Patent Publication Number: US-2021178250-A1

Title: Electronic Motion Sensing Devices and Method of Operating Same

Description:
This patent application is a continuation-in-part patent application of a United States patent application having application Ser. No. 15/238,307, filed Aug. 16, 2016, the disclosure of which is expressly incorporated herein by reference. 
    
    
     BACKGROUND ART 
     1. Field of the Invention 
     The invention relates to portable electronic motion sensing devices. More particularly, the invention relates to methods for calculating motion or position data for the portable electronic motion sensing devices. A method to combine images of computer game play or an application screen along with images or video game player or user of the application on the observers smart device is provided. 
     2. Description of the Related Art 
     Very few games or gaming devices for children are designed to make the participants move about. Those that may encourage activity are not social because they are typically too big to move easily. In a day and age where the lure of electronics makes it difficult for a child to be active and social at the same time. 
     One example of a product that attempts to mimic real life activity is the Nintendo Wii console. It has a game wand and a console that is attached to a monitor, such as television. One or two players can play at a time. While the Nintendo Wii encourages the players to be active, the limitations of the system include its inability to work without a monitor and, as such is not very mobile to work where the children are playing. Further, the wand has limited accuracy as to the movements being made by the player allowing the player to mimic the necessary movement with little real movement. 
     SUMMARY OF THE INVENTION 
     A method utilizes an electronic motion sensing device to calculate motion using motion data collected by a motion sensor. The method begins with the step of collecting the motion data using the motion sensor. Output data is then calculated from the motion data. Combined data is created by combining the output data with the motion data. The combined data is compared to known data patterns. It is then determined whether a trigger event has occurred. If so, a frame of reference is set for calculating the output data to be used by the electronic motion sensing device after the trigger event occurs. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       Advantages of the invention will be readily appreciated as the same becomes better understood by reference to the following detailed description when considered in connection with the accompanying drawings, wherein: 
         FIG. 1  is a top view of one embodiment of the invention; 
         FIG. 2  is a bottom view of the invention with a bottom plate removed; 
         FIG. 3  is a side view of the invention; 
         FIG. 4  is a top view of an alternative embodiment of the invention attached to an article of clothing; 
         FIG. 5  is a schematic view of the alternative embodiment of the invention showing various electronic components; 
         FIG. 6  is a logic chart of an operation of the invention; 
         FIGS. 7 through 10  shows various screenshots of games as viewed on a smart device paired with one embodiment of the invention; and 
         FIGS. 11 a  and 11 b    are side-by-side illustrations showing the invention operating in a virtual reality-styled game environment. 
         FIG. 12  is a top view of a second embodiment of the invention strapped to a user&#39;s hand; 
         FIG. 13  is a top view of the second embodiment of the invention secured to a user&#39;s shoe; 
         FIG. 14  is a perspective view of a third embodiment of the invention embedded in a host device with an external computing device secured to the host device; 
         FIGS. 15 a -15 d    are graphs of data relating to motion of an electronic motion sensing device; 
         FIG. 16  is a logic chart of one embodiment of the inventive method; 
         FIGS. 17 a  and 17 b    are top views of the second embodiment of the electronic motion sensing device; 
         FIG. 17 c    is a side view of the second embodiment; 
         FIG. 17 d    is a front view of the second embodiment; 
         FIGS. 18 a  through 18 b    represent an external computing device showing a screen while communicating with the invention and a player using the combination of the external computing device and the invention, respectively; 
         FIGS. 19 a  through 19 b    represent an external computing device showing a screen of a game at a later state in time while communicating with the invention and a player using the combination of the external computing device and the invention, respectively; 
         FIGS. 20 a  through 20 b    represent an external computing device showing a screen of a game at an even later state in time while communicating with the invention and a player using the combination of the external computing device and the invention, respectively; 
         FIGS. 21 a  and 21 b    is a top view of one embodiment of the invention secured to a wrist of a user; 
         FIG. 22  is a logic chart of a method to orient one embodiment of the invention; 
         FIG. 23  is an exploded view of a second inventive method being used with first and second external computing devices; 
         FIG. 24  is a block diagram of two external computing devices operating according to the inventive method shown in  FIGS. 25 a  and 25 b   ; and 
         FIGS. 25 a  and 25 b    are logic charts of an inventive method for superimposing an image over another during a game situation. 
     
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     Referring to  FIG. 1 , one embodiment of the inventive assembly is generally indicated at  20 . The assembly  20  is a game communication assembly or device  20 . Generally, the game communication assembly  20  is of unitary construction and includes a housing  22  that covers all of the game communication assembly  20 . The housing  22  is transparent allowing one to view all of the components inside the housing  22 . It should be appreciated by those skilled in the art that the housing  22  may be translucent or opaque, depending on the desired aesthetic for a particular unit. 
     Inside the housing  22 , the game communication assembly  20  includes a printed circuit board (PCB)  24 . The PCB  24  is the structure to which all of the electronic components of the game communication assembly  20  will be connected. The PCB  24  extends out to the edges of the housing  22  and partially held in place by the side walls  26  that form a portion of the housing  22 . Other structures formed with the housing  22  to hold the PCB  24  in place are not shown. While the invention is shown with a single PCB  24 , one skilled in the art should appreciate that some configurations may include more than one PCB  24 . 
