 103 , such as the game scores, time remaining and the like.
- the display devices 103 and audio speakers 318 may be configured for emulating a real crowd environment.
- the display devices may display realistic looking crowds on the stadium seating 322 . Such may be achieved by video recording a real crowd, de-identifying the person's thereon and displaying such video recording via the flat panel display device 324 or projector device 325 on the stadium seating 322 .
- camera flash emulators may be employed wherein the stadium seating 322 or game arena 301 surrounds comprise a plurality of high-intensity LED devices configured to emulate real-world camera flashes.
- Such camera flashes a be further controlled by the multimedia processor 101 in accordance with the various gameplay events and wherein camera flash frequency increases as the ball 303 (as may be detected by a software implement ball position sensor) nears a goal 304 or alternatively, immediately after a goal score event.
- the speaker devices 318 may play out crowd noises, such as crowd chanting, crowd cheering and the like.
- crowd emulation may be controlled by the multimedia processor 101 to reacts to various gameplay events, such as goal score events.
- the multimedia processor 101 may be configured for adjusting the crowd emulation play out so as to replicate, for example, the virtual spectators standing up, shouting louder, clapping, chanting and the like.
- the virtual crowd may be divided into opposing teams such that the players supporting crowd cheers to favour achievements of the player accordingly.
- text-to-speech and associated audio processing may be utilised to cause the virtual crowd to chant the players name, players team name or the like.
- the gameplay sensors 117 record various gameplay events.
- the gameplay sensors 117 may comprise goal score sensors 328 located within the ball reintroduction chute 326 so as to be able to detect goal scores.
- gameplay events may have a direct correlation to gameplay sensor data wherein, for example, a goal is detected via an output from a ball chute sensor 328 .
- field side sensors may detect the position of the ball 303 close to an opponent's goalpost such that an imminent goal score event may be detected by the multimedia processor 101 so as to, for example, allow the multimedia processor 101 to enliven the appropriate players virtual crowd.
- gameplay sensors need not necessarily be limited to physical/mechanical/electromechanical gameplay sensors and may, in embodiments, include video processing modules.
- the gameplay monitor controller 112 may comprise one or more image/video analysis modules including image analysis gameplay sensor modules.
- image/video processing modules may perform image analysis, such as colourmetric analysis to visually detect the position of the ball on the playing surface 323 .
- Colorimetric analysis may involve discerning differences in colour between the ball (such as white) and the playing surface 323 which may be green.
- the gameplay sensors 102 may comprise a combination of hardware and software gameplay sensors.
- the gameplay sensors 102 may also detect gameplay events in accordance with the positions and rotational orientations of the control rods 305 .
- a high rate of rotation of control rod 305 may be indicative of a hard kick.
- sensors 102 may be provided on the feet of the figurine 306 so as to be able to detect ball 303 contact events by the figurines 306 .
- the gameplay sensors 103 may detect player gameplay events such as wherein, for example, facial analysis is utilised to detect the facial expressions of the associated players or microphones are utilised to record verbal output of the players so as to be able to detect emotional states of the players so as to be able to manipulate the displayed information accordingly.
- the multimedia subsystem 100 utilising audio data received via such microphones, the multimedia subsystem 100 by dynamically adjust the playing out of crowd noises via the speaker devices 318 so as to be suited for the actual dynamic background noise.
- the multimedia subsystem 100 may dynamically adjust the volume of audio played out in accordance with gameplay frequency. In other words, the more frequent the gameplay, such as during busy times, the greater the volume and, conversely, less during less busy times.
- gameplay events may be configured in accordance with hierarchical rules wherein, for example, an “underdog about to score” gameplay event is stipulated by the rule stipulating that such event is to be detected for a player having a lower score but a ball position close towards the opponent's goals.
- a rules-based gameplay event detection may include a “about to score near the end of a match” gameplay event wherein such a rules-based approach takes into account the remaining time of gameplay such that the multimedia processor 101 is, for example, able to control the virtual crowd to cheer more wildly, or to display more impetuous information via the display devices 103 accordingly.
- the multimedia processor 101 is able to detect various and varied gameplay events.
- the multimedia processor 101 may implement machine learning so as to be able to detect dynamic gameplay events. For example, the multimedia processor 101 may monitor verbal output of a player and detect a correlation to a ball position indicative of a level of excitement of a player when the player positions the ball towards an opponent's goal. As such, by having detected such a correlation, the multimedia processor 101 is able to display appropriate data via the display devices 103 such as by appropriately enlivening the crowd, displaying appropriate information via the display devices 103 or the like.
- the machine learning may identify various player figurine 306 sequences likely to result in a goal score event wherein, for example, a player may utilise a pair of control rod 305 in a particular manner to set up a goal wherein, when subsequently detecting such a gameplay sequence, the machine learning is able to anticipate a goal score event.
- the multimedia processor 103 is configured for generating gameplay replay multimedia which is displayed via the display devices 103 .
- the multimedia processor 103 is configured for extracting a segment of the visual media data from the memory device 103 for utilisation for generating the game replay multimedia.
- visual media data described herein includes both video and image data and therefore the generation of game replay multimedia comprise the generation of gameplay multimedia comprising both video and static images replay multimedia.
- the multimedia processor 103 is configured for extracting captured gameplay visual media data preceding the detection of the gameplay event.
- the multimedia processor 101 may extract recorded gameplay visual media of the player figurines 306 , ball position, players facial expressions or the like immediately prior to goal score event.
- the players facial expression and a slow motion replay of the ball entering the goal 304 may be displayed by the display 103 .
- the display devices 103 comprise wall mounted flat panel television display devices adjacent the arena 300 . As such, on such adjacent displays, such information may be displayed.
- the multimedia replay controller 113 may select a subset of display devices 103 almost optimal display device 103 for the replay of the replay multimedia. For example, a goal score event of a player may be replayed using display devices 103 facing the player.
- the multimedia replay controller 113 may display differing replay multimedia using differing display devices 103 to differing players. For example, when a player scores a goal, the display devices 103 facing the player may display replay multimedia comprising text overlays such as “well done” whereas display devices 103 facing the opposing player may replay multimedia comprising text overlays such as “bad luck”.
- the multimedia replay controller 113 may employ other multimedia affects such as video and/or image superimposition and text overlay effects.
- the text overlay effects may be selected in accordance with the type of gameplay event/gameplay event sequence detected by the gameplay monitor controller 112 such as “goal”, “hat trick” and the like. Advertiser branding may be overlaid in this way also.
- replay multimedia may be displayed via display devices 103 located on or in the arena 300 , such as those display devices on the stadium seating 322 or within the replica stadium lighting 313 .
- the multimedia replay controller 116 may augment the replay multimedia with and multimedia selected from the ad multimedia database 116 .
- the multimedia replay controller 116 is configured for selecting ads according to at least one of player demographic, gameplay event type and gameplay statistic.
- the multimedia replay controller 114 may display differing ads dependent on the particular type of gameplay event.
- the multimedia replay controller 114 may display an ad or ad category for a goal score gameplay event and another ad or ad category for a full-time gameplay event.
- the multimedia replay controller 116 may select ad multimedia depending on player demographic. For example, for underage players, the multimedia replay controller 116 would not replay alcohol-related adverts.
- the multimedia replay controller 116 may further select ad multimedia depending on gameplay statistics such as game scores.
- the multimedia processor 101 is configured for intelligently determining the most appropriate/optimal segment of recorded gameplay visual media for replay.
- the multimedia compiler controller 113 may utilise a facial expression detection algorithm to detect when the appropriate player smiles so as to be able to isolate such for replay.
- a facial expression detection algorithm may further involve cropping a subregion of the image/video comprising on the user's face.
- the multimedia compiler 113 may analyse ball position footage so as to be able to identify a pre-goalscoring gameplay sequence for replay, such as three figurines 306 having acted in unison to set up a goal wherein the multimedia compiler 113 may further transition between various camera feeds for generating such game replay reanimation.
