EP4658384A1 - Ensemble de système d'apprentissage et procédé d'apprentissage - Google Patents
Ensemble de système d'apprentissage et procédé d'apprentissageInfo
- Publication number
- EP4658384A1 EP4658384A1 EP25720511.2A EP25720511A EP4658384A1 EP 4658384 A1 EP4658384 A1 EP 4658384A1 EP 25720511 A EP25720511 A EP 25720511A EP 4658384 A1 EP4658384 A1 EP 4658384A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- dice
- tray
- image
- user
- box
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/04—Dice; Dice-boxes; Mechanical dice-throwing devices
- A63F9/0468—Electronic dice; electronic dice simulators
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/04—Dice; Dice-boxes; Mechanical dice-throwing devices
- A63F9/0406—Dice-throwing devices, e.g. dice cups
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B23/00—Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes
- G09B23/02—Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes for mathematics
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/04—Dice; Dice-boxes; Mechanical dice-throwing devices
- A63F9/0406—Dice-throwing devices, e.g. dice cups
- A63F2009/0411—Dice cups
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Games using electronic circuits not otherwise provided for
- A63F2009/2401—Detail of input, input devices
- A63F2009/243—Detail of input, input devices with other kinds of input
- A63F2009/2435—Detail of input, input devices with other kinds of input using a video camera
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Games using electronic circuits not otherwise provided for
- A63F2009/2483—Other characteristics
- A63F2009/2485—Other characteristics using a general-purpose personal computer
Definitions
- the invention relates to a learning system set and a learning method for learning and practicing mathematical skills that can be implemented with the learning system set. It is particularly suitable for preschool and elementary school children to learn and practice arithmetic in a playful way.
- the object of the invention is to provide a learning system set and a learning method using dice, which make it possible to facilitate the learning and training of mathematical skills through a combination of analogue technology including the dice and digital technology.
- the learning system set comprises a dice box and one or more dice to be placed in the dice box.
- the learning system set is designed for rolling dice by manually shaking the dice box—performed by a human user—with the dice(s) placed in the dice chamber.
- the dice(s) each have the shape of a conventional standard dice, i.e., they are each formed in the shape of a regular hexahedron. Each dice has six faces, with a dice image depicted on each face.
- the classic dice images ⁇ , ⁇ , ⁇ , 0, 0, and 0 are preferably arranged on the dice faces in a known manner.
- the dice image 0 is replaced by a blank dice image ⁇ , since the number "6" is still too challenging for some children.
- the dice images can also have other markings instead of the classic dice images, for example, numbers, dots, letters, colors, or geometric shapes. All dice are preferably the same size. In a particularly preferred embodiment, the dice have dimensions of 16 x 16 mm.
- each dice face can be uniquely assigned to the face on the opposite side of the respective dice. This means that if the face on a specific die is known, the face on the opposite side of that dice can be uniquely determined or assigned. This is always the case with dice with the classic dice faces and the classic dice face arrangement.
- the dice box comprises a dice cup comprising a cup body to which a preferably hinged lid is attached for opening and closing the dice cup or dice box. Furthermore, the dice box comprises a dice tray that can be inserted into the cup body of the dice cup—preferably a removable one—and which in turn has a tray base with a top and a bottom.
- At least one sorting element is attached to the bottom of the dice tray, dividing the tray into several compartments for holding and positioning the dice.
- Each compartment is sized to hold or fit exactly one dice.
- the number of compartments is always greater than, but preferably equal to, the number of dice in the learning system set.
- the space within the dice box between the closed lid of the dice box and the dice tray forms the so-called dice chamber, within which the dice are shaken when the dice box is used as intended - for rolling.
- the dice chamber is designed so that the dice can move freely throughout the entire dice chamber while the lid is closed.
- One or more impact bars extending partially into the dice chamber can be attached to the lid to randomize the dice movement within the dice chamber.
- These dice faces visible to the user of the learning system set and located on the top sides, are referred to as visual dice faces. This means that when the dice are at rest after rolling the dice, the dice faces on the top sides of the dice lying individually in the dice compartments on the bottom of the dice tray are visually perceivable by the user as visual dice faces when the lid is open.
