Note: Descriptions are shown in the official language in which they were submitted.
[0001] CROSS REFERENCE TO RELATED APPLICATION: This application claims
priority from US
provisional patent application serial no.: 62/957,526 filed January 6, 2019,
the entirety of which is
incorporated herein by reference.
[0002] TITLE OF INVENTION: Game System, Device and Method for Playing a Game
[0003] BACKGROUND OF THE INVENTION
[0004] 1. FIELD OF THE INVENTION
[0005] The present invention relates generally to systems and methods for
strategic games and athletics
games. The present invention relates generally to devices and methods
pertaining to novel sports,
games, and amusements (USPC Index Class A63F9/00 and USPC Index Class 463).
The present invention
relates generally to amusement devices and games, and more specifically those
including means for
processing data (USPC Index Class 463 subclass 1). Certain embodiments of the
invention relate to a
simulated court game or athletic event (USPC Index Class 463 subclass 4).
Certain embodiments of the
invention relate to games using a tangible projectile (USPC Index Class 467).
Certain embodiments of
the invention relate generally to training appliances or apparatus for special
sports (CPC A63B 69/00).
The present invention also relates generally to games or sports accessories
(CPC A63B 71/00), and more
specifically to those for large room or outdoor sporting games (A63B 71/02) as
well as for small-room or
indoor sporting games (CPC A63B 71/04).
[0006] 2. DESCRIPTION OF THE RELATED ART
[0007] In the prior art can be found attempts to incorporate electronics into
physical games.
[0008] In U54695058A, Carter and Dooley describe a system that is used in the
activity now known as
laser tag. The photo-electric hit-detector type systems of Carter and Dooley,
and others, employ beams
and detection of beams at receivers to register a score. US4695058A does not
teach games employing
strategic thinking, nor proximity-based games, nor means of mitigating close-
proximity related gaming
injuries.
[0009] In US5393074A, Bear and Jordan describe a modular electronic gaming
system that allows
players to participate physically in video-game style games. The "smart gaming
system" of Bear and
Jordan employs interconnected modules that uses sensors to detect and indicate
player positions and
activities as they walk among them. The Bear and Jordan system employs a
processor to translate
sensor input into game states and score. U55393074A does not teach a method
for players to engage in
strategic and athletic games over a wide area with simple and small fixtures.
[00010] In U55127657A, Ikezawa and Mochino present an amusement system,
similar to Bear and
Jordan. The amusement system uses sensors to detect player position and "hits"
(by shooting) and
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changes a game representation accordingly. U55127657A does not teach gaming
methods wherein
both strategy and fitness affects the gaming outcome. US5127657A does not
teach gaming methods
that allow play over a wide area with simple and small fixtures.
[00011] In US939664161, Allen et. al. describe a system for predicting and
warning of impacts
employing a user-wearable warning device to provide a warning output to the
user (i.e. - sports player)
in advance of a predicted time of the potential impact. The system of Allen
et. at predicts potential
impact by computation/processing based on user motion vectors and object
motion vectors.
US9396641B1 does not teach devices or methods for the prediction of potential
impact by signal
strength of waves emitted by the approaching player or object. US9396641B1
does not teach methods
of gaming that avoid close-proximity play (and thereby avoid collisions).
[00012] In Pers Ubiquit Comput (2004) 8: 71-81 DOI 10.1007/s00779-004-0267-x
"Human Pacman: a
mobile, wide-area entertainment system based on physical, social, and
ubiquitous computing", Cheok
et. at describe a gaming system employing a role-playing augmented-reality
processor that is physical,
fantasy based, and involves real human¨social and mobile gaming. The gaming
system employs signal
communication with LAN and central server and augmented-reality glasses, and
game play that involves
player contact. Some limitations of the system described by Cheok et. at
include: use of a costly and
range limited centralized server, use of a costly augmented-reality system,
risk of player injury due to
close-proximity play.
[00013] In CHI 2011, May 7-12, 2011, Vancouver, BC, Canada. ACM 978-1-4503-
0268-5/11/05 "TagURIt:
A Proximity-based Game of Tag Using Lumalive e-Textile Displays", and in
"Social Appropriateness of
Touch Sensor Placement on Interactive Lumalive E-Textile Shirts by Sylvia Hou-
Yan Cheng" (Queen's
University Kingston, Ontario, Canada August 2011 Copyright c Sylvia Hou-Yan
Cheng, 2011), Cheng et. at
describe TagURIt, a dynamic game of tag wherein players physically represent a
Universal Resource
Indicator (URI) tagged with real-time location information, wherein each
player wears a high resolution
Lumalive textile display embedded in a shirt, wherein the display is modified
based on player proximity,
wherein player proximity is measured by LPS (local positioning system) or GPS
(global positioning
system) or RSSI (received signal strength using the Xbee Lily node-based bus
packet-radio digital-radio
communication protocol networking system). Wearable displays are modified
based on player position,
chasers touch target players and gain points depending on the state of the
wearable display, the target
is determined by a centralized processor. Some limitations of the TagURIt
system include: use of a
costly and range limited centralized server and architecture, reliance on
expensive and cumbersome
wearble lights as the main means of primary communication, risk of injury due
to close-proximity play,
complicated signal communication.
[00014] On Feb 3 2019, a "Superbowl" TV commercial was broadcasted that
depicted a "real-life" game
of Pac-Man (an arcade game). In the game, human players interacted in a maze,
in a Pac-Man like
game. The game employed indicators that were under manual/external control.
The "Superbowl" Pac-
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Man broadcast does not teach a system or method of undertaking "real-life"
arcade-like games, without
relying on manual/external/remote control and intervention.
[00015] The ROXs real life gaming system offered by Kilian Saekel and company
employs electronic
objects that players touch and/or carry to play "real-world" video games
intended for youth. The ROXs
electronic objects communicate with each other via a master controller and RF
signals. ROXs does not
teach systems or methods to allow players to play strategic games without the
use of network
communication, in a manner that avoids close-proximity play.
[00016] In the game "SPOOKY", which is executed with the WOVEN e-wearable
platform offered by
wearablegames.eu (Kersten and Ribbens), players don wearable electronics, make
gestures that are
measured by (and affect) an electronic system in order to carry out actions in
the game, and influence
other players by signal communication. SPOOKY does not teach games employing
strategic thinking.
SPOOKY relies on wearable lights as the primary means of visual state
indication. SPOOKY does not
teach alternatives to using wearable lights as the primary means of visual
state indication (to obviate or
simplify the requirement for the usage of expensive and cumbersome wearable
lights). SPOOKY does
not teach methods of gaming that avoid close-proximity play. SPOOKY does not
games with a strategic
challenge.
[00017] The SuperSuit gaming system offered by SuperSuit Inc./MadRat games
allows enhanced laser
tag like games intended for youth (i.e. ¨ similar to U54695058A, Carter and
Dooley). The SuperSuit
system includes a vest (with sensors and display for laser tag like games),
glove (which acts as a laser tag
gun or RC controller) and a bot/beacon (acts as lasertag target or shooter or
captured object, may
sometimes be worn to shoot opponents that are unshielded by the bot
carrier/wearer). SuperSuit does
not teach games employing strategic thinking. SuperSuit, relies on wearable
lights as the primary means
of visual state indication. SuperSuit does not teach alternatives to using
wearable lights as the primary
means of visual state indication (to obviate or simplify the requirement for
the usage of expensive and
cumbersome wearable lights). SuperSuit does not teach methods of gaming that
avoid close-proximity
play.
[00018] The 'ARENA' system offered by LaserForce (laserforcetag.com) includes
beacons. The beacons
are employed in laser tag games and can be used to shoot nearby players. Such
beacons enhance the
laser tag experience but do not allow for games that employ strategic
thinking.
[00019] The article 'Pervasive gaming: Status, trends and design principles,
Journal of Network and
Computer Applications, June 2015, D01:10.1016/j.jnca.2015.05.009' lists state
of the art live action role
playing games that employ electronics. A shortcoming of the games described is
that they rely on costly
and complicated networking methods (GPS, WiFi, IEEE 802.15.4, etc.). The games
described in the paper
do not teach methods of territorial control, which is an aspect of abstract
strategy games.
3
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[00020] The PhD thesis 'Pervasive GameFlow ¨ Identifying and Exploring the
Mechanisms of Player
Enjoyment in Pervasive Games, KaIle Egers, Department of Informatics, Umea
University Sweden, 2009'
describes the game FIASCO, which employs networking and GPS methods to mark
(but not control)
territory in a manner that does not enable strategic athletic games.
[00021] Tagaboo is an interactive game for two or more children that is based
upon wearable radio
frequency identification (RFID) technology. One or more children wears a vest
containing RFID tagged
tokens, while one or more pursuers wear gloves with embedded RFID readers. The
system lacks the
ability to influence from a distance. The system lacks the ability to control
zones through
omnidirectional influence.
[00022] Beam virtual playground uses a projector and camera-based motion
capture to create a virtual
gaming space. Lumo play is similar to Beam virtual playground. The present
invention does not employ
a projector.
[00023] Seen in the prior art are inventions that employ complex, expensive,
and cumbersome devices
and communication methods that permit shoot-hit type games, laser tag type
games, and other simple
games (mainly for youth) that have changed little in the decades since Carter
and Dooley. The physical
games enabled by the prior art lack the potential to create a strategic
challenge. Prior art inventions
employ expensive, cumbersome, unclear wearable lighting. The prior art has not
taught devices and
methods and devices to provide for activities that challenge players in both
strategic thinking and
physical ability. Furthermore, inherent in the games taught by the prior art
is close-proximity play and
the attendant risk of injury due to collision, etc.
[00024] In U56981700B2, Syed and Syed describe a turn-based strategic board
game called Arimaa.
Arimaa was designed to be difficult for computer players. Human vs. computer
competition in Arimaa
furthered the development of artificial intelligence. As a result, computers
are now capable of defeating
humans in Arimaa. Human-computer competitive and/or cooperative play in
strategic athletic games
represents an opportunity to advance the science of artificial intelligence.
4
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[00025] BRIEF SUMMARY OF THE INVENTION
[00026] The present invention is directed at a system for playing a game
involving first and second
players, the game having a set of rules by which the game is to be played. The
system includes a
transmitter worn by the first player, said transmitter emitting a first signal
at a signal strength which
decreases as the signal propagates away from the transmitter. The system
further includes a receiver
worn by the second player, said receiver configured to read the first signal,
the receiver being further
configured to measure the signal strength of said first signal. A processor
coupled to the receiver is also
included, the processor configured to create a zone of influence around one of
the players by defining a
preselected signal strength threshold. The processor is further configured to
recognize a presence event
when the signal strength read by the receiver equals or exceeds the
preselected signal strength
threshold. The processor is configured to store the set of rules, the
processor being further configured
to use the recognition of the presence event in the application of the rules.
Preferably, the transmitter
is an omnidirectional transmitter.
[00027] The present invention is also directed at system for playing a game as
defined above further
including an indicating device worn by one of the players, the indicating
device coupled to the
processor, the processor configured to activate the indicating device when the
strength of the signal
received by the receiver passes a predetermined indicating threshold, the
indicating device configured
such that when triggered, the indicating device emits an indicating signal
selected from the group
comprising an audible signal, a visual signal and a vibrational signal.
[00028] The present invention is also directed at a system for playing a game
as defined in the preceding
paragraphs wherein the processor is configured to identify a gesture, the
processor being further
configured to identify the gesture from a catalog of gestures stored on the
processor, the processor
being further configured to use the identified gesture in the application of
the rules.
[00029] The present invention is also directed at a system for playing a game
as defined in claim 1
wherein one of the players is intended to be an object and the other player is
intended to be a natural
person.
[00030] The present invention is also directed at a system for playing a game
as defined above wherein
the processor is worn by the second player.
[00031] The present invention is also directed at a system for playing a game
involving at least two
players on a playing field having a width, the game having a set of rules by
which the game is to be
played. In the system, each player wears a transmitter configured to emit a
signal identifying the player
wearing the transmitter, the signal having a signal strength which decreases
along the width of the
playing field. Each player also wears a receiver configured to read the signal
transmitted by the other
player, the receiver being further configured to measure the signal strength
of said signal. A processor is
coupled to each receiver, the processor configured to create a zone of
influence around each of the
CA 3104257 2020-12-30
players by defining a preselected signal strength threshold for each player.
The processor is further
configured to recognize a presence event when the signal strength read by the
receiver exceeds the
preselected signal strength threshold. The processor is also configured to
store the set of rules, the
processor being further configured to use the recognition of the presence
event in the application of the
rules.
[00032] The invention is also directed at a system of playing a game as
defined in the preceding
paragraph wherein each receiver and transmitter is wirelessly coupled to the
processor, the processor
being remote to each player and the transmitter is an omnidirectional
transmitter.
[00033] The invention is also directed at a system for playing a game as
defined in the preceding
paragraph further including an indicating device worn by one of the players,
the indicating device
coupled to the processor, the processor configured to activate the indicating
device when the strength
of the signal received by the receiver passes a predetermined indicating
threshold, the indicating device
configured such that when triggered, the indicating device emits an indicating
signal selected from the
group comprising an audible signal, a visual signal and a vibrational signal.
