Patent Document

CROSS REFERENCE TO RELATED APPLICATIONS 
     The application claims priority to U.S. Provisional Application Ser. 60/825,969 entitled “Interactive Three Dimensional Gaming Device with Recessed Chambers” filed on Sep. 18, 2006. 
    
    
     FIELD OF THE INVENTION 
     The present invention relates to an interactive gaming device, and in particular to a three-dimensionally shaped device where a user manipulates and maneuvers the device to press a plurality of illuminated buttons in accordance to gaming content. 
     BACKGROUND OF THE INVENTION 
     Three dimensional gaming devices and puzzles are well known in the industry. Such devices include both mechanical and electronic attributes. Typically, a user is required to solve a problem or reach an objective by manipulating or responding to the device. The Rubik&#39;s Cube is a well-known mechanical version utilizing physical manipulation of the device while “SIMON” is a well-known electronic version that combines lights and sound to enhance a user&#39;s gaming experience. While these gaming devices are well known, there is always a continuing need for improvements or changes in the gaming experience. 
     SUMMARY OF THE INVENTION 
     In one embodiment of the present invention, there is provided an interactive gaming device that includes a polyhedron housing having an internal mount plate. The polyhedron housing defines a plurality of faces, wherein each face of said plurality of faces includes a plurality of tiles and an opening to accommodate a response unit. Each response unit is secured to the internal mount plate in the openings such that a top edge defined by the response unit is substantially flushed with tiles adjacent the opening. Each response unit is further defined as a recessed chamber having a base with a button that is in communication with a switch. The recessed chamber further being sized to accommodate a portion of a user&#39;s finger, and having a predetermined depth such that the line of sight of the button is impaired when viewed at an angle. A processor is mounted to the internal mount plate and is in communication with each switch. The processor stores pre-programmed gaming content on a memory. 
     In another embodiment of the invention the interactive gaming device may include a light driver in communication with the processor and one or more of the light sources to control a level of illumination of the light sources. The processor is directed by the pre-programmed gaming content to control the level of illumination such that a user must respond to a decrease in the level of illumination of a light source to trigger the switch corresponding to the decreased illuminated light source. Once triggered the processor will control the light driver to increase the level of illumination back to a starting setting. If the user is not capable of triggering the switch corresponding to the decreased light source before it reaches a lower level, such as a light off state, the processor may time-out the game. 
     In this embodiment the interactive gaming device may further comprises a light in each recessed chamber that is controlled by the processor. 
     In another embodiment the polyhedron housing includes six response units, each response unit being positioned such that each of the recessed buttons point in a different direction. In another embodiment the polyhedron housing is cube-shaped. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       A fuller understanding of the foregoing may be had by reference to the accompanying drawings, wherein: 
         FIG. 1  is an illustrative view of the interactive gaming device; 
         FIG. 2  is an exploded view of the components of the interactive gaming device; 
         FIG. 3   a  is an illustrative view of the internal components of the interactive gaming device; 
         FIG. 3   b  is an illustrative view of the internal components of the interactive gaming device; 
         FIG. 3   c  is an illustrative view of the internal components of the interactive gaming device; 
         FIG. 3   d  is an illustrative view of the internal components of the interactive gaming device; 
         FIG. 4  is a block diagram of the interactive gaming device for the first embodiment; 
         FIG. 5   a  is step one of an example of a play pattern for the first embodiment of the interactive gaming device; 
         FIG. 5   b  is step two of an example of a play pattern for the first embodiment of the interactive gaming device; and 
         FIG. 5   c  is step three of an example of a play pattern for the first embodiment of the interactive gaming device. 
     
    
    
     DETAILED DESCRIPTION OF THE EMBODIMENTS 
     While the invention is susceptible to embodiments in many different forms, there are shown in the drawings and will described herein, in detail, the preferred embodiments of the present invention. It should be understood, however, that the present disclosure is to be considered an exemplification of the principles of the invention and is not intended to limit the spirit or scope of the invention and/or the claims and embodiments illustrated. 
