Abstract:
A video game device and method are provided. The device is a cordless touch-free video game device that is plug and play. The device includes an array of light transmitters for transmitting a light signal to an object. The object can be retroreflectors that are attached to a user&#39;s feet or hands. Upon striking the objects, the transmitted signal is reflected, producing a reflected light signal. A light receiver including a detection array receives the reflected signal from the objects and the reflected signal is transformed into a second signal used to send and track motion of the objects. The motion is used by a game device that determines an activity of the user by sensing the type of user movement performed. The device is ideally suited for controlling cursor position for use with video dance games.

Description:
RELATED APPLICATION 
     This application claims priority under 35 U.S.C. §119(e) of the U.S. provisional patent application Ser. No. 61/113,933, filed Nov. 12, 2008, and titled “Plug and Play Wireless Video Game,” which is hereby incorporated by reference. 
    
    
     FIELD OF THE INVENTION 
     The present invention is related to the field of video games. More specifically, the present invention relates to plug-and-play video games with wireless controllers. 
     BACKGROUND 
     Electronic video games have enjoyed large acceptance in the marketplace. Video games have incorporated wireless configurations to increase their ease and enjoyment. Conventional wireless video games require a user to stand near the console and limit the types of motion that the game can detect. Also, conventional video games require a user to hold one or more active elements that increase the cost of the video device. The user registers a motion in the game by performing a preset motion. One drawback with such an approach is the user lacks ease in switching between different types of activities that are included within the video game. Many additional game components must be stored when the game is not in use. Another drawback is that game play is limited to the predetermined number of motions. The game cannot recognize feet placement or hand motion except in precisely defined positions, nor can the game recognize or incorporate movement as a game play feature. Still other games require the user to carry or hold an electronic controller with buttons or with accelerometers and radio transmitters. Such complex controllers can increase the complexity and price of a game and requires the user to interact with the game in an artificial and unnatural way. 
     An ideal video game control device would merely sense the position of each of the user&#39;s feet or hands without requiring the user to hold additional active components such as those that use expensive radio frequency oscillators. Further, the device can determine an activity of the user by sensing the type of user movement performed. Such a device would be extremely easy for the user to operate. Further, such a device would greatly simplify and enhance the playing of video games. 
     SUMMARY OF THE INVENTION 
     The present invention allows a user to interact with a video game or other electronic device using natural motions. The system includes a light (e.g., optical) transmitter or a plurality of such transmitters. The system also includes at least one optical receiver. Preferably, the receiver is an array of receivers such as in a CCD (charge coupled device) camera. An optical system, such as lenses can optionally be mounted to the transmitters. Likewise, an optical system, such as lenses can optionally be mounted to the receivers. The user places her body into the field of view of the transmitters and optical radiation is reflected from her body onto the receivers. In some embodiments, the user wears or affixes to her clothes or shoes a retroreflector to enhance the radiation that is received by the receivers. The user can interact with the game using natural movements. Alternatively, a user can hold an object that simulates a real world object, such as a retro-reflective baseball bat or a hairbrush. Further, a user can optionally hold a real baseball bat to simulate batting in a game. 
     In a first aspect of the invention, an apparatus for tracking motion includes a transmitter configured to irradiate one or more objects, a receiver that includes an array of detectors arranged to receive reflected radiation from the one or more objects, a controller programmed to use the reflected radiation to track a motion of the one or more objects, and one or more retroreflectors designed for attachment to corresponding hands or feet of a user. The apparatus includes a monitor configured to display an image, such as a pictorial representation of the one or more objects, substantially reproducing the motion of the one or more objects. 
     In one embodiment, the transmitter includes multiple light emitting diodes arranged to substantially uniformly illuminate an area containing the one or more objects. The array of detectors includes an array of charge coupled devices arranged in a rectangle. The shape of the array can be rectangular, square, uniform, or even non-uniform. Preferably, the receiver includes one or more lenses arranged to focus the reflected radiation onto the array of charge coupled devices. 
     In one embodiment, the one or more objects include feet, and the controller is further programmed to separately track motion of both feet. 
     In one embodiment, the controller is also programmed to compare the motion to a predetermined target motion. In this embodiment, when the apparatus is used to track dance steps, the steps can be compared to the correct steps, allowing the user to measure her progress. 
     In other embodiments, the one or more objects include a hairbrush or a sporting equipment such as a bat, a club, a racket, a glove, a ball, a bow, a gun, or a fishing reel. 
     In a second aspect of the invention, a method of tracking motion includes irradiating one or more objects, each supporting a corresponding retroreflector attached to a hand or foot, receiving radiation reflected from the one or more retroreflectors onto an array of detectors, and tracking motion of the one or more objects using the reflected radiation. An image reproducing the motion is displayed on a computer monitor. The image includes a picture of the one or more objects, such as a picture of dancing feet, a rolling bowling ball, a gun, or a swinging golf club or bat. 
