WO2007121749A1 - Systeme de jeu avec balle virtuelle - Google Patents
Systeme de jeu avec balle virtuelle Download PDFInfo
- Publication number
- WO2007121749A1 WO2007121749A1 PCT/DK2007/000189 DK2007000189W WO2007121749A1 WO 2007121749 A1 WO2007121749 A1 WO 2007121749A1 DK 2007000189 W DK2007000189 W DK 2007000189W WO 2007121749 A1 WO2007121749 A1 WO 2007121749A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game system
- hand
- space
- units
- playing area
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/216—Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/205—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform for detecting the geographical location of the game platform
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/302—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to an electronic system for playing a game, wherein a virtual ball is used.
- the present invention it is the object to provide a game system in which the players are stimulated to physical activity with an entertaining game instead of being trapped in physical inactivity in front of a computer screen.
- this is achieved by having an invisible “ball” or multiple balls, where the location of the ball relatively to the hand-held unit or “bat” of the players is indicated by non- visual communication to the player, e.g. by sound effects from the bat or in head phones worn by the player or by a tactile feed back from the hand-held unit.
- the players are not bound to look at a computer screen or the need to provide expensive and uncomfortable headgears with video equipment to each user, and the game using the game system may be played over a large playing area allowing extensive physical activity of the players.
- the game system may be used by visually disabled players and even blind players and is particularly suited therefore, and all players regardless of their vision will have the use of other senses than the visual trained.
- the present invention relates to a game system comprising at least two stationary positioning units, a control unit, at least one hand-held movable unit, position determining means for by means of said stationary positioning units determining a spatial relation within a predefined three-dimensional playing area, between the position in space of the at least one hand-held movable unit and a location in space of a virtual ball, the location being predetermined by the control unit, and output means for providing a first non-visual output, e.g.
- hand-held movable unit an entity such as a bat, but also movable units fastened to the human body, such as a glove or a head- worn unit are within the scope of the present invention.
- the control unit may be situated in the hand-held unit or be provided as a central unit, depending on the design of the system.
- the first output as well as the second output may e.g. be in the form of a tactile or an audio output to the user, the second output may further induce the addition of points to the score and/or a change in the path of movement of the predetermined location in space, i.e. the virtual ball. It is preferred that at least the first output is provided to the user of the hand-held unit by means of the hand-held unit itself.
- the first set of conditions depends on the design of the system, and may include that the hand-held unit is positioned on a straight line extending from one of the positioning units and through the predetermined location in space of the virtual ball, or that hand-held unit is within a certain distance from the virtual ball.
- the first output to the player is furthermore indicative of the distance between the position in space of the at least one hand-held movable unit and the location in space of the virtual ball and varies with said distance.
- the game system may further comprise sound means for providing an audio image to the player or players indicative of the predetermined location in space of the virtual ball.
- sound means may e.g. be in the form of directional sound beams emitted from the positioning units in direction of the virtual ball or be provided in headphones with a three-dimensional sound image to the individual player.
- the output means may further be arranged to provide an output to the user indicative of the possible moving speed of the virtual ball within the predefined three- dimensional playing area.
- This may e.g. be a sound signal, where the frequency of the tone varies with the moving speed of the virtual ball or a similar tactile signal.
- the positioning units together with the control units constitute a positioning system for the hand-held unit or units of the game system. Such positioning systems are well-known per se and several types are commercially available today, such as the systems used to track the motion of ball players on the field.
- the game system has preferably a horizontal extension of the predefined three- dimensional playing area of at least 16 m 2 , such as at least 36 m 2 and preferably within the range of 48 to 200 m 2 , so that the playing area may contain e.g. 2 - 20 players at a time.
- the game system according to the invention may also be flexible with respect to the playing area, so that the same game system may be used for a game at a table with a playing area of 0.8 to 2.5 m 2 ' e.g. 1.5 m 2 and as well as for playing areas of the above-mentioned sizes.
- the vertical extension of such playing area is typically within the range of 0.5 to 1 meter.
- the positioning units are arranged in the vicinity of opposing parts of the outer boundary of the predefined playing area, so that the playing area is covered as good as possible by the positioning units for an improved spatial resolution and precision of the positioning means.