- a pre-goalscoring gameplay sequence for replay such as three figurines 306 having acted in unison to set up a goal
- the multimedia compiler 113 may further transition between various camera feeds for generating such game replay reanimation.
- such ball position game replay multimedia reanimation may comprise the multimedia processor 101 identifying the number of figurines 306 of the player sequentially acting on the ball 303 prior a gameplay event so as to be able to select appropriate recorded gameplay visual media correlating to such sequence for replay.
- Such compilation may include the multimedia processor 101 selecting the gameplay visual media data having the most appropriate vantage point of the ball prior the score gameplay event.
- the gameplay statistics 101 may be updated and, in embodiments, sent via the multimedia subsystem 100 for recordal by the server 118 .
- the player's gameplay statistics may be recorded by the server 118 and updated as time goes by. As such, at any time, the player is able to retrieve the previous game outcome statistics from the server 118 .
- the system 100 is configured for disseminating gameplay results data to various platforms wherein, for example, in one embodiment, a player's game outcome may be posted to the players social profile. Such posting may include the resultant gameplay statistic but also the game replay multimedia, or a subset thereof, including static imagery.
- the server 118 is able to match players having same or similar game outcome gameplay statistics such that when, for example, the multimedia subsystem 100 recommends a challenge by way of push notifications to the respective mobile communication devices 115 of two similarly skilled players coincidently being at the same venue.
- the system 100 may be configured so as to allow a player to play against the multimedia processor 101 wherein, for example, the system 100 comprises control rod actuators so as to be able to control opposing control rods 305 .
- the multimedia processor 101 utilising ball position sensing image analysis technique and the like is able to detect the location of the ball 303 within the playing surface 305 so as to be able to control the lateral offset and rotation of the figurines 306 so as to be able to play against the player.
- control of the control rods 305 by the multimedia processor 101 may allow for remote gaming capability wherein two players in geographically separate locations are able to play against each other.
- control of the control rods 305 by the multimedia processor 101 may allow the player to control the control rods 305 remotely utilising the mobile communication device 105 utilising appropriate on-screen gestures.
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Abstract
There is provided herein a stadium type gameplay system enhanced with a multimedia subsystem configured for various tasks including emulating a real-world stadium environment. Specifically, the multimedia subsystem comprises a multimedia processor which is configured for recording visual media data from a plurality of image sensors and detecting gameplay events utilising a plurality of hardware and/or software gameplay sensors. As such, in this way, when detecting various gameplay events, the multimedia processor is configured for displaying game replay multimedia utilising a plurality of visual media display devices. The multimedia processor is further configured for performing other autonomous actions when detecting various gameplay events.
Description
- This invention relates generally to replica stadium-type gameplay apparatus such as foosball-type gameplay apparatus. More particularly, this invention relates to multimedia enhancements for such stadium-type gameplay apparatus.
- Miniaturised stadium-type gameplay apparatus are known in the art including that which is disclosed by U.S. Pat. No. 8,302,965 B2 in the name of the present Applicant, the entire contents of which are incorporated herein by reference.
- However, further enhancements are desirous for such existing gameplay apparatus, including for emulating, substantially as far as is possible, a real world stadium type environment so as to increase player enjoyment and participation.
- The present invention seeks to provide a stadium-type gameplay system, which will improve prior art gameplay apparatus, or to at least provide an alternative.
- It is to be understood that, if any prior art information is referred to herein, such reference does not constitute an admission that the information forms part of the common general knowledge in the art.
- There is provided herein a stadium type gameplay system enhanced with a multimedia subsystem configured for various tasks including emulating a real world stadium environment. Specifically, the multimedia subsystem comprises a multimedia processor which is configured for recording visual media data from a plurality of image sensors and detecting gameplay events utilising a plurality of hardware and/or software gameplay sensors.
- As such, in this way, when detecting various gameplay events, the multimedia processor is configured for displaying game replay multimedia utilising a plurality of visual media display devices. The multimedia processor is further configured for performing other autonomous actions when detecting various gameplay events.
- In accordance with one embodiment, there is provided a stadium-type gameplay system comprising gameplay apparatus comprising a play arena and actuators manipulatable by at least two opposing players to direct a ball into opposing goals, wherein the system comprises: a multimedia subsystem comprising: a multimedia processor; a memory device operably coupled to the multimedia processor a plurality of visual media data capture image sensors operably coupled to the multimedia processor, wherein, during gameplay, the multimedia processor is configured for recording gameplay visual media data captured by the cameras using the memory device; and a plurality of gameplay sensors, including ball position sensors, in operable communication with the multimedia processor, the multimedia processor configured for detecting at least one gameplay event including a goal score gameplay event, the goal score gameplay event detected using the ball position sensors; and at least one visual media display device in operable communication with the multimedia processor; wherein, when detecting the goal score gameplay event, the multimedia processor is configured for extracting a segment of the visual media data from the memory device; and generating game replay multimedia using the visual media data; and playing out the game replay multimedia using the at least one visual media display device.
- The plurality of gameplay sensors may comprise at least one of hardware and software gameplay sensors.
- The software gameplay sensors may comprise image analysis gameplay sensor software modules.
- The image analysis gameplay sensor software modules may comprise ball position analysis modules.
- Extracting a segment of the visual media data from the memory device may comprise identifying an optimal segment for the game replay multimedia.
- Selecting the optimal segment may comprise performing facial detection image analysis of the visual media data and selecting the optimal segment as comprising a detected face.
- Selecting an optimal segment may comprise image processing to select a subregion of the visual media data comprising the detected face.
- Selecting an optimal segment may comprise performing facial expression image analysis and selecting a segment of the visual media data having a detected type of facial expression.
- Identifying the optimal segment may comprise ball position sensing and selecting the optimal segment in accordance with ball position.
- Generating the game replay multimedia may comprise implementing at least one multimedia effect.
- The at least one multimedia effect may comprise at least one of slow motion, video superimposition and text overlay effects.
- Video superimposition may comprise selection of ad video data from an ad video database.
- Selection of ad video data may comprise selection of the ad video data in accordance with at least one of player demographic, gameplay event type and gameplay statistic.
- Text overlay may comprise at least one of ad text and game statistic text overlay.
- The at least one visual media display device may be a plurality of visual media display devices and wherein playing out the game replay multimedia may comprise selecting one of the plurality of visual media display devices for the playout of the game replay multimedia.
- Selecting one of the plurality of visual media display devices may comprise selecting one of the plurality of visual media display devices in accordance with at least one of a gameplay event type, player position and gameplay statistic.
- The system may further may comprise playing out a virtual crowd animation using the at least one visual media display device.
- Playing out a virtual crowd animation may comprise controlling the virtual crowd animation in accordance with a gameplay event type.
- Virtual crowd animation with audio may comprise standing, cheering, clapping, holding up signs/banners, camera flash and chanting animations and sounds.
- The least one gameplay event may comprise at least one of goal score, kick-off, ball retention and corner kick gameplay events.
- Detecting the at least one gameplay event may comprise detecting the at least one gameplay event in accordance with at least one of direct correlation to a sensor output, detection rules relating to a plurality of sensor outputs and machine learning.
- The multimedia processor may be configured for at least detecting a ball stall event using the ball position sensors and controlling a ball displacement actuator accordingly.
- Detecting a ball stall event may comprise image analysis of the visual media data to detect the ball stall event.
- The ball displacement actuator may comprise at least one of electromagnetic repulsion, gameplay surface tilting and air jet repulsion actuators.
- The apparatus may comprise replica stadium light towers extending upwardly from an upper deck of the apparatus and wherein the stadium light towers may comprise the at least one visual media display device.
- The system may be further configured for storing player profiles including gameplay statistics.
- The system may be further configured for detecting locations of mobile communication devices associated with the player profiles and sending push notifications to mobile communication devices in proximity of the gameplay apparatus.
- The system may be further configured for matching player profiles utilising gameplay statistics.
- The system may be further configured for detecting locations of mobile communication devices associated with matched player profiles and sending push notifications to the respective mobile communication devices when the respective mobile communication devices are both in proximity of the gameplay apparatus.