     In a third aspect of the invention, an apparatus includes a transceiver, a controller, and a monitor. The transceiver includes a transmitter and an array of detectors. The transmitter is arranged to irradiate one or more retroreflectors attached to feet, and the array of detectors is positioned to receive reflected radiation from the one or more retroreflectors. The controller is programmed to use the reflected radiation to determine motion of the one or more retroreflectors. The monitor displays an image substantially reproducing the motion in a virtual game environment. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The novel features of the invention are set forth in the appended claims. However, for purpose of explanation, several embodiments of the invention are set forth in the following figures. 
         FIG. 1  shows a perspective view of a video game according to an embodiment of the present invention. 
         FIG. 2  is a functional block diagram of a video game device according to an embodiment of the present invention. 
         FIG. 3  shows an array of detectors according to an embodiment of the present invention. 
         FIGS. 4A-B  show the array of detectors in  FIG. 3 , tracking a moving object. 
         FIG. 5  shows the steps of a method for reproducing the motion of an object according to one embodiment of the invention. 
         FIG. 6A  shows a perspective view of a video game device according to an embodiment of the present invention. 
         FIGS. 6B and 6C  show side and top views, respectively, of a video game device according to an embodiment of the present invention. 
         FIG. 7A  shows a perspective view of a video game device according to an alternative embodiment of the present invention. 
         FIG. 7B  is a functional block diagram of a video game device according to an alternative embodiment of the present invention. 
         FIG. 8A  shows a perspective view of a video game device according to another embodiment of the present invention. 
         FIG. 8B  shows a functional block diagram of a video game device according to another embodiment of the present invention. 
         FIG. 9A  shows a perspective view of a video game device according to yet another embodiment of the present invention. 
         FIG. 9B  shows a functional block diagram of a video game device according to yet another embodiment of the present invention. 
         FIG. 10A  shows a perspective view of a baseball video game device according to an embodiment of the present invention. 
         FIG. 10B  shows a perspective view of a golf video game device according to an embodiment of the present invention. 
         FIG. 10C  shows a perspective view of a tennis video game device according to an embodiment of the present invention. 
         FIG. 10D  shows a perspective view of a shooting video game device according to an embodiment of the present invention. 
         FIG. 11A  shows a perspective view of a kick boxing video game device according to an embodiment of the present invention. 
         FIG. 11B  shows a perspective view of a bowling video game device according to an embodiment of the present invention. 
         FIG. 11C  shows a perspective view of a fishing video game device according to an embodiment of the present invention. 
         FIG. 12A  illustrates playing a video game device according to an embodiment of the present invention. 
         FIG. 12B  illustrates playing a video game device according to an alternative embodiment of the present invention. 
         FIG. 12C  illustrates playing a video game device according to yet another embodiment of the present invention. 
         FIG. 12D  illustrates playing a video game device according to an embodiment of the present invention. 
         FIG. 12E  illustrates playing a video game device according to an alternative embodiment of the present invention. 
         FIG. 12F  illustrates playing a video game device according to yet another embodiment of the present invention. 
         FIG. 13A  shows an electronic device for playing “Rock, Paper, Scissors” according to one embodiment of the present invention. 
         FIGS. 13B-D  show the results of a CIS test and corresponding cycle and level readings for “Rock,” “Paper,” “Scissors” gestures, respectively, according to embodiments of the present invention. 
     
    
    
     DETAILED DESCRIPTION 
     In the following description, numerous details and alternatives are set forth for purpose of explanation. However, one of ordinary skill in the art will realize that the invention can be practiced without the use of these specific details. In other instances, well-known structures and devices are shown in block diagram form in order not to obscure the description of the invention with unnecessary detail. 
       FIG. 1  shows a first embodiment of the present invention. A video game device  10  having a display screen  12  of a display device  15  and a console  44  is shown. In the preferred embodiment, there are two light (e.g., optical) transmitters, though more can alternatively be used. In an exemplary, embodiment, a plurality of light transmitters  14 ,  16 ,  18 ,  20  form a light transmitter array. A light receiver or detection array  24  is centrally located between the transmitters  14 ,  16 ,  18 ,  20 . The optical transmitters  14 ,  16 ,  18 ,  20  can be infrared transmitters, though other types of light transmitters (e.g., visible and non-visible), other optical transmitters, or other kinds of energy radiators can also be used. The detection array  24  can be a charge coupled device (CCD) and can include a lens. It will be apparent to those of ordinary skill in the art that other detectors can be used, in other configurations. Each transmitter  14 ,  16 ,  18 ,  20  and the detection array  24  is coupled to a control circuit  26  via an intelligence module  28  ( FIG. 2 ). The intelligence module  28  is coupled to the control circuit  26  to facilitate detection of a user motion or activity. The control circuit  26  is included in the console  44  to control a sensed user position as an image or a cursor on the screen  12 . Retroreflective “tags” or retroreflectors  25  are coupled to the feet or ankles of a player  40  or other part of the body. The retroreflectors  25  can include clips or buckles to mount to the user&#39;s shoes or can be on a Velcro® strap and mounted around the user&#39;s ankles. The retroreflectors  25  act as retroreflectors of light radiation that is transmitted by the transmitters  14 ,  16 ,  18 ,  20 . In one embodiment, the video game device  10  can be plug and play. The plug and play video game device  10  does not require an extensive set up or programming by the user. The video game device  10  is operable by simply plugging into an audio and video jack of the display device  15  such as a television or audio and video jacks of a VCR, DVD player, or computer input. 
