Abstract:
The tablet unit  10  comprises a receiving antenna which is brought near a prescribed position on the tablet when the tablet unit is connected to the electronic device  12  and receives the scan signal supplied to the antenna line; operating means  38  which has coordinate values on the tablet assigned to and inputs instruction information by operation of an operator; instruction signal generating means for generating an instruction signal delayed with respect to the scan signal received by the receiving antenna by a prescribed time which is based on the coordinate values assigned to the operating means  38  when the operating means  38  is operated by the operator; and transmitting means  74  which is brought near a touch pen  50  when the tablet unit is connected to the electronic device  12  and transmits the instruction signal generated by the instruction signal generating means to the touch pen  50 . The tablet unit including the operational means  38,  which inputs instruction information by approaching the touch pen  50  to the tablet  10  is connected to an electronic device  12,  whereby the operational means is operated to input instruction information.

Description:
BACKGROUND OF THE INVENTION 
     The present invention relates to a tablet unit for inputting instruction information by approaching a touch pen to a tablet, which (tablet unit) can be removably connected to an electronic device, and a virtual experience method by the use of an electronic device with the tablet unit connected to. 
     As an image device typically exemplified by video game devices for children is known an image device in which picture book-type software is loaded into the device, children play the game, watching both the picture book and the TV monitor screen so that they can enjoy experiencing a simulation. 
     FIG. 22 shows an example of such video game device. 
     The video game device  12  includes a foldable game device body  14 . An upper lid  18  is taken off from a bottom lid  16  of the game device body  14  to open and load a game cartridge  22  of picture book-type in a cartridge slot  20  formed in the inside of the upper lid  18 . Four direction buttons  24  and one operation button  26  are disposed on the left side of the bottom lid  16  of the game device body  14 , a tablet  28  is disposed at the center of the bottom lid  16 , and a touch pen holder  30  is disposed at the right of the bottom lid  16 . The four direction buttons  24  are an upward direction button  24   a,  a downward direction button  24   b,  a leftward button  24   c  and a rightward button  24   d  which are arranged in a cross. 
     The direction buttons  24  and the operation button  26  are operated by a game player, and the game player commands four directions, upward, downward, leftward and rightward directions, by the direction buttons  24  and give execution instructions by the operation button  26 . A touch pen holder  30  holds a touch pen  32 . The touch pen  32  is used to touch a picture book of the game cartridge  22  and the tablet  28  to operate the picture book software. A video game device  12  detects by electromagnetic induction system a position on the tablet  28  to which the touch pen  32  is approached. The electromagnetic induction system is one, as described in Japanese Patent Laid-Open Publication No. 137846/1993, that electromagnetic signals generated by the table  28  are received by the touch pen  32  to detect positions. 
     At the center of the inside of the upper lid  18  of the game device body  14 , there is disposed a picture book mount  34  for the picture book-type game cartridge  22  to be mounted on. The picture book mount  34  detects by the same electromagnetic system as the tablet  28  a position on the picture book-type game cartridge  22  where the touch pen  32  is approached. 
     In the video game device  12  thus using picture book software, a required position of the picture book is touched by the touch pen  32  to change a game display presented on a TV monitor screen, or a specific position on a game display is commanded by the touch pen  32 , whereby various games can be played. The tablet  28  is traced by the touch pen  32  as a picture is drawn with a pencil on a sheet of paper, whereby a picture can be freely drawn on a TV monitor screen. 
     However in the above-described video game device  12  inputting means a game player can operate for operational inputs are only the direction buttons  24 , the operation button  26  and the touch pen  32 . Accordingly simulation games played by personal computers in which operational inputs are made by means of a keyboard cannot be played. 
     SUMMARY OF THE INVENTION 
     An object of the present invention is to provide tablet unit for inputting instruction information by approaching a touch pen to a tablet, which (tablet unit) can be removably connected to a game device and which permits operational inputs to be made by means of a number of keys, etc. 
     Another object of the present invention is to provide a virtual experience method by the use of a game device with the tablet unit connected to. 
     The above-described object can be achieved by a tablet unit for inputting required instruction information by approaching a touch pen to a tablet including antenna lines for a scan signal to be supplied to and being removably connectable to an electronic device, the tablet unit comprising: a receiving antenna which is brought near a prescribed position on the tablet when the tablet unit is connected to the electronic device and receives the scan signal supplied to the antenna line; operating means which has coordinate values on the tablet assigned to and inputs instruction information by operation of an operator; instruction signal generating means for generating an instruction signal delayed with respect to the scan signal received by the receiving antenna by a prescribed time which is based on the coordinate values assigned to the operating means when the operating means is operated by the operator; and transmitting means which is brought near the touch pen when the tablet unit is connected to the electronic device and transmits the instruction signal generated by the instruction signal generating means to the touch pen. The tablet unit including the operational means, which inputs instruction information by approaching the touch pen to the tablet is connected to an electronic device, whereby the operational means is operated to input instruction information. 
     In the above-described tablet unit it is preferable that the receiving antenna has a non-symmetric receiving surface, and the scan signal received by the receiving surface of the receiving antenna differs depending on a scan direction of the tablet. 
     In the above-described tablet unit it is preferable that the receiving antenna includes a plurality of receiving parts, and the scan signal received by said a plurality of receiving parts of the receiving antenna differs depending on scan directions of the tablet. 
     In the above-described tablet unit it is preferable that the tablet unit imitates a keyboard, and the operating means is a plurality of keys of the keyboard. 
     In the above-described tablet unit it is preferable that the tablet unit imitates a telephone and further comprises a handset for inputting/outputting voices, and the operating means is a plurality of buttons of the telephone. 
