Patent Publication Number: US-2004048666-A1

Title: Wireless game device and method for using the same

Description:
BACKGROUND OF THE INVENTION  
       [0001] Conventional video games often require the player to use control mechanisms, such as a joystick or keyboard, which must be wired to the video game console or software to command and play the video game. A player of these conventional video games is not actively participating in the play of the video game other than operating the joystick or keyboard. Additionally, the display of conventional video games is sometimes confined to a small display screen provided with the video game console.  
       SUMMARY OF THE INVENTION  
       [0002] Accordingly, an object of the present invention is to provide a game device that enables playing of an electronic game via wireless commands, thus avoiding direct connection to the game device.  
       [0003] Another object of the present invention is to provide a game device that allows the player of an electronic game to actively and more realistically participate in the play of the game.  
       [0004] Yet another object of the present invention is to provide a game device that allows the movements of a player of an electronic game to be incorporated into the game.  
       [0005] Still another object of the present invention is to provide a game device that displays the movements of the player and the electronic game on a television screen.  
       [0006] The foregoing objects are basically attained by a game device for wireless communication with an electronic game and a method for using the same. The game device and method employ a main body including first and second light emitting members disposed on the main body and retained by first and second supports, with each of the first and second supports including an open portion allowing concentrated beams of light to emit from the first and second light emitting members, respectively, in first and second substantially different axial directions, respectively, for communicating with the electronic game.  
       [0007] The foregoing objects are also attained by a game device for wireless communication with an electronic game and a method for using the same, each employing a main body including, an inner compartment, a first infrared light emitting member disposed in the inner compartment and retained by a first support with an open portion, and a first motion sensor disposed on the main body and electrically connected to the first infrared light emitting member for triggering the first infrared light emitting member to emit a concentrated beam of infrared light through the open portion of the first retainer in a first axial direction for communication with the electronic game.  
       [0008] The foregoing objects are also attained by a game device for wireless communication with an electronic game, and method for using the same, each employing a main body including, a first light emitting member disposed on the main body and retained by a first support with an open portion, and first and second motion sensors disposed on the main body and electrically connected to the first light emitting member for triggering the first infrared light emitting member to emit a concentrated beam of infrared light through the open portion of the first support in a first axial direction for communication with the electronic game, the first and second motion sensors oriented in first and second substantially perpendicular planes, whereby the first and second motion sensors detect motion of the main body in both the first and second planes.  
       [0009] The foregoing objects are also attained by a game device for wireless communication with an electronic game, and method for using the same, each employing a main body including, an inner compartment, first, second and third infrared light emitting members disposed on the main body and retained by first, second and third substantially cylindrical casings, respectively, each of the first, second and third supports including an open end allowing concentrated beams of infrared light to emit from the first, second and third light emitting members, respectively, in first, second and third axial directions, respectively, each of the first, second and third axial directions being substantially different from one another, and first and second motion sensors disposed in the inner compartment of the main body and electrically connected to the first and second infrared light emitting members for triggering the infrared light beams for communication with the electronic game, the first and second motion sensors having first and second planar surfaces with the first planar surface being substantially perpendicular to the second planar surface, whereby the first and second motion sensors detect motion of the main body in both first and second planes defined by the first and second planar surfaces, respectively.  
       [0010] Other objects, advantages and salient features of the invention will become apparent from the following detailed description, which, taken in conjunction with annexed drawings, discloses a preferred embodiment of the present invention. 
     
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
     [0011] Referring to the drawings which form a part of this disclosure:  
     [0012]FIG. 1 is a perspective view of wireless game devices in accordance with an embodiment of the present invention, showing a player using the game devices to play an electronic game through a console and displayed on a television;  
     [0013]FIG. 2 is a detailed front perspective view of a wireless game device illustrated in FIG. 1, showing the orientation of light emitting members and motion sensors with respect to the game device;  
     [0014]FIG. 3 is a detailed perspective view of one of the light emitting members illustrated in FIG. 2;  
     [0015]FIG. 4 is a different perspective view of the wireless game device illustrated in FIGS. 1 and 2, showing the orientation of the light emitting members and the motion sensors with respect to the game device;  
     [0016]FIG. 5 is a top plan view of the wireless game device illustrated in FIGS.  1 , and  4 ;  
     [0017]FIG. 6 is an exploded rear elevational view of the wireless game device illustrated in FIGS. 1, 2 and  4 , showing the orientation of the light emitting members; and  
     [0018]FIG. 7 is a diagrammatic view of an example of components of the wireless game device illustrated in FIGS. 1, 2 and  4  according to an embodiment of the present invention, showing an example of the electrical connection between a microprocessor of the game device and the light emitting members and the motion sensors. 
