Abstract:
A method for engaging a player or a pair of players in a motion related game including the steps of attaching plural colored elements onto selected portions of the player(s) garments and processing a video stream of each of the players to separately identify the positions, velocities an accelerations of the several colored elements. The method further comprises generation of a combatant competitor image and moving the image in a manor to overcome the player. In a further approach, two players are recorded and their video images are presented one screens frontal to the other of the players. The same colored elements are used to enable computer calculations of fighting proficiency of the players.

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS  
       [0001]     This is a continuation-in-part application of U.S. patent application Ser. No. 11/189,176, filed Jul. 25, 2005, which is incorporated herein by reference. 
     
    
     STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT  
       [0002]     Not applicable.  
       THE NAMES OF THE PARTIES TO A JOINT RESEARCH AGREEMENT  
       [0003]     Not applicable.  
       INCORPORATION-BY-REFERENCE OF MATERIAL SUBMITTTED ON A COMPACT DISC  
       [0004]     Not applicable.  
       REFERENCE TO A “MICROFICHE APPENDIX” 
       [0005]     Not applicable.  
       BACKGROUND OF THE INVENTION  
       [0006]     1. Field of the Present Disclosure  
         [0007]     This disclosure relates generally to games of interactive play between two or more entities including individuals and computer simulated opponents, i.e., the invention may be used by two individuals, an individual and a simulation, and even between two simulations, as for demonstration purposes, and more particularly to a computer controlled interactive movement and contact simulation game in which a player mutually interacts with a computer generated image that responds to the player&#39;s movement in real-time.  
         [0008]     2. Description of Related Art Including Information Disclosed Under 37 CFR 1.97 and 1.98  
         [0009]     Invention and use of computer generated, interactive apparatus are known to the public, in that such apparatus are currently employed for a wide variety of uses, including interactive games, exercise equipment, and astronaut training. Ahdoot, U.S. Pat. No. 5,913,727 discloses an interactive contact and simulation game apparatus in which a player and a three dimensional computer generated image interact in simulated physical contact. Alternately two players may interact through the apparatus of the invention. The game apparatus includes a computerized control means generating a simulated image or images of the players, and displaying the images on a large display. A plurality of position sensing and impact generating means are secured to various locations on each of the player&#39;s bodies. The position sensing means relay information to the control means indicating the exact position of the player. This is accomplished by the display means generating a moving light signal, invisible to the player, but detected by the position sensing means and relayed to the control means. The control means then responds in real time to the player&#39;s position and movements by moving the image in a combat strategy. When simulated contact between the image and the player is determined by the control means, the impact generating means positioned at the point of contact is activated to apply pressure to the player, thus simulating contact. With two players, each players sees his opponent as a simulated image on his display device. Lewis et al. U.S. Pat. No. 5,177,872 discloses a novel device for determining the position of a person or object. The device is responsive to head or hand movements in order to move a dampened substance contained within a confined tube past one or more sensors. Light passing through the tube is interrupted by the movement of the dampened substance. The intended use of the device, as disclosed, is changing the perspective shown on a video display. Goo U.S. Pat. No. 4,817,950 teaches a video game controller for surfboarding simulation, and of particular interest is the use of a unique attitude sensing device to determine the exact position of the surfboard. The attitude sensing device employs a plurality of switch closures to determine the tilt angle of the platform and open and close a plurality of electrical contacts enabling a signal input to a computer control unit. Good et al. U.S. Pat. No. 5,185,561 teaches the principals of tactile feedback through the use of a torque motor. As disclosed, the device consists of a hand held, one dimensional torque feedback device used to manipulate computer generated visual information and associated torque forces. Kosugi et al. U.S. Pat. No. 5,229,756 disclose a combination of components forming an interactive image control apparatus. The main components of the device are a movement detector for detecting movement, a judging device for determining the state of the operator on the basis of the movement signal provided by the movement detector, and a controller that controls the image in accordance with the movement signal and the judgment of the judgment device. The movement detector, judging device and the controller cooperate so as to control the image in accordance with the movement of the operator. Kosugi requires that a detection means be attached adjacent to the operator&#39;s elbow and knee joints so as to measure the bending angle of the extremity and thus more accurately respond to the operator&#39;s movements.  