     Referring to  FIGS. 2 and 3 , the game communication assembly  20  includes a power source  28  to power the components within the housing  22 . In the embodiment shown, two AAA batteries  28  are housed within the housing  22  and have electrical connections to provide electrical power to the components mounted to the PCB  24 . The batteries  28  may be a different size and they may be rechargeable. A charging port (not shown) may allow the batteries  28  (or cells) to be charged in situ. 
     The housing  22  includes a removable panel  30  to access the batteries  28  and the PCB  24 . A chord  34  may extend out of the housing  22 . The chord  34  may include a string of LEDs  35  that emit light in a programmed manner based on the mode in which the game communication assembly  20  is operating. The chord  34  may serve as a shoelace for a shoe (not shown). It should be appreciated by those skilled in the art that the game communication assembly  20  could also be embedded in other articles of clothing such as shoes, gloves, hats, shirts, pants and the like. 
     The housing  22  also includes a fastener  32  to fasten the game communication assembly  20  to an article of clothing  38 , best seen in  FIGS. 11 a  and 11 b   . It should be appreciated by those skilled in the art that the fastener may be a clip as shown, or any other device suitable for securing the game communication assembly  20  to the article of clothing  38 , which may also be a shoe, a sock, a hat, a visor, a shirt, a belt and the like. 
     Referring back to  FIG. 1 , the PCB  24  is shown to have a voltage regulator  36 . The voltage regulator  36  receives power from the power source  28  and provides power to the rest of the components on the PCB  24 . LEDs  40  are illuminated based on the programming of the game communication assembly  20  and the game played by the user, both of which will be discussed in greater detail subsequently. In one embodiment, the voltage regulator  36  is produced by myRata, Inc. having part number LXDC2HN33A. The LEDs  40  may emit a single wavelength of light or multiple ranges of wavelengths and will be programmed appropriately for proper illumination. 
     A sensor  42  is electrically connected to the voltage regulator  36 . The sensor  42  is a motion sensing device that may include any of the following: an accelerometer, a gyroscope and a magnetometer. The sensor  42  is able to determine how the game communication assembly  20  is moving, where it is in space and how fast it is going. In one embodiment, the motion sensing device  42  is an LSM9DS0TR 3D accelerometer, 3D gyroscope, 3D magnetometer produced by ST Microelectronics™. 
     Also receiving power from the voltage regulator  36  is an electronic control unit  44 . The electronic control unit (ECU)  44  is electrically connected to the voltage regulator  36  and the motion sensing device  42 . The ECU  44  communicates with the motion sensing device  42  using an I 2 C system  46 . The ECU  44  may be a Nordic nrf52 System On Chip (SOC) that includes a 32-bit ARM processor and is capable of both ANT and BLE communications due to it having a transceiving unit built-in. ANT communications is a low power wireless technology that reduces the requirements for devices to communicate with each other. BLE (or Bluetooth® 4) is a low power version of Bluetooth®. ANT communications enable multiple game communication assemblies  20  to communicate with each other automatically when the game communication assemblies  20  are moved within the radio frequency range of each other. Connections or channels of data can be established using ANT communications without user input. BLE (or Bluetooth® 4) or standard Bluetooth® generally requires a user to pair devices together. In the present embodiment, BLE (or Bluetooth® 4) or standard Bluetooth® is used in the invention  20  to additionally communicate with a smart device because nearly all smart devices on the market such as iPhones, iPADS, and Android devices have BLE (or Bluetooth® 4) or standard Bluetooth® communications capability. And pairing a game communication assembly  20  with a smart device presumably need only be done once. 
     An RF antenna  50  is electrically connected to the ECU  44  and is used to receive and transmit signals to and from the ECU  44 . The RF antenna  50  is shown as a single trace printed on the PCB  24 . The RF antenna  50  may be located anywhere within the housing  22  to support convenient manufacture and/or maximize the gain of the RF antenna  50 . 
     Referring to  FIGS. 4 and 5 , an alternative embodiment of the game communication assembly  20 ′ is generally shown with like primed numerals representing similar elements as in the embodiment shown in  FIGS. 1 through 3 . This embodiment 20′ differs from the prior embodiment 20 principally in its shape. Instead of four sidewalls  26 , the housing  22  has a single cylindrical shaped sidewall  26 ′. The circular cylindrical shape of the sidewall  26 ′ gives the housing  22 ′ the shape of a puck. The puck-shaped housing  22 ′ is conducive to it being secured to various articles of clothing easier than others. It can also be held in a user&#39;s hand if that is desired, whereby the chord  34  extending out of the housing  22  can be used to fasten or tie the game communication assembly  20  to the hands, ankles, feet, or any other body part. 