[00034] The invention is also directed at a system for playing a game as
defined in the preceding
paragraph wherein the processor is configured to identify a gesture, the
processor being further
configured to identify the gesture from a catalog of gestures stored on the
processor, the processor
being further configured to use the identified gesture in the application of
the rules.
[00035] The invention is also directed at a system for playing a game as
defined in the preceding
paragraph wherein at least one of the players is intended to be an object and
at least one player is
intended to be a natural person.
[00036] The invention is also directed at a system for playing a game as
defined in the preceding
paragraph wherein the processor comprises a plurality of processors, each
player wearing one of said
processors.
[00037] The invention is also directed at a wearable electronic kit useful in
playing a game involving a
plurality of players on a playing field having a width, at least some of the
players wearing said wearable
electronic kit, the game having a set of rules by which the game is to be
played. Each wearable
electronic kit includes a transmitter configured to emit a signal identifying
the player wearing the
wearable electronic kit, the signal having a signal strength which decreases
along the width of the
playing field. The receiver is configured to read the signals transmitted by
the electronic kits worn by
other players, the receiver being further configured to measure the signal
strength of each of said
signals. The wearable electronic kit further includes a processor coupled to
the receiver, the processor
configured to create zones of influence around the other players by defining a
preselected signal
strength threshold for each signal. The processor is further configured to
recognize a presence event in
the zone of influence by comparison of the signal strength read by the
receiver to the preselected signal
6
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strength threshold of the player. The processor is further configured to store
the set of rules and to use
the recognition of the presence event in the application of the rules.
[00038] The invention is also directed at a wearable electronic kit as
described in the preceding
paragraph wherein the transmitter is an omnidirectional transmitter.
[00039] The invention is also directed at a wearable electronic kit as
described in the preceding
paragraph further including an indicating device coupled to the processor, the
processor configured to
activate the indicating device when the strength of the signal received by the
receiver passes a
predetermined indicating threshold, the indicating device configured such that
when triggered, the
indicating device emits an indicating signal selected from the group
comprising an audible signal, a visual
signal and a vibrational signal.
[00040] The invention is also directed at a wearable electronic kit as
described in the preceding
paragraph wherein the processor is configured to measure a gesture, the
processor being further
configured to identify the gesture from a catalog of gestures stored on the
processor, the processor
being further configured to use the identified gesture in the application of
the rules. Preferably at least
one antenna is also included that surrounds a body part of the wearer.
[00041] The invention is also directed at a wearable electronics kit described
in the preceding paragraph
wherein the receiver of at least one electronics kit receives signals
transmitted in synchrony with music
and wherein the processor is further configured to identify when a gesture is
synchronous with the
musical rhythm in the application of the rules.
[00042] The invention is also directed at a method of playing a game among a
plurality of players
wearing the electronic kit as described in the preceding paragraph including
the steps of defining the
zone of influence around at least one of the players and applying the set of
rules for each presence
event.
[00043] With the foregoing in view, and other advantages as will become
apparent to those skilled in
the art to which this invention relates as this specification proceeds, the
invention is herein described by
reference to the accompanying drawings forming a part hereof, which includes a
description of the
preferred typical embodiment of the principles of the present invention.
[00044] DESCRIPTION OF THE DRAWINGS
[00045] FIG. 1 is a conceptual elevation view of a player wearing an
electronic kit made in accordance
with the present invention.
[00046] FIG 2. Is a conceptual elevation view of player wearing alternative
electronic kit made in
accordance with the present invention.
[00047] FIG 3. Is a schematic view of the processing unit of the wearable kit
shown in figures 1 and 2.
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[00048] FIG. 4. Is a conceptual elevational view of the player and fixtures
and projectile and robot
portions of the present invention.
[00049] FIG. 5. Is a schematic diagram of fixture and projectile processing
portion of the present
invention.
[00050] FIG. 6. Is a conceptual plan view of the WaveTag Field game playable
using the present
invention.
[00051] FIG. 7. is a schematic view of the WaveTag game playable using the
present invention.
[00052] FIG. 8. Is a schematic view of the WaveTag Player Parameters.
[00053] FIG. 9. is a schematic view of the WaveTag Player Modes.
[00054] FIG. 10. is a schematic view of the WaveTag Team A Processing - Part
1.
[00055] FIG. 11. is a schematic view of the WaveTag Team A Processing - Part
2.
[00056] FIG. 12. is a schematic view of the WaveTag Team A Processing - Part
3.
[00057] FIG. 13. is a schematic view of the WaveTag Fixture Processing.
[00058] FIG. 14. is a schematic view of the WaveTag Gestures.
[00059] FIG. 15. is a schematic view of the WaveTag Team A Haptic Feedback.
[00060] FIG. 16. Conceptual plan view of WaveChess Field game playable using
the present invention.
[00061] FIG. 17. is a schematic view of the WaveChess Fixture Parameters.
[00062] FIG. 18. is a schematic view of the WaveChess Player Parameters.
[00063] FIG. 19. is a schematic view of the WaveChess Player Modes.
[00064] FIG. 20. is a schematic view of the WaveChess Team A Processing - Part
1.
[00065] FIG. 21. is a schematic view of the WaveChess Team A Processing - Part
2.
[00066] FIG. 22. is a schematic view of the WaveChess Team A Processing - Part
3.
[00067] FIG. 23. is a schematic view of the WaveChess Typical Goal Processing.
[00068] FIG. 24. Is a conceptual plan view of a WaveGammon Field game playable
using the present
invention.
[00069] FIG. 25. is a schematic view of the WaveGammon Fixture Parameters.
[00070] FIG. 26. is a schematic view of the WaveGammon Player Parameters.
[00071] FIG. 27. is a schematic view of the WaveGammon Player Modes.
[00072] FIG. 28. is a schematic view of the WaveGammon Player Processing.
[00073] FIG. 29. is a schematic view of the WaveGammon Alternate Field.
[00074] FIG. 30. is a conceptual plan view of a WaveBall Field game playable
using the present
invention.
[00075] FIG. 31. is a schematic view of the WaveBall Projectile Parameters.
[00076] FIG. 32. WaveBall Projectile Modes (Embodiment 10)
[00077] FIG. 33. WaveBall Player Parameters (Embodiment 10)
[00078] FIG. 34. WaveBall Player Modes and Parameters (Embodiment 10)
[00079] FIG. 35. WaveBall Team A Processing (Embodiment 10)
[00080] FIG. 36. WaveBall Projectile Processing (Embodiment 10)
[00081] FIG.37. WaveBall Team A Haptic Feedback (Embodiment 10)
[00082] FIG. 38.1s a conceptual plan view of a WaveMan Field game playable
using the present
invention.
8
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[00083] FIG. 39. WaveMan Fixture Parameters (Embodiment 11)
[00084] FIG. 40. WaveMan Player Parameters (Embodiment 11)
[00085] FIG. 41. WaveMan Man Logic (Embodiment 11)
[00086] FIG. 42. WaveMan Fixture Logic (Embodiment 11)
[00087] FIG. 43. Is a conceptual plan view of a WaveBlock Field game playable
using the present
invention.
[00088] FIG. 44. WaveBlock Fixture Parameters (Embodiment 12)
[00089] FIG. 45. WaveBlock Player Parameters (Embodiment 12)
[00090] FIG. 46. WaveBlock Player Processing (Embodiment 12)
[00091] FIG. 47. WaveBlock Fixture Processing (Embodiment 12)
[00092] FIG. 48. is a conceptual plan view of a WaveLord Field game playable
using the present
invention.
[00093] FIG. 49. is a conceptual plan view of a WaveWar Field game playable
using the present
invention.
[00094] FIG. 50. WaveWar Parameters.
[00095] FIG. 51. is a conceptual plan view of a WaveDodge Field game playable
using the present
invention.
[00096] FIG. 52. Conceptual view of shin worn apparatus (Embodiment 16)
[00097] In the drawings like characters of reference indicate corresponding
parts in the different figures.
[00098] DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
[00099] In the embodiment descriptions, playing field is used to denote a
location where a game takes
place. The playing field will generally have a width which is defined as the
greatest linear dimension of
the field. The playing field may be square, rectangular, circular or any other
shape desired, depending
on the needs of the game to be played on the playing field. Playing fields may
be indoor or outdoor and
may cover a relatively large area. Drawings are not to scale. In some cases,
for clarity of presentation,
the embodiment presented may be a simplified version of an embodiment more
likely to be employed.
In certain embodiment descriptions below, certain features will be explained
in less detail than others,
due to commonality with features described elsewhere. In some embodiment
descriptions (e.g. ¨
where poses, gestures, and movements are used to convey information), the
terms pose, gesture, and
informatory movement may be used interchangeably. Programming logic shown is
indicative and
arranged for clarity of presentation; actual implementation of programming
logic may vary from what is
shown herein.
[000100] Embodiment 1 of the invention is shown in FIG. 1. FIG. 1 describes a
wearable electronic kit
that would enable a player to participate in most of the games described in
this specification (albeit the
kit of FIG. 1 is not necessarily the minimum kit required for such). The
embodiment 1 kit includes a belt
0101 which is worn and supports the electronic components of the wearable kit.
In some embodiments
the belt is incorporated into clothing (shirt, pants, etc.). Embodiment 1
includes antenna 0102 which is
9
CA 3104257 2020-12-30
used to transmit and receive signals. Antenna 0102 is operatively coupled to a
transmitter 0100 which
generates the signal. Antenna 0102 may, in some embodiments, also be
operatively coupled to a
receiver 0099 which is configured to read the signal and measure its signal
strength. Antenna 0102
surrounds the player's body and is substantially omnidirectional (with respect
to the player's body);
emitting and receiving signals in all (azimuthal) directions. In embodiment 1
the antenna is worn on the
waist; in other embodiments antennae may surround the head or neck or ankle(s)
or other body parts,
or may be embedded in shoes or shoe soles or other wearable items. In some
embodiments an
omnidirectional antenna of the halo loop type or other loop type is employed.
In some embodiments a
patch array antenna is used. In some embodiments elements of an antennae array
are individually
adjusted to achieve desired omnidirectionality. In some embodiments, elements
of an antenna array
transmit and/or receive in sequence. In some embodiments, a cylindrical
antenna may be employed. In
some embodiments a coil or spring antenna may be employed. In some embodiments
the wearable
antennae may be isolated from the body. In some embodiments, the wearable belt
0101 may be made
dual purpose for comfortable everyday use as a belt, with unobtrusive
electronic components and
antennae. In embodiment 1, antenna 0102 serves as both a transmitting and
receiving antenna. In
other embodiments one or more transmitting antennae and/or one or more
receiving antennae may be
employed. Antenna 0102, through design and/or calibration, can be made to emit
in such a way that
constant (azimuthal) signal strength is measured around the perimeter of the
zone influenced by the
player, so that signal strength may be used to demarcate a zone of influence
(e.g. ¨ a circular zone).
Preferably, transmitter 0100 is configured to transmit a signal at a
substantially constant signal strength
and receiver 0099 is configured to measure the strength of the signal
transmitted by another player's
transmitter. A zone of influence can be defined around the players by setting
a threshold strength
defining the perimeter of the zone of influence. A presence event wherein a
player is within the zone of
influence (such as the entry of another player into the zone of influence) can
be measured by receiver
0099 and noted by processor 0103 as equaling or exceeding the threshold signal
strength defining the
limits of the zone of influence. The noting of a presence event, or lack
thereof, can be used to recognize
or infer entry, exit, presence within or presence outside of the zone of
influence. This feature can be
utilized to control or influence territory, a feature of abstract games and
strategy games. It will be
appreciated that the nature and strength of the signal must be selected to be
operatively effective. If
the signal strength is too great, there may be too little difference in the
strength of the signal
immediately adjacent a player and the strength of the signal at the farthest
reach of the playing field.
Therefore, to maximize the operative effectiveness of the signal, the strength
of the signal emitted by
the transmitting antenna should measurably decrease as the signal propagates
away from the antenna
across the width (length) of the playing field.
[000101] Signal-strength-based zone influence allows players to reliably
influence each other at a
distance, and to mitigate close-proximity play. It also allows a player's zone
of influence to be readily
implied to other players (i.e. ¨ the zone of influence surrounds the player).
In some embodiments
(played in appropriate lighting conditions), wearable lights controlled by a
player processor can create a
spotlight at the player's feet to provide additional indication of zone
influence. In comparison to
network-based gaming communication, signal-strength-based zone influence is
immediate and robust.
CA 3104257 2020-12-30
Note however, that network methods, mesh networks, communication protocols,
beam
communication, time of flight methods, etc. can be used alongside signal-
strength-based zone influence
in a complementary manner (i.e. ¨for secondary purposes such as data transfer,
handshaking,
corroboration, etc.). Signal-strength-based zone influence systems allow
players to be reliably warned
about the approach of other players (or fixtures or projectiles). Such
warnings can mitigate the risk of
collision and injury. Such warnings can also be used to inform a player of a
nearby zone of influence,
which may guide a player's (strategic) decision about whether to enter said
zone.