         [0010]     The present invention employs a system in which the position of the player is continually monitored. Between the simple types of games of combat as typically found in game arcades, wherein the player&#39;s is via a simple control joystick and punch-buttons, and the very sophisticated and complex artificial reality types of game wherein the headgear provides a full sensory input structure, and a highly instrumented and wired glove allows manual contact on a limited basis with the simulation, there is a need for a fully interactive game. The present invention takes the approach to simulate a combat adversary image, while allowing the player to exercise every part of his body in combat with the image. This is the final and most important objective. The present invention fulfills these needs and provides further related advantages as described in the following summary.  
         [0011]     Our prior art search with abstracts described above teaches interactive game technology, technique and know-how. However, the prior art fails to teach the instant technique featuring simulated “stand-up” combat between two individuals or between an individual and a computer simulation. The present invention fulfills these needs and provides further related advantages as described in the following summary.  
       BRIEF SUMMARY OF THE INVENTION  
       [0012]     A best mode embodiment of the present invention provides a method for engaging a player or a pair of players in a motion related game including the steps of attaching plural colored elements onto selected portions of the player(s); processing a video stream from a digital camera to separately identify the positions, velocities an accelerations of the several colored elements in time; providing a data stream of the video recorder to a data processor; calculating the distance between the player and the camera as a function of time; predicting the motions of the players and providing anticipatory motions of a virtual image in compensation thereof.  
         [0013]     A primary objective of the present invention is to provide an apparatus and method of use of such apparatus that yields advantages not taught by the prior art.  
         [0014]     Another objective of the invention is to provide a game for simulated combat between two individuals.  
         [0015]     A further objective of the invention is to provide a game for simulated combat between an individual and a simulated second player of the game.  
         [0016]     A further objective of the invention is to provide a game for simulated combat between an individual carrying a sport instrument in hand and a simulated offense and defense players of the game.  
         [0017]     A still further objective of the invention is to provide the virtual image to anticipate and predict the movement of the real player and to change the virtual image accordingly.  
         [0018]     Other features and advantages of the embodiments of the present invention will become apparent from the following more detailed description, taken in conjunction with the accompanying drawings, which illustrate, by way of example, the principles of at least one of the possible embodiments of the invention. 
     
    
     BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING(S)  
       [0019]     Illustrated in the accompanying drawing(s) is at least one of the best mode embodiments of the present invention In such drawing(s):  
         [0020]     The accompanying drawings illustrate at least one of the best mode embodiments of the present invention. In such drawings.  
         [0021]      FIG. 1  is a perspective view of the present invention as seen from behind a projection screen transparent to a camera mounted there behind so as to record the motions of a first player moving in front of the screen, the screen being translucent to the first player;  
         [0022]      FIG. 2  is a perspective view thereof from the front of the screen showing the first player at left being recorded from the camera mounted behind the screen wherein the player in front of the screen is able to view an image of a second player projected onto the screen from a projector behind the screen;  
         [0023]      FIG. 3  is a perspective view thereof showing the first and the second players in separate locations with video images of each projected onto a screen at the other player&#39;s location;  
         [0024]      FIG. 4  is a logic diagram of the method of the invention showing event detection and prediction processing steps;  
         [0025]      FIG. 5  is a continuation of the logic diagram of  FIG. 4  showing player offense event processing steps;  
         [0026]      FIG. 6  is a continuation of the logic diagram of  FIG. 4  showing player defense event processing steps; and  
         [0027]      FIG. 7  is a flow chart showing an associative address generator of the invention. 