     The above-described object can be achieved by a virtual experience method using the electronic device with the tablet unit described above connected to, personal computer communication, game or educational virtual experiences are enjoyed by operating said a plurality of keys. The video game device with the tablet unit connected to can provide the virtual experience method. 
     The above-described object can be achieved by a virtual experience method using the electronic device with the tablet unit described above connected to, telephone communication, game or educational virtual experiences are enjoyed by inputting/outputting voices in/from the handset by operating said a plurality of buttons of the telephone. The video game device with the tablet unit connected to can provide the virtual experience method. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 is a perspective view of the tablet unit according to a first embodiment of the present invention. 
     FIG. 2 is a plan view of the tablet unit according to the first embodiment of the present invention, which shows a position of the receiving antenna. 
     FIG. 3 is a block diagram of an electronic circuit of the tablet unit according to the first embodiment of the present invention. 
     FIG. 4 is a time chart of waveforms of respective part of the tablet unit according to the first embodiment of the present invention. 
     FIG. 5 is a display image on a TV monitor screen, which represents a personal computer communication game using the virtual experience method according to the first embodiment of the present invention. 
     FIG. 6 is display images on the TV monitor screen, which represent an electronic mail game using the virtual experience method according to the first embodiment of the present invention. 
     FIG. 7 is display images on the TV monitor screen, which represent a competing fighting game using the virtual experience method according to the fist embodiment of the present invention. 
     FIG. 8 is a display image on the TV monitor screen, which represents a internet shopping game using the virtual experience method according to the first embodiment of the present invention. 
     FIG. 9 is display images on the TV monitor screen, which represent a shopping game using the virtual experience method according to the first embodiment of the present invention. 
     FIG. 10 is display images on the TV monitor screen, which represent a music school game using the virtual experience method according to the first embodiment of the present invention. 
     FIG. 11 is a display image on the TV monitor screen, which represents an internet communication game using the virtual experience method according to the first embodiment of the present invention. 
     FIG. 12 is display images on the TV monitor screen, which represent a quiz game using the virtual experience method according to the first embodiment of the present invention. 
     FIG. 13 is a plan view of the tablet unit according to a second embodiment of the present invention, which shows positions of the receiving parts. 
     FIG. 14 is a block diagram of an electronic circuit of the tablet unit according to the second embodiment of the present invention. 
     FIG. 15 is a time chart of waveforms of respective part of the tablet unit according to the second embodiment of the present invention. 
     FIG. 16 is a perspective view of the tablet unit according to a third embodiment of the present invention. 
     FIG. 17 is display images on the TV monitor screen, which shows a telephone game using the virtual experience method according to the third embodiment of the present invention. 
     FIG. 18 is a display image on the TV monitor screen, which shows an electronic calculator game using the virtual experience method according to the third embodiment of the present invention. 
     FIG. 19 is a display image on the TV monitor screen, which shows a keyboard game using the virtual experience method according to the third embodiment of the present invention. 
     FIG. 20 is a display image on the TV monitor screen, which shows a voice identifying game using the virtual experience method according to third embodiment of the present invention. 
     FIG. 21 is a display image on the TV monitor screen, which shows an English hearing game using the virtual experience method according to the third embodiment of the present invention. 
     FIG. 22 is an appearance view of a video game device the present invention is applicable to. 
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
     [A First Embodiment] 
     (Keyboard-type Tablet Unit) 
     The tablet unit according to a first embodiment of the present invention will be explained with reference to FIGS. 1 to  4 . FIG. 1 is a perspective view of the tablet unit according to the present embodiment. FIG. 2 is a plan view of the tablet unit according to the present embodiment, which shows a position of the receiving antenna. FIG. 3 is a block diagram of an electronic circuit of the tablet unit according to the present embodiment. FIG. 4 is a time chart of waveforms of respective part of the tablet unit according to the present embodiment. 
     First, a structure of the tablet unit according to the present embodiment will be explained. 
     As shown in FIG. 1, the tablet unit  10  according to the present embodiment is characterized by imitating a keyboard. The tablet unit  10  includes a body  36  imitating a keyboard of a personal computer and is to be mounted on a video game device  12 . 
     A number of keys  38  are arranged in a matrix at the center of the tablet unit  10 . The keys  38  include a number of keys, e.g., an A key  38   a  representing an alphabet “A”, a 1 key  38   b  representing a number “1”, etc. 
     A change-over button  40  is disposed on the foreground below the keys  38 , and an execution button  42  is disposed on the right side of the change-over button  40 . 
     A handset holder  43  is disposed on the left side on the keys  38 . The handset holder  43  holds a handset  44 . Four direction buttons  46  are disposed on the foreground below the handset holder  43 . The four direction buttons  46  include an upward button  46 , a downward button  46   b,  a leftward button  46   c  and a rightward button  46   d  which are arranged in a cross. 
     The direction buttons  46  and the execution button  42  are operated by a game player. Four upward, downward, leftward and rightward directions are commanded by the direction buttons  46 , and execution instructions are given by the execution button  42 . 
     A touch pen holder  48  is disposed on the right side of the keys  38 . The touch pen holder  48  holds a touch pen  50 . 
     A signal cable  51  connects the touch pen  50  to a signal input terminal (not shown) of the video game device  12 . 
     A signal cable  52  connects audio/video output terminals (not shown) of the video game device  12  to a audio/video input terminals (not shown) of a TV monitor (not shown). 
     Two dry cells (not shown) are mounted as an electric power source in the table unit  10 . 