     Referring now to  FIG. 1 , in accordance to a first embodiment, there is illustrated an interactive gaming device  10  that includes an external housing  15  and a plurality of response units  30  that further include a plurality of button mechanisms  25 . The button mechanisms  25  are preferably made up of a light emitting diode (LED), a lens and a switch positioned at the base of the response units  30 . These LEDs may have any number of different colors, or, as in the first embodiment, include a white LED with a colored lens. 
     The external housing  15  may take on several different three-dimensional geometric shapes, such as a cube, sphere, or pyramid. Virtually any three-dimensional shape may be used. An aspect of the external housing  15  is that the faces defined by the three-dimensional shape each include a plurality of tiles  17  that may surround the response units  30 . 
     Referring now to  FIG. 2 , the exploded view of  FIG. 1  is shown. As illustrated, the housing  15 , which may also be viewed as a polyhedron housing, has a number of external faces  16 . Each face includes the plurality of tiles  17  and includes one or more openings  19  that are surrounded by two or more tiles depending upon its location. By placing the opening  19  in between tiles  17 , the location of the button mechanism that needs to be pressed during game play is not visible from all lines of sight and increases the challenging aspects of the game. 
     Referring also to  FIGS. 3   a - 3   d , distributed throughout each opening  19  is the response unit  30 . In one embodiment, each response unit  30  includes a recessed chamber  20  and a button mechanism  25 . The button mechanism includes a lens  35 , a switch  40 , and an LED  45 . The switch  40  and the LED  45  may be mounted to a switch plate  50 . The response units  30  are further mounted to a mount plate  55  positioned within the housing  15 . The response unites  30  are separately positioned in the openings  19  such that an edge  21  of the recessed chamber  20  is substantially flush with a surface plane of the surrounding tiles  17 . Thus, when the button mechanisms  25  are positioned at the base of the recessed chambers, the button mechanisms  25  and the LEDs  45  are not visible from all lines of sight, which increases the level of difficulty of the game. 
     The button mechanisms  25 , which are located at the base of the recessed chambers  20 , are in communication with an integrated circuit (IC)  60  (described below) by an electrical connection that permits the transfer of power and information. The lens  35  would be positioned at the base of the recessed chamber  20  above the switch and LED, such that when the lens  35  is pressed by a user, the switch  40  is triggered. 
     The processor (described below) accesses game content (such as preprogrammed signals or audio content) stored on a memory internal or external to the IC  60 . Further, the IC  60 , amplifier (described below), switches  40  and LED drivers (described below) are in communication with a power source such as a battery pack. 
     In the first embodiment, the interactive gaming device  10  includes a means to trigger game play and responses. An example of the triggered game play and responses is included in a “play pattern” example and game play examples below. 
     Further, in accordance to the first embodiment, to play with the gaming device a user manually rotates and maneuvers the interactive gaming device to locate button mechanisms  25 , which appear illuminated by activated LEDs  45  in accordance to gaming content. The gaming content is considered interactive or evolving with a play pattern designed in the programming. The gaming content may include audio information and/or data or LED activation. The audio information may be generated or converted into any type of signal or format needed for playing or transferring the gaming content, such as but not limited to digital, analog, wav, etc. As such, when a switch is triggered, the interactive gaming device responds based on the programming contained within the gaming content enabling a user to interact with the interactive gaming device in a variety of different capacities. 
     Referring now to  FIG. 4 , there is shown a block diagram provided for an embodiment of the interactive gaming device  10 . The IC  60  communicates with a plurality of LED drivers  65  via an electrical connection  70 . Utilizing the electrical connection  70 , data (such as preprogrammed audio content, preprogrammed responses and/or randomly generated signals, etc.) can travel between the IC  60  and the plurality of LED drivers  65 . The plurality of LED drivers  65  also receives an appropriate amount of power from the power source via an electrical connection  70 . Utilizing control signals (such as randomly generated or preprogrammed) the IC  60  then directs the LED driver  65  to transfer the appropriate amount of power to the plurality of LEDs  45  to activate a desired state. Examples of a desired state include a “light on,” a “light off,” or a varying level of illumination for an LED  45 . The power is obtained from a power source  75  while the data is obtained from a processor(s)  80 . The processor(s)  80  is designed to run the program(s) stored on a memory  85 . 