[000102] In some embodiments, signal-strength along the perimeter of a zone is
constant at a given
elevation but varies with elevation. In some cases, such variation is
acceptable. In some cases, such
variation would undermine reliable zone influence demarcation to an
unacceptable degree (e.g. - due to
differences in player height, etc.). Cylindrical antennae and/or ankle worn
antenna and/or multi-
antennae kits can be employed to mitigate such variation. Calibration means
and/or processor means
and/or other means can be used to mitigate such variation.
[000103] Processor 0103 is preloaded with the codified rules of the game and
is configured to apply the
rules of the game as the game is being played. Preferably, a game program is
loaded into processor
0103, the game program being adapted to apply the rules of the game as the
game is played, such as
noting when a player's zone of influence is breached by another player
entering the zone of influence
(i.e. a presence event occurs wherein a player is within a zone of influence).
The program is preferably
configured to use these zone breach events (or zone entry events or presence
events) to calculate a
score, activate a warning signal, calculate a score or some other function
pursuant to the rules of the
game codified in the processor. Processor 0103 represents game state according
to codified rules as
programmed in the processor. Processor 0103 receives electronic inputs from
worn components (e.g. -
antennae, etc.) and sends signals to worn electronic components (e.g. ¨
vibrators, buzzers). First
vibrator 0104 provides warning haptic feedback to the player. First light 0105
provides status
information. Movement detector 0106 (e.g. ¨ accelerometer, triangulation unit,
proximity sensor on
each foot, etc.) provides motion information to the processor 0103. Motion can
serve as an instruction
to the processor. As will be described below, motion can be compelled by the
processor 0103 (and
compliance may be confirmed with detector 0106). RFID reader 0107 obtains
signals from passive RFID
tags on the body. RFID reader 0107 can signal to the processor 0103 to express
movement, pose, or
gesture (i.e. ¨ a specified communicative motion). Button 0108 allows local
user input (e.g. ¨ for game
configuration). Button 0109 allows local user input. Speaker 0110 provides
status info (e.g. ¨ sounds,
bleeps, bloops, voiced messages or instructions or warnings, etc.). Battery
module 0111 provides power
to the wearable electronic kit. Second light 0112 provides status information.
Second vibrator 0113
provides informational haptic feedback to the player.
[000104] Right passive RFID bracelet 0114 allows right hand poses and gestures
to be measured by the
RFID reader 0107. Left passive RFID bracelet 0115 allows left hand poses and
gestures to be measured
by the RFID reader 0107. RFID reader 0107 can measure poses and gestures by
methods known in the
prior art (e.g. ¨ methods of 'Gesture recognition using RFID technology,
Personal and Ubiquitous
11
CA 3104257 2020-12-30
Computing, Asadzadeh et. al, 16(3):225-234: March 2012', or, 'Are RFID Sensing
Systems Ready for the
Real World?, Wang et. al, University of Waterloo, MobiSys '19 June 17-21 Seoul
Korea', or by other
means). Poses such as one hand up, both hands up, hands to the side, hands on
hips, open hand, closed
fist, etc. and other poses and gestures used in strategic athletics games can
be effectively communicated
to the processor by passive RFID methods (typical RFID response times are
under 100 ms). In some
embodiments, gesture and pose may be measured without RFID bracelets (e.g. ¨
methods of
'Humantenna: Using the Body as an Antenna for Real-Time Whole Body
Interaction, Cohn et. al, CHI
2012, May 5-10 2012 Austin Texas'). Analogous to semaphore, poses and gestures
can serve as an
instruction to the processor, as well as an indication to other players. Poses
and gestures can be
compelled or prohibited by the processor to enforce rules, and to maintain
pose and gesture as a
reliable means of visual indication. In some embodiments, gesturing methods
obviate (or enhance, or
render optional) wearable indicator lights. In some embodiments, other actions
such as speech (to
inform other players of the game status, etc.) can be compelled, or used as an
input to the processor to
initiate actions. Processor 0103 may, in some embodiments, be configured to
use the gestures and
poses in the application of the game rules during the running of the game
program.
[000105] Processor 0103 is preferably directly coupled to the transmitter 0100
and receiver 0099;
however, processor 0103 may in fact be a sub-processor which is wirelessly
coupled to a remote
processor 0098. Remote processor 0098 may be preloaded with the rules of the
game to be played and
configured to execute the rules of the game taking into consideration the
reading of gestures and the
reading of zone entry/breach events.
[000106] An alternative wearable kit of embodiment 2 is shown in FIG. 2. First
vibrator 0201 provides
warnings. Speaker 0202 provides audio information near the players' ears.
Player passive RFID tag 0203
provides unique information about the player to game fixtures and players.
Display 0204 provides
additional supplementary indication. Smartphone 0205 assists with processing
and can provide a
supplementary network connection. Antenna 0206 transmits and receives signals.
Antenna 0206
includes a flexible substrate and a transmitting/receiving element that is
wave shaped. The wave shape
of antenna 0206 enhances an ability to adapt to a variety of waist sizes (in
other embodiments the
antenna can assume other shapes). Belt 0207 holds electronic components.
Bracelets 0208 and 0213
allow RFID based pose identification. Battery 0209, movement detector 0210,
RFID reader 0211, and
button 0212 serve similar functions to their counterparts in embodiment 1.
RFID tag 0214 and RFID tag
0215 are used in pose and gesture measurement. A variety of wearable kit
configurations are possible,
as reflected in the generality of the claims.
[000107] FIG. 3 depicts a general electrical schematic for the wearable
electronic kit of embodiment 3.
Using an apparatus similar to that shown in embodiment 1, a processor 0301,
obtains signal information
from an antenna 0311, movement information from module 0312, gesture
information from module
0313 (or directly from passive RFID tags or the like), and button input via
module 0314 (or directly from
buttons). As a result, the processor 0301 can cause signals transmission via
antenna 0321, visual output
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CA 3104257 2020-12-30
via module 0322, sound output via module 0323, and haptic feedback via module
0324. Other inputs
(0315) and outputs (0325) are possible.
[000108] Embodiment 4, shown in FIG. 4, depicts various main elements that may
be involved in a
strategic athletics system: player 0410, major fixture 0420, minor fixture
0430, projectile 0440, and
robot 0450. Player 0410 wears an electronic system that allows signal
communication with other
players, fixtures, projectiles, and robots. Major fixture 0420 is capable of
signal communication and
processing and has extensive features, including camera 0421 (e.g. ¨ for group
gesture recognition),
general area antenna 0422 (e.g. - for triangulation signal broadcast or state
information broadcast),
indicator 0423, pregame configuration screen 0424, as well as gaming and
calibration antenna 0425
(used during game play). In some embodiments, major fixtures are equipped with
a foam or padded
casing to minimize the risk of injury and/or damage in the event of collision.
Minor fixture 0430 is
capable of signal communication and processing and has a screen 0431. Minor
fixture 0430 is placed on
the floor or ground. Minor fixture 0430 has beveled edges to avoid trip
hazard. Minor fixtures can be
designed to be stackable, with power and network terminals that contact during
stacking, for battery
charging and bus communication (e.g. ¨ for programming). Robot 0450 is capable
of signal
communication and processing and can employ a screen 0451 and/or other
indicators. Robot 0450
employs systems for motion which may employ wheel 0452 or other means. In
addition to the above-
mentioned main elements, non-electronic obstacles and terrain may be involved
in strategic athletics.
[000109] Through a calibration procedure (or by design), it is possible to
adjust signal emission strength
and sensitivity to received signals, such that all players (and fixtures and
projectiles) encounter identical
signal strength delineation of zone boundaries. Calibration (or design) can
also be used to achieve
"handicapping". Through calibration it is possible to adjust signal strength
zone delineation on a team
or individual basis, to customize influence radius, level of difficulty, or
gaming experience. It can also be
seen from the embodiments described below that "handicapping" can be achieved
by modifying
parameters in the processor (e.g. ¨ increase or decrease times allowed for
movement, time limit to
score, time limit to think, etc.). Player antenna calibration can be performed
by standing a known
distance from a fixture, causing the player and fixture to emit signals,
measuring the strength of signals
received by player and fixture, and adjusting the receipt and/or emission of
signals until the desired
signal strength measurement/demarcation is achieved. During calibration of a
radio-based system,
ambient radio signal interference (typically from distant emitters) can be
nullified. Also, intermittent or
intentionally disruptive game-time radio interference can be addressed by
various means (e.g. ¨
systematic signal strength fluctuation, scheduled signal strength shift,
scheduled frequency shift,
encoded waves, etc.).
[000110] In some embodiments, major fixtures may be employed in purpose built
playing fields in public
or private areas and can be made to operate in synchrony with external lights,
or external speakers, or
other external devices. In some embodiments, wearable kits or fixtures can be
fitted with audio sensors
to discern musical rhythm and promote player movement in rhythm with music.
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CA 3104257 2020-12-30
[000111] FIG. 5 depicts a general electrical schematic for the major fixture
of embodiment 5. Using a
fixture apparatus similar to that shown in embodiment 4, a processor 0501,
obtains signal information
from an antenna 0511, group movement information via camera 0512, player input
via input module
0513 (typically for pre-game configuration) and input module 0514. As a
result, the processor 0301 can
cause signal transmission via antenna 0521, visual output via module 0522, and
sound output via
module 0523. Other inputs (0515) and outputs (0525) are possible. Generally,
the electrical system of
minor fixtures and projectiles are similar to those of major fixtures. Minor
fixtures are capable of some
of the functionality of major fixtures. Projectiles are capable some of the
functionality of major fixtures.
A variety of fixture and projectile configurations are possible as reflected
in the generality of the claims.
[000112] Embodiment 6, associated with FIG. 6 through 15, relates to a novel
game called WaveTag;
variants of which are made possible by the invention. In WaveTag, two teams
(e.g. ¨ team A vs. team B)
compete in a game related to tag, british bulldog, football, cricket. An
important aspect of the game is
the notion of influence, which is the zone influenced by a player or fixture
(sometimes referred to as the
player's, or fixture's, influence). The perimeter of the influence zone is
delineated by constant strength
of a signal emitted by the player or fixture. WaveTag can be played with a
minimal wearable kit and
minimal fixtures.
[000113] In WaveTag, two fixtures are designated as goals, and the goals are
placed at opposite ends of
a playing field. Initially, Team A includes a player in the scorer role. Team
A scores after the scorer has
achieved proximity to a first goal, and then a second goal, within a time
limit. Team A fails to score
when one of the following conditions is met: (a) the scorer enters the
influence of any stationary Team B
player (i.e. ¨ pawn or hunter), or (b) the scorer enters the influence of a
hunter of Team B, or (c) a timer
expires. A scorer is immune to the influence of opposing players while in the
zone of influence of a
stationary teammate (i.e. ¨ pawn). If Team A fails to score, the Team A scorer
is reassigned the role of
Team A hunter and the Team B hunter is reassigned the role of Team B scorer,
with Team B proceeding
to attempt a score in the manner described. During the game, a player will
temporarily lose their zone
of influence under the following condition: said player is in motion while
entering the zone of influence
of a stationary opponent. In the game, player gestures and motion are
variously compelled and
prohibited in a manner that enforce rules and provides for a reliable gesture-
based system of visual
indication. Such compelling and prohibition is achieved by the threat of
penalization (e.g. ¨ assignment
of demerit points, decreasing score, etc.). Penalization is registered
electronically (and automatically) by
the wearable kit.
[000114] For example, FIG. 6 depicts a moment in a WaveTag game, wherein Team
A scorer 0631 is in
pursuit of south goal 0612. Team B hunter 0651 is running northwestwards in
pursuit of the scorer
0631, in an attempt to place scorer 0631 in zone 0661, to deactivate the
scorer, and to gain the ability to
score. Scorer 0631 runs southwest seeking the influence (zone 0642) and
protection of Team A Pawn
0632. If successful in seeking the protection of pawn 0632, scorer 0631 may
consider continuing
onwards to south goal 0612 by passing safely through the influence of Team A
pawn 0633 and Team A
pawn 0634, which are effective in blocking nearby Team B Pawns. The figure
also depicts Team B Pawn
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CA 3104257 2020-12-30
0654 which has entered the influence of stationary Team A Pawn 0635; Team B
Pawn 0654 is therefore
(temporarily) "out".
[000115] FIG. 7 describes parameters in the processor of the goal fixtures
(0601,0611). North goal 0601
emits a signal (0701) to define influence zone 0602. South goal 0611 emits a
signal (0702) to define
influence zone 0612. Scoring and game completion are tracked (0705, 0706,
0707,0708). Game play
and game completion is timed (0709, 0710). Depending, the north goal 0601 may
operate in various
modes that coordinate signal emission/processing (0711, 0712, 0713, 0714).
Similarly, the south goal
0611 may operate in various modes that coordinate signal emission/processing
(0715, 0716, 0717,
0718).
[000116] FIG. 8 describes parameters in the processor of wearable kits borne
by players. Team A
players may emit signals related to role, as well as attack, defense, basic
handshaking, and penalization
(0801, 0802, 0803, 0804, 0805, 0806), and similarly, so may Team B players
(0807, 0808, 0809, 0810,
0811, 0812). A player's electronic kit uses variables to register motion and
gesture (0813, 0814, 0815,
0816, 0817, 0818, 0819, 0820). For example, if player motion is detected (e.g.