     As shown in FIG. 2, a tablet  28  (see FIG. 22) of the video game device  12  includes antenna lines X 0  to X m  (m is a positive integer) and antenna lines Y 0  to Y n  (n is a positive integer) arranged in a matrix. The tablet unit  10  includes a receiving antenna  54  in a rectangular shape having longer sides in the X-direction than in the Y-direction. When the tablet unit  10  is connected to the vide game device  12 , the receiving antenna  54  is positioned at, e.g., coordinates (X 0 , Y 0 ) to (X 3 , Y 0 ). 
     In FIG. 2, for convenience constituent members other than the antenna lines X 0  to X m  and the antenna lines Y 0  to Y n , and the receiving antenna  54  are omitted. In the following description an intersection between the antenna line X m  and the antenna line Y n  has coordinates (X m , Y n ). 
     As shown in FIG. 4, scan signals are supplied sequentially to the antenna lines X 0  to X m  of the tablet  28  for a time Δt, and scan signals are supplied sequentially to the antenna lines Y 0  to Y n  for a time Δt. A scan signal is a burst wave of, e.g., 455 kHz and 16 waves. One scan completes for, e.g., 5 ms and is repeated. 
     The tablet unit  10  incorporates an electronic circuit as shown in FIG.  3 . 
     The receiving antenna  54  receives the scan signals supplied to the antenna lines X 0  to X 3  and the scan signal supplied to the antenna line Y 0  to output a signal V 1  as shown in FIG.  4 . The signal V 1  is supplied to an amplifier  56  to be amplified there and inputted to a detector  58 . 
     The detector  58  detects a 455 kHz alternate signal used as a scan signal and outputs a high output voltage during detection. An output signal of the detector  58  is inputted to an amplifier  60  and amplified there to be outputted as a signal V 2 . 
     A signal V 2  outputted by the amplifier  60  is supplied to an integrator  62  and a comparator  64 . The integrator  62  integrates the signal V 2  to output an integrated waveform as a signal V 3 . The integrator  62  holds a voltage of the signal V 3  until the detector  58  performs a next detection. 
     The comparator  64  compares a voltage of the signal V 2  and that of the signal V 3  with each other to output a comparison result as a signal V 4 . When a voltage of the signal V 2  is higher than that of the signal V 3 , the signal V 4  is H (high) level, and the signal V 4  is L (low) level when a voltage of the signal V 2  is lower than that of the signal V 3 . That is, an output V 4  of the comparator  64  is H level while the receiving antenna  54  is receiving a 455 kHz scan signal, and while the receiving antenna  54  is not receiving a 455 kHz scan signal, an output V 4  is L level. A signal V 4  outputted by the comparator  64  is supplied to a microcomputer  66 . 
     Time of the signal V 4  becoming H level when scan signals are supplied to the antenna lines X 0  to X 3  is different from that of the signal V 4  becoming H level when a scan signal is supplied to the antenna line Y 0 . Accordingly, the microcomputer  66  separately detects supply of scan signals to the antenna lines X 0  to X 3  and that of a scan signal to the antenna line Y 0 , based on waveforms of the signal V 4 . 
     The microcomputer  66  set a time when the signal V 4  becomes H level after an operation signal starts to be supplied to the antenna line X 0  to be a standard time t 0x  for scan in the X-direction. The microcomputer  66  sets a time when the signal V 4  becomes H level after an operation signal is supplied to the antenna line Y 0  to be a standard time t 0y  for scan in the Y-direction. 
     States of the A key  38   a , 1 key  38   b  . . . , the change-over button  40 , the repeat button  41 , the execution button  42 , the upward button  46   a,  the downward button  46   b,  the leftward button  46   c,  the rightward button  46   d  are outputted respectively as signals V 5(38a) , V 5(38b) , . . . , V 5(40) , V 5(41) , V 5(42) , V 5(46a) , V 5(46b)  V 5(46c)  and V 5(46d)  to be inputted to the microcomputer  66 . These signals V 5(38a) , V 5(38b) , . . . , V 5(40) , V 5(41) , V 5(42) , V 5(46a) , V 5(46b) , V 5(46c) , and V 5(46d)  are normally L level and become H level when pushed. 
     Specific coordinate values (X i , Y j ) (i and j are positive integers) are assigned beforehand respectively to the keys  38 , the change-over button  40 , the repeat button  41 , the execution button  42  and the direction buttons  46 . These coordinate values (X i , Y j ) are stored in a memory  68 . The memory  68  is connected to the microcomputer  66 , and the coordinate values (X i , Y j ) are read by the microcomputer  66  when required. 
     When the signal V 5  becomes H level, the microcomputer  66  reads from the memory  68  the coordinate values (X i , Y j ) assigned to that of the keys  38 , the change-over button  40 , the repeat button  41 , the execution button  42  and the direction buttons  46 , which has outputted the signal V 5 . The signal V 6  is delayed in the standard time t 0x  of the scan in the X-direction by a i·Δt time to make the signal V 6  H level only for a Δt time. The signal V 6  is delayed in the standard time t 0y  of the scan in the Y-direction by a j·Δt time to make the signal V 6  H level only for the Δt time. This operation is repeated while one of the keys  38 , the change-over button  40 , the repeat button  41 , the execution button  42  and the direction buttons  46  is being pushed. 
     The signal V 6  outputted by the microcomputer  66  is supplied to a signal generator  70 . The signal generator  70  outputs a 455 kHz alternate signal while the signal V 6  is H level. The 455 kHz alternate signal outputted by the signal generator  70  is amplified by an amplifier  72  to be outputted from a transmission antenna  74 . 
