Signal activated liquid release for virtual, mixed and augmented reality

The present application describes liquid release of fluid, preferably water, onto the head or heads of a player or players of an electronic interactive game, which may incorporate virtual reality, mixed reality or augmented reality. In most embodiments, the gameset includes headgear that includes a liquid reservoir for dispensing a liquid on a player. The gameset may also include an electronic display to visually present imagery to the player, and a receiver that transmits a signal to a receiver coupled to the headgear to dispense liquid from the liquid reservoir onto a player.

FIELD OF THE INVENTION

The invention of the present application is directed towards water toys and water gaming activities.

BACKGROUND INFORMATION

The inventor cited in this application co-invented a very popular toy called WETHEAD® (U.S. Pat. No. 4,813,680) that emits water as one of numerous plastic rods is manually removed to release stored water onto a wearer's head. Said patent is long-expired, and yet the simple plastic toy WETHEAD continues to be a worldwide sales success. In expired U.S. Pat. No. 4,813,680 there is no disclosure nor anticipation of usage of any remote signal activation of water release. Gameplay of the device of that patent involves the wearer of the device randomly selecting and then physically removing a particular rod from his own hat as the result of a gameplay directive, such as a spinner. Alternative play, where another player who is not himself wearing the hat of the invention physically removes a rod from a wearer's hat still requires physical contact and manual means to activate water release. There are no motors, batteries, processors, displays, etc.

The recently-allowed utility patent (U.S. Pat. No. 10,471,340) to which this application is a continuation in part, discloses and describes the release of a liquid onto the head of a wearer when a wireless signal is received from a remote transmitter.

A product was marketed in the past that was based upon several patents (U.S. Pat. Nos. 5,722,660 and 5,992,853 “GAME WITH TIMED WATER RELEASE”) by the inventor of this application. IN YOUR FACE® is a multi-player game wherein one player stands in the center of a group of players and asks a question that must be acceptably answered, in turn, by each other player, all who are sitting in a circle. The player asking the question is holding a motorized timer and spray emitting game unit, and presses or releases a trigger to set or reset a timer. When a seated player answers unacceptably or does not answer in time, a spray is emitted from the game unit and sprays towards that player. The product did not incorporate any signal sending or receiving means to activate a remote release of water, and no element of that invention was intended to be worn by anyone. To the contrary, water release was only accomplished by an opponent pointing a device towards another player.

In 1989 Pressman Toy Corporation released a product called HYDRO-STRIKE. It was a skill and action game, without any electronics or signal sending/receiving. There are no separate units to the game. Nothing is worn by a player. It is described in this manner: “Players sit at either end of the plastic board controlling two flippers with a goal in between them. A marble is released, and players try to shoot it into their opponent's goal. When a goal is scored, a jet of water shoots out spraying the losing player. No batteries are needed—just fill the tank with water and pump up the pressure”. There is no timed nor electronic activation, and water release is the mechanical response of a ball striking a trigger mechanism.

Other toys have successfully provided children with the entertainment of getting wet in a competitive play situation. Inventor cited in this application also invented CONTACT ACTIVATED PRESSURIZED WATER RELEASE TOY, U.S. Pat. No. 5,256,099. That invention resembles a handheld toy sword and requires one player to press a release valve at the front end of the toy onto the body of an opponent. There is no provision for remote signal-activated water release, nor for any interactive gameplay between players, other than physical contact.

Hasbro introduced a product in late 2016 called DUNK HAT. This toy has a water container situated atop one player's head, and two target plates, one on each side of the hat. Other players throw balls at the hat, trying to hit one of the plates, to activate the release of water onto the head of the player wearing the hat. There are no electronics, no sending of receiving of signals. This product requires that the wearer stand in position while objects are being thrown towards the target plates by other children, often with poor aim. The product provides a clear plastic eye shield panel to protect the wearer of the toy from being struck by a projectile.

Further, headsets have been tethered to laser tag guns. Some professional laser tag parks will provide a piezo speaker in a head-worn unit that can buzz to mildly irritate a player when they get “shot” by an opponent's light beam. There is no provision for water release onto the head of a player when they are struck by an opponent's light beam.

In addition, Hasbro (and before them, Milton Bradley Company) for many years has marketed an electronic console game called “SIMON” (1978) that requires players to push buttons in response to a programmed light sequence displayed by inner circuitry. Innumerable similar games requiring players to respond to a light-illumination sequence by pressing a button or in some other fashion activating a switch, have also been on the market, Atari's “TOUCH ME” (1974) game being a handheld example that admittedly inspired “SIMON” and then other games like Castle Toy's “EINSTEIN” (1979) and more recently Mattel's “LOOPZ” game (released in the 2000's) that provides a unique added feature of players passing their hands and arms through motion-sensing areas (to activate switches) in response to a timed light sequence. None of the prior art hints at or involves a water penalty, particularly a water penalty initiated by a signal from the play device to activate a release of water, from another playset component, onto the head of a player.

In 1998 a company called Toymax marketed a line of products called Laser Challenge that involved two or more players holding blaster-guns emitting infrared signals in the direction of an opponent. Each player also wore a vest that included an infrared receiver. When a signal from another player's gun was received by the receiver in a player's vest, score would be made and a sound would be emitted. One model of toy in that product line was called Cyber Splash Laser Challenge. It included a water container and a battery operated pump mechanism that sprayed water upward towards the face and chin of the player after a series of signals were received by the infrared receiver on the vest. Each player therefore held a blaster gun and wore a vest and water sprayed upward.

Laser tag play systems continue to be successful on the commercial market. An exemplary system is Hasbro's Laser Ops Pro Blasters that emit wireless signals from handheld blasters (the toy industry name for “guns”) when those blasters are aimed at another player's receiver worn on a vest or on a hat or even positioned on the second player's own blaster gun. Respecting the Office's requirement for no active hyperlinks, we nonetheless are providing inactive hyperlink addresses in case the examiner would like to understand our research and technical position: https://www.popularmechanics.com/technology/gadgets/a22169885/nerf-laser-ops-pro/ None of those systems anticipate, describe or provide for any means by which a liquid might be released onto the head of a player.

VIRTUAL REALITY GAMING: Digital virtual reality gaming devices and systems, such as are sold by a company called “Oculus”, provide players with goggles that present digital images onto an internal screen or screens of goggles or glasses or similar eyewear associated with the system, and those images respond to the movements of the wearer to simulate virtual reality that can include combat. These systems do not present or disclose any liquid-release penalty onto an opponent as a result of one player winning or losing a competition. https://www.oculus.com/quest/?&utm_source=gg&utm_medium=a_ps&utm_term=%2Bvirtual%20%2Breality&utm_campaign=2071432473&utm_content=368943392352&utm_parent=quest&utm_ad=77197178780&utm_location=9013171&utm_location2=&utm_placement=kwd-19673535367&utm_adposition=1t2&utm_device=c&utm_matchtype=b&utm_feed=&gclid=CNW MuZbK2OQCFcQvgQodidoIQg&gclsrc=ds

Varying systems, such as VOID offers players an immersive experience that places players in a virtual world for laser tag combat play, again without any mention or disclosure of a liquid-release penalty. https://www.thevoid.com/what-is-the-void/

Virtual reality is defined as follows by Lexico/Oxford: https://www.lexico.com/en/definition/virtual_reality. “The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.

The above systems typically comprise sensors, typically in the headsets themselves, to detect and calculate movements and direction of the wearer, and can also send signals via smartphone or computer connection to other players of the system.”

AUGMENTED REALITY GAMING: “VR PRO ST” is an example of an augmented reality gameset involving goggles that can present digital images to a wearer, and simultaneously provide the wearer with the ability to see through said digital images, thereby enabling the wearer to look into the actual environment in which they are playing (for example a game room, or a laser tag competition environment). This combination of digitized image and real-life image presentation is referred to as augmented reality. Franklin Institute defines Augmented Reality in this manner:

“Augmented reality (AR) is one of the biggest technology trends right now, and it's only going to get bigger as AR ready smartphones and other devices become more accessible around the world. AR let(s) us see the real-life environment right in front of us—trees swaying in the park, dogs chasing balls, kids playing soccer—with a digital augmentation overlaid on it. For example, a pterodactyl might be seen landing in the trees, the dogs could be mingling with their cartoon counterparts, and the kids could be seen kicking past an alien spacecraft on their way to score a goal. https://www.fi.edu/what-is-augmented-reality

Oxford/Lexico describes augmented reality in this manner:

“A technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.” https://www.lexico.com/en/definition/augmented_reality

An exemplary system utilizing augmented reality is:

Oculus, acquired by Facebook, is a virtual reality gaming experience and system and is exemplary of virtual reality gaming systems, and provides for downloadable software to a smartphone such as, for example, an iPhone or Android phone, and then provides for wireless synchronization to said phone via wireless internet access, for example 802.11 b/g/n, at which time the oculus goggles can receive data and images from the phone wirelessly, to affect the presentation of images onto the screen in front of the eyes of the wearer. https://www.oculus.com/?locale=en_US

The above-described technology to provide downloadable software to a smartphone, or other computer-like device is applicable to both augmented as well as virtual reality gaming systems and is well-known by those familiar with the art of such technology.

