WO2017025972A1 - A hybrid electronic and physical gaming system - Google Patents

A hybrid electronic and physical gaming system Download PDF

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Publication number
WO2017025972A1
WO2017025972A1 PCT/IL2016/050882 IL2016050882W WO2017025972A1 WO 2017025972 A1 WO2017025972 A1 WO 2017025972A1 IL 2016050882 W IL2016050882 W IL 2016050882W WO 2017025972 A1 WO2017025972 A1 WO 2017025972A1
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WO
WIPO (PCT)
Prior art keywords
mobile gaming
player
mediator
units
gaming
Prior art date
Application number
PCT/IL2016/050882
Other languages
French (fr)
Inventor
Yaniv SHNEIDERMAN
Original Assignee
Play Coyotta Ltd.
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 Play Coyotta Ltd. filed Critical Play Coyotta Ltd.
Publication of WO2017025972A1 publication Critical patent/WO2017025972A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/212Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/34Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M1/00Substation equipment, e.g. for use by subscribers
    • H04M1/72Mobile telephones; Cordless telephones, i.e. devices for establishing wireless links to base stations without route selection
    • H04M1/724User interfaces specially adapted for cordless or mobile telephones
    • H04M1/72403User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality
    • H04M1/72427User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality for supporting games or graphical animations
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M1/00Substation equipment, e.g. for use by subscribers
    • H04M1/72Mobile telephones; Cordless telephones, i.e. devices for establishing wireless links to base stations without route selection
    • H04M1/724User interfaces specially adapted for cordless or mobile telephones
    • H04M1/72403User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality
    • H04M1/72409User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality by interfacing with external accessories
    • H04M1/72412User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality by interfacing with external accessories using two-way short-range wireless interfaces

Definitions

  • a gaming system comprising: a plurality of mobile gaming units configured to communicate with a mediator during a physical gaming session when the mobile gaming units are configured to be spaced from each other on a playing field; wherein each of the gaming units are configured to: provide sensory output detectable by a player; receive first instructions from the mediator prompting a player, during a physical gaming session, to engage in a first physical activity on the playing field based on sensory output from at least one first mobile gaming unit of the plurality of mobile gaming units; and transmit, to at least the mediator or a differing mobile gaming unit, signals in response to an input from the player, the signals causing the mediator or the differing mobile gaming unit to provide second instructions, prompting the player, or a second player, during the physical gaming session, to engage in another physical activity on the playing field based on sensory output from at least one second mobile gaming unit of the plurality of mobile gaming units.
  • the sensory output includes colored lights, vibrations, voice, or a combination thereof.
  • the physical activity includes one or more of: running, jumping, touching one or more of the mobile gaming units, shaking one or more of the mobile gaming units, throwing one or more of the mobile gaming units, changing the orientation of one or more of the mobile gaming units, making a sound to one or more of the mobile gaming units.
  • a mobile gaming unit comprising: an output device configured to provide sensory output detectable by a player; an input device configured to receive input from the player in response to the sensory output; a transceiver configured to: receive instructions from a mediator, the instructions cause the output device to provide the sensory output for prompting the player to engage in a physical activity during a physical gaming session that involves the mobile gaming unit and the additional mobile gaming units, wherein the mediator is associated with the mobile gaming unit and with additional mobile gaming units, the mobile gaming unit and the additional mobile gaming units are configured to be spaced from each other on a playing field; and transmit to the mediator signals in response to an input obtained by the input device from the player.
  • the transceiver is further configured to relay to the mediator signals received from at least one of the additional mobile gaming units.
  • the at least one additional mobile gaming unit is located outside the wireless communication coverage area of the mediator and the mobile gaming unit is located inside the wireless communication coverage area of the mediator.
  • the sensory output of the mobile gaming unit includes outputting light, and the mobile gaming unit outputs light when the additional mobile gaming units do not output light.
  • the sensory output of the mobile gaming unit includes outputting light, and the mobile gaming unit does not output light when at least one of the additional gaming units' outputs light.
  • the sensory output of the mobile gaming unit includes outputting light in a given light color out of a plurality of available light colors, each available light color being associated with a specific input type and wherein the input obtained by the input device from the player is required to be the specific input type.
  • a non-transitory computer-readable medium having an executable process for storage at a mediator having at least one processing device, the instructions, when executed by the at least one processing device, for causing the mediator to complete a method for managing a gaming system, the method comprising: communicating with a plurality of mobile gaming units configured to be spaced from each other on a playing field; transmitting instructions to at least one first mobile gaming unit of the plurality of mobile gaming units, prompting a player, during a physical gaming session, to engage in a first physical activity based on sensory output of the at least one first mobile gaming units; and transmitting instructions to at least one second mobile gaming unit of the plurality of mobile gaming units to prompt the same player, during the same physical gaming session, to engage in a second physical activity based on sensory output of the at least one second mobile gaming units.
  • the plurality of gaming units includes three or more gaming units.
  • the method further includes transmitting different instructions to each of the plurality of gaming units at a given time or at different times.
  • the method includes transmitting same instructions to each of the plurality of gaming units at a given time or at different times.
  • the gaming session is associated with a difficulty level
  • the method includes changing the difficulty level based on input from the gaming units that provides an indication regarding the physical or intellectual performances of the player.
  • the gaming session is associated with operating parameters
  • the method includes changing at least one operating parameter based on input from the gaming units that provides an indication regarding a status of the gaming units.
  • the status relates to a battery life.
  • the method includes estimating a distance between each of the plurality of gaming units; and determining at least one operating parameter based on the estimated distance
  • the method includes providing information about the player's physical performances over a plurality gaming sessions.
  • a mediator having at least one processing device, the at least one processing device being configured to: communicate with a plurality of mobile gaming units configured to be spaced from each other on a playing field; transmit instructions to at least one first mobile gaming unit of the plurality of mobile gaming units, prompting a player, during a physical gaming session, to engage in a first physical activity based on sensory output of the at least one first mobile gaming units; and transmit instructions to at least one second mobile gaming unit of the plurality of mobile gaming units to prompt the same player, during the same physical gaming session, to engage in a second physical activity based on sensory output of the at least one second mobile gaming units.
  • a method of operating a mediator comprising: communicating with a plurality of mobile gaming units configured to be spaced from each other on a playing field; transmitting, by a processing resource of the mediator, instructions to at least one first mobile gaming unit of the plurality of mobile gaming units, prompting a player, during a physical gaming session, to engage in a first physical activity based on sensory output of the at least one first mobile gaming units; and transmitting, by the processing resource, instructions to at least one second mobile gaming unit of the plurality of mobile gaming units to prompt the same player, during the same physical gaming session, to engage in a second physical activity based on sensory output of the at least one second mobile gaming units.
  • a method of operating a mobile gaming unit comprising: receiving, by a processing resource of the mobile gaming unit, first instructions from a mediator prompting a player, during a physical gaming session, to engage in a first physical activity on a playing field based on sensory output from the mobile gaming unit, the mobile gaming unit being one of a plurality of mobile gaming units configured to be spaced from each other on the playing field; providing, by the processing resource, the sensory output detectable by a player; and transmitting, by the processing resource, to at least the mediator or a differing gaming unit, signals in response to an input from the player, the signals causing the mediator or the differing gaming unit to provide second instructions, prompting the player, or a second player, during the physical gaming session, to engage in another physical activity on the playing field based on sensory output from at least one second mobile gaming unit of the plurality of mobile gaming units.
  • a non-transitory computer-readable medium having an executable process for storage at a mobile gaming unit having at least one processing device, the instructions, when executed by the at least one processing device, for causing the mobile gaming unit to complete a method, the method comprising: receiving first instructions from a mediator prompting a player, during a physical gaming session, to engage in a first physical activity on a playing field based on sensory output from the mobile gaming unit, the mobile gaming unit being one of a plurality of mobile gaming units configured to be spaced from each other on the playing field; providing the sensory output detectable by a player; and transmitting to at least the mediator or a differing gaming unit, signals in response to an input from the player, the signals causing the mediator or the differing gaming unit to provide second instructions, prompting the player, or a second player, during the physical gaming session, to engage in another physical activity on the playing field based on sensory output from at least one second mobile gaming unit of the plurality
  • FIG. 1 is a simplified diagram illustrating an exemplary gaming arena in which various implementations described herein may be practiced.
  • Fig. 2 is a block diagram illustrating the components of a gaming unit that may be used in the exemplary gaming arena of Fig. 1 .
  • FIG. 3 is a flow chart illustrating an exemplary process for managing a hybrid electronic and physical gaming system, in accordance with embodiments of the present disclosure. Detailed Description
  • Fig. 1 shows an example of a gaming system 100 in which various implementations of disclosed embodiments are practiced.
  • System 100 may include a plurality of portable/mobile interactive units, also referred to herein as gaming units 1 10 (e.g., 1 1 OA -1 10D).
  • gaming units 1 10 e.g., 1 1 OA -1 10D.