- Other aspects of the invention are also disclosed.
- Notwithstanding any other forms which may fall within the scope of the present invention, preferred embodiments of the disclosure will now be described, by way of example only, with reference to the accompanying drawings in which:
-
FIG. 1 shows a multimedia subsystem in accordance with an embodiment; -
FIG. 2 shows a method for the generation of game replay multimedia in accordance with an embodiment; -
FIG. 3 shows a perspective view of gameplay apparatus in accordance with an exemplary embodiment; -
FIG. 4 shows a side elevation view of the gameplay apparatus in accordance with an exemplary embodiment; -
FIGS. 5-12 show exemplary configurations of replica stadium lights of the gameplay apparatus in accordance with various embodiments; -
FIG. 13 shows a side internal elevation view of the gameplay apparatus in accordance with an embodiment; -
FIGS. 14-15 show exemplary automatic and manually directionally controlled ball reintroduction apparatus in accordance with an embodiment; -
FIGS. 16-18 show an exemplary actuated corner kick figurine apparatus in accordance with an embodiment; -
FIG. 20 shows a side perspective view of gameplay apparatus in accordance with an embodiment; -
FIGS. 21-22 show exemplary control rod configurations in accordance with an embodiment; -
FIGS. 23-24 show side elevation views illustrating differing display device configurations in accordance with embodiments; -
FIGS. 25-28 show various gameplay surface undulations in accordance with an embodiment; -
FIGS. 29-33 show various ball manipulation configurations for displacing the ball from playing field dead spots; and -
FIG. 34 shows an exemplary control rod arrangement in accordance with an embodiment. -
FIG. 1 shows amultimedia subsystem 100 comprising amultimedia processor 101 for processing digital data. Themultimedia processor 101 may comprise a central processing unit (CPU), graphical processing unit (GPU) or a combination of both. - In operable communication with the
multimedia processor 101 across a system bus is amemory device 114. Thememory device 114 is configured for storing digital data, including computer program code and associated data. As such, in use, themultimedia processor 101 fetches computer code instructions and associated data from thememory device 114 for execution. - In embodiments, the computer code instructions may be divided into computer code instructions modules which, in the embodiment shown in
FIG. 1 , have been divided into a visualmedia capture controller 110 for capturingvisual media 109,gameplay monitor controller 112 for monitoring gameplay including in accordance with sensor data received from a plurality ofgameplay sensors 102 and software sensors. Thegameplay monitor controller 112 may be further configured for maintaining and updatinggame statistics 111. - Furthermore, the computer code instructions may comprise a
multimedia replay controller 113 configured for generating replay multimedia utilising recordedvisual media data 109. The compilation of the replay multimedia may include the inclusion ofads 116 and utilisation of various multimedia processing effects 115. - As alluded to above, the
multimedia processor 101 may be further operably coupled to a plurality ofgameplay sensors 102. Thegameplay sensors 102 include ball position sensors which may be configured for at least detecting a goal score gameplay event. - Furthermore, the
multimedia system 100 may comprise a plurality ofimage sensors 102, such as charged couple devices (CCD) camera devices, for recording image and/or video in operable communication with themultimedia processor 101. As such, during gameplay, themultimedia processor 101 is configured for capturing gameplayvisual media data 109 using theimage sensors 102 for storage asvisual media data 109 within thememory device 114. In embodiments, thesystem 100 may implement “soft” sensors wherein, for example, themultimedia processor 101 implements image and/or video analysis techniques to identify various gameplay events from image or videovisual media 109 recorded by theimage sensors 102. - Furthermore, the
multimedia subsystem 100 may comprise at least onedisplay device 103. Upon detecting a gameplay event, themultimedia replay controller 113 may be configured for playing out replay multimedia utilising the at least onedisplay device 103. As will be described in further detail below, thedisplay devices 103 may comprise in-apparatus displays (such as LED/LCD, projector type display devices or the like) or ex-apparatus displays (such as those presented on a nearby wall mounted television panel,smart phone device 115 or the like). - In embodiments, a
touch controller 104 may be overlaid thedisplay device 103 so as to be able to receive user interaction gestures for the control of themultimedia subsystem 100. - Furthermore, the
multimedia subsystem 100 may further comprise data network connectivity, including such which may be provided by way of a wireless processor 105 (such as Wi-Fi, Bluetooth, near field communication (NFC) or the like) for communication with computer peripheral devices, such asmobile communication devices 115, 118, 119 or the like.servers - Furthermore, the
multimedia subsystem 100 may comprise apower controller 106 for performing various power management functionality for thesubsystem 100. - In embodiments, gameplay data and multimedia may be recorded by the
server 118. - In embodiments, a further
auxiliary server 119 may be employed which is in operable communication with theserver 118. In accordance with this arrangement, theserver 118 may be on-premises and theauxiliary server 119 cloud-based such that eachmultimedia subsystem 100 and associatedserver 118 is uniquely registered with theauxiliary server 119. In this way, theauxiliary server 119 can provide web access for players at venues to communicate with theauxiliary server 119 using their respectivemobile communication devices 115. - Turning now to
FIG. 2 , there is shownexemplary methodology 200 for display of game replay multimedia. - The method includes recording
visual media data 201 utilising the plurality ofimage sensors 102. - While recording the visual media data, the method may include
monitoring gameplay 202 utilising thegameplay sensors 117, including the utilisation of both hardware and software gameplay sensors. Additionally, in embodiments, recording of the visual media data may include player facial tracking 203 so as to be able to record player facial expression visual media data. - The
method 200 may further comprise the detecting of agameplay event 204 in accordance with the sensor data received from thegameplay sensors 117. - Gameplay events may correlate directly with a sensor output, such as a ball passing through a goal, or alternatively in accordance with a series of
rules 205. In embodiments, themethod 200 may comprisemachine learning 205 for the detection of certain gameplay events. - Having detected a
gameplay event 204, themethod 200 may comprise the updating ofgameplay statistics 206, such as gameplay scores. - The
method 200 further comprises the identification and the extraction of gameplayvisual media data 207 from the recordedvisual media data 201. - Then, the method comprises the generation of
game replay multimedia 208 in accordance with the extracted visual media data. The generation of the game replay multimedia may include the enhancement thereof utilisingads data 116 and/orvisual media effects 115. - The generated game replay multimedia may then be displayed 209 utilising the display device(s) 103.