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT  
     [0019] Referring to FIGS.  1 - 7 , a game device  10  in accordance with an embodiment of the present invention is used for playing an electronic game, preferably a boxing video game, displayed on a video screen, such as a screen of a television  14 , through a console  16 . Console  16  includes a central processing unit employing and usable with software for running the video game, and a sensor  18  that receives wireless commands from game device  10  to play the video game. Preferably, game device  10  has a shape and appearance of a boxing glove and is worn by a player  20  of the video game, as best seen in FIG. 1. To facilitate description of the present invention, game device  10  is illustrated as a right handed boxing glove. However, a second game device  12  (see FIG. 1) that has the shape and appearance of a left handed boxing glove is also preferably used to play the video game.  
     [0020] Game devices  10  and  12  allow the player  20  to play the boxing video game simply by throwing punches with game devices  10  and  12  placed on the right and left hands of player  20 . When player  20  throws punches while boxing, sensor  18  receives and recognizes wireless commands or communications from devices  10  and  12  corresponding to the types of punches thrown. Sensor  18  is adapted to communicate with the central processing unit of console  16  and the software of the video game to display the punches of player  20  on the television  14 . Thus, as a player  20  is boxing, the player&#39;s thrown punches are incorporated into the play of the video game simulating boxing with another person and displayed on television  14 .  
     [0021] As best seen in FIGS.  2 - 7 , in general, game device  10  includes first, second, third and fourth light emitting members  22 ,  24 ,  26  and  28 , such as light emitting diodes (LEDs), which communicate to console  16  the type of boxing punch thrown by the player  20 , and first and second motion sensors  30  and  32  that trigger the light emitting members  22 ,  24 ,  26  and  28 . Although LEDs are preferably used with game device  10 , any known type of light source or other suitable energy source can be used with light emitting members  22 ,  24 ,  26  and  28 . Game device  12  is the identical or substantially the identical mirror image of game device  10  and therefore only game device  10  will be described in detail.  
     [0022] More specifically, game device  10  includes a main body  34  that covers the player&#39;s  20  forearm near the wrist and hand and a hand grip  36  at the end of main body  34 . Main body  34  has a base  38  and a cover  40  attached in any known manner, such as by screws or adhesive. Base  38  and cover  40  form an inner compartment  42  for receiving first, second, third and fourth light emitting members  22 ,  24 ,  26  and  28  and at least one of first and second motion sensors  30 .  
     [0023] Main body  34  is made up of first, second and third portions  44 ,  46  and  48 , as seen in FIGS. 2, 4 and  6 . First portion  44  is located near hand grip  36  and defines a first free edge wall  50  spaced from hand grip  36 . A curved arm  52  extends from a side  54  of first portion  44  and terminates at a free end  56 . Second portion  46  extends from first portion  44  opposite first free edge wall  50  and terminates at a second free edge wall  58 . Third portion  48  extends along a common side  60  of first and second portions  44  and  46  opposite curved arm  52  and between first and second free edge walls  50  and  58  of first and second portions  44  and  46 , respectively. Third portion  48  includes first and second sections  62  and  64  extending from first and second portions  44  and  46 , respectively, and terminating at a free side edge wall  66 . First and second sections  62  and  64  are curved to cover the outer side of the player&#39;s hand and forearm near the wrist. First section  62  of third portion  48  includes a connection end  70  for connecting to hand grip  36 . A substantially semi-circular opening  68  is defined between first section  62  of third portion  48 , first portion  44  and curved arm  52  for accommodating both hand grip  36  and the player&#39;s hand gripping hand grip  36 .  
