WO2001086587A2 - Trading smart card system - Google Patents

Trading smart card system Download PDF

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Publication number
WO2001086587A2
WO2001086587A2 PCT/IB2001/001377 IB0101377W WO0186587A2 WO 2001086587 A2 WO2001086587 A2 WO 2001086587A2 IB 0101377 W IB0101377 W IB 0101377W WO 0186587 A2 WO0186587 A2 WO 0186587A2
Authority
WO
WIPO (PCT)
Prior art keywords
card
smart
data
value
trading
Prior art date
Application number
PCT/IB2001/001377
Other languages
French (fr)
Other versions
WO2001086587A3 (en
Inventor
William Simpson-Young
Original Assignee
Canon Kabushiki Kaisha
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Canon Kabushiki Kaisha filed Critical Canon Kabushiki Kaisha
Publication of WO2001086587A2 publication Critical patent/WO2001086587A2/en
Publication of WO2001086587A3 publication Critical patent/WO2001086587A3/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F7/00Mechanisms actuated by objects other than coins to free or to actuate vending, hiring, coin or paper currency dispensing or refunding apparatus
    • G07F7/08Mechanisms actuated by objects other than coins to free or to actuate vending, hiring, coin or paper currency dispensing or refunding apparatus by coded identity card or credit card or other personal identification means
    • G07F7/10Mechanisms actuated by objects other than coins to free or to actuate vending, hiring, coin or paper currency dispensing or refunding apparatus by coded identity card or credit card or other personal identification means together with a coded signal, e.g. in the form of personal identification information, like personal identification number [PIN] or biometric data
    • G07F7/1008Active credit-cards provided with means to personalise their use, e.g. with PIN-introduction/comparison system
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/22Payment schemes or models
    • G06Q20/229Hierarchy of users of accounts
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/30Payment architectures, schemes or protocols characterised by the use of specific devices or networks
    • G06Q20/34Payment architectures, schemes or protocols characterised by the use of specific devices or networks using cards, e.g. integrated circuit [IC] cards or magnetic cards
    • G06Q20/341Active cards, i.e. cards including their own processing means, e.g. including an IC or chip
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/30Payment architectures, schemes or protocols characterised by the use of specific devices or networks
    • G06Q20/34Payment architectures, schemes or protocols characterised by the use of specific devices or networks using cards, e.g. integrated circuit [IC] cards or magnetic cards
    • G06Q20/346Cards serving only as information carrier of service
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/30Payment architectures, schemes or protocols characterised by the use of specific devices or networks
    • G06Q20/34Payment architectures, schemes or protocols characterised by the use of specific devices or networks using cards, e.g. integrated circuit [IC] cards or magnetic cards
    • G06Q20/357Cards having a plurality of specified features
    • G06Q20/3576Multiple memory zones on card
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/30Payment architectures, schemes or protocols characterised by the use of specific devices or networks
    • G06Q20/36Payment architectures, schemes or protocols characterised by the use of specific devices or networks using electronic wallets or electronic money safes
    • G06Q20/363Payment architectures, schemes or protocols characterised by the use of specific devices or networks using electronic wallets or electronic money safes with the personal data of a user
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/42Coin-freed apparatus for hiring articles; Coin-freed facilities or services for ticket printing or like apparatus, e.g. apparatus for dispensing of printed paper tickets or payment cards
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F7/00Mechanisms actuated by objects other than coins to free or to actuate vending, hiring, coin or paper currency dispensing or refunding apparatus
    • G07F7/08Mechanisms actuated by objects other than coins to free or to actuate vending, hiring, coin or paper currency dispensing or refunding apparatus by coded identity card or credit card or other personal identification means
    • G07F7/0866Mechanisms actuated by objects other than coins to free or to actuate vending, hiring, coin or paper currency dispensing or refunding apparatus by coded identity card or credit card or other personal identification means by active credit-cards adapted therefor
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F7/00Mechanisms actuated by objects other than coins to free or to actuate vending, hiring, coin or paper currency dispensing or refunding apparatus
    • G07F7/08Mechanisms actuated by objects other than coins to free or to actuate vending, hiring, coin or paper currency dispensing or refunding apparatus by coded identity card or credit card or other personal identification means
    • G07F7/0873Details of the card reader
    • G07F7/088Details of the card reader the card reader being part of the point of sale [POS] terminal or electronic cash register [ECR] itself
    • G07F7/0886Details of the card reader the card reader being part of the point of sale [POS] terminal or electronic cash register [ECR] itself the card reader being portable for interacting with a POS or ECR in realizing a payment transaction

Definitions

  • This specification may include words which are, or are asserted to be, proprietary names or trademarks. Their inclusion does not imply that they have acquired, for legal purposes, a non-proprietary or generic significance. Furthermore, no judgement is implied concerning their legal status. In cases where it is considered that proprietary rights may attach to a word, this is indicated by a propr superscript, noting that this does not imply a legal judgement concerning the legal status of such words.
  • the present invention relates generally to collectibles and, in particular, to collectible trading cards.
  • Collectibles are items which are sought by collectors, who perceive that the items in question have a value.
  • the present invention relates to a multipurpose smart-card system, a dual-purpose smart-card, a method and apparatus for trading collectible trading smart-cards, or playing a collectible trading card game, as well as associated computer program products including computer readable media having recorded thereon computer programs for implementing said systems, and computer programs.
  • Trading cards are well known, and are commonly bought, sold, traded and collected by many people. These cards are typically produced as sets of cards pertaining to a specific subject, and individual cards in a set typically contain information and images relating to different aspects of that particular subject. For example, a set of trading cards depicting a specific baseball team might have individual cards, each of which depicts a different member of the team. Similarly, a set of trading cards relating to a particular movie could consist of individual cards, each of which depicts a specific character from the movie. Trading cards have traditionally been physical cards, made of printed cardboard, plastic, paper or metal.
  • US Patent 5,689,561 describes a computer-based trading card system which uses diskettes as an item which is traded between people.
  • Each of the aforementioned diskettes contains a "key”, which is used to unlock data from a compact disk memory (CD ROM), where the CD ROM is accessible across a communications network.
  • CD ROM contains data relating to "cards” in the set of trading cards, and makes this data available to a trader having the aforementioned diskette, and the trader is able to store this data on a hard disk. After a single use, however, the key on the diskette is typically disabled permanently.
  • US Patent 5,748,731 is directed towards "electronic trading cards" where individual encrypted electronic files represent virtual trading cards, and these files are decrypted by a user when the user has a corresponding decryption key.
  • trading cards can also be used for playing games. These include simple memory games, in which, for example, trading cards are placed face-down, and players attempt to find pairs of matching cards. More sophisticated strategy games are also possible.
  • US patent 5,662,332 is directed to game playing which involves use of trading cards as game components. In one version of this game, cards being used by a player can gain "energy", which allows the player to use the card to perform specific actions particular to the card in question.
  • US Patent 5,662,332 is directed to a similar type of game, incorporating physical cards as well as equivalent electronic components in computer games, interactive networks and other media.
  • Smart-cards as well as performing their conventional electronic purpose, can also be collected, traded and displayed in collections.
  • Physical Trading cards typically have printed information concerning the relevant subject matter displayed on the card itself. Thus in one example, statistics relating to the particular baseball player who is pictured on the card can be printed on the card. In another example, a depiction of a game character can be printed on the card, as well as characteristics of the character.
  • an owner of such a trading card wishes to find out more information about the subject depicted on the card, the owner must typically access associated material in physical form, such as a related brochure. Alternatively, the owner may visit a "web site" which is identified on the card.
  • the physical cards in this case, can be implemented with a shape and functionality of a CD ROM, thereby being insertable into a CD ROM drive on a personal computer (PC). This facilitates access to network based associated information. Power Deck propr trading cards from UpperDeck propr wse this aforementioned approach.
  • a trading smart- card system comprising: a plurality of collectible smart-cards, each having disposed thereon data which, in accordance with a user perception, imparts a card-based collectible value to said each card, and a user interface comprising an icon having an interface description; a smart-card reader configured to receive an inserted one of said smart-cards and to access the interface description, to thereby enable a user interaction with said icon; and a database, accessible to the smart-card reader, said database providing, in response to a communication by the smart-card reader dependent upon the interface description, database data associated with the data disposed on the inserted card, thereby imparting, in accordance with the user perception, a database-based collectible value to said each card, wherein a total collectible value ascribed to the card, in accordance with the user perception, comprises a sum of the card-based collectible value and the database- based collectible value.
  • a collectible dual- purpose smart-card system comprising: a plurality of collectible smart-cards, each having a programmable user interface; smart-card data disposed on said each smart-card which is thereby adapted to provide a collectible functionality; a smart-card reader for reading at least some of said smart-card data, and responsive to a user interaction with said user interface; a database, responsive to said smart-card reader, said database providing, dependent upon said user interaction, database data correlated to said smart-card data, thereby enhancing said adaptation for said collectible functionality.
  • a collectible trading card system comprising: a plurality of collectible smart-cards, each having a programmable user interface; smart-card data disposed on said each smart-card which is thereby adapted for collectible trading; a smart-card reader for reading at least some of said smart-card data, and responsive to a user interaction with said user interface; a database, responsive to said smart-card reader, said database providing, dependent upon said user mteraction, database data correlated to said smart-card data, thereby enhancing said adaptation for collectible trading.