- Turning now to
FIG. 3 , there is shown an exemplary miniaturised stadiumtype gameplay apparatus 300 in accordance with an embodiment. Themultimedia subsystem 100 may be utilised for enhancing the gameplay using theapparatus 300 so as to emulate a real-world stadium environment. - The
apparatus 300 comprises aplay arena 301actuators 302 controlled by at least two opposing players to direct aball 303 into opposinggoals 304. In the embodiment shown, thegameplay apparatus 300 takes the form of a foosball gameplay apparatus and therefore theactuators 302 comprise rotatabledisplacement control rods 305 having opposingplayer figurines 306 spaced there along which may be gripped byhandles 307 for manipulating thefigurines 306 to kick theball 303 to the opposinggoal 304. - The
gameplay apparatus 300 may comprise a base 308 so as to stand on the floor and to support theplay arena 301 at a suitable elevation. As such, opposing players, or pairs of opposing players may stand opposite thegameplay arena 301 and control thecontrol rods 305 to attempt to play theball 303 into the opposinggoal 304. - The
apparatus 300 may further comprise an upper 309 comprising a generally flatperipheral surface 310 upon which drinks may be rested. Furthermore, below theupper deck 309 may present lateral planar edging 311 through which the distal ends of thecontrol rods 305 protrude. - The
apparatus 300 may further comprise atransparent covering 312 which may be flat or dome-shaped to enclose theplay arena 301 to prevent tampering with theball 303 and the like. - In the embodiment shown in
FIG. 3 , theapparatus 300 may comprise replica stadiumlight towers 313 extending upwardly fromapertures 314 in theupper surface 310 of thedeck 309. - In embodiments, each replica stadium
light tower 313 may comprise a generallyelongate stem 315 terminating at an upper end thereof in awidened head 316. - Each replica stadium
light tower 313 may comprise a plurality oflights 317, such as LEDs or the like to illuminate theplay arena 301. - Furthermore, the replica stadium
light tower 313 may comprise adigital display device 103 mounted thereon. In embodiments, thedisplay device 103 is mounted on the replica stadiumlight tower 313 to face thegameplay arena 301 but, in embodiments, thedisplay device 103 may be located on a back surface of the replica stadiumlight tower 313. - Furthermore, each replica stadium
light tower 313 may comprise anaudio speaker device 318 for playing out audio including game replay multimedia audio and furthermore, animage sensor camera 102. Similarly, theaudio speaker devices 318 andimage sensor camera 102 may face towards or away from thegameplay arena 301. - Furthermore, for the
image sensor camera 102 facing thegameplay arena 301, theimage sensor camera 102 may be orientated towards thegameplay arena 301 so as to capture a bird's eye view of the gameplay within thearena 301. In additional or alternative embodiments, theimage sensor camera 102 may be orientated towards the opposing player including for being able to capture facial expressions of the player. - As is also shown in
FIG. 3 ,image sensor cameras 102 may also be located within or adjacent thegameplay arena 301 under the covering 312 as is shown. In embodiments, such in-arenaimage sensor cameras 102 may be located within a media box replica so as to emulate the real-world game environment. - The
gameplay arena 301 may further comprise aball inlet 319 for the introduction of aball 303 into theplay arena 301. - Turning to
FIG. 2 , there is shown a side elevation view of thegameplay apparatus 300 further illustrating the configurations of theapparatus 300 in accordance with an embodiment. -
FIG. 4 illustrates the vertical extent of the replica stadiumlight towers 313 and of thedome 312. Furthermore, the side elevation view ofFIG. 4 shows thestadium seating profile 320 further replicating a real stadium. Theapparatus 300 may be located oncastor wheels 321 for manoeuvrability. - Turning now to
FIGS. 5-8 , there is shown the replica stadiumlight towers 313 in further detail in accordance with an embodiment. Specifically,FIGS. 5-6 show an embodiment of the replica stadiumlight tower 313 wherein the replica stadiumlight tower 313 comprises at least onedisplay device 103. -
FIG. 5 shows a front elevation view andFIG. 6 shows a side elevation view of the replica stadiumlight tower 313. In the embodiment shown inFIG. 6 , there is shown the replica stadiumlight tower 313 comprising thedigital display device 103 on both front and rear surfaces of the replica stadiumlight tower 313. - The
front display device 103 may be viewed by the player standing across theplay area 301 from thestadium light tower 313 and therearward display device 103 may be viewed by players and/or spectator standing behind thestadium light tower 313. During the play out of replay multimedia, themultimedia replay controller 113 may determine the mostappropriate display 103 and/orspeakers 318 of the play out of such replay multimedia wherein, for example, appropriate replay multimedia may be generated to face the goal score player during a goal score event. - In the embodiment shown in
FIG. 6 , thehead 316 of thestadium light tower 313 may be substantially wedge-shaped and tapering towards thestem 315 or as inFIG. 8 , thehead 316 may be angled to thestem 315 -
FIGS. 5-6 further show the potential locations for theaudio speaker 318 andimage sensor camera 102. -
FIGS. 7-8 show a further embodiment wherein, as opposed to thestadium light tower 313 comprising thedigital display device 103, thestadium light tower 313 comprises lighting, such as by way of an LED matrix comprising a plurality ofLEDs 317 for illuminating theplay arena 301. - In embodiments, a combination of stadium
light towers 313 comprising bothdisplay devices 103 andlighting 317 may be provided wherein, for example, in one embodiment, fourstadium light towers 313 may be deployed around theplay arena 301 wherein a diagonal pair comprises lighting and wherein the other diagonal pair comprises thedisplay devices 103. -
FIGS. 9-12 show a further embodiment of thestadium light tower 313 of differing configurations. As can be seen from these figures, thehead 316 of thestadium light tower 313 has a wider cross-section as opposed to those given inFIGS. 5-8 . As is also shown from at leastFIGS. 10 and 12 , thespeaker devices 318 may be located on side surfaces of the stadium light tower heads 316 and furthermore, theimage sensor 102 may be located at one corner of thehead 316 is shown inFIGS. 9 and 11 . -
FIG. 13 further shows an interior elevation view of theplay arena 301. As can be seen, theplay arena 301 is configured so as to replicate as far as is possible a real stadium environment. As such, as can be seen, the interior of theplay arena 301 comprises player seating stands 322 arranged around the periphery of the playingsurface 323. Furthermore, various in-stadium image sensors 102 are also shown, these in-stadiumimage sensor cameras 102 being orientated towards the playingsurface 323 and surrounds so as to be able to record visual media data of the gameplay itself. - Furthermore, the
gameplay arena 301 may further comprise the display device which, in various embodiments, may take the form of a digitaldisplay device screen 324, such as an LED, LCD digital display screen or the like or alternatively aprojector device 325, all of which may project the game replay multimedia (or a live crowd) on the opposingstadium seating 322. -
FIG. 14-15 show embodiments of aball reintroduction apparatus 325 wherein the ball is reintroduced via theball entrance 319 of the playingsurface 323. - The embodiment shown in
FIG. 14 shows an electrically operatedball reintroduction apparatus 325 wherein theapparatus 325 comprises achute 326 comprising agoal entrance 304 via which aball 303 may enter thechute 326 during gameplay. As can be seen, the ball falls down from thegoal entrance 304 into thechute 326 wherein the presence thereof may be detected via aball presence sensor 328, such as a beam interruption sensor or the like to detect the ball passing thereby. In the embodiment shown, each opposingchute 326 comprises a separateball position sensor 328 and, in this manner, respective player goal score events may be detected. - Having passed the
sensor 328, theball 303 comes to rest at the lowermost point of thechute 326 atop anelectronic actuator 329 such as an electronic solenoid configured to propel theball 303 back onto the playingsurface 323 via theball entrance 319. - Located above the
electronic actuator 329 is anothersensor 328 that when thesensor 328 senses theball 303, thesensor 328 automatically starts the countdown to correspondence with the computer's selected multimedia function so as to relaunch the ball immediately the function has completed. - As can be seen, the
shoot 326 comprises diagonally offsetreintroduction chute portions 330 to selectively reintroduce theball 303 at differing angles depending on thegoal entrance 304. As such, a goal score is subsequently able to receive a ball kick to emulate the real-world practice. - The
ball reintroduction apparatus 325 ofFIG. 15 represents a manually operatedapparatus 325 wherein the ball reintroduction actuators comprise acoiled spring 331 against which anactuator head 332 is pulled viacable 333 and player handle 334, such that when released, causes thehead 332 to act on theball 303 to propel theball 303 via the ballreintroduction shoot portion 330. -
FIGS. 16-18 so an embodiment of an in-gameplay arena ball actuator 335 emulating a corner kick wherein, as can be seen, the in-gameplay arena ball actuator 335 comprises afigurine 336 pivotally coupled within abracket 337 such that the feet thereof may perform a kicking action to act on theball 303. - Behind the
feet 338 of thefigurine 336, theactuator 335 may comprise asensor 102 to detect a ball contacting thefeet 338 of thefigurine 336 and amechanical actuator 340 to act on thefeet 338 of thefigurine 336 to then kick the ball away. - In the embodiment shown in
FIG. 17 , thesensor 102 comprises an electric contact switch which selectively powers a solenoid to propel aspring return rod 341 into the rear of thefeet 338 of thefigurine 336.FIG. 18 shows a side view of the solenoid actuator arrangement in further detail. - In embodiments, the