     In  FIG. 1 , the feet of the user  40  are shown to move first to the left and then in the right direction. If the video game device  10  is operating in a conventional display mode, the image of the user&#39;s feet will traverse a path on the screen  12  mimicking (illustrated at  32 ) the path traversed by the movement of the user&#39;s feet. In an exemplary embodiment, the image appears as footprints  32  on the screen  12 . 
       FIG. 2  shows a more detailed view of the transmitters  14 ,  16 ,  18 ,  20 , the detection array  24  and the retroreflectors  25 . As in all the figures, identical labels refer to identical components. In an exemplary embodiment, the transmitters  14 ,  16 ,  18 ,  20  are light emitting diodes (LEDs) and the detection array is an array of CCD receivers, such as used in some digital cameras, or an array of photo transistors. In addition,  FIG. 2  shows a representation of the transmitted light radiation  34  and the reflected radiation  36 . The radiation  34  is transmitted from the transmitters  14 ,  16 ,  18 ,  20 . The radiation  34  is transmitted in all directions. For certain applications, the transmitted radiation can be columnized using lenses. Some portion of the transmitted radiation  34  will strike the retroreflectors  25 . That portion of the radiation  34  striking the retroreflectors  25  will be reflected, also in all directions. Using the array of transmitters  14 ,  16 ,  18 ,  20  in combination with the detection array  24  allows determination of distance and movement of the retroreflectors  25  within three dimensional space. Such information facilitates the operation of certain video games. 
     The strength of reflected radiation must exceed background radiation levels. 
     Preferably, the detection array  24  is configured as a two dimensional array of receiver detectors, such as an array of CCD devices. In some embodiments, there can be receive optics positioned over the detection array  24 . The detection array  24  can be positioned to view an area of a surface, such as the floor. A user wearing retroreflectors  25  within the field of view on the floor will reflect radiation from the retroreflectors  25  to the detection array  24 . Certain elements in the detection array  24  will correspond to certain positions within the field of view on the floor. When a user&#39;s foot wearing a retroreflector  25  is in a location in the field of view, light radiation will be reflected and impinge on the corresponding elements in the detection array  24 . In this way, the detection array  24  can operate in a manner analogous to a digital camera. It will be appreciated that the detection array  24  can be configured to identify a user&#39;s foot when the sensed radiation exceeds a predetermined threshold for each of the elements in the detection array  24 . 
     The intelligence module  28  can detect a wide range of user motions or activities. The intelligence module  28  comprises a microprocessor configured to interact with the transmitters  14 ,  16 ,  18 ,  20  and the detection array  24 . The intelligence module  28  interprets reflected radiation from the retroreflectors  25  and determines the user motion. The intelligence module  28  is configured to mimic an “intuitive” controller since multiple user activities can be determined. For example, the user can simulate a baseball swing and the intelligence module  28  determines the user motion to be a baseball swing. Alternatively, the user can simulate a golf swing and the intelligence module  28  determines the user motion to be a golf swing. The intelligence module  28  can be configured to distinguish the action of the user to be a baseball swing or a golf swing. The intelligence module  28  can determine patterns of reflected radiation received from the detection array  24  since certain elements in the detection array  24  correspond to certain positions within the three dimensional field of view of the detection array  24 . The intelligence module  28  can also determine the strength of reflected radiation and detect if the user motion is mostly a vertical motion as in a golf swing or a horizontal motion as in a baseball swing. 
       FIG. 3  shows the receiver  24  in accordance with one embodiment of the invention, formed from an array of detectors  200 . In one embodiment, each of the detectors  200  is a charge coupled device, such that the array of detectors  200  functions as a camera. As shown in  FIG. 3 , each detector is labeled by an alpha-numeric character denoting its row and column. For example, the detector labeled “A 3 ” is in the first row (“A”) and the third column. Similarly, the detector labeled “F 8 ” detector is in the sixth row and eighth column. 
       FIGS. 4A and 4B  show the array of detectors  200  receiving radiation reflected from a moving object. To make  FIGS. 4A and 4B  easier to read, only those labels necessary to explain the drawings are included. As shown by the relative shadings in  FIG. 4A , the detector D 5  receives the most radiation (e.g., illumination) reflected from the object. The detectors C 4 -C 6 , D 4 , D 6 , and E 4 - 6  receive less radiation, and the remaining detectors receive none at all. At a later time, shown by  FIG. 4B , with the object still being irradiated, the detector C 5  receives the most radiation reflected from the object. The detectors B 5 -B 7 , C 5 , C 7 , and D 5 -D 7  receive less radiation, and the remaining detectors receive none at all. This relative “movement” of radiation indicates that the object has moved in a direction corresponding to movement from D 5  to C 6 . Referring to  FIG. 6A  below, this movement is “reproduced” by moving the feet images  32  from location  32 A to  32 B. 
