Patent Publication Number: US-8123586-B2

Title: Electronic jump rope

Description:
I. FIELD OF THE INVENTION 
     The present invention relates to interactive electronic games and, more particularly, to an electronic game that simulates the natural rotation and path that a jump rope will typically travel as viewed from the perspective of the jumper or user and provides an interactive means for the jumper or user to make an actual jump over the electronic jump rope. 
     II. BACKGROUND AND SUMMARY OF THE INVENTION 
     Various interactive electronic games have been invented in the past. Some involve the user operating a controller, control stick, gun, steering wheel, or other control device for the user to interact with the game. Other games require the user to perform a physical activity to play the game. Examples are where the user stands on a board and watch a video display of surfing, sitting on a model of a motorcycle and shifting the user&#39;s weight to simulate turns, and those in which the user must exert a force or lift a weight against a sensor that measures the strength of the user and charts it against a specific goal. Another type if game is one in which the user must time a physical activity against a moving object or target. This is the type of game which Applicant&#39;s invention addresses. The game can also be used as an exercise apparatus in health clubs or at home to simulate jumping rope. Thus the invention is intended to encompass both an interactive electronic game and exercise device. 
     In Applicant&#39;s game the user must jump over a virtual rope in order to score points. The rope is comprised of a series of strings of lights that are placed around the perimeter of an oval shaped housing. Each of the strings of lights is comprised of a series of light emitting diodes connected together. The individual strings of lights are illuminated sequentially to give the illusion that the rope is moving around the perimeter of the housing. 
     The user stands on a platform or jump pad in front of the housing. As the light rope moves around the housing, the user must jump off of the platform as the light string passes beneath the user. If the user successfully jumps as the light string passes beneath the user, the rope continues rotating around the housing. If the user does not jump as the light string passes beneath the user, the game ends. Sensors in the platform are connected to their respective light string so that the controller determines if the user is off the platform at the precise time that the light string is illuminated. The game continues so long as the user successfully jumps over the light string or until a predetermined time or number of jumps is achieved. 
     There are provisions in the control circuit so that a user cannot remain off of the platform for more than a predetermined time or the controller will know that the user is not jumping on the platform and playing the game according to the rules. In this event the game ends just as though the user did not jump over the rope. 
    
    
     
       III. BRIEF DESCRIPTION OF THE DRAWINGS 
       The Description of the Preferred Embodiment will be better understood with reference to the following figures: 
         FIG. 1  is a front perspective view of Applicant&#39;s electronic jump rope device. 
         FIG. 2  is a front perspective view of the electronic jump rope device and providing specific references to various components of the device. 
         FIG. 3  is a flow chart of the basic operation of the electronic jump rope device. 
         FIGS. 4A-4D  are electronic schematics illustrating several components of the electronic jump rope device. 
     
    
    
     IV. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT 
     Turning first to  FIG. 1 , Applicant&#39;s electronic jump rope device  20  is illustrated. The device  20  comprises a housing  22 . In the preferred embodiment, the housing  22  is an egg shaped, plastic shell that is approximately seventy-eight inches (78″) in height and fifty-two inches (52″) in width. The size and shape of the housing  22  is designed such that it can most accurately simulate the natural rotation and path that a jump rope will typically travel as viewed from the perspective of the user. This is preferably a circle. Alternatively, the housing  22  may be an oval, elipse or egg shape or any size or shape as desired and/or made of any structure known to one skilled in the art sufficient to accomplish the invention as described herein. 
     The housing  22  is comprised of a display board unit  24 , a frame  26 , and a support base  28 . Individual strings of lights  50  extend from the display board unit  24  to the frame  26 . In the preferred embodiment, each individual string of lights  50  contains approximately thirty-one (31) individual light emitting diode lights  54  with each light  54  electrically connected to one another to form this single string of lights  50  between the display board unit  24  and the frame  26 . Alternatively, each or any individual string of lights  50  may contain as few as one single light  54 , as many lights  54  as desired, or as feasible to one of ordinary skill in the art. Also, each individual string of lights  50  may be encased within a protective flexible plastic casing  78  or a hard, transparent covering. 