     [0024] As seen in FIGS.  2 - 6 , hand grip  36  includes a substantially cylindrical member  72  that is hollow for receiving one of the first and second motion sensors  30  and  32 . Hand grip  36  includes first and second end walls  74  and  76  that are connectable to curved arm  52  at freed end  56  and third portion  48  at connection end  70 .  
     [0025] As seen in FIGS. 2, 4 and  6 , first, second, third and fourth light emitting members  22 ,  24 ,  26  and  28  are received within inner compartment  42  of game device  10  and positioned to radiate or communicate to console  16  the type of punch thrown by player  20 . In particular, each light emitting member  22 ,  24 ,  26  and  28  is positioned on device  10  so that console  16  and sensor  18  can recognize the type of punch being thrown. First light emitting member  22  is generally centrally oriented on main body  34  where first and second portions  44  and  46  meet. Second light emitting member  22  is generally oriented at the first section  62  of third portion  48  at the connection point of third portion  48  and hand grip first end wall  74 . Alternatively, second light emitting member  22  is disposed on hand grip first end wall  74 . Third light emitting member  24  is oriented at third portion  48  near the junction point of first and second sections  62  and  64  of third portion  48  and adjacent free side edge wall  66  of third portion  48 . Fourth light emitting member  28  is located a second section  64  of third portion  48  near second edge wall  58 . Although these are the preferred orientations of light emitting members  22 ,  24 ,  26  and  28 , they can be positioned anywhere on either main body  34 , hand grip  36  or both in any desired orientation to communicate with console sensor  18 .  
     [0026] Each of first, second, third and fourth light emitting members  22 ,  24 ,  26  and  28  include supports or casings  80 , as best seen in FIGS. 2 and 3 (FIG. 3 shows only one light emitting member  22  and one casing  80 ), preferably on the inner surface of base  38 . Each casing  80  is substantially cylindrical and preferably includes an attachment wall  82  for mounting each first, second, third and fourth light emitting members  22 ,  24 ,  26  and  28  in a respective casing  80 . An open portion or end  84  of each casing allows light to radiate therethrough from the respective bulb  83  of each light emitting member  22 ,  24 ,  26  and  28 . Each of the first, second, third and fourth light emitting members  22 ,  24 ,  26  and  28  with casing  80 , respectively, emit a concentrated beam of light through open end  84  of each casing  80 . The shape of casing  80  acts to form a more concentrated light beam and light radiates from each bulb  83  of each light emitting member  22 ,  24 ,  26  and  28 . Although, casing  80  is preferably used to support each light emitting member  22 ,  24 ,  26  and  28 , any type of support or mounting can be used to secure each member  22 ,  24 ,  26  and  28  in place. Preferably, each light emitting member  22 ,  24 ,  26  and  28  uses infrared light, thereby allowing the light beams to penetrate main body  34  and hand grip  36 , which are preferably made of plastic. However, light emitting members  22 ,  24 ,  26  and  28  can use non-infrared light and can also be mounted on the outside of main body  34  and  36  if desired.  
     [0027] As seen in FIG. 2, first light emitting member  22  radiates a beam of light in a first axial direction  86 , second light emitting member  24  radiates a beam of light in a second axial direction  88 , third light emitting member  26  radiates a beam of light in a third axial direction  90  and fourth light emitting member  28  radiates a beam of light in a fourth axial direction  92 . Each beam of light radiating in a respective axial direction  86 ,  88 ,  90 ,  92  represents the type of punch thrown while the player  20  is boxing, such as a jab, hook or uppercut, and is received by sensor  18  of console. For example, the light emitted from first light emitting member  22  can represent an uppercut, the light emitted from second light emitting member  24  can represent a hook, the light emitted from third light emitting member  26  can represent a jab and the light emitted from fourth light emitting member  28  can represent uppercut. However, each light emitting member  22 ,  24 ,  26  and  28  can represent any type of punch, respectively.  