  • the gaming units 1 10 can be placed on a playing field (that can be any physical space, including an outdoor or indoor physical space) spaced from each other in fixed or variable distances.
  • gaming unit may refer to any device having input/output capabilities, for example as further detailed herein.
  • all or part of the gaming units 1 10 may be incorporated into traditional sporting gear (such as cones, etc.), traditional toys, for example, a ball, a cube, a gaming piece, a toy vehicle, a stuffed animal or other stuffed toy, a doll, an action figure, building blocks, a wrist band, a robot, a book, a tablet, a bat, a piece of clothing, sporting equipment, Lego pieces, or anything else that could either be played with or worn.
  • gaming unit 1 10 may be capable of communicating, optionally wirelessly, with a mediator 120.
  • mediator may include any one or more computing devices configured to process and to communicate (optionally wirelessly) data (e.g. send and/or receive data from the gaming units 1 10).
  • a mediator may be: a smartphone, a smartwatch, smart glasses, a tablet, a laptop, a desktop computer, a server, a game console, a set top box, or any other device capable of sending and/or receiving information from the gaming unit 1 10.
  • mediator 120 may be a mobile hand held device, optionally a device specially configured for communicating with the gaming units 1 10 (including sending various operational instructions thereto). In the example illustrated in Fig.
  • the 1 mediator 120 is a smartphone, however, any reference below to a specific type of mediator 120 should not be construed to limit the scope of the present disclosure.
  • a pairing process can be required during which the mediator 120 familiarizes itself with each of the gaming units 1 10.
  • the gaming units 1 10 can broadcast identification information detectable by the mediator 120, that can enable such pairing.
  • the pairing process can be performed at any time prior to beginning of a gaming session.
  • Mediator 120 may implement computer programs, applications, methods, processes, or other software to perform embodiments described in the present disclosure. Specifically, mediator 120 may use a dedicated application to manage one or more physical gaming sessions between a plurality of gaming units 1 10.
  • the term "gaming session" may refer to any continuous period of time (that can be, for example, predetermined, random, or determined by one or more of the players in advance or during a gaming session) in which mediator 120 provides instructions to at least some of the plurality of gaming units 1 10.
  • the gaming session may be any time frame, depending for example, on the particular game and/or user preferences. For example, a gaming session could be less than a minute, more than a minute, less than an hour, or more than an hour.
  • the gaming session can be played until a certain task is achieved.
  • the gaming session may have a physical aspect.
  • the gaming session may prompt a player (a user of the system) to engage in a physical activity.
  • the term "physical activity" may refer to any activity that requires the player to move any part of the player's body.
  • the physical activity may require the player to change location, such as by running across a playing field.
  • the physical activity may have a meaningful and positive effect on the health of the player, e.g., cardio improvement.
  • Examples of physical activities may include: running, jumping, touching a gaming unit, shaking a gaming unit, throwing a gaming unit, changing the gaming unit's orientation, maintaining the gaming unit's orientation within a certain lower/upper threshold (e.g. maintaining a balance of the gaming unit, e.g. similarly to a balance board) tapping or multiple tapping the gaming unit (e.g. double tapping) whether on the upper surface or any side or bottom surface, spinning the units, moving the units closer together/apart from each other to mediator 120, tapping the units against each other, juggling with units, making one or more sounds to the units, or any combination of all of the above gestures either simultaneously or in succession.
  • a certain lower/upper threshold e.g. maintaining a balance of the gaming unit, e.g. similarly to a balance board
  • tapping or multiple tapping the gaming unit e.g. double tapping
  • exemplary tasks that can optionally define the time frame of the gaming session include at least one player, or all players, passing a certain distance, optionally within a certain time frame (e.g. at least one player passed a distance of one kilometer during less than 4 minutes, etc.).
  • the term "player” may include any individual of any age, capable of engaging physical activities.
  • a player may refer to a group of individuals playing the same game.
  • Mediator 120 may provide different games to different players of different age groups.
  • Gaming units 120 may be configured to provide sensory output detectable by a player.
  • the term "sensory output” may refer to any type of output detectable by any of the player's sight and/or hearing, and/or touch senses.
  • sensory output associated with the player's sight sense may include: light illumination of a single color or multiple colors (e.g., red, blue, yellow, green), a display of a pattern of lights (e.g., blinking, color gradient changing, etc.) visual shapes (e.g., letters or numbers), a picture, a video stream, any movements such as rolling on its own or on wheels, spinning, jumping, and/or anything else that may be perceived by a player's eyes.
  • Sensory output associated with the player's hearing sense may include: tunes, songs, notification sounds, audible presentation of color or objects, and/or anything else that may be perceived by a player's ears. For example, sounds can arrive from different places where the player should be able to tell the direction from which the relevant sound emanated for the game.
  • Sensory output associated with the player's touch sense may include different types of vibration patterns, temperature change, texture change, and anything else that can be felt by a player.
  • a possible sensory output may include a combination of outputs related with different senses.
  • At least one of the gaming units 1 10 may be configured to receive first instructions from mediator 120 prompting a player to engage in a first physical activity on the playing field based on sensory output from at least one of the plurality of gaming units 1 10, and at least one of the gaming units 1 10 receive second instructions from mediator 120 prompting the same player to engage in a second physical activity on the playing field based on sensory output from at least one of the plurality of gaming units 1 10.
  • the first physical activity is based on sensory output from a first gaming unit
  • the second physical activity is based on sensory output from a second gaming unit, other than the first gaming unit.
  • the first physical activity is based on sensory output from a specific gaming unit
  • the second physical activity is based on sensory output from the same specific gaming unit.
  • the physical activity may be based on sensory output from all gaming units together.
  • mediator 120 may communicate with an additional mediator 120 for at least one gaming session. Each mediator 120 may communicate and control its associated plurality of gaming units 1 10. Alternatively, each mediator 120 may communicate and control the total number of gaming units 1 10 available on a playing field.
  • the term "playing field" may refer to any physical space.
  • the playing field may be defined by the wireless communication coverage of one or more mediators 120. Alternatively, the playing field may be defined by the additive wireless communication coverage of the one or more mediators 120 and the gaming units 1 10 associated with them.
  • mediator 120 may have a wireless communication coverage of radios between 25 and 50 meters, and the gaming units 1 10 may be located anywhere within the wireless communication coverage of mediator 120.
  • the playing field may be indoor (e.g., a gym) or outdoor (e.g., a park). In some cases, there is no minimum or maximum size for a playing field, and a playing field could also be a small room.
  • the plurality of gaming units 1 10 may be configured to communicate with mediator 120 when the at least one of gaming units 1 10 is spaced from mediator 120 by more than a predetermined distance, (e.g., 50 meters). As illustrated in Fig. 1 , one of the gaming units may relay information from/to mediator 120 to/from the distant gaming unit. In the example of Fig.
  • gaming unit 1 10D is located outside the wireless coverage of mediator 120, but gaming unit 1 10C can function as a relay stations to transmit game-related instructions to gaming unit 1 10D and to transmit input from gaming unit 1 10D to mediator 120.
  • the mediator 120 is wired to the gaming units 1 10
  • the playing field may be confined by the lengths of the wires connecting the mediator to the gaming units 1 10.
  • gaming units 1 10 may be arranged at four corners of an imaginary rectangle (e.g. square), or at distinct locations, regardless of shape. The goal in this game is to eliminate as many flashing gaming units 1 10 as possible.
  • a recommended duration for a gaming session is 30 seconds.
  • each gaming unit 1 10 may flash with a different color. In some cases, each color may require a very specific gesture to be turned off. A correct gesture turns off the light, while a wrong one optionally changes the gaming unit 1 10 color to a different color which requires a different gesture.
  • This game may be played by a single player or a group of players (e.g., the player who completed the puzzle in the shortest time - wins).
  • This game can be extended with levels, for example, each gaming unit 1 10 may light twice during the gaming session (optionally in a random order among the gaming units 1 10).
  • each time only a single gaming unit 1 10 may light, forcing the player to get to that particular unit and 'solve' it (e.g. perform the gesture associated with the light color).
  • the player may be forced to chase the lighting gaming unit, because the light may change every few seconds, i.e., 'catch the light' and 'gesture puzzle' together.
  • the game 'catch the light' may have a limited time version, in which the player need to "catch” as many lights in a given time period.
  • the game 'catch the light' may also have an unlimited time version.
  • each gaming unit 1 10 lights for one or more seconds, and the player needs to "catch” as many lights as possible before each light is turn off.
  • This version may continue as long as the player is "catching" the light, or until the player choses to end the gaming session (e.g. by inputting an appropriate command to the mediator 120, using an input mechanism of the mediator 120).
  • gaming units 1 10 may also be arranged at four corners of an imaginary rectangle (e.g. square), or at distinct locations, regardless of shape.
  • This game may have a time-limited version, and an unlimited-time version.