     When one of the plurality of switches  40  is triggered in response to a user&#39;s input, a signal is sent via an electrical connection  70  to the IC  60 . The IC  60  contains the processor(s)  80  and may include a memory  85 . The IC  60  receives signals from the plurality of switches  40 . The IC  60  further includes programming and electronic components to facilitate and direct audio content, control signals, and data within the interactive gaming device  10 . The IC  60  is also in communication with the power source  75  and an amplifier  90 . The memory  85  contains gaming content. The processor(s)  80  in the IC  60  accesses the gaming content based on a program and/or in accordance to the generated control signals received from the plurality of switches  40 . The processor(s)  80  then generates a response that includes signals and may be in the form of audio or control signals. While the interactive gaming device  10  is preprogrammed to respond, the selection of the type of response may be randomly selected. From the processor(s)  80 , audio signals are transferred to the speaker  95  while control signals are transferred to the plurality of LED drivers  65  via an electrical connection  70 . The LED drivers  65  then direct the plurality of LEDs  45  to change to a desired state, based on a program and/or in accordance to a user&#39;s input or preprogrammed response. 
     One illustrative example can be described in the following “play pattern” as show in  FIGS. 5   a - 5   c . Power switch  100  is turned on to activate the interactive gaming device  10 . Once a game is selected, the processor  80  begins to change one or more of the plurality of LEDs  45  to a “light on” state, prompting the user to press one or more of the corresponding button mechanisms  25  illuminated by a the lit LED  45 . Activating or trigging one of the switches  40  sends a signal to the processor  80 . The processor  80  then accesses the gaming content to retrieve audio data to transfer to the speaker  95  and signals to control the state of the LEDs  45 . For example and as illustrated in  5   a , an LED  45  on the C-side will receive a control signal from the IC  60 , directing the LED  45  on the C-side to change to the “light on” state, thus illuminating the button mechanism  25 . When a user is looking at the interactive gaming device  10  from the A-side, they will not be able to see the button mechanism  25  illuminated on the C-side. A rotation of the interactive gaming device  10  in the direction of the arrow in  5   a  will also not place the LED  45  on the C-side in view as illustrated in  5   b . However, another rotation of the interactive gaming device  10  in the direction of the arrow in  5   b  will take the user to the view in  5   c . At this point, the user will be able to see the button mechanism  25  illuminated on the C-side. The user then presses the corresponding button mechanism  25  on the C-side, sending a response signal to the IC  60 . The IC  60  receives this response signal and changes the state of a different, or the same LED  45 . Since the LEDs  45  may be positioned at the bottom of the recessed chambers  20 , a user must manually rotate and maneuver the interactive gaming device  10  to permit a user&#39;s line of sight to view the LED  45  in the “light on” position. This creates a challenging interactive element because the LEDs  45  are not at the surface of the external housing  15 , where they are easily visible and do not require additional user rotation of the external housing  15 . The IC  60  will continue to receive input signals from the switches  40 , and direct output signals to the speaker  95  and the LEDs  45 . The resulting play pattern will direct a user to continuously rotate and manipulate the interactive gaming device to follow the IC&#39;s  60  direction, preferably with a time pattern variation to increase the difficulty of play as a user progresses through the play pattern. 
     Numerous games may be played with the interactive gaming device  10 . These games are selected by a user pressing the appropriate button mechanisms  25 . Several games are described below, however, the IC (described below) may be programmed to play any number of games. 
     First Example of Game Play 
     In a first example of game play, the object of the game is for a user to fully illuminate all of the LEDs  45  by pressing the button mechanisms  25  as the light begins to fade out. At the start of game play, each of the six LEDs  45  are in a lights out state. The processor  80  accesses the gaming content to retrieve audio data to transfer to the speaker  95  to emit a sound notifying a user of the start of game play. The processor  80  sends control signals to one or more of the LED drivers  65  which direct the corresponding LED  45  to illuminate. The processor  80  then directs the LED driver  65  to gradually decrease the level of illumination (essentially, a fade out). The user then presses the illuminated button mechanism  25  which appears to fade to increase the level of illumination back to the maximum level. The corresponding switch sends a control signal to the processor  80 . The processor  80  sends audio data to the speaker  95  to emit a corresponding audio sound. 