- the positioning units may in particular be arranged in the vicinity of the upper boundary in the horizontal plane of the playing area, preferably in the vicinity of the upper corners of a substantially rectangular parallelepiped playing area.
- the predefined three-dimensional playing area is preferably of a vertical extension of at least 1.5 meters, preferably at least 1.8 meters, such as 2 meters or more.
- the positioning means may operate independently of the intersecting presence of the bodies of the players that the game system comprises at least three stationary positioning units, such as four positioning units.
- the control unit may be adapted to move said predetermined location in space along a continuous path in space, and in particular be adapted to amend said continuous path in response to determining substantial agreement between the position in space of the at least one hand-held movable unit and the location in space predetermined by the control unit, so that a "hit” with the "bat” causes the "ball” to change speed and direction. In certain games, such as "sea battle", the agreement between the bat and the ball makes the ball in question vanish. Furthermore, the control unit may be adapted to make the predetermined location in space appear to bounce on the surface delimiting said three-dimensional playing area when moving along said continuous path in space. In a particular embodiment, the position of the delimiting surfaces may change randomly or following a predetermined plan during the game, which contributes further to the complexity of the game.
- each of the stationary positioning units emits an individual signal distinguishable from the signals emitted by the other stationary positioning unit or units
- the at least one hand-held movable unit comprises receiving means for receiving said signals
- the individual signal may be an electromagnetic signal, i.e. a light or a radio signal, or a sound signal, such as an ultra sound signal.
- the hand-held unit may process the received signals and e.g. broadcast the position or the relative positions of the signals, such as the angles there between to a stationary control unit.
- said individual signals may be focussed rays of light, preferably of a frequency range invisible to the human eyes, such as within the infrared range.
- the individual signals are radio wave signals.
- the hand-held movable unit or units comprises an emitter by means of which the bat emits a signal and the stationary positioning units comprises means for detecting the emitted signal or signals, from which the position in space of the hand-held unit or units is detected.
- Such game system may in particular comprise at least two hand-held movable units, the emitters of which each emits an individual signal distinguishable by the stationary positioning units from the signals emitted by the other hand-held movable unit or units.
- a game system comprises according to the first two examples two to four or more positioning units arranged in separate corners of a virtual three-dimensional playing area, where each positioning unit emits a focussed, invisible ray of infrared light, such as a beam of laser light, and the virtual ball is defined to be positioned at the location of the intersection of the rays.
- the positioning units are controlled by a central control unit of the system.
- focussed is understood that the rays do not spread significantly within the playing area but has a diameter of e.g. 2-10 millimetres varying with a factor of less than e.g. 2 within the area.
- Each ray may be detected separately by one or more hand-held detection units or "bats" by e.g. emitting the rays at different frequencies or alternatively with a time-modulation or coding of the amplitude or the frequency of the emitted light.
- the hand-held detection units are adapted to detect an intensity of each of the rays from the positioning units and compare these intensities with a predetermined threshold value in order to determine whether the detection unit is positioned within one or more of the emitted rays.
- the detection units provide one signal in case the unit is within one ray and another signal in case the unit is within more than one ray, i.e. that the bat is in contact with the ball.
- the signals may be provided as an audio signal to the players or alternatively or additionally a wireless signal may be provided to a stationary component for registering the score.
- the hand-held unit provides a signal for the detection of one the emitted rays to the player using the unit only in the form of a tactile signal, e.g.
- the score i.e. the coincidence in space of the bat and the ball, may be counted by the bat itself and shown on a display thereon, or it may be communicated to a central unit or to the other bats.
- the virtual ball may be at rest, move smoothly or abruptly through the playing area, it may be returned or bounce from contact with virtual side walls of the playing area, acting as a board, and the movements of the virtual ball may be influenced by the contact with the bats, i.e. agreement between the location of the virtual ball and one of the hand-held units.
- the game system may optionally have means for detecting the movement of the bat in order to determine a virtual interaction between the ball and the bat. In a game played with such game system, the players or users will have to predict the new path of the virtual ball from the movement of the bats of the other players.