  • the unlimited-time version successfully repeating a sequence adds another step to the next sequence. So it may start with a sequence of three colors, and end when the player fails, similarly to a traditional Simon game.
  • the limited-time version the time it takes a player to finish repeating the lighting sequences determines how many points the player collects.
  • a 'blind' level can be added, so the player has to be familiar with the color-tone match.
  • the app plays the sequence of tones only, and then the gaming units' light and the player has to follow the correct colors sequence following the tones sequence he/she heard.
  • Another version may include mediator 120 audibly playing the sound sequence corresponding to the colors sequence to the player in addition to showing the light on gaming units 1 10.
  • a two-player mode (or more than two players' mode, e.g. three or more players) may also be played, where one of the players creates the sequence for a subsequent player that has to repeat it.
  • gaming units 1 10 may also be arranged at four corners of an imaginary rectangle (e.g. square), or at distinct locations, regardless of shape.
  • the goal in this game is to gather all gaming units 1 10 one on top of each other and tap on the tower when completed.
  • a recommended duration for a gaming session is 30 seconds.
  • a single gaming unit 1 10 lights in red, while all the others light in blue.
  • the player has to build a tower on top of the red gaming unit 1 10 by taking all the blue gaming units 1 10, one by one, and place them on the red gaming unit 1 10. Each time a blue gaming unit 1 10 is place on the red gaming unit 1 10, it becomes red as well.
  • mediator 120 may manage the gaming session such that only a single blue gaming unit 1 10 would be available for the tower each time, and changing the colors of gaming units 1 10 every few seconds.
  • the player may be prompted to build 2 towers based on two pairs of colors.
  • Additional games may include mathematical, language development skills, trivia and so forth. These additional games may use the gaming unit's 1 10 speakers or the mediator 120 speakers for questions, while answers are given by applying gestures on the gaming units 1 10.
  • gaming units 1 10 may include numbers or letters on them (e.g. engraved, laminated, or printed).
  • FIG. 2 illustrates the components of an exemplary gaming unit 1 10.
  • Gaming unit 1 10 may comprise a bus or any other communication mechanism for interconnecting subsystems and components.
  • gaming unit 1 10 may include a processing device 205, a memory device 210, a transceiver 215 (for example, a modem or any other interface configured to wirelessly exchange data with mediator 120 such as a Bluetooth Low Energy (BLE) interface), an input device 220 associated with one or more sensors (for example, camera/s, microphone/s, accelerometer/s, magnetometer/s, button/s touch/multi-touch screens, etc.), an output device 225 (for example, lights (e.g.
  • BLE Bluetooth Low Energy
  • gaming unit 1 10 may have numerous variations and modifications. Some gaming units 1 10 may include additional components (e.g., a GPS and/or various other sensors), while other gaming units 1 10 may include fewer components (e.g., no output device 225). Thus, the configuration shown in Fig. 2 is exemplary only, and is not restrictive of the scope of the invention.
  • Processing device 205 shown in Fig. 2, can be used to implement computer programs, applications, methods, processes, or other software to perform embodiments described in the present disclosure.
  • the term "processing device” may include any physical device having an electric circuit that performs a logic operation on input.
  • the processing device may include one or more integrated circuits, microchips, microcontrollers, microprocessors, all or part of a central processing unit (CPU), graphics processing unit (GPU), digital signal processor (DSP), field programmable gate array (FPGA), or other circuits suitable for executing instructions or performing logic operations.
  • processing device 205 may be associated with a software product stored on a memory device 210 or a non-transitory computer readable medium.
  • a non-transitory computer-readable storage medium refers to any type of physical memory on which information or data readable by at least one processor can be stored. Examples include random access memory (RAM), read-only memory (ROM), volatile memory, nonvolatile memory, hard drives, CD ROMs, DVDs, flash drives, disks, and any other known physical storage medium.
  • RAM random access memory
  • ROM read-only memory
  • volatile memory volatile memory
  • nonvolatile memory volatile memory
  • hard drives CD ROMs, DVDs, flash drives, disks, and any other known physical storage medium.
  • the terms “memory” and “computer-readable storage medium,” may refer to multiple structures, such as a plurality of memories or computer-readable storage mediums located at gaming unit 1 10 or at a remote location.
  • Memory device 210 or a computer-readable storage medium can store instructions for execution by processing device 205, including instructions for causing the processing device 205 to perform steps consistent with embodiments of the present disclosure herein.
  • Transceiver 215 can be used to receive instructions from mediator 120 associated with all or part of the gaming units 1 10 on a playing field (e.g., 1 10A, 1 10B, 1 10C, and 1 10D). In the following example, transceiver 215 is part of gaming unit 1 10A. The instructions may prompt the player to engage in a physical activity during a physical gaming session that involves gaming unit 1 1 OA and additional gaming units (e.g., 1 10B, 1 10C, and 1 10D). Transceiver 215 may also be configured to transmit to mediator 120 signals in response to an input from the player.
  • transceiver 215 may be configured to receive signals from the additional gaming units (i.e., 1 10B, 1 10C, and 1 10D), when all the gaming units 1 10 are spaced from each other, for example, the distance between two gaming units 1 10 may be between 0.5 and 5 meters, between 2 and 15 meters, or between 10-50 meters from each other.
  • the additional gaming units i.e., 1 10B, 1 10C, and 1 10D
  • gaming unit 1 10 may be associated with a plurality of postures corresponding to the geometric shape of gaming unit 1 10.
  • Gaming unit 1 10 may be associated with four postures when the geometric shape of gaming unit 1 10 is a pyramid; associated with six postures when the geometric shape of gaming unit 1 10 is a cube; and associated with a 16 postures when the geometric shape of gaming unit 1 10 is a truncated cube (as illustrated in Fig. 1 ).
  • Transceiver 215 may be configured to transmit signals to mediator 120 that includes identification of the current posture of gaming unit 1 10.
  • transceiver 215 may be further configured to transmit to mediator 120 signals received from at least one additional gaming unit.
  • gaming unit 1 10D is located outside the wireless coverage of mediator 120, but gaming unit 1 10C functions as a relay station to transmit instructions originating from mediator 120 to gaming unit 1 10D and to transmit input (provided by a player) from gaming unit 1 10D to mediator 120.
  • Output device 225 shown in Fig. 2, can be used to provide different types of output directed to one or more senses of the player.
  • the sensory output of gaming unit 1 10 includes outputting light at different colors (e.g. a full color spectrum).
  • gaming unit 1 10A may output light only when gaming units 1 1 OB, 1 10C, and 1 10D do not output light.
  • gaming unit 1 10A outputs light when at least one of gaming units 1 10B, 1 10C, and 1 10D outputs light.
  • 1 10A outputs red light when one of gaming units 1 10B, 1 10C, and 1 10D outputs blue light.
  • the sensory output of gaming unit 1 10 includes multiple-colored light and each color light is associated with a specific type of input, e.g., a fixed gesture for each color.
  • a specific type of input e.g., a fixed gesture for each color.
  • Each gesture when applied on its matching color, can do something to the gaming unit or to the entire playground, depending on the game being played.
  • only a few colors will be available. For example, blue color: tap, green color: double tap, red color: turn around 180 degrees, and yellow color: throw in the air.
  • a player can purchase or earn more colors (thus more gestures) over time or for money (shake, 90 degrees turn left or right, 90 degrees turn forward or backward), or a combination of gestures: turn 90 degrees left and then double tap it, or shake and then throw it.
  • Fig. 3 depicts an example process 300 for managing a hybrid electronic and physical gaming system, in accordance with embodiments of the present disclosure.
  • the steps of process 300 may be performed by mediator 120 (e.g. utilizing one or more processing resources thereof, such as one or more integrated circuits, microchips, microcontrollers, microprocessors, all or part of a central processing unit (CPU), graphics processing unit (GPU), digital signal processor (DSP), field programmable gate array (FPGA), or other circuits suitable for executing instructions or performing logic operations).
  • mediator 120 e.g. utilizing one or more processing resources thereof, such as one or more integrated circuits, microchips, microcontrollers, microprocessors, all or part of a central processing unit (CPU), graphics processing unit (GPU), digital signal processor (DSP), field programmable gate array (FPGA), or other circuits suitable for executing instructions or performing logic operations.
  • CPU central processing unit
  • GPU graphics processing unit
  • DSP digital signal processor
  • FPGA field programmable gate array
  • mediator 120 may communicate with a plurality of mobile gaming units 1 10 that can be placed on a playing field spaced from each other in fixed or variable distances.
  • the plurality of gaming units includes three or more gaming units, four or more gaming units, or eight or more gaming units.
  • Mediator 120 may manage a screen-less game. This means that the player does not rely on a screen of an associated device (e.g., TV, tablet or any other screen) when playing the game. Therefore, the effect of the input from gaming units 1 10 may be noticeable only at the gaming units themselves or at mediator 120. For example, the effect of the input from gaming units 1 10 may not be visible at any associated screen, e.g., a TV screen.