  • a multiple-purpose smart card system comprising: a plurality of smart cards forming a set related to predetermined information, each said smart card comprising:
  • a user interface representing at least one part of, and facilitating access to at least another part of, said predetermined information
  • smart card data associated with said user interface and readable to facilitate said access to said at least another part of said predetermined information
  • a smart card reader for reading at least a portion of said smart card data from an inserted said smart card in response to a user interaction with the corresponding said user interface to thereby form an information request
  • a database incorporating at least said another part of said predetermined information and responsive to said information request to thereby output a predefined component of said other part of said predetermined information, wherein said database correlates a collective functionality of said set of smart cards to thereby provide access, using at least some of said plurality of smart cards, to an entirety of said other part of said predetermined information.
  • a trading card configured as a smart-card comprising: data disposed on the smart-card which imparts a card-based collectible value to said card, and a user interface comprising an icon disposed on the card said icon having an interface description; wherein a smart-card reader is configured to receive said smart-card to thereby enable a user interaction with said icon, the interaction enabling the smart-card reader to access the interface description; and wherein a database, accessible to the smart-card reader, provides, in response to a communication by the smart-card reader dependent upon the interface description, database data associated with the data disposed on the card, thereby imparting a database- based collectible value to said card.
  • a dual purpose smart-card for both non-computer based and computer-based information transfer, said card comprising: a substrate; an electronic memory associated with said substrate; a first set of indicia located on said substrate, visible to a user, and representing a first set of data imparting a card-based collectible value to the card; a second set of indicia located on said substrate and comprising a plurality of icons selectable by the user; and pointing data stored in said electronic memory and pointing to a remote location at which a second set of data is stored; wherein said card is insertable into a card reader associated with a computer based device, whereupon following selection of at least one of said second set of indicia of said inserted card, at least part of said second data is made accessible to the user, thereby imparting a database-based collectible value to the card.
  • a method for trading collectible trading smart-cards each having a programmable user interface, said method comprising steps of: choosing a smart-card for possible trading; ascribing, dependent upon smart-card data of said chosen smart-card, a card based value; assessing, dependent upon database data correlated with said smart-card data, an associated database-based value, said database data provided by a user interaction with said user interface; determining a composite smart-card value, dependent upon said card based value and said database-based value; and trading said chosen smart-card dependent upon said composite smart-card value.
  • a computer program product comprising a computer readable medium containing a computer program for an apparatus implementing a method for trading collectible trading smart- cards, program comprising: code for a choosing step for choosing a smart-card for possible trading; code for an ascribing step for ascribing, dependent upon smart-card data of said chosen smart-card, a card based value; code for an assessing step for assessing, dependent upon database data correlated with said smart-card data, an associated database-based value, said database data provided by a user interaction with said user interface; code for a determining step for determining a composite smart-card value, dependent upon said card based value and said database-based value; and code for a trading step for trading said chosen smart-card dependent upon said composite smart-card value.
  • a computer program for an apparatus implementing a method for trading collectible trading smart- cards comprising: code for a choosing step for choosing a smart-card for possible trading; code for an ascribing step for ascribing, dependent upon smart-card data of said chosen smart-card, a card based value; code for an assessing step for assessing, dependent upon database data correlated with said smart-card data, an associated database-based value, said database data provided by a user mteraction with said user interface; code for a determining step for determining a composite smart-card value, dependent upon said card based value and said database-based value; and code for a trading step for trading said chosen smart-card dependent upon said composite smart-card value.
  • a method of playing a collectible trading card game comprising steps of: (i) selecting a smart-card from a plurality of collectible trading smart- cards, each said smart-card having a programmable user interface;
  • a computer program product comprising a computer readable medium containing a computer program for an apparatus implementing a method of playing a collectible trading card game, said program comprising: code for selecting a smart-card from a plurality of collectible trading smart- cards, each said smart-card having a programmable user interface; code for reading by a smart-card reader of a user mteraction with said interface; code for at least one of navigating, searching and exploring, dependent upon said user interaction, a database which is responsive to said smart-card reader; and code for accessing associated database data; whereby said method comprises, if said game objective is comparison of corresponding database data, a further step of: code for comparing said associated database data with corresponding database data for another smart-card from said plurality of collectible trading smart-cards.
  • a computer program for an apparatus implementing a method of playing a collectible trading card game comprising: code for selecting a smart-card from a plurality of collectible trading smart- cards, each said smart-card having a programmable user interface; code for reading by a smart-card reader of a user interaction with said interface; code for at least one of navigating, searching and exploring, dependent upon said user interaction, a database which is responsive to said smart-card reader; and code for accessing associated database data; whereby said method comprises, if said game objective is comparison of corresponding database data, a further step of: code for comparing said associated database data with corresponding database data for another smart-card from said plurality of collectible trading smart-cards.
  • a smart card having a plurality of icons selectable by a user, said card comprising: an electronic memory for storing first data which imparts a first value to said card and second data to access to an external memory according to the user selection of the icons, which external memory stores data which imparts a second value to the card.
  • a smart card reader to receive a smart card having a plurality of icons selectable by a user, said card reader comprising: a processor for reading from the card first data which imports a first value to said card and second data to access to an external memory according to the user selection of the icons, which external memory stores data which imparts a second value to the card.
  • a processing apparatus for smart card having a plurality of icons selectable by a user comprising said apparatus comprising: a processor for receiving a first value from the card via a smart card reader and a second value data from an external memory according to the user selection of the icons and for determimng a composite smart card value based on the first value and the second value.
  • a smart card having a plurality of icons selectable by a user, said card comprising: an electronic memory for storing first data which imparts a first value to said card, which the first value is used for a card trading.
  • a smart card reader to receive a smart card having a plurality of icons selectable by a user, said card comprising: a processor for reading from the card a data which imparts a value to said card, which the value is used for a card trading.
  • a smart card having a substrate, said card comprising: a first set of indicia located on said substrate, visible to a user, and representing a first set of data imparting a first value to the card; a second set of indicia located on said substrate and comprising a plurality of icons selectable by the user; and a memory for storing pointing data to point to a remote location at which a second set of data is stored.
  • Fig. 1 provides a system representation of a trading smart card system
  • Fig. 2 shows a flow chart of method steps by which trading cards can be traded
  • Fig. 3 depicts a flow chart of method steps by which a game can be played using trading cards
  • Fig. 4 is a schematic block diagram of a general purpose computer upon which the trading smart card system can be practiced. Detailed Description including Best Mode
  • Fig. 1 is a system representation of a trading card system, and shows a set 100 of collectible trading smart-cards, of which a particular smart-card 102 is representative.
  • the representative card 102 is shown in more detail in a representation 106.
  • the trading smart-card has an associated on-board processor and/or memory 108 disposed on a surface of the card 106.
  • the memory can take various alternate forms, such as a solid-state memory chip, a machine-readable bar-code, an optical code which is readable by an optical code reader, a magnetic stripe or magnetic coating serving as data storage elements, h the present instance, the processor and/or memory 108 are disposed on a rear surface of the card, the rear surface being depicted by a curved arrow 134.
  • the card 106 further comprises a number of visual "icons" 110, each icon comprising a visually distinctive image, which can be either text, or graphic in nature.
  • the card 106 has an image area 112, which is typically larger than an icon, upon which a mixture of text and/or graphic information is displayed, this information typically relating to a key topic with which the card 106 is concerned.
  • each icon 110 can itself contain, in addition to the distinctive image already mentioned, additional descriptive information depicted by a dashed arrow 138.
  • the image region 112 can depict a famous baseball player, and the icon 110 can contain the text, "scoring record” (which serves as the distinctive "image” or label in this case) as well as a summary data in this regard (which comprises the additional descriptive information).
  • Such an exemplary card 106 falls in the class of baseball trading cards, and relates to a particular player.
  • the set of cards 100 in this example, is the corresponding set of baseball trading cards relating to the particular baseball team. In other examples, the set of cards 100 can relate to TV or movie stars and characters, sports stars and personalities, animals, cars, popular personalities and so on.
  • the set 100 of trading cards can be used in a traditional fashion, with cards being bought, sold, and swapped in accordance with their perceived collectible "value", this being measured in terms of attributes associated with the physical cards themselves.
  • This value in the present example is typically associated with the particular player featured on the card, as well as the attractiveness of the card to the traders involved, and the scarcity of the card.
  • the card 106 can be inserted, as depicted by a dashed arrow 114, into a smart-card reader 128 through an access slot 132.
  • the various icons (eg. 110) and visual information (eg. 112) are visible through a transparent touch sensitive screen 131 formed in an aperture 130 which is provided in the smart-card reader 128.
  • the "touch sensitive screen” 131 is, in fact, a transparent touch sensitive membrane, the former name being a colloquial term used in the art and being derived from the historical use of such devices in video display apparatus.
  • the user interaction with the card 106 occurs, once the card 106 is inserted into the smart-card reader 128, when the user selects a desired icon by pressing on the transparent touch screen 131 above the desired icon 110 which is visible through the touch-screen 131.
  • the processor 116 is able to detect this user interaction, and to associate it with a corresponding interface description 136.