- by a module similar to
movement detector 0106 of embodiment 1) then the variable VM will be set to
true (0813). For
example, if a right-hand passive RFID tag (similar to tag 0114 of embodiment
1) goes out the of range of
the wearable RFID reader (i.e. - a reader similar to reader 0107 of embodiment
1) then a right hand up
can be inferred by the processor, and variable VHU is set to true (0815).
Various timers that affect play
and compel movement are used (0821, 0822, 0823, 0824, 0825, 0825, 0826). For
example, if a scorer
does not score before score timer TS (0823) elapses then the scorer is
deactivated.
[000117] FIG. 9 describes player modes, which dictate signal emission and
processor logic. Modes
related to roles (i.e. - pawn/hunter/scorer) and player status (i.e. -
still/moving/out/penalized/handshaking/vulnerable/protected) are listed for
Team A (0901, 0902, 0903,
0904, 0905, 0906, 0907, 0908, 0909, 0910, 0911, 0912, 0913, 0914, 0915) and
for Team B (0916, 0917,
0918, 0919, 0920, 0921, 0922, 0923, 0924, 0925, 0926, 0927, 0928, 0929, 0930).
For example (0902),
when a Team A pawn is still, in MAPS mode, said Team A pawn will emit signal
SAP.
[000118] FIG. 10 describes the methods of Team A pawn processors. In each row
of the tabular diagram
is indicated a player mode and the corresponding signal emission, as well as
mode and parameter
updates that are made in response to parameter conditions and received
signals. If a moving pawn
(MAPM mode) enters opposing pawn influence (signal SBP), or goal influence
(SGN, SGS) then the
moving pawn is put in out mode (MAPO mode) according to methods 1001, 1002,
1003. If, after moving
(MAPM), the pawn is stationary, still mode (MAPS) is applied (1004). If, while
stationary, the pawn
moves, moving mode is applied (1005). If a stationary pawn raises a hand,
handshaking (to attempt role
change) is initiated (1006). If a pawn has been recently deactivated and put
in out mode (MAPO), then
said deactivated pawn can resume play after being stationary with hands on
hips for a specified duration
(1007). A pawn can influence a zone (by emitting signal SAP) while stationary
(1005, 1006). A moving
pawn cannot influence a zone (1001, 1002, 1003).
CA 3104257 2020-12-30
[000119] FIG. 10 describes the methods of Team A hunter processors. If a
moving hunter enters
opposing pawn influence, or goal influence, then said hunter is put in out
mode according to methods
1008, 1009, 1010. If a stationary hunter raises a hand, handshaking (to
attempt role change) is initiated
(1011). A deactivated hunter (i.e. - in out mode, MAHO) can resume play after
being stationary with
hands on hips for a specified duration (1012). Hunters can influence a zone
(by emitting signal SAP)
while still or moving (1008, 1009, 1010).
[000120] FIG. 11 describes the methods of Team A scorer processors. To begin a
scoring attempt, the
scorer enters the north goal influence, and is assigned MAS1V mode, which is
to say, "vulnerable" and in
pursuit of south goal (1013). If the scoring attempt does not commence in the
required time the scorer
is out (1014). A scorer is vulnerable until the scorer enters the influence of
a teammate (1015) and is
thereby "protected". If a (vulnerable) scorer remains outside of teammate
influence for a specified
duration (timer TR), the scorer is out (1016). If a scorer fails to reach goal
proximity within a specified
duration (timer TS), the scorer is out (1017). If a scorer leaves the
influence of a teammate, the scorer
become vulnerable (1019), and a timer is initiated (timer TR). Methods 1020,
1021, 1022 are 'protected
scorer analogues' of methods 1016, 1017, 1018. Upon reaching the south goal,
the scorer now begins
pursuit of the north goal (1018) by entering MAS2V mode. Methods 1023, 1024,
1025, 1026, 1027,
1028, 1029, 1030 relate to scorers in north-goal pursuit, and are analogous to
the south-goal pursuit
methods 1015, 1016, 1017, 1018, 1019, 1020, 1021, 1022 described above. Upon
reaching the north
goal, the team A score is incremented by the goal fixture, and the scorer
begins pursuit of the south-goal
in a new scoring attempt/turn (1030). If the scorer gets "out" (e.g. - by
methods 1014, 1016, 1017,
1020, 1021, 1024, 1025, 1028, 1029) then the scorer enters handshake mode
(MASH) to initiate a
process wherein the Team B hunter becomes a Team B scorer, and the Team A
scorer becomes a Team
A hunter.
[000121] FIG. 11 describes the processor methods related to handshaking and
exchanging roles. A
pawn that is in handshake mode, stationary, with hand-up for the required
duration, and in receipt of
the hunter handshake signal, assumes the hunter role (1101). If the pawn's
hand is lowered or the pawn
moves during handshaking, the pawn resumes normal play (1102). A hunter that
is in handshake mode,
stationary, with hand-up for the required duration, and in receipt of the pawn
handshake signal,
assumes the pawn role (1103). A hunter that is in handshake mode, stationary,
with hand-up for the
required duration, and in receipt of the opponent scorer's handshake signal,
assumes the scorer role
(1104). If the hunter's hand is lowered or the hunter moves during
handshaking, the hunter resumes
play in the hunter mode (1105). A scorer that is in handshake mode,
stationary, with hand-up for
required duration, and in receipt of the opponent hunter handshake signal,
assumes the hunter role
(1106). If scorer/hunter handshaking does not occur within the required
duration, scorer retains the
scorer role and begins a new "turn" (1107). A scorer is obliged to attempt
role change during
handshaking. If, while in handshake mode, the scorer fails to put up a hand,
or enters a goal area, the
scorer is penalized (1108, 1109, 1110). While in "penalty" mode, the scorer's
penalty timer increments
until the scorer reaches the opponents goal (1111). While in the influence of
the opponent goal, the
16
CA 3104257 2020-12-30
penalty timer of the penalized scorer is decremented (1112). While the penalty
timer is decremented,
penalties are registered at the opponent goal as will be described later.
After the penalty timer elapses
the scorer enters hunter mode (1113). After this occurs, the opposing hunter
will have an opportunity to
become scorer. In such a penalty scenario, when a hunter receives a "grant"
signal from the fixture, the
hunter becomes scorer (see 1306 described below).
[000122] A delay between scorer outage and scorer handshaking can be
implemented, to allow a scorer
to take up a preferable location for handshaking. In other embodiments,
handshaking can be achieved
by more sophisticated methods. In some embodiments, handshaking can include
physically shaking
hands or other gestures, along with appropriate gesture recognition.
[000123] FIG. 12 describes the processor methods of gesture enforcement, which
ensure a reliable
system of gesture indication. Gesture obviates, or minimizes the need for,
wearable light indicators
(note that, among other shortcomings, wearable light indicators are expensive
and hard to discern). If a
pawn puts a hand up while moving, the pawn gets "out" (1201). If a pawn puts
hands on hips while not
"out", the pawn gets "out" (1202, 1203). If, while out, the pawn raises a
hand, the required time to end
the "outage" is extended (1204). If a hunter puts hands on hips while not
"out", the hunter gets "out"
(1205). If, while out, the hunter raises a hand, the required time to end the
"outage" is extended
(1206). Scorer methods 1207&1208 and 1209&1210 and 1211&1212 and 1213&1214 are
analogous to
pawn methods 1201&1202.
[000124] FIG. 13 describes methods of the north goal fixture. A timer defines
game duration (1301).
During gameplay (i.e. - play mode MNGP), receipt of a scorer signal increments
the team A score (1302).
Receipt of a team B penalty signal penalizes Team B in proportion to the
duration of signal receipt
(1303). If, after the Team B penalty signal ceases, a Team B hunter signal is
subsequently received, the
goal enters "grant" mode (1304). In grant mode the goal is able to confer the
scorer role (to resolve the
penalty scenario described above). The grant signal, when received by a Team A
hunter causes the
Team A hunter to become a scorer (1114). If a Team A hunter signal is
received, the goal transitions
from grant mode to normal play (1306). When the game timer elapses, game end
mode is initiated.
Initiation of game end is accompanied by visual and/or audio indication and
the initiation of the end
game timer. During game end, the status of the hunter and scorer is obtained
by the goals, in order to
finalize the game. A Team A hunter can trigger north goal finalization, by
entering north goal proximity
(1307). A penalized opposing scorer, after first registering penalties, can
trigger goal finalization (1308,
1309). An opposing hunter can also trigger goal finalization (1310). The game
is over when both goals
have been finalized, or by the elapsing of the end game timer (1311).
Finalizing the game according to
the above methods disincentivizes a penalized scorer from leaving the playing
field to the detriment of
the opponent (i.e. ¨ "running away with the game").
[000125] FIG. 14 shows typical WaveTag gestures and possible corresponding
wearable display
indications (which are optional). Hand-up gesture 1411 corresponds to display
image 1412. Hands on
hip gesture corresponds to display image 1422. A wearable display is not
required for WaveTag.
17
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[000126] FIG. 15 shows the haptic feedback scheme for Team A processors. A
player is warned to
varying degrees about the approach of teammates and opponents (1501, 1502,
1506, 1507, 1502,
1512). Haptic feedback (and accompanying sounds) can be used to confirm
successful handshake (1503,
1504, 1505, 1509, 1510, 1511). Haptic feedback (and accompanying sounds) can
be used to confirm and
remind the player (and others) of a new or current role (1513, 1514, 1515,
1516, 1517, 1518, 1519,
1520, 1521, 1522, 1523, 1524, 1525, 1526, 1527). Various other signals can
trigger haptic and other
feedback (1528). Various other parameter values can trigger haptic and other
feedback (1529).
[000127] Team A methods have been described above; Team B methods are
analogous. North goal
methods have been described above; south goal methods are analogous. The
processing methods of all
roles are loaded onto the player processor at game start, and variously
applied as the game dictates.
Though the WaveTag processor methods are several, player actions are basic and
intuitive, thus the
subtly deep game of WaveTag may be readily adopted by learners.
[000128] In embodiment 6, a score is registered after achieving proximity of
both goals. However, other
scoring schemes are possible (e.g. - scoring with each achievement of goal
proximity, all Team A players
given a scoring tenure in an innings analogous to cricket, etc.). A variation
of WaveTag is played without
fixtures. In the fixture-less variation, a scorer seeks to enter the influence
of one or more designated
opponents, rather than a goal. WaveTag play can be coordinated to music
(similar to WaveChess
described below). WaveTag can incorporate possession/occupancy/territorial-
control of island (non-
goal) fixtures.
[000129] Embodiment 7, associated with FIG. 16 through 23, relates to a novel
game called WaveChess;
variants of which are made possible by the invention. In WaveChess, electronic
systems compel players
to move in a manner analogous to chess pieces (Bishop, Rook, King). The game
is won when a team
captures the opposing king in a manner similar to standard chess. In
embodiment 7, movement is
coordinated in rhythm with music. Coordination to music promotes game
organization and gives
players and viewers the enjoyable impression of dancing to audio, video,
disco.
[000130] For example, FIG. 16 depicts a moment in a WaveChess game, wherein
Team A is preparing to
move. Prior to the game players don shirts, placards, signs, or the like to
indicate their role (i.e. - to
indicate membership to team A or B, to indicate the role of bishop or rook or
king). If Team A rook 1621
moves, it will be compelled to move in one of two ways, along the east-west
line 1622 or the north-
south line 1623. If Team A bishop moves, it will be compelled to move in one
of two ways, along the
northwest-southeast diagonal 1612 or the southwest-northeast diagonal 1613.
Bishop 1611 may
consider capturing opposing rook 1651 (i.e. - rook 1651 threatens attack on
the Team A king 1631).
[000131] FIG. 17 describes parameters in the processors of major fixtures
(1601, 1602, 1603, 1604)
which are located at the perimeter of the playing field. Major fixtures emit
signals for the purpose of
triangulation. Player measurements of major fixture signal strength are used
in triangulation
18
CA 3104257 2020-12-30
calculations, local position determination, and ultimately control of
movement. Each fixture emits a
unique location-related signal for triangulation (1701, 1702, 1703, 1704). One
or more of the fixtures
also emits signals that coordinates gameplay to measures of music (1705, 1706,
1707, 1708). One or
more cameras of the major fixtures recognize gestures made by players (1713,
1714) for the purpose of
conferring movement privileges. Recognition of such gestures can be enhanced
if identifying (and/or
colourful) clothing/sleeves are worn by the players. A music (measure) timer
(1715) and measure modes
(1716, 1717, 1718, 1719) are used to coordinate play in rhythm with music.
Embodiment 7 employs 4/4
time; other time signatures are possible.
[000132] FIG. 18 describes the parameters in the processor of wearable kits
borne by players. Players
may emit a signal characteristic of the team (1801, 1802). The status of
movement (1803), gestures
(1804, 1805, 1806, 1807), fixture signal strength (1808, 1809, 1810, 1811),
location (1812, 1813, 1814,
1815, 1816, 1817, 1818, 1819), position status (1820, 1821), and timers for
running (1822) and outage
(1823) are tracked in the processor.