  • mediator 120 may transmit instructions to at least one first gaming units of the plurality of gaming units 1 10, prompting a player, during a physical gaming session, to engage in a first physical activity based on sensory output of at least one of the first gaming units 1 10.
  • mediator 120 may transmit different instructions to each of the plurality of gaming units 1 10 at a given time or at different times.
  • mediator 120 may transmit the same instructions to each of the plurality of gaming units 1 10 at a given time or at different times.
  • mediator 120 may transmit instructions to at least one second gaming unit of the plurality of gaming units 1 10 to prompt the same player, during the same physical gaming session, to engage in a second physical activity based on sensory output of at least one of the second gaming units.
  • the first instruction may cause a player to interact with a first gaming unit at a first location on the playing field
  • the second instruction may cause the same user to move to the location of a second gaming unit on a second location on the playing field, to interact with the second unit.
  • the first physical activity may be moving to the first unit and interacting with it.
  • the second physical activity may be moving to the second unit and interacting with it.
  • the gaming session is associated with a difficulty level
  • mediator 120 may change the difficulty level based on input from the gaming units 1 10 that provides an indication regarding the physical performances of the player (e.g. how fast the player moved from a first gaming unit to a second gaming unit, or how much time it took the player to complete one or more tasks).
  • the term "difficulty level" may refer to any element of the game that is associated with the player efforts in the game. For example, adding more gestures in the game “Gestures Puzzle” adding more colors in the game “Simon”, or shorting the time in which the colors of gaming units' changes in the game "The Tower” and more.
  • Mediator 120 may apply machine learning algorithms to learn the physical difficulty of the game to a specific player, and change the difficulty of the game during an ongoing gaming session.
  • the mediator 120 can store information indicative of the time it took each player to pass various distances between pairs of gaming units. In some cases, such information can be used to monitor the user' progress over time, and to design personalized training programs (which can also determine the difficulty level to assign to each player during future gaming sessions) for each player, based on his personal progress. In some cases, the information can be stored locally on the mediator 120, and in other cases it can be stored externally, for example on external storage devices/services accessible to the mediator via a wired/wireless communication network.
  • the gaming session is associated with operating parameters and mediator 120 may change at least one operating parameter based on input from the gaming units 1 10 that provides an indication regarding the status of the gaming units 1 10.
  • operating parameters may refer to parameters that affect the operation of gaming unit 1 10, for example, how many times a single gaming unit 1 10 is used.
  • mediator 120 may receive an indication from one or more gaming units 1 10 about their battery status, and change to operating conditions in subsequent gamming session (or in the same gaming session) to prolong the battery life of one of gaming unit 1 10. For example, if gaming unit 1 10B has a lower battery than the rest of the gaming units 1 10, mediator 120 may use gaming unit 1 10B less during a given gamming session. This way mediator 120 may avoid a situation that the battery of one of the gaming units 1 10 is depleted before another.
  • mediator 120 may be configured to estimate the distance between each of the plurality of gaming units 1 10 and/or the distance between each gaming unit 1 10 and mediator 120; and determine at least one operating parameter based on the estimated distance. For example, mediator 120 may determine the time in which the colors of gaming units' changes in a gaming session, based on the distance between gaming units 1 10. In addition, mediator 120 may provide information about the player's physical performances over a plurality gaming sessions. This information may be used to keep record of the player's physical status.
  • the mediator is described as being separate from the gaming units 1 10.
  • Other embodiments may involve including the mediator 120 within one of the gaming units 1 10 or splitting the mediator's 120 function between more than one gaming unit 1 10.

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Abstract

A gaming system, comprising: a plurality of mobile gaming units configured to communicate with a mediator during a physical gaming session; wherein each of the mobile gaming units are configured to: provide sensory output detectable by a player; receive first instructions from the mediator prompting a player to engage in a first physical activity on the playing field based on sensory output from at least one first mobile gaming unit of the plurality of mobile gaming units; and transmit, to at least the mediator or a differing mobile gaming unit, signals in response to an input from the player, the signals causing the mediator or the differing mobile gaming unit to provide second instructions, prompting the player, or a second player, to engage in another physical activity on the playing field based on sensory output from at least one second mobile gaming unit of the plurality of mobile gaming units.

Description

A HYBRID ELECTRONIC AND PHYSICAL GAMING SYSTEM
Background
[001 ] Physical inactivity and childhood obesity are major problems in the western world, where a large percent of high school freshmen are overweight. Participation rates of children in sports— the most attractive form of physical activity for many— are declining, with several surveys reporting that only 50 percent of children ages 6 to 17 played sports in any form, organized or casual, even once. Moreover, only 3 in 10 kids play regularly, with the lowest rates among low-income youth.
[002] Technology is often blamed for the growing sedentary behavior among children, who now spend 7 to 10 hours each day staring at different screens. But technology isn't going away. Rather, it will become even more pervasive— and screen time will likely increase.
[003] In addition, many people nowadays do not exercise, or at least do not exercise enough, due to boredom which is a result of the monotonic and boring training methods, missing the fun factor. People are no longer willing to pay high subscription fees for gyms and are looking for low-cost solutions and group training to make it easier for them to keep working out. The challenge, therefore, is how to use technology as an asset and reduce the barriers to a positive sport experience.
Cross-reference to related applications
[004] This application claims priority to U.S. Provisional Application No. 62/204,533, filed Aug 13, 2015, which is incorporated herein by reference.
General description
[005] In accordance with a first aspect of the presently disclosed subject matter, there is provided a gaming system, comprising: a plurality of mobile gaming units configured to communicate with a mediator during a physical gaming session when the mobile gaming units are configured to be spaced from each other on a playing field; wherein each of the gaming units are configured to: provide sensory output detectable by a player; receive first instructions from the mediator prompting a player, during a physical gaming session, to engage in a first physical activity on the playing field based on sensory output from at least one first mobile gaming unit of the plurality of mobile gaming units; and transmit, to at least the mediator or a differing mobile gaming unit, signals in response to an input from the player, the signals causing the mediator or the differing mobile gaming unit to provide second instructions, prompting the player, or a second player, during the physical gaming session, to engage in another physical activity on the playing field based on sensory output from at least one second mobile gaming unit of the plurality of mobile gaming units.
[006] In some cases, the sensory output includes colored lights, vibrations, voice, or a combination thereof.
[007] In some cases, the physical activity includes one or more of: running, jumping, touching one or more of the mobile gaming units, shaking one or more of the mobile gaming units, throwing one or more of the mobile gaming units, changing the orientation of one or more of the mobile gaming units, making a sound to one or more of the mobile gaming units.
[008] In some cases, at least one given mobile gaming unit of the plurality of mobile gaming units, located within a wireless communication coverage area of the mediator, relays the signals from at least one other mobile gaming unit of the mobile gaming units located outside a wireless communication coverage are of the mediator, to the mediator.
[009] In accordance with a second aspect of the presently disclosed subject matter, there is provided a mobile gaming unit, comprising: an output device configured to provide sensory output detectable by a player; an input device configured to receive input from the player in response to the sensory output; a transceiver configured to: receive instructions from a mediator, the instructions cause the output device to provide the sensory output for prompting the player to engage in a physical activity during a physical gaming session that involves the mobile gaming unit and the additional mobile gaming units, wherein the mediator is associated with the mobile gaming unit and with additional mobile gaming units, the mobile gaming unit and the additional mobile gaming units are configured to be spaced from each other on a playing field; and transmit to the mediator signals in response to an input obtained by the input device from the player.
[010] In some cases, the transceiver is further configured to relay to the mediator signals received from at least one of the additional mobile gaming units.
[01 1 ] In some cases, the at least one additional mobile gaming unit is located outside the wireless communication coverage area of the mediator and the mobile gaming unit is located inside the wireless communication coverage area of the mediator.
[012] In some cases, the sensory output of the mobile gaming unit includes outputting light, and the mobile gaming unit outputs light when the additional mobile gaming units do not output light.
[013] In some cases, the sensory output of the mobile gaming unit includes outputting light, and the mobile gaming unit does not output light when at least one of the additional gaming units' outputs light.
[014] In some cases, the sensory output of the mobile gaming unit includes outputting light in a given light color out of a plurality of available light colors, each available light color being associated with a specific input type and wherein the input obtained by the input device from the player is required to be the specific input type.
[015] In accordance with a third aspect of the presently disclosed subject matter, there is provided a non-transitory computer-readable medium having an executable process for storage at a mediator having at least one processing device, the instructions, when executed by the at least one processing device, for causing the mediator to complete a method for managing a gaming system, the method comprising: communicating with a plurality of mobile gaming units configured to be spaced from each other on a playing field; transmitting instructions to at least one first mobile gaming unit of the plurality of mobile gaming units, prompting a player, during a physical gaming session, to engage in a first physical activity based on sensory output of the at least one first mobile gaming units; and transmitting instructions to at least one second mobile gaming unit of the plurality of mobile gaming units to prompt the same player, during the same physical gaming session, to engage in a second physical activity based on sensory output of the at least one second mobile gaming units.