     In this alternative embodiment, persistent memory  52  is used to store programs, track game results and store preference of the user. A speaker  54  is capable of producing any type of noise, sound, or voice that is required to assist the user in playing the chosen game. An RF antenna  56  provides RF communications using ANT protocol allows the game communication assembly  20 ′ to communicate between peer game communication assemblies  20 ,  20 ′ nearby. A haptic feedback device  58  may produce a vibration or other type of motion to allow the user to feel when the game communication assembly  20 ′ is signaling the user. Likewise, the game communication assembly  20 ′ may generate a sound from the speaker  54  to alert the user. A second RF antenna  60  for BLE provides communications for the host game communication assemblies  20 ′. A WiFi antenna  62  provides additional communication capabilities between multiple host game communication assemblies  20 ′. All of these devices that are used to communicate with smart devices and other game communications assemblies  20 ,  20 ′ are collectively referred to as a transceiving unit. 
     Referring now to  FIG. 6 , a method of operation is generally indicated at  70 . The method  70  coordinates a game for a plurality of players  72  (shown in subsequent Figures) that are wearing at least one game communication assembly  20 ,  20 ′. In the Figures, each user is shown to be wearing a game communication assembly  20 ,  20 ′ on each shoe. 
     The method  70  begins at  74 . A first game communication assembly  20 ,  20 ′ is turned on at  76 . A unique identifier is received from a second game communication assembly  20 ,  20 ′ when one of the plurality of players  72  is in range of the first game communication assembly  20 ,  20 ′ at  78 . The first game communication assembly  20 , 20 ′ then transmits it first unique identifier to the second game communication assembly at  80  to initiate bidirectional communication at  82 . A game environment is established for the first and second game communication assemblies  20 ,  20 ′ for which any number of a plurality of players may join to play at  84 . The game is commenced and played with each of the users or players  72  using body movements to create inputs and/or game commands at  86 . It is then determined at  90  whether the game is over. If not, the game loops back at  92  and continues to receive inputs and commands from players  72  that were created out of the physical motion or movement of the players  72  to progress the game. If not, the game method  70  ends at  94 . 
     As stated above, all the while a game is being played, new players  72  that come into a location where the game is being played may join the game, provided there is room for the player  72  within the game and it makes sense to add a player  72  at that juncture of the game. 
     For the games to work, the input values and the commands form one of the plurality of game communication assemblies  20 ,  20 ′ must be synced across all of the game communication assemblies  20 ,  20 ′ in real time such that any one of the plurality of players  72  may leave the game without affecting any remaining players  72  of the plurality of players  72  from completing the game. Not only is it important for completing the game, it is important for all of the plurality of players  72  to be on the same page and playing the same game at the same time. As stated above, it is important to sync all of the game communication assemblies  20 ,  20 ′ in a game so that the departure of one of the game communication assemblies  20 ,  20 ′ will minimally affect the game currently being played. 
     One aspect of the invention that is important is the ability to pair the game communication assemblies  20 ,  20 ′ with a smart device. Referring to  FIGS. 7 through 10 , an example of a game is illustrated as seen on a screen  100  of a smart device  102 . The smart device  102  is shown to have a home button  104 , which is presented for illustrative purposes only. 
     In  FIG. 7 , a group of players are found to be in such close proximity that they can start a game together. The proximity closeness will depend on the various technologies, but the ANT technology has a general limit of 50 meters. Once the game communication assemblies  20 ,  20 ′ are identified, those that wish to play can be selected using the selection button  106 . 
     Once the set of players  72  have been identified, a game can be selected. Using the smart device  102 , a number of game options can be listed. Referring to  FIG. 8 , a selection from a listing of games  110  can be made. It should be appreciated by those skilled in the art that the list of games may include any number of games. If needed, an instruction set for the games may be provided (not shown in the Figures). 
     Referring to  FIG. 9 , the game communication assembly  20 ,  20 ′ may require the players  72  to configure themselves in a particular order. If this is required, it will be shown on the smart device screen as shown, for example, in  FIG. 9 . Once the players  72  are in the correct order, one of the players  72  can press the “READY” button  112 . 
     The circle jump rope game is illustrated in  FIG. 10  with each of the players  72  being instructed when to jump. The game communication assemblies  20 ,  20 ′ may vibrate using the haptic feedback device, it may illuminate the LEDs  40 ,  40 ′ or it may generate a noise through the speaker  59 . The game communication assembly  20 ,  20 ′ that signals its user to jump will use the motion sensor device  42  to confirm that the player  72  moved within a predefined time period. If so, the player  72  continues. If not, the player  72  that did not move will be penalized or will be out of the game. 
     Referring now to  FIGS. 11 a  and 11 b   , side-by-side views of a pseudo-virtual reality game as seen on a smart device and as seen in real life are shown, respectively. For purposes of this discussion, pseudo-virtual reality is a game involving one or more players were the movement and actions of the players and their respective appendages are incorporated into the game. The pseudo-virtual reality game may or may not impose itself onto the surroundings of the player(s). 
     Referring specifically to  FIG. 11 a   , a player  72  is represented in the smart device scene depiction  115  as a character  114 . The game being played requires the player  113  (seen in  FIG. 11 b   ), through the character  114 , to interact with a game-generated opponent  118 . The player  113  controls the movement of the character  114  and watches the scene unfold on his or her smart device  116 , shown to be held in the left hand of the player  113 . The player  113  is shown to be wearing to game communication devices  20 ,  20 ′; one  20 ,  20 ′ on his right hand and another  20 ,  20 ′ on his right shoe  122 . The game communication devices  20 ,  20 ′ worn by the player  113  work in concert to create the movements of the character  114  as it interacts with the game-generated opponent  118 . 