Wikipedia defines Mixed reality in this manner: “Mixed reality is the merging of real and virtual worlds to produce new environments and visualizations, where physical and digital objects co-exist and interact in real time. Mixed reality does not exclusively take place in either the physical or virtual world, but is a hybrid of reality and virtual reality, encompassing both augmented reality and augmented virtuality via immersive technology.”

For purposes of this patent application, the term “computer” is intended to be understood in its broad definition, and not limited to a laptop or desktop unit requiring a keyboard and monitor. For example, the technology of a smartphone or tablet, or of a printed circuit-board as described herein certain embodiments as being resident in the componentry of the headgear, qualifies as “computer”: https://www.google.com/search? client=firefox-b-1-d&q=computer+definition

“an electronic device for storing and processing data, typically in binary form, according to instructions given to it in a variable program.”

Purpose of this Invention and Market Viability

The technologies of image projection and display, and the communication capabilities for players of coordinated equipment to interact both with one another as well as with a system-generated gaming play environment, is well-established and well-known, and commercially successful technology. Those knowledgeable in the art of digital gaming are familiar with the well-developed technologies that provide for digital imaging and competition between players wearing devices of such systems, and provide for different players to be accessing and participating in a gaming experience across platforms including but not limited to smartphones, consoles both wired and wireless, computers, etc.

The internet has further enhanced the play capabilities and provided for remote and offsite competitions between players, even in different countries. Many of the above-mentioned systems can be accessed and played over social media apps such as FACEBOOK. https://medium.com/@tickarawr/vr-social-networks-will-be-all-the-rage-in-2018-fda5093c65

“FORTNITE” is a highly successful worldwide digital gaming experience that is available to play “cross platform” meaning that one player can access and play the game program from a desktop computer, while another player might participate in the same gaming experience from a third party gaming console, such as a Nintendo Xbox. https://www.nbcnews.com/tech/tech-news/what-fortnite-look-video-game-has-become-phenomenon-n887706

Cross-platform digital gaming participation and experience would also function well with the technology of this invention. Such systems might include, for example, varying operating systems and varying physical equipment and game consoles, such as iOS and Google, Nintendo and Sony Play Station and Xbox.

Fortnite exemplifies the technical compatibility of a digital gaming experience that can provide interaction between players not only in different rooms or cities, but potentially on different continents. The resultant competitive actions and reactions of one player can signal and activate responses to another player any place on earth. The technology is well-known and well proven.

Illustrated examples of oculars-based, glasses or goggle-worn play are provided in this application to illustrate what might appear on the screen of a player's electronic display, looking from inside his goggles. There could even be provided a second small screen that shows a live image or recent still image of an opponent (who is in front of a camera, perhaps a camera on a computer or smartphone coupled to that player's headgear). When a particular player's game unit is signal-activated to release a liquid such as water on him, his opponent(s) can witness the event.

Commercial Viability and Advantage

The emergence of social media experiences such as Youtube, Facebook, and similar (Twitter, Instagram, etc.) platforms, confirm the viability and financial potential of users “liking” or sharing, en masse and to broad follower-audiences, posted experiences so that others can view and enjoy. It has already been experientially determined that in order for posted play experiences to gain greatest popularity, a highly visual activity is most desired, if not even required. Blinking lights or beeps at the conclusion of a gaming activity has not proven to be an exciting visual climax. Therefore, the commercial great success of laser tag and even Fortnite and Fortnite-like gaming do not perfectly lend themselves to social media posting because, although the PLAY experience is excellent and exciting, there is a lack of visual “pay-off” when a player WINS or LOSES a competition—resulting in a less-than-exciting visual CLIMAX. The technology of the invention described herein this application provides a highly visual and social-media post-able conclusion to winning or losing.

The release of a fluid onto the head of a player of game has been proven by an invention of the inventor cited in this application, who is co-inventor of a simple non-electronic game called “WETHEAD” as described earlier in the Prior Art. WETHEAD mechanically emits water as the result of one of eight plastic rods being manually removed to release stored water onto a wearer's head. In recent years, YouTube postings of WETHEAD play events garnered more than 350,000,000 views, confirming the notable success of the climax-event of water delivery onto the head of a game player.

It is an intent and purpose of the invention in this application to disclose the function of electronic-signal liquid (preferably water) release onto the head of a game-player participating in an electronic gaming activity wherein digital images are presented to one or more players and wherein a remote signal is transmitted or received either from a competitor-opponent(s), or such signal is received from a system-gaming application, for example from a game program being played on a Nintendo game console, wherein a player or players wearing the water-containing headgear may either fail to complete a game task in which case he or they would get wet, or else has succeeded in completing a game task, at which time an opponent's headgear would receive an electronic signal and said opponent would then get wet as a result of a liquid such as water being released from his own head-worn headgear. It is understood that, and has even been exemplified by third-party-posted videos, that instead of water, juices, milk, and even more viscous fluids such as one commonly referred to as “Slime®” can be released onto the head of a player.

It is the contention of the inventor of this invention that the addition of the already-proven commercial success and social media success of liquid-release play penalty, coupled to the already-proven success of online multi-player or player-versus-game-system competition, offers players the ability and motivation and enjoyment of being able to post and watch and comment on gaming of this sort, and provides gaming manufacturers employing this feature with an already proven-enjoyable, unique and marketable play feature. Currently none of the digital gaming systems—solo, player to player, augmented or virtual reality, provide for or suggest a penalty of liquid release onto the head of either the wearer of the headgear, or onto the head of an opponent(s) wearing similar headgear.

Players can be competing via an internet connection. A player's headgear could range from a special pair of wireless goggles to a hat wired to the keyboard or the computer. Electronic signals to headgear, activating water release, can arrive by wire, or wirelessly via Wi-Fi, Bluetooth, etc. A player's helmet or goggles or other embodiment of “headgear” of the disclosed invention might be signaled to release liquid, preferably water onto the wearer's head after one of several events may have occurred:

1. Another player has completed a task or aimed accurately at either something such as a target area presented on an electronic display, or aimed accurately at a video image of another player participating in the gaming activity, OR

2. The wearer of headgear of the invention has failed a task or missed aiming at something or someone; OR

3. A programmed “villain” or similar opponent in a gaming app or program has succeeded in doing something that would cause another player to get wet, for example trapping a digital figure representing a player of the game (an “avatar” image selected by that player) in a room.

OBJECTIVES OF THE INVENTION

It is an objective of this invention to provide a gaming system or toy that sprays or pours water or similar fluid spraying onto the head of a player when a gaming activation event occurs. It is further an objective of this invention to provide a competitive play pattern wherein a player or players' actions can cause the release of liquid (preferably but not limited to water) spraying or pouring down onto the head of at least one player by means of a remote signal activation being transmitted from a second component of the invention, whether the player activating the liquid release is the wearer of the head-worn unit, or a competitor wearing a similar head-worn unit and receiving a remote signal that activates liquid release from his headgear. The aforementioned objectives are exemplary and not intended to limit the scope of the invention.

In one embodiment of the invention, bi-directional communication takes place between headgear and console units, gaming controllers or other physical components. For example, it could be established that one headgear unit communicated to another headgear unit so that the second headgear responded uniquely to a signal from the first headgear. To achieve such bi-directional communications receivers and transmitters of the invention, as described herein, could be replaced by transceivers. Optionally, the headgear further comprises at least one dispenser configured to dispense the liquid from the liquid reservoir onto the player's head when the receiver receives the wireless signal from the transmitter. Optionally, the at least one liquid dispenser comprises at least one tube comprising a proximal end connected to the liquid reservoir and a distal end and further wherein the at least one tube is configured to transport the liquid from the liquid reservoir so that the liquid may be dispensed onto the player's head. Optionally, the at least one dispenser comprises at least one tube and at least one spray nozzle and further wherein the at least one tube comprises a proximal end connected to the liquid reservoir and a distal end connected to the at least one spray nozzle and further wherein the at least one tube is configured to transport the liquid from the liquid reservoir to the at least one spray nozzle so that the at least one spray nozzle may dispense the liquid onto the player's head.

The present disclosure further provides a method of play comprising the steps of: a) providing the gameset; b) placing the headgear on a player's head; c) transmitting a wireless signal from a remote transmitter to the receiver; and d) dispensing liquid from the liquid reservoir onto the player's head in response to the receiver receiving the wireless signal from the transmitter. Optionally, the method further comprises at least one player playing a gameplay sequence before step c). Optionally, said transmitter is located on a handheld remote device further comprising at least one switch and the method further comprises at least one player directly or indirectly manipulating the at least one switch before step c).

In other words, the transmitter may be located on a handheld remote device further comprising circuitry and a button and the method may further comprise at least one player depressing or failing to depress a button, causing the circuitry to generate and emit the wireless signal.

