Abstract:
The method is for playing a game by providing each player with a sensor for measuring brain wave frequencies of the players. The player moves a unit on a playing area in an x-direction toward the player when the brain wave frequency of the player is at a first frequency and the brain wave frequency of the player is at a second frequency wherein the first frequency is lower than the second frequency. The player moves the unit in a y-direction perpendicular to the x-direction when the brain wave frequency of the player is at a third frequency and the brain wave frequency of the player is at a fourth frequency wherein the third frequency is greater than the fourth frequency.

Description:
PRIOR APPLICATION 
     This application is a U.S. national phase application based on International Application No. PCT/SE2004/001778, filed 29 Nov. 2004, claiming priority from U.S. Provisional Patent Application No. 60/461,850, filed 2 Jan. 2004. 
    
    
     TECHNICAL FIELD 
     The present invention relates to a method for playing a game, such as a ball game, by measuring brain wave frequencies to move a ball on a magnetic playing area. 
     BACKGROUND OF THE INVENTION 
     In today&#39;s society people are becoming more and more stressed due to increased pace in life. Some of the stress is related to increased use of the brain at relatively high wave frequencies such as when a person is agitated. The injuries and reduced quality of life related to stress could be reduced if people could improve their ability to control the brain wave frequencies so that the brain operates more at lower brain wave frequencies. There is a need for an effective and stimulating way of learning to control the brain wave frequencies to, among other things, lower the stress level. 
     SUMMARY OF THE INVENTION 
     The method of the present invention provides a solution to the above-outlined problems. More particularly, the method of the present invention is for playing a game by providing each player with a sensor for measuring brain wave frequencies of the players. The first player may move a unit on a playing area in an x-direction toward the second player when the brain wave frequency of the first player is at a first frequency and the brain wave frequency of the second player is at a second frequency wherein the first frequency being lower than the second frequency. The first player may move the unit in a y-direction perpendicular to the x-direction when the brain wave frequency of the first player is at a third frequency and the brain wave frequency of the second player is at a fourth frequency wherein the third frequency being greater than the fourth frequency. The first player may also move the unit in the x-direction due to a lower brain wave frequency compared to the second player while the second player moves the unit in the y-direction due to a brain wave frequency that is higher than a trigger value for moving the unit in the y-direction. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWING 
         FIG. 1  is a schematic view of a playing area of the game of the present invention; 
         FIG. 2  is a schematic perspective view of the playing area in a folded position menu of the present invention; 
         FIG. 3  is an elevational side view of the playing area in a partially folded position: 
         FIG. 4  is a top view of the playing area; 
         FIG. 5  is a detailed top view of the playing area showing control connections; and 
         FIG. 6  is a detailed top view of a control connection. 
     
    
    