[000133] FIG. 19 describes Team A player modes and corresponding signal
emission. Bishops, rooks,
and kings can be in stationary, moving, or out mode. The A Team signal is
emitted while moving (i.e. -
bishop method 1902, rook method 1906, king method 1910). B Team modes and
signals are analogous
to those of Team A.
[000134] FIG. 20 describes methods of Team A bishop processors. If a bishop in
stationary mode makes
a movement the bishop is "out" (2001) and must leave the playing field. A
stationary bishop is made
"out" after receiving a teammate's "SA" signal (2002); this is analogous to
making an illegal movement
in standard chess. A stationary bishop is made "out" after receiving an
opponent's "SB" signal (2003);
this is analogous to piece capture in standard chess. A stationary bishop
gains permission to move when
the following conditions are met: hand raised for a sufficient duration,
measure 2 signal "SM2" received,
permissive signal "SAOK" recently received. When these conditions are met, the
diagonals of the current
position are noted (VDIAGXO, VDIAGYO) and the bishop enters move mode (2004).
If the stationary
bishop raises a hand, but the player is not unique among teammates in doing
so, fixtures will emit a
"SABAD" signal. A player with a raised hand that is in receipt of the "SABAD"
signal is out (2005). After
a bishop enters move mode, the bishop can continue movement until measure
signal "SM3" is received
(2006), which signifies the next musical measure. If the bishop position
deviates from the diagonals
identified at the start of the move, the bishop is out (2007). If the bishop
leaves the playing field, the
bishop is out (2008). Hand raising is reserved for seeking movement
privileges; if the bishop raises a
hand while in move mode, the bishop is out (2009). After getting "out", the
bishop must leave the field
with both hands up. If the bishop is out, on the field, and does not have both
hands up, the bishop
enters penalty mode (2010). The bishop is afforded some time to leave the
field according to the
outage timer. If the bishop does not leave the field in the allotted time, the
bishop enters penalty mode
(2011). At game end, a team is penalized according to the number of its
players that entered penalty
mode during the game.
19
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[000135] FIG. 21 describes methods of Team A rook processors. Rook methods
2101, 2102, 2103, 2104,
2105, 2106, 2107, 2108, 2109, 2110, 2111 are analogous to bishop methods 2001,
2002, 2003, 2004,
2005, 2006, 2007, 2008, 2009, 2010, 2011. Whereas method 2007 constrains
bishops to diagonals,
method 2107 constrains rooks to east-west paths (ranks) or north-south paths
(files).
[000136] FIG. 22 describes methods of Team A king processors. King methods
2201, 2202, 2203, 2204,
2205 are analogous to bishop methods 2001, 2002, 2003, 2004, 2005. Bishops and
rooks are permitted
long movements, whereas kings are limited to short movements by a timer. This
feature simulates the
limited movement of kings in standard chess. This feature allows physical
fitness to significantly affect
king movement. When the time allotted for movement is elapsed, the king enters
still mode (2206).
King methods 2207, 2208, 2209 are analogous to bishop methods 2008, 2009,
2010.
[000137] FIG. 23 describes methods of a typical fixture. To conduct play in
rhythm with four measure
music, the fixture emits signals to signify measures of music (2301, 2302,
2303, 2304). Measure 1 is
allotted for Team A's selection of the active player, measure 2 for Team A's
move, measure 3 for Team
B's selection of the active player, and measure 4 for Team B's move. If, at
the conclusion of measure 1,
a single team A hand is raised, then a permissive signal (SAOK) is emitted
(2305). If, during measure 1,
more than one team A hand is raised, then a team A penalty signal (SABAD) is
emitted (2306). If during
measure 1, a B team member raises a hand, then a B penalty signal (SBBAD) is
emitted (2307). If any
Team A hands are raised during measure 2, team A is penalized (2308). If any
Team B hands are raised
during measure 2, team B is penalized (2309). Measure 3 methods 2310&2311&2312
are analogous to
measure 1 methods 2305&2306&2307. Measure 4 methods 2313&2314 are analogous to
measure 2
methods 2308&2309. By these methods gesture communication is meaningful, and
play is coordinated.
[000138] Embodiment 7 includes bishops, rooks, and kings only. In similar
embodiments other roles
may be employed (e.g. - from standard chess or otherwise). For clarity of
presentation, in embodiment
7, major fixture cameras are used to confer player movement privileges. In
other embodiments move
privilege can be conferred by fixture-to-player radio communication, conferred
by external motion
detectors, monitored by opponent processors, etc. In other embodiments, the
procedure for players
leaving the field after outage may include additional constraints related to
walking speed, route,
avoidance of players, etc. In embodiment 7 there are cases when a player emits
two signals
simultaneously; in other embodiments the same may be achieved by a single
signal. Some variations of
WaveChess may allow simultaneous movement of two (or more) players. Some
variations of
WaveChess may allow player movement at any time, may apply limits to movement
duration, or may
compel delays between player movements.
[000139] Embodiment 8, associated with FIG. 24 through 28, relates to a novel
game called
WaveGammon, variants of which are made possible by the invention. In
WaveGammon, two teams
(e.g. - team A vs. team B) compete in a game related to standard backgammon.
In embodiment 8, an
"out-area" is designated at the north end of the playing field, and an out-
area is designated at the south
end of the playing field. Team A wins if all Team A players reach the south
out-area before all Team B
CA 3104257 2020-12-30
players can reach the north out-area, and vice versa. At game start some
players are allowed/compelled
to occupy initial positions on the field. A player may only move when
permitted, and according to a
distance determined at random by the player processor. During play, a player
may decline the move
option presented and wait for another opportunity to move. Once a move is
accepted, the move must
be carried out. During play, players move to designated areas of the playing
field, in a designated
direction. While stationary and in the influence of a teammate, a player is
safe from attack; otherwise
the player is vulnerable. If a vulnerable player encounters the influence of
an opponent, the player is
out. An "out" player re-enters the game from the "out" area most distant from
their objective.
WaveGammon features simultaneous player motion, in contrast to standard
backgammon which is turn-
based.
[000140] For example, FIG. 24 depicts a moment in a WaveGammon game. The
playing field has been
marked with boundaries that correspond to permitted player locations (not to
scale), including locations
2401, 2402, 2405, 2408, 2415, 2424, along with north out-area 2431, and south
out-area 2432. A Team
A player occupies location 2401 and is vulnerable. A Team A player occupies
location 2402 and is
vulnerable. Location 2408 is occupied by two Team A players, both of whom are
safe due to the
proximity of their teammate. Location 2405 is occupied by a single vulnerable
Team B player, and
location 2415 is occupied by two safe Team B players. Once all Team A players
are south of line 2442
they may "bear off' to south out-area 2432. Once all Team B players are north
of line 2441 they may
"bear off' to north out-area 2431.
[000141] A vulnerable player may be put "out" by an opponent when the opponent
enters the
vulnerable player's location. For example, if player 2441 accepts permission
to move to location 2405,
the Team B player in location 2405 will be put "out". An "out" B player is
compelled to step away from
the playing area, and to retreat to south out-area 2432, whence the "out" Team
B player can begin a
new pursuit of the north out-area 2431. In the figure, as an example, Team A
player 2442 is shown as
"out", and approaching the north out-area 2431, whence it can begin a new
pursuit of the south out-
area 2432. Team A wins if all Team A players reach south out-area 2432 before
all Team B players reach
north out-area 2431, and vice versa.
[000142] FIG. 25 describes parameters in the processor of the major fixtures
(2451, 2452, 2453, 2454).
Fixtures emit signals for the purpose of triangulation (2501, 2502, 2503,
2504). Fixtures use cameras to
assess whether players are positioned to "bear off'; if so, a permissive
signal is emitted (2505,2506).
Variables record whether a team is permitted to bear off (2507, 2510). Score
is recorded (2508, 2511).
Fixtures use cameras to assess whether a team has completely borne off and won
(2509, 2512). Fixtures
use timers to manage gameplay (2513, 2514).
[000143] FIG. 26 describes parameters in the processor of players. A player
can emit a signal for team
identification (2601, 2603), and to defend/attack (2602, 2604). Defense/attack
can occur when in the
presence of a teammate, or when entering a new location. The processor tracks
whether the player is in
motion (2605), or still (2606), or with hand up (2607), or with both hands up
(2608), or whether a hand
21
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has been held up for a specified duration (2609). Strength of fixture
triangulation signals is tracked
(2610, 2611, 2612, 2613), and thereby position is determined (2614, 2615,
2616, 2617). This enables
the player processor to determine whether the player is in the playing area
(2618) or in the permitted
playing locations (2619, 2620). The processor can employ a tolerance value
(2621) to expand or limit
the size of permitted player locations. The processor randomly generates a
"roll" value periodically and
randomly (2622) that is representative of a distance that a player may be
permitted to travel. A player is
allotted a specified duration to accept or reject the "roll" generated (2629).
The processor can monitor
whether the player has reached the "out-area" (2623, 2624). Furthermore, run
times are controlled
(2630), and "outage" wait times are controlled (2631).
[000144] FIG. 27 describes Team A player modes and corresponding signal
emission. Players modes
include: still, moving, attack, out, done, penalized (2701, 2702, 2703, 2704,
2705, 2706). B Team modes
and signals are analogous to those of Team A.
[000145] FIG. 28 describes methods of Team A player processors. A stationary
player that is vulnerable
(i.e. ¨ no teammate nearby) and in receipt of an opponent's attack signal, is
out (2801). Periodically, a
random "roll" is assigned to the player (haptic&audio indications prompt the
player); the player is given
an opportunity to accept the roll within a given time frame (2802). If the
time frame for acceptance
elapses then the roll (and permission to move) is revoked (2803). Conversely,
if the player moves then
the roll is accepted, and the player is permitted to move ahead in proportion
to the roll: the newly
designated location for the player is noted, and a timer to complete the
movement is initiated (2804).
If a still player moves before a roll (permission to move) is available, that
player is penalized (2805). If a
still player is not at their designated location, that player is penalized
(2806). If the still player's position
is not within the playing field, that player is penalized (2807, 2808). If,
after accepting a roll, the player
reaches the objective goal, the player is done (2809) and may leave the
playing field. If, after accepting
a roll, a moving player reaches the newly designated location, the player
enters "attack" mode (2810).
Upon gaining attack mode status, a player briefly emits an attack signal to
deactivate any co-located
vulnerable opponent before transitioning to still mode (2812). If a moving
player has not reached the
newly designated location in the allotted time, or is not still after the
allotted time, that player is
penalized (2811). If an attacking player is not in the designated location,
that player is penalized (2813).
A player can end "outage" by entering the out-area furthest from their
objective (e.g. ¨ Team A returns
to the north out-area to end outage) and remaining still for the allotted time
(2814). During outage, the
player must remain outside of the playing area; if not the player is penalized
(2815). Doubling is an
aspect of standard backgammon games; fixture recognition of team gestures and
other means can be
used to initiate, and respond to, doubling in WaveGammon (2816). Additionally,
various methods can
be implemented that prevent a player from accepting rolls to a location
already occupied by
invulnerable opponents (2817); which is illegal in standard backgammon. Such
illegal moves can be
penalized or prevented by limiting the "roll" values generated.
[000146] FIG. 29 shows the alternate WaveGammon playing field arrangement of
Embodiment 9, which
is similar in layout to a standard backgammon board. Whereas embodiment 8
employed floor markings
22
CA 3104257 2020-12-30
to demarcate acceptable player locations, embodiment 9 employs minor fixtures
to do so. Embodiment
8 employed major fixtures and cameras to manage player locations, whereas
embodiment 9 employs
minor fixtures to do so. In embodiment 9, a typical fixture, for example 2909,
is capable of simple signal
communication to adjacent fixtures; for example, circle 2919 shows the range
of influence of fixture
2909. In this way, low power signal communication can be used in a daisy chain
manner to control
bearing off, game completion, doubling, etc. In some embodiments, the field
may be arranged so that
Team A is constrained to one side of the acceptable player locations, and Team
B to the other side, to
further minimize chance of collision. In some embodiments, non-linear or
multiple-branch or parallel
WaveGammon paths can be implemented. In some (substantially) fixture-less
WaveGammon
embodiments, players are not constrained to locations, but rather, by run
timers. In some
embodiments, a player may be compelled to accept a roll after having declined
a certain number of
rolls. Embodiment 9 shows a minor-fixture based variant of WaveGammon; note
also that minor-fixture
based variants of WaveChess and WaveBall (described below) are also possible.
[000147] Embodiment 10, associated with FIG. 30 through 37, relates to a novel
game called WaveBall;
variants of which are made possible by the invention. In WaveBall, two teams
compete in an athletic
game related to soccer (in particular 'tiki-taka' or 'one-touch' football).
Players don wearable
electronics kits with processors that codify the rules (thus obviating a
referee and promoting
sportsmanlike play). Close-proximity play is penalized by conditions
programmed in the processor
thereby reducing the risk of injury. Goals are designated by fixtures that
emit radio signals. Scoring is
registered when the ball detects a goal fixture signal (via signal strength
methods). The ball projectile
used in the game transmits and receives radio signals that allow possession to
be managed. Possession
is registered by the player and/or ball via signal strength detection.