Optionally, the remote device is a mobile phone and the at least one switch is an electronic switch activated by at least one player playing a game app on the mobile phone and depressing, for example, a certain location on the graphical user interface of the mobile phone. Optionally, the transmitter is located on a remote device that further comprises at least one switch and the method further comprises at least one player directly or indirectly manipulating the at least one switch in accord with a programmed gaming sequence before step c). Optionally, the transmitter is located on an electronic tabletop game console that further comprises at least one switch and method further comprises directly or indirectly manipulating the at least one switch, prior to step c) to identify the position of the headgear relative to the electronic tabletop game console. Optionally the receiver in the headgear is a mobile phone that can either sense x,y,z axis movements of the wearer, and/or respond to a received signal and present a virtual reality image to the wearer and also activate the release of liquid onto the wearer's head when a gaming sequence appropriately activated such water penalty release, for example when the wearer was “shot” by a wireless signal either sent from an opponent's blaster gun, or the wearer failed a gaming competition requirement, such as moving his head appropriately to avoid a virtual either failed to move his body appropriately to avoid a virtually presented obstacle image, and a signal was thus activated by his own gaming failure, sensed by the smartphone's motion sensors. Motion sensors could be attached to a body of a player, and said sensors could communicate, wired or wirelessly, to the headgear of the player, to detect and transmit physical body movement that can impact game outcome.

The present disclosure further provides a method of play of a game activity comprising the steps of: a) positioning at least one player near an electronic tabletop game console that comprises a liquid reservoir configured to hold a liquid, a dispenser configured to spray the liquid from the liquid reservoir onto the player, and at least one switch; b) activating the electronic tabletop game console; c) directly or indirectly manipulating the at least one switch in accord with a programmed gaming sequence; and d) the electronic tabletop game console spraying liquid from the liquid reservoir towards the at least one player in response to the manipulation of the at least one switch. Again, the electronic tabletop game console may include circuitry and the at least one player may manipulate components within the circuitry before step c) by, for example, depressing or failing to depress a button.

In some embodiments, the present disclosure provides a gameset comprising headgear such as goggles that is worn by at least one player. In certain embodiments, multiple players could each wear one of said headgear. The headgear may each contain liquid, preferably water stored in a reservoir or similar container, and headgear may each contain electronics to receive a signal from a remote transmitter/sender unit. Transmitter/sender units could either be inside handheld blaster guns held by opponents, or could be situated inside a gaming console that could be played on a tabletop. In the exemplary embodiment involving a handheld blaster gun, when an opponent pulled a trigger and then successfully sent a signal or signals to an opponent's headgear receiver, water or another liquid may be released onto the head of the headgear wearer. In the embodiment involving a gaming console, when a signal is transmitted from said console as a result of some action or inaction by a player or players, a wireless signal from said game console may activate water release onto the head of a player wearing a headgear.

Headgear may provide for the direct coupling of a smartphone to the electro-mechanical components in the headgear, or headgear might include wireless communication capabilities so that the headgear receives a remote signal from a nearby smartphone or tablet.

More particularly, in some embodiments, the present disclosure provides a gameset configured to emit a liquid onto a player comprising: headgear configured to be worn on a head of a player and comprising a receiver and a liquid reservoir configured to hold a liquid; and a remote device comprising a transmitter configured to transmit a wireless (dispensing) signal to the receiver; and at least one power source configured to power the transmitter and the receiver, wherein, upon reception of the wireless signal from the transmitter, the receiver is configured to cause the headgear to dispense the liquid from the liquid reservoir and onto the player's head. In other words, the wireless signal may be a signal that communicates to the headgear to dispense the liquid onto the player's head. The “remote” device may be physically near the headgear (e.g., the remote device may be located only a few feet in front of the headgear). Preferably the remote device is not physically attached to the headgear.

SUMMARY OF THE INVENTION

This is a continuation-in-part application pertaining to an allowed application wherein is described a system whereby a head-worn invention contains a water or other liquid container and then releases the water or other liquid onto the head of a wearer of the invention when a valve is opened.

An intent and purpose of this application is to disclose the invention of liquid release of a fluid or fluids, preferably water, onto the head or heads of a player or players of an interactive game, as an entertaining and visual “penalty” when either that player fails to perform a task or competition required by the gameplay, or another player succeeds at same, or a preprogrammed event within the game is either concluded or is failed to be concluded by either that first player or an opponent of said first player. Furthermore, a liquid release penalty is a strong visual event purposed to entertain third party viewers to the gaming experience. In some embodiments, the present disclosure provides a gameset comprising headgear such as a playhat (also referred to herein as a helmet) that is worn by at least one player. In certain embodiments, multiple players could each wear one of said playhats. The playhat(s) may each contain liquid, preferably water stored in a container, and may each contain electronics to receive a signal from a remote transmitter/sender unit. Transmitter/sender units could either be inside handheld blaster guns held by opponents, or could be situated inside a gaming console that could be played on a tabletop. In the embodiment involving a handheld blaster gun, when an opponent pulled a trigger and then successfully sent a signal or signals to an opponent's playhat receiver, water or another liquid may be released onto the head of the playhat wearer. In the embodiment involving a gaming console, when a signal is transmitted from said console as a result of some action by a player or players, a wireless signal from said game console may activate water release onto the head of a player wearing a playhat.

More particularly, in some embodiments, the present disclosure provides a gameset configured to emit a liquid onto a player comprising: headgear configured to be worn on a head of a player and comprising a receiver and a liquid reservoir configured to hold a liquid; and a remote device comprising a transmitter configured to transmit a wireless (dispensing) signal to the receiver; and

at least one power source configured to power the transmitter and the receiver, wherein, upon reception of the wireless signal from the transmitter, the receiver is configured to cause the headgear to dispense the liquid from the liquid reservoir and onto the player's head. In other words, the wireless signal may be a signal that communicates to with the headgear to dispense the liquid onto the player's head. The “remote” device may be physically near the headgear (e.g., the remote device may be located a few feet in front of the headgear) but the remote device is preferably not attached to the headgear.

Optionally, the headgear comprises a hat and the receiver. Optionally, the headgear comprises a helmet comprising a chin strap configured to strap the helmet to a chin of the player. Optionally, the remote device is a toy gun comprising a handle and a trigger connected to the handle, and depressing the trigger is configured to transmit the wireless signal. Optionally, the wireless signal is an infrared signal. Optionally, the remote device is a console that further comprises at least one button configured to activate an electronic switch. Optionally, the remote device is a mobile phone. Optionally, the headgear is further configured to emit lights, sounds or combinations thereof in response to the receiver receiving the wireless signal. Optionally, the receiver and transmitter are transceivers capable of bi-directional communication. For example, in an embodiment of the invention, bi-directional communication takes place between playhats and consoles or other physical components. For example, it could be desired that one playhat communicated to another playhat so that the second playhat responded uniquely to a signal from the first playhat. To achieve such bi-directional communications receivers and transmitters of the invention, as described herein, could be replaced by transceivers. Optionally, the liquid is water. Optionally, the headgear further comprises at least one dispenser configured to dispense the liquid from the liquid reservoir onto the player's head when the receiver receives the wireless signal from the transmitter. Optionally, the at least one dispenser comprises at least one tube comprising a proximal end connected to the liquid reservoir and a distal end and further wherein the at least one tube is configured to transport the liquid from the liquid reservoir so that the liquid may be dispensed onto the player's head. Optionally, the at least one dispenser comprises at least one tube and at least one spray nozzle and further wherein the at least one tube comprises a proximal end connected to the liquid reservoir and a distal end connected to the at least one spray nozzle and further wherein the at least one tube is configured to transport the liquid from the liquid reservoir to the at least one spray nozzle so that the at least one spray nozzle may dispense the liquid onto the player's head.

The present disclosure further provides a method of play comprising the steps of: a) providing the gameset; b) placing the headgear on a player's head; c) transmitting a wireless signal from the transmitter to the receiver; and d) dispensing liquid from the liquid reservoir onto the player's head in response to the receiver receiving the wireless signal from the transmitter. Optionally, the method further comprises at least one player playing a gameplay sequence before step c). Optionally, said transmitter is located on a handheld remote device further comprising at least one switch and the method further comprises at least one player directly or indirectly manipulating the at least one switch before step c). In other words, the transmitter may be located on a handheld remote device further comprising circuitry and a button and the method may further comprise at least one player depressing or failing to depress a button, causing the circuitry to generate and emit the wireless signal.

Optionally, the remote device is a mobile phone and the at least one switch is an electronic switch activated by at least one player playing a game app on the mobile phone and depressing, for example, a certain location on the graphical user interface of the mobile phone. Optionally, the transmitter is located on a remote device that further comprises at least one switch and the method further comprises at least one player directly or indirectly manipulating the at least one switch in accord with a programmed gaming sequence before step c). Optionally, the transmitter is located on an electronic tabletop game console that further comprises at least one switch and method further comprises directly or indirectly manipulating the at least one switch, prior to step c) to identify the position of the headgear relative to the electronic tabletop game console.