     While the array of detectors  200  is an 8×8 square, detectors of other sizes and configurations can also be used. Some examples includes larger square arrays, such as 256×256 array; smaller square arrays, such as 4×4; rectangular arrays; other uniform arrays, as well as non-uniform arrays. Those skilled in the art will recognize that different size and different configuration arrays can be selected to fit the application at hand. 
       FIG. 5  shows the steps  300  of tracking and reproducing motion in a game device in accordance with one embodiment of the invention. In the step  305 , a game device is initialized to characterize motions. For example, if the game device is used to track and display moving feet, the user motions are “characterized by” and translated to moving feet. The game device is now ready for playing. 
     Referring to the device  10  of  FIG. 1  to explain the steps  300 : In the step  310  radiation is transmitted from the transmitters  14 ,  16 ,  18 ,  20 , reflected off the retroreflectors  25 , and, in the step  315 , received at the receiver  24 . In this example, the retroreflectors are attached to feet. When the steps  310  and  315  are performed sequentially, the motion of the feet are determined in the step  320 . In the step  325 , an image corresponding to the moving feet are displayed on the screen  12 . 
     In the step  330 , the method determines whether the game is finished. If the game is finished, the method proceeds to the step  335 , where the game ends. Otherwise, the method loops back to the step  315 . 
     Referring to  FIGS. 2 and 5 , in one embodiment each of the steps  300  is performed in either the control circuit  26  or the intelligence module  28 . In one embodiment, the control circuit  26  and the intelligence module  28  include a computer-readable medium containing computer readable instructions executed by a processor to perform the steps  300 . 
     The steps  300  are only exemplary. Some steps can be added, some steps can be deleted, and the steps can be performed in different orders than the one shown. 
     The retroreflectors  25  located within the volume of space sensed by embodiments of the present invention will be represented on the display screen  12  at a particular location. As the retroreflectors  25  moved and are positioned in a new location the relative analogue change in position will be displayed on the screen  12 . More precise position identification can be obtained through the use of precision components, such as optical lenses and circuitry. 
     In an exemplary embodiment of the present invention, it is desirable for the video game device  10  to sense the location of more than one object. Each of the players feet can be sensed separately. In  FIGS. 6A-6C , the player  40  is positioned in order to see the display  12 . The display  12  is controlled in the usual manner as describe above by the video game device  10  which in some circumstances may be a personal computer. The display  12  can show, among other things, a caricature of the player as a dancer in a venue. 
     The video game device  10  separately identifies a left foot movement and a right foot movement. It can sense forward, backward and sideways movement. When utilizing embodiments of the present invention, the location of each foot of the player  40  can be uniquely determined by having a retroreflector  25  attached to each foot of the player  40 . 
     When utilizing embodiments of the present invention with this game, the control circuitry  26  can be set to register movement of the retroreflectors  25  after a particular threshold of reflected signal is received. This signifies that the player&#39;s feet are at least as close as some predefined limit to the detection array  24 . In the event that the player&#39;s feet are farther from the detection array  24  than allowable to achieve the appropriate threshold, no foot movement is indicated on the game screen  12 . When the player&#39;s feet and the retroreflectors  25  approach the detection array  24  sufficiently close that the threshold is crossed, the display screen  12  will then indicate movement of the player&#39;s left or right foot. 
     The transmitters  14 ,  16 ,  18 ,  20  and the detection array  24  can be used to sense the reflected signal from the retroreflectors  25  and avoid the problem of having a left foot being misinterpreted as a right foot. Accordingly, the video game device  10  can distinguish the player&#39;s left foot from her right foot using kinematic rules whereby assumptions are made. These include assuming that at least one foot is always on the ground in static states and dynamic states with the exception of jumps. 
       FIGS. 7A and 7B  show an alternative embodiment of the video game device  10 . The video game device  10  includes the light transmitters  14 ,  16 ,  18 ,  20 , the detection array  24  and a first pair of retroreflectors  25   a  on the user&#39;s feet and a second pair of retroreflectors  25   b  on the user&#39;s hands. Each of the first and second pair of retroreflectors  25   a ,  25   b  can include a filter element  27   a ,  27   b  respectively. In an exemplary embodiment, the transmitters  14 ,  16 ,  18 ,  20  are infrared light emitting diodes (LEDs) and the detection array is an array of CCD receivers, such as used in some digital cameras, or an array of photo transistors. In addition,  FIGS. 7A and 7B  show a representation of the transmitted radiation  34  and the reflected radiation  36   a  and  36   b . The radiation  34  is transmitted from the transmitters  14 ,  16 ,  18 ,  20 . The radiation is transmitted in all directions. Some portion of the transmitted radiation  34  will strike the first pair of retroreflectors  25   a  and the second pair of retroreflectors  25   b . That portion of the radiation striking the first and second pair of retroreflectors  25   a ,  25   b  will be reflected, also in all directions. Using the array of transmitters  14 ,  16 ,  18 ,  20  in combination with the detection array  24  allows determination of distance and movement of the first and second pair of retroreflectors  25  within three dimensional space. 