[016] In some cases, the plurality of gaming units includes three or more gaming units.
[017] In some cases, the method further includes transmitting different instructions to each of the plurality of gaming units at a given time or at different times.
[018] In some cases, the method includes transmitting same instructions to each of the plurality of gaming units at a given time or at different times.
[019] In some cases, the gaming session is associated with a difficulty level, and the method includes changing the difficulty level based on input from the gaming units that provides an indication regarding the physical or intellectual performances of the player.
[020] In some cases, the gaming session is associated with operating parameters, and the method includes changing at least one operating parameter based on input from the gaming units that provides an indication regarding a status of the gaming units.
[021 ] In some cases, the status relates to a battery life.
[022] In some cases, the method includes estimating a distance between each of the plurality of gaming units; and determining at least one operating parameter based on the estimated distance
[023] In some cases, the method includes providing information about the player's physical performances over a plurality gaming sessions.
[024] In accordance with a fourth aspect of the presently disclosed subject matter, there is provided a mediator having at least one processing device, the at least one processing device being configured to: communicate with a plurality of mobile gaming units configured to be spaced from each other on a playing field; transmit instructions to at least one first mobile gaming unit of the plurality of mobile gaming units, prompting a player, during a physical gaming session, to engage in a first physical activity based on sensory output of the at least one first mobile gaming units; and transmit instructions to at least one second mobile gaming unit of the plurality of mobile gaming units to prompt the same player, during the same physical gaming session, to engage in a second physical activity based on sensory output of the at least one second mobile gaming units.
[025] In accordance with a fifth aspect of the presently disclosed subject matter, there is provided a method of operating a mediator, the method comprising: communicating with a plurality of mobile gaming units configured to be spaced from each other on a playing field; transmitting, by a processing resource of the mediator, instructions to at least one first mobile gaming unit of the plurality of mobile gaming units, prompting a player, during a physical gaming session, to engage in a first physical activity based on sensory output of the at least one first mobile gaming units; and transmitting, by the processing resource, instructions to at least one second mobile gaming unit of the plurality of mobile gaming units to prompt the same player, during the same physical gaming session, to engage in a second physical activity based on sensory output of the at least one second mobile gaming units.
[026] In accordance with a sixth aspect of the presently disclosed subject matter, there is provided a method of operating a mobile gaming unit, the method comprising: receiving, by a processing resource of the mobile gaming unit, first instructions from a mediator prompting a player, during a physical gaming session, to engage in a first physical activity on a playing field based on sensory output from the mobile gaming unit, the mobile gaming unit being one of a plurality of mobile gaming units configured to be spaced from each other on the playing field; providing, by the processing resource, the sensory output detectable by a player; and transmitting, by the processing resource, to at least the mediator or a differing gaming unit, signals in response to an input from the player, the signals causing the mediator or the differing gaming unit to provide second instructions, prompting the player, or a second player, during the physical gaming session, to engage in another physical activity on the playing field based on sensory output from at least one second mobile gaming unit of the plurality of mobile gaming units.
[027] In accordance with a seventh aspect of the presently disclosed subject matter, there is provided a non-transitory computer-readable medium having an executable process for storage at a mobile gaming unit having at least one processing device, the instructions, when executed by the at least one processing device, for causing the mobile gaming unit to complete a method, the method comprising: receiving first instructions from a mediator prompting a player, during a physical gaming session, to engage in a first physical activity on a playing field based on sensory output from the mobile gaming unit, the mobile gaming unit being one of a plurality of mobile gaming units configured to be spaced from each other on the playing field; providing the sensory output detectable by a player; and transmitting to at least the mediator or a differing gaming unit, signals in response to an input from the player, the signals causing the mediator or the differing gaming unit to provide second instructions, prompting the player, or a second player, during the physical gaming session, to engage in another physical activity on the playing field based on sensory output from at least one second mobile gaming unit of the plurality of mobile gaming units.
Brief Description of the Drawings
[028] The accompanying drawings, which are incorporated in and constitute part of this disclosure, together with the description, illustrate and serve to explain the principles of various example embodiments.
[029] Fig. 1 is a simplified diagram illustrating an exemplary gaming arena in which various implementations described herein may be practiced.
[030] Fig. 2 is a block diagram illustrating the components of a gaming unit that may be used in the exemplary gaming arena of Fig. 1 .
[031 ] Fig. 3 is a flow chart illustrating an exemplary process for managing a hybrid electronic and physical gaming system, in accordance with embodiments of the present disclosure. Detailed Description
[032] Reference will now be made in detail to the exemplary embodiments implemented according to the present disclosure, the examples of which are illustrated in the accompanying drawings. Wherever possible, the same reference numbers will be used throughout the drawings to refer to the same or like parts.
[033] Fig. 1 shows an example of a gaming system 100 in which various implementations of disclosed embodiments are practiced. System 100 may include a plurality of portable/mobile interactive units, also referred to herein as gaming units 1 10 (e.g., 1 1 OA -1 10D). It is to be noted that although reference is made herein to gaming/playing/players, the presently disclosed subject matter is not limited for gaming implementations and various usages can be made of the presently disclosed subject matter, including for medical/health-related implementations. The gaming units 1 10 can be placed on a playing field (that can be any physical space, including an outdoor or indoor physical space) spaced from each other in fixed or variable distances. The term "gaming unit" may refer to any device having input/output capabilities, for example as further detailed herein. In some cases, all or part of the gaming units 1 10 may be incorporated into traditional sporting gear (such as cones, etc.), traditional toys, for example, a ball, a cube, a gaming piece, a toy vehicle, a stuffed animal or other stuffed toy, a doll, an action figure, building blocks, a wrist band, a robot, a book, a tablet, a bat, a piece of clothing, sporting equipment, Lego pieces, or anything else that could either be played with or worn. In some embodiments, gaming unit 1 10 may be capable of communicating, optionally wirelessly, with a mediator 120. The term "mediator" may include any one or more computing devices configured to process and to communicate (optionally wirelessly) data (e.g. send and/or receive data from the gaming units 1 10). For example, a mediator may be: a smartphone, a smartwatch, smart glasses, a tablet, a laptop, a desktop computer, a server, a game console, a set top box, or any other device capable of sending and/or receiving information from the gaming unit 1 10. In some embodiments, mediator 120 may be a mobile hand held device, optionally a device specially configured for communicating with the gaming units 1 10 (including sending various operational instructions thereto). In the example illustrated in Fig. 1 mediator 120 is a smartphone, however, any reference below to a specific type of mediator 120 should not be construed to limit the scope of the present disclosure. In some cases, for the gaming units 1 10 to communicate with the mediator 120, a pairing process can be required during which the mediator 120 familiarizes itself with each of the gaming units 1 10. For this purpose, the gaming units 1 10 can broadcast identification information detectable by the mediator 120, that can enable such pairing. The pairing process can be performed at any time prior to beginning of a gaming session.
[034] Mediator 120 may implement computer programs, applications, methods, processes, or other software to perform embodiments described in the present disclosure. Specifically, mediator 120 may use a dedicated application to manage one or more physical gaming sessions between a plurality of gaming units 1 10. The term "gaming session" may refer to any continuous period of time (that can be, for example, predetermined, random, or determined by one or more of the players in advance or during a gaming session) in which mediator 120 provides instructions to at least some of the plurality of gaming units 1 10. The gaming session may be any time frame, depending for example, on the particular game and/or user preferences. For example, a gaming session could be less than a minute, more than a minute, less than an hour, or more than an hour. In a specific example, the gaming session can be played until a certain task is achieved. In some embodiments, the gaming session may have a physical aspect. For example, the gaming session may prompt a player (a user of the system) to engage in a physical activity. The term "physical activity" may refer to any activity that requires the player to move any part of the player's body. In some aspects, the physical activity may require the player to change location, such as by running across a playing field. The physical activity may have a meaningful and positive effect on the health of the player, e.g., cardio improvement. Examples of physical activities may include: running, jumping, touching a gaming unit, shaking a gaming unit, throwing a gaming unit, changing the gaming unit's orientation, maintaining the gaming unit's orientation within a certain lower/upper threshold (e.g. maintaining a balance of the gaming unit, e.g. similarly to a balance board) tapping or multiple tapping the gaming unit (e.g. double tapping) whether on the upper surface or any side or bottom surface, spinning the units, moving the units closer together/apart from each other to mediator 120, tapping the units against each other, juggling with units, making one or more sounds to the units, or any combination of all of the above gestures either simultaneously or in succession. In case the gaming session has a physical aspect, exemplary tasks that can optionally define the time frame of the gaming session, as indicated herein, include at least one player, or all players, passing a certain distance, optionally within a certain time frame (e.g. at least one player passed a distance of one kilometer during less than 4 minutes, etc.). In this disclosure, the term "player" may include any individual of any age, capable of engaging physical activities. In other embodiments, a player may refer to a group of individuals playing the same game. Mediator 120 may provide different games to different players of different age groups.