The present disclosure further provides a method of play of a game activity comprising the steps of: a) positioning at least one player near an electronic tabletop game console that comprises a liquid reservoir configured to hold a liquid, a dispenser configured to spray the liquid from the liquid reservoir onto the player, and at least one switch; b) activating the electronic tabletop game console; c) directly or indirectly manipulating the at least one switch in accord with a programmed gaming sequence; and d) the electronic tabletop game console spraying liquid from the liquid reservoir towards the at least one player in response to the manipulation of the at least one switch. Again, the electronic tabletop game console may include circuitry and the at least one player may manipulate components within the circuitry before step c) by, for example, depressing or failing to depress a button.

DETAILED DESCRIPTION OF THE DRAWINGS

With reference toFIGS. 1-11, the present disclosure generally provides a game for delivering water or other liquid onto a player's head. In some embodiments, the present disclosure provides a system that includes at least two components: 1) a transmitter unit, which may be in the form of a toy blaster gun or electronic tabletop game console for example, comprising a transmitter that transmits a wireless signal to a receiver unit; and 2) the receiver unit, which may be in the form of headgear, such as a playhat, worn by a second player for example, and includes a receiver for receiving the wireless signal. Then in response, water or another liquid is dispensed from a liquid container located on the headgear onto the second player's head. The toy blaster gun may include a handle and trigger for example. In other embodiments, the electronic tabletop game console itself directly sprays water or other liquid onto the player. These and additional embodiments are described below, together with additional optional features.

Referring now toFIG. 1, players1and2are depicted each holding a toy blaster gun4that includes a transmitter100for transmitting a wireless signal(s) such as an infrared signal, when a trigger15is depressed. Radiating lines5represent the infrared signal as it is traveling to electronic signal receiver6coupled to the headgear, namely, a playhat3that each player1and2is wearing. Preferably, playhats3are in the form of a helmet as illustrated inFIG. 1. Said playhats3each contain a liquid container8that can release liquid preferably water7onto the head of a player wearing the playhat3. Though not shown in a drawing, it is understood by someone skilled in the art of gaming and toy invention that a haptic “penalty” such as the activation of mild electric shock by a low-voltage power source of the invention, or a small motor such as a Mabuchi toy motor with an off-center weight affixed to its shaft to generate a vibration and powered by the power source of the invention can provide an exciting haptic penalty in place of or in conjunction with the release of water onto a player's head. Current and prior-marketed toys such as ballpoint pens that shock a holder as a gag, or Hasbro's “Perfection” game that vibrates wildly to startle a player, are examples of haptic penalties. Playhats3can each have a liquid (preferably water) fill location hole that can be sealed by a removable or pivotable cap9. The players1and2would stand at a distance from one another and partake in an action sport competition commonly referred to as “laser tag” where each player is attempting to score points by transmitting a signal to a remote receiver on an opponent's body-worn equipment, preferably their head. In the unique invention of this application, instead of simply sounds and scoring being activated, water is released onto the head of a player who is wearing a water-containing playhat3that responds to a wireless signal5transmitted by a transmitter100of a toy blaster gun4of another player. A playhat3could be held securely in place on a player's1and2head by a retainer strap10. Other wireless signal technology could be employed instead of infrared, such as radio frequency signals or Near Field technology or light beams. Infrared is a preferred embodiment for this invention since the infrared beam is very easily directed in a particular direction (for example, by a molded shield or mask that would require the beam-transmission to be accurately directed by the player holding the blaster gun4), thus reinforcing the play pattern of one player (for example, player1) aiming their blaster gun4at player2, while player2is attempting to avoid his or her receiver6from receiving the wireless signal5. Directional control of the wireless signal is further detailed in the description ofFIG. 2, below. Toy blaster gun further includes handle101.

FIG. 2illustrates the parts of the embodiment shown inFIG. 1. Playhat3can be manufactured of high impact styrene or similar moldable plastic material such as ABS or polyethylene or polypropylene. Retainer strap10could be vinyl or similar flexible material. Alternatively, an internal adjustable headband, not shown, could be positioned in the playhat3interior. Coupled to the playhat3is an electronic signal receiver6positioned in a visually unique “target area”12of said playhat3, so that another player can see where to aim their toy blaster gun4during a play round. Sidewalls91at the target area of playhat3provide a certain measure of “aim-requirement” for wireless beam direction to provide for gaming challenge, requiring opponents to aim their blaster gun4accurately. Furthermore, the shape of the LED transmitter lens of the blaster gun4can be so shaped as to affect the beam shape as it exits the blaster gun4. Infrared technology, the preferred wireless signal embodiment for the handheld blaster gun gameplay, can be specified as being infrared laser, or narrow-beam or wide-beam infrared (all commonly known to those skilled in the art) to further enhance gameplay aiming to activate water release. Playhat3includes a switch14(e.g., an on/off switch) to activate the internal electronics shown inFIG. 6. Players1and2fill the liquid container8on each playhat3with water by pouring water into a hole underneath the removable cap9. Players1and2activate the electronics in their playhat3by pressing the ON switch14. Sounds could be emitted to signal that the playhat3circuitry was ready for play. LED lights13could illuminate and then stay lit or else blink during play rounds, or when a playhat3received a wireless signal5from an opponent's blaster gun4. Each blaster gun4could be molded from injection molded high impact styrene plastic, or equivalent material commonly used to manufacture toys, such as ABS. Blaster guns4are depicted with a movable trigger15that when depressed activated the blaster gun transmitter100to transmit a wireless signal beam5from the front tip16of said blaster gun4. Blaster gun electronic circuitry40, illustrated in greater detail inFIG. 7, is activated by a player pressing a blaster gun ON switch17.FIG. 2Ashows a bottom perspective view of the playhat3. Water container8is situated on top of the playhat3. A water tube11has a proximal end connected to the water container8and a distal end connected to at least one spray nozzle19which in this embodiment is coupled to the underside of the hat brim18and therefore pointed towards the forehead of the players1and2wearing the playhats3. It is understood there can be more than just one spray nozzle19, and that said spray nozzle(s)19could be positioned any place inside the hat cavity20, which also includes the player's head when the playhat3is worn. Alternatively, instead of a spray nozzle19(more clearly illustrated inFIG. 9), the delivery of released water7could be accomplished by the opening of a mechanical valve assembly21(FIG. 9A) to simply allow the water7to flow down from the water container8onto the head of the player1wearing the playhat3, eliminating the requirement for any motorized pumping action. In an embodiment, water is not pumped from the liquid container8by a motorized pump but instead falls by gravity for example, though the mechanical valve assembly21may be powered. Preferably, however, a pump47is utilized to pump water from the liquid container8.

FIG. 3illustrates an alternative gaming activity for the invention, in which the playhat3is worn by only one player24,25or26of the game. All players, as illustrated by three players24,25, and26, are seated at a game table34. Players' hands28and33are depicted as being positioned above their respective play buttons29,30,31, and32. Electronic tabletop game console27is positioned on game table34. (Electronic tabletop game console27is described in greater detail inFIG. 11). Play buttons29,30,31, and32are situated atop the electronic tabletop game console27. Players24,25, and26play a game as programmed into said electronic tabletop game console27, and can, for example, be required to press a play button or buttons29,30,31, and32in response to game rules and programming in the electronic circuitry of said console27. When a specific play pattern is achieved (for example the wearer24of the playhat3failing to complete a light sequence by failing to press his play button29at the proper time) a wireless signal5can be emitted from the game console27to be received by the electronic signal receiver6in the playhat3, activating the release of water7onto the head of the seated player24. Exemplary gameplay could be as follows, it being understood that some of the order of events might vary:

A. The electronic tabletop game console27is activated by system button35;

B. The water container8of playhat3is filled with water;

C. The playhat3is turned on via a switch14, at which time LED's13can illuminate;

D. Players24,25, and26are seated at a table34and can press their respective buttons24,25, and26, one at a time, to inform the circuitry61(seeFIG. 8) how many players are playing, and also inform the circuitry61which player24,25, or26is wearing the playhat3(since the penalty of water release is contingent upon who is wearing the playhat3when a round is terminated). Informing the electronic tabletop game console circuitry61as to which player24,25, or26is wearing the playhat3, can for example be accomplished in this manner: players can be instructed that the one player wearing the playhat3must press their electronic tabletop console game button29first;

E. Players24,25, and26select a particular gameplay (perhaps by pressing system button35several times) and then proceed to play the selected game by one or each player pressing play buttons29,30, and31, respectively, on the electronic tabletop game console27in response to specific game rules (such as repeat a light sequence, or repeat a light sequence and add one);

F. A play event is completed (for example all players successfully complete a play button pressing sequence; OR the player24wearing the playhat3failing to press his play button29in time);

G. A wireless signal5is transmitted to a compatible wireless receiver6located on the playhat3;

H. Water7is released onto the head of the player24wearing the playhat3;

I. The play round concludes and the playhat3is passed to another player25or26at the table34, for example to the player25to the left of the player24that just got wet.