     The transmission antenna  74  is disposed near the touch pen holder  48 . A signal outputted by the transmission antenna  74  is received by the touch pen  50 . 
     The signal received by the touch pen  50  is inputted to the video game device through the signal cable  51 . 
     A memory (not shown) of the video game device  12  stores in advance the coordinate values (X i , Y j ) respectively assigned to the keys  38 , the change-over button  40 , the repeat button  41 , the execution button  42  and the direction buttons  46 . 
     The signal inputted to the video game device  12  is generated based on the coordinate values (X i , Y j ) assigned to the keys  38 , the change-over button  40 , the repeat button  41 , the execution button  42  and the direction buttons  46 , so that the microcomputer of the video game device  12  can detect which of the keys  38 , the change-over button  40 , the repeat button  41 , the execution button  42  and direction buttons  46  has been pushed. 
     Then, for example, the operation performed when the A key  38   a  is pushed will be explained. 
     Coordinate values (X 5 , Y 2 ), for example, are assigned to the A key  38   a.    
     For example, the A key  38   a  is pushed while a scan signal is being supplied to the antenna Y n . The signal V 5(30a)  is H level while the A key is being pushed. 
     The microcomputer  66  reads the coordinate values (X 5 , Y 2 ) assigned to the A key  38   a  when the signal V 5(38b)  in H level, and delays the signal V 6  in the standard time t 0x  of scan in the X direction by a 5·Δt time to make the signal V 6  H level for the Δt time. This operation is repeated while the A key  38   a  is being pushed. 
     The microcomputer  66  can thus make the signal V 6  H level in agreement with timing of scan signals being supplied to the antenna line X 5  and the antenna line Y 2 . 
     While the signal V 6  is kept H level, a 455 kHz alternate signal is outputted by the signal generator  70 , amplified by the amplifier  72  and outputted from the transmission antenna  74 . The 455 kHz alternate signal outputted by the transmission antenna  74  is inputted to the video game device  12  through the touch pen  50  and the signal cable  51 . 
     Thus, the tablet unit  10  generates the same signal as that generated when the touch pen  50  approached to the coordinate values (X 5 , Y 2 ) on the tablet  28  and inputs the signal to the video game device  12 . 
     The memory of the video game device  12  stores the coordinate values (X 5 , Y 2 ) assigned to the A key  38   a,  so that the microcomputer of the video game device  12  can detect that the A key  38   a  has been pushed. 
     In the same way as described above, push of the keys  38 , the change-over button  40 , the repeat button  41 , the execution button  42 , the direction buttons  46  can be detected. 
     As described above, according to the present embodiment, the table unit for inputting instruction information by approaching the touch pen to the tablet, which can be removably connected to a game device and permits operation inputs to be made by a number of keys, etc. can be provided. 
     (Virtual Experience Method) 
     Then, a virtual experience method by the use of the video game device  12  with the above-described keyboard-type tablet unit  10  connected to will be explained with reference to FIGS. 5 to  12 . FIG. 5 is an image of a personal computer communication game played by the virtual experience method according to the present embodiment, which (image) is displayed on the TV monitor screen. FIG. 6 shows images of an electronic mail game played by the virtual experience method according to the present embodiment, which (images) are displayed on the TV monitor screen. FIG. 7 shows images of a competing fighting game played by the virtual experience method according to the present embodiment, which (images) are displayed on the TV monitor screen. FIG. 8 is an image of an internet shopping game played by the virtual experience method according to the present embodiment, which (image) is displayed on the TV monitor screen. FIG. 9 shows images of a shopping game played by the virtual experience method according to the present embodiment, which (images) are displayed on the TV monitor screen. FIG. 10 shows images of a music school game played by the virtual experience method according to the present embodiment, which (images) are displayed on the TV monitor screen. FIG. 11 is an image of an internet communication game played by the virtual experience method according to the present embodiment, which (image) is displayed on the TV monitor screen. FIG. 12 shows images of a quiz game played by the virtual experience method according to the present embodiment, which (images) are displayed on the TV monitor screen. 
     When a game player turns on the video game device  12 , a menu image (not shown) is displayed on the TV monitor screen. On the menu image, menus, such as the personal computer communication game, the internet shopping game, the internet communication game, etc., are displayed. The game player operates the direction buttons  46  to select one of the menus, and gives an execution instruction by operating the execution button  42 . When the execution instruction is given, a selected game is started. 
     (Personal Computer Communication Game) 
     A personal computer communication game is for virtually experiencing personal communication through images on the TV monitor screen. When the personal computer communication game is started, as an initial display an image which enables a game player to image the personal computer communication is displayed (see FIG.  5 ). A hero A displayed lower right on the TV monitor screen plays a role of presiding over the game. A personal computer  10   a  of the hero A is connected to personal computers  100   b ,  100   c ,  100   d ,  100   e ,  100   f  of his friends B, C, D, E, F by a communication network  102 . 
     The personal computer communication game has several kinds of menus, such as the electronic mail game, the competing fighting game, etc. for enjoying virtual experiences. 
     When the electronic mail game is started, as shown in FIG. 6A, the personal computer  100   a  is displayed, and the friends B, C, D, E, F are displayed on a display  104   a  of the personal computer  100   a.  When an electronic mail has arrived from the friend B, the image of the friend B is displayed distinguishably over the other friends. 
     The direction buttons  46  are operated to select the friend B, and an execution command is given by operating the execution button  42 , as shown in FIG. 6B, an electronic mail “Birthday party at Yumiko&#39;s house next Sunday!” which informs him of the birthday of the friend C (Yumiko) is displayed. 