     
    
     DETAILED DESCRIPTION OF THE INVENTION  
       [0028]     The above described drawing figures illustrate the described apparatus and its method of use in at least one of its preferred, best mode embodiment, which is further defined in detail in the following description. Those having ordinary skill in the art may be able to make alterations and modifications what is described herein without departing from its spirit and scope. Therefore, it should be understood that what is illustrated is set forth only for the purposes of example and that it should not be taken as a limitation in the scope of the present apparatus and method of use.  
         [0029]     In the present apparatus and method, one or two players take part in a game involving physical movements. Such games may comprise simulated combat, games of chance, competition, cooperative engagement, and similar subjects. However, the present invention is ideal for use in contact games of hand-to-hand combat such as karate, aikido, kick-boxing and American style boxing where the players have contact but are not physically intertwined as they are in wrestling, Judo and similar sports. In this disclosure a combat game is described, but such is not meant to limit the range of possible uses of the present invention. In one embodiment of the instant combat game, as shown in  FIG. 2 , a first player  5  engages in simulated combat with a second player&#39;s image  7 ′ projected by video projector  40  onto a screen  20  placed in front of the player  5 . In this embodiment, the image  7 ′ is computer generated using the same technology as found in game arcades and the like and which is well known in the art. In an alternate embodiment shown in  FIG. 3 , two live players  5  and  7  stand in front of two separate screens  20  and  22  and engage in mutual simulated combat against recorded and projected images  5 ′ and  7 ′ of players  5  and  7  respectively. This avoids physical face-to-face combat where one of the players might receive injury. In this second approach, the images projected onto the screens  20  and  22  are not computer generated but are real-time projections of video recordings taken as shown in  FIG. 1  using cameras  10 .  
         [0030]     In the first approach, shown in  FIG. 1 , player  5  is positioned in front of rear projection screen  20 . One or more video cameras  10 , are positioned behind screen  20 . The camera  10  is able to view player  5  through the screen  20  which is transparent from the position of camera  10 , and record the player&#39;s movements. Alternatively, a miniature videcon CCTV camera (not shown) may be mounted on the front of screen  20 , or may be operated through a small hole in the screen  20 . The screen  20  may be supported by a screen stand (not shown) or it may be mounted on a wall  25  as shown in the figures.  
         [0031]     Simulated image  7 ′ is visible to the player  5  as shown in  FIG. 2 . In an approach where the camera  10  is located behind the screen  20 , and the image  7 ′ is visible on screen  20 , in order for the camera  10  to not record the projected image  7 ′, both the camera  10  and the projector  40  are operated at identical rates (frames per second) but each records a frame and blanks for an equal time interlacing the two functions in time so that one is operating when the other is blanking and vice-versa. The net result is that player  5 , positioned at the front of the screen  10 , sees the projected image  7 ′ while the camera  10  sees player  5  and not the projected image  7 ′.  
         [0032]     Preferably, projection screen  20  is transparent to camera  10  mounted behind it so as to enable recording the motions of first player  5  moving in front of screen  20 . Preferably also, screen  20  is translucent to first player  5  so that he sees only the projected image  7 ′ and not the camera  10  or projector  40 .  