multimedia processor 101 may receive sensor data fromsensor 102 and furthermore, control the actuation of themechanical actuator 340. -
FIG. 20 shows a further configuration of theapparatus 300 in accordance with a further embodiment. As can be seen in this embodiment, each of thebase 308 anddeck 310 is substantially oval in cross section and oppositely frustoconical in profile. Thedeck 310 similarly defines an interior substantially oval and frustoconicalgameplay arena periphery 342 bounding the playingsurface 323. Theperiphery 342 may further comprise variousball position sensors 102 and the goal entrances 304. - As is also shown in
FIG. 20 , the sideplanar sections 311 may be recessed within thedeck 309 such that thecontrol rods 305 do not extend substantially beyond the outer periphery of thedeck 309, so as to reduce or eliminate obstructive hazards fromextended control rods 305. -
FIGS. 21-22 show acontroller rod arrangement 343 in accordance with an embodiment. As can be seen, eachcontrol rod 305 is supported by opposingbearings 344 secured to parallelvertical walls 366 having thefigurine 306 therebetween. Thecontrol rods 305 are able to rotate and be displaced sideways within thebearings 344 so as to allow thefigurine 360 move sideways and to kick. The distal end of thecontrol rod 305 comprises atravel limiter annulus 345 which alternately contacts the end stop 346 ordistal bearing 344 to control the lateral travel extent of thefigurine 306. In embodiments, acompression spring 367 may be utilised between theannulus 345 and thedistal bearing 344 for cushioning. - The
arrangement 343 is further characterised in comprising a pair ofproximal bearings 344 located on one side of thefigurine 306 towards thehandle 307. The dualproximal bearings 344 support thecontrol rods 305 so as to prevent bending thereof when torsional forces are applied to thehandle 307. As such, in embodiments, thecontroller rod 305, as is substantially shown inFIG. 22 may comprise ahollow section 347 which allows thecontroller rod 305 to be more lightweight and utilise less material on account of thecontrol rod 305 requiring less rigidity on account of the stabilising effects of the dualproximal bearings 344. - In embodiments, the
apparatus 300 may comprisecontrol rod 305 retractor actuators to retract thecontrol rods 305 when theapparatus 300 is not in use. In one embodiment, when initiating gameplay, thecontrol rods 305 may be released so as to be freely movable by the players but, wherein, post gameplay, thecontrol rods 305 are retracted including for reasons for not protruding from thedeck 309 thereby reducing obstructions. In embodiments, the retractor actuators may utilise electromagnets for the purposes of retracting thecontrol rods 305. -
FIGS. 23-24 show further embodiments especially of thedisplay devices 103. Specifically, in the embodiment shown inFIG. 23 , as opposed to thedisplay devices 103 being located on the stadiumlight towers 313, thedisplay 103 may be located on the exterior periphery of a display annulus located atop theprotective dome 312 or attached and hanging from the ceiling above.Integer 348 may include thelighting 317,image capture devices 102 andprojector devices 325. - Furthermore, in the embodiment shown in
FIG. 24 , thelighting 317 may be mounted on a central platform located atop theprotective dome 312. Thecentral platform 349 may further hold theimage capture devices 102 andprojector devices 325. -
FIGS. 25-26 show top views of the playingsurface 323 wherein the playingsurface 323 comprisesundulations 350 so as to introduced variability during gameplay and prevent the ball resting within gameplay dead spots between thefigurines 306. - Specifically, in the embodiment shown in
FIG. 25 , the undulations of thegameplay surface 323 have generally orthogonal boundaries going in multiple directions so as to partition the undulations substantially into rectangles. The boundaries between the undulations may be configured to bias theball 303 away from dead spots betweenfigurines 306. - The embodiment shown in
FIG. 26 shows more randomised undulations of the playingsurface 323 wherein the undulations have curved boundaries as opposed to the orthogonal boundaries as a substantially shown inFIG. 25 . -
FIGS. 27-28 show side elevation views of the undulations of the playingsurface 323. Specifically,FIG. 27 shows the vertical extent of theundulations 350 with respect to theball 303. As can be seen, the sideways or front/rear profiles of theundulations 350 may also be configured to control the variability or characteristics of theball 303 trajectory. Specifically, as is shown inFIG. 27 ,adjacent ball 303 is an undulation comprising aball launch 351 being concave such that, when theball 303 travels there along from left to right given the orientation inFIG. 27 , theball 303 is launched into the air. As such,such undulation 350 may be provided near the centre line or towards the goalposts of theplaying arena 301 such that a ball struck therealong may be launched into the air. - In the embodiment shown in
FIG. 28 , the undulations may have alowermost point 351 and a highermost point 350 reaching substantially to approximately one third of the height of theball 303. As is also shown inFIG. 28 , the undulations of the playingsurface 323 may transition in acurvature 352 so as to meet the lateralinner edging 353 of theplaying arena 301. -
FIGS. 29-32 show various mechanisms for manipulating the position of theball 303 including for reasons of preventing theball 303 from resting within dead spots between thefigurines 306 causing interruption of gameplay. - The manipulation of the
ball 303 may include manipulation initiated by themultimedia processor 101 when detecting various gameplay events, including ball stall gameplay events. For example, themultimedia processor 101 may perform video analysis of videovisual media 109 of theplay arena 325 to detect a ball stall event wherein the ball comes to rest for a period of time. As such, during such ball stall events, themultimedia processor 101 may initiate manipulation to displace the ball to continue gameplay. -
FIG. 29 shows the playingsurface 323 comprisingdead spot areas 354 unreachable by thefigurines 306. As such, should theball 303 come to rest within thedead spot areas 354, gameplay may be interrupted. - As such, in the embodiment shown in
FIG. 29 , theapparatus 300 comprises electromagnets located under theedge spot areas 354 and wherein theball 303 comprises a magnetic ormetallic centre 355. As such, energising the electromagnets under thedead spot areas 354 would repel thecore 355 of theball 303 and therefore theball 303 itself away from thedead spot area 354. As is shown inFIG. 29 , thecore 355 of theball 303 may be offcentered such that the repulsion of theball 303 is randomised so as to be unpredictable and not specifically favour either player. - In the embodiment shown in
FIG. 30 , thearena 301 may comprise a plurality of balldead spots sensors 356 located between the figurine's 306control rods 305. In embodiments, the balldead spots sensors 356 comprise a reflector or receiver at an opposite side of the playingsurface 323. As such, each balldead spot sensor 356 is able to detect the ball coming to arrest at the various potential dead spot locations between thefigurines 306. -
FIG. 30 further shows an embodiment wherein, as opposed to utilising electromagnets as was described with reference toFIG. 29 , the ball manipulation may comprise the utilisation ofair jets 357 configured to automatically introduce a blast of pressurised air from apertures arranged along the dead spot areas. As such, the blast of air is able to displace theball 303 from the ball then spot area. As such, in the embodiment shown inFIG. 30 , theair jets 357 may also manually comprise a compressedair source switch 358 and actuated valve 359 for selectively blasting a jet of air via theair jets 357. -
FIG. 31 shows a side elevation view of the ball displacement arrangement showing the locations of theair jets 357 beneath the playingsurface 323. -
FIG. 32 shows a further embodiment wherein the playingsurface 323 is able to rock about apivot pint 360 so as to displace a ball having come to rest. In the embodiment shown, the pivoting of the playingsurface 323 may be electronically actuated wherein, for example, an electronic actuator comprising an electromagnetic 361 or the like may displace the playingsurface 323 so as to cause the playingsurface 323 to pivot about thepivot point 360 to displace theball 303. -
FIG. 33 shows a further embodiment wherein the pivoting of the playingsurface 323 is manually controlled wherein the embodiment comprises a lever pivoting aboutfulcrum 363 and having adistal handle 364 protruding throughhandle slot 365. As such, when thehandle 364 is displaced upwardly, the distal end of thelever 362 transitions downwardly so as to pull the associated edge of the playingsurface 323 downwardly. As can be appreciated, such arrangement causes displacement of theball 303 which favours the opponent. The position of thehandle 364 may be reset utilisingtension spring 366. -
FIG. 34 shows a top plan view of theplaying arena 301 showing anexemplary control rod 305 layout. In the embodiment shown, the layout comprises 8 control rods which are able to be played by single or a pair of opposing players. For example, where thecontrol rods 305 are sequentially numbered from 1-8 from left to right given the orientation ofFIG. 34 , a first player a first team may play defence by controlling control rods 1-2 and a second player of the first team may play offence by controlling control rods 4-6. It should be noted that such control rod arrangement is exemplary only and that modifications may be made thereto within the purposive scope of the embodiments described herein. - Also, in embodiments, the control rods 35 may be coloured similar to that of the playing surface so as to be less visually distracting during gameplay. For example, the control rods 35 may be coloured green to match a green coloured playing surface.