Alternatively, a similar gameplay scenario can be played by all players and in the event one player who is not wearing the playhat3interrupts a button pressing sequence by failing to press their play button29,30or31in time; then their respective console light (for example a light on button31for player26) would blink, the round would end, and the player who had been wearing the playhat3for the just-concluded play round would remove the playhat3from their head and pass it to player26, who would then put on the playhat3and wear it for the next play round. It can be understood that the electronic tabletop game console27as disclosed herein this application could be replaced by a mobile phone (i.e., a smartphone or tablet) that provides a game app and then emits a wireless signal5compatible and communicable with the receiver6in the head-worn playhat3. The word “mobile phone” as used herein includes smart phones and tablets. For example, a playhat3as earlier described could be wirelessly connected to a Wi-Fi signal and then a game app, played on one or more smartphones, could coordinate to send Wi-Fi signals to a playhat3or playhats3to activate the release or spray of water7on a player or players24,25or26. Two or more players could compete on the same tablet or smartphone, or on separate tablets or smartphones. The first player to complete a gaming challenge sequence could transmit a wireless signal5that would then activate the release of water7onto the head of their opponent. In a more costly embodiment, a playhat3of the invention could be equipped to directly receive a wireless signal5from a smartphone or tablet, either from a smartphone or tablet already equipped to transmit infrared or radio frequency or Bluetooth signals, or via a connectable dongle device attached to said smartphone or tablet that then transmitted the necessary signal compatible to the signal convention of the playhat receiver6. Such technology is typically understood by those skilled in the art of toy gaming electronics.

FIG. 4shows the playhat3and electronic tabletop game console27in greater detail. Elements of the playhat3and electronic tabletop game console27are as earlier described. A system button35on electronic tabletop game console27can be depressed to turn the electronic tabletop game console27to an “ON” state or to reset the electronics within the electronic tabletop game console27for a new game session, or to select one of several pre-programmed gameplays. Button14activates the circuitry40inside the playhat3. Electronic signal receiver6is visible in an area of the playhat3that can be molded for targeting by a gaming opponent. LED's13can be located on the playhat3, preferably at the lower region of the water container8. Said LED's13can illuminate and blink or flash to signal an ON state and also to signal when a water release event occurs.FIG. 4Aillustrates the LED's13being located at the tips of molded plastic rods37, to simulate the iconic design of the classic toy “WETHEAD”, the invention described herein is intended to be a technical advancement and improvement over said classic and successful toy. Rods37need not be removable for any reason and could in fact be molded integral to said water container8. It is obvious that the shape of water container8can vary and need not be a cylinder.

FIG. 5illustrates a slight modification to the play pattern of the invention, in that the spray event at the conclusion of a gameplay round does not involve water7being released from a playhat3, but instead has water spray36being sprayed at a player (in this illustration, player24) directly from the electronic tabletop game console27. The water container (not shown) would be inside the electronic tabletop game console27. Prior to the beginning of a game round, a movable nozzle38could be pointed towards one particular player (in this example, player24) by means of a pivotable turret39. Alternatively, the water7could be directed to spray onto all players, so that gameplay would be modified to require cooperation between players so no one lost a round, to avoid all players getting sprayed. The play activity would best be played on a table34as earlier mentioned.

FIG. 6illustrates an exemplary schematic of the electronic circuitry40for the playhat3, understandable by anyone familiar with the art of simple toy electronics. A battery or batteries41provides power for the circuitry40. Said battery or batteries41could for example, be alkaline or nickel metal hydride, disposable or rechargeable. Lithium batteries could be utilized. Battery technology is commonly known for simple electronic toys. Voltage could preferably be 1.5 to 9 volts, direct current. These battery characteristics are representative of additional battery power sources mentioned in this patent application. Said circuitry40is intended to receive a wireless signal5(FIG. 1) when said wireless signal5is transmitted from a toy blaster gun4(FIG. 1) and received by a receiver labelled51inFIG. 6, initiating a series of programmed events in said playhat3. Preferably the wireless technology utilized by the components of this invention would be infrared signal transmission and reception, as said technology is able to be directionally controlled. A speaker42could be provided to generate sounds when the circuitry40was turned on, activated during a gameplay sequence, or shut off. A circuit board43can be programmed to control and provide for gameplay logic, timing, and water release commands, as well as LED light44illumination. A solenoid controller45could send a signal to solenoid82to release water7from the water container8(FIG. 1) by moving a valve85(FIG. 9A). Alternative to a solenoid, a toy motor46(FIG. 9), for example a Mabuchi RE-280RA 6-volt DC motor46(FIG. 9) could be employed and activated by said circuitry40to activate a valve or pump47to release or pump water7onto a player's head.

FIG. 7illustrates an exemplary schematic of the electronic circuitry48for the toy blaster gun4, understandable by anyone familiar with the art of basic toy electronics. The circuitry48is intended to emit a wireless signal beam5(FIG. 1) when a player holding said toy blaster gun4moves trigger15. Battery source41powers said circuitry48. Circuit board49can be programmed to provide for wireless signal transmission when a user moves a trigger15(FIG. 1) activating a circuitry trigger switch92on said circuitry48. A beam transmitter50can emit a wireless signal5that could be directed to the beam receiver51(FIG. 6). Although preferably the wireless technology utilized by the components of this embodiment of the invention would be infrared signal transmission and reception, as said technology is able to be directionally controlled, in the event radio frequency signaling is substituted, beam transmitter50and beam receiver51would, in that embodiment, be compatible with radio frequency technology.

FIG. 8illustrates an exemplary schematic of the electronic circuitry61for the electronic tabletop game console27, understandable by anyone familiar with the art of basic toy electronics. The electronic circuitry61is intended to provide gameplay activity for one to four players, requiring players to activate switches or buttons29-32(FIG. 3) in conjunction with game rules. For example, the programming of said electronic tabletop game console27could require that each player must touch-activate their respective button29-32within a designated time period after it has been illuminated by the circuitry61. For example, one player of the game could be wearing the playhat3(FIG. 3). In this embodiment of the invention radio frequency (“RF”) or Near-Field technology or Bluetooth technology, for signal transmission by console transmitter64might be preferred over infrared technology, since the location of the compatible receiver6inside the playhat3would vary in location as the playhat3might be transferred from one seated player to another seated player, in accordance with gameplay rules. For example, a player who failed to touch-activate his console button29,30,31, or32but was not wearing playhat3when he failed, might then be required to wear the playhat3for the next round of play. In the event any player who happens to be wearing playhat3fails to touch-activate his button within the required time, then the circuitry61could generate and emit a wireless signal, represented by signal beam5(FIG. 3). Said signal beam5would be received by the receiver6and water7would release, as earlier described. The circuitry61could be comprised of a power source such as batteries41, speaker62to emit unique sounds for each play button (29-32) and also special sounds when a spray-signal transmission event occurred. Console LED lights63could illuminate the buttons29-32(FIG. 3). In any embodiment of the invention, when one particular wireless signal technology such as infrared or radio frequency or Near Field technology was utilized in a transmitter100, it would be understood that the receiver6(for example, in the helmet3) would be of compatible technology so that wireless communication5was effectuated. Console circuit board65controls the gameplay and provides for players to select games to play and to press their buttons29-32at the outset of a gameplay session to designate how many players might be playing, etc. An exemplary gameplay might be preparing the playhat3for play by filling it with water7and turning on its circuitry40(as described earlier inFIG. 2description). In accordance with programmed gameplay and player or players input, console transmitter64or gun transmitter100eventually sends signal to a remote receiver6, to activate water7release.

FIG. 9illustrates an exploded view of the playhat3. Strap52can secure said playhat3onto a player's head, by securing around their chin via hook and loop fastener material78and79, or a snap or buckle. Alternatively, an adjustable flexibly molded inner sizing ring (not shown) could be installed into the playhat3and then adjusted for head size fit. Container8(FIG. 1) may be generally comprised of top section53to hold water7and bottom section54. Bottom section54would not contain water7in this embodiment but instead could be isolated from the water area by a reservoir bottom55. Within bottom section54could be the electronic and electro-mechanical components of the playhat3, such as batteries41, LED's13, an ON/OFF switch circuit board43, signal receiver circuit board51, etc. Coupled to said ON/OFF switch circuit board43may be ON/OFF switch14that is accessible by the wearer from the outer surface of the playhat3, and also wireless beam receiver6, which is controlled by receiver module51, which could receive a wireless signal5from a remote wireless signal transmitter100as earlier described. In the event the wireless signal transmission was infrared and required line-of-sight, access portal80could be so molded as to directionally provide desired line of sight signal transmission receipt. When the ON/OFF switch circuit board43is activated, (in a preferred embodiment) a small motor46could activate to activate a pump47that would draw water7(not shown) from the top reservoir housing53and then spray that water7through a tube81and a spray tip nozzle19, onto the wearer of the playhat3. Proximal end of tube81could be coupled to the bottom of reservoir bottom outlet83. Distal end of tube81may be attached to the underside of hat brim18. Batteries41, battery door86, battery door screw87, and contacts88are all commonly understood parts and not described in detail.FIG. 9illustrates an alternative position, on playhat3, for wireless signal reception, depicting wireless signal beam portal80and signal receiver6as being situated on the water container8, as opposed to being situated on the main playhat front area, as shown inFIG. 2.