     Referring now to  FIG. 11 b   , the player  113  is shown with the game-generated opponent shown in phantom  119  for reference. It should be understood that other placements and configuration of the smart device and game communications assembly can exist. For example, the user  113  could, with the aid of a virtual reality headset device, wear the smart device on the head and hold a game communication assembly  20 ,  20 ′ in each hand. In current versions of some games, the character  114  is controlled with swipe and tapping motions on the screen of the smart device  116 . The invention can enhance this game play, increasing the exercise of the user  113  playing the game by replacing the swipe and tapping motions with real hand, feet or other body part motions or gestures. When game communication assembly  20 ,  20 ′ attached to an article of clothing, a body part of held in the hand, it can communicate motion information to control the user&#39;s character  114 . Additionally, the game communication assembly  20 ,  20 ′ has the ability to communicate this motion information with other game communication assemblies  20 ,  20 ′ attached to another player  120  of the game within RF proximity so that more than one user can share real time motion information in one game. Using the ANT protocol, the game communication assembly  20 ,  20 ′ can share motion information with other game communication assemblies and multiple smart devices involved in gameplay with latencies less than the existing method of using the internet connectivity of the smart device to enable multiple players to interact in one fight scene. The game communications assembly  20 ,  20 ′ also provides the additional benefit of removing the need for or WiFi communications to enable multiplayer gameplay. 
     A second embodiment of the invention relates to an electronic motion sensing device  200 . The electronic motion sensing device  200  may be worn by a human  202  or incorporated into a device  204  designed to be moved. A non-exhaustive list of devices  204  that may include the electronic motion sensing device  200  include, but is not limited to, game pieces, toy blasters, toy guns, wands, medical equipment, prostheses, robots, manufacturing equipment, and the like. 
     Referring to  FIG. 12 , a second embodiment of the invention, an electronic motion sensing device, is generally shown at  200 . The electronic motion sensing device  200  creates sensor data  206  correlating to the motion of its host human  202  or device  204  (collectively referred to as a “host  202 ,  204 ”), and creates a motion signal  208  encapsulating the collected sensor data  206 . The sensor data  206  is combined, manipulated, filtered or otherwise transformed into useful information provided in the form of linear displacement, linear velocity, linear acceleration, linear jerk, angular displacement, angular velocity, angular acceleration, angular jerk and macro binary movement states, such as up and down, forward and backward, right and left turns, right and left tilts, forward and back tilts. Many of these parameters are directional and can be divided into three-dimensional components. A common method to represent this motion data is through the three-dimensional cartesian coordinate system using X, Y and Z variables, in combination with the three-dimensional system utilizing the euler angular values of yaw, pitch and roll. The combination of a cartesian three-dimensional (3D) vector space of X, Y and Z along with three euler angles of yaw, pitch and roll is hereinafter referred to as a frame of reference. Another method of representing motion data is through the use of quaternions having a four-dimensional vector space; a method having an advantage of not being subject to gimbal lock where any 2 of the 3 axes are at a parallel configuration and thus a loss of one degree of freedom as is well known in the art. For the purpose of simplicity, euler rotations with cartesian 3D space are used to describe the invention. 
     Generally, 3D linear velocity and displacement are denoted herein with cartesian coordinates, X for in and out, Y for back and forth, and Z for up and down. By way of example, if the electronic motion sensing device  200  is worn on the back of a hand  210  using a securing band  212 , positive X would be in the direction of the fingers  214 , positive Y would be perpendicular to the fingers  214  and parallel to the ground or earth  216  and positive Z would be in the opposite direction of gravity  218 , a normal to the surface of the earth  216 . Likewise, if the device electronic motion sensing device  200  is worn on the top of a shoe  220 , positive X is in the direction of the toe  222  of the shoe  220 , positive Y perpendicular to the shoe toe  222  but parallel to the ground  216  and Z in the opposite direction as the force of gravity  218 , a normal to the surface of the earth  216 . It should be appreciated by those skilled in the art that other orientations are also possible. 
     Referring to back to  FIG. 1 , the electronic motion sensing device  200  is described in the embodiment of the game communication assembly  20  and includes the components set forth above in a similar manner. As such, the componentry of the electronic motion sensing device  200  will not be repeated here. As shown in many of the Figures, the electronic motion sensing device  200  communicates with an external computing device  224 . In many instances, the external computing device  224  is a smartphone with a output screen  226 , although one skilled in the art should appreciate the external computing device  224  may take the form of any computing device with wireless communication capabilities and a screen  232 . Additionally, data from the external computing device  224  can be wirelessly transmitted to the electronic motion sensing device  200  through the same variety of methods discussed above. 