- Having described the above exemplary system and hardware architecture, exemplary embodiments will now be provided primarily for illustrative purposes. It should be noted that these embodiments are exemplary only and that no technical limitations should necessarily be imputed to all potential embodiments accordingly.
- In accordance with this example embodiment, a player may download a software application “app” from a software application store (such as the Apple App Store or the like) to the player's
mobile communication device 115, which may take the form of a smartphone device. - The app may register the player with
118 or 119 utilising the mobile number of the smart phone device as an identifier. Having registered with theservers 118 or 119, the user is able to input various player information, payment credential information and record various game outcome statistics when playing theservers apparatus 300. - In use, the app may receive notification, including push notifications from the
118 or 119. Furthermore, the app may monitor the location of theservers mobile communication device 115 so as to be able to detect the proximity of themobile communication device 115 to thegameplay apparatus 300 so as to be able to send push notifications to themobile communication device 115 indicative of the presence of thegameplay apparatus 300, provide advertising for the associated venue or the like. - As opposed to utilising GPS tracking for detecting the proximity of the
mobile communication device 115 and theapparatus 300, themultimedia subsystem 100 may comprise short range communication functionality, such as Bluetooth, NFC functionality or the like allowing themultimedia subsystem 100 to communicate directly with themobile communication device 115 within range. - Furthermore, the player may utilise the
mobile communication device 115 for making payment for gameplay. Alternatively, payment may be made in the usual coin-operated manner. In embodiments, the player may utilise themobile communication device 115 for reserving places in a gameplay queue. In this embodiment, as a slot becomes imminent, themobile communication device 115 may send a reminder push notification to themobile communication device 115. - Having made payment, the player is able to play the
apparatus 300 utilising thecontrol rods 305. In this embodiment, the player is playing a single opponent. - As such, at the start of the gameplay, the
gameplay monitor controller 112 resets thegame statistics 111, including the game score and gameplay duration. At the start of the gameplay, theball introduction apparatus 325 introduces aball 303 via theball input 319 onto thegameplay surface 323 and wherein each player controls thecontrol rods 305 to attempt to score a goal in the opposinggoal entrance 304. - During gameplay, the visual
media capture controller 111 is recording gameplay visual media data from theimage sensors 102. Specifically, in-arena image sensors 102 may record gameplay visual media data andexterior image sensors 102 may record visual media data of the players themselves and/or the surrounds of thearena 300. - In embodiments, for the
exterior image sensors 102, themultimedia subsystem 100 may utilise face tracking so as to be able to focus on or zoom in on and capture visual media data of the players faces so as to be able to subsequently generate game replay multimedia comprising the player's facial expressions. - During this time,
various gameplay statistics 111 may be displayed on thedisplay device 103, such as the game scores, time remaining and the like. Furthermore, in embodiments, thedisplay devices 103 andaudio speakers 318 may be configured for emulating a real crowd environment. For example, in embodiments, the display devices may display realistic looking crowds on thestadium seating 322. Such may be achieved by video recording a real crowd, de-identifying the person's thereon and displaying such video recording via the flatpanel display device 324 orprojector device 325 on thestadium seating 322. - To further emulate the atmosphere of the stadium environment, camera flash emulators may be employed wherein the
stadium seating 322 orgame arena 301 surrounds comprise a plurality of high-intensity LED devices configured to emulate real-world camera flashes. Such camera flashes a be further controlled by themultimedia processor 101 in accordance with the various gameplay events and wherein camera flash frequency increases as the ball 303 (as may be detected by a software implement ball position sensor) nears agoal 304 or alternatively, immediately after a goal score event. - Furthermore, the
speaker devices 318 may play out crowd noises, such as crowd chanting, crowd cheering and the like. - Similarly, such crowd emulation may be controlled by the
multimedia processor 101 to reacts to various gameplay events, such as goal score events. For example, having detected a gameplay goal score event, themultimedia processor 101 may be configured for adjusting the crowd emulation play out so as to replicate, for example, the virtual spectators standing up, shouting louder, clapping, chanting and the like. In embodiments, the virtual crowd may be divided into opposing teams such that the players supporting crowd cheers to favour achievements of the player accordingly. In embodiments, text-to-speech and associated audio processing may be utilised to cause the virtual crowd to chant the players name, players team name or the like. - Furthermore, during gameplay, the
gameplay sensors 117 record various gameplay events. - As alluded to above, the
gameplay sensors 117 may comprisegoal score sensors 328 located within theball reintroduction chute 326 so as to be able to detect goal scores. - It should be noted that other gameplay events may be detected also. As alluded to above, gameplay events may have a direct correlation to gameplay sensor data wherein, for example, a goal is detected via an output from a
ball chute sensor 328. - However, other sensors may detect other gameplay events. For example, field side sensors may detect the position of the
ball 303 close to an opponent's goalpost such that an imminent goal score event may be detected by themultimedia processor 101 so as to, for example, allow themultimedia processor 101 to enliven the appropriate players virtual crowd. - It should be noted also that the gameplay sensors need not necessarily be limited to physical/mechanical/electromechanical gameplay sensors and may, in embodiments, include video processing modules.
- For example, the
gameplay monitor controller 112 may comprise one or more image/video analysis modules including image analysis gameplay sensor modules. For example, utilising the captured gameplay visual media data of the playingsurface 323, such image/video processing modules may perform image analysis, such as colourmetric analysis to visually detect the position of the ball on the playingsurface 323. Colorimetric analysis may involve discerning differences in colour between the ball (such as white) and the playingsurface 323 which may be green. - As such, in embodiments, the
gameplay sensors 102 may comprise a combination of hardware and software gameplay sensors. - In embodiments, the
gameplay sensors 102 may also detect gameplay events in accordance with the positions and rotational orientations of thecontrol rods 305. For example, a high rate of rotation ofcontrol rod 305 may be indicative of a hard kick. Furthermore,sensors 102 may be provided on the feet of thefigurine 306 so as to be able to detectball 303 contact events by thefigurines 306. - Furthermore, the
gameplay sensors 103 may detect player gameplay events such as wherein, for example, facial analysis is utilised to detect the facial expressions of the associated players or microphones are utilised to record verbal output of the players so as to be able to detect emotional states of the players so as to be able to manipulate the displayed information accordingly. - In embodiments, utilising audio data received via such microphones, the
multimedia subsystem 100 by dynamically adjust the playing out of crowd noises via thespeaker devices 318 so as to be suited for the actual dynamic background noise. - In further embodiments, the
multimedia subsystem 100 may dynamically adjust the volume of audio played out in accordance with gameplay frequency. In other words, the more frequent the gameplay, such as during busy times, the greater the volume and, conversely, less during less busy times. - In embodiments, gameplay events may be configured in accordance with hierarchical rules wherein, for example, an “underdog about to score” gameplay event is stipulated by the rule stipulating that such event is to be detected for a player having a lower score but a ball position close towards the opponent's goals. Alternatively, for example, such a rules-based gameplay event detection may include a “about to score near the end of a match” gameplay event wherein such a rules-based approach takes into account the remaining time of gameplay such that the
multimedia processor 101 is, for example, able to control the virtual crowd to cheer more wildly, or to display more impetuous information via thedisplay devices 103 accordingly. - As such, as can be appreciated, utilising appropriate rules and various sensor outputs from the hardware and software gameplay event sensors, the
multimedia processor 101 is able to detect various and varied gameplay events. - In embodiments, the
multimedia processor 101 may implement machine learning so as to be able to detect dynamic gameplay events. For example, themultimedia processor 101 may monitor verbal output of a player and detect a correlation to a ball position indicative of a level of excitement of a player when the player positions the ball towards an opponent's goal. As such, by having detected such a correlation, themultimedia processor 101 is able to display appropriate data via thedisplay devices 103 such as by appropriately enlivening the crowd, displaying appropriate information via thedisplay devices 103 or the like. - Alternatively, for example, the machine learning may identify
various player figurine 306 sequences likely to result in a goal score event wherein, for example, a player may utilise a pair ofcontrol rod 305 in a particular manner to set up a goal wherein, when subsequently detecting such a gameplay sequence, the machine learning is able to anticipate a goal score event. - Now, having detected a gameplay event, which may include a goal score gameplay event, the
multimedia processor 103 is configured for generating gameplay replay multimedia which is displayed via thedisplay devices 103. - As such, and for the example of a goal score gameplay event, once a goal has been scored, the
multimedia processor 103 is configured for extracting a segment of the visual media data from thememory device 103 for utilisation for generating the game replay multimedia. - It should be noted that visual media data described herein includes both video and image data and therefore the generation of game replay multimedia comprise the generation of gameplay multimedia comprising both video and static images replay multimedia.