     DETAILED DESCRIPTION 
     With reference to  FIGS. 1-6 , the method and game  10  of the present invention has a portable rectangular shaped playing area  12  that may include four segments  14 ,  16 ,  18 ,  20 . The area  12  may be made of a rubber material or any other suitable material. The segments  14  and  20  may be considered goal segments and may or may not include instruments that could be used to control a ball and other functions of the playing area. 
     The playing area  12  may be folded into a compact unit  21 , as best shown in  FIGS. 2-3 , so that it is easy to carry and transport. The playing area  12  may be connected by a wire  24  to a computer and control electronics unit  22 . The area  12  may also communicate with the unit  22  by using wireless technology. A pair of headbands  26 ,  28  including biosensor units  30 ,  32 , respectively may be connected to the unit  22  either by wires  34 ,  36  or by wireless technology. 
     The game  10  may have a magnetic ball  38  or any other item that may be moved in the x-direction and/or the y-direction depending upon brain-wave frequencies  40 ,  42  of players  44 ,  46 , respectively, are measured by the sensors units  30 ,  32  in the headbands  26 ,  28  that are put over the heads  48 ,  50  of the players  44 ,  46 . The ball  38  may float a distance (D) above an upper surface area  52  in a z-direction that gives an illusion of zero-gravity. Of course, the ball  38  may roll on the surface  52  also. Preferably, the movement of the ball  38  in the z-direction is not a variable. However, in a three dimensional variation of the game, the z-direction is a variable also. 
     In operation, the playing area  12  is placed on an even surface such as a table. The player  44  may sit behind the segment  14  while the player  46  sits on the opposite side behind the segment  20 . With the headbands  26 ,  28  placed on the heads  48 ,  50  of each player  44 ,  46 , the brain wave frequencies of the players may move the ball  38  in both the x-direction and in the y-direction. For example, theta wave frequencies  52  and alpha wave frequencies  54  of the player  44  are measured by the sensor  30  and sent to the unit  22  via the wire  34  for processing. Simultaneously, theta wave frequencies  56  and alpha wave frequencies  58  of the player  46  are measured by the sensor  32  and sent to the unit  22  via the wire  36  for further processing. The theta wave frequencies  52 ,  56  may range from 3-8 Hz while the alpha wave frequencies  54 ,  58  may range from 8-12 Hz. In general, the lower the frequencies the calmer the player is. The sensors  30 ,  32  may be connected to a biosensor system that registers the electrical activity of the brains of the players. Electro-Encefalo-Grafi (EEG) may be used to measure the brain wave frequencies. 
     The processor  22  may be programmed so that the ball  38  moves in the x-direction towards the player with the highest theta and alpha wave frequency. In other words, the calmest player is likely to win the game when the ball  38  moves into the segment  14  or  20 . It is also possible to control the speed of the ball  38  so that the ball  38  has a first high velocity when the brain wave frequency is close to 3 Hz and a second lower velocity when the brain wave frequency is approaching 12 Hz so that the velocity of the ball  38  increases with reduced brain wave frequency. The game  10  could also be designed so that the velocity of the ball  38  increases with increased brain wave frequency up to 12 Hz. Of course, the velocity of the ball  38  may vary continuously with the change of the brain wave frequency. When the brain wave frequency exceeds 18 Hz, the direction of the ball  38  changes to the y-direction as described below. 
     It is also possible to move the ball  38  in the y-direction by measuring beta wave frequencies  60 ,  62  of the players  44 ,  46 . The beta wave frequencies  60 ,  62  may be waves over 18 Hz. In this way, a player can thus affect the movement of the ball  38  in the y-direction by intensifying the brain activity. The rule of the game  10  may be such that if the ball  38  rolls off at the edges  27 ,  29  of the play area  12  in the y-direction, the player with the lowest brain activity either wins or loses. 
     This means that if a player is agitated and the brain wave frequency increases way over the 18 Hz limit, the player may start moving the ball  38  towards one of the edge  27 ,  29  and lose the game. The movement in the y-direction may occur if one or both players have brain wave frequencies over 18 Hz. When both players have frequencies exceeding 18 Hz, the ball may move in the direction that is to the detriment of the player with the highest frequency. As indicated earlier, the rule may be so that one of the players loses the game when the ball goes over the edge  27 ,  29  in the y-direction. 
     The playing area  12  may be flat or be a labyrinth  23  with several paths so that the player must move in both the x-direction and in the y-direction in order to navigate a ball from one end to another of the labyrinth. 
     The playing area  12  may also have a virtual uphill  25  so that the game  10  requires a certain velocity of the ball  38  to roll over the virtual hill. The playing area  12  may also be three-dimensional so that the z-direction is a variable also. 
     It is possible to connect the unit  22  to an external computer that includes a monitor that shows the brain wave frequency of each player during the game. 
     With reference to  FIGS. 4-6 , the playing area  12  has a plurality of repelling permanent magnet units  70  so that the ball  38  is repelled by the magnets and floating in the air. By controlling the amount of attracting forces induced by the magnetism generated by a coil  74 , the ball may be moved while the permanent magnet  70  maintains the distance (D) to the floating ball  38  that may move in either the x-direction or the y-direction of the playing area  12 . For example, by reducing a repelling force of the coils surrounding a magnet  70   a  compared to a magnet  70   b , the ball will move in the direction of the magnet  70   a . The unit  22  may be used to control the magnetism induced by the coil  74  of each magnet unit  70  based on the brain wave frequency of the players  44 ,  46  as described above. 
     In this way, the ball  38  may simultaneously move both in the x-direction and the y-direction when one player has a brain wave frequency exceeding 18 Hz to trigger the movement of the ball  38  in the y-direction while the other player may move the ball  38  in the x-direction as long as the second player has a brain wave frequency below 12 Hz since that only triggers movement of the ball  38  in the x-direction. The second player can either win by moving the ball  38  in the x-direction into the segment  14 ,  20  or the first player moves the ball  38  over one of the edges  27 ,  29  in the y-direction. 
     By learning to control the brain wave frequency of the brain by bio-feedback, the player may better be able to put him/herself in a more relaxed condition. 
     While the present invention has been described in accordance with preferred compositions and embodiments, it is to be understood that certain substitutions and alterations may be made thereto without departing from the spirit and scope of the following claims.