- the space within the cup body separated from the cube chamber by the cube tray is called the cup chamber.
- the separation between the cube chamber and the cup chamber is essentially formed by the base of the cube tray.
- the cube box further comprises a camera, a data transmission unit, an electrical energy supply and storage unit, and a microcontroller for controlling the camera and the data transmission unit.
- the camera is arranged in the cup chamber, directed toward the cup bottom, so that it can capture an image of the underside of the cup bottom.
- the camera is positioned at a defined distance and with a defined orientation to the cup bottom.
- the camera's detection angle is preferably in the range of 110° to 170°, particularly preferably 120°, 140°, or 160°.
- the data transmission unit, the electrical energy supply and storage unit, and the microcontroller are usually also located in the cup chamber.
- the bottom of the cube shell is translucent, i.e., partially transparent.
- the remaining parts of the cube shell for example the shell walls, can also be translucent.
- the camera directed at the underside of the translucent shell bottom is designed to capture the image of the underside of the translucent shell bottom in the form of image data that represent the cube images of the cubes contacting the top side of the translucent shell bottom. to record the dice faces of the dice and their position on the bottom of the bowl.
- the material of the bowl base is selected in terms of translucency or light transmittance - for example, by selecting a frosted glass-like material - or its surface is designed in such a way - for example, by structuring or roughening the bowl base surface - that the camera can capture the dice images of the dice faces resting on the bowl base with sufficient contrast for recognition.
- Objects located above it i.e., in the space above the bowl base, are optically filtered out or masked out by the translucent bowl base, i.e., they can no longer be captured clearly by the camera.
- the bowl base is therefore designed or constructed in such a way that only objects resting directly on it are recognized. This can be achieved, for example, by using a matte bowl base surface, which minimizes unwanted reflections and light scattering.
- the data transmission unit is configured to wirelessly or wiredly transmit at least the captured image data of the underside of the translucent tray base to a data processing device, which may be part of the learning system set.
- the data transmission unit is also typically configured to exchange additional data, such as control signals or position data of the cube box, with the data processing device.
- the preferably wireless communication via the data transmission unit between the cube box and the data transmission device takes place, for example, via a wireless local area network (WLAN), via Bluetooth, or via near-field communication (NFC).
- WLAN wireless local area network
- NFC near-field communication
- the learning system set may further comprise the data processing device that can be connected wirelessly or wired to the data transmission unit, as well as a software application installed on the data processing device.
- the software application is configured to use image recognition to generate the dice image of the dice resting on the bottom of the tray from the image data of the underside of the translucent tray captured by the camera. To recognize the dice face and to determine the dice face opposite the dice face of the recognized dice face on the respective dice as the identification dice face of the respective dice.
- the data processing device is preferably a mobile device, such as a tablet or smartphone, but can also be a conventional computer (PC).
- the data processing device or software application is designed or configured specifically for visualizing the learning process, for image analysis, for recording learning progress, and for data synchronization with a backend.
- the microcontroller which is used to control the camera and the data transmission unit, can also be designed to process the image data captured by the camera in preparation for image recognition of the cube images.
- the data processing device and the software application installed thereon can further be configured to compare a user-generated dice value entered by the user on the data processing device and a dice value software-generated by the software application, and to indicate to the user the agreement or disagreement between the user-generated dice value and the software-generated dice value in the form of a feedback signal.
- the user-generated dice value is generated by the user according to predefined generation rules based on the visual dice images visually captured by the user.
- the software-generated dice value is generated accordingly by the software application based on the identification dice images, using the same generation rules used by the user.
- the generation rule is usually a mathematical operation, for example, addition.
- the calculation of the dice value usually includes, as an intermediate step, the assignment of a dice face value to the dice face.
- the dice faces are ⁇ , ⁇ , ⁇ , > , 0, and 0, and the assigned dice face value is the respective number, i.e., 1, 2, 3, 4, 5, and 6.
- the data transmission unit sends the image data captured by the camera to the data processing device, where it is further processed using the software application.