     There are approximately sixty-four (64) individual strings of lights  50  that extend from the display board unit  24  to the frame  26  around the entire perimeter of the housing  22 . Alternatively, the total number of individual strings of lights  50  that extend around the entire perimeter of the housing  22  may be larger or smaller as desired provided that it accomplishes the invention as described herein. As a further alternative, it is contemplated that all of the individual strings of lights  50  around the entire perimeter of the housing  22  may be combined into a single light that is illuminated in the same rotational manner as described in more detail below. The lights  54  mounted in the front of the housing around the perimeter of the housing  22  form a continuous light path. 
     In the preferred embodiment, the height and width of the frame  26  is larger than the height and width of the display board unit  24 . This size differentiation enables every light  54  in each individual string of lights  50  surrounding the perimeter of the housing  22  to be visible when in use. The frame  26  is also provided with an opening  52  adjacent to each string of lights  50  to enable the illumination of the lights  54  closest to the frame  26  to be also seen by the user  74 . 
     The display board unit  24  comprises a game activated mechanism  30 , game selection displays  32 ,  33 , and  35 , a message display  34 , a time/score display  36 , a user display  38 , illuminated indicia  40 , and a set of speakers  42 . 
     The game activated mechanism  30  consists of a coin slot  44  for receiving coins to pay for a game selected and a coin return  46  for returning coins in excess of the fee for the game selected or coins not accepted as proper payment. In the preferred embodiment, the game activated mechanism  30  is any coin-operated mechanism that is known to one skilled in the art. A ticket dispenser  48  for dispensing paper tickets or other rewards for game performance is also provided adjacent to the coin slot  44 . 
     The game selection displays  32 ,  33 , and  35  are used to indicate the skill level of the jump rope game selected. In a non-limiting example, level 1 of the game is indicated by the game selection display  32 , level 2 of the game is indicated by the game selection display  33 , and level 3 of the game is indicated by the game selection display  35 . Alternatively, it is contemplated that fewer or more game selection displays may be provided depending upon the number and types of levels of the game desired. In the preferred embodiment, each level of the game is pre-programmed with certain game information. This game information includes but is not limited to a time duration (“Time”), a total number of jump rope rotations or turns (“Number of Rope Turns”), the speed of the jump rope for each rope rotation or turn (“Speed of Rope Turn”), and whether that speed is to increase or decrease based on a number of jumps successfully completed or other parameters (“Performance Enhancer”), and any other desired information. 
     A platform  56  is attached to the housing  22  using connecting arms  58 . The platform  56  has a top surface  64 , a proximal end  66  adjacent to the housing  22 , a distal end  68  on the opposite side of the platform  56  from the proximal end  66 , and opposed sides  70  and  72 . The platform  56  is also provided with emitters  60 , located in the proximal end  66 , and receivers  62 , located in the distal end  68 . 
     Referring to  FIG. 2 , the emitters  60  are individually positioned lengthwise along the proximal end  66  and are identified by references E 1 -E 15 . Likewise, the receivers  62  are individually positioned lengthwise along the distal end  68  and are identified by references R 1 -R 15 . In the preferred embodiment, the total number of emitters  60  in the proximal end  66  is equal to the total number of receivers  62  in the distal end  68  and each individual emitter  60  (i.e., E 1 -E 15 ) is directly aligned across the top surface  64  and corresponds with an individual receiver  62  (i.e., R 1 -R 15 ). In this manner and as described in more detail below, a light beam  76  is created across the top surface  64  of the platform  56  for each light that is emitted from an emitter  60  and received by a correspondingly aligned receiver  62 . 
     Turning to  FIG. 3 , there is illustrated a flow chart of the basic operation of electronic jump rope device  20 . 
     In Step  101 , if the process for starting or beginning the operation of the jump rope device  20  is to begin or be launched, proceed to Step  102 . For ease of reference, the operation of the jump rope device  20  is also referred to herein as a “game.” 