  • the interface description 136 which is stored in the processor and/or memory 108 on the card 106, defines an intended action which is to result from the users action in pressing the icon 110.
  • Each icon, eg 110 is associated with x-y coordinates which define a position of the icon on the surface of the card 106.
  • the x-y coordinates, together with the intended associated action are stored in the interface description in the processor and/or memory 108.
  • a user pressing on an icon leads to consequent detection by the touch screen 131 that the particular icon has been pressed, and subsequently, at least a part of the interface description can be communicated to the processor 116.
  • the smart-card reader 128 in Fig. 1 is functionally connected, by a connection 144, to a processor 116 which has a display region 118.
  • the processor 116 can, in one arrangement, communicate by means of the connection 144 with the card processor 108 of a card which has been inserted into the card reader 128.
  • the card reader 128 communicates with the card processor 108 (or reads from the card memory 108 if the card has only a memory module 108 and has no associated on-card processor) upon insertion of the smart-card into the reader, and thereafter, communication takes place between the processor 116 and the card reader 128.
  • the intended action in the present case where the user has pressed on the icon 110, is to retrieve relevant scoring data for the baseball player depicted on the card 106.
  • the interface description 136 has, as described, previously been stored in the on-board memory 108.
  • the processor 116 is connected, as depicted by a dashed arrow 120 to a communications network 122.
  • a data base 126 is also connected, as depicted by a dashed arrow 124, to the network 122, and accordingly, the database 126 is accessible to the processor 116.
  • the database 126 and the processor 116 can belong to an integrated local system.
  • the database 126 stores (140) database data 142, eg scoring data for the particular player of interest, which is associated with the card 106. Accordingly the users press on the icon 110 is able to access relevant scoring data for the depicted player from the database 126.
  • an extended set of data exemplified by 142
  • the combination of smart-card data 112, 110 when considered in conjunction with the corresponding database data 142, forms an extended and enhanced collectible trading smart-card data set. This significantly extends the perceived scope of the "trading card world" to which the trading card owner can relate, and also has significant impact of the perceived collectible value associated with the cards.
  • all information regarding the team and represented by information on the faces of all cards in the set and all information within the database may be considered a predetermined set of information. Further, some of that information may only appear on the faces of the cards, and not necessarily all cards, whereas much of the information would typically reside in the database and be selectably accessible to a trader in possession and operating particular cards in the set. For example, a card for Joe Bloggs an outfielder of the baseball team may be considered of little value and hence whilst the face of the card may provide brief biographical and statistical information regarding Bloggs, the portion of the database accessible using the card for Bloggs may only provide a small amount of further biographical and statistical information about only Bloggs.
  • a card for Todd Legend captain of the baseball team and star pitcher
  • Other smart cards may be configured to provide access to historical information regarding the team and the club they represent.
  • users have a means by which a collectible value may be assigned to each card.
  • a particular "valuable" card, depicting a specific game character may provide access to enhanced capabilities (eg the ability for the specific character to leap tall buildings), or properties (eg an increased "energy” level), when compared to capabilities or properties provided by another, "less valuable” game card.
  • the configuration of the database to provide selective levels of access to holders of particular cards to the set of predetermined information can create a situation where the perceived collectible value of a card may be created as a function of the quantity, and in some cases quality, of information made available to the user.
  • the operator of the database may influence the collectible value of the cards, for example as the baseball season progresses, to reflect the relative changes in performance of individual team members. For example, whereas the card for Legend may have high value at the commencement of the season, as acquired from the previous season's performance, a series of poor performances by Legend and good performances by Bloggs may prompt the database operator to reduce the data accessible for the Legend card and increase the data accessible by the Bloggs card.
  • the relative value of cards of certain teams may be adjusted to track changes in the competition ladder.
  • the visual and user interface aspects of the trading cards can be customised, and need not be defined by the card manufacturer. This ability to customise is advantageous, since it places flexibility into the hands of the trading card supplier.
  • a card can be customised, for example, by inserting the card into a card reader/programmer which is connected to a personal computer (PC) running an appropriate software application.
  • Customisation information can be provided by the trading card supplier, and consequently a programmed ie. customised card is produced by the smart-card programmer/reader.
  • the card is customised both electrically, ie in terms of the interface descriptions associated with the various icons on the card surfaces, and also in terms of the visual aspects and information printed on the card.
  • Fig. 2 is a flow chart of method steps by which trading cards according to the preferred embodiment can be traded.
  • the trading process 200 commences with a selection step 202, in which a trader selects a card for consideration in a trading transaction. Thereafter, in a step 204, a card based value is assessed, this value being derived from information (110, 112 see Fig. 1) on the physical card 106. This value forms one element of the overall value of the card 106. Thereafter, in a step 206, the card in question is inserted into the smart-card reader 128. In a following step 208, the associated database data (142) is accessed.
  • the accessing of the associated database data 142 is performed by a judicious combination and/or sequence of user interactions with icons 110 on the smart-card 106 after insertion of the smart-card 106 into the smart-card reader 128.
  • the user is able, by means of the icons such as 110, to access the associated set of data 142 which is "coupled" to the particular smart-card 106, and also to the set 100 of smart-cards of which the smart-card 106 is a member.
  • the database based "value" of the card 106 is assessed.
  • the value ascribed in this regard by the trader to the card will typically be based upon the richness of the database information which is accessible by means of the card 106, as well as other features relating to the manner in which the information 142 is configured, and other information configuration parameters.
  • a testing step 212 the trader has the option of either partially, or fully, exercising the interactive capabilities of the card 106, this option being depicted by a looping arrow 214.
  • the process 200 is directed to an assessment step 216, in which a composite value for the card in question 106 is assessed.
  • This composite value is the aggregate of the card-based value, and the database-based value, and is the composite collectible value of the card to the trader.
  • a following trading step 218 crystallises the trading transaction, and the owner of the card 106 either trades the card, or maintains ownership, depending on trading terms offered by a respective "buyer".
  • the entire trading process 200 can be repeated if more card trades are desired, as depicted in a decision step 220. If such further trades are indeed desired, the trading process 200 is directed, in accordance with an arrow 224, back to the initial selection step 202. Alternatively, the trading process 200 is directed to a termination step 222.
  • the trading process 200 can also take an abbreviated form, in which the trader progresses directly from the card based assessment step 204 to the trading step 218 as depicted by the interconnecting dashed arrow 226. It is apparent, therefore, that the trading process is flexible, and not restricted to the particular depiction provided in Fig. 2.
  • Fig. 3 is a flow chart of method steps by which a game can be played using trading cards having functionality as described in relation to Figs. 1 and 2.
  • the game 316 commences with a step 300 in which a player selects a game card from a set of game cards.
  • the set of trading cards 100 forms the set of game cards in the present instance, and the card being selected will, for example, be the card 106 from this set (see Fig. 1). Thereafter, the selected card is inserted into a smart-card reader in a step 302. The player is then able, in a step 304, to navigate a database (eg. 126 in Fig. 1) using card "controls", such as the icon 110. In a following step 306, database information 142 can be accessed using the aforementioned navigation as an access mechanism.
  • a database eg. 126 in Fig. 1
  • database information 142 can be accessed using the aforementioned navigation as an access mechanism.
  • the player can now loop, as depicted by an arrow 312, back to the initial selection step 300, for selection of a different card.
  • the game objective is restricted to accessing and considering database data 142 associated with the selected card 106, such as might be the case with an adventure game which involves navigation from place to place with no further actions.
  • the process 316 proceeds to a comparison step 310, in which accessed information for different cards in the set is compared. The various cards being compared are "played" by following an arrow 314, and subsequently, steps 300 to 310 are played, in a repeating sequence.
  • a dashed horizontal line 308 is used to partition the game process 316 into single-player, and multiplayer modes.
  • the step 310 which lies below the dashed line 308 is included.
  • the game process 316 lying exclusively above the dashed line 308 represents a single-player game flow.
  • the systems for, and methods or uses of, trading collectible interactive trading smart-cards, and/or playing a collectible interactive trading card game can be practiced using a general-purpose computer system 400, such as that shown in Fig. 4 wherein the processes of Figs. 2, or 3 may be implemented as software, such as an application program executing within the computer system 400.
  • the steps of trading collectible interactive trading smart-cards, and/or playing a collectible interactive trading card game are effected by instructions in the software that are carried out by the computer.
  • the software may be divided into two separate parts, one part for carrying out the methods for trading collectible interactive trading smart-cards, and/or playing a collectible interactive trading card games, and another part to manage the user interface between the former and the user.
  • the software may be stored in a computer readable medium, including the storage devices described below, for example.
  • the software is loaded into the computer from the computer readable medium, and then executed by the computer.
  • a computer readable medium having such software or computer program recorded on it is a computer program product.
  • the use of the computer program product in the computer preferably effects an advantageous apparatus for trading collectible interactive trading smart-cards, and/or playing a collectible interactive trading card game, in accordance with the arrangements described.
  • the computer system 400 comprises a computer module 401, input devices such as a keyboard 402, smart-card reader 425, and mouse 403, output devices including a printer 415 and a display device 414.
  • a Modulator-Demodulator (Modem) transceiver device 416 is used by the computer module 401 for communicating to and from a communications network 420, for example connectable via a telephone line 421 or other functional medium.