         [0033]     In both of the above described embodiments, players  5  and  7  each wears colored bands as best seen in  FIG. 2 . Preferably, player  5  has a band  51  secured at his forehead, above each elbow  52 , on each wrist  53 , around the waist  54 , above each knee  55  and on each ankle  56 . Each of these 10 bands is a different color. Further bands may be placed in additional locations on the players, but the 10 bands shown in  FIG. 2  as described, are able to achieve the objectives of the instant innovation as will be shown. In the instant method, the image  5 ′ of the player  5 , as recorded by camera  10  is converted into a digital electronic primary signal. This primary signal is split into 10 derivative secondary signals by color filtering the primary signal for each of the ten colors. Each of the secondary signals contains three pieces of information with respect to each frame of the video recording: a location “x” (left to right), a location “y” (top to bottom) in the camera&#39;s field of view, and finally, a number of pixels “p” subtended by the color in the field of view. It is noted that each secondary signal is a representation of only the color band to which it has been filtered and all other aspects of the recorded image are invisible, i.e., not present in that secondary signal. To summarize then, each frame of the recorded image yields 30 pieces of information, i.e., for each of the ten bands, an x, y and p value. The x and y information locates the band in the plane of the field of view of the camera, while the p information approximates the location in the “z” direction approximately, i.e., the distance from the camera lens to the band. The z coordinate is approximated by taking the value for each band at time zero to be the nominal value of the distance z, while when the numerical value of p drops in a subsequent frame of the recording the distance z is increased, and when the numerical value of p increase, the value of z lessens. By rigorous calibration prior to the use of the present invention a reasonable qualitative approximation of the motion of the bands, in the z direction is made by identifying the p count. Computer  60  processes the locations of all ten bands for each frame of the recording in real time, i.e., there is no appreciable lag between the computer&#39;s numeric calculation of the locations of the bands and the actual locations thereof.  
       EXAMPLE 1  
       [0034]     The player  5  stands facing the screen  20  with feet a comfortable distance apart, legs straight, and arms hanging at the player&#39;s sides. Each of the ten colored bands  51 - 56  are visible to the camera  10  and with a simple set of anatomical rules, the computer  60  is able to compose a model of the player&#39;s form that accurately represents the player&#39;s physical position and anatomical orientation at that moment including approximations of arm and leg length, height, and so on. When a band moves, its image on the recording plane of camera  10  moves accordingly so that the computer  60  is able to plot the motion trajectory of the band in three-space using coordinates x, y and p. When a band disappears, i.e., is hidden behind another part of the players anatomy, as is the case in  FIG. 2  where band  52  on the players right arm is hidden by his body, the trajectory of the band is approximated taking into account, its locus of locations in preceding frames.  
         [0035]     In the case of a single player  5  with a computer generated virtual opponent the opponent&#39;s image  7 ′ is generated and projected onto the screen  20 . As player  5  moves to attack or defend against the image  7 ′, trajectories of the player&#39;s bands  51 - 56  enable the computer to model the player&#39;s motion. The computer is programmed to move the image  7 ′ to attack and defend accordingly. Preferably, the image  7 ′ is projected with three dimensional realism by any one of the well known techniques for accomplishing this as reported in the art. One technique for accomplishing this is the projection of two orthogonally polarized and slightly separated identical projected images which appear fuzzy to the unaided eye on screen  20 . However, when player  5  wears glasses with polarized lenses also orthogonally polarized, the image  7 ′ appears in three-dimensional realism. Calibration of the image  7 ′ enables a virtual plane of contact between the player  5  and the image  7 ′ where this plane of contact is in front of the screen  20 . Please see the virtual three-dimensional image shown in  FIG. 2  where player  5  is blocking a kick from the image  7 ′ of player  7 .  
       EXAMPLE 2  
       [0036]     As shown in  FIG. 3 , players  5  and  7  stand facing their respective screens  20 , each with feet a comfortable distance apart, legs slightly bent, and arms hanging at their sides. Each of the ten colored bands  51 - 56  on each of the players  5  and  7  are visible to their respective cameras  10  so that the computers  60  are able to compose mathematical models of the positions of each of the players  5  and  7  that accurately represents each of the player&#39;s physical position and anatomical orientation at that moment relative to the other of the player. The vertical planes represented by the screens  20  and  22  represent the same plane in the combat three-space of the game. Therefore, when one player moves a fist, elbow, knee or foot toward his screen, the computers  60  calculate that motion as projecting toward the other player. In this manner the computers  60  calculates contacts between players  5  in offensive and defensive moves when their respective body parts occupy the same space coordinates. As in actual combat, the players initially and nominally stand slightly more than an arm&#39;s length away from their screen, i.e., mathematically from their opponent. Points are awarded to each of the players for successful offensive and defensive moves. As discussed above, the images are preferably projected with three-dimensional realism by use of the well known polarized dual images technique, so that each player sees the illusion of the opponent player&#39;s image projecting toward him from the screen  20  or  22 .  