     The electronic motion sensing device  200  can be attached to a hand  210 , or other part of the body of the human  202 , worn on a shoe  220 , or embedded in a host device, such as a toy blaster  204 , or an article of clothing, such as a shirt  234  or a hat (none shown). If the desire is to identify the position and orientation of the device  204 , and not the human  202  or appendage thereof, the electronic motion sensing device  200  may be attached or designed into the device  204 . One purpose of the invention is to calculate movements and positions of the electronic motion sensing device  200 , and thereby the object  204 , appendage (hand  210 ), or body (human  202 ) that is attached thereto. 
     Frame of Reference Determination: 
     One challenge of measuring motion, velocity or displacement of a moving body such as a hand or a foot is to determine a frame of reference that includes the device orientation of yaw, pitch roll, velocity and position. Resetting a frame of reference frequently can be important because errors or inaccuracies in the sensor data and calculations are accumulated over time and can lead to inaccurate results. Resetting the calculated motions values to a known frame of reference also resets errors, relative to that frame of reference, to zero. The invention sets a frame of reference based on a set of predefined sensor data patterns. These predefined sensor data patterns detect events such as a foot (not shown) or shoe  220  touching an immovable surface such as the ground  216  or floor when the invention is worn on the shoe  220  or affixed to a foot. When a foot touches a floor or ground and does not move relative to the floor or ground, a good frame of reference is known. In this state, for example, it is known that the foot is not in motion relative to the floor or ground  216 . One can infer that the velocity and position of the foot is thus zero relative to the ground  216 . It might also be advantageous to reset some or all of the angular parameters related to yaw, pitch and roll. The height of the shoe  220  is also effectively zero relative to ground  216 , and therefore the position of height of the bottom of the shoe  220  is known. In one embodiment of this invention, it has been determined that one pattern of sensor data that works well for detection when a body  202  hits a rigid surface is an average of the absolute value of jerk or the derivative of acceleration over a fixed period of time, calculated according to Equation 1 set forth below: 
     
       
         
           
             
               
                 
                   
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     Where: 
     J avg =Absolute Jerk averaged over time “t”; 
     J i =Jerk Value (derivative of acceleration) at point i; 
     N=Number of samples to average; and 
     t=time in milliseconds. 
     Acceleration values used can be acceleration in the X, Y, and/or Z directions depending on the type of event that is desired to be detected. For example, it would be best to detect acceleration in the Y-direction for detecting the clapping of hands  210 , whereas detecting acceleration in the Z-direction would be best for detecting a tap on the ground  216 . It should be appreciated by those skilled in the art that combinations of directions are also possible. 
     To explain this technique an example is as follows.  FIGS. 14 a  through 14 d    shows four graphs of data values plotted against time. In this example, the single motion detection in the Y-direction is given for simplicity. At time  236 , the electronic motion sensing device  200  is at rest and all positions and velocities are set to zero. At time  238 , accelerometer data  240  for the Y-direction from an accelerometer sensor  42  is detected to be greater than an at rest value. Integration of this accelerometer signal yields velocity  242 . At time  238 , velocity is calculated to be non-zero based on the integration of acceleration data  240 . It should be noted that the velocity data  242  could also be integrated to yield displacement (not shown). Throughout this example, the absolute value of the derivative of acceleration in the Z-direction or up and down, i.e., jerk, is averaged over a set period of time, typically 100 ms. The average jerk data is show at  244 . When the average jerk value reaches a predetermined threshold value at time  246 , it is determined that an event, such as a shoe  230  hitting the ground  216  is detected and all velocities and displacement values being utilized by the electronic motion sensing device  200  and stored in memory  52  are reset to zero at the time  246 . 
     As an additional enhancement to this example, it is possible to modify the threshold values and data patterns used to detect events in real-time based on certain conditions. For example, a data stream  248  in  FIG. 15  denotes a binary condition of non-move-left or move left  272 . Referring to  FIGS. 18 a  and 18 b   , in the case of a shoe  230 , movement can only occur if the shoe has left the ground  216  or other stationary surface, such as the floor. The shoe  230  of a person  202  begins on the ground, represented by  248   a  and  FIGS. 18 a  and 18 b   . Once the shoe  230  leaves the ground at  248   b , as represented in  FIGS. 19 a  and 19 b   , it is anticipated that it will return at  248   c , some point in the future as represented in  FIGS. 20 a  and 20 b   , regardless if the person is jumping, walking, running, standing, dancing or sitting. In anticipation of the shoe&#39;s  220  return to the ground  216 , the threshold value or data pattern used in determining events to make the event determination either more or less sensitive based on the desired effect can be adjusted. This will be done automatically based on previous data or previous states. This logic can be applied to the hands  210  if the device is used in detecting the position of hands as input into a game or in a entertainment music system for creating some form of music or rhythm sounds. For hands  210 , a reset event could be clapping two hands  210  together. Another example of a reset event is simply a sensed state of no rotation and the only acceleration is that of the component of gravity as is the case if the device is not moving or moving at a constant velocity. If there is zero acceleration sensed by the acceleration sensor  42 , it could be inferred that the device is in a free fall. These are all possible event states were it could be beneficial to reset the frame of reference depending on application of the invention. 