An alternative means to deliver water7onto a wearer of the playhat3could be provided by replacing the motor46with a solenoid82, shown inFIG. 9A, although it should be understood that a motor and a solenoid could generally be interchanged in bothFIG. 9andFIG. 9Aembodiments, and in fact are often substituted one for another in many toy applications where a small amount of energy is desired for simple parts activation.FIG. 9Afurther describes the substitution of a pivoting valve plate85that is moved to an open position by solenoid82to allow gravity flow of the water7through hole89at the bottom of reservoir bottom55. If necessary, a flexible seal90could be installed to prevent water from leaking when pivoting valve plate85was in its closed position. Pivoting valve assembly21can be pivotably attached to molded bosses or detents in said playhat inner structure. In the embodiment wherein it is desired for water to be actively pumped out onto the user's head, a motor46might be more desirable than a solenoid82. Battery compartment lid86is intended to allow safe access to the batteries41for installation and replacement. In the event rechargeable batteries41were to be employed, recharging could be via a recharger port, not shown but commonly understood. It is also commonly understood that batteries41require contacts to complete their connection to the components utilizing their power, and therefore not illustrated.

FIG. 10illustrates an exploded parts view of the toy blaster gun4as shown inFIG. 1and elsewhere. Said blaster gun4can include two housing halves,58and59. Said halves58and59can be coupled together via solvent bond or screws, or one-time snap-together detents, to create the complete blaster gun4. Inside said blaster gun4may be circuit board49and batteries60. Coupled to said circuit board49and accessible from the outside of said housing halves58and59may be a movable trigger15that is configured to control signal beam5transmission, a master ON switch17that would power said circuit board49on or off, and an open front tip section16to allow wireless beam egress for signal beam5(FIG. 1) transmission towards the electronic signal receiver6in playhat3(FIG. 1). Battery door61could be removable to allow safe access to batteries60, which may be coupled to and provide power to circuit board49.

FIG. 11is an exemplary parts breakdown of an electronic tabletop game console27. Game console housing top66and housing bottom67could be molded of plastic and could be solvent bonded or screwed together. Electronic tabletop game console27could include play buttons29,30,31and32that can be depressed by a player or players to activate their respective switches or micro switches69. System button35could be activated by the players to select a particular gameplay, and to begin the play of a play round, by activating micro switch68. A master ON/OFF switch72could be positioned elsewhere on the electronic tabletop game console27. Battery door70may be retained in position by screw77and then removed to access or replace or recharge batteries74. Wireless signal transmitter board73and circuit board76may be contained inside electronic tabletop game console27. Battery contacts75are also illustrated. Console speaker93can emit unique sounds corresponding to play sequences, correct or incorrect input by players, timing actions, and/or wireless signal transmission (when water-release signal5has been transmitted).

The power source for the toy blaster gun4, electronic tabletop game console27, and playhat3is preferably batteries, however, these components, particularly, electronic tabletop game console27could be powered by a wall outlet.

Optionally, the receiver5and/or transmitter100described herein are transceivers capable of bi-directional communication. For example, in an embodiment of the invention, bi-directional communication takes place between playhats3and electronic tabletop game consoles27or other physical components. For example, it could be desired that one playhat3communicated to another playhat3so that the second playhat3responded uniquely to a signal from the first playhat3. To achieve such bi-directional communications receivers5and transmitters100of the invention, as described herein, could be replaced by transceivers. Thus, the word “receiver” as used herein encompasses both receivers and transceivers. Likewise, “transmitter” as used herein encompasses both transmitters and transceivers.

In some embodiments, the user indirectly or directly manipulates a “switch.” The user may so manipulate the switch by activating the circuitry40,48, and61, or components therein. For example, a user could depress, or fail to depress, a button29-32, which in turn activates a switch within the electronic tabletop game console circuitry61, causing the electronic tabletop game console circuitry61to generate and emit a wireless signal5. Alternatively, a switch within playhat3could activate the playhat circuitry40and cause motor46to activate a valve or pump47to release or pump water7onto a player's head.

FIGS. 12-23illustrate an embodiment of a gameset200that is particularly adapted to virtual reality represented by image211(FIG. 18), mixed reality and augmented reality.

More particularly, in some embodiments, as shown inFIGS. 12-23, the present disclosure provides a gameset200configured to emit a liquid203onto a player. The gameset200may include: headgear201configured to be worn on a head of a player and comprising a liquid reservoir202(FIG. 16) configured to hold a liquid203and an electronic display204configured to visually present imagery211to the player's eyes (e.g., above, below or in front of the player's eyes—FIG. 17andFIG. 18); a receiver205coupled to the headgear201; a remote device206comprising a transmitter207configured to transmit a signal208to the receiver205; and/or one or more power sources configured to power the transmitter207, the electronic display204and the receiver205. Optionally, upon reception of the signal208from the transmitter207, the receiver205is configured to activate dispensing of liquid203from the liquid reservoir202onto the player's head. As used in the context ofFIGS. 12-23, “headgear” is intended to encompass, without limitation, hats, headsets, head-mounted displays, helmets, eyewear such as goggles, and the like. Eyewear and goggles can be transparent, semi-transparent or opaque, depending upon the embodiment of the invention and whether the embodiment provides for augmented or virtual reality, as well as whether the embodiment provides a wearer visual access to an internal electronic display, or visual access to a remote display, such as a computer monitor or external smartphone electronic display. Referring back to receiver205,FIG. 12andFIG. 16illustrate an external receiver that would be preferred to receive a transmitted signal such as an infrared signal. It is understood that other wirelessly transmitted signals that could be utilized in the invention might be radio-frequency, or Bluetooth, etc. which would not require direct line-of-sight communication with a transmitter, in which cases receiver205might be an internal component.

Optionally, the signal208is a wireless signal.FIG. 17depicts a seated Player A whose headgear201is attached via a wired connection to receive a signal from a computer being employed in this embodiment of the invention. It is at the same time to be understood by anyone skilled in the art that the transmission of data from one remote device (ex: a computer in New York City) to another player's computer or smartphone in another location (ex: Wyoming) could involve both wireless and wired communication between players of gamesets200of this invention.

Optionally, the electronic display204(FIG. 13andFIG. 18) is coupled to a processor and visually presents to the player virtual reality imagery, augmented reality imagery, or mixed reality imagery generated by the gameset200. Optionally, the headgear201further comprises a speaker and microphone (microphone not shown—which may be used to capture words or sounds emitted by the player). Optionally, the headgear201further comprises a mobile phone216comprising the electronic display204, a speaker, a camera217and a microphone. Optionally, for the embodiment of augmented reality play, the mobile phone216(FIG. 13) is configured to be located above the player's eyes and the headgear201comprises a reflective surface in the form of a transparent or semi-transparent plate219configured to be angled and located below the mobile phone216in the line of sight to the wearer so that a reflected image from said mobile phone216to said plate219can be viewed by the wearer as the wearer looks through said transparent or semi-transparent plate219with transparent image to simultaneously observe the actual environment in front of his eyes, the result being a combined visual presentation of augmented reality. For the embodiment of virtual reality play, there is no requirement for transparent or semi-transparent plate219, and the mobile phone216is located in front of the player's eyes. There are several directions of development for augmented reality display, including but not limited to OST (optical see through) and VST (video see through). These displays could also be utilized in the headgear201of the invention, and are explained online at: https://blog.protypr.io/understanding-display-techniques-in-augmented-reality-c258b911b5c9. For purposes of this invention, the technology illustrated for the display204is not critical as it is not being claimed. Display technology options are cited as reference to the workability of the release of liquid203upon receipt of a wireless signal208, and offered as background information.