         [0037]     The present disclosure teaches an improved video frame processing method that enables the combative motions between two distant players  5  and  7 , as described above and shown in  FIGS. 1-3 , to be calculated and compared with respect to each other. This method is described as follows and is as shown in  FIGS. 4-7 . Once the game is initiated, a stream of information from the video recorder frames is processed. Frame by frame each of the 30 coordinate data elements x, y, and p is recorded, with z being calculated, so that for each frame, the position of all parts of the players is known and using a simple physical model of the human body, a mathematical model of each of the players positions in three-space is determined. The changes of the locations of the player&#39;s body parts from frame to frame enables the calculation of velocity and acceleration of these parts by taking the first and second differential of the change in position. Furthermore, at each frame, a prediction of the positions, velocities and accelerations of each of the body parts is made. These predictions are made using data from multiple frames. These calculations continue until the number of frames is at least equal to a specified set point. Depending on whether the motion is defensive, i.e., responsive to the opponents movement, or offensive, i.e., independent of the opponent&#39;s movement, in any of the body parts, the computer generated image is modified so as to defend against an offensive move by player  5  or to initiate a new offensive move from an inventory of such moves.  
         [0038]     With respect to two real opponents, the logical steps of the present method are shown in  FIGS. 4 through 6  and comprise the determination of incoming offense information, calculation of the player&#39;s new coordinates, determination if the defense or offence is complete, and calculating the player&#39;s offensive positions as compared to the image defense moves and vice-versa. Finally, a scoring method is used and for each of the motion and counter motion determinations for both offensive and defensive motions of players, a score is created and projected onto the screen.  
         [0039]     Referring now to the numerical reference numbers in the logic flow chart shown in  FIGS. 4-7 , we find at ( 1 ) the game is initiated whereby all game counters and variables, such as player weight, skill level and expertise are entered by the players. Counters are initialized. At this time camera auto focus, zoom and player position is operating and data is being taken and stored in memory. At ( 2 ) each incoming video frame is compared to the previous frame to detect a magnitude of change. Changes surpassing a fixed threshold value trigger further processing at ( 4 ). This occurrence triggers the start of “event detection,” and represents the recognition of a player&#39;s initial motion. Frame to frame changes that do not surpass the threshold are counted, discarded and directed to further processing at ( 3 ).  
         [0040]     At ( 3 ) and ( 8 ), counts “a” of frames that do not surpass threshold are compared with a set constant “c.” If a&gt;c, then an offensive action is taken against the player ( 11 ). Otherwise the system waits for action to occur.  
         [0041]     At ( 4 ) and ( 5 ) frame changes are compared with a prior trajectory and if consistency is found logic moves to ( 6 ), otherwise to ( 1 ). Changes in position, speed and acceleration of the player are measured each frame. If motion is consistent, frame to frame as per ( 6 ), this indicates that the motion detected at ( 2 ) continues. Frame to frame changes in the orientation of each body part suggests body part rotation.  
         [0042]     At ( 6 ) calculated changes are amended to previous trajectory information. At ( 7 ) motion is checked to determine if motion has been continuous for “b” frames and if so, logic moves to ( 9 ), otherwise back to ( 4 ) and ( 5 ). During b frames motion is determined to be offensive or defensive.  
         [0043]     At ( 9 ) during initial time periods and between event detection periods, a pattern in the player&#39;s motions is sought by the system and characterized as a specific stored pattern. This is accomplished by recognizing a prediction area within a selected variance range. Based on new received input information an associative memory generator, e.g., an FPGA (see  FIG. 7 ) for instance, stores player motion habits as an inventory related to the specific player. It is noted here that an “FPGA” is a Field-Programmable Gate Array, a type of logic chip that can be programmed. An FPGA is similar to a PLD but has an order of magnitude greater gates. FPGAs are commonly used for prototyping integrated circuit designs and other applications.  