     The detection array  24  can be positioned to view an area, such as the three dimensional space in front of the video display device  12 . A user  40  wearing the first and second pair of retroreflectors  25   a ,  25   b  within the field of view in the area will reflect light radiation from the retroreflectors  25   a ,  25   b  to the detection array  24 . Certain elements in the detection array  24  will correspond to certain positions within the field of view in the area. When a user&#39;s feet wearing the retroreflectors  25   a  or the user&#39;s hands wearing the retroreflectors  25   b  are in a location in the field of view, radiation will be reflected and impinge on the corresponding elements in the detection array  24 . In this way, the detection array  24  can operate in a manner analogous to a digital camera. It will be appreciated that the detection array  24  can be configured to identify a user&#39;s feet or hands when the sensed reflected radiation exceeds a predetermined threshold for each of the elements in the detection array  24 . 
     The intelligence module  28  interprets reflected radiation from the first and second pairs of retroreflectors  25   a ,  25   b  and determines the user motion. The intelligence module  28  is configured to mimic an intuitive controller since multiple user activities can be determined. For example, the user can simulate a baseball swing and the intelligence module  28  determines the user motion to be a baseball swing. The intelligence module  28  can determine patterns of reflected radiation received from the detection array  24  since certain elements in the detection array correspond to certain positions within the three dimensional field of view of the detection array  24 . The intelligence module  28  and the control circuit  26  are configured to detect and determine if reflected radiation  36   a  is from the first pair of retroreflectors  25   a  or reflected radiation  36   b  is from the second pair of retroreflectors  25   b . Identifying the source of reflected radiation  36   a ,  36   b  can be facilitated with the filter elements  27   a ,  27   b . The filter elements  27   a ,  27   b  can be active or passive devices that modify the transmitted radiation  34 . Alternatively, the intelligence module  28  and the control circuit  26  can similarly be configured to distinguish the movement of the user&#39;s right hand from the left hand or the right foot from the left foot. 
       FIGS. 8A and 8B  show an alternative embodiment of the video game device  10 . The video game device  10  includes the light transmitters  14 ,  16 ,  18 ,  20 , the detection array  24  and retroreflectors  25 . An audio device  30  such as a speaker is also included. In an alternative embodiment, each of the retroreflectors  25  can include a filter element as in the previous embodiment. In an exemplary embodiment, the transmitters  14 ,  16 ,  18 ,  20  are light emitting diodes (LEDs) and the detection array is an array of CCD receivers such as in some digital cameras or an array of photo transistors. In addition,  FIGS. 8A and 8B  show a representation of the transmitted radiation  34  and the reflected radiation  36 . The radiation  34  is transmitted from the light transmitters  14 ,  16 ,  18 ,  20 . The radiation is transmitted in all directions. Some portion of the transmitted radiation  34  will strike the retroreflectors  25 . That portion of the radiation striking the retroreflectors  25  will be reflected, also in all directions. Using the array of transmitters  14 ,  16 ,  18 ,  20  in combination with the detection array  24  allows determination of distance and movement of the first and second pair retroreflectors  25  within three dimensional space. 
     The detection array  24  can be positioned to receive radiation within an area, such as the three dimensional space in front of a display device configured as a pretend mirror  11 . A user wearing the retroreflectors  25  within the field in the area will reflect radiation from the retroreflectors  25  to the detection array  24 . Certain elements in the detection array  24  will correspond to certain positions within the field of view in the area. When a user&#39;s hands wearing the retroreflectors  25  are in a location in the field of view, light radiation will be reflected and impinge on the corresponding elements in the detection array  24 . In this way, the detection array  24  can operate in a manner analogous to a digital camera. It will be appreciated that the detection array  24  can be configured to identify a user&#39;s hands when the sensed radiation exceeds a predetermined threshold for each of the elements in the detection array  24 . 
     The intelligence module  28  interprets reflected radiation from the retroreflectors  25  and determines the user motion. The intelligence module  28  is configured to mimic an intuitive controller since multiple user activities can be determined. The intelligence module  28  can determine patterns of reflected radiation received from the detection array  24  since certain elements in the detection array correspond to certain positions within the three dimensional field of view of the detection array  24 . The intelligence module  28  and the control circuit  26  can be configured to distinguish the movement of the user&#39;s right hand from left hand. For example, the user&#39;s hand motion can be determined as a grooming activity such as combing of the hair or brushing the teeth. In this way, the video gaming device can facilitate learning proper grooming habits as a grooming game. 
       FIGS. 9A and 9B  show an alternative embodiment of the video game device  100  for playing a grooming game. The video game device  100  includes light transmitters  114 ,  118 ,  122  and the light receivers  116 ,  120 ,  124 . An audio device  130  such as a speaker is also included. The light transmitter and receiver pairs  114 ,  116 ,  118 ,  120  and  122 ,  124  form transceivers  115 ,  119  and  123  respectively.  FIGS. 9A and 9B  show a representation of the transmitted light radiation  34  and the reflected radiation  36 . The light radiation  34  is transmitted from the transmitters  114 ,  120 ,  122 . The radiation is transmitted in all directions. Some portion of the transmitted radiation  34  will strike the user&#39;s body, for example the user&#39;s hand and a brush  132 . That portion of the radiation striking the brush  132  will be reflected, also in all directions. Using the array of light transmitters  114 ,  118 ,  122  in combination with the light receivers  116 ,  120 ,  124  allows determination of distance and movement of the user&#39;s body and the brush  132  within three dimensional space. It will be appreciated that the brush  132  can be identified when the sensed light radiation exceeds a predetermined threshold for each of the light receivers  116 ,  118 ,  124 . 