     In Step  102 , to begin or activate the jump rope device  20  or game, a user  74  deposits a coin or coins into the coin slot  44  in the game activated mechanism  30 . In the preferred embodiment, the coins may be any type or amount of coins or currency desired. Alternatively, it is contemplated that the game activated mechanism  30  may accept any type of coin, paper currency, credit or other type of plastic card, or any other type of payment known to one of ordinary skill in the art. 
     When the required coins or currency is inserted into the coin slot  44  and received into the game activated mechanism  30 , the game activated mechanism  30  proceeds to validate and accept the currency. If the currency is accepted, the game is activated and the game selection display  32  illuminates. This informs the user  74  that the game is activated. The first level of difficulty is the default mode and automatically selected. The user has the option to select a higher level of difficulty. This is done by pressing one of the game selection display buttons,  33  or  35 . The appropriate game selection display  33  or  35  becomes illuminated. This informs the user  74  that level 2 or level 3 of the game has been selected. When completed, proceed to Step  103 . 
     Alternatively, as is well known to one skilled in the art, it is contemplated that the game may be started or activated through the toggling of a switch between an on/off position and the levels may be selected by a button control which enables the user  74  to scroll through the various levels and select the one desired. This mode of operation is more appropriate in a health club or home environment where coins or currency are not required to activate the game. 
     In Step  103 , upon starting the game and selecting the appropriate level of the game to play, the message display  34  on the display board unit  24  displays a greeting. In a non-limiting example as depicted in  FIG. 1 , the greeting is “Welcome.” Alternatively, the greeting may be any desired greeting displayed in the message display  34 , any voice or other audio outputted from the speakers  42 , or any combination of both. When completed, proceed to Step  104 . 
     In Step  104 , the game begins. In the preferred embodiment, a time delay is provided between when the greeting is displayed and the game begins. The time delay is preferably any time less than five (5) seconds. In this manner, the time delay enables the user  74  to position themselves on the top surface  64  of the platform  56  and get ready for the game to begin. Alternatively, in addition to the time delay, the message display  34  may display a message or the speakers  42  may produce any voice or other audio output such as “Game will begin in five (5) seconds”, and then provide a message countdown “5”, “4”, “3”, “2”, “1”, “Begin.” In another alternative, the string of lights  54  may all be simultaneously illuminated forming a single light to signal to the user  74  that the game is about to begin. In yet another alternative, it is contemplated that any combination of the message display  34 , the speakers  42 , and the string of lights  54  may be used during the time delay to notify the user  74  of when the game is to begin. 
     When the game begins, the individual strings of lights  50  are pre-programmed to coact with one another by illuminating on and off in a timed sequence around the entire perimeter of the housing  22  for simulating a jump rope in action. In a non-limiting example, the illumination may either be in the clockwise or counter-clockwise direction. Assuming for purposes of this example a clockwise direction, the game will begin as follows. 
     Referring back to  FIG. 2 , the first individual string of lights  50  to be illuminated will be the string of lights identified by reference L 1 . In the preferred embodiment, the illumination of the first individual string of lights  50  includes all of the individual lights  54  contained within this string. After the first string of lights  50  identified by reference L 1  is illuminated for the desired pre-programmed timed sequence, the adjacent string of lights  50  to the clockwise left of string of lights L 1  will be illuminated next. This string of lights  50  is identified by reference L 2 . When this occurs, the illumination of the string of lights  50  identified by reference L 1  may be completely turned off. Alternatively, the illumination of this string of lights  50  may be gradually turned off or cooled such as through the use of a dimmer circuit known to one skilled in the art. After this string of lights  50  identified by reference L 2  is illuminated for the desired timed sequence, the adjacent string of lights  50  to the clockwise left of string of lights L 2  will be illuminated next. This string of lights  50  is identified by reference L 3 . When this occurs, the illumination of the string of lights  50  identified by reference L 2  may be completely turned off or the illumination of this string of lights  50  may be gradually turned off or cooled. If the illumination is completely turned off, string of lights  50  identified by references L 1  and L 2  will be completed turned off and string of lights  50  identified by reference L 3  will be the only string of lights  50  illuminated at this time. If the illumination of the string of lights  50  is to be gradually turned off or cooled, the string of lights  50  identified by reference L 1  and L 2  will each be dimmed or, in other words, providing an illumination that is less than the full illumination provided by the string of lights  50  identified by reference L 3 . Additionally, the string of lights  50  identified by reference L 1  will likewise be providing an illumination that is less than the string of lights  50  identified by reference L 2 . In this manner, the full illumination of the current string of lights  50  (currently identified by reference L 3 ) and the successive gradual reduction in the intensity of the illumination of each previous string of lights  50  creates or simulates the visual rotational flow of the jump rope as it rotates or turns around the perimeter of the housing  22 . The illumination process for the string of lights  50  continues in this manner for each successive string of lights  50  around the entire perimeter of the housing  22 . A complete rotation will occur when all of the strings of lights  50  have been illuminated and the string of lights  50  identified by reference L 1  is again illuminated in the rotation. Before a complete rotation is accomplished, proceed to Step  105 . 