  • the modem 416 can be used to obtain access to the database 422 (which represents the database 126 in Fig. 1) over the Internet, and other network systems, such as a Local Area Network (LAN) or a Wide Area Network (WAN).
  • LAN Local Area Network
  • WAN Wide Area Network
  • the computer module 401 typically includes at least one processor unit 405, a memory unit 406, for example formed from semiconductor random access memory (RAM) and read only memory (ROM), input/output (I/O) interfaces including a video interface 407, and an I/O interface 413 for the card reader 425, keyboard 402 and mouse 403, and optionally a joystick (not illustrated), and an interface 408 for the modem 416.
  • a storage device 409 is provided and typically includes a hard disk drive 410 and a floppy disk drive 411, which is configured to receive a floppy diskette 424.
  • a magnetic tape drive (not illustrated) may also be used.
  • a CD-ROM drive 412 capable of receiving a CD-ROM 426, is typically provided as a non-volatile source of data.
  • the components 405 to 413 of the computer module 401 typically communicate via an interconnected bus 404 and in a manner which results in a conventional mode of operation of the computer system 400 known to those in the relevant art.
  • Examples of computers on which the embodiments can be practised include IBM-PC's and compatibles, Sun Sparcstations or alike computer systems evolved therefrom.
  • the application program of the described arrangement is resident on the hard disk drive 410 and read and controlled in its execution by the processor 405.
  • Intermediate storage of the program and any data fetched over the network 420 may be accomplished using the semiconductor memory 406, possibly in concert with the hard disk drive 410.
  • the application program may be supplied to the user encoded on the CD-ROM 426, or the floppy disk 424, and read via the corresponding drive 412 or 411, or alternatively may be read by the user from the network 420 via the modem device 416.
  • the software can also be loaded into the computer system 400 from other computer readable medium including magnetic tape, a ROM or integrated circuit, a magneto-optical disk, a radio or infra-red transmission channel between the computer module 401 and another device, a computer readable card such as a PCMCIA card, and the Internet and Intranets including email transmissions and information recorded on websites and the like.
  • the foregoing is merely exemplary of relevant computer readable mediums.
  • the systems for, and method or uses of, trading collectible interactive trading smart-cards, and/or playing a collectible interactive trading card game may alternatively be implemented in a special purpose processor configured as a TV set top box, or even integrated into the TV itself. Alternately, the implementation may be based upon use of dedicated hardware such as one or more integrated circuits performing the functions or sub functions of trading collectible interactive trading smart-cards, and/or playing a collectible interactive trading card game.
  • dedicated hardware may include graphic processors, digital signal processors, or one or more microprocessors and associated memories.
  • Examples include business cards, recipe cards (cards having a recipe displayed on the cards themselves, as well as providing access to interactive recipe information over a network), and hotel room key- cards (used in a physical sense for room entry, as well as for accessing room service over a network, and having an address of the hotel printed on the card, along with possibly a map of the hotel location).
  • a further example is promotional cards, for example having pictures of products with an associated price and location of a sales outlet, while additionally having an on-line functionality related to purchase of products in an electronic-commerce context.
  • the game process 316 has been described in terms of a relatively "static" information comparison context, be it single or multiplayer competition, further embodiments are possible within the scope of the inventive concept.
  • the smart-card control 110 can be used on an inserted smart-card in the smart-card reader 128 to play action games.
  • These controls can initiate actions such as picking up objects, using objects, and performing physical actions with respect to other characters.
  • the aforementioned objects are virtual objects as comprehended by the game player by means of a display. If a number of smart-card readers are available, then multiple players can play these action games in a multiplayer context.

Abstract

A trading card (106) configured as a smart-card is disclosed, the trading card (106) comprising data (112) disposed on the smart-card (106) which imparts a card-based collectible value to said card (106), and a user interface comprising an icon (110) disposed on the card (106) said icon (110) having an interface description, wherein a smart-card reader (128) is configured to receive said smart-card (106) to thereby enable a user interaction with said icon (110), the interaction enabling the smart-card reader (128) to access the interface description, and wherein a database (126), accessible to the smart-card reader (128), provides, in response to a communication by the smart-card reader (128) dependent upon the interface description, database data (142) associated with the data (112) disposed on the card (106), thereby imparting a database-based collectible value to said card (106).

Description

TRADING SMART CARD SYSTEM Trademarks
This specification may include words which are, or are asserted to be, proprietary names or trademarks. Their inclusion does not imply that they have acquired, for legal purposes, a non-proprietary or generic significance. Furthermore, no judgement is implied concerning their legal status. In cases where it is considered that proprietary rights may attach to a word, this is indicated by a propr superscript, noting that this does not imply a legal judgement concerning the legal status of such words.
Technical Field of the Invention The present invention relates generally to collectibles and, in particular, to collectible trading cards. Collectibles are items which are sought by collectors, who perceive that the items in question have a value. The present invention relates to a multipurpose smart-card system, a dual-purpose smart-card, a method and apparatus for trading collectible trading smart-cards, or playing a collectible trading card game, as well as associated computer program products including computer readable media having recorded thereon computer programs for implementing said systems, and computer programs.
Background Art
Trading cards are well known, and are commonly bought, sold, traded and collected by many people. These cards are typically produced as sets of cards pertaining to a specific subject, and individual cards in a set typically contain information and images relating to different aspects of that particular subject. For example, a set of trading cards depicting a specific baseball team might have individual cards, each of which depicts a different member of the team. Similarly, a set of trading cards relating to a particular movie could consist of individual cards, each of which depicts a specific character from the movie. Trading cards have traditionally been physical cards, made of printed cardboard, plastic, paper or metal.
US Patent 5,689,561 describes a computer-based trading card system which uses diskettes as an item which is traded between people. Each of the aforementioned diskettes contains a "key", which is used to unlock data from a compact disk memory (CD ROM), where the CD ROM is accessible across a communications network. This CD ROM contains data relating to "cards" in the set of trading cards, and makes this data available to a trader having the aforementioned diskette, and the trader is able to store this data on a hard disk. After a single use, however, the key on the diskette is typically disabled permanently.
US Patent 5,748,731 is directed towards "electronic trading cards" where individual encrypted electronic files represent virtual trading cards, and these files are decrypted by a user when the user has a corresponding decryption key.
Also currently available are various types of digital trading cards, which can be bought, sold, and swapped in "virtual" form, ie. without involving a physical card or a physical medium having stored thereon an electronic version of the card. Examples of this genre include Inzomnia propr digital trading cards, and Cyberaction propr interactive digital trading cards.
In addition to being used for trading and collecting, trading cards can also be used for playing games. These include simple memory games, in which, for example, trading cards are placed face-down, and players attempt to find pairs of matching cards. More sophisticated strategy games are also possible. US patent 5,662,332 is directed to game playing which involves use of trading cards as game components. In one version of this game, cards being used by a player can gain "energy", which allows the player to use the card to perform specific actions particular to the card in question. US Patent 5,662,332 is directed to a similar type of game, incorporating physical cards as well as equivalent electronic components in computer games, interactive networks and other media.
Smart-cards, as well as performing their conventional electronic purpose, can also be collected, traded and displayed in collections. Some types of smart-card, such as phone cards, are printed with attractive pictures having different designs on different cards, and these are well suited to collecting and trading activities. When used electronically however, these cards are typically used for unrelated purposes, such as banking, access to public telephones and so on. Physical Trading cards typically have printed information concerning the relevant subject matter displayed on the card itself. Thus in one example, statistics relating to the particular baseball player who is pictured on the card can be printed on the card. In another example, a depiction of a game character can be printed on the card, as well as characteristics of the character. If an owner of such a trading card wishes to find out more information about the subject depicted on the card, the owner must typically access associated material in physical form, such as a related brochure. Alternatively, the owner may visit a "web site" which is identified on the card. The physical cards, in this case, can be implemented with a shape and functionality of a CD ROM, thereby being insertable into a CD ROM drive on a personal computer (PC). This facilitates access to network based associated information. Power Deck propr trading cards from UpperDeck proprwse this aforementioned approach.
The need to insert the aforementioned type of CD ROM trading cards into a PC places a conceptual barrier between the user and the trading card environment, and attenuates the degree to which the trading card owner can relate to this environment. Summary of the Invention
It is an object of the present invention to substantially overcome, or at least ameliorate, one or more disadvantages of existing arrangements.
According to a first aspect of the invention, there is provided a trading smart- card system comprising: a plurality of collectible smart-cards, each having disposed thereon data which, in accordance with a user perception, imparts a card-based collectible value to said each card, and a user interface comprising an icon having an interface description; a smart-card reader configured to receive an inserted one of said smart-cards and to access the interface description, to thereby enable a user interaction with said icon; and a database, accessible to the smart-card reader, said database providing, in response to a communication by the smart-card reader dependent upon the interface description, database data associated with the data disposed on the inserted card, thereby imparting, in accordance with the user perception, a database-based collectible value to said each card, wherein a total collectible value ascribed to the card, in accordance with the user perception, comprises a sum of the card-based collectible value and the database- based collectible value.
According to another aspect of the invention, there is provided a collectible dual- purpose smart-card system, comprising: a plurality of collectible smart-cards, each having a programmable user interface; smart-card data disposed on said each smart-card which is thereby adapted to provide a collectible functionality; a smart-card reader for reading at least some of said smart-card data, and responsive to a user interaction with said user interface; a database, responsive to said smart-card reader, said database providing, dependent upon said user interaction, database data correlated to said smart-card data, thereby enhancing said adaptation for said collectible functionality.