     The intelligence module  128  interprets reflected radiation from the user motion. The intelligence module  128  can determine patterns of reflected radiation received from the transceivers  115 ,  119 ,  123  within the three dimensional field of view. The intelligence module  128  and the control circuit  126  can be configured to distinguish the movement of the user&#39;s right hand from left hand. In an alternative embodiment, the brush  132  can include a filter element as in previous embodiments. In still another embodiment, the user can wear retroreflectors as in previous embodiments. 
     In an alternative embodiment, a cooking game with multiple venues can be substituted for the grooming game of the previous embodiment. In another embodiment, driving a car or flying a plane can be simulated using a device in accordance with the present invention. In still another embodiment, electronic devices such as personal computers or DVDs can be controlled by determining a user&#39;s movement as certain commands. 
       FIGS. 10A-10D  show alternative embodiments of the video game device  10  of  FIG. 2 . As shown in  FIG. 10A , the device  10  includes light transmitters  14 ,  16 ,  18 ,  20 , the detection array  24  and the game piece or bat  42 . A representation is shown of the transmitted light radiation  34  and the reflected radiation  36 . The radiation  34  is transmitted from the transmitters  14 ,  16 ,  18 ,  20 . The radiation  34  is transmitted in all directions. For certain applications, the transmitted radiation  34  can be columnized using lenses. Some portion of the transmitted radiation  34  will strike the bat  42 . That portion of the radiation striking the bat  42  will be reflected, also in all directions. Using the array of transmitters  14 ,  16 ,  18 ,  20  in combination with the detection array  24  allows determination of distance and movement of the bat  42  within three dimensional space. 
     In some embodiments, there can be receive optics positioned over the detection array  24 . The detection array  24  can be positioned to view an area in front of the detection array  24 . A user holding the bat  42  within the field of view will reflect light radiation from the bat  42  to the detection array  24 . Certain elements in the detection array  24  will correspond to certain positions within the field of view. When the bat  42  is in a location in the field of view, radiation will be reflected and impinge on the corresponding elements in the detection array  24 . In this way, the detection array  24  can operate in a manner analogous to a digital camera. It will be appreciated that the detection array  24  can be configured to identify the bat  42  when the sensed radiation exceeds a predetermined threshold for each of the elements in the detection array  24 . 
     The intelligence module  28  in the console  44  interprets reflected radiation from the bat  42  and determines the user motion. The intelligence module  28  is configured to mimic an “intuitive” controller since multiple user activities can be determined. The intelligence module  28  can determine the strength of reflected radiation and detect if the user motion is mostly a vertical motion as in a golf swing or a horizontal motion as in a baseball swing. The intelligence module  28  interprets and determines a swing arc “A” to be a baseball swing and registers a response on the display  12  by manipulating the cursor or presentation  32 . 
       FIG. 10B  shows the device  10  including light transmitters  14 ,  16 ,  18 ,  20 , the detection array  24  and the game piece or golf club  44 . A representation is shown of the transmitted radiation  34  and the reflected radiation  36 . The light radiation  34  is transmitted from the transmitters  14 ,  16 ,  18 ,  20 . The radiation is transmitted in all directions. Some portion of the transmitted radiation  34  will strike the golf club  44 . That portion of the radiation striking the golf club  44  will be reflected, also in all directions. Using the array of transmitters  14 ,  16 ,  18 ,  20  in combination with the detection array  24  allows determination of distance and movement of the golf club  44  within three dimensional space. 
     In some embodiments, there can be receive optics positioned over the detection array  24 . The detection array  24  can be positioned to view an area in front of the detection array  24 . A user holding the golf club  44  within the field of view will reflect light radiation from the golf club  44  to the detection array  24 . Certain elements in the detection array  24  will correspond to certain positions within the field of view. When the golf club  44  is in a location in the field of view, radiation will be reflected and impinge on the corresponding elements in the detection array  24 . In this way, the detection array  24  can operate in a manner analogous to a digital camera. It will be appreciated that the detection array  24  can be configured to identify the golf club  44  when the sensed radiation exceeds a predetermined threshold for each of the elements in the detection array  24 . 
     The intelligence module  28  in the console  44  interprets reflected radiation from the golf club  44  and determines the user motion. The intelligence module  28  is configured to mimic an “intuitive” controller since multiple user activities can be determined. The intelligence module  28  can determine the strength of reflected radiation and detect if the user motion is mostly a vertical motion as in a golf swing or a horizontal motion as in a baseball swing. The intelligence module  28  interprets and determines a swing arc “B” to be a golf swing and registers a response on the display  12  by manipulating the cursor or presentation  32 . 