     When the direction buttons  46  are operated to select a cursor “OK”, and an execution instruction is given by operating the execution button  42 , as shown in FIG. 6C the display in which the hero A is facing the personal computer as displayed lower right on the TV monitor screen and guides a game player to input an electronic mail by the use of he keyboard-type tablet unit. When the game player inputs “Happy birthday, Yumiko!”, the input message is displayed on a display  104  of the personal computer  100   c  of the friend C, and the friend C can see the electronic mail. 
     Thus the game player can virtually experience the electronic mail. 
     Then, when the competing fighting game is started, as shown in FIG. 7A the personal computer  100   a  is displayed, and an electronic mail from the friend D displayed lower right is displayed on the display  104   a.  A message of the electronic mail is “I&#39;m now stronger in the Virtu-fighter, Ken! Let&#39;s play game on the personal computer communication” which induces the game player to play the game! 
     When the direction buttons  46  are operated to select the cursor “OK”, and an execution instruction is given by the execution button  42 , as shown in FIG. 7B a competing fighting game is displayed on a display  104  of the personal computer  100 , and the competing fighting game can be played. The hero A is displayed lower right on the TV monitor screen, and the friend D is displayed upper right. The game player can enjoy a realistic competing fight. The game player operates the keys  38 , the execution button  42 , the direction buttons  46 , etc. to play the game. When the game player wins the game, an electronic mail inviting the game player to the competing fight arrives (not shown). Whether or not the game is continued can be selected by operating the direction buttons  46  and the execution button  42 . 
     (Internet Shopping Game) 
     The internet shopping game is for virtually experiencing internet shopping through images on the TV monitor. On the TV monitor screen an image which enables the game player to image internet shopping is displayed as the initial display (see FIG.  8 ). An entrance  106  of a virtual shop town is displayed lower at the center, and shopping mall  108  is displayed vertically and horizontally. The hero A displayed lower right and the friend C displayed on the left side of the hero A play the role of presiding over the game. 
     When the internet shopping game is started, as the initial display the personal computer  100  is displayed, and the entrance  106  of the virtual shop town is displayed at the center of the display  104  of the personal computer  100  (see FIG.  9 A). 
     When the game player operates the direction buttons  46  to go into the shopping mall  108 , as shown in FIG. 9B a toy shop  110  is displayed. When the direction buttons  46  are operated to go into the toy shop  110 , as shown in FIG. 9C, a doll  112 , a car  114 , a robot  116 , blocks  118 , etc. are displayed on shelves of the toy shop  110 . The game player operates the direction buttons  46  to select a toy and gives an execution instruction by operating the execution button  42 , and can play with the selected toy. 
     When the doll  112  is selected, a dressing game is played, and a driving or a speed competition is played when the car  114  is selected. When the robot  116  is selected, a game in which an opponent character is attached, and a block building game can be played when the blocks  118  are selected. 
     The game player comes out of the shop and advances along the shopping mall  108 , and then a music school  120  is displayed as shown in FIG.  10 A. When the game player wants to enter the music school  120 , he operates the direction buttons  46  to enter the music school. 
     In the music school  120  there are provided an auditory class, a keyboard class, etc. 
     In the auditory class, a game in which a tone outputted from speakers of the TV monitor is identified can be played. When one of the keys  38  assigned beforehand to a tone outputted from the speakers is pushed, a display indicative of “CORRECT” is displayed, and when uncorrect one of the keys  38  is pushed, a display indicative of “UNCORRECT” is displayed (not shown). 
     In the keyboard class, one of the keys  38  assigned beforehand to tones or figures displayed on the screen is pushed, a sound can be outputted from the speakers of the TV monitor (see FIG.  10 B). 
     (Internet Communication Game) 
     In the internet communication game, internet communication is virtually experienced through images displayed on the TV monitor screen. On the TV monitor screen an image which enables the game player to image internet communication is displayed as the initial display (see FIG.  11 ). Friends G, H, I, J, K, L, M, N in foreign countries are interconnected with each other by a communication network  102 . The hero A displayed lower right plays the role of presiding over the game. 
     The internet communication game has several menus to enable virtual experience games, such as greeting words quiz, architecture quiz, etc. to be played. 
     When the greeting word quiz is started, as shown in FIG. 12A, an electronic mail “Answer my quiz!” inducing the game player to answer a quiz arrives from the friend G in the U.S.A. The game player operates the direction buttons  46  to move the cursor to “OK” and operates the execution button  42  to give an execution instruction. Then, as shown in FIG. 12B, a quiz of greeting words is presented. Japanese word, such as “Kon-nichiwa”, “Sayonara”, etc. are displayed on a left part of the display  104 , and as alternatives  124  for answers, the spells of “hello”, “goodbye”, etc. and pronunciations of “hello”, “goodbye”, etc. are displayed on a right part of the display  104 . The game player operates the direction buttons  46  and the execution button  42  to select one of the alternatives  124  to answer the quiz. 
     Correct pronunciation are outputted from the speakers of the TV monitor, and the game player pushes the repeat button  41  to repeat the pronunciation. The game player can learn English. 
     When the architecture quiz is started, as shown in FIG. 12C maps of countries  126  and illustrations  128  of famous remains and architectures of the countries are displayed. In a quiz of identifying the illustrations to the displayed countries, the friend H presents a question “Which is ours?” The game player operates the direction buttons  46  to move the cursor  130  and operates the execution button  42  to give an execution instruction to answer the question. 
     In the same way, the quiz of identifying the architectures to the countries can be enjoyed. Thus the game player can learn while enjoying the games. 
     As described above, the present embodiment can provide a virtual experience method by the use of the game device with the above-described tablet unit connected to. 