         [0044]     At ( 17 ) when an end of an event is characterized by the completion of b frames, if the motion is determined to be offensive logic moves to ( 10 ), and if the motion is determined to be defensive logic moves to ( 11 ), if neither, the next step is taken. If the motion is a combination of offense and defense then a calculation of likelihood of hit success is established by comparing player&#39;s and image&#39;s motions. If the player&#39;s offense is stronger logic moves to ( 10 ), otherwise ( 11 ).  
         [0045]     At ( 10 ) and ( 11 ) the physical attributes of the player which were determined after b frames are fed to the associative memory generator ( FIG. 7 ). The output of the generator is fed to a memory address lookup table which provides a memory address of the various predictions. The use of a generator of this type which relates physical attributes to a memory address does not burden the processor since not calculations are necessary.  
         [0046]     In  FIG. 6  at ( 14 ), an event follower processor for player offense, waits for event detection from ( 15 ). At ( 15 ) the player&#39;s offense prediction is read along with recovering a defense absolute address from the lookup table. This address is generated in conjunction with the associative memory generator. The address stores the physical attributes of the player that are quantities representing a degree of expertise. The output from the associative memory generator is the address used at the lookup table which has been previously prepared. The output of the lookup table is the address used by memory holding prediction data.  
         [0047]     At ( 16 ) the next frame is considered and processed calculating the player&#39;s new coordinates and amending prior coordinate information. The trajectory is calculated and image player&#39;s defensive moves are predicted.  
         [0048]     At ( 17 ) the player&#39;s offense and the image&#39;s defense predictions are compared for each frame. If the player&#39;s actual offense correlates with prediction, logic moves to ( 18 ) and if not correlated, logic moves to ( 21 ). If significant correlation variance is determined, logic moves to ( 1 ).  
         [0049]     At ( 18 ), if an end of image&#39;s defense is not determined, logic moves to ( 16 ) and ( 17 ). If an end is determined, logic moves to ( 19 ). At ( 19 ) the player&#39;s trajectory is compared with the predicted and planned image&#39;s trajectory and determines a score. At ( 20 ) scores are displayed and the event detection processor is informed of an end of the player&#39;s offensive motion. At ( 21 ) player information is stored in memory and received at ( 1 ) as needed.  
         [0050]     Coordinates in three-space of the positions of body parts of the image and of the player are calculated and when a collision is determined velocity and acceleration vectors of both the player and image are used to determine scores. As an example, the score number for player contact with the image&#39;s hand (image parrying a player&#39;s thrust) is relatively low, while the score for player&#39;s contact with the image&#39;s face results in a large score number.  
         [0051]     In  FIG. 7 , ( 24 ) waits for the player&#39;s defense command from the event detector processor. At ( 25 ) the player&#39;s defense prediction and the image&#39;s offense address from the address lookup table are read. This address is generated in conjunction with the associative memory generator. The address contains the player&#39;s physical attributes which represent a degree of expertise. This output is stored in the lookup table memory which is information used to establish prediction.  
         [0052]     At ( 26 ) frames are processed in order sequence and the player&#39;s new coordinates are calculated and updated. The trajectory of the player&#39;s moves are calculated and the image&#39;s defense is predicted.  
         [0053]     At ( 27 ) the player&#39;s defense trajectory and the image&#39;s offense predictions are compared at each frame. If the player&#39;s defensive prediction corresponds to the measured actual motion, logic moves to ( 28 ) and if it does not correspond, logic moves to ( 31 ). If correspondence is poor logic moves to ( 1 ).  