Regardless as to its location in the headgear, optionally the mobile phone216is removably attached to the headgear201(e.g., by a bracket245). Optionally, the headgear201comprises eyewear220comprising the electronic display204and a hat comprising the liquid reservoir202. Optionally, the eyewear220is in the form of goggles that may include a strap246to extend around the player's head. Optionally, the gameset200further comprises a motion sensor, an attitude sensor or an accelerometer223that may, for example, detect positioning/movement of the player, headset201or blaster gun229. Optionally, the motion sensor, the attitude sensor or the accelerometer223is coupled to the headgear201. Optionally, the gameset200further comprises a controller unit228. The controller unit228inFIG. 20andFIG. 21may include a joystick or joysticks, represented by elevated and movable button-like circular units226. A toy blaster gun229or a computer mouse230may function as controller units in other embodiments, and may include switches or sensors that will function to generate signals transmitted to a receiver of the invention. Optionally, the controller228further comprises a motion sensor, an attitude sensor or an accelerometer223. One controller unit inFIG. 17is numbered227, a keyboard, to differentiate it from a smartphone,228in the sameFIG. 17, that also can function as a controller. Optionally, the gameset200further comprises a toy blaster gun229(FIG. 15) comprising a trigger231and a handle232. Optionally, the gameset200further comprises a camera (not shown) aimed toward the player to capture video or still image of the player. A smartphone in an embodiment of the invention could provide camera capabilities, or a separate small digital camera might be mounted in a headset of the invention. Optionally, a camera on a computer screen of the invention could record an image of a player. Optionally, the camera217is coupled to the headgear201. Optionally, the gameset200further comprises a computer234and further wherein the gaming console is coupled to the camera217. Optionally, the headgear201is waterproof. Optionally, the headgear201further comprises a valve237configured to control release of the liquid203from said reservoir202. Optionally, the valve237is controlled by a solenoid or by a motor and further wherein upon reception of the signal from the transmitter207, the receiver205is configured to cause liquid203from the liquid reservoir202to be dispensed downward onto the player's head, said dispensing aided and not hindered by gravity. Optionally, the gameset200further comprises a first computer234comprising the transmitter207and a first computer processor and wherein the gameset200further comprises a second computer234comprising the receiver205and a second computer processor. Optionally, the headgear201further comprises a fill port243configured to allow the player to fill the liquid reservoir202with a liquid203and an exit port213(FIG. 16) configured to allow the liquid203to exit from the liquid reservoir202. Optionally, the gameset200comprises a computer234.

In still further embodiments, the present disclosure provides a method of play involving one or more players comprising the steps of: a) providing the gameset200; b) placing the headgear201on the player's head; c) transmitting a signal208to the receiver205; and d) dispensing liquid203from the liquid reservoir202onto the head of at least one player wearing the headgear201in response to the receiver205coupled to such player receiving the signal208. Optionally, the electronic display204is coupled to a processor and visually presents to the player wearing said headgear201virtual reality imagery, augmented reality imagery, or mixed reality imagery.

In still further embodiments, the present disclosure provides a method of play involving two or more players comprising the steps of: a) providing the gameset200with liquid having been filled into reservoirs on the gameset headgear201of one or more players; b) placing headgear201on the head of a first player and placing the headgear201on the head of a second player; c) transmitting a signal208from a controller controlled by said first player to a receiver205coupled to said second player's headgear201; and d) dispensing liquid203from the liquid reservoir202onto the head of said second player in response to the receiver205coupled to said second player's headgear201receiving said signal208.

In still further embodiments, the present disclosure provides a method of play comprising the steps of: a) providing the gameset200that includes a liquid reservoir202filled with liquid203, wherein the gameset200comprises a computer234; b) placing headgear201on the head of a first player and placing the headgear201on the head of a second player; c) transmitting a signal208from the computer234to a receiver205coupled to said second player's headgear201; and d) dispensing liquid203from the liquid reservoir202onto the head of said second player in response to the receiver205coupled to said second player's headgear201receiving said signal208from said computer234.

In still further embodiments, the present disclosure provides a gameset200that displays an electronic image to a player, said gameset200configured to emit a liquid203onto a player's head upon reception of a signal208by a receiver205from a transmitter207, said receiver205configured to activate the dispensing of said liquid203from a liquid reservoir202coupled to said player's head.

In still further embodiments, the present disclosure provides a gameset200that displays an electronic image to a player, said gameset200configured to activate a haptic event by example low-volt shock or vibration of a small motor240onto a player's head upon reception of a signal208by a receiver205from a transmitter207.

In the still further embodiments, the present disclosure provides a gameset200configured to emit a liquid203onto a player comprising: headgear201configured to be worn on a head of a player and comprising a liquid reservoir202configured to hold a liquid203; an electronic display204configured to visually present imagery to the player's eyes; a receiver205coupled to the headgear201; a remote device comprising a transmitter207configured to transmit a signal to the receiver205; and one or more power sources configured to power the transmitter207, the electronic display204and the receiver205. Optionally, upon reception of the signal from the transmitter207, the receiver205is configured to activate dispensing of liquid203from the liquid reservoir202onto the player's head.

In the still further embodiments, the present disclosure provides a gameset200configured to emit a liquid203onto a player comprising: headgear201configured to be worn on a head of a player and comprising a liquid reservoir202configured to hold a liquid203; a power source; an electronic display204configured to visually present imagery to the player's eyes; wherein, upon activation, the liquid reservoir202is configured to dispense liquid203onto the player's head.

In the still further embodiments, the present disclosure provides a method of dispensing liquid203onto a player comprising: a) providing a gameset200configured to emit a liquid203onto a player comprising: headgear201configured to be worn on a head of a player and comprising a liquid reservoir202configured to hold a liquid203; a power source; an electronic display204configured to visually present imagery to the player's eyes; b) placing the headgear201on the player's head and visually presenting imagery to the player's eyes; and c) dispensing liquid203from the liquid reservoir202onto the player's head.

FIGS. 12-23will now be described with more particularity.

FIG. 12illustrates a molded helmet-shaped headgear201embodiment that contains a fill port243with a removable cap to provide for the filling of a reservoir202with a liquid203(preferably water), a retention strap246so that the player might not lose the headgear201during active play, and a size-adjustable spring-loaded or thread-to-tighten bracket245could provide for secure positioning and retention of a smartphone216to send and receive wireless signals208and data transmission for the gaming activity, and to display digital imagery of the gaming activity to the player wearing the headgear201. InFIG. 12, the mobile phone (e.g., smartphone)216is positioned directly in front of the eyes of the player, so that the gaming experience is virtual reality represented by the displayed image211(FIG. 18), with the actual environment (for example backyard or bedroom) of the player playing the game not visible to the player. It is understood that virtual reality gaming headgear201may instead of a smartphone display204, comprise a dedicated digital screen, fixed in place, so that a smartphone216would not be required. This is well known to anyone skilled in the art. Headgear201could contain speakers for sounds as well as communication between players. Speakers and microphones (not shown) could be integral to a smartphone216or else dedicated elements of the headgear201. In an exemplary embodiment, headgear201is in the form of a head-mounted display (HMD).

Headgear201can be as structurally complete as a helmet (FIG. 12) that covers most or all of a player's head, or can be skeletal in structure (FIGS. 14 and 16), or can be as minimalistic as simulating ear-worn “glasses”220with small liquid reservoirs202on the temples or front eyeglass portion220(FIG. 19), to release liquid203preferably water onto the player/wearer. Electronic componentry could be inside the enlarged eyeglass220frames.

FIG. 13depicts headgear201wherein an angled semi-transparent plate219is positioned in the line of sight of the Player A, so that a digital gaming image projected downward from the electronic display204of a smartphone216or other projection source is able to be viewed by the wearer simultaneously with the Player A seeing through that projected image to observe the actual surroundings in which the player is playing the game of the invention. Such dual imagery (projected and real-time) is augmented reality, as earlier described herein this application.

Headgear201is preferably injection molded plastic such as high impact styrene or polycarbonate or polypropylene, and can comprise a goggle section220and an electronic receiver205and a power source such as a battery.

Wireless signals208transmitted to receivers205in varying headgear201of the invention can be generated by a variety of alternative components of the system, including handheld blaster guns229, tabletop game consoles228, computer keyboards227, and other well-known dedicated game controllers. All can be activated by an array of one or more triggers231, joysticks228, keys or buttons. Such alternative gaming componentry is well known to those knowledgeable in the art of digital gaming and digital gaming equipment.FIG. 14illustrates two exemplary players (Player A and Player B) of the gameset200. They may be engaged in a competition involving augmented reality gaming or virtual reality gaming. Each player is holding a blaster gun229and pointing their blaster gun229at their opponent. Each player has a digital image presented in front of their eyes, or a digital image reflected into their line of sight as previously described as an augmented reality component. Digital image display can be by means of a digital screen as might be included in a smartphone216removably coupled to their headgear201, or by means of a digital screen fixably attached to their headgear201. In this instance an opponent holding a blaster gun transmitter207could emit a wireless signal208, such as an infrared signal208, towards a signal sensor on his opponent's headgear201. The top section of each player's headgear201contains a liquid container/reservoir202that can be filled through a fill port243(FIG. 16) by the players prior to the beginning of play. Each headgear201unit can contain a power source and a small circuit board that is programmed to activate the release of liquid203from the liquid reservoir202upon reception of a wireless signal208from another device of the gameset200. One player of the competition illustrated inFIG. 14is in the process of having water203released onto his head represented by graphical droplets.