     As the user presses the first button mechanisms  25  to illuminate, the other LEDs  45  subsequently switch to the light on position and begin to fade as described above. If an LED  45  fades to the light out state, game play ends. If the user is able to get all six LEDs  45  to their full light on state, game play ends. The processor  80  may be programmed to generate a “game over” or “winner” audio signal when the user reaches either scenario. Also, the processor  80  may be programmed to increase the speed of the fading effect to make the game play more challenging. Further, the processor  80  may be programmed to time out or end game play after a predetermined length of time has expired. After the conclusion of game play, the user has the option to start a new game by pressing the corresponding button mechanisms  25  or selecting one of the other games included in the interactive gaming device. 
     Second Example of Game Play 
     In a second example of game play, the object is to press a button mechanism  25  illuminated by an LED  45  in the light on state before the LED  45  switches to a light out phase. The processor  80  may be programmed to flash the LEDs  45  between a light on or light out phase, prompting a user to respond in accordance to the game play. 
     The processor  80  includes programming to provide multiple levels of game play, preferably increasing in the difficulty of play as a user advances in the game play. The processor  80  is programmed to time out game play after a predetermined length of time has elapsed for each level of game play. 
     For example, when the first LED  45  is switched to the light on state, a timer begins a countdown scheduled to last thirty seconds during which time the user needs to press as many button mechanisms  25  illuminated by the LEDs  45  as possible before the programming directs the LED  45  to switch to the light off position in accordance with game play. Once the countdown time is reached, the processor  80  determines a performance rating of the user, such as a percentage of button mechanisms  25  correctly pressed versus corresponding LEDs  45  lit. If the user achieves the required percentage of hits, the user advances to the next level. As the user advances in levels, the speed in which the LEDs  45  flash between the light on state and light off state increases. The programming may also include audio commands to emit through the speaker  95 , signaling completion of a level and the advance to the next level. 
     Third Example of Game Play 
     In a third example of game play involving multiple users, the object of the game is similar to the game known as “hot potato.” At the start of game play, the processor  80  directs an audio command to emit from the speaker  95 , requesting one of the users to input the desired number of players. A user responds by pressing a button mechanism  25  corresponding to the number of players. 
     An LED  45  switches to the light on phase to signal the start of play. Simultaneously, the processor  80  tracks time while directing audio signals to emit from the speaker  95 , such as a simulated clock ticking sound. Since the button mechanisms  25  are at the base of the recessed chambers  20 , players do not have a direct line of sight to the button mechanism  25  now illuminated. The first player maneuvers the interactive gaming device  10  to locate the corresponding illuminated button mechanism  25  and presses the button mechanism  25  before passing the interactive gaming device  10  to the next user. Pressing the illuminated button mechanism  25  with an LED  45  in the light on state triggers the associated switch  40  and sends a signal to the processor  80 . The processor  80  responds by randomly triggering another LED  45  to switch to the light on state. The next user then maneuvers the interactive gaming device  10  to locate the next illuminated button mechanism  25 . 
     Upon locating and pressing the illuminated button mechanisms  25 , the user passes the interactive gaming device  10  as above, prompting the processor  80  as above. These steps are repeated as the interactive gaming device  10  is passed to subsequent players until the processor  80  determines that the time of play has expired. Scoring may be recorded according to gaming content, or a user may simply be eliminated. This interaction and game play may continue until a winner is determined. 
     Fourth Example of Game Play 
     In a fourth example of game play, the object of the games is to determine a randomly generated LED  45  illumination sequence to fully illuminate all the LEDs  45  by pressing the corresponding button mechanisms  25  with the fewest number of attempts. At the start of game play, all of the LEDs  45  are in the lights off state. The processor  80  directs an audio signal to the speaker  95  to emit an audio sound to notify the users to start play. 