         [0054]     At ( 28 ) the end of the image&#39;s defense is determined and if an end is not found, logic moves to ( 26 ) and ( 27 ). If an end is determined, logic moves to ( 29 ). The image&#39;s planned offense is used to provide a score considering the player&#39;s actual defense and the image&#39;s planned offense motions.  
         [0055]     At ( 29 ) the player&#39;s trajectory is compared with the image&#39;s planned trajectory and scores are determined in accordance with the outcome. At ( 30 ) the scores are displayed and the end of the player&#39;s defensive motion is logged. At ( 31 ) the player&#39;s information is stored in memory for future reference.  
         [0056]     Preferably, an imaginary boundary is set around the projected image. The actual motion of the player is compared with this boundary to determine the relative position of the player&#39;s hands and feet with respect to the boundary, and scores are determined by the relative positions and sensitivities of the parts of the player&#39;s or image&#39;s body. As play proceeds, the actual speed, accuracy, acceleration and positioning of the player (history information) is stored and used to improve the prediction model of the player.  
         [0057]     The enablements described in detail above are considered novel over the prior art of record and are considered critical to the operation of at least one aspect of one best mode embodiment of the instant invention and to the achievement of the above described objectives. The words used in this specification to describe the instant embodiments are to be understood not only in the sense of their commonly defined meanings, but to include by special definition in this specification: structure, material or acts beyond the scope of the commonly defined meanings. Thus if an element can be understood in the context of this specification as including more than one meaning, then its use must be understood as being generic to all possible meanings supported by the specification and by the word or words describing the element.  
         [0058]     The definitions of the words or elements of the embodiments of the herein described invention and its related embodiments not described are, therefore, defined in this specification to include not only the combination of elements which are literally set forth, but all equivalent structure, material or acts for performing substantially the same function in substantially the same way to obtain substantially the same result. In this sense it is therefore contemplated that an equivalent substitution of two or more elements may be made for any one of the elements in the invention and its various embodiments or that a single element may be substituted for two or more elements in a claim.  
         [0059]     Changes from the claimed subject matter as viewed by a person with ordinary skill in the art, now known or later devised, are expressly contemplated as being equivalents within the scope of the invention and its various embodiments. Therefore, obvious substitutions now or later known to one with ordinary skill in the art are defined to be within the scope of the defined elements. The invention and its various embodiments are thus to be understood to include what is specifically illustrated and described above, what is conceptually equivalent, what can be obviously substituted, and also what essentially incorporates the essential idea of the invention.  
         [0060]     The enablements described in detail above are considered novel over the prior art of record and are considered critical to the operation of at least one aspect of the apparatus and its method of use and to the achievement of the above described objectives. The words used in this specification to describe the instant embodiments are to be understood not only in the sense of their commonly defined meanings, but to include by special definition in this specification: structure, material or acts beyond the scope of the commonly defined meanings. Thus if an element can be understood in the context of this specification as including more than one meaning, then its use must be understood as being generic to all possible meanings supported by the specification and by the word or words describing the element.  
         [0061]     The definitions of the words or drawing elements described herein are meant to include not only the combination of elements which are literally set forth, but all equivalent structure, material or acts for performing substantially the same function in substantially the same way to obtain substantially the same result. In this sense it is therefore contemplated that an equivalent substitution of two or more elements may be made for any one of the elements described and its various embodiments or that a single element may be substituted for two or more elements in a claim.  
         [0062]     Changes from the claimed subject matter as viewed by a person with ordinary skill in the art, now known or later devised, are expressly contemplated as being equivalents within the scope intended and its various embodiments. Therefore, obvious substitutions now or later known to one with ordinary skill in the art are defined to be within the scope of the defined elements. This disclosure is thus meant to be understood to include what is specifically illustrated and described above, what is conceptually equivalent, what can be obviously substituted, and also what incorporates the essential ideas.  
         [0063]     The scope of this description is to be interpreted only in conjunction with the appended claims and it is made clear, here, that each named inventor believes that the claimed subject matter is what is intended to be patented.