     [A Second Embodiment] 
     The keyboard-type tablet unit according to a second embodiment of the present invention will be explained with reference to FIGS. 13 to  15 . FIG. 13 is a plan view of the tablet unit according to the present embodiment, which shows receivers of a receiving antenna thereof. FIG. 14 is a block diagram of an electronic circuit of the tablet unit according to the present embodiment. FIG. 15 is a time chart of waveforms of respective part of the tablet unit according to the present embodiment. The same members of the tablet unit according to the present embodiment are represented by the same reference numbers as those of the tablet unit according to the first embodiment shown in FIGS. 1 to  12  not to repeat or to simplify their explanation. 
     A body  36  of the tablet unit  10  according to the present embodiment imitates a keyboard as does the body of the tablet unit  10  according to the first embodiment. The tablet unit  10  according to the present embodiment is the same as that according to the first embodiment in the rest except that a receiving antenna (not shown) has a plurality of receivers . A shown in FIG. 13, the tablet  28  (see FIG. 22) of a video game device  12  includes, as in the first embodiment, antenna lines X 0  to X m  and antenna lines Y 0  to Y n  arranged in a matrix. The receiving antenna of the tablet unit  10  includes two square receivers  54   a ,  54   b . When the video game device  12  is connected to the tablet unit  10 , the receiving part  54   a  comes near, e.g., coordinates (X 0 , Y 0 ), and the receiving part  54   b  comes near, e.g., coordinates (X 3 , Y 1 ). 
     In FIG. 13, for convenience, as in FIG. 2 the constituent members other than the antenna lines X 0  to X m  and the antenna lines Y 0  to Y n , and the receiving parts  54   a,    54   b  are omitted. As in the first embodiment, the intersections between the antenna lines X m  and the antenna lines Y n  are coordinates (X m , Y n ). 
     The tablet unit  10  incorporates the electronic circuit shown in FIG.  14 . The electronic circuit according to the present embodiment is the same as that of the first embodiment in the rest except that the former includes a plurality of receivers  54   a ,  54   b  of the receiving antenna. 
     Because the receivers  54   a ,  54   b  are respectively near coordinates (X 0 , Y 0 ) and (X 3 , Y 1 ), in the operation in the X direction, a signal V 4  is H level only when scan signals are supplied to the antenna lines X 0 , X 3 , and in the operation in the Y direction the signal V 4  is H level only when scan signals are supplied to the antenna lines Y 0 , Y 1 . A microcomputer  66  separately, based on a waveform of the signal V 4 , detects supply of scan signals to the antenna lines X 0  to X 3  or the antenna lines Y 0 , Y 1 . 
     The microcomputer  66 , as in the first embodiment, sets a standard time t 0x  to be a time when the signal V 4  becomes H level after an operation signal is supplied to the antenna line X 0 . The microcomputer  66  sets a standard time t 0y  to be a time when the signal V 4  becomes H level after an operation signal is supplied to the antenna line Y 0 . 
     Then, the operation performed when a 1 key  38   b  representing a number “1”, for example, is pushed will be explained. 
     Coordinates (X 5 , Y 3 ), for example, is assigned to the 1 key  38   b.    
     It is assumed that when a scan signal is supplied to, e.g., the antenna Y n , the 1 key  38   b  is pushed, a signal V 5(38b)  is H level while the 1 key  38   b  is being pushed. 
     The microcomputer  66  reads from a memory  68  coordinate values (X 5 , Y 3 ) assigned to the 1 key  38   b  when the signal V 5(38b)  becomes H level. A signal V 6  is delayed in the standard time t 0x  for scan in the X direction by 5·Δt time to make the V 6  H level for a Δt time. The signal V 6  is delayed in the standard time t 0y  for scan in the Y direction by a 3·Δt time to make the signal V 6  H level for a Δt time. This operation is repeated while one 1 key  38   b  is being pushed. 
     Thus the microcomputer  66  can make the signal V 6  H level in agreement with timing of scan signals being supplied to the antenna lines X 5 , Y 3 . 
     As in the first embodiment, while the signal V 6  is being H level, a 455 kHz alternate signal is generated by a signal generator  70 , amplified by an amplifier  72  and outputted by a transmission antenna  74 . The 455 kHz alternate signal outputted by the transmission antenna  74  is inputted to the video game device  12  through a touch pen  50  and a signal cable  51 . 
     The tablet unit  10  thus generates the same signal generated by approaching the touch pen  50  to coordinates (X 5 , Y 2 ) on the tablet  28  and inputs the signal to the video game device  12 . 
     A memory of the video game device  12  stores that the coordinate values (X 5 , Y 3 ) are assigned to the 1 key  38   b,  so that the microcomputer  66  of the video game device  12  can detect push of the 1 key  38   b.    
     In the same way push of the keys  38 , a change-over button  40 , a repeat button  41 , an execution button  42  and direction buttons  46  can be detected. 
     As described above, according to the present embodiment, the tablet unit for inputting instruction information by approaching the touch pen to the tablet, which can be removalby connected to a game device and permits operation inputs to be made by a number of keys, etc. can be provided. 
     A virtual experience method by the use of the video game device with the keyboard-type tablet according to the second embodiment connected to is the same as that according to the fist embodiment. 
     [A Third Embodiment] 
     (Telephohe-Type Tablet Unit) 
     The tablet unit according to a third embodiment of the present invention will be explained with reference to FIG.  16 . FIG. 16 is a perspective view of the tablet unit according to the present embodiment. The same members of the tablet unit according to the present embodiment as those of the tablet unit according to the first and the second embodiments shown in FIGS. 1 to  15  are represented by the same reference numbers not to repeat or to simplify their explanation. 