     Referring to  FIG. 16 , a logic chart of one embodiment of the invention is generally indicated at  250 . The method  250  calculates motion for the electronic motion sensing device  200  using motion data collected by a motion sensor(s)  42 . The method begins by collecting the motion data using the motion sensor  42  at  252 . With the motion data, output data is calculated at  254 . The output data and the motion data are combined to create combined data at  256 . It is then determined at  258  whether the combined data matches known patterns for a trigger event at  260 . If the combined data does not match a trigger event, the method  250  loops back at  262  to collect more motion data at  252 . If a trigger event is identified, the method  250  uses the trigger event to set the frame of reference of the movement of the electronic motion sensing device  200  to a known fixed value at  264 . When the motion sensor data and calculated output data indicate that the device is at rest, e.g. when gyro values for angular velocity are at or near zero and the acceleration sensor indicates a cartesian vector magnitude of near 1G from gravity acting on the acceleration sensor, the angular direction of the 1G vector can be used to orient the frame of reference for X and Y being parallel to the earth&#39;s surface. 
     From the known frame of reference that was calculated at  264 , a directional linear velocity, linear displacement, angular velocity and angular position can be calculated from the accelerometer sensor data and gyroscope sensor data, respectively, with common euler and quaternion algorithms well known in the art. From this frame of reference and starting with zero error, relative motion values for displacement, velocity, angular position, angular velocities and other values can be calculated. 
     Referring to  FIGS. 17 a  through 17 d   , applications that do not require exact values for motion, simplified binary values can be provided. For example, move forward  266 , move backward  268 , move right  270 , move left  272 , turn right  274 , turn left  276 , move up  278 , move down  280 , tilt back  282 , tilt forward  284 , tilt right  285 , tilt left  286 . The simplified values are often easier to use and understand for an application or game running on the external computing device  224  and can be transmitted with less communications bandwidth if that is an advantage for a specific purpose. The motion data values, simplified or non-simplified, can be used in games, other entertainment purposes such as dance rhythm judgement or in medical applications to monitor body motions for diagnostic or other purposes. For motions that require a relative direction from the earth, gravity is used as the reference and is denoted at  218 . 
     As an example application of the invention consider a dance game in  FIGS. 18 a  and 18 b   . In this game, there is a player or user  202  that is both holding the external computing device  224 , in this case a mobile smart device, and wearing an embodiment of the electronic motion sensing device  200  on the top of each shoe  230 . The user interface  290  of the external computing device  224  is shown. The dance game  292  is shown running on the user interface  290  of the external computing device  224 . In this game, there are scrolling arrows  294  that move toward a top of the user interface  290  in rhythm and beat to a user selected song  296  supported by the dance game that is played on the external computing device  224 . The object of the game is for the user  202  to move his or her feet in the direction of the scrolling arrows  294  and tap the floor  216  with the foot/shoe  220  at the time when the scrolling arrows  294  are in a scoring area  298 . The timing, position and direction of the scrolling arrows  294  are designed so that the user  202  performs a fun and entertaining dance to the rhythm and beat of the song that is being played on the external computing device  224 , so long as the movement and tap of the feet are performed in accordance with the scoring criteria. It should be noted that the example embodiment of the electronic motion sensing device  200  enables this game by providing a method for determining the motion of the example embodiment affixed to the feet, and transmitting this motion information to the external computing device  224  where scoring can occur. Events such as the scoring tap, that is when the foot hits the floor ideally at the same time arrows  294  are in the scoring region  298 , are also optionally transmitted to the external computing device  224 . When the foot  230  taps the floor  216 , the electronic motion sensing device  200  detects a reset event and the frame of reference is reset to zero along with any error in the motion data, and the next motion data is calculated from this new frame of reference. 
     The position and state of the invention in  FIG. 18 a    and  FIG. 18 b    are represented by time  248   a  in  FIG. 15 . In this state, the user&#39;s shoes  230  are at rest and on the floor  216 .  FIG. 18 a    and  FIG. 18 b    represent the a slightly later place in time between  248   a  and  248   c  of  FIG. 15 . More specifically,  FIGS. 18 a  and 18 b    represent time  248   b  or the transition states between  248   b  and  248   a  and/or  248   c . In this state, the example embodiment of the invention electronic motion sensing device  200  along with the shoe  230  (or more generally any body part) desired to be measured is in motion and the velocities, displacements, angles and other motion information are calculated and optionally transmitted in real-time to the external computing device  224  for scoring purposes. In this example, the move left  272  motion from  FIG. 19 a   ,  FIG. 19 b    and also represented at  245  in  FIG. 15 a   , is sent to the external computing device  224 . 
       FIGS. 20 a  and 20 b    represent time  248   c  in  FIG. 15 a   . The player&#39;s shoe  220  touches the ground  216 , which causes a trigger event to occur. When the trigger event occurs, the electronic motion sensing device  200  detects the trigger event through the aforementioned method and resets the frame of reference and transmits the event to the external computing device  224 , which may use that information for scoring purposes. 