     In Step  105 , the performance of the user  74  is analyzed. When the string of lights  50  identified by reference L 57  (i.e., this is the fifty-seventh string of lights  50  in the successive clockwise rotation) becomes illuminated, the analysis of the performance begins. In the preferred embodiment, the string of lights  50  identified by reference L 57  is electrically connected to at least one of the two emitters  60  on the platform  56  identified by references E 1  and E 2 . When the string of lights  50  identified by reference L 57  illuminates, a light beam  76  is emitted from emitters  60  identified by references E 1  and E 2  and sent across the top surface  64  of the platform  56  to the receivers  62  identified by references R 1  and R 2 , respectively. 
     Likewise, when the adjacent string of lights  50  to the clockwise left of the string of lights L 57  becomes illuminated in the time sequence, this next string of lights  50 , identified by reference L 58 , is electrically connected to at least one of the two emitters  60  identified by references E 3  and E 4 . When this string of lights  50  becomes illuminated, a light beam  76  from emitters  60  identified by references E 3  and E 4  is sent across the top surface  64  of the platform  56  to the receivers  62  identified by references R 3  and R 4 , respectively. 
     As the illumination of the string of lights  50  continues through each successive string of lights  50  until it reaches the string of lights  50  identified by reference L 64  (i.e., the last string of lights at the end of a full rotation), light beams  76  continue to be emitted, in successive order, across the top surface  64  of the platform  56 . In the preferred embodiment, the timed sequential illumination of the string of lights  50  (identified by references L 57  through L 64 ) will occur simultaneously with and trigger each corresponding light beam  76  emitted from emitters  60  (identified by references E 1  through E 16 ) to receivers  62  (identified by references R 1  through R 16 ). In this manner, the illumination of the individual strings of lights  50  are electrically connected to their respective associated light beam  76  which simulates the natural rotation and path of the jump rope as it passes over the platform  56 . 
     There are other variations and means to synchronize the string of lights to a particular emitter and its corresponding receiver. For example, the emitters can be sequenced one at a time. The controller asynchronously scans the platform sensors and periodically sends the active status serially to the controller. The sensor status only needs to be tested when the corresponding light rope is lit. In this manner the controller determines if the user is breaking the light beam  76  at the inappropriate time signaling that the user unsuccessfully jumped over the rope. Another platform  56  that could be used is a pressure or weight sensitive platform that detects the presence or absence of the user. The signal generated by the user  74  on the platform would be synchronized with the rotation of the string of lights  50 . Other methods of determining if a user  74  successfully jumped over the rope will be apparent to one skilled in the art. 
     During the illumination of any of the individual strings of lights  50  identified by references L 57  through L 64 , when the corresponding light beams  76  are emitted, the user  74  must not block the light beams  76  from being received by the corresponding receivers  62 . As such, the user  74  must have jumped prior to these light beams  76  being emitted and be sufficiently above the light beam  76  when emitted or be in a position on either the left side or right side of the light beam  76  to avoid blocking these light beams  76 . If the user  74  avoids all of the light beams  76  that pass over the top surface  64  of the platform  56  as the string of lights  50  passes by during the first rotation, the user  74  is successful on the first jump. If this occurs, proceed to Step  106 . If the user  74  does not avoid all of the light beams  76  or, in other words, blocks any one of the light beams  76  that pass over the top surface  64  of the platform  56  (e.g., such as by their foot), the user  74  has not been successful or has failed the first jump. If this occurs, proceed to Step  107 . 