- Now, in one embodiment, the
multimedia processor 103 is configured for extracting captured gameplay visual media data preceding the detection of the gameplay event. For example, themultimedia processor 101 may extract recorded gameplay visual media of theplayer figurines 306, ball position, players facial expressions or the like immediately prior to goal score event. - As such, for the player having scored a goal, the players facial expression and a slow motion replay of the ball entering the
goal 304 may be displayed by thedisplay 103. In one embodiment, thedisplay devices 103 comprise wall mounted flat panel television display devices adjacent thearena 300. As such, on such adjacent displays, such information may be displayed. - In embodiments, the
multimedia replay controller 113 may select a subset ofdisplay devices 103 almostoptimal display device 103 for the replay of the replay multimedia. For example, a goal score event of a player may be replayed usingdisplay devices 103 facing the player. - In embodiments, the
multimedia replay controller 113 may display differing replay multimedia usingdiffering display devices 103 to differing players. For example, when a player scores a goal, thedisplay devices 103 facing the player may display replay multimedia comprising text overlays such as “well done” whereasdisplay devices 103 facing the opposing player may replay multimedia comprising text overlays such as “bad luck”. - In embodiments, the
multimedia replay controller 113 may employ other multimedia affects such as video and/or image superimposition and text overlay effects. The text overlay effects may be selected in accordance with the type of gameplay event/gameplay event sequence detected by thegameplay monitor controller 112 such as “goal”, “hat trick” and the like. Advertiser branding may be overlaid in this way also. - Additionally or alternatively, such replay multimedia may be displayed via
display devices 103 located on or in thearena 300, such as those display devices on thestadium seating 322 or within thereplica stadium lighting 313. - In embodiments, the
multimedia replay controller 116 may augment the replay multimedia with and multimedia selected from thead multimedia database 116. - In embodiments, the
multimedia replay controller 116 is configured for selecting ads according to at least one of player demographic, gameplay event type and gameplay statistic. - For example, the
multimedia replay controller 114 may display differing ads dependent on the particular type of gameplay event. For example, themultimedia replay controller 114 may display an ad or ad category for a goal score gameplay event and another ad or ad category for a full-time gameplay event. - In embodiments, the
multimedia replay controller 116 may select ad multimedia depending on player demographic. For example, for underage players, themultimedia replay controller 116 would not replay alcohol-related adverts. - As alluded to above, the
multimedia replay controller 116 may further select ad multimedia depending on gameplay statistics such as game scores. - In further embodiments, as opposed to retrieving captured gameplay visual media data preceding a gameplay event, the
multimedia processor 101 is configured for intelligently determining the most appropriate/optimal segment of recorded gameplay visual media for replay. - For example, for game replay multimedia including the player's facial expression, the
multimedia compiler controller 113 may utilise a facial expression detection algorithm to detect when the appropriate player smiles so as to be able to isolate such for replay. In embodiments, such may further involve cropping a subregion of the image/video comprising on the user's face. - Additionally or alternatively, the
multimedia compiler 113 may analyse ball position footage so as to be able to identify a pre-goalscoring gameplay sequence for replay, such as threefigurines 306 having acted in unison to set up a goal wherein themultimedia compiler 113 may further transition between various camera feeds for generating such game replay reanimation. For example, such ball position game replay multimedia reanimation may comprise themultimedia processor 101 identifying the number offigurines 306 of the player sequentially acting on theball 303 prior a gameplay event so as to be able to select appropriate recorded gameplay visual media correlating to such sequence for replay. - Such compilation may include the
multimedia processor 101 selecting the gameplay visual media data having the most appropriate vantage point of the ball prior the score gameplay event. - Upon completion of gameplay, the
gameplay statistics 101 may be updated and, in embodiments, sent via themultimedia subsystem 100 for recordal by theserver 118. As such, the player's gameplay statistics may be recorded by theserver 118 and updated as time goes by. As such, at any time, the player is able to retrieve the previous game outcome statistics from theserver 118. - In embodiments, the
system 100 is configured for disseminating gameplay results data to various platforms wherein, for example, in one embodiment, a player's game outcome may be posted to the players social profile. Such posting may include the resultant gameplay statistic but also the game replay multimedia, or a subset thereof, including static imagery. - In embodiments, the
server 118 is able to match players having same or similar game outcome gameplay statistics such that when, for example, themultimedia subsystem 100 recommends a challenge by way of push notifications to the respectivemobile communication devices 115 of two similarly skilled players coincidently being at the same venue. - In embodiments, the
system 100 may be configured so as to allow a player to play against themultimedia processor 101 wherein, for example, thesystem 100 comprises control rod actuators so as to be able to control opposingcontrol rods 305. As such, in this autonomous opponent mode, themultimedia processor 101, utilising ball position sensing image analysis technique and the like is able to detect the location of theball 303 within the playingsurface 305 so as to be able to control the lateral offset and rotation of thefigurines 306 so as to be able to play against the player. - In a further embodiment, the control of the
control rods 305 by themultimedia processor 101 may allow for remote gaming capability wherein two players in geographically separate locations are able to play against each other. In such an embodiment, the control of thecontrol rods 305 by themultimedia processor 101 may allow the player to control thecontrol rods 305 remotely utilising themobile communication device 105 utilising appropriate on-screen gestures. - The foregoing description, for purposes of explanation, used specific nomenclature to provide a thorough understanding of the invention. However, it will be apparent to one skilled in the art that specific details are not required in order to practice the invention. Thus, the foregoing descriptions of specific embodiments of the invention are presented for purposes of illustration and description. They are not intended to be exhaustive or to limit the invention to the precise forms disclosed; obviously, many modifications and variations are possible in view of the above teachings. The embodiments were chosen and described in order to best explain the principles of the invention and its practical applications, they thereby enable others skilled in the art to best utilize the invention and various embodiments with various modifications as are suited to the particular use contemplated. It is intended that the following claims and their equivalents define the scope of the invention.
Claims (29)
1. A stadium-type gameplay system comprising gameplay apparatus comprising a play arena and actuators manipulatable by at least two opposing players to direct a ball into opposing goals, wherein the system comprises:
a multimedia subsystem comprising:
a multimedia processor;
a memory device operably coupled to the multimedia processor
a plurality of visual media data capture image sensors operably coupled to the multimedia processor, wherein, during gameplay, the multimedia processor is configured for recording gameplay visual media data captured by the image sensors using the memory device; and
a plurality of gameplay sensors, including ball position sensors, in operable communication with the multimedia processor, the multimedia processor configured for detecting at least one gameplay event including a goal score gameplay event, the goal score gameplay event detected using the ball position sensors; and
at least one visual media display device in operable communication with the multimedia processor;
wherein, when detecting the goal score gameplay event, the multimedia processor is configured for extracting a segment of the visual media data from the memory device;
generating game replay multimedia using the visual media data; and
playing out the game replay multimedia using the at least one visual media display device.