     A user presses one of the button mechanisms  25  in an attempt to find the first correct button mechanism  25  in the randomly generated sequence. Once the button mechanism  25  is pressed by the user, a signal is sent to the processor  80 . The processor  80  determines if it is the correct signal (corresponding to the button mechanisms  25 ) according to the randomly generated sequence. If the button mechanism  25  selected is not the first in the sequence, no LEDs  45  will switch to the light on state and the processor will send an audio signal to the speaker  95  to notify the user that the selection was incorrect. If the button mechanism  25  selected is the first button mechanism  25  in the sequence, the processor  80  will direct the corresponding LED  45  to illuminate and send an audio signal to the speaker  95  to notify the user that the selection is correct. 
     The user then selects another button mechanism  25  in an attempt to find the subsequent button mechanism  25  in the sequence. If the second button mechanism  25  selected is incorrect, the processor  80  sends an audio signal to the speaker  95  to notify the user that the selection was incorrect. Simultaneously, the processor  80  will reset the game play to the initial button mechanism  25  in the sequence. Game play proceeds accordingly until the user selects all six button mechanism  25  according to the randomly generated sequence. 
     Once the user is able to press the button mechanisms  25  in the correct sequence, the LEDs  45  will all be in the light on state and the processor  80  will send an audio signal to the speaker  95  indicating completion of the game play. Further, the processor  80  may record the correct and incorrect presses to provide an accuracy and timing rating. 
     Fifth Example of Game Play 
     In a fifth example of game play, the object is to locate LEDs  45  subsequently switched to the light on state and press the corresponding button mechanisms  25  before a predetermined time expires. The LEDs  45  may be subsequently switched to the light on state in a randomly generated sequence. 
     To start game play, the processor  80  sends a signal to one of the LEDs  45  to switch to the light on state. The user maneuvers the interactive gaming device  10  to locate the corresponding button mechanism  25 . Since the button mechanism  25  and LEDs  45  in this embodiment are located at the base of the recessed chambers  20 , a user will typically not have a direct line of sight to the button mechanism  25  when illuminated by the LEDs  45 , creating a challenging scenario requiring a user to maneuver the interactive gaming device  10  quickly to locate the illuminated button mechanism  25  before time expires. 
     Game play continues while the user continues to locate and press the correct button mechanism  25  corresponding to the LED  45  in the light on state in the randomly generated sequence within the allocated time. To increase the difficulty, the time allotted to locate each button mechanism  25  will decrease with each correct selection. The processor  80  sends an audio signal to the speaker  95  indicating a correct selection and further sends an audio signal to the speaker  95  when there is an incorrect selection signaling the end of the game play and indicating a user&#39;s score. At the conclusion of game play, the user has the option to start a new game by pressing the corresponding button mechanism  25  or selecting one of the other games included in the interactive gaming device  10 . 
     Sixth Example of Game Play 
     In a sixth example of game play, the object is to follow a randomly generated color pattern according to audio signals. To start play, the processor  80  sends an audio signal to the speaker  95  as a voice command and the user presses the corresponding button mechanism  25 . For example, the speaker  95  will emit the word “Red” as a voice command. If the user presses the button mechanism  25  on the red side, the processor  80  sends an audio signal to the speaker  95  to continue the sequence, such that the voice will then say “Red, Yellow.” The user must select and press the correct button mechanisms  25  according to the color sequence to repeat the pattern. With each correct selection, the processor  80  will direct the sequence to repeat and add one or more colors to the sequence for the subsequent rounds. The processor  80  may be programmed to increase in difficulty as a user advances in game play. For example, when a user correctly presses a five button sequence, the processor  80  resets the round and randomly generates a color sequence requiring the user to follow a six button sequence. An incorrect selection will prompt the processor  80  to send an audio signal indicating the end of game play. After the conclusion of game play, the user has the option to start a new game or select one of the other games included in the interactive gaming device  10  by pressing the corresponding button mechanisms  25 . 
     There is a virtually unlimited amount of play patterns that can be included in the gaming content. The examples above are meant to be but a few of the many and are not meant to limit the invention in any manner. 
     From the foregoing and as mentioned above, it will be observed that numerous variations and modifications may be effected without departing from the spirit and scope of the novel concept of the invention. It is to be understood that no limitation with respect to the specific methods and apparatus illustrated herein is intended or should be inferred.

Technology Category: 1