     In Step  106 , if the user  74  is successful on the first jump or, alternatively, on any selected number of jumps per chosen game level, a determination of the amount of time remaining for the game is made. If the Time remaining for the game has not yet expired, proceed back to Step  105  and continue the game. As an option or alternative embodiment, if the Time remaining for the game has not yet expired, proceed to Step  108 . If, on the other hand, the Time for the game has expired, proceed to Step  109 . 
     In Step  108 , the parameters of the game for the level selected are optionally changed. In a non-limiting example, the speed of the jump rope for each rope rotation or turn (“Speed of Rope Turn”) can be increased, the total number of jump rope rotation or turns (“Number of Rope Turns”) can be increased, a second jump rope can be added for rotation in the same direction as the first rope with each rope separated in the rotation by a pre-determined amount of time or spacing, or alternatively, the second jump rope can be added for rotation in the opposite direction as the first rope (e.g., which is often referred to as “Double Dutch”), or any other type of performance enhancer that can assist in making the game harder or more difficult for the user  74 . In yet another alternative, it is contemplated that a button may be provided to allow the user  74  to manually increase the Speed of the Rope, Number of Rope Turns, or change other desired parameters. When the parameters of the game are changed, proceed back to Step  105  and continue the game with the new parameters. 
     In Step  109 , when the Time for the game has expired and the user  74  has been successful in the level of the game played, the message display  34  may display a message or the speakers  42  may produce any voice or other audio output such as “Congratulations. You Win!” In another alternative, the string of lights  54  may all be simultaneously illuminated forming a single light to signal to the user  74  a successful completion of the game. In yet another alternative, it is contemplated that any combination of the message display  34 , the speakers  42 , and the string of lights  54  may be used in any manner to notify the user  74  of a successful completion of the game. When completed, proceed to Step  113 . 
     In Step  107 , if the user  74  is not successful on the first jump or, alternatively, on any selected number of jumps per chosen game level, the message display  34  may display a message or the speakers  42  may produce any voice or other audio output such as “Sorry. You Lose!” In another alternative, the string of lights  54  may all be simultaneously de-illuminated or turned off to signal to the user  74  an unsuccessful completion of the game. In yet another alternative, it is contemplated that any combination of the message display  34 , the speakers  42 , and the string of lights  54  may be used in any manner to notify the user  74  of an unsuccessful completion of the game. When completed, proceed to Step  113 . 
     While the operation of the game being played in Steps  105  through  109 , Step  110  is also simultaneously occurring. In this Step  110 , a monitoring means is used to determine whether the user  74  may be cheating at any point during the game. In the preferred embodiment, a timing circuit and the light beams  76  or, alternatively, a foot sensor are used to determine the presence or absence of the user  74  on the platform  56 . Although the light beams  76  are used in different phases to analyze the performance of the user  74 , a circuit may also enable all the light beams  76  to be constantly active to register when the user  74  is blocking any one of the light beams  76  to determine the presence or absence of the user  74  on the platform  56 . The default time for the timing circuit is six hundred (600) milliseconds. Accordingly, if at any time, the presence of the user  74  is not registered on the top surface  64  of the platform  56  for more than the default time, the user  74  is determined to be cheating. Or, in other words, if the user  74  has jumped off the top surface  64  of the platform  56  (i.e, to presumably avoid a light beam  76 ) and more than the default time (e.g., more than six hundred (600) milliseconds) has elapsed since the user  74  is registered as having returned back to the top surface  64  of the platform  56 , the user  74  is assumed to be cheating. The reason is that if this default time has elapsed, the user  74  is presumed to have jumped off the platform  56  and is standing next to the platform  56  waiting for the light beams  76  to pass. If this occurs and the user  74  is determined to be cheating, proceed to Step  111 . 