[035] Gaming units 120 may be configured to provide sensory output detectable by a player. The term "sensory output" may refer to any type of output detectable by any of the player's sight and/or hearing, and/or touch senses. For example, sensory output associated with the player's sight sense may include: light illumination of a single color or multiple colors (e.g., red, blue, yellow, green), a display of a pattern of lights (e.g., blinking, color gradient changing, etc.) visual shapes (e.g., letters or numbers), a picture, a video stream, any movements such as rolling on its own or on wheels, spinning, jumping, and/or anything else that may be perceived by a player's eyes. Sensory output associated with the player's hearing sense may include: tunes, songs, notification sounds, audible presentation of color or objects, and/or anything else that may be perceived by a player's ears. For example, sounds can arrive from different places where the player should be able to tell the direction from which the relevant sound emanated for the game. Sensory output associated with the player's touch sense may include different types of vibration patterns, temperature change, texture change, and anything else that can be felt by a player. A possible sensory output may include a combination of outputs related with different senses.
[036] In some embodiments, at least one of the gaming units 1 10 may be configured to receive first instructions from mediator 120 prompting a player to engage in a first physical activity on the playing field based on sensory output from at least one of the plurality of gaming units 1 10, and at least one of the gaming units 1 10 receive second instructions from mediator 120 prompting the same player to engage in a second physical activity on the playing field based on sensory output from at least one of the plurality of gaming units 1 10. In one example, the first physical activity is based on sensory output from a first gaming unit, and the second physical activity is based on sensory output from a second gaming unit, other than the first gaming unit. In another example, the first physical activity is based on sensory output from a specific gaming unit, and the second physical activity is based on sensory output from the same specific gaming unit. In a different example the physical activity may be based on sensory output from all gaming units together.
[037] In some embodiments, mediator 120 may communicate with an additional mediator 120 for at least one gaming session. Each mediator 120 may communicate and control its associated plurality of gaming units 1 10. Alternatively, each mediator 120 may communicate and control the total number of gaming units 1 10 available on a playing field. The term "playing field" may refer to any physical space. In some embodiments, the playing field may be defined by the wireless communication coverage of one or more mediators 120. Alternatively, the playing field may be defined by the additive wireless communication coverage of the one or more mediators 120 and the gaming units 1 10 associated with them. For example, mediator 120 may have a wireless communication coverage of radios between 25 and 50 meters, and the gaming units 1 10 may be located anywhere within the wireless communication coverage of mediator 120. The playing field may be indoor (e.g., a gym) or outdoor (e.g., a park). In some cases, there is no minimum or maximum size for a playing field, and a playing field could also be a small room. In other embodiments, the plurality of gaming units 1 10 may be configured to communicate with mediator 120 when the at least one of gaming units 1 10 is spaced from mediator 120 by more than a predetermined distance, (e.g., 50 meters). As illustrated in Fig. 1 , one of the gaming units may relay information from/to mediator 120 to/from the distant gaming unit. In the example of Fig. 1 , gaming unit 1 10D is located outside the wireless coverage of mediator 120, but gaming unit 1 10C can function as a relay stations to transmit game-related instructions to gaming unit 1 10D and to transmit input from gaming unit 1 10D to mediator 120. In some cases, where the mediator 120 is wired to the gaming units 1 10, the playing field may be confined by the lengths of the wires connecting the mediator to the gaming units 1 10.
Game examples:
[038] One game that may be played using the hybrid electronic and physical gaming system 100 is "Gestures Puzzle." In the game, gaming units 1 10 may be arranged at four corners of an imaginary rectangle (e.g. square), or at distinct locations, regardless of shape. The goal in this game is to eliminate as many flashing gaming units 1 10 as possible. A recommended duration for a gaming session is 30 seconds. During a gaming session, each gaming unit 1 10 may flash with a different color. In some cases, each color may require a very specific gesture to be turned off. A correct gesture turns off the light, while a wrong one optionally changes the gaming unit 1 10 color to a different color which requires a different gesture. This game may be played by a single player or a group of players (e.g., the player who completed the puzzle in the shortest time - wins). This game can be extended with levels, for example, each gaming unit 1 10 may light twice during the gaming session (optionally in a random order among the gaming units 1 10). In addition, instead of having all four gaming units 1 10 initially light, each time only a single gaming unit 1 10 may light, forcing the player to get to that particular unit and 'solve' it (e.g. perform the gesture associated with the light color). In order to emphasize the physical aspect of the game, the player may be forced to chase the lighting gaming unit, because the light may change every few seconds, i.e., 'catch the light' and 'gesture puzzle' together. In one embodiment, the game 'catch the light' may have a limited time version, in which the player need to "catch" as many lights in a given time period. In another embodiment, the game 'catch the light' may also have an unlimited time version. In this version, each gaming unit 1 10 lights for one or more seconds, and the player needs to "catch" as many lights as possible before each light is turn off. This version may continue as long as the player is "catching" the light, or until the player choses to end the gaming session (e.g. by inputting an appropriate command to the mediator 120, using an input mechanism of the mediator 120).
[039] Another game that may be played using the hybrid electronic and physical gaming system 100 is "Simon." In the game, gaming units 1 10 may also be arranged at four corners of an imaginary rectangle (e.g. square), or at distinct locations, regardless of shape. This game may have a time-limited version, and an unlimited-time version. In the unlimited-time version, successfully repeating a sequence adds another step to the next sequence. So it may start with a sequence of three colors, and end when the player fails, similarly to a traditional Simon game. In the limited-time version, the time it takes a player to finish repeating the lighting sequences determines how many points the player collects. In addition, a 'blind' level can be added, so the player has to be familiar with the color-tone match. Then, instead of showing the sequence of lights, the app plays the sequence of tones only, and then the gaming units' light and the player has to follow the correct colors sequence following the tones sequence he/she heard. Another version may include mediator 120 audibly playing the sound sequence corresponding to the colors sequence to the player in addition to showing the light on gaming units 1 10. Optionally a two-player mode (or more than two players' mode, e.g. three or more players) may also be played, where one of the players creates the sequence for a subsequent player that has to repeat it.
[040] Another game that may be played using the hybrid electronic and physical gaming system 100 is "The Tower." In the game, gaming units 1 10 may also be arranged at four corners of an imaginary rectangle (e.g. square), or at distinct locations, regardless of shape. The goal in this game is to gather all gaming units 1 10 one on top of each other and tap on the tower when completed. A recommended duration for a gaming session is 30 seconds. During a gaming session, a single gaming unit 1 10 lights in red, while all the others light in blue. The player has to build a tower on top of the red gaming unit 1 10 by taking all the blue gaming units 1 10, one by one, and place them on the red gaming unit 1 10. Each time a blue gaming unit 1 10 is place on the red gaming unit 1 10, it becomes red as well. This game can be extended to force the player to build the tower in a certain order (e.g., by colors gradient). In addition, mediator 120 may manage the gaming session such that only a single blue gaming unit 1 10 would be available for the tower each time, and changing the colors of gaming units 1 10 every few seconds. In addition, the player may be prompted to build 2 towers based on two pairs of colors.
[041 ] Additional games may include mathematical, language development skills, trivia and so forth. These additional games may use the gaming unit's 1 10 speakers or the mediator 120 speakers for questions, while answers are given by applying gestures on the gaming units 1 10. In one example, gaming units 1 10 may include numbers or letters on them (e.g. engraved, laminated, or printed).
The foregoing are just a few examples to provide a flavor for the types of games that can be offered using embodiments of the invention. These examples are not to be considered limiting of the invention.
[042] Fig. 2 illustrates the components of an exemplary gaming unit 1 10. Gaming unit 1 10 may comprise a bus or any other communication mechanism for interconnecting subsystems and components. As shown in Fig. 2, gaming unit 1 10 may include a processing device 205, a memory device 210, a transceiver 215 (for example, a modem or any other interface configured to wirelessly exchange data with mediator 120 such as a Bluetooth Low Energy (BLE) interface), an input device 220 associated with one or more sensors (for example, camera/s, microphone/s, accelerometer/s, magnetometer/s, button/s touch/multi-touch screens, etc.), an output device 225 (for example, lights (e.g. LEDs), speaker/s, vibrating motor/s, a display, etc.), and a power source 230. One skilled in the art will appreciate that the configuration of gaming unit 1 10 may have numerous variations and modifications. Some gaming units 1 10 may include additional components (e.g., a GPS and/or various other sensors), while other gaming units 1 10 may include fewer components (e.g., no output device 225). Thus, the configuration shown in Fig. 2 is exemplary only, and is not restrictive of the scope of the invention.