- the location of the virtual ball may optionally be indicated to the players by a three- dimensional sound picture provided from a set of loudspeakers.
- the infrared light rays may be made visible to the players by means of night vision equipment which detects the reflection of the rays from particles, e.g. dust in the air.
- night vision equipment which detects the reflection of the rays from particles, e.g. dust in the air.
- particles e.g. dust in the air.
- such use requires that the game is played in a dark environment, which is substantially free of external light sources.
- the operational time wherein at least two rays intersect is improved.
- an initiation unit which e.g. may be one of the bats, is situated stationary within the playing area and the control unit operates each of the positioning units of the game system unit until its emitted ray has been detected by the initiation unit so as to enable the control unit to control the rays of the positioning units to intersect within the playing area.
- the initiation unit has a data communication connection to the control unit through which the detection of each of the emitted rays is communicated; the connection may be by wire or wireless.
- the initiation procedure may be repeated to calibrate the system, and in a particular embodiment, the initiation unit is permanently situated within the playing area for a regular recalibration of the system.
- the game system according to the present invention may be accompanied by a visual presentation system for spectators of the game, i.e. for persons outside the playing area, so that he spectators may actually watch the virtual ball while it is invisible to the players.
- the players may be presented on television screens on which an image of the virtual ball created from data supplied by the control unit of the game system or in a technically more sophisticated manner by means of individual head gears worn by each spectator, which has a positioning system for detecting the position of the head gear and means for computing the individual image of the virtual ball for the particular head gear and displaying means for displaying the computed image for the spectator so that it is superimposed on the spectator's view of the game, e.g. projected on the inside of spectacle lenses forming part of the head gear.
- the game system according to the present invention may be used for many different games, such as known ball games as table tennis, squash, racquetball etc. but also games with a plurality of balls.
- the game system may also be used for games where the virtual ball does not act as a ball but is a hidden stationary object, such as for a hide-and seek game or a 3 -dimensional "sea battle" game or as a support in games of role playing.
- the control unit of the game system of the invention may be provided with a programming option, so that users may enter or adjust the rules of the games played by means of the game system, e.g. by a data communication connection to a standard computer with means for entering user data and programming.
- the system comprises four positioning unit arranged in each an upper corner of a virtual, rectangular parallelepiped playing area, the units being positioned approximately 2.0 meters above the ground.
- Each positioning unit is arranged to emit a focussed ray of infrared light at the same wavelength but chopped with distinctive patterns for the hand-held detectors of the game system to discriminate between, and means for moving the direction of the ray within the playing area.
- the positioning units each have a data communication connection to a central control unit that controls the movements of the rays, so that all rays intersect within the same location.
- the hand-held units each comprises a detector for detecting the emitted infrared light rays and means to analyse the output from the detector to separate output originating from the different positioning units and determine a received intensity value for each unit.
- Each determined intensity value is compared to a predetermined high threshold intensity value and in case one of the determined values exceeds the high threshold value, the bat emits a sound signal in order to indicate to the players that the bat is intersecting one of the rays.
- the analysing means of the hand-held units is provided with a second, lower threshold value, and a second sound signal is emitted in case the lower threshold value only is exceeded in order to indicate to the players that the bat is in the vicinity of one of the rays.
- the bats In case two or more determined intensity values each exceed their high threshold values, the bats emits a constant sound for five seconds in order to indicate that the virtual ball was reached.
- the bat may emit a wireless signal to the control unit for enabling it to calculate the score of the players.
- the positioning units are equipped with loudspeakers controlled by the control unit.
- the loudspeakers emit directional sound in the same direction as the light beams so as to form a three-dimensional sound image from which the players will be able to detect the location of the virtual ball.
- each bat is equipped with an emitter for emitting light in substantially all directions and the positioning units, typically two to four, comprise receivers for detecting the emitted light.
- the emitted light may e.g. be infrared light invisible to the human eye, and the light of each bat is distinguishable from the light emitted from the other bats of the game system, e.g. by a modulation in intensity or frequency or by being of different wavelengths.
- the positioning units each comprises an electronic camera, such as a CCD-camera, with a wide-angle lens in front so that as much as possible of the playing area is covered by each positioning unit.