       FIG. 10C , shows an alternative embodiment including a game piece or tennis racket  46 . Again, radiation is transmitted from the transmitters  14 ,  16 ,  18 ,  20 , reflected off the tennis racket  46 , and received at the detection array  24 . The intelligence module  28  in the console  44  determines the user motion along a swing arc ‘C’ to be a tennis swing and registers a response on the display  12  by manipulating the cursor or presentation  32 .  FIG. 10D , shows an alternative embodiment including a gun game piece  47 . Again, radiation is transmitted from the transmitters  14 ,  16 ,  18 ,  20 , reflected off the gun game piece  47 , and received at the detection array  24 . The intelligence module  28  in the console  44  determines the user motion “tracking” the hunting target  32 . In one embodiment, the user jerks the gun  47  to signify a shot. The detection array  24  and intelligence module  28  together recognize this motion as a shot. Based on the aim determined from the detection array  24 , the intelligence module  28  determines whether the target  32  was struck. In another embodiment, the gun game piece  47  generates an audible noise when its trigger is pulled to signify a shot. In still another embodiment, the gun game piece  47  includes other means recognized by the intelligence module to indicate a shot. The gun game piece  47  can itself reflect radiation or it can include a retroreflector that reflects radiation. Alternatively, a retroreflector can be attached directly to a user&#39;s hand to reflect radiation in accordance with embodiments of the invention. 
       FIGS. 11A-11C  similarly show additional embodiments of the video game device  10  of  FIG. 2 .  FIG. 11A , shows an alternative embodiment including a game piece or boxing gloves  48 . Some embodiments can include retroreflectors  25 . The intelligence module  28  in the console  44  determines the user motion to be a punch or jab and registers a response on the display  12  by manipulating the cursor or presentation  32 . For example, in a kick boxing game either a hand motion or a foot motion could register as a blow to the opponent.  FIG. 11B , shows an alternative embodiment including a game piece or bowling ball  50 . The intelligence module  28  in the console  44  determines the user motion along the swing arc “D” to be a throw of the bowling ball  50  and registers a response on the display  12  by manipulating the cursor or presentation  32 . For example, in a bowling game a motion of the bowling ball  50  could register as a strike or other combination.  FIG. 11C , shows an alternative embodiment including a game piece or fishing rod  52 . The intelligence module  28  determines the user motion to be a cast of the fishing line and registers a response on the display  12  by manipulating the cursor or presentation  32 . In the embodiments of  FIGS. 11A-C , radiation is transmitted from the transmitters  14 ,  16 ,  18 ,  20 , reflected off the boxing gloves and retroreflectors  25  ( FIG. 11A ), bowling ball  50  ( FIG. 11B ), a fishing rod  52  ( FIG. 11C ), respectively, and received at the receiver  24 , and processed as described in the other embodiments above. 
       FIG. 12A  shows one embodiment of a method of playing a video game. Referring to  FIGS. 1 and 12A , the player  40  simply plugs the console  44  into her TV, attaches the retroreflectors  25  to her feet and literally steps into the game, using her body as the game controller. As the player  40  moves her feet, their movements will be mirrored by their ‘virtual footprints’ on the screen  12 . To play, the player  40  can follow actual footprint icons as they appear on the screen  12  to the beat of the music. The pace and difficulty level of the dance moves can gradually increase and the player  40  will be scored on her accuracy. The player  40  can track her accuracy by observing an accuracy meter  58  on the screen  12 . The video game device  10  can include energetic, fast-paced graphics and multiple levels of game play for each song. As the player  40  improves her skills, she can unlock additional levels of game play and new dance venues. In one embodiment, the player  40  can enjoy a game alone. Alternatively, the player  40  can challenge an additional player to face off arcade-style ( FIG. 12B ). To face off arcade style, the player  40  passes the retroreflectors  25  to the additional player. Alternatively, both players  40  can wear retroreflectors and dance within the field of view of the detection array  24 . The video game device  10  will keep track of each player&#39;s score. 
       FIG. 12C  shows an alternate embodiment of a method of playing a video game. The player  40  is challenged to follow along in an additional dance venue. The player  40  plugs the console  44  into a TV, attaches the wireless retroreflectors  25  to her feet and literally steps into the game. The player  40  uses her body as the game controller. As the player moves her feet, their movements will be mirrored by the virtual footprints on the screen  12 . To play, the player  40  can follow actual footprint icons as they appear on the screen  12  to recall an assortment of unique dance moves. The pace and difficulty level of the footprint icons can gradually increase and the player  40  will be scored on her accuracy. The player  40  can track her accuracy by observing an accuracy meter  58  on the screen  12 . The video game device  10  can include energetic, fast-paced graphics and multiple levels of game play for each venue. As the player  40  improves her skills, she can unlock additional levels of game play and new lounge venues. 