     If, on the other hand, the user  74  has jumped off the top surface  64  of the platform  56  (i.e, to presumably avoid a light beam  76 ) and less than the default time (e.g., less than six hundred (600) milliseconds) has elapsed before the user  74  is registered as having returned back to the top surface  64  of the platform  56 , the user  74  is found to be in compliance. The reason is that if this default time has not elapsed, the user  74  is presumed to have continued to remain on the platform  56  and is playing the game correctly. If this occurs, no further action is taken and proceed back to Step  105  where the game continues. This Step  110  will continue until Steps  105  through  109  are completed. 
     In Step  111 , if the user  74  is determined to be cheating, the message display  34  may display a message or the speakers  42  may produce any voice of other audio output such as “Stop. No Cheating Allowed. Game Ended.” In another alternative, the string of lights  54  may all be simultaneously de-illuminated or turned off to signal to the user  74  the stopping of the game. In yet another alternative, it is contemplated that any combination of the message display  34 , the speakers  42 , and the string of lights  54  may be used in any manner to notify the user  74  of the stopping of the game. When completed, proceed to Step  113 . Alternatively, if the user  74  is determined to be cheating, proceed to Step  112 . 
     In Step  112 , even though the user  74  is determined to be cheating, the user  74  can be given additional chances to redeem themselves. In this alternate step, if additional chances are provided, the message display  34  may display a message or the speakers  42  may produce any voice or other audio output such as “Stop. No Cheating Allowed. Return to Platform.” In another alternative, the string of lights  54  may all be simultaneously de-illuminated or turned off to signal to the user  74  to return to the platform  56  to continue the game. In yet another alternative, it is contemplated that any combination of the message display  34 , the speakers  42 , and the string of lights  54  may be used in any manner to notify the user  74  to stop cheating and to return to the platform  56  so that the game may be continued. When completed, proceed back to Step  105  and continue the game. 
     In Step  113 , depending upon the performance of the user  74  during the game, a determination is made as to how many paper tickets or other reward the user  74  has won. If the user  74  was successful on all the jumps and won the game, they would be entitled to a larger or better reward than if they were partly successful but had failed to win, or if they failed completely, or if they were found cheating. Once the reward for performance is determined, in the preferred embodiment, the ticket dispenser  48  will dispense the appropriate number or amount of reward tickets. When completed, proceed to Step  114  where the game is ended. 
     The electronic schematic of several components are illustrated in  FIGS. 4A-4D .  FIG. 4A  shows thirty-two strings of lights  50 , whereas the actual production units utilize sixty-four individual strings of lights to better visualize the concept of a moving jump rope. Inputs P 0 _ 1  through P 3 _ 7  of the strings of lights  50  are connected to a their respective outputs of a microprocessor  80 , illustrated in  FIG. 4D .  FIG. 4D  also illustrates the speaker  42  and its respective circuitry connected to the microprocessor  80 . 
       FIG. 4B  is a schematic diagram of the platform  56  and the emitters  60  and receivers  62 . The emitters illustrated as E 1 -E 8  with inputs A 0  to A 7  emit light to the receivers  62  illustrated respectively as R- 1  to R- 8  with outputs D 0  to D 7 . The respective input and outputs are connected to microprocessor  80 . This controls determining if the user is on or off the platform  56  at the proper time in the jump sequence. The schematic only illustrates eight emitters and receivers when in the preferred embodiment, there are fifteen of each. 
       FIG. 4C  illustrates the score/timer display  36  circuitry that is connected to the microprocessor and can be programmed to display the time played, time remaining to be played, or the score achieved by the user for successfully jumping over the rope during play. There are three illuminated outputs or numerals shown in  FIGS. 1 and 4C . However, more or less numerals can be used. They can be programmed to alternately display the remaining or expired time and score, or continuously display any of these items. 
     Thus, there has been provided a unique electronic jump rope device. While the invention has been described in conjunction with a specific embodiment, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art in light of the foregoing description. Accordingly, it is intended to embrace all such alternatives, modifications and variations as fall within the spirit and scope of the appended claims.