- the output from each camera is analysed to identify which of the bats that are seen by the camera, based on the distinguishable light emitted by the bats, and the corresponding two-dimensional position of the light of the bat with respect to the camera is determined.
- the control unit of the game system can determine the position in space of each of the hand-held units, bats, and compare these with the predetermined location in space of the virtual ball.
- the velocity of the bats may be determined from successive positions in space of the bat. From the velocity of the bats at the moment of collision with the virtual ball, the effect of the collision on the speed and direction of movement of the ball may be computed and simulated in a realistic manner.
- This game system may simulate the presence of one or more virtual balls within the playing area as well as virtual obstacles etc. Also, goal areas may be defined so that the gaming system may be used for two or more teams playing against each other.
- the hand-held units receive a feed-back from the control unit of the game system about their distance to the one or more virtual ball and produce an output to the player accordingly, e.g. as a sound or beeping with a frequency dependent on the distance or as a vibration, the amplitude of which depends on the distance.
- the game system comprises at least three positioning units emitting each a radio signal of a predetermined intensity.
- the hand-held units comprise each a receiving unit for receiving the radio signals and determining the intensity thereof.
- the distance from each of the positioning units may be determined at the hand-held units with a high precision, e.g. less than 10 millimetres, and the position in space of the hand-held unit may be determined from the received radio signals.
- the determined position or the measured intensities are communicated to the control unit of the game system for computing the interaction with the one or more virtual balls and for possible score keeping.
- example 3 may be employed for this embodiment of the present invention as well.
- the hand-held unit emits a radio wave signal distinguishable from radio wave signal of the possible other hand-held units of the system, and at least three stationary positioning units each detects an intensity of the emitted signal and transfers the intensity measure to a central control unit, which determines the position in space from the detected intensities and compares the determined position with the predefined location in space of the virtual ball.
- the virtual three-dimensional playing area is subdivided into a plurality of parallel slides, each comprising a set of two-dimensional positioning means, which is simpler in construction and operation than a three-dimensional positioning system as discussed in previous examples and less expensive to establish.
- each of the plurality of two-dimensional positioning means are arranged to determine the position in two dimensions of the hand-held movable unit or units within the particular slide of the playing area, and together the two-dimensional positioning means constitutes a three-dimensional position determining means.
- Fig. 1 shows a game system according to the invention as discussed in Example 1 and 2,
- Figs. 2 and 2a show a game system according to the invention as discussed in Example 3,
- Fig. 3 shows a game system according to the invention as discussed in Example 4,
- Fig. 4 shows a game system according to the invention as discussed in Example 6.
- the game system shown in Fig. 1 refers to the embodiments discussed in examples 1 and 2 above.
- the system comprises three stationary positioning units 1 connected to a central control unit (not shown) that controls the movement of the invisible infrared rays 2 emitted by the positioning units 1, so that the three rays 2 intersect at a predetermined location 3, i.e. the virtual ball, within the three-dimensional playing area 4.
- a hand-held unit 5 is positioned within the playing area 4 and a detector part 6 of the hand-held unit 5 is positioned within the virtual ball 3.
- the game system shown in Figs. 2 and 2a refers to the embodiment discussed in example 3 above.
- the system comprises three stationary positioning units 1 connected to a central control unit (not shown) that receives the output from the electronic cameras of the positioning units 1.
- the hand-held unit 5 is positioned within the playing area 4 and comprises an emitter part 6 emitting radiation that is detected by the electronic cameras.
- the output from an electronic camera is illustrated with an output area 7 corresponding to the photosensitive area of the camera with the detected emitter 6 shown as a dot 8. From the output, an X and a Y coordinate of the dot 8 is determined and the coordinates from the three positioning units 1 may together provide sufficient information to the central control unit to determine the precise position in space 4 of the hand-held unit 5.
- the game system shown in Fig. 3 refers to the embodiment discussed in example 4 above.
- the system comprises three stationary positioning units 1 that operates independently of the central control unit (not shown) and emits each a radio wave signal 9 that is distinguishable from the other two radio wave signals 9.