Possession time is limited by
processor methods. Ball possession for a duration exceeding the possession
timer is penalized. Players
control space using zone influence, in a manner that prevents close-proximity
play and allows players to
strategically block others safely. Due in part to the elimination of close-
proximity play, the rules of
WaveBall are simplified when compared to standard soccer.
[000148] For example, FIG. 30 depicts a moment in a WaveBall game. Four major
fixtures are placed
around the field (3001, 3002, 3003, 3004). Goal fixtures are used to detect
goals (i.e. - north end goal
fixtures 3011, 3012 and similar south end goal fixtures). Team A player 3041,
with influence 3051, is
shown in possession of the (projectile) ball 3071, with influence 3081. Team B
player 3062 has entered
the influence (3052) of Team A player 3042 and is therefore out. Team B player
3061 is active.
[000149] FIG. 31 describes parameters in the processor of the projectile
(3081). The ball emits signals
to indicate: play in progress (3101), Team A permission to free kick (3102),
Team B permission to free
kick (3103), free kick location (3104, 3105, 3106), and whether or not a goal
has been scored (3107,
3108). Goal signals are identified by the ball (3109, 3110). The ball tracks
score (3111, 3112), whether
the ball was impacted (3113), the last team to impact the ball (3114), the
strength of triangulation
related signals (3115, 3116, 3117, 3118), strength of goal signals (3119,
3120), the strength of other
"event-signifying-signals" (3121), out of bounds status (3122), hand ball
status (3123), current location
23
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(3124), location for free kick (3125). The projectile performs calculations
for use in directing players to
the appropriate free kick location (3126, 3127, 3128, 3129).
[000150] FIG. 32 describes projectile modes and corresponding signal emission.
Signals are emitted to
signify regular play (3201), free kick possession (3202, 3203), and recent
scorer (3204, 3205).
[000151] FIG. 33 describes parameters in the processor of players. A player
can emit a team signal
(3301, 3303), which is used for zone influence and for free-kick
identification. A player can emit a foul
signal (3302, 3304), which is used for free-kick identification.
Forearm/wrist/hand sleeves worn by the
player continuously emits a hand signal (3305), which, when received by the
ball, triggers a hand-ball
infraction sequence described below. The hand signal is emitted by a battery
powered circuit, or by a
passive RFID circuit, or by other means. Player movement and gesture is
tracked in a manner similar to
other embodiments (3306, 3307, 3308, 3309).
[000152] FIG. 34 describes player modes and corresponding signal emission.
FIG. 34 also describes
player timers. Player modes, for each team, include: still, moving, in
possession, out, and penalized
(3401, 3402, 3403, 3404, 3405 and 3406, 3407, 3408, 3409, 3410). A timer
limits the duration of
dribbling (3411). A timer controls "outage" time (3412).
[000153] FIG. 35 describes methods of Team A non-goalie player processors (the
goalie processor allows
hand contact with the ball in certain cases). A stationary player enters
moving mode by making a
movement (3501). When a stationary player obtains a play signal from the ball,
possession mode and
the dribble timer are initiated (3502). When a moving player obtains a play
signal from the ball,
possession mode and the dribble timer are initiated (3503). A moving player
that obtains an opponent's
team signal gets "out"; haptic feedback provides indication (3504). If the
dribble timer expires while a
player is in possession of the ball, the player emits a foul signal and gets
"out" (3505). If a player loses
the ball signal before the possession timer expires then the player resumes
normal play (3506). A
stationary "out" player, with hand up for a specified duration, resumes normal
play (3507). An "out"
player that moves is penalized (3508). An "out" player without their hand up
is penalized (3509). An
"out" player that fails to resume normal play within the allotted time is
penalized (3509). At game end,
penalized players negatively affect a team's score or outcome (3511).
Additional processor methods
can be employed to ensure that opponents remain an appropriate distance from
the ball during free
kicks, throw-ins, etc. Additional processor methods can enforce appropriate
throw-in technique (e.g. ¨
hand signal received by ball, appropriate hands gesture, use of motion
detector to confirm feet planted
and no upward body acceleration, shoe-mounted passive RFID, etc.)
[000154] FIG. 36 describes methods of the ball (projectile). If the ball is
impacted while in receipt of the
Team A signal, the last possessor is noted as Team A (3601), similar for Team
B (3602). If the ball goes
out of bounds and Team A was the last possessor, the free kick location is
noted and the ball enters free
kick team B mode (3603); a similar method is defined for free kick team A mode
(3605). If the ball
enters close-proximity to a Team A player's hand, then the ball receives a
"hand" signal from the
24
CA 3104257 2020-12-30
player's wearable item, and as a result the free kick location is noted and
the ball enters free kick team B
mode (3604); a similar method is defined for a Team B hand-ball (3606). If a
player possesses the ball
longer than the accepted duration, the player emits a foul signal, the ball
receives the foul signal, and
the ball enters free kick mode (3607, 3608). If the ball receives the goal
signal then a goal is registered
(3609, 3610). If the ball is in free kick mode, and in the designated
location, and in receipt of the
appropriate Team signal (i.e. ¨ from the free-kick taker), then the ball
enters normal play (3611, 3612).
If a goal has just been scored, and the ball has been returned to centre, and
the ball is in receipt of the
appropriate Team signal (i.e. - the kick taker), then the ball enters normal
play (3613, 3614). Additional
features to enforce player setup after goal scoring, setup of corner kick,
avoidance of free-kick delays,
etc. can be implemented with methods that are similar to those described
above.
[000155] In some embodiments, battery powered electronic systems within the
projectile may be
recharged through a septum on the ball exterior surface. In some embodiments,
processing and signal
communication of the projectile can be achieved by read/write passive RFID
tags. WaveBall may be
used in coordination with other complementary existing soccer ball
technologies such as Ctrus and
Micoach.
[000156] FIG. 37 describes Team A player haptic feedback. If a ball is in free
kick mode, and if the ball is
currently far from the required free kick location, the ball will emit signal
SPD1. A free kick taker in
receipt of SPD1 will feel (repetitive) single pulse haptic feedback (3701). As
the ball is moved closer to
the desired location, the ball will emit SPD2. A free kick taker in receipt of
SPD2 will feel double pulse
feedback (3702). A ball at the desired location will emit SPD3. A free kick
taker in receipt of SPD3 will
feel triple pulse feedback (3703). In this way, the player is guided to the
correct location. A player in
proximity to a ball that has been scored by one's own team will feel strobe
feedback, signifying that
possession is designated for the opponent (3704). A player in proximity to a
ball that has been scored
by one's opponent will feel an SOS pulse ( i.e. ¨ dot dot dot dash dash dash
dot dot), signifying the ball
should be returned to centre to resume play (3705). A player in proximity to a
ball that is reserved for
free kick by the opponent will feel strobe feedback (3706). Receipt of signals
from the ball or other
players initiates haptic feedback from the safety indicator vibrator (3707,
3708, 3709, 3710, 3711, 3712,
3713), which warns a player of possible collision with the ball or other
players that are entering
proximity. Pulse feedback (and audio feedback) provides confirmation of a new
mode assignment
(3714, 3715, 3716, 3717, 3718). Additional parameters (3719) and signals
(3720) can be used to trigger
indications and events.
[000157] During game play, a fixture embedded at the centre of the field (or
elsewhere) can interrogate
the ball (projectile) wirelessly for scoring updates after each goal. At game
end, the ball (projectile) can
be interrogated wirelessly to confirm the final game score.
[000158] Embodiment 11, associated with FIG. 38 through 42, relates to a novel
game called WaveMan;
variants of which are made possible by the invention. In WaveMan, one or more
protagonists and one
or more antagonists compete physically in a game like PacMan (an arcade game).
Players don wearable
CA 3104257 2020-12-30
electronics kits, fixtures emit and receive radio signals to represent a maze-
like playing field,
emission/detection of fixture radio signals constrains players to the maze,
emission/detection of fixture
radio signals simulates the collection of tokens of the maze-like playing
field, proximity based signal
communication between players is used as a means of attack.
[000159] For example, FIG. 38 depicts a moment in a WaveMan game. Dot fixture
3801, 3802 and
others like it represent dot tokens that are collected for points. Power
fixtures 3811, 3812, 3813, 3814
are special. A player that achieves proximity to a power fixture (temporarily)
gains the power to attack.
The figure depicts one protagonist 3831 and antagonists 3851, 3852, 3853.
Antagonist 3851 pursues
the protagonist by heading south-west; antagonist 3852 pursues by heading
north. If protagonist 3831
reaches power fixture 3811 before encountering the influence of an antagonist,
it will gain the ability to
attack the anatagonists temporarily. Antagonist 3853, having recently been
attacked, is shown
deactivated, without influence, and nearby the home fixture 3821. At the home
fixture, antagonist 3853
can attempt to reactivate. The protagonist 3831 wins by collecting the tokens
of all dot and power
fixtures. Protagonist 3831 loses if attacked by an antagonist. The protagonist
may be referred to as
'man', the antagonist as 'chaser'. The hexagonal fixture arrangement of the
WaveMan field of
embodiment 11 mitigates tee-intersection-related collisions as well as sharp-
turn-related knee injuries;
however other fixture arrangements are possible.
[000160] FIG. 39 describes parameters in the processor of fixtures. Power
fixtures emit a signal to
indicate that the related token is not yet collected (3901) or collected
(3902). Dot fixtures emit a signal
to indicate that the related token is not yet collected (3903) or collected
(3904). The home fixture emits
a signal (3905). A variable tracks whether the fixture is on (3906). Fixture
modes, namely 'on' and 'off'
coordinate signal emission for power fixtures (3907, 3908) and dot fixtures
(3909, 3910).
[000161] FIG. 40 describes parameters in the processor of players. A defensive
and vulnerable
protagonist emits an identifying signal 4001, and an attacking protagonist
emits an attack signal 4002.
Chasers emit an identifying signal 4003. Score (4004), gesture (4005), and
attack time duration (4006)
are tracked. A run timer (4007) constrains players to the maze-like playing
field. A power timer (4008)
tracks the duration of attack. Antagonist and protagonist modes coordinate
signaling (4009, 4010,
4011, 4012, 4013, 4014, 4015).
[000162] FIG. 41 describes the methods of the protagonist (man) processor. A
vulnerable man that
receives the chaser signal is out (4101). The score of a vulnerable man
gaining proximity to an active dot
signal is incremented (4102); similar for an attacking man (4104). The score
of a vulnerable man gaining
proximity to an active power signal is incremented, the vulnerable man is put
in attack mode, the power
mode timer is started, and audio indication begins (4103); similar for an
attacking man (4105). The
score of an attacking man gaining proximity to a chaser is incremented (4106).
When the attack (power)
timer elapses, the attacking man enters vulnerable (defensive) mode and
related audio indication ends
(4107). Players are constrained to the maze by a run timer (i.e. ¨ if a player
strays from the fixtures for a
specified duration, the player is out). When a fixture signal is lost, the run
timer starts (4109, 4110,
26
CA 3104257 2020-12-30
4111, 4112). When a fixture signal is gained, the timer stops (4113, 4114,
4115, 4116). If the run timer
elapses the player is penalized (4117). Chasers do not gain points or affect
fixture states. Chasers are
constrained to the maze-like playing field in a similar manner to the
protagonist (i.e. ¨ run timer).
Chasers lose influence by being attacked (by the protagonist). Chasers regain
influence by remaining at
the home fixture for the required duration and gesturing as required.
[000163] FIG. 42 describes the methods of fixture processors. A fixture that
has not yet entered
protagonist proximity is considered 'on'. A fixture that has entered
protagonist proximity is considered
'off. An "on" dot fixture that enters defensive protagonist (4201) or
attacking protagonist (4202)
proximity transitions to "off' mode, and as a result the fixture display is
modified. An "off" fixture that
enters protagonist proximity remains "off' but continues to emit an
identifying signal (4203). Similar
methods apply to power fixtures (4204, 4205, 4206). 'On' and 'off fixtures can
be differentiated by
visual indication. Dot and power fixtures can be differentiated by visual
indication.
[000164] Embodiment 12, associated with FIG. 43 through 47, relates to a novel
game made called
WaveBlock; variants of which are made possible by the invention. In WaveBlock
two teams (each
consisting of one or more players) compete in a sliding puzzle game. An array
of fixtures is arranged in a
grid-like pattern. Initially, two or more fixtures are randomly selected for
Team A marker indication, and
two or more fixtures are randomly selected for Team B marker indication. The
objective of Team A is to
move Team A markers into a position that meets the "success criterion" (e.g. ¨
adjacent to each other).
A similar objective is assigned to Team B. A player may enter the influence of
a fixture that is not
occupied by another player, and not possessed by an opponent's marker. If a
player enters the
influence of a fixture displaying the marker of the player's own team, the
marker is moved to the fixture
last occupied by the player. If a player enters the influence of a fixture
displaying an opponent's
marker, the player is made inactive. If a player remains outside of the
influence of fixtures for a defined
duration, the player is made inactive (i.e. - the player is constrained to the
grid by a run timer). If a
player enters the influence of a fixture recently vacated by an opponent, and
subsequently said
opponent causes an opponent's marker to be transferred to said fixture, said
player is made inactive.