According to a another aspect of the invention, there is provided a collectible trading card system, comprising: a plurality of collectible smart-cards, each having a programmable user interface; smart-card data disposed on said each smart-card which is thereby adapted for collectible trading; a smart-card reader for reading at least some of said smart-card data, and responsive to a user interaction with said user interface; a database, responsive to said smart-card reader, said database providing, dependent upon said user mteraction, database data correlated to said smart-card data, thereby enhancing said adaptation for collectible trading.
According to another aspect of the invention there is provided a multiple-purpose smart card system, comprising: a plurality of smart cards forming a set related to predetermined information, each said smart card comprising:
(i) a user interface representing at least one part of, and facilitating access to at least another part of, said predetermined information; (ii) smart card data associated with said user interface and readable to facilitate said access to said at least another part of said predetermined information; a smart card reader for reading at least a portion of said smart card data from an inserted said smart card in response to a user interaction with the corresponding said user interface to thereby form an information request; and a database incorporating at least said another part of said predetermined information and responsive to said information request to thereby output a predefined component of said other part of said predetermined information, wherein said database correlates a collective functionality of said set of smart cards to thereby provide access, using at least some of said plurality of smart cards, to an entirety of said other part of said predetermined information.
According to another aspect of the invention there is provided a trading card configured as a smart-card comprising: data disposed on the smart-card which imparts a card-based collectible value to said card, and a user interface comprising an icon disposed on the card said icon having an interface description; wherein a smart-card reader is configured to receive said smart-card to thereby enable a user interaction with said icon, the interaction enabling the smart-card reader to access the interface description; and wherein a database, accessible to the smart-card reader, provides, in response to a communication by the smart-card reader dependent upon the interface description, database data associated with the data disposed on the card, thereby imparting a database- based collectible value to said card.
According to another aspect of the invention there is provided a dual purpose smart-card for both non-computer based and computer-based information transfer, said card comprising: a substrate; an electronic memory associated with said substrate; a first set of indicia located on said substrate, visible to a user, and representing a first set of data imparting a card-based collectible value to the card; a second set of indicia located on said substrate and comprising a plurality of icons selectable by the user; and pointing data stored in said electronic memory and pointing to a remote location at which a second set of data is stored; wherein said card is insertable into a card reader associated with a computer based device, whereupon following selection of at least one of said second set of indicia of said inserted card, at least part of said second data is made accessible to the user, thereby imparting a database-based collectible value to the card.
According to another aspect of the invention there is provided a method for trading collectible trading smart-cards, each having a programmable user interface, said method comprising steps of: choosing a smart-card for possible trading; ascribing, dependent upon smart-card data of said chosen smart-card, a card based value; assessing, dependent upon database data correlated with said smart-card data, an associated database-based value, said database data provided by a user interaction with said user interface; determining a composite smart-card value, dependent upon said card based value and said database-based value; and trading said chosen smart-card dependent upon said composite smart-card value.
According to yet another aspect of the invention there is provided a computer program product comprising a computer readable medium containing a computer program for an apparatus implementing a method for trading collectible trading smart- cards, program comprising: code for a choosing step for choosing a smart-card for possible trading; code for an ascribing step for ascribing, dependent upon smart-card data of said chosen smart-card, a card based value; code for an assessing step for assessing, dependent upon database data correlated with said smart-card data, an associated database-based value, said database data provided by a user interaction with said user interface; code for a determining step for determining a composite smart-card value, dependent upon said card based value and said database-based value; and code for a trading step for trading said chosen smart-card dependent upon said composite smart-card value. According to yet another aspect of the invention there is provided a computer program for an apparatus implementing a method for trading collectible trading smart- cards, program comprising: code for a choosing step for choosing a smart-card for possible trading; code for an ascribing step for ascribing, dependent upon smart-card data of said chosen smart-card, a card based value; code for an assessing step for assessing, dependent upon database data correlated with said smart-card data, an associated database-based value, said database data provided by a user mteraction with said user interface; code for a determining step for determining a composite smart-card value, dependent upon said card based value and said database-based value; and code for a trading step for trading said chosen smart-card dependent upon said composite smart-card value.
According to yet another aspect of the invention there is provided a method of playing a collectible trading card game, comprising steps of: (i) selecting a smart-card from a plurality of collectible trading smart- cards, each said smart-card having a programmable user interface;
(ii) reading by a smart-card reader of a user interaction with said interface; (iii) at least one of navigating, searching and exploring, dependent upon said user interaction, a database which is responsive to said smart-card reader; and
(iv) accessing associated database data; whereby said method comprises, if said game objective is comparison of corresponding database data, a further step of:
(v) comparing said associated database data with corresponding database data for another smart-card from said plurality of collectible trading smart-cards. According to yet another aspect of the invention there is provided a computer program product comprising a computer readable medium containing a computer program for an apparatus implementing a method of playing a collectible trading card game, said program comprising: code for selecting a smart-card from a plurality of collectible trading smart- cards, each said smart-card having a programmable user interface; code for reading by a smart-card reader of a user mteraction with said interface; code for at least one of navigating, searching and exploring, dependent upon said user interaction, a database which is responsive to said smart-card reader; and code for accessing associated database data; whereby said method comprises, if said game objective is comparison of corresponding database data, a further step of: code for comparing said associated database data with corresponding database data for another smart-card from said plurality of collectible trading smart-cards.
According to another aspect of the invention there is provided a computer program for an apparatus implementing a method of playing a collectible trading card game, said program comprising: code for selecting a smart-card from a plurality of collectible trading smart- cards, each said smart-card having a programmable user interface; code for reading by a smart-card reader of a user interaction with said interface; code for at least one of navigating, searching and exploring, dependent upon said user interaction, a database which is responsive to said smart-card reader; and code for accessing associated database data; whereby said method comprises, if said game objective is comparison of corresponding database data, a further step of: code for comparing said associated database data with corresponding database data for another smart-card from said plurality of collectible trading smart-cards. According to another aspect of the invention there is provided a smart card having a plurality of icons selectable by a user, said card comprising: an electronic memory for storing first data which imparts a first value to said card and second data to access to an external memory according to the user selection of the icons, which external memory stores data which imparts a second value to the card. According to another aspect of the invention there is provided a smart card reader to receive a smart card having a plurality of icons selectable by a user, said card reader comprising: a processor for reading from the card first data which imports a first value to said card and second data to access to an external memory according to the user selection of the icons, which external memory stores data which imparts a second value to the card.
According to another aspect of the invention there is provided a processing apparatus for smart card having a plurality of icons selectable by a user, comprising said apparatus comprising: a processor for receiving a first value from the card via a smart card reader and a second value data from an external memory according to the user selection of the icons and for determimng a composite smart card value based on the first value and the second value.
According to another aspect of the invention there is provided a smart card having a plurality of icons selectable by a user, said card comprising: an electronic memory for storing first data which imparts a first value to said card, which the first value is used for a card trading.
According to another aspect of the invention there is provided a smart card reader to receive a smart card having a plurality of icons selectable by a user, said card comprising: a processor for reading from the card a data which imparts a value to said card, which the value is used for a card trading.
According to another aspect of the invention there is provided a smart card having a substrate, said card comprising: a first set of indicia located on said substrate, visible to a user, and representing a first set of data imparting a first value to the card; a second set of indicia located on said substrate and comprising a plurality of icons selectable by the user; and a memory for storing pointing data to point to a remote location at which a second set of data is stored. Brief Description of the Drawings
A number of preferred embodiments of the present invention will now be described with reference to the drawings, in which:
Fig. 1 provides a system representation of a trading smart card system ;
Fig. 2 shows a flow chart of method steps by which trading cards can be traded; Fig. 3 depicts a flow chart of method steps by which a game can be played using trading cards; and
Fig. 4 is a schematic block diagram of a general purpose computer upon which the trading smart card system can be practiced. Detailed Description including Best Mode
Where reference is made in any one or more of the accompanying drawings to steps and/or features, which have the same reference numerals, those steps and/or features have for the purposes of this description the same function(s) or operation(s), unless the contrary intention appears. Fig. 1 is a system representation of a trading card system, and shows a set 100 of collectible trading smart-cards, of which a particular smart-card 102 is representative. The representative card 102 is shown in more detail in a representation 106. In the detailed form 106, it is seen that the trading smart-card has an associated on-board processor and/or memory 108 disposed on a surface of the card 106. The memory can take various alternate forms, such as a solid-state memory chip, a machine-readable bar-code, an optical code which is readable by an optical code reader, a magnetic stripe or magnetic coating serving as data storage elements, h the present instance, the processor and/or memory 108 are disposed on a rear surface of the card, the rear surface being depicted by a curved arrow 134. The card 106 further comprises a number of visual "icons" 110, each icon comprising a visually distinctive image, which can be either text, or graphic in nature. Furthermore, the card 106 has an image area 112, which is typically larger than an icon, upon which a mixture of text and/or graphic information is displayed, this information typically relating to a key topic with which the card 106 is concerned. In addition to the visual data 112, each icon 110 can itself contain, in addition to the distinctive image already mentioned, additional descriptive information depicted by a dashed arrow 138.