- the handheld unit 5 has a detection part 6 that detects the intensity of the three radio wave signals 9 emitted by the three positioning units 1 and calculates a position in space there from, which position is transmitted by wireless communication to the central control unit (not shown), which compares the position with a predetermined location in space of the virtual ball or balls.
- the hand-held unit 5 transmits the determined intensities to the central control unit, which determines the position in space of the hand-held unit 5.
- the system comprises five sets of two-dimensional positioning units 1 each defining a slide 2 of the playing area, so that in total five parallel slides are defined, each by a set of two-dimensional positioning means.
- Each of the plurality of two-dimensional positioning means are arranged to determine the position in two dimensions of the hand-held movable unit or units 5 within the particular slide 2 of the playing area, and together the two-dimensional positioning means constitutes a three-dimensional position determining means.
- Each set of two-dimensional positioning means operates similar to the three-dimensional system discussed in Example 3 above, where the bat 5 emits a signal, which may be coded to identify the specific bat 5 and each positioning unit 1 comprises a 1 -dimensional CCD camera to detect the direction from which the signal was received.
- Commercially known systems for detecting the movements of pens and erasers on a white board as disclosed e.g. in WO 01/63550 may be easily adapted to the task and be employed in the system shown in Fig. 4.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Environmental & Geological Engineering (AREA)
- Radar, Positioning & Navigation (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
L'invention concerne un système de jeu doté d'une « balle » invisible, l'emplacement de la balle par rapport à la « batte » dans la main des joueurs étant indiqué au joueur par une communication non visuelle, par exemple par des effets sonores ou par un retour tactile. De ce fait, les joueurs ne sont pas obligés de regarder l'écran de l'ordinateur ni de porter des casques onéreux et inconfortables avec l'équipement vidéo de chaque utilisateur. De plus, en utilisant un moyen de communication non visuelle avec l'utilisateur, le système de jeu peut être utilisé par des joueurs mal voyants, voire des joueurs aveugles, et leurs convient particulièrement, et tous les joueurs quel que soit l'état de leur vue pourront utiliser leur sens autres que la vue.
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| DKPA200600554 | 2006-04-21 | ||
| DKPA200600554 | 2006-04-21 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2007121749A1 true WO2007121749A1 (fr) | 2007-11-01 |
Family
ID=38179951
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/DK2007/000189 Ceased WO2007121749A1 (fr) | 2006-04-21 | 2007-04-20 | Systeme de jeu avec balle virtuelle |
Country Status (1)
| Country | Link |
|---|---|
| WO (1) | WO2007121749A1 (fr) |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| NL2018235B1 (en) * | 2017-01-26 | 2018-08-01 | Innovative Golf Opportunities Llc | Virtual golf system for playing golf as well as a corresponding method. |
Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US4363484A (en) * | 1980-11-19 | 1982-12-14 | Marvin Glass & Associates | Electronic table tennis game apparatus |
| WO1998001197A1 (fr) * | 1996-07-04 | 1998-01-15 | Central Research Laboratories Limited | Mecanisme d'effets sonores |
| US20020014742A1 (en) * | 2000-07-26 | 2002-02-07 | Shelly Conte | Enhanced hide and seek game and method of playing same |
| US20040102247A1 (en) * | 2002-11-05 | 2004-05-27 | Smoot Lanny Starkes | Video actuated interactive environment |
-
2007
- 2007-04-20 WO PCT/DK2007/000189 patent/WO2007121749A1/fr not_active Ceased
Patent Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US4363484A (en) * | 1980-11-19 | 1982-12-14 | Marvin Glass & Associates | Electronic table tennis game apparatus |
| WO1998001197A1 (fr) * | 1996-07-04 | 1998-01-15 | Central Research Laboratories Limited | Mecanisme d'effets sonores |
| US20020014742A1 (en) * | 2000-07-26 | 2002-02-07 | Shelly Conte | Enhanced hide and seek game and method of playing same |
| US20040102247A1 (en) * | 2002-11-05 | 2004-05-27 | Smoot Lanny Starkes | Video actuated interactive environment |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| NL2018235B1 (en) * | 2017-01-26 | 2018-08-01 | Innovative Golf Opportunities Llc | Virtual golf system for playing golf as well as a corresponding method. |
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