- the software application is specifically designed to use the captured image data to determine the dice image or dice value (e.g., the number of dots) that the user sees after opening the lid, i.e., the visible dice image or its dice value.
- the software application preferably includes an artificial neural network trained using a machine learning process to recognize the dice images.
- the number of dots on the identification dice image can be most easily determined by subtracting the number of dots on the dice face resting on the bottom of the tray, identified via the camera and software application, from "7.”
- the learning process for learning and training mathematical skills which is carried out by the human user by means of the described learning system set, which includes the dice box, the dice(s), the data processing device and the software application installed on the data processing device, comprises the process steps listed below.
- the user places the dice or dice into the dice tray of the dice box and closes the lid of the dice box.
- the user then manually shakes the closed dice box containing the dice in the dice chamber.
- the dice box is then placed down, preferably on a flat surface, and the lid of the dice box is opened.
- the user now visually perceives the visible dice images of the dice in the dice tray.
- the microcontroller can activate automatic image capture and recognition simply by setting it down. After this activation, the camera captures the image of the underside of the translucent bowl base in the form of image data, which is then transmitted from the camera to the data processing device via the data transmission unit.
- the identification dice images of the game dice are determined from the transmitted image data. Based on the identification dice images, the software application calculates the software-generated dice value according to a predefined formation rule.
- the user creates the user-generated dice value based on the dice images he has visually captured according to the specified formation rule, i.e. the same formation rule that is used in the software application, which is then entered by the user on the data processing device.
- the specified formation rule i.e. the same formation rule that is used in the software application
- the software application then automatically compares the user-generated dice value with the software-generated dice value and provides the user with a matching result in the form of a feedback signal. If there is a match, i.e., the match result is positive, the feedback signal is output, for example, "correct.” If, however, there is no match, i.e., the match result is negative, the feedback signal is output, for example, "false.”
- the user- and software-generated dice value can, for example, be the sum of the dice face values, i.e., the sum of the dot numbers, the visual dice faces, or the identification dice faces.
- the feedback signal indicates whether the dice faces were correctly recognized and correctly added. In this way, the recognition and addition of numbers can be learned and practiced in a playful way.
- the learning system set and the learning method support the playful learning of mathematical skills using all the senses through the described combination of analogue and digital technology. This promotes learning motivation. With the help of the learning system set and the learning method, children can Preschool and primary school children learn and practice mathematical skills in a playful, tactile and yet systematic way.
- the cube shell is preferably made of a translucent, i.e., partially translucent or semi-transparent, plastic with a texture to blur objects not directly resting on the top of the shell base for the camera located beneath the shell base. This also prevents, among other things, personal images of the user from being taken while looking into the cube box. Furthermore, pre-filtering the captured image data simplifies image analysis within the software application, i.e., in particular, machine learning routines.
- the learning system set comprises a dice box with four dice compartments in the dice tray and preferably four dice.
- the dice compartments are arranged in four quadrants, with the top of the tray base being divided into four separate dice compartments by the sorting element.
- the quadrant arrangement of the dice compartments enables precise assignment and recognition of the dice. Since each dice compartment can only hold one dice, the software application can assign the respective dice to the dice compartments or quadrants based on the captured image data of the underside of the tray base and analyze each dice separately with regard to the dice image.
- the camera captures high-resolution images of the underside of the translucent (matte) tray base, on which the dice are arranged in the four-quadrant dice compartments.
- the software application divides the captured image into the four quadrants and evaluates them, for example, using the machine learning method, i.e., using the trained artificial neural network. This enables precise and fast recognition of the dice images.
- the bottom of the bowl - especially when the dice compartments are designed in the four-quadrant arrangement - slopes towards the sides, ie from the centre of the dice bowl to the edges, preferably with an inclination of 5° - 10° (relative to the horizontal when the dice cup is vertical).
- the sorting element can, for example, be a central pin with four ribs or fins. The pin is attached to the bottom of the dice tray in the center; the ribs of the sorting element divide the dice tray into four identical dice compartments, which are arranged in fourfold rotational symmetry around the pin of the sorting element. The sorting element helps the dice find their place in the respective dice compartment.