Thus, for instance, the image region 112 can depict a famous baseball player, and the icon 110 can contain the text, "scoring record" (which serves as the distinctive "image" or label in this case) as well as a summary data in this regard (which comprises the additional descriptive information). Such an exemplary card 106 falls in the class of baseball trading cards, and relates to a particular player. The set of cards 100, in this example, is the corresponding set of baseball trading cards relating to the particular baseball team. In other examples, the set of cards 100 can relate to TV or movie stars and characters, sports stars and personalities, animals, cars, popular personalities and so on.
The set 100 of trading cards can be used in a traditional fashion, with cards being bought, sold, and swapped in accordance with their perceived collectible "value", this being measured in terms of attributes associated with the physical cards themselves. This value in the present example is typically associated with the particular player featured on the card, as well as the attractiveness of the card to the traders involved, and the scarcity of the card.
In addition to the traditional trading functionality as described, however, the card 106 can be inserted, as depicted by a dashed arrow 114, into a smart-card reader 128 through an access slot 132. When the card 106 is so inserted, the various icons (eg. 110) and visual information (eg. 112) are visible through a transparent touch sensitive screen 131 formed in an aperture 130 which is provided in the smart-card reader 128. The "touch sensitive screen" 131 is, in fact, a transparent touch sensitive membrane, the former name being a colloquial term used in the art and being derived from the historical use of such devices in video display apparatus. The user interaction with the card 106 occurs, once the card 106 is inserted into the smart-card reader 128, when the user selects a desired icon by pressing on the transparent touch screen 131 above the desired icon 110 which is visible through the touch-screen 131. The processor 116 is able to detect this user interaction, and to associate it with a corresponding interface description 136. The interface description 136, which is stored in the processor and/or memory 108 on the card 106, defines an intended action which is to result from the users action in pressing the icon 110. Each icon, eg 110, is associated with x-y coordinates which define a position of the icon on the surface of the card 106. The x-y coordinates, together with the intended associated action are stored in the interface description in the processor and/or memory 108. A user pressing on an icon leads to consequent detection by the touch screen 131 that the particular icon has been pressed, and subsequently, at least a part of the interface description can be communicated to the processor 116.
The smart-card reader 128 in Fig. 1 is functionally connected, by a connection 144, to a processor 116 which has a display region 118. The processor 116 can, in one arrangement, communicate by means of the connection 144 with the card processor 108 of a card which has been inserted into the card reader 128. In an alternate arrangement, the card reader 128 communicates with the card processor 108 (or reads from the card memory 108 if the card has only a memory module 108 and has no associated on-card processor) upon insertion of the smart-card into the reader, and thereafter, communication takes place between the processor 116 and the card reader 128. When a user presses on an icon 110 through the touch screen 131, at least part of the interface description for the touched icon is sent, either by the card processor 108 by means of the card reader 128, or alternately by the card reader which has communicated with the card processor 108 upon card insertion into the reader, to the processor 116, which is consequently able to respond to the user interaction with the card 106.
The intended action, in the present case where the user has pressed on the icon 110, is to retrieve relevant scoring data for the baseball player depicted on the card 106. The interface description 136 has, as described, previously been stored in the on-board memory 108. The processor 116 is connected, as depicted by a dashed arrow 120 to a communications network 122. A data base 126 is also connected, as depicted by a dashed arrow 124, to the network 122, and accordingly, the database 126 is accessible to the processor 116. In an alternate arrangement, the database 126 and the processor 116 can belong to an integrated local system. The database 126 stores (140) database data 142, eg scoring data for the particular player of interest, which is associated with the card 106. Accordingly the users press on the icon 110 is able to access relevant scoring data for the depicted player from the database 126.
It is apparent from the example that in addition to the textual and graphic information 110, 112 displayed on the physical card 106 itself, an extended set of data, exemplified by 142, is made available to the owner of the card 106 when the card 106 is inserted into the smart-card reader 128. The combination of smart-card data 112, 110, when considered in conjunction with the corresponding database data 142, forms an extended and enhanced collectible trading smart-card data set. This significantly extends the perceived scope of the "trading card world" to which the trading card owner can relate, and also has significant impact of the perceived collectible value associated with the cards.
Using the example of a set of baseball smart cards relating to a particular team, all information regarding the team and represented by information on the faces of all cards in the set and all information within the database may be considered a predetermined set of information. Further, some of that information may only appear on the faces of the cards, and not necessarily all cards, whereas much of the information would typically reside in the database and be selectably accessible to a trader in possession and operating particular cards in the set. For example, a card for Joe Bloggs an outfielder of the baseball team may be considered of little value and hence whilst the face of the card may provide brief biographical and statistical information regarding Bloggs, the portion of the database accessible using the card for Bloggs may only provide a small amount of further biographical and statistical information about only Bloggs. In contrast, a card for Todd Legend, captain of the baseball team and star pitcher, may be of high value and provide the user with access to all biographical and statistical information regarding all players in the team, including Bloggs. Other smart cards may be configured to provide access to historical information regarding the team and the club they represent. With differing levels of database access being ascribed to different cards, users have a means by which a collectible value may be assigned to each card. In a trading card game context, for example a game based upon Pokemon™ characters, a particular "valuable" card, depicting a specific game character, may provide access to enhanced capabilities (eg the ability for the specific character to leap tall buildings), or properties (eg an increased "energy" level), when compared to capabilities or properties provided by another, "less valuable" game card. It will be appreciated from this example that the configuration of the database to provide selective levels of access to holders of particular cards to the set of predetermined information, can create a situation where the perceived collectible value of a card may be created as a function of the quantity, and in some cases quality, of information made available to the user. Further, the operator of the database may influence the collectible value of the cards, for example as the baseball season progresses, to reflect the relative changes in performance of individual team members. For example, whereas the card for Legend may have high value at the commencement of the season, as acquired from the previous season's performance, a series of poor performances by Legend and good performances by Bloggs may prompt the database operator to reduce the data accessible for the Legend card and increase the data accessible by the Bloggs card. Further, where the cards of the team described above fomi a sub-set of all teams in the baseball competition, the relative value of cards of certain teams may be adjusted to track changes in the competition ladder.
The visual and user interface aspects of the trading cards can be customised, and need not be defined by the card manufacturer. This ability to customise is advantageous, since it places flexibility into the hands of the trading card supplier.
A card can be customised, for example, by inserting the card into a card reader/programmer which is connected to a personal computer (PC) running an appropriate software application. Customisation information can be provided by the trading card supplier, and consequently a programmed ie. customised card is produced by the smart-card programmer/reader. The card is customised both electrically, ie in terms of the interface descriptions associated with the various icons on the card surfaces, and also in terms of the visual aspects and information printed on the card.
Fig. 2 is a flow chart of method steps by which trading cards according to the preferred embodiment can be traded. The trading process 200 commences with a selection step 202, in which a trader selects a card for consideration in a trading transaction. Thereafter, in a step 204, a card based value is assessed, this value being derived from information (110, 112 see Fig. 1) on the physical card 106. This value forms one element of the overall value of the card 106. Thereafter, in a step 206, the card in question is inserted into the smart-card reader 128. In a following step 208, the associated database data (142) is accessed. The accessing of the associated database data 142 is performed by a judicious combination and/or sequence of user interactions with icons 110 on the smart-card 106 after insertion of the smart-card 106 into the smart-card reader 128. The user is able, by means of the icons such as 110, to access the associated set of data 142 which is "coupled" to the particular smart-card 106, and also to the set 100 of smart-cards of which the smart-card 106 is a member. In a following step 210 the database based "value" of the card 106 is assessed. The value ascribed in this regard by the trader to the card will typically be based upon the richness of the database information which is accessible by means of the card 106, as well as other features relating to the manner in which the information 142 is configured, and other information configuration parameters. Thereafter, a testing step 212, the trader has the option of either partially, or fully, exercising the interactive capabilities of the card 106, this option being depicted by a looping arrow 214. Once the trader has sufficiently assessed the database based value of the card in question, the process 200 is directed to an assessment step 216, in which a composite value for the card in question 106 is assessed. This composite value is the aggregate of the card-based value, and the database-based value, and is the composite collectible value of the card to the trader. A following trading step 218 crystallises the trading transaction, and the owner of the card 106 either trades the card, or maintains ownership, depending on trading terms offered by a respective "buyer".
The entire trading process 200 can be repeated if more card trades are desired, as depicted in a decision step 220. If such further trades are indeed desired, the trading process 200 is directed, in accordance with an arrow 224, back to the initial selection step 202. Alternatively, the trading process 200 is directed to a termination step 222.
The trading process 200 can also take an abbreviated form, in which the trader progresses directly from the card based assessment step 204 to the trading step 218 as depicted by the interconnecting dashed arrow 226. It is apparent, therefore, that the trading process is flexible, and not restricted to the particular depiction provided in Fig. 2. Fig. 3 is a flow chart of method steps by which a game can be played using trading cards having functionality as described in relation to Figs. 1 and 2. The game 316 commences with a step 300 in which a player selects a game card from a set of game cards. It is to be recalled that the set of trading cards 100 forms the set of game cards in the present instance, and the card being selected will, for example, be the card 106 from this set (see Fig. 1). Thereafter, the selected card is inserted into a smart-card reader in a step 302. The player is then able, in a step 304, to navigate a database (eg. 126 in Fig. 1) using card "controls", such as the icon 110. In a following step 306, database information 142 can be accessed using the aforementioned navigation as an access mechanism.