[000165] Embodiment 12 employs the following "success" criteria: all markers
adjacent to each other or
"touching". In other embodiments, "success criteria" may include: all markers
in a row, markers
relocated to a pre-selected area, markers form a pre-defined shape, etc.
Embodiment 12 relates to a
game between two players. In other similar embodiments, two or more players
per team may
participate.
[000166] For example, FIG. 43 depicts a moment in a WaveBlock game, wherein
player 4391 is
attempting to connect all 'o' tokens, and player 4392 is attempting to
connects all 'x' tokens. Having just
moved from fixture 4365 to fixture 4375, player 4392 has won the game by
causing an 'x' token to move
in the opposite direction, namely from fixture 4375 to 4365; this achieves the
success criterion. The
tokens of player 4391 are shown on fixtures 4312, 4333, 4336. Player 4391 was
unsuccessful in
arranging the 'o' tokens according to the success criterion.
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[000167] FIG. 44 describes the parameters of fixture processors. A fixture may
emit a signal to indicate
it is in an "open" state, which is to say, neither displaying a token nor in
the proximity of a player (4401).
A fixture may emit a signal to indicate that the fixture is on hold, which
occurs temporarily, after a player
has just left proximity (4402,4403). Hold status is an intermediate step in
token transfer (should it
occur). A fixture may emit a signal to indicate that it is blocked, which
signifies that the fixture is
currently displaying a token (4404, 4405). A fixture may emit a signal to
initiate token transfer; by
entering transfer mode after a player has just entered proximity (4406, 4407).
A fixture can detect when
the success criterion has been reached (4408, 4409). A fixture employs a
handshake timer to coordinate
the token transfer sequence (4410). A fixture employs various modes that
coordinate signal emission
and game play (4411, 4412, 4413, 4414, 4415, 4416, 4417).
[000168] FIG. 45 describes parameters in the processor of players. A player
emits a signal to represent
still mode (4501, 4503). A player emits a signal to represent moving mode
(4502, 4504). Modes are
employed to manage signal emission (4505, 4506, 4507, 4508, 4509, 4510). A run
timer is used to
constrain the player to the playing field and fixtures (4511).
[000169] FIG. 46 describes methods of player processors. If, while in motion,
a player receives the
opponents "still signal", the player is out. If a player enters the influence
of a fixture that is held (4602),
blocked (4603), or reserved for transfer (4604) by the opponent, then the
player is out. If a player in still
mode subsequently makes a movement, that player transitions to moving mode
(4605). A player that is
"out", loses the game. In some other embodiments, point deduction or the like
is applied to "out"
players. If a player loses fixture influence, a run timer is initiated (4607,
4608, 4609, 4610). If the player
gains fixture influence before the timer is elapsed, the player continues play
as normal (4611, 4612,
4613, 4614), otherwise the player is "out" (4615).
[000170] FIG. 47 describes methods of fixtures. If the fixture is open, and a
player signal is lost
(signifying a player leaving proximity), the fixture enters hold mode for a
limited duration (i.e. ¨ the
handshake timer is initiated) to facilitate a possible token transfer (4701,
4702). While in hold mode, if a
transfer signal is received, the fixture enters block mode and display of the
appropriate token begins
(4703, 4705). If, while in hold mode, the handshake timer elapses before token
transfer takes place
then the fixture is returned to open mode (4704, 4706). If a fixture is in
block mode, and a signal is
obtained from a player, the fixture enters transfer mode for a limited
duration (i.e. ¨ handshake timer
initiated) to facilitate a possible token transfer (4707, 4708). While in
transfer mode, if a hold signal is
received, the fixture enters open mode and ends display of the token (4709,
4711). If the handshake
timer elapses before token transfer takes place then the fixture is returned
to block mode (4710, 4712).
In other embodiments of the invention, the WaveBlock token movement scheme
described above may
be combined with other game aspects.
[000171] Embodiment 13, associated with FIG. 48, relates to a novel game
called WaveLord; variants of
which are made possible by the invention. In WaveLord, one or more players
engage in a game related
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CA 3104257 2020-12-30
to physics puzzle games. The objective of the player is to travel from a
starting point to an objective by
navigating a course that is represented by fixtures.
[000172] For example, FIG. 48 depicts a moment in a WaveLord game, wherein
player 4891 is
constrained to the playing field and fixtures (by methods similar to those
previously described). The
objective of player 4891 is to find a path from the starting point fixture
4801 to the objective fixture
4841. Entering the proximity of toggler 4811 toggles the states of door
fixtures 4812 and 4813 (via
signal communication). The possible states of door fixture 4812 are: passable
or not passable. The
possible states of door fixture 4813 are: passable and not passable. When door
fixture 4812 is passable,
4813 is not, and vice versa. Toggler 4821 toggles fixture 4822 between
passable and not passable
states. Closed fixture 4861 and other opaque fixtures like it are not
passable, whereas open fixture 4871
and others like it are passable. If a player enters proximity of a fixture
that is not passable that player is
out. Path 4892 shows a possible route for player 4891 to achieve the
objective. Toggler 4811 is
activated, which makes 4813 passable, which allows access to toggler 4821 to
cause fixture 4822 to be
passable. Then toggler 4811 is activated a second time to make fixture 4812
passable. Then the player
4891 is able to travel west-north-east-south-west-north-west-north-west to the
objective, winning the
game/scenario. The player is constrained to the fixture by a run timer and
penalized for entering the
influence of non-passable fixtures. Other embodiments may incorporate moving
blocks, jumping over
non-passable fixtures, obtaining keys to unblock passages, obstacles, etc.
[000173] Embodiment 13, associated with FIG. 49 through 50, relates to a novel
game called WaveWar;
variants of which are made possible by the invention. The embodiment employs
similar methods to
those described above. In WaveWar, two teams (Team A vs. Team B) compete in a
game related to war
games. In embodiment 13, each team consists of five players (and in other
embodiments more or fewer
players may participate). To start the game, each team assigns roles.
Embodiment 13 employs the
following roles: one boat (B), two artillery (A), one infantry (I), one plane
(P) are the roles defined in
embodiment 13. In other embodiments, other roles may be defined. The zones
outside the influence of
fixtures represent the sea. The zones within the influence of fixtures
represent land. One fixture is
designated as the Team A base. One fixture is designated as the Team B base.
Team A wins when a
Team A player enters proximity of the enemy base. Team B can win in a similar
manner. A player may
not enter the influence of its own base.
[000174] For example, FIG. 49 depicts a moment in a WaveWar game.
[000175] FIG. 50 describes player movement permission. Boat players may travel
over the sea with or
without accompaniment of teammates (5001). Boat players may not travel on land
(5001). Artillery and
infantry players may not travel over the sea, unless in proximity to a boat
teammate (5002, 5003).
Artillery and infantry players may travel over land (5002, 5003). Plane
players may travel over sea or
land without accompaniment (5004). Plane players are, at times, compelled to
remain still, to simulate
landing/refuel/etc. (5004). Plane players may not remain still over the sea
(5004).
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[000176] FIG. 50 describes player movement details. Boat players are permitted
to move for a "run
interval" not exceeding 2 seconds, and thereafter are compelled to remain
still for a "wait interval" 2
seconds (5005). Infantry players and artillery players, when on land, are
permitted to move for a
duration not exceeding 2 seconds, and thereafter are compelled to remain still
for 2 seconds (5006,
5007). Infantry players and artillery player, when in proximity to a boat, are
permitted to move freely.
Plane players are permitted to move for a duration not exceeding 10 seconds,
and thereafter are
compelled to remain still for 10 seconds (5008).
[000177] FIG. 50 describes player attacks. The diameter of the influence zone
of boat players and
artillery players are relatively large. The diameter of the influence zone of
infantry players and planes
are relatively small. A boat player, whether still or moving, emits an attack
signal. Infantry players and
artillery players that are on land, whether still or moving, emit an attack
signal. Infantry players and
artillery players that are in the proximity of a boat (at sea) do not emit an
attack signal. A plane emits an
attack signal only when moving.
[000178] FIG. 50 describes player attack details. During every 4 second "hit
interval" (5009), a player's
processor performs a calculation to assess whether the player is vulnerable to
opponent attack signals,
based on the assigned vulnerability probability pertaining to each opponent
attack signal. If, during the
hit interval, the player is vulnerable to a certain attack signal, and
receives said attack signal, the player
is out. In embodiment 13, a boat is vulnerable to an opponent boat signal in
80% of hit intervals, to
infantry 20%, to artillery 80%, to planes 20% (5010). Signal vulnerability
probabilities are also defined
for infantry (5011), artillery (5012), and planes (5013).
[000179] FIG. 49 shows the Team A base (4911) to the north, and the Team B
base (4921) to the south.
'East Island' is composed of fixtures 4931, 4932, 4933. 'West Island' is
composed of fixtures 4941, 4942,
4943. Team A boat 4851 and Team A artillery 4952 travel southward; Team B
plane 4965 approaches
them from the south in preparation for attack. Team B artillery 4964, on the
"east island" dissuades
Team A boats from passing through the channel between "east island" and "west
island".
[000180] In other similar embodiments, the effect of run interval, wait
interval, and hit interval may be
varied or removed. In other embodiments, signal vulnerability may be varied or
removed or obviated
by another means of attack signal processing. In other embodiments, resource
gathering may be
simulated. In other embodiments points may be gained for controlling
territory.
[000181] Embodiment 14, associated with FIG. 51, relates to a novel game made
called WaveDodge;
variants of which are made possible by the invention, by employing similar
methods to those described
above. In WaveDodge, one or more players engage in a game related to Frogger
(an arcade game).
Two-dimensional objects in motion are represented on fixtures. A player
attempts to dodge objects by
moving to vacant fixtures (i.e. ¨ those fixtures that do not currently
represent a moving two-dimensional
object).
CA 3104257 2020-12-30
[000182] For example, FIG. 51 depicts a moment in a WaveDodge game. Currently,
fixtures within the
area denoted by space 5113 are illuminated. Prior to that, the fixtures within
the area denoted by space
5112 were illuminated. Prior to that, the fixtures within the area denoted by
space 5111 were
illuminated. In this way, movement of an object was simulated. Similarly, a
second moving object was
simulated by progressive illumination of fixtures in the space 5121, then
5122, then 5123, etc. To
"dodge" the objects, player 5151 moves to the fixture 5171 as indicated by the
related arrow.
[000183] Embodiment 16 of the invention is shown in FIG. 52. FIG. 52 describes
a wearable electronic
kit that would enable a player to participate in various games described in
this specification and others.
The embodiment 16 kit includes a left shin assembly 5201 and a right shin
assembly 5202. Included in
left shin assembly 5201 are processor 5211, antenna 5212, battery 5213, and
buzzer 5214. Similarly,
included in right shin assembly 5202 are processor 5221, antenna 5222, battery
5223, buzzer 5224.
[000184] Antenna 5212 and 5222 (linked to processors 5211 and 5221
respectively) are each used to
emit and scan BLE (Bluetooth low energy) advertisements. Processors 5211 and
5221 perform various
functions including: calculate RSSI (received signal strength indication)
values for received signals,
employ logic to determine player status as a function of RSSI and other
values, and employ logic to
cause signals to be emitted as a function of player status. In a game setting,
the left and right shin
assembly of each player emits characteristic (unique) advertisements.
[000185] Antenna 5212 surrounds the left calf of the wearer, so as to emit and
receive signals
omnidirectionally (about the left leg of the wearer). Antenna 5222 surrounds
the left calf of the wearer,
so as to emit and receive signals omnidirectionally (about the right leg of
the wearer). The benefit of
antenna omnidirectionality is described throughout this specification (e.g. ¨
for zone influence).
[000186] Buzzer 5214 and buzzer 5224 are used to provide auditory, and to a
degree haptic, information
to players (e.g. ¨confirm player status, warn of approach of players, etc.).
In other embodiments, other
(or no) indicators may be used.
[000187] A player's left shin assembly 5201 is capable of measuring RSSI of
the characteristic signal
emitted from their right shin assembly 5202 (i.e. ¨ the opposing shin signal).
A player's right shin
assembly 5202 is capable of measuring RSSI of the characteristic signal
emitted from their left shin
assembly 5201 (i.e. ¨ the opposing shin signal). By virtue of opposing shin
signal RSSI, processors can
determine when a player is in motion, namely when the RSSI of the opposing
shin signal varies. By
virtue of opposing shin signal RSSI, processors can determine when a player is
making a certain pose
(with the leg). When the player is stationary, standing, and with legs spread
apart, RSSI of the opposing
shin signal is substantially constant, and lower than a predetermined value.
When the player is
stationary, standing, and with legs close together, RSSI of the opposing shin
signal is substantially
constant, and higher than a predetermined value. Similarly, intermediate leg
positions can be
recognized in this manner. Similarly, leg gestures can be recognized in this
manner. The benefit of
processor recognition of motion, pose, and gesture is described throughout
this specification.
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CA 3104257 2020-12-30
[000188] A shin (or leg or ankle or foot or other part sufficiently close to
the ground) worn apparatus
facilitates proximity detection of other players (and thereby zone influence
games are made possible). If
the left shin signal or right shin signal of another player is received with
RSSI above a predetermined
value, the processor recognizes that the other player has reached a
corresponding proximity. A dual
(left/right) shin type apparatus ensures that a line of sight signal path is
always available from at least
one of the shins of an approaching player, which facilitates proximity
detection accuracy of the RSSI
scheme (i.e. ¨ so that body blocking of signals does not confound the method).