     As shown in FIG. 16, the table unit  200  according to the present embodiment is characterized in that the tablet unit imitates a telephone. The tablet unit  200  includes a body  202  imitating a telephone and is connected to a video game device  12  which is an image device. 
     Push buttons  204  are arranged in a matrix at the center of the tablet unit  200 . A handset holder  205  is disposed on the left side of the push buttons  204  and holds a handset  206 . 
     A change-over switch  208  for switching between a speaker (not shown) of a TV monitor and a speaker (not shown) of the handset is disposed on the foreground below the push buttons  204 . A Japanese button  209  for changing English voices to Japanese voices is disposed on the left side of the change-over button  208 , and an echo button  210  for echoing voices is disposed on the left side of the Japanese button  209 . A speaker  212  for outputting call sounds, etc. is disposed on the right side of the changeover button  208 . 
     A touch pen holder  214  is disposed on the right side of the push buttons  204 . The touch pen  214  holds a touch pen  216 . A signal cable  218  connects the touch pen  216  to a signal input terminal (not shown) of the video game device  12 . 
     A video signal cable  220  connects a video output terminal (not shown) of the video game device  12  to a video input terminal (not shown) of the TV monitor. 
     An audio signal cable  222  connects an audio output terminal (not shown) of the video game device  12  to an audio input terminal (not shown) of the tablet unit  200 . 
     An audio signal cable  224  connects an audio output terminal (not shown) of the tablet unit  200  to an audio input terminal (not shown) of the TV monitor. 
     As described above, according to the present embodiment, the table unit for inputting instruction information by approaching the touch pen to the tablet, which can be removably connected to a game device and permits operation inputs to be made by a number of keys, etc. can be provided. 
     The tablet unit  200  according to the present embodiment is the tablet  10  according to the first or the second embodiment formed in a telephone. The tablet unit  200  according to the present embodiment has the same operation as the tablet unit according to the first or the second embodiment, and the operation is not explained here. 
     (Virtual Experience Method) 
     Next, the virtual experience method by the use of the video game device  12  connected to the tablet unit  200  according to the present embodiment will be explained with reference to FIGS. 17 to  21 . FIG. 17 shows images of a telephone game by the virtual experience method according to the present embodiment, which are displayed on the TV monitor screen. FIG. 18 is a display of an electronic calculator game by the virtual experience method according to the present embodiment, which is displayed on the TV monitor screen. FIG. 19 is a display of a keyboard game by the virtual experience method according to the present embodiment, which is displayed on the TV monitor screen. FIG. 20 is a display of a sound identifying game by the virtual experience method according to the present embodiment, which is displayed on the TV monitor screen. FIG. 21 is a display of an English hearing game by the virtual experience game according to the present embodiment, which is displayed on the TV monitor screen. The same members of the virtual experience method according to the present embodiment as those of the tablet unit according to the first and the second embodiment shown in FIGS. 1 to  15  and the virtual experience method according to the tablet unit are represented by the same reference numbers not to repeat or to simplify their explanation. 
     By the video game device  12  connected to the tablet unit  200  virtual experiences, such as a TV telephone game, a number quiz game, an electronic calculator game, a tone quiz game, a keyboard game, a karaoke game, a pronunciation game, a voice register game, an international telephone game, etc. can be enjoyed. 
     (TV Telephone Game) 
     First, the virtual experience method for the TV telephone game will be explained. 
     In the TV telephone game, on the TV monitor screen (not shown), a friends Q, R, S and T, and their telephone numbers “123”, “345”, “567” and “789” are displayed (see FIG.  17 A). 
     A game player can play a game of phoning the friends Q, R, S, T. For example, when the game player takes up the handset  206  and pushes the phone number “123” of the friend Q, the friend Q is distinguishably displayed, and call sounds are outputted from a speaker (not shown) of the TV monitor (not shown). 
     After a while, the image shown in FIG. 17B in which the friend Q holds the handset  226  is displayed on the TV monitor screen, and concurrently therewith the call sounds are stopped. 
     When the game player speaks in the handset  206 , his voices are outputted from the speaker of the TV monitor. The friend Q displayed on the TV monitor screen often nods in accordance with the game player&#39;s voices. 
     The game player can play the game of receiving calls from the friends Q, R, S and T. For example, when the game player receives a call from the friend R (not shown), call sounds are outputted from the speaker  212 . When the game player takes up the handset  206 , the call sounds are stopped, and voices of the friend R are outputted from the speaker (not shown) of the handset  206 . 
     The friend R can present, e.g., a quiz. The quiz can be answered by pushing the push button  204 . An answer being correct or uncorrect may be indicated on the TV monitor, or may be outputted from the speaker of the TV monitor or that of the handset  206 . 
     (Number Quiz Game) 
     Then, the virtual experience of the number quiz game will be explained. 
     In the number quiz game, a character (not shown) is displayed on the TV monitor screen, and the character present number quizes. The quizes are auditorily presented and are outputted from the speaker of the TV monitor or that of the handset  206 . 
     The game player presses the push buttons  204  to answer the quizes. 
     An answer being correct or erroneous may be indicated on the TV monitor, or may be outputted from the speaker of the TV monitor or that of the handset  206 . 
     (Electronic Calculator Game) 
     Then, the virtual experience method for the electronic calculator game will be explained. 
     In the electronic calculator game, on the TV monitor screen, fruits  228  to be counted and an electronic calculator are displayed (see FIG.  18 ). 