In one arrangement of the game, the player can now loop, as depicted by an arrow 312, back to the initial selection step 300, for selection of a different card. In this arrangement of the game, the game objective is restricted to accessing and considering database data 142 associated with the selected card 106, such as might be the case with an adventure game which involves navigation from place to place with no further actions. In another arrangement of the game, the process 316 proceeds to a comparison step 310, in which accessed information for different cards in the set is compared. The various cards being compared are "played" by following an arrow 314, and subsequently, steps 300 to 310 are played, in a repeating sequence. A dashed horizontal line 308 is used to partition the game process 316 into single-player, and multiplayer modes. In the multi-player mode, the step 310 which lies below the dashed line 308 is included. On the other hand, the game process 316 lying exclusively above the dashed line 308 represents a single-player game flow. The systems for, and methods or uses of, trading collectible interactive trading smart-cards, and/or playing a collectible interactive trading card game, can be practiced using a general-purpose computer system 400, such as that shown in Fig. 4 wherein the processes of Figs. 2, or 3 may be implemented as software, such as an application program executing within the computer system 400. In particular, the steps of trading collectible interactive trading smart-cards, and/or playing a collectible interactive trading card game, are effected by instructions in the software that are carried out by the computer. The software may be divided into two separate parts, one part for carrying out the methods for trading collectible interactive trading smart-cards, and/or playing a collectible interactive trading card games, and another part to manage the user interface between the former and the user. The software may be stored in a computer readable medium, including the storage devices described below, for example. The software is loaded into the computer from the computer readable medium, and then executed by the computer. A computer readable medium having such software or computer program recorded on it is a computer program product. The use of the computer program product in the computer preferably effects an advantageous apparatus for trading collectible interactive trading smart-cards, and/or playing a collectible interactive trading card game, in accordance with the arrangements described.
The computer system 400 comprises a computer module 401, input devices such as a keyboard 402, smart-card reader 425, and mouse 403, output devices including a printer 415 and a display device 414. A Modulator-Demodulator (Modem) transceiver device 416 is used by the computer module 401 for communicating to and from a communications network 420, for example connectable via a telephone line 421 or other functional medium. The modem 416 can be used to obtain access to the database 422 (which represents the database 126 in Fig. 1) over the Internet, and other network systems, such as a Local Area Network (LAN) or a Wide Area Network (WAN).
The computer module 401 typically includes at least one processor unit 405, a memory unit 406, for example formed from semiconductor random access memory (RAM) and read only memory (ROM), input/output (I/O) interfaces including a video interface 407, and an I/O interface 413 for the card reader 425, keyboard 402 and mouse 403, and optionally a joystick (not illustrated), and an interface 408 for the modem 416. A storage device 409 is provided and typically includes a hard disk drive 410 and a floppy disk drive 411, which is configured to receive a floppy diskette 424. A magnetic tape drive (not illustrated) may also be used. A CD-ROM drive 412, capable of receiving a CD-ROM 426, is typically provided as a non-volatile source of data. The components 405 to 413 of the computer module 401, typically communicate via an interconnected bus 404 and in a manner which results in a conventional mode of operation of the computer system 400 known to those in the relevant art. Examples of computers on which the embodiments can be practised include IBM-PC's and compatibles, Sun Sparcstations or alike computer systems evolved therefrom. Typically, the application program of the described arrangement is resident on the hard disk drive 410 and read and controlled in its execution by the processor 405. Intermediate storage of the program and any data fetched over the network 420 may be accomplished using the semiconductor memory 406, possibly in concert with the hard disk drive 410. In some instances, the application program may be supplied to the user encoded on the CD-ROM 426, or the floppy disk 424, and read via the corresponding drive 412 or 411, or alternatively may be read by the user from the network 420 via the modem device 416. Still further, the software can also be loaded into the computer system 400 from other computer readable medium including magnetic tape, a ROM or integrated circuit, a magneto-optical disk, a radio or infra-red transmission channel between the computer module 401 and another device, a computer readable card such as a PCMCIA card, and the Internet and Intranets including email transmissions and information recorded on websites and the like. The foregoing is merely exemplary of relevant computer readable mediums. Other computer readable mediums may be practiced without departing from the scope and spirit of the invention. The systems for, and method or uses of, trading collectible interactive trading smart-cards, and/or playing a collectible interactive trading card game, may alternatively be implemented in a special purpose processor configured as a TV set top box, or even integrated into the TV itself. Alternately, the implementation may be based upon use of dedicated hardware such as one or more integrated circuits performing the functions or sub functions of trading collectible interactive trading smart-cards, and/or playing a collectible interactive trading card game. Such dedicated hardware may include graphic processors, digital signal processors, or one or more microprocessors and associated memories.
Industrial Applicability It is apparent from the above that the embodiment(s) of the invention are applicable to the trading card and entertainment industries.
The foregoing describes only some embodiments of the present invention, and modifications and/or changes can be made thereto without departing from the scope and spirit of the invention, the embodiments being illustrative and not restrictive. For example, other dual purpose cards, namely cards which have a function in their own right, as well as an extended related functionality when inserted into a smart- card reader which is appropriately connected to a database (either locally, or over a network), fall within the scope of the inventive concept. Examples include business cards, recipe cards (cards having a recipe displayed on the cards themselves, as well as providing access to interactive recipe information over a network), and hotel room key- cards (used in a physical sense for room entry, as well as for accessing room service over a network, and having an address of the hotel printed on the card, along with possibly a map of the hotel location). A further example is promotional cards, for example having pictures of products with an associated price and location of a sales outlet, while additionally having an on-line functionality related to purchase of products in an electronic-commerce context.
It will also be apparent, that although the game process 316 has been described in terms of a relatively "static" information comparison context, be it single or multiplayer competition, further embodiments are possible within the scope of the inventive concept. Thus, for example, the smart-card control 110 (see Fig. 1) can be used on an inserted smart-card in the smart-card reader 128 to play action games. These controls can initiate actions such as picking up objects, using objects, and performing physical actions with respect to other characters. Clearly the aforementioned objects are virtual objects as comprehended by the game player by means of a display. If a number of smart-card readers are available, then multiple players can play these action games in a multiplayer context.

Claims

Claims:
1. A trading smart-card system comprising: a plurality of collectible smart-cards, each having disposed thereon data which, in accordance with a user perception, imparts a card-based collectible value to said each card, and a user interface comprising an icon having an interface description; a smart-card reader configured to receive an inserted one of said smart-cards and to access the interface description, to thereby enable a user interaction with said icon; and a database, accessible to the smart-card reader, said database providing, in response to a communication by the smart-card reader dependent upon the interface description, database data associated with the data disposed on the inserted card, thereby imparting, in accordance with the user perception, a database-based collectible value to said each card, wherein a total collectible value ascribed to the card, in accordance with the user perception, comprises a sum of the card-based collectible value and the database- based collectible value.
2. A trading smart-card system according to claim 1, wherein the icon is a visually distinctive image disposed on a surface of the smart-card.
3. A trading smart-card system according to claim 1, wherein the interface description comprises spatial coordinates for the icon and an action definition associated with the icon, the interface description being stored on the smart-card.
4. A trading smart-card system according to claim 1, wherein: the smart-card reader provides to a user a view of the icon of the inserted card through a touch sensitive screen disposed above the inserted card, and; said user mteraction comprises the user touching the transparent screen above the icon of the inserted card, said reader being responsive to said user touch on the screen.
5. A trading smart-card system according to claim 1, wherein the database is accessible to the smart-card reader over a network.
6. A collectible dual-purpose smart-card system, comprising: a plurality of collectible smart-cards, each having a programmable user interface; smart-card data disposed on said each smart-card which is thereby adapted to provide a collectible functionality; a smart-card reader for reading at least some of said smart-card data, and responsive to a user interaction with said user interface; a database, responsive to said smart-card reader, said database providing, dependent upon said user mteraction, database data correlated to said smart-card data, thereby enhancing said adaptation for said collectible functionality.
7. A collectible dual-purpose smart-card system according to claim 6, wherein said database is on said each smart-card.
8. A collectible dual-purpose smart-card system according to claim 6, wherein said database is connected to a network, to which network said smart-card reader is also connected.
9. A collectible trading card system, comprising: a plurality of collectible smart-cards, each having a programmable user interface; smart-card data disposed on said each smart-card which is thereby adapted for collectible trading; a smart-card reader for reading at least some of said smart-card data, and responsive to a user interaction with said user interface; a database, responsive to said smart-card reader, said database providing, dependent upon said user interaction, database data correlated to said smart-card data, thereby enhancing said adaptation for collectible trading.
10. A collectible trading card system according to claim 9, wherein said each said smart-card has at least one of an on-board processor and a memory.
11. A collectible trading card system according to claim 9, wherein at least one user selectable icon is disposed on a surface of said each smart-card, the icon being associated with a corresponding interface description.
12. A collectible trading card system according to claim 11, wherein said smart-card data comprises at least one of: data disposed on a surface of said each smart-card; said corresponding interface description for said icon; and an icon description for said at least one user selectable icon.