       FIG. 12D  shows an alternative embodiment of a method of playing a video game, in which the player  40  is challenged to escape from a notorious lounge filled with lizard-type characters. The player  40  plugs the console  44  into a TV, attaches the wireless retroreflectors  25  to her feet and literally steps into the game. The player  40  uses her body as the game controller. As the player moves her feet, their movements will be mirrored by their virtual footprints on the screen  12 . To play, the player  40  can follow actual footprint icons as they appear on the screen  12  to the beat of the music and to escape the lizard-type characters. The pace and difficulty level of the footprint icons will gradually increase and the player  40  will be scored on her accuracy. The video game device  10  can include energetic, fast-paced graphics and three levels of game play for each venue. As the player  40  improves her skills, she can unlock additional levels of game play and new lounge venues. In one embodiment, the player  40  can enjoy a game alone. Alternatively, the player  40  can challenge an additional player to face off arcade-style. The video game device  10  will keep track of each player&#39;s score. 
       FIG. 12E  shows an alternative embodiment of a method of playing a video game, in which the player  40  is challenged to spell interesting words. The player  40  plugs the console into a TV, attaches the wireless retroreflectors  25  to her feet and literally steps into the game. The player  40  uses her body as the game controller. As the player moves her feet, her movements will be mirrored by the virtual footprints on the screen  12 . To play, the player  40  can follow actual footprint icons as they appear on the screen to the beat of the music and to choose the proper letters as they appear on the screen  12 . In one embodiment, the letters can scroll across the display  12  until the player  40  chooses the letter with proper placement of the retroreflectors  25 . Alternatively, the letters can appear to fly into the scene and continue flying until being selected by the player  40  with proper movement of the retroreflectors  25 . The pace and difficulty level of the footprint icons will gradually increase and the player  40  will be scored on her accuracy. The video game device  10  can include energetic, fast-paced graphics and three levels of game play for each venue. As the player  40  improves her skills, she can unlock additional levels of game play and new venues for spelling. In one embodiment, the player  40  can enjoy a game alone. Alternatively, the player  40  can challenge an additional player to face off arcade-style. The video game device  10  will keep track of each player&#39;s score. 
       FIG. 12F  shows an alternative embodiment of a method of playing a video game, in which the player  40  is challenged to name interesting objects. The player  40  plugs the console into a TV, attaches the wireless retroreflectors  25  to her feet and literally steps into the game. The player  40  uses her body as the game controller. As the player moves her feet, their movements will be mirrored by their virtual footprints on the screen  12 . To play, the player  40  can follow actual footprint icons as they appear on the screen  12  to the beat of the music and to choose the proper objects as they appear on the screen  12 . In one embodiment, the object can scroll across the display  12  until the player  40  chooses the object with proper placement of the retroreflectors  25 . Alternatively, the objects can appear to fly into the scene and continue flying until being selected by the player  40  with proper movement of the retroreflectors  25 . The pace and difficulty level of the footprint icons will gradually increase and the player  40  will be scored on her accuracy. The video game device  10  can include energetic, fast-paced graphics and three levels of game play for each venue. As the player  40  improves her skills, she can unlock additional levels of game play and new venues for spelling. In one embodiment, the player  40  can enjoy a game alone. Alternatively, the player  40  can challenge an additional player to face off arcade-style. The video game device  10  will keep track of each player&#39;s score. 
     Still other embodiments exploit the fact that when flesh is close to an optical receiver (e.g., within one foot or less), the reflective nature of flesh approximates that of a retroreflector. In these embodiments, flesh, such as an exposed hand or foot, can substitute for a retroreflector. This permits a user&#39;s hands to be images for gaming and control applications. As one example, players use a computer to compete against one another in the game Rock, Scissors, Paper. The gestures for rock, scissors, and paper are all visually different enough for a computer to robustly recognize their shapes and process them in real time. 
       FIG. 13A  shows an electronic device  400  for recognizing gestures in accordance with the invention to play an electronic version of “Rock, Paper, Scissors.” In this embodiment, the hand is close enough to the receivers (here labeled “camera”) to function as a retroreflector.  FIG. 13B  shows a result of a CIS test for a hand making a “Rock” gesture.  FIG. 13B  also shows, adjacent to the result, corresponding readings of cycle and level.  FIG. 13C  shows a result of a CIS test for a hand making a “Paper” gesture.  FIG. 13C  also shows, adjacent to the result, corresponding readings of cycle and level.  FIG. 13D  shows a result of a CIS test for a hand making a “Scissor” gesture.  FIG. 13D  also shows, adjacent to the result, corresponding readings of cycle and level. Together,  FIGS. 13B-D  illustrate how the Rock, Paper, Scissors gestures can be distinguished from one another. 
     While the examples illustrate using embodiments of the invention in various games and activities, it will be appreciated that embodiments can also be used in other games, including, but not limited to, sword games, ping pong, billiards, archery, rifle shooting, aviation (e.g., flight simulation), and race car driving, to name only a few. Further, while some embodiments describe transmitting and receiving light energy for tracking objects, other types of radiant energy can be used. Further, while the examples discussed are generally directed to video games, it will be appreciated that the invention finds use in other applications other than games. One other embodiment, for example, includes a self-contained electronic device that tracks motion as described above and provides audio feedback. 
     While the invention has been described with reference to numerous specific details, one of ordinary skill in the art will recognize that the invention can be embodied in other specific forms without departing from the spirit of the invention. Thus, one of ordinary skill in the art will understand that the invention is not to be limited by the foregoing illustrative details, but rather is to be defined by the appended claims.