[043] Processing device 205, shown in Fig. 2, can be used to implement computer programs, applications, methods, processes, or other software to perform embodiments described in the present disclosure. The term "processing device" may include any physical device having an electric circuit that performs a logic operation on input. For example, the processing device may include one or more integrated circuits, microchips, microcontrollers, microprocessors, all or part of a central processing unit (CPU), graphics processing unit (GPU), digital signal processor (DSP), field programmable gate array (FPGA), or other circuits suitable for executing instructions or performing logic operations. In some embodiments, processing device 205 may be associated with a software product stored on a memory device 210 or a non-transitory computer readable medium. As used herein, a non-transitory computer-readable storage medium refers to any type of physical memory on which information or data readable by at least one processor can be stored. Examples include random access memory (RAM), read-only memory (ROM), volatile memory, nonvolatile memory, hard drives, CD ROMs, DVDs, flash drives, disks, and any other known physical storage medium. The terms "memory" and "computer-readable storage medium," may refer to multiple structures, such as a plurality of memories or computer-readable storage mediums located at gaming unit 1 10 or at a remote location. Memory device 210 or a computer-readable storage medium can store instructions for execution by processing device 205, including instructions for causing the processing device 205 to perform steps consistent with embodiments of the present disclosure herein.
[044] Transceiver 215 can be used to receive instructions from mediator 120 associated with all or part of the gaming units 1 10 on a playing field (e.g., 1 10A, 1 10B, 1 10C, and 1 10D). In the following example, transceiver 215 is part of gaming unit 1 10A. The instructions may prompt the player to engage in a physical activity during a physical gaming session that involves gaming unit 1 1 OA and additional gaming units (e.g., 1 10B, 1 10C, and 1 10D). Transceiver 215 may also be configured to transmit to mediator 120 signals in response to an input from the player. Additionally, transceiver 215 may be configured to receive signals from the additional gaming units (i.e., 1 10B, 1 10C, and 1 10D), when all the gaming units 1 10 are spaced from each other, for example, the distance between two gaming units 1 10 may be between 0.5 and 5 meters, between 2 and 15 meters, or between 10-50 meters from each other.
[045] In some embodiments, gaming unit 1 10 may be associated with a plurality of postures corresponding to the geometric shape of gaming unit 1 10. Gaming unit 1 10 may be associated with four postures when the geometric shape of gaming unit 1 10 is a pyramid; associated with six postures when the geometric shape of gaming unit 1 10 is a cube; and associated with a 16 postures when the geometric shape of gaming unit 1 10 is a truncated cube (as illustrated in Fig. 1 ). Transceiver 215 may be configured to transmit signals to mediator 120 that includes identification of the current posture of gaming unit 1 10. In addition, transceiver 215 may be further configured to transmit to mediator 120 signals received from at least one additional gaming unit. In the example of Fig. 1 , gaming unit 1 10D is located outside the wireless coverage of mediator 120, but gaming unit 1 10C functions as a relay station to transmit instructions originating from mediator 120 to gaming unit 1 10D and to transmit input (provided by a player) from gaming unit 1 10D to mediator 120. [046] Output device 225, shown in Fig. 2, can be used to provide different types of output directed to one or more senses of the player. In one embodiment, the sensory output of gaming unit 1 10 includes outputting light at different colors (e.g. a full color spectrum). In some cases, gaming unit 1 10A may output light only when gaming units 1 1 OB, 1 10C, and 1 10D do not output light. Alternatively, gaming unit 1 10A outputs light when at least one of gaming units 1 10B, 1 10C, and 1 10D outputs light. For example, 1 10A outputs red light when one of gaming units 1 10B, 1 10C, and 1 10D outputs blue light.
[047] In some embodiments, the sensory output of gaming unit 1 10 includes multiple-colored light and each color light is associated with a specific type of input, e.g., a fixed gesture for each color. Each gesture, when applied on its matching color, can do something to the gaming unit or to the entire playground, depending on the game being played. In one scenario, only a few colors (with their matching gestures) will be available. For example, blue color: tap, green color: double tap, red color: turn around 180 degrees, and yellow color: throw in the air. But then, a player can purchase or earn more colors (thus more gestures) over time or for money (shake, 90 degrees turn left or right, 90 degrees turn forward or backward), or a combination of gestures: turn 90 degrees left and then double tap it, or shake and then throw it.
[048] Fig. 3 depicts an example process 300 for managing a hybrid electronic and physical gaming system, in accordance with embodiments of the present disclosure. The steps of process 300 may be performed by mediator 120 (e.g. utilizing one or more processing resources thereof, such as one or more integrated circuits, microchips, microcontrollers, microprocessors, all or part of a central processing unit (CPU), graphics processing unit (GPU), digital signal processor (DSP), field programmable gate array (FPGA), or other circuits suitable for executing instructions or performing logic operations). In the following description, reference is made to certain components of Fig. 1 and Fig. 2 for purposes of illustration. It will be appreciated, however, that other implementations are possible and that other components may be utilized to implement the example method.
[049] At step 302, mediator 120 may communicate with a plurality of mobile gaming units 1 10 that can be placed on a playing field spaced from each other in fixed or variable distances. In some embodiments, the plurality of gaming units includes three or more gaming units, four or more gaming units, or eight or more gaming units. Mediator 120 may manage a screen-less game. This means that the player does not rely on a screen of an associated device (e.g., TV, tablet or any other screen) when playing the game. Therefore, the effect of the input from gaming units 1 10 may be noticeable only at the gaming units themselves or at mediator 120. For example, the effect of the input from gaming units 1 10 may not be visible at any associated screen, e.g., a TV screen.
[050] At step 304, mediator 120 may transmit instructions to at least one first gaming units of the plurality of gaming units 1 10, prompting a player, during a physical gaming session, to engage in a first physical activity based on sensory output of at least one of the first gaming units 1 10. In some embodiments, mediator 120 may transmit different instructions to each of the plurality of gaming units 1 10 at a given time or at different times. Alternatively, mediator 120 may transmit the same instructions to each of the plurality of gaming units 1 10 at a given time or at different times.
[051 ] At step 306, mediator 120 may transmit instructions to at least one second gaming unit of the plurality of gaming units 1 10 to prompt the same player, during the same physical gaming session, to engage in a second physical activity based on sensory output of at least one of the second gaming units. For example, the first instruction may cause a player to interact with a first gaming unit at a first location on the playing field, and the second instruction may cause the same user to move to the location of a second gaming unit on a second location on the playing field, to interact with the second unit. Thus, the first physical activity may be moving to the first unit and interacting with it. And the second physical activity may be moving to the second unit and interacting with it.
[052] In some embodiments, the gaming session is associated with a difficulty level, and mediator 120 may change the difficulty level based on input from the gaming units 1 10 that provides an indication regarding the physical performances of the player (e.g. how fast the player moved from a first gaming unit to a second gaming unit, or how much time it took the player to complete one or more tasks). The term "difficulty level" may refer to any element of the game that is associated with the player efforts in the game. For example, adding more gestures in the game "Gestures Puzzle" adding more colors in the game "Simon", or shorting the time in which the colors of gaming units' changes in the game "The Tower" and more. Mediator 120 may apply machine learning algorithms to learn the physical difficulty of the game to a specific player, and change the difficulty of the game during an ongoing gaming session.
[053] In some embodiments, the mediator 120 can store information indicative of the time it took each player to pass various distances between pairs of gaming units. In some cases, such information can be used to monitor the user' progress over time, and to design personalized training programs (which can also determine the difficulty level to assign to each player during future gaming sessions) for each player, based on his personal progress. In some cases, the information can be stored locally on the mediator 120, and in other cases it can be stored externally, for example on external storage devices/services accessible to the mediator via a wired/wireless communication network.
[054] In some embodiments, the gaming session is associated with operating parameters and mediator 120 may change at least one operating parameter based on input from the gaming units 1 10 that provides an indication regarding the status of the gaming units 1 10. The term "operating parameters" may refer to parameters that affect the operation of gaming unit 1 10, for example, how many times a single gaming unit 1 10 is used. In one scenario, mediator 120 may receive an indication from one or more gaming units 1 10 about their battery status, and change to operating conditions in subsequent gamming session (or in the same gaming session) to prolong the battery life of one of gaming unit 1 10. For example, if gaming unit 1 10B has a lower battery than the rest of the gaming units 1 10, mediator 120 may use gaming unit 1 10B less during a given gamming session. This way mediator 120 may avoid a situation that the battery of one of the gaming units 1 10 is depleted before another.
[055] In some embodiments, mediator 120 may be configured to estimate the distance between each of the plurality of gaming units 1 10 and/or the distance between each gaming unit 1 10 and mediator 120; and determine at least one operating parameter based on the estimated distance. For example, mediator 120 may determine the time in which the colors of gaming units' changes in a gaming session, based on the distance between gaming units 1 10. In addition, mediator 120 may provide information about the player's physical performances over a plurality gaming sessions. This information may be used to keep record of the player's physical status.