13. A multiple-purpose smart card system, comprising: a plurality of smart cards forming a set related to predetermined information, each said smart card comprising:
(i) a user interface representing at least one part of, and facilitating access to at least another part of, said predetermined information; (ii) smart card data associated with said user interface and readable to facilitate said access to said at least another part of said predetermined information; a smart card reader for reading at least a portion of said smart card data from an inserted said smart card in response to a user interaction with the corresponding said user interface to thereby form an information request; and a database incorporating at least said another part of said predetermined information and responsive to said information request to thereby output a predefined component of said other part of said predetermined information, wherein said database correlates a collective functionality of said set of smart cards to thereby provide access, using at least some of said plurality of smart cards, to an entirety of said other part of said predetermined information.
14. A system according to claim 13, wherein said database is configured to provide, to different ones of said smart cards of said set, access to different predefined components of said other part of said predetermined information.
15. A system according to claim 13, wherein said smart card data of each said smart card of said set is configured to define access to a corresponding said predefined component of said other part of said predetermined information.
16. A system according to claim 13 wherein said user interface of each said smart card is programmable at least by an operator of said database.
17. A system according to claim 13, wherein each said smart card comprises at least one of an on-board processor and a memory.
18. A system according to claim 13, wherein said user interface comprises at least one user selectable icon disposed on a surface of the corresponding said smart card, said icon being associated with corresponding said smart card data.
19. A system according to claim 13, wherein said icon provides a visual interpretation of said at least one part of said predetermined information.
20. A trading card configured as a smart-card comprising: data disposed on the smart-card which imparts a card-based collectible value to said card, and a user interface comprising an icon disposed on the card said icon having an interface description; wherein a smart-card reader is configured to receive said smart-card to thereby enable a user interaction with said icon, the interaction enabling the smart-card reader to access the interface description; and wherein a database, accessible to the smart-card reader, provides, in response to a communication by the smart-card reader dependent upon the interface description, database data associated with the data disposed on the card, thereby imparting a database- based collectible value to said card.
21. A trading card according to claim 20, wherein the icon is a visually distinctive image disposed on a surface of the smart-card.
22. A trading card according to claim 20, wherein the interface description comprises spatial coordinates for the icon and an action definition associated with the icon, the interface description being stored on the smart-card.
23. A trading card according to claim 20, wherein: the smart-card reader provides to a user a view of the icon of the inserted card through a touch sensitive screen disposed above the inserted card, and; said user interaction comprises the user touching the transparent screen above the icon of the inserted card, said reader being responsive to said user touch on the screen.
24. A trading card according to claim 20, wherein the database is accessible to the smart-card reader over a network.
25. A dual purpose smart-card for both non-computer based and computer-based information transfer, said card comprising: a substrate; an electronic memory associated with said substrate; a first set of indicia located on said substrate, visible to a user, and representing a first set of data imparting a card-based collectible value to the card; a second set of indicia located on said substrate and comprising a plurality of icons selectable by the user; and pointing data stored in said electronic memory and pointing to a remote location at which a second set of data is stored; wherein said card is insertable into a card reader associated with a computer based device, whereupon following selection of at least one of said second set of indicia of said inserted card, at least part of said second data is made accessible to the user, thereby imparting a database-based collectible value to the card.
26. The card as claimed in claim 25 wherein said computer based device comprises an output display device, and said at least part of said second data is rendered to said output display device.
27. The card as claimed in claim 26, wherein said second set of data comprises a text message.
28. The card as claimed in claim 26, wherein said second set of data comprises an audio voice message.
29. The card as claimed in claim 26, wherein said second set of data comprises a video message.
30. A method for trading collectible trading smart-cards, each having a programmable user interface, said method comprising steps of: choosing a smart-card for possible trading; ascribing, dependent upon smart-card data of said chosen smart-card, a card based value; assessing, dependent upon database data correlated with said smart-card data, an associated database-based value, said database data provided by a user interaction with said user interface; determining a composite smart-card value, dependent upon said card based value and said database-based value; and trading said chosen smart-card dependent upon said composite smart-card value.
31. A computer program product comprising a computer readable medium containing a computer program for an apparatus implementing a method for trading collectible trading smart-cards, program comprising: code for a choosing step for choosing a smart-card for possible trading; code for an ascribing step for ascribing, dependent upon smart-card data of said chosen smart-card, a card based value; code for an assessing step for assessing, dependent upon database data correlated with said smart-card data, an associated database-based value, said database data provided by a user interaction with said user interface; code for a determining step for determining a composite smart-card value, dependent upon said card based value and said database-based value; and code for a trading step for trading said chosen smart-card dependent upon said composite smart-card value.
32. A computer program for an apparatus implementing a method for trading collectible trading smart-cards, program comprising: code for a choosing step for choosing a smart-card for possible trading; code for an ascribing step for ascribing, dependent upon smart-card data of said chosen smart-card, a card based value; code for an assessing step for assessing, dependent upon database data correlated with said smart-card data, an associated database-based value, said database data provided by a user interaction with said user interface; code for a determining step for determining a composite smart-card value, dependent upon said card based value and said database-based value; and code for a trading step for trading said chosen smart-card dependent upon said composite smart-card value.
33. A method of playing a collectible trading card game, comprising steps of:
(i) selecting a smart-card from a plurality of collectible trading smart- cards, each said smart-card having a programmable user interface;
(ii) reading by a smart-card reader of a user interaction with said interface; (iii) at least one of navigating, searching and exploring, dependent upon said user interaction, a database which is responsive to said smart-card reader; and
(iv) accessing associated database data; whereby said method comprises, if said game objective is comparison of corresponding database data, a further step of:
(v) comparing said associated database data with corresponding database data for another smart-card from said plurality of collectible trading smart-cards.
34. A method of playing a collectible trading card game according to claim 33, whereby steps (i) to (v) are performed by one of: a single player; and multiple players, said steps being performed in a shared manner among the multiple players.
35. A computer program product comprising a computer readable medium containing a computer program for an apparatus implementing a method of playing a collectible trading card game, said program comprising: code for selecting a smart-card from a plurality of collectible trading smart- cards, each said smart-card having a programmable user interface; code for reading by a smart-card reader of a user interaction with said interface; code for at least one of navigating, searching and exploring, dependent upon said user interaction, a database which is responsive to said smart-card reader; and code for accessing associated database data; whereby said method comprises, if said game objective is comparison of corresponding database data, a further step of: code for comparing said associated database data with corresponding database data for another smart-card from said plurality of collectible trading smart-cards.
36. A computer program for an apparatus implementing a method of playing a collectible trading card game, said program comprising: code for selecting a smart-card from a plurality of collectible trading smart- cards, each said smart-card having a programmable user interface; code for reading by a smart-card reader of a user interaction with said interface; code for at least one of navigating, searching and exploring, dependent upon said user interaction, a database which is responsive to said smart-card reader; and code for accessing associated database data; whereby said method comprises, if said game objective is comparison of corresponding database data, a further step of: code for comparing said associated database data with corresponding database data for another smart-card from said plurality of collectible trading smart-cards.
37. A smart card having a plurality of icons selectable by a user, said card comprising: an electronic memory for storing first data which imparts a first value to said card and second data to access to an external memory according to the user selection of the icons, which external memory stores data which imparts a second value to the card.
38. A smart card according to claim 37, wherein the first value is a card based collectible value.
39. A smart card according to claim 37, wherein the second value is a network based collectible value.
40. A smart card according to claim 37, wherein the card is traded based on the first value and the second value.
41. A smart card reader to receive a smart card having a plurality of icons selectable by a user, said card reader comprising: a processor for reading from the card first data which imports a first value to said card and second data to access to an external memory according to the user selection of the icons, which external memory stores data which imparts a second value to the card.
42. A smart card reader according to claim 41, wherein the first value is a card-based collectible value.
43. A smart card reader according to claims 41, wherein the second value is a network based collectible value.
44. A smart card reader according to claim 41, wherein the card istraded based on the first value and the second value.
45. A processing apparatus for smart card having a plurality of icons selectable by a user, comprising said apparatus comprising: a processor for receiving a first value from the card via a smart card reader and a second value data from an external memory according to the user selection of the icons and for determining a composite smart card value based on the first value and the second value.
46 A processing apparatus according to claim 45, wherein the first value is a card- based collectible value.
47. A processing apparatus according to claim 45, wherein the second value is a network based collectible value.
48. A processing apparatus to claim 45, wherein the card is traded in the determined composite smart card.
49. A smart card having a plurality of icons selectable by a user, said card comprising: an electronic memory for storing first data which imparts a first value to said card, which the first value is used for a card trading.
50. A smart card reader to receive a smart card having a plurality of icons selectable by a user, said card comprising: a processor for reading from the card a data which imparts a value to said card, which the value is used for a card trading.
51. A smart card having a substrate, said card comprising: a first set of indicia located on said substrate, visible to a user, and representing a first set of data imparting a first value to the card; a second set of indicia located on said substrate and comprising a plurality of icons selectable by the user; and a memory for storing pointing data to point to a remote location at which a second set of data is stored.
PCT/IB2001/001377 2000-05-08 2001-05-08 Trading smart card system WO2001086587A2 (en)

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