- the cube box can contain additional components, which are preferably arranged within the cup chamber, for example, a position sensor and/or a playback unit for generating optical, acoustic, and/or haptic feedback signals that are output to the cube box.
- Optical feedback signals can be generated, for example, using integrated lighting devices, such as light-emitting diodes; a loudspeaker can be built into the cube box to output acoustic feedback signals; haptic feedback signals can be generated using a vibration unit, such as a vibration motor.
- the playback unit serves to provide feedback on the success of the learning process as an alternative to the display on the data processing device.
- the position sensor can be configured—in conjunction with and in cooperation with the microcontroller and/or the data transmission unit—to switch the dice box on through movement, to define the start and end of a dice rolling process, and/or to stream position data to the data processing device.
- the position sensor connected to the microcontroller can, for example, be configured for time-resolved acquisition of position data of the dice box.
- the microcontroller is configured to determine the start and end of a dice rolling process based on the time-resolved position data acquired by the position sensor. After the dice rolling process has ended, the microcontroller activates image capture by the camera and the data transmission of the image data by the data transmission unit.
- the learning system can further comprise a wireless charging unit coupled to the electrical power supply and storage unit integrated into the cube box for charging the cube box.
- the cube box preferably has neither a power socket nor a switch.
- a metal ring for example, can be integrated into the cube cup as part of the wireless charging unit.
- the other part of the charging unit is a charging pad, for example, with integrated magnets, on which the cube box is placed for charging.
- Fig. 1 the opened cube box in perspective view
- Fig. 2 the closed cube box in perspective view
- Fig. 3 the disassembled cube box in side view
- Fig. 4 the opened cube box in perspective view
- Fig. 5 the opened dice box without cup cover in perspective view
- Fig. 6 the dice box with dice in longitudinal section
- Fig. 7 the dice bowl in perspective view
- Fig. 8 the dice tray, filled with four dice, in top view
- Fig. 9 the lid of the dice box in perspective inside view
- Fig. 10 a version of the dice in perspective view
- Fig. 11 the learning system and its functionality in perspective view.
- the dice box according to the embodiment shown in Fig. 1 comprises the dice cup 1, into whose cup body 1.1 the dice tray 2 is inserted.
- the dome-shaped lid 1.2 of the dice cup 1 is hingedly attached to the cup body 1.1 for opening and closing.
- the cup body 1.1 is covered with the cup cover 9 for protection and better handling.
- the dice cup 1 stands on a flat, horizontally aligned surface.
- the cup body 1.1 has a substantially rotationally symmetrical barrel shape. with a circular cross-sectional geometry.
- the rotation axis of the cup body 1.1 is aligned vertically in Fig. 1.
- the cube tray 2 has a translucent tray base 2.1, on which four identical cube compartments 5 are formed symmetrically around the rotation axis of the cup body 1.1 or around the central sorting element 2.2 arranged at this position, i.e., the cube compartments 5 are arranged with fourfold rotational symmetry around the pin of the central sorting element 2.2 (four-quadrant arrangement).
- the sorting element 2.2 has a corresponding, fourfold rotational symmetrical design with the central, vertically aligned pin and four sorting ribs extending from it and sloping outwards.
- the tray base 2.1 slopes slightly from the central position to the sides (in the embodiment according to Fig. 1 at an angle of 7° to the horizontal).
- Fig. 2 shows the cube box according to the design of Fig. 1 with the lid 1 .2 closed.
- the illustration of the disassembled dice box according to Fig. 3 shows the separate cup cover 9 (top), the lid 1.2 detached from the cup body 1.1 (center), and the cup body 1.1 (bottom).
- the elements located inside the cup body 1.1 are shown with dashed lines.
- the dice tray 2 inserted into the cup body 1.1 closes the underlying, internal space of the dice cup 1; this internal, closed space of the dice cup 1 is the cup chamber 7.
- Located in the cup chamber 7 is the camera 8, which is directed towards the underside of the translucent, i.e., partially light-permeable, tray base 2.1 for image capture.
- the material of the tray base 2.1 is selected, or its surface is designed, so that the camera 8 can capture the dice images of the dice faces of the dice 3 resting on the tray base 2.