     Referring back to  FIG. 14 , wherein like primed reference characters represent similar elements as discussed above, another embodiment of the electronic motion sensing device  200 ′ is housed within the host device  204 ′. In this embodiment, the host device  204 ′ is shaped as a gun or blaster, but modified to be capable of holding the external computing device  224 . In this embodiment, the motion sensors and computing devices are embedded into the host device  204 ′. The motion data that defines an event that triggers a new frame of reference for the host device  204 ′ held in the hands  210  is typically different than the motion data that triggers a new frame of reference for the shoes  220 . In the case of the embodiment of the invention being held in or worn on the hand  210 , a trigger condition could be that of motion data representing a steady state or still condition. If it can be determined that the electronic motion sensing device  200 ′ is in steady state or still condition meaning not rotating and the only acceleration detected is with a magnitude from the component of gravity, then the gravity component of acceleration, e.g. straight into the earth, can be used to set the pitch and roll to that perpendicular to earth so that the X and Y axes of the frame of reference are parallel to the ground. 
     The electronic motion sensing device  200 ′ has the ability to communicate to the external computing device  224  executing a game. Many games for mobile devices use standard gamepad controller profiles or human interface device HID profiles as defined by Apple and Android documentation. The present embodiment of the invention provides for its output values, simplified or non-simplified, to be mapped into standard input for use with many games not specifically designed to represent a gun or blaster. It would be possible to map the simplified output values to the various buttons and switches on the gamepad controllers so that the game responds to the desired input on the invention in the same way as if the player was using a standard controller. 
     Device Orientation Determination: 
     In order to calculate directional movement and position information from a portable or wearable electronic device with a built in motion sensor like an accelerometer, it is necessary to know the sensor&#39;s orientation from a frame of reference. When using a handheld Nintendo Wii handheld controller or Switch handheld controller that include hand motion measurement functionality, the orientation position of the built-in accelerometer X, Y, and Z is fixed based on the housing of the device. By virtue of holding the device in the proper way, the orientation of the sensors is known relative to the user&#39;s hand or arm. If the device is not held correct, the frame of reference is not correct, hand gestures and movement are not calculated properly and the device will not yield desirable results. 
     To illustrate why it may be desirable calculate the orientation of the electronic motion sensing device  200  embedded in a device and not always assume the device is held or worn correctly, consider  FIGS. 21 a  and 21 b   . We have an embodiment of the electronic motion sensing device  200  where it is assumed that the electronic motion sensing device  200  is worn on the wrist  310  so that in the frame of reference, the positive X direction of the sensor points in the direction of fingers  214 . It is quite conceivable that it may not be possible for a user  202  to be able to attach the electronic motion sensing device  200  correctly. If the electronic motion sensing device  200  is not worn in this orientation, then incorrect movement calculations will result. In both of  FIGS. 20 a  and 20 b   , the electronic motion sensing device  200  is being worn on the back of the wrists  310 . An arrow  300  represents the direction of the positive X direction of a accelerometer sensor embedded in the electronic motion sensing device  200 . The arrow  300  also shows the positive X direction of an accelerometer sensor embedded in the device  200 . In  FIG. 20 a   , positive X is in the direction of the fingers  214 , while in  FIG. 20 b   , positive X is in a direction other than the general direction of the fingers  214 . Hand movement forward with the device in orientation represented by arrow  302  will yield very different results than hand movement forward with the device orientation represented by arrow  300 . 
     The inventive method determines the orientation of a sensor in a device attached to a movable body  202 . An example of this method consists of the following steps in  FIG. 22 . At step S 1  the device is put into a orientation calculation mode. At step S 2  the user is prompted through a user interface such as the screen of a mobile smart device that is communicating to the present invention through a standard method such as WiFi or BLE to move the device in a known direction. For example, if the device is worn on the hand, the user is prompted to punch directly forward or if the device is worn on the foot, a step directly forward. At step S 3  the device constantly measures motion sensor data and waits until it senses movement in a dominate and singular direction or a period of time. If, at S 5 , the device determines that there was a movement and the movement direction did not change significantly over a period of time, the frame of reference for movement data of the device is adjusted at S 6  so that the positive X direction points in the same direction as that of the direction of the movement. 
     Image Transposition: 
     When playing an electronic game or using an app in some type of entertainment or competitive scenario, having others, observing, sharing or socially interacting with the players in the game enhances the experience. Many professional eSports and other video game players often record or stream video of themselves and their game play screen overlay so that the information can be shared on social media channels or video sharing sites like YouTube, Twitch and others. Console game systems such as Microsoft XBox, Sony Playstation or personal computer gaming systems offer features like video recording cameras and other equipment for players to record or stream game play of players along with the video of the actual player in the game so that remote observer&#39;s can view both the player and the game play on the observer&#39;s computing device. It is a common practice for players of video games to video record the game play with themselves overlayed on the same video for sharing on media channels like YouTube, Facebook, Instagram, Snapchat and so on. In this scenario, it is the player or on the players computing device, not the observer or the observer&#39;s computing device, that combines the video of the game with that of the video of the player. 