     [0028] Preferably, each axial direction  86 ,  88 ,  90  and  92  is different from one another. For example, first axial direction  86  and second axial direction  88  are generally perpendicular to one another and first and third axial directions  86  and  90  are generally parallel but extending in opposite directions. Fourth axial direction  92  is acutely angled from first axial direction  88 . However, first, second, third and fourth axial directions can be oriented and angled in any fashion appropriate to communicate to console sensor  18  the movement of game device  10 .  
     [0029] As seen in FIGS. 2 and 4, first and second motion sensors  30  and  32  act to trigger first, second, third and fourth light emitting members  22 ,  24 ,  26  and  28  upon movement of game device  10 . First and second motion sensors  30  and  32  are located in first and second planes that are preferably substantially perpendicular to one another to allow motion detection in more than one plane. Each motion sensor  30  and  32  is a conventional piezo motion sensor, but can be any type of motion sensor as known in the art. First motion sensor  30  has a substantially disc shape with a main planar surface  94  lying in the first plane defined along axis  96 , as best seen in FIG. 2. First motion sensor  30  is preferably mounted to the inner surface of base  38  in inner compartment  42  near the junction of first and second portions  44  and  46  of main body and close to first light emitting member  22 . Second motion sensor  32  also has a substantially disc shape with a main planar surface  98  lying in the second plane defined along axis  100  and substantially perpendicular to the first plane. Second motion sensor  32  is preferably mounted centrally within hand grip cylindrical member  72 . Any type of mounting mechanism can be used to secured first and second motion sensors  30  and  32  such as screws, brackets or adhesive, as long as the main planar surfaces  94  and  98  are in different planes. Motion sensors  30  and  32  can also be secured to the outside of either main body  34  and hand grip  36 , respectively, instead of within inner compartment  42 .  
     [0030] A microprocessor  102  electrically connected to a power source  104 , such as a battery, is preferably disposed within inner compartment  42  and mounted on base  38  at the second section  64  of the main body third portion  48 , as best seen in FIG. 4. Microprocessor  102  is electrically connected to each light emitting member  22 ,  24 ,  26  and  28  and motion sensors  30  and  32 , as seen in FIG. 7. Microprocessor  102  is programmed to energize on all light emitting members  22 ,  24 ,  26  and  28  upon motion being detected by motion sensors  30  and  32 . Also, microprocessor  102  provides codes to each member  22 ,  24 ,  26  and  28 , that are already programmed into microprocessor  102 , and are received and recognized by console sensor  18  and by the console central processing unit, as corresponding to a type of punch.  
     [0031] Each code is a particular on/off pulse sequence of light within a predetermined amount of time. Thus, each light emitting member  22 ,  24 ,  26  and  28  will radiate their respective light beam in a particular on and off sequence for a period of time to communicate with console  16  which punch is being thrown by the player  20 . Preferably, each code or sequence is made up of 4 groups of 2 on/off pulses for a predetermined about of time. For example, if “on” and “off” are represented by “+” and “−” then one code for an uppercut punch could be [+−; −−; +−; −−] with each group of 2 on/off pulse lasting for a period of 3.5 milliseconds for a total of 14 milliseconds. Any combination of on/off pulses can be used for each punch as long as a different code is assigned to each type of punch. Since there are three different types of punches, i.e. an uppercut, hook and jab, three different codes or pulse sequences are programmed into microprocessor  102  for each punch and respective light emitting member. Because first and fourth light emitting members  22  and  28  preferably represent the same punch, i.e. uppercut, only one code is provided to both of these light emitting members. FIG. 7 illustrates examples of different codes selected for each light emitting member  22 ,  24 ,  26  and  28  and representing either an uppercut, hook or jab. Also, it is preferable to use different codes for the right and left handed game devices  10  and  12 . Thus, if there are three different types of punches for each of the right and left handed game devices  10  and  12 , six different codes or pulse sequences are programmed into the microprocessor of each device for providing the appropriate code or pulse sequence to each light emitting member.  