     Those of the fruits  228  to be counted are distinguishably displayed, and the game player counts a number of the distinguishably displayed fruits  228  and pushes a push button  204  corresponding to a counted number. A value of the pressed push button  204  is displayed on a display  232  of the electronic calculator  230 . 
     When the game player has made a correct answer, those of the fruits  228  to be next counted are distinguishably displayed. When the game player has made an erroneous answer, the distinguished display is not shifted, and a buzzer sound indicative of error is outputted from the speaker of the TV monitor. 
     The game player goes on correctly answering numbers of the fruits  228 , and a calculated result is displayed on the display  232 . 
     As described above, the game player can learn how to use an electronic calculator and the basic concept of addition and subtraction while playing. 
     (Tone Quiz Game) 
     Then, the virtual experience method for the tone quiz game will be explained. 
     In the tone quiz game, a character (not shown) displayed on the TV monitor screen plays a tone by a musical instrument, the tone is outputted from the speaker of the TV monitor, and the game player pushes the push button  204  corresponding to the tone to answer the quiz. 
     Tones are in advance assigned to the respective push buttons  204 . 
     Correctly or erroneously answering the quiz may be displayed on the TV monitor or outputted from the speaker of the TV monitor or the speaker of the handset  206 . 
     (Keyboard Game) 
     Next, the keyboard game will be explained. 
     In the keyboard game, as shown in FIG. 19, a musical score  234  and musical notes  236  are displayed on the TV monitor screen. Under the musical notes  236 , numbers  238  are displayed respectively. 
     The game player pushes the push buttons  204  in accordance with numbers  238  displayed on the screen, and sounds are outputted from the speaker of the TV monitor. 
     Thus the game player can play music. 
     (Karaoke Game) 
     Then the karaoke game will be explained. 
     In the karaoke game, the handset  206  is used as a microphone. Voices of the game player inputted through the handset  206  are outputted from a speaker  212  of the tablet unit  200  or the speaker of the TV monitor. 
     As a words (not shown) is displayed on the TV monitor, and an accompanying melody is outputted is outputted from the speaker of the TV monitor. 
     An echo button  210  is pushed to turn on/off echo, which makes Karaoke Game realistic. 
     (Pronunciation Game) 
     Then, the pronunciation game will be explained. 
     In the pronunciation game when the game player pronounces letters or illustrations presented as questions, correctness or error can be visible. 
     First, on the TV monitor screen quiz contents, letter (not shown), illustrations (not shown) or others are displayed. When the game player inputs correct pronunciation of the letters or illustrations in the handset  206 , the pronunciation being correct or erroneous is judged by an audio recognition circuit provided in the tablet unit  200 . 
     The game player&#39;s pronunciation being correct or erroneous may be displayed on the TV monitor screen, or may be outputted from the speaker of the TV monitor or that of the handset  206 . 
     Contents of the quiz are not essentially letters or illustrations but may be pronounced by a character (not shown) displayed on the TV monitor screen. When the game player follows a pronunciation of the character, correctness or error is judged based on his pronunciation. 
     (Voice Register Game) 
     Then the voice register game will be explained. 
     In the voice register game specific words are registered corresponding to characters displayed on the TV screen, and when the game player speaks the specific words, the characters response to the spoken specific words. 
     On the TV monitor screen as shown in FIG. 20, a dog  240 , a cat  242 , a bird  244 , a person  246 , a flower  248 , a tree  250 , a house  252 , etc. are displayed. 
     The game player operates the direction buttons  24  and the execution button  26  to move the cursor  254  to command, e.g., the dog  240 . When the game player inputs “Pochi” in the handset  206  and operates the execution button  26  to register the voice, the voice for the dog  240  can be registered. Following the register, when the game player calls “Pochi”, the dog runs about, crying. 
     When other game players call “Pochi”, if their intonations and pronunciations are different from the registered voice, the dog does not react to their calls. The game player can thus be satisfied with his own pet. 
     (International Telephone Game) 
     Then, the international telephone game will be explained. 
     In the international telephone game, the message of a telephone call from a foreign country can be changed between two languages, e.g., the Japanese language and the English language. 
     Here is an international telephone call from, e.g., the U.S.A. When the game player takes up the handset  206 , a friend U in the U.S.A. having a handset  256  held on an ear, and a national flag  258  are displayed on the TV monitor screen. “Good morning” in English can be heard first from the speaker of the handset  206  held by the game player on an ear. It is assumed that the game player cannot understand English. When the game player pushes the Japanese language button  209 , a Japanese word “Ohayogozaimasu” can be heard. 
     An English word and a Japanese word are thus corresponded to each other, which enables the game player to learn the languages. 
     The voices may be outputted from the speaker of the TV monitor. 
     As described above, the video game device with the tablet unit according to the present embodiment connected to can provide the virtual experience method. 
     (Modifications) 
     The present invention is not limited to the above-described embodiments and can cover other various modifications. 
     In the first embodiment, for example, the receiving antenna  54  may have any shape as long as the shape has an X-direction length and a Y-direction length which are different from each other, and the signal V 4  has different waveforms between the X-direction and the Y-direction. 
     In the second embodiment, for example, an interval between the receivers  54   a  and  54   b  in the X-direction is different from that in the Y-direction, and the signal V 4  has different waveforms between the X-direction and the Y-direction. 
     In the second embodiment, for example, the receivers  54   a ,  54   b  may have any shape as long as the signal V 4  has different waveforms between the X-direction and the Y-direction. 
     The body of the table unit may imitate any object, e.g., a keyboard, an electronic calculator, etc. 
     The virtual experience method using a game device connected to the tablet unit may be nay virtual experience method, such as chat.