     One aspect that makes hand held device, virtual reality systems or mobile game play less social is that it can be difficult for observers to see the game or app being used along with the user or player of the game. Referring to  FIG. 23 , wherein like double primed reference characters represent similar elements to those discussed above, this inventive method  400  ( FIGS. 25 a  and 25 b   ) provides a method for a second external computing device  402  of an observer (graphically represented by a hand)  404  to identify a player  202 ″ in the physical vicinity of the observer  404  and view gameplay of the player  202 ″ along with the player  202 ″ on the observer&#39;s second external computing device  402  so that the observer  404  can see the game action on the computing device screen  406  and also optionally participate in the gameplay. 
     Consider the observer  404  of a game player  202 ″ playing a game on the external computing device  224 ″. The observer  404  or observers  404  of the player  202 ″ could use the camera (graphically represented by movie camera icon)  408  built therein to record video or take pictures of the player  202 ″ and share these videos and pictures on video outlets such as YouTube or through social media channels, such as Snapchat, Facebook, LinkedIn and the like. However, existing art only enables the player  202 ″ to be seen or recorded with a camera (not shown) on the external computing device  224 ″ of the player  202 ″. The invention adds the ability to combine video or pictures of the player  202 ″ from a camera  408  on the second external computing device  402  with that of the game being played by the player  202 ″ on the screen  406  of the second external computing device  402 , so that the observer  404  can see both the game play along with the player  202 ″time synchronized together. 
     As an explanation of an example embodiment of the second inventive method  400 , consider  FIG. 24 . There is minimally the external computing device  224 ″ such as an Apple iPhone, iPad, Android Phone or tablet, and second external computing device  402  such as an Apple iPhone, iPad, Android Phone or tablet. Both devices  224 ″,  402  are equipped with radios  412 ,  414  capable of data transmission over a wireless network, graphically represented by electric bolt  415 , as are common on mobile devices. Example wireless networks include, WiFi, Bluetooth, BLE, Cellular 4G or 5G etc, and ANT. Both devices  224 ″,  402  are also equipped with memory  416 ,  418  used to store software, a game or an application  420 ,  422  running in a microcontroller  424 ,  426 . The microcontroller  426  controls the camera  408 . When running a game, software or application  420 , it is possible to broadcast an identifier along with game progress data on a wireless network so that the second external computing device(s)  402  can receive this data using the radio  414 . The software  422  on the observer&#39;s second external computing device  406  can receive the identifier and receive game progress data sent by the software  420  on the external computing device  224 ″ of the player  202 ″, which will be received by the software  422  on the second external computing device(s)  402 . Using this communications it is possible for the player&#39;s game information to be shared on the observer&#39;s second external computing device  402 . This game progress information is used to create game progress images on the observer&#39;s user interface, presumably the screen  406  of the second external computing device  402 . The images graphically represented on the screen  232  of the external computing device  224 ″ can be combined with images from the observer&#39;s camera  408  to yield the resulting image  410  in  FIG. 23 . 
     In the explanation so far, there has been only one player  202 ,  202 ″. If there are multiple players, a method is needed to determine which player&#39;s device  14  the observer&#39;s second external computing device  402  should connect to. Generally, the observer  404  will point the camera  408  the player  202 ,  202 ″ that he or she desires to observe. This leads to the possibility that the software  422  on the observer&#39;s second external computing device  402  could detect the correct transmitted identifier from many if the identifier was associated with some type of visual cue. This visual cue could be a number worn on the shirt of the player  202 ,  202 ″ or a visual cue from an electric device equipped with an light emitting diode transmitting a visual light pattern worn by the player. Another solution would be for the identifier transmitted by the player&#39;s device  224 ,  224 ″ to be associated with the player&#39;s name or other identifying information. The software  422  could present the identifying information from a plurality of players on the observer&#39;s device user interface  406  so that the observer  404  could select the desired player  224 ,  224 ″. 
     Referring back to  FIG. 25 a    and  FIG. 25 b   , the second inventive method is generally shown at  400 . Two subroutines, generally indicated at  460  and  462 , represent the subroutines for the player  224 ,  224 ″ and the observer  404 , respectively. The player subroutine  460  begins with identifying whether a game is active or not at  464 . If so, a unique player ID and game progress data are broadcast at  466 . This player subroutine  460  loops indefinitely to constantly update game progress data broadcasts. 
     The observer subroutine  462  begins with searching for unique player IDs at  468 . It is determined at  470  whether a unique player ID has been found at  468 . If not, the observer subroutine  462  loops back at  462  and continues to search. If a unique player ID is found, the observer subroutine  462  collects the game progress data at  476 . The game progress data is used at  478  to create an image of the progress of the game on the screen  406  of the second external computing device  402 . The game progress data is combined at  480  with images generated by the camera  408  to create a combined game progress image that includes the images of the game as seen by the player  224 ,  224 ″ and the images captured by the camera  408 . Once the combined game progress image is created, the observer subroutine  468  loops back and searches for a unique player ID at  468 . 
     The invention has been described in an illustrative manner. It is to be understood that the terminology, which has been used, is intended to be in the nature of words of description rather than of limitation. 
     Many modifications and variations of the invention are possible in light of the above teachings. Therefore, within the scope of the appended claims, the invention may be practiced other than as specifically described.