Optionally, the remote device is a toy gun229(often referred to as a “blaster”) comprising a handle232and a trigger231connected to the handle232, and depressing the trigger231is configured to transmit the wireless signal208.FIG. 15illustrates a small, exemplary handheld “blaster” gun229of the invention. The blaster229could be any size, to simulate even a large-sized weapon for themed play. It can contain a power source such as a battery, a small integrated circuit board providing the capability to send a wireless signal208, a trigger231to activate signal208sending, a speaker (e.g., piezo speaker) for sound generation, lights, an infrared light source that can activate a signal208on another remote device206, etc. The toy gun229could also contain a motion sensor, attitude sensor or accelerometer223so that the position of the blaster229and the movement of the blaster229could be detected and transmitted to other components of the gameset200, for purposes of determining accuracy, timing, etc. The wireless signal208can be Bluetooth or Wi-Fi signal, although it could also be Nearfield or similar wirelessly transmitted signal208. In certain gaming embodiments, for example as described above inFIG. 14, the directed-beam of an infrared signal might be preferred for its directionality. In one embodiment, instead of a blaster gun229, the remote device206is a console that further comprises at least one button configured to activate an electronic switch. The remote device206can be a mobile phone216. Optionally, the headgear201is further configured to emit lights, sounds or combinations thereof in response to the receiver205receiving the wireless signal208. Optionally, the receiver205and transmitter207are transceivers capable of bi-directional communication. Optionally, the reception of a wireless signal208transmitted from a remote device is accomplished by the inclusion of a smartphone216coupled to or positioned inside the headgear201or wirelessly in communication with the headgear circuitry, for example by 802.11 b/g/n wireless internet access.

FIG. 16illustrates a more skeletal structure of headgear201. The liquid fill port243is preferably located atop the headgear201and can include a hinged fill cap. An exit port213can be positioned at the rear of the headgear as shown. Exit port213could be multiple exit ports distributed around the inside of the headgear201so that liquid from the liquid reservoir202might fully soak a player when liquid release was activated.

A player would open the cap of the fill port243(FIG. 16) and pour liquid203into the reservoir section202of the hollow, top-most headgear section. A receiver/sensor202could be positioned at the front of said top brace to receive a wireless signal208from a blaster gun229of the system, or from another device of the gameset200. It can be any wireless signal208as described earlier. Inside the structure of the skeletal headgear201could be a small power source such as a battery, a printed circuit board, a speaker, etc. as earlier described. “Goggles”220could be positioned in front of the eyes of the wearer and the inside of said goggles220could contain an electronic display204to present an image of the gaming activity to the player/wearer.

Alternatively the front eyewear section220could be without any lenses or any display204, with the player/wearer looking through eye openings, so that a player wearing headgear201might sit in front of a computer monitor or other remote screen, or hold in their hand a smartphone216, and participate in the gaming event. Alternatively, and in this embodiment, there is not even any “eyewear” framing in front of the wearer of headgear201. The head strap246of the headgear201could be size adjustable.

FIG. 17illustrates two (or more) players being enabled to compete in a gaming activity while being situated physically remote one from the next, one player's environment (Player A, seated) and his location being exemplified by a window showing a boat on water, the other player's window showing a mountain-scape. Player B is standing and exemplifies headgear201in the form of a wireless headset that can send and receive signals via Bluetooth or Wi-Fi or similar protocol, to a smartphone228being held by that same player. The smartphone228could then send and receive signals wirelessly via telephone or Wi-Fi or Bluetooth protocols via the internet. His opponent Player A may be seated in front of a computer keyboard227, playing via keyboard commands or via a joystick or computer mouse230. The seated player's headset201can comprise a permanent or a removably attached electronic display to present an image of the game to the eyes of the player (Player A), or his headgear201could have clear goggles so that he could see an image displayed on a computer screen in front of him (not shown). As both Players A and B participate in the digital gaming experience, their responses and action, either physical (body movement) or console/controller-based (described herein as joystick226or button or keyboard227activated), can influence, direct and affect their gaming status as well whether they might win or lose a competition, at which time liquid release might be activated onto the head of a losing player, from his headgear201. This kind of activity and technical gaming experience, except for the unique and entertaining penalty of water release, is well known to anyone skilled in the art. In the event players are physically present in the same room or building, they could communicate via the same Wi-Fi router, and not require an internet connection.

FIG. 18depicts a wearer's view of the screen of an electronic display204that might be presented to the wearer of headgear201. InFIG. 18, the aforementioned wearer, Player A, is not shown. Goggles220can include a strap246. A water reservoir202is not shown, but is understood to be coupled to the rest of the headgear201. A primary image is displayed on the electronic display204and said image can change in response to the actions and responses of the player/wearer of the headgear201, or the actions and responses of other players involved in the gaming experience, or in response to digital programming provided by the software of the digital game. For example, the software can present an image of a forest on the electronic display204. As the wearer moves around motion sensors in his headgear201can signal to the gameset200that he is exiting the forest and the electronic display204can now present an image of a cityscape. This kind of interactive digital display204is well-known to anyone skilled in the art of virtual reality and augmented reality or mixed reality gaming. A second screen249(illustrated at the upper right corner of the screen inFIG. 18) could present to the player/wearer of the headgear201an actual image of another player/competitor (Player B inFIG. 18) playing the same game. That image249could be of an avatar of that other player (Player B), or could be an actual live, transmitted image of Player B, transmitted from a remote digital camera, for example on a laptop computer, of Player B. When that Player B gets water or another liquid203released onto his head as a result of the gaming experience as described earlier, the player/wearer of the headset201ofFIG. 18could see that occurrence real-time, or could enjoy an image of the avatar of his opponent getting wet.

An avatar is described as: “In computing, an avatar is the graphical representation of the user or the user's alter ego or character. An icon or figure representing a particular person in a video game, Internet forum, etc. It may take either a three-dimensional form, as in games or virtual worlds, or a two-dimensional form as an icon in Internet forums and other online communities. Avatar images have also been referred to as ‘picons’ (personal icons) in the past, though the usage of this term is uncommon now. It can also refer to a text construct found on early systems such as MUDs. The term “avatar” can also refer to the personality connected with the screen name, or handle, of an Internet user”. https://en.wikipedia.org/wiki/Avatar_(computing).

FIG. 19depicts a minimalistic headgear201design for the invention. The headgear201is basically a set of injection-molded plastic large-framed glasses220, with the display of images being in the lenses of the glasses220, the water reservoir202being in somewhat larger eyeglass temple pieces, and the electronic componentry as described earlier also being contained, perhaps in the opposite side temple. That would include a small battery, a pc board, etc. As earlier-described in this application, the lens area of the glasses220illustrated in thisFIG. 19could be empty or transparent, so that a player (labelled as Player A inFIG. 19) looked through to an electronic display204on another device of the gameset200, or the glasses220of this embodiment could simply have a nose-bridge support and not even offer a “lens” area.

FIGS. 20 and 21depict alternative and more classic gaming consoles that could work with the game system of the invention. A small desktop console228could provide a dedicated and non-removable screen, or could provide a bracket or slot to removably receive a smartphone216onto the desktop console228that would display digital images of the game activity. Player A depicted inFIG. 21could be wire-connected or else wirelessly communicating with the game system console. The release of liquid203, preferably water, onto the head of a player of the console inFIG. 20 or 21would be a result of the play scenarios as earlier described. Buttons and joysticks226could be included on the console so that the player could manipulate the images onscreen to try to win the game and cause an opponent to get wet, or to avoid himself getting wet, also as earlier described.

FIGS. 22 and 23depict similar consoles of the game system that can be manipulated by a player of the system, except these consoles do not provide electronic display204and instead simply provide manipulative input for Player A who is wearing headgear201of the gameset200that provides that player with digital images directly in his line of sight, either by way of a permanent and dedicated electronic display204, or by way of the coupling of a smartphone216to said headgear201. Buttons or joysticks226are provided for Player A. As earlier described, the display204is attached to the headgear201. Formatting and positioning of the screen in the line of sight of Player A could provide for either virtual reality or augmented reality play experiences. SeeFIGS. 12 and 13.

While certain exemplary embodiments have been described and shown in the accompanying drawings, it is to be understood that such embodiments are merely illustrative of and not intended to be restrictive on the broad invention, and that this invention not be limited to the specific construction and arrangements shown and described herein, since various modifications may occur to those ordinarily skilled in the art.

Having now described the invention in accordance with the requirements of the patent statutes, those skilled in the art will understand how to make changes and modifications to the disclosed embodiments to meet their specific requirements or conditions. Changes and modifications may be made without departing from the scope and spirit of the invention. In addition, the steps of any method described herein may be performed in any suitable order and steps may be performed simultaneously if needed.

It is not the intent of this patent application to describe or claim a specific display means by which a game system can display an electronic image to a player or players of the invention. Instead it is the expressed intent of the invention disclosed and described herein, by way of example and references to already-known display componentry and embodiments, for example virtual reality and augmented reality displays as well as computer-monitor and smartphone or electronic tablet displays, to provide an entertaining and highly visual “pay-off” event involving the release of a liquid, preferably water, onto the head or heads of players as a result of competitive outcome of digital gaming challenges. Future advances in the technical display of digital images can also benefit from the liquid release event as a result of digital gaming experiences as generally disclosed herein.

PART LIST