[000189] By virtue of being worn on the shin, the shin worn apparatus provides
certain advantages
(depending on the application). A shin worn apparatus is not cumbersome to
wear (similar to soccer
shin pads, which are familiar to many players). A shin worn apparatus emits
signals from substantially
the same elevation for all players, regardless of player height, which
facilitates proximity detection
accuracy of the RSSI scheme.
[000190] In a game setting, intentional shielding of the shin apparatus (with
the torso, arms, upper
body, etc.) is typically an undesired behavior that interferes with the RSSI
proximity detection scheme.
However, the undesired behavior provides limited benefit to the player, as it
impedes the player's ability
to move and to emit "attacking" signals. Nonetheless, it can be beneficial to
monitor and penalize such
undesired behavior to promote a fair game. The undesired behavior is easily
recognized (visually) by
observers and may be penalized "manually". The undesired behavior may also be
recognized by the
processor and penalized "automatically". One method by which a processor may
recognize the
undesired behavior is by measuring RSSI of signals emitted from relatively
distant reference beacons
(e.g. - goals, field boundary beacons, etc.). An abrupt decline in reference
signal RSSI can indicate the
undesired behavior, when such a decline is so rapid that it can't be
attributed to body blocking by other
players nor by movement of the kit wearer. Simultaneous and abrupt decline of
RSSI from beacons
that lie in opposite directions of the kit wearer can indicate the undesired
behaviour. Other methods,
and a combination of methods, may be used to indicate the undesired behavior.
[000191] Another benefit of a shin worn apparatus is that leg gestures can be
used to initiate commands
(e.g. ¨ some typical gestures include: the player can jiggle the foot to
confirm readiness to start the
game, the player can click heels together three times to confirm game end,
etc.).
[000192] A possible embodiment of the shin worn type could comprise components
as follows: shin
worn processor with Bluetooth low energy (BLE) enabled processor (e.g. - ESP32
or alternate), fixtures
including the long distance BLE enabled processor (e.g. - NR152840 or
alternate).
[000193] Below are general comments regarding the invention.
[000194] Regarding other games that are made possible with the invention:
Various game related
embodiments have been described. By using the system and methods of the
invention many other
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CA 3104257 2020-12-30
games are possible (e.g. ¨games related to: some sports, some yard games,
board games, some euro
games, some video games, some arcade games, role playing games, resource
placement games,
cooperative games, area control games, party games, puzzle games, combat
games, novel games, etc.).
Endless customization and games can be updated to the game system by an
authorized administration
group and/or others. Combinations of elements of the game embodiments
described above (and other
game embodiments) are possible. A dedicated and customized programming
language, suited to games
playable with the invention (e.g. ¨ 'wave game' programming), can be
distributed to programmers and
users to allow them to readily program wave game processors. The invention may
be used to provide
challenges similar to existing sports, with a lesser risk of injury. For
example, games variants of
WaveBall, WaveTag, and other wave games can allow challenges similar to
football, rugby, hockey,
ultimate frisbee, baseball, basketball, contact-games, etc. Video game (non-
physical) analogues of the
games of WaveTag, WaveChess, WaveGammon, WaveBall, WaveMan, WaveBlock,
WaveLord,
WaveWar, and WaveDodge are possible; albeit without the physical/athletic-
related benefits of the
embodiments described herein. Furthermore, the invention may be used for
training (safely), or to
improve group coordination, group team-building, etc. A limited number of game
variations have been
described in detail in this specification; many variations not described
herein are possible, as can be
seen from the generality of the claims.
[000195] Regarding fixture types: Minor fixtures have been shown as circular.
In other embodiments
the minor fixtures can be formed in other shapes (e.g. ¨ square, rectangular,
triangular, hexagonal,
polygonal, etc.). Minor fixtures may be made contiguous. Minor fixtures may be
used in a contiguous
array in a manner that forms a continuous video screen. Line or rod shaped
fixtures may be used. For
example, rod shaped fixtures could be used to delineate the edge of a playing
field, both physically and
by virtue of signal communication. A wavefront from a rod shaped fixture can
be used to create an
influenced zone along the border of an area. A wavefront from a rod shaped
fixture can be used to
constrain movements to paths parallel to said rod shaped fixture. For example,
a rod shaped fixture
extending the length of a playing field in a north-south direction can be used
in WaveChess to constrain
rook motion to north-south paths. East-west and diagonal rod fixtures can be
used in a similar manner.
[000196] Regarding playing fields: In some embodiments, fixtures are battery
powered, portable, and
relocatable. In some embodiments, dedicated spaces (analogous to commercial
laser tag facilities) can
be created for wave games. In such spaces, fixtures can be permanently
installed and calibrated to the
location. In such spaces, external speakers, lights, music, effects, etc. can
be coordinated with the
fixtures and games to provide an immersive experience. Public spaces can be
arranged for wave games.
One method of doing so is to embed minor fixtures in the ground (underneath a
protective surface if
necessary) and/or in walls, with major fixtures mounted in a protective manner
that mitigates theft,
vandalism, damage, tampering, etc., and with minor fixtures mounted flush to
the ground. In such an
installation, permanent power (rather than battery power) and network wiring
can be provided to
fixtures. Players (i.e. - the public) can interact with such an installation
merely with a relatively
inexpensive wearable electronic kit. Personal wearable RFID tags can be used
to communicate with the
public space system to obtain permission for use (and to coordinate payment
for use if applicable).
33
CA 3104257 2020-12-30
Access to playing fields, or to distributed wave games (e.g. - available
through a network or the internet,
for download to the apparatus) may be monetized. Wave games may be provided as
a service (e.g. ¨
arenas, rented equipment) or product (purchased wearable kit) or both. In some
embodiments,
several wave game fields/sessions/instances can be made to interface,
interact, or combine by internet
or networking methods (e.g. ¨ allowing players at one facility to alter the
state of fixtures at another
facility, thereby allowing players at separate facilities to participate in a
common game).
[000197] Regarding player protection (from collision): In several embodiments,
a still player emits a
signal that, when received by a moving player in proximity, deactivates said
moving player. In several
embodiments, a player emits a signal that, when received by another player,
elicits a warning indication
from the wearable kit of said other player (e.g. - haptic feedback). The
radius of the warning/protective
zone surrounding a player can be chosen to suit circumstances, the playing
field, the game, etc. A
protective radius in the range of 2 ft to 8 feet could be useful in many
embodiments, however other
radii could be employed. Zone influence protective methods are, in and of
themselves, useful, and can
be employed (for protection alone) in traditional sports.
[000198] Regarding signal emission: In some embodiments described herein there
are cases when a
player emits two signals simultaneously; in other embodiments the same may be
achieved by a single
signal that is a proxy for multi-signal emission. In the embodiments
described, signal strength
measurements of carrier waves delineated zone influence. In some embodiments,
signal strength can
be used together with signal modulation and/or encoded signals. In some of the
embodiments
described, teammates emit a characteristic signal at the same frequency. In
other embodiments,
players can emit the characteristic signal at unique frequencies. In some
embodiments, gesture
recognition can be used to adjust signal emission/receipt (e.g. - to
compensate for any undesired human
antenna effect, and to maintain signal strength delineation of zones).
[000199] Regarding control of territory and influence. Influence is an aspect
of strategic athletics. In
the game embodiments presented, influence is achieved by the local emission
and signal strength
method (which is low cost, robust, less susceptible to obstruction than other
methods, etc.). However,
it is possible for fixtures to track player location, and for fixtures to send
position and (calculated)
influence information by signal communication, albeit such a method requires a
complex fixture design
(in particular for games involving many players that play over a wide area).
For example, if all players on
the same team wear the same team colour, a major fixture can employ visual
detection of team colours
to assign influence to a zone.
[000200] An additional benefit of the gaming method and system of the
invention is that it enables
players to engage from a distance; in this manner players can engage in
physical activity while
maintaining social distancing which is a mitigation for covid-19 and other
diseases.
[000201] Other embodiments of the invention could incorporate signal emitting
circuitry embedded in
shoes, belts, or other clothing or accessories.
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CA 3104257 2020-12-30
[000202] Other embodiments of the invention could incorporate microphones for
obtaining the an
audio signal representative of music played in the vicinity, such that the
audio signal could be employed
by a processor of the wearable kit to alter game conditions (e.g. ¨ receipt of
a characteristic sound,
music note, or beat could be used to signal permission to move, etc.)
[000203] Other embodiments of the invention could permit wireless
communication with other
electronic devices (e.g. ¨ transmission of data to pocket worn smartphone,
sound cues to ear buds, etc.).
[000204] In some embodiments of the present invention, electronics, basic
signal communication,
proximity detection, and processor programs (and/or electrical circuit logic)
are employed to enable
games wherein a player must employ situational awareness and decision tree
style thinking in order to
respond to challenges in an athletic manner.
[000205] In some embodiments of the present invention, players don wearable
electronics kits that
include a processor and antennae (for transmission and receipt of signals).
Receipt of signals modifies
the game state, as represented in processor programs, according to codified
rules programmed in the
processor. In some embodiments of the present invention, processor programs
cause indications to be
made, in a way that provides information to players to inform their strategic
thinking.
[000206] In some embodiments of the present invention, physical movements and
gestures are
compelled or prohibited, in a way that enables strategic athletic games, and
furthermore, allows
physical movement and gesture to convey information.
[000207] In some embodiments of the present invention, game conditions can be
communicated to
players via lights, speakers, buzzers, vibrators, movements, gestures, and
other indicators. Such
indicators can be used to rapidly present players with information about the
game, and thus enable
interesting game play. Such indicators can be used to inform players about
impending collisions.
[000208] In some embodiments of the present invention, players influence each
other at a distance by
virtue of signal communication, and thereby close-proximity play can be
managed, limited, or avoided.
Embodiments of the present invention may be considered as a medium (or
beneficial lack thereof)
through which players may engage in strategic games directly (i.e. - without
the burdensome use of
symbolic instruments such as board game pieces, video game controllers, video
screens, etc.). Also, the
present invention allows multiple players to participate in a strategic game
simultaneously in an
organized manner.
[000209] In some embodiments of the present invention, signal communication
allows discrete zones of
a playing field to be continuously controlled or influenced by virtue of
signal communication. The
invention provides a novel means of territorial control and game element
modification that enables
strategy games and abstract games of a physical nature. If a player (or
fixture or projectile) enters or
CA 3104257 2020-12-30
exits the zone of influence of another player (or fixture or projectile), the
state of game variables may be
changed in one or more processors. In this manner, territorial influence or
control, which is an
important aspect of various strategic games, can be achieved.
[000210] In some embodiments of the present invention, an influence on a zone
of the playing field may
be delineated by constant signal strength around the perimeter of said zone.
Signals type employed
may include radio, pressure waves (e.g. ¨ ultrasonic waves), light waves, or
other waves. VHF and other
bands of radio signals may be employed. In various game embodiments presented
in this specification,
carrier wave radio signals are used (for example). Signal strength
measurements can change the state of
game variables stored in the processors of players (or fixtures, or
projectiles) which can affect game
variables and ultimately the game outcome.
[000211] In some embodiments of the present invention, the antennae of the
wearable electronics kit
of a player is substantially omnidirectional. Territorial influence is
achieved by emitting signals via the
omnidirectional antenna. The perimeter of a zone of influence surrounding the
player is delineated by a
defined signal strength value. Furthermore, the omnidirectional antenna causes
a player to be sensitive
to territorial signals emitted by others. A defined signal strength value is
measured by the
omnidirectional antennae of other players or fixtures at a distance
corresponding to the zone diameter.
The wave-field-based influence means described above differs from the beam-
based shooting methods
of lasertag and other such prior art games.
[000212] In some embodiments of the present invention, one or more programs
may be loaded onto
the processors of the gaming system; each program being a codification of a
set of game rules. Through
local or remote or internet connection, the programs can be modified or added
to by local users, a
community of users, or an administrative group. In this way an endless variety
of programs can be
created and improved to meet the evolving needs of players. Game data may be
collected to support
the creation and improvement of programs or for other uses.
[000213] Some games made possible by the present invention may be referred to
generally as "strategic
athletics" or "wave-gaming" or "wave-games" or "wave" or "waveletics"
(alluding to: the use of signal
waves, the use of waving gestures, the anticipated rapid adoption of the
invention, the anticipated
attendant surge in health & GDP, the electronic music integrated with some
embodiments of the
invention, the shape of wearable antennae employed in certain embodiments,
wave-particle duality as a
metaphor for player interaction, the acronym Wireless Athletic Virtual
Exercise, etc.). Players of wave
games may be referred to as 'wavers'. On the chest of the player of FIG. 1 is
shown a novel icon and
mark that may be associated with wave gaming.
[000214] Specific embodiments of the present invention have been disclosed;
however, several
variations of the disclosed embodiments could be envisioned as within the
scope of this invention. It is
to be understood that the present invention is not limited to the embodiments
described above, but
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encompasses any and all embodiments within the scope of the following claims.
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CA 3104257 2020-12-30