     [0032] Game device  10  can optionally include a switch  106  that represents a block thrown by the player  20  rather than a punch. Switch  106  includes a button  108  located in first section  62  of main body third portion  48  and operates an electrical switch preferably disposed on hand grip first end wall  74  and electrically connected to microprocessor  102 . Switch  106  is connected to at least one of light emitting members  22 ,  24 ,  26  and  28 , such as first light emitting member  22 , through microprocessor  102 , as best seen in FIGS. 2 and 7. When button  106  is depressed by the player  20 , switch  106  communicates that a block is being thrown to the microprocessor  102  which provides an appropriate pulse code, in the same manner as described above, to first light emitting member  22 . The pulse code or sequence for the block is different than the pulse codes assigned to an uppercut, hook or jab, as described above. Block switch  106  can be connected to more than one light emitting member, such as to both first and fourth light emitting members  22  and  28 , as seen in FIG. 7.  
     Operation  
     [0033] Referring to FIGS.  1 - 7 , game devices  10  and  12  operate using wireless commands to communicate with the central processing unit of console  16  allowing a player  20  to play the video game programmed into the central processing unit and display it on television  14 . The player&#39;s  20  boxing punches are incorporated into the video game substantially simultaneously with the player&#39;s movements. Game devices  10  and  12  are placed on the right and light hands of the player  20 , respectively, by inserting the player&#39;s  20  hands through openings  68  between hand grip  36  and main body  34  of each device  10  and  12 . Player  20  can then grab hand grip  36  of each game device  10  and  12 . A strap  110  attached to cover  40  and having hook and loop fasteners  112  thereon can be used with each game device  10  and  12  to secure the devices to the player&#39;s  20  hands. Console  16  is placed in front of television  14  and at the feet of player  20  with sensor  18  generally facing the player  20 , as seen in FIG. 1.  
     [0034] Upon movement of the player  20 , motion sensors  30  and  32  in each device  10  and  12  will trigger, via microprocessor  102 , each light emitting member  22 ,  24 ,  26  and  28  of each game device  10  and  12  to turn on. Microprocessor  102  provides the appropriate pulse code sequence to each light emitting member  22 ,  24 ,  26  and  28  corresponding to a punch, as seen in FIG. 7. As the player boxes and throws a particular punch using either device  10  and  12 , sensor  18  will receive and recognize the light beam from the light emitting member  22 ,  24 ,  26  or  28  representing that punch, because the particular pulse code or sequence radiating from the light emitting member communicates the type of punch to sensor  18  and the central processing unit, as discussed above. The cylindrical shape of casing  80  provides a concentrated light beam from the respective light emitting member, thereby facilitating communication with console sensor  18 . The central processing unit of the console  16  then incorporates that punch into the video game and displays the same on the television  14 . The same is done for every punch thrown by player  20 , thereby simulating a boxing match of player  20  with another person.  
     [0035] For example, if first and fourth light emitting members  22  and  28  represent an uppercut punch, and player  20  throws an uppercut, either the light beam radiating from first emitting member  22  in the first axial direction  86  or the light beam radiating from fourth emitting member  28  in the fourth axial direction  92  will be sensed and received by console sensor  18 . Because first and fourth light emitting members  22  and  28  are assigned a unique pulse code for an uppercut and radiate the same, the uppercut will be recognized by the sensor  18  and the central processing unit of console  16  and incorporated into the video game and displayed on television  14 . Similarly, if second and third light emitting members  24  and  26  represent a hook and a jab, respectively, and player  20  throws either a hook or a jab, console sensor  18  and the central processing unit will recognize the pulse sequence of either a hook or a jab and incorporate it into the video game being display on the television  14 . The player  20  can also depress switch  106  representing a block with one or more of the light emitting members  22 ,  24 ,  26  and  28  radiating the unique pulse sequence of a block to sensor  18  and the central processing unit of console  20  to be incorporated into the game.  
     [0036] While a particular embodiment has been chosen to illustrate the invention, it will be understood by those skilled in the art that various changes and modifications can be made therein without departing from the scope of the invention as defined in the appended claims. For example, game device  10  can be used with other types of games such as sword play or baseball. In the case of either sword play or baseball, the video game would simulate player  20  having a sword fight with another person or hitting a baseball with a baseball bat. Game device  10  would be shaped like a sword or baseball bat, respectively, with each light emitting member  22 ,  24 ,  26  and  28  being oriented to communicate the movement of the sword or swinging of the baseball bat in the same manner as described above.