2. A system as claimed in claim 1 , wherein the plurality of gameplay sensors comprise at least one of hardware and software gameplay sensors.
3. A system as claimed in claim 2 , wherein the software gameplay sensors comprise image analysis gameplay sensor software modules.
4. A system as claimed in claim 3 , wherein the image analysis gameplay sensor software modules comprise ball position analysis modules.
5. A system as claimed in claim 1 , wherein extracting a segment of the visual media data from the memory device comprises identifying an optimal segment for the game replay multimedia.
6. A system as claimed in claim 5 , wherein selecting the optimal segment comprises performing facial detection image analysis of the visual media data and selecting the optimal segment as comprising a detected face.
7. A system as claimed in claim 5 , wherein selecting an optimal segment comprises image processing to select a subregion of the visual media data comprising the detected face.
8. A system as claimed in claim 5 , wherein selecting an optimal segment comprises performing facial expression image analysis and selecting a segment of the visual media data having a detected type of facial expression.
9. A system as claimed in claim 5 , wherein identifying the optimal segment comprises ball position sensing and selecting the optimal segment in accordance with ball position.
10. A system as claimed in claim 1 , wherein generating the game replay multimedia comprises implementing at least one multimedia effect.
11. A system as claimed in claim 10 , wherein the at least one multimedia effect comprises at least one of slow motion, video superimposition and text overlay effects.
12. A system as claimed in claim 11 , wherein video superimposition comprises selection of ad video data from an ad video database.
13. A system as claimed in claim 12 , wherein selection of ad video data comprises selection of the ad video data in accordance with at least one of player demographic, gameplay event type and gameplay statistic.
14. A system as claimed in claim 12 , wherein text overlay comprises at least one of ad text and game statistic text overlay.
15. A system as claimed in claim 1 , wherein the at least one visual media display device is a plurality of visual media display devices and wherein playing out the game replay multimedia comprises selecting one of the plurality of visual media display devices for the playout of the game replay multimedia.
16. A system as claimed in claim 15 , wherein selecting one of the plurality of visual media display devices comprises selecting one of the plurality of visual media display devices in accordance with at least one of a gameplay event type, player position and gameplay statistic.
17. A system as claimed in claim 1 , further comprising playing out a virtual crowd animation using the at least one visual media display device.
18. A system as claimed in claim 17 , wherein playing out a virtual crowd animation comprises controlling the virtual crowd animation in accordance with a gameplay event type.
19. A system as claimed in claim 18 , wherein virtual crowd animation with audio comprises standing, cheering, clapping, holding up signs/banners, camera flash and chanting animations and sounds.
20. A system as claimed in claim 1 , wherein the least one gameplay event comprises at least one of goal score, kick-off, ball retention and corner kick gameplay events.
21. A system as claimed in claim 1 , wherein detecting the at least one gameplay event comprises detecting the at least one gameplay event in accordance with at least one of direct correlation to a sensor output, detection rules relating to a plurality of sensor outputs and machine learning.
22. A system as claimed in claim 1 , wherein the multimedia processor is configured for at least detecting a ball stall event using the ball position sensors and controlling a ball displacement actuator accordingly.
23. A system as claimed in claim 22 , wherein detecting a ball stall event comprises image analysis of the visual media data to detect the ball stall event.
24. A system as claimed in claim 22 , wherein the ball displacement actuator comprises at least one of electromagnetic repulsion, gameplay surface tilting and air jet repulsion actuators.
25. A system as claimed in claim 1 , wherein the apparatus comprises replica stadium light towers extending upwardly from an upper deck of the apparatus and wherein the stadium light towers comprise the at least one visual media display device.
26. A system as claimed in claim 1 , wherein the system is further configured for storing player profiles including gameplay statistics.
27. A system as claimed in claim 26 , wherein the system is further configured for detecting locations of mobile communication devices associated with the player profiles and sending push notifications to mobile communication devices in proximity of the gameplay apparatus.
28. A system as claimed in claim 26 , wherein the system is further configured for matching player profiles utilising gameplay statistics.
29. A system as claimed in claim 27 , wherein the system is further configured for detecting locations of mobile communication devices associated with matched player profiles and sending push notifications to the respective mobile communication devices when the respective mobile communication devices are both in proximity of the gameplay apparatus.
Applications Claiming Priority (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| AU2017901815 | 2017-05-16 | ||
| AU2017901815A AU2017901815A0 (en) | 2017-05-16 | Multimedia enhancements for replica stadium-type gameplay apparatus | |
| PCT/AU2018/050397 WO2018209380A1 (en) | 2017-05-16 | 2018-05-01 | Multimedia enhancements for replica stadium-type gameplay apparatus |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| US20200016479A1 true US20200016479A1 (en) | 2020-01-16 |
Family
ID=64295150
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| US16/495,317 Abandoned US20200016479A1 (en) | 2017-05-16 | 2018-05-01 | Multimedia enhancements for replica stadium-type gameplay apparatus |
Country Status (2)
| Country | Link |
|---|---|
| US (1) | US20200016479A1 (en) |
| WO (1) | WO2018209380A1 (en) |
Cited By (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20220228843A1 (en) * | 2019-05-29 | 2022-07-21 | FLIGHT PATH IP Ltd. | Video replay |
| US11395975B2 (en) * | 2019-04-26 | 2022-07-26 | Thomas Charles STARKER | Broadcast-ready table sports system |
| WO2022187385A1 (en) | 2021-03-04 | 2022-09-09 | Toca Football, Inc. | System and method for foosball table implementing playing obstacles |
| US20240261671A1 (en) * | 2023-02-02 | 2024-08-08 | Douglas Edward Rohde | Modular Control System for Game Tables |
Families Citing this family (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2020191220A1 (en) * | 2019-03-20 | 2020-09-24 | Sports IOT LLC | Sports paraphernalia devices |
| IT202100014357A1 (en) * | 2021-06-01 | 2022-12-01 | Walter Busnelli | GAME SYSTEM WITH RODS FOR TRANSVERSE SLIDING GAME CHARACTERS |
Family Cites Families (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| EP2760556A4 (en) * | 2011-09-30 | 2015-05-13 | Gamblit Gaming Llc | HYBRID ELECTROMECHANICAL GAME |
| FR3025436A1 (en) * | 2014-09-05 | 2016-03-11 | Joann Ameline | GAME DEVICE PROVIDED WITH AN INTERACTIVE SURFACE FOR MOVING A PROJECTILE |
| DE202014009583U1 (en) * | 2014-12-02 | 2016-03-03 | Amusys Amusement Systems Electronics Gmbh | Foosball device |
-
2018
- 2018-05-01 US US16/495,317 patent/US20200016479A1/en not_active Abandoned
- 2018-05-01 WO PCT/AU2018/050397 patent/WO2018209380A1/en not_active Ceased
Cited By (6)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US11395975B2 (en) * | 2019-04-26 | 2022-07-26 | Thomas Charles STARKER | Broadcast-ready table sports system |
| US20220228843A1 (en) * | 2019-05-29 | 2022-07-21 | FLIGHT PATH IP Ltd. | Video replay |
| WO2022187385A1 (en) | 2021-03-04 | 2022-09-09 | Toca Football, Inc. | System and method for foosball table implementing playing obstacles |
| US11623134B1 (en) * | 2021-03-04 | 2023-04-11 | Toca Football, Inc. | System and method for foosball table implementing playing obstacles |
| EP4301480A4 (en) * | 2021-03-04 | 2025-01-08 | Toca Football, Inc. | SYSTEM AND METHOD FOR FOOSBALL TABLE WITH IMPLEMENTATION OF PLAY OBSTACLES |
| US20240261671A1 (en) * | 2023-02-02 | 2024-08-08 | Douglas Edward Rohde | Modular Control System for Game Tables |
Also Published As
| Publication number | Publication date |
|---|---|
| WO2018209380A1 (en) | 2018-11-22 |
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