[056] In the preceding embodiments, the mediator is described as being separate from the gaming units 1 10. Other embodiments may involve including the mediator 120 within one of the gaming units 1 10 or splitting the mediator's 120 function between more than one gaming unit 1 10.
[057] In the preceding description, various preferred embodiments have been described with reference to the accompanying drawings. It will, however, be evident that various modifications and changes may be made thereto, and additional embodiments may be implemented, without departing from the broader scope of the invention as set forth in the claims that follow. The specification and drawings are accordingly to be regarded in an illustrative rather than restrictive sense.
[058] For example, advantageous results still could be achieved if steps of the disclosed techniques were performed in a different order or if components in the disclosed systems were combined in a different manner or replaced or supplemented by other components. Although embodiments of the disclosure are illustrated using server 1 10, the embodiments described herein may also be implemented on individual terminal device 120 without departure from the principle of the disclosure. Other implementations are also within the scope of the following example claims.
[059] Therefore, it is intended that the disclosed embodiments and examples be considered as examples only, with a true scope of the present disclosure being indicated by the following claims and their equivalents.

Claims

WHAT IS CLAIMED IS:
1 . A gaming system, comprising:
a plurality of mobile gaming units configured to communicate with a mediator during a physical gaming session when the mobile gaming units are configured to be spaced from each other on a playing field;
wherein each of the mobile gaming units are configured to:
provide sensory output detectable by a player;
receive first instructions from the mediator prompting a player, during a physical gaming session, to engage in a first physical activity on the playing field based on sensory output from at least one first mobile gaming unit of the plurality of mobile gaming units; and
transmit, to at least the mediator or a differing mobile gaming unit, signals in response to an input from the player, the signals causing the mediator or the differing mobile gaming unit to provide second instructions, prompting the player, or a second player, during the physical gaming session, to engage in another physical activity on the playing field based on sensory output from at least one second mobile gaming unit of the plurality of mobile gaming units.
2. The gaming system of claim 1 , wherein the sensory output includes colored lights, vibrations, voice, or a combination thereof.
3. The gaming system of claim 1 , wherein the physical activity includes one or more of: running, jumping, touching one or more of the mobile gaming units, shaking one or more of the mobile gaming units, throwing one or more of the mobile gaming units, changing an orientation of one or more of the mobile gaming units, making a sound to one or more of the mobile gaming units, maintaining the orientation of the mobile gaming units between a lower threshold and an upper threshold.
4. The gaming system of claim 1 , wherein at least one given mobile gaming unit of the plurality of mobile gaming units, located within a wireless communication coverage area of the mediator, relays the signals from at least one other mobile gaming unit of the mobile gaming units located outside a wireless communication coverage are of the mediator, to the mediator.
5. A mobile gaming unit, comprising:
an output device configured to provide sensory output detectable by a player;
an input device configured to receive input from the player in response to the sensory output;
a transceiver configured to:
receive instructions from a mediator, the instructions cause the output device to provide the sensory output for prompting the player to engage in a physical activity during a physical gaming session that involves the mobile gaming unit and the additional mobile gaming units, wherein the mediator is associated with the mobile gaming unit and with additional mobile gaming units, the mobile gaming unit and the additional mobile gaming units are configured to be spaced from each other on a playing field; and
transmit to the mediator signals in response to an input obtained by the input device from the player.
6. The mobile gaming unit of claim 5, wherein the transceiver is further configured to relay to the mediator signals received from at least one of the additional mobile gaming units.
7. The mobile gaming unit of claim 5, wherein the at least one additional mobile gaming unit is located outside the wireless communication coverage area of the mediator and the mobile gaming unit is located inside the wireless communication coverage area of the mediator.
8. The mobile gaming unit of claim 5, wherein the sensory output of the mobile gaming unit includes outputting light, and the mobile gaming unit outputs light when the additional mobile gaming units do not output light.
9. The mobile gaming unit of claim 5, wherein the sensory output of the mobile gaming unit includes outputting light, and the mobile gaming unit does not output light when at least one of the additional gaming units' outputs light.
10. The mobile gaming unit of claim 5, wherein the sensory output of the mobile gaming unit includes outputting light in a given light color out of a plurality of available light colors, each available light color being associated with a specific input type and wherein the input obtained by the input device from the player is required to be the specific input type.
1 1 . A non-transitory computer-readable medium having an executable process for storage at a mediator having at least one processing device, the instructions, when executed by the at least one processing device, for causing the mediator to complete a method for managing a gaming system, the method comprising:
communicating with a plurality of mobile gaming units configured to be spaced from each other on a playing field;
transmitting instructions to at least one first mobile gaming unit of the plurality of mobile gaming units, prompting a player, during a physical gaming session, to engage in a first physical activity based on sensory output of the at least one first mobile gaming units; and
transmitting instructions to at least one second mobile gaming unit of the plurality of mobile gaming units to prompt the same player, during the same physical gaming session, to engage in a second physical activity based on sensory output of the at least one second mobile gaming units.
12. The non-transitory computer-readable medium of claim 1 1 , wherein the plurality of gaming units includes three or more gaming units.
13. The non-transitory computer-readable medium of claim 1 1 , wherein the method includes transmitting different instructions to each of the plurality of gaming units at a given time or at different times.
14. The non-transitory computer-readable medium of claim 1 1 , wherein the method includes transmitting same instructions to each of the plurality of gaming units at a given time or at different times.
15. The non-transitory computer-readable medium of claim 1 1 , wherein the gaming session is associated with a difficulty level, and the method includes changing the difficulty level based on input from the gaming units that provides an indication regarding the physical or intellectual performances of the player.
16. The non-transitory computer-readable medium of claim 1 1 , wherein the gaming session is associated with operating parameters, and the method includes changing at least one operating parameter based on input from the gaming units that provides an indication regarding a status of the gaming units.
17. The non-transitory computer-readable medium of claim 16 wherein the status relates to a battery life.
18. The non-transitory computer-readable medium of claim 1 1 , wherein the method includes:
estimating a distance between each of the plurality of gaming units; and determining at least one operating parameter based on the estimated distance.
19. The non-transitory computer-readable medium of claim 1 1 , wherein the method includes providing information about the player's physical performances over a plurality of gaming sessions.
20. A mediator having at least one processing device, the at least one processing device being configured to:
communicate with a plurality of mobile gaming units configured to be spaced from each other on a playing field;
transmit instructions to at least one first mobile gaming unit of the plurality of mobile gaming units, prompting a player, during a physical gaming session, to engage in a first physical activity based on sensory output of the at least one first mobile gaming units; and
transmit instructions to at least one second mobile gaming unit of the plurality of mobile gaming units to prompt the same player, during the same physical gaming session, to engage in a second physical activity based on sensory output of the at least one second mobile gaming units.
21 . A method of operating a mediator, the method comprising:
communicating with a plurality of mobile gaming units configured to be spaced from each other on a playing field;
transmitting, by a processing resource of the mediator, instructions to at least one first mobile gaming unit of the plurality of mobile gaming units, prompting a player, during a physical gaming session, to engage in a first physical activity based on sensory output of the at least one first mobile gaming units; and
transmitting, by the processing resource, instructions to at least one second mobile gaming unit of the plurality of mobile gaming units to prompt the same player, during the same physical gaming session, to engage in a second physical activity based on sensory output of the at least one second mobile gaming units.
22. A method of operating a mobile gaming unit, the method comprising: receiving, by a processing resource of the mobile gaming unit, first instructions from a mediator prompting a player, during a physical gaming session, to engage in a first physical activity on a playing field based on sensory output from the mobile gaming unit, the mobile gaming unit being one of a plurality of mobile gaming units configured to be spaced from each other on the playing field;
providing, by the processing resource, the sensory output detectable by a player; and
transmitting, by the processing resource, to at least the mediator or a differing gaming unit, signals in response to an input from the player, the signals causing the mediator or the differing gaming unit to provide second instructions, prompting the player, or a second player, during the physical gaming session, to engage in another physical activity on the playing field based on sensory output from at least one second mobile gaming unit of the plurality of mobile gaming units.
23. A non-transitory computer-readable medium having an executable process for storage at a mobile gaming unit having at least one processing device, the instructions, when executed by the at least one processing device, for causing the mobile gaming unit to complete a method, the method comprising:
receiving first instructions from a mediator prompting a player, during a physical gaming session, to engage in a first physical activity on a playing field based on sensory output from the mobile gaming unit, the mobile gaming unit being one of a plurality of mobile gaming units configured to be spaced from each other on the playing field;
providing the sensory output detectable by a player; and
transmitting to at least the mediator or a differing gaming unit, signals in response to an input from the player, the signals causing the mediator or the differing gaming unit to provide second instructions, prompting the player, or a second player, during the physical gaming session, to engage in another physical activity on the playing field based on sensory output from at least one second mobile gaming unit of the plurality of mobile gaming units.
PCT/IL2016/050882 2015-08-13 2016-08-11 A hybrid electronic and physical gaming system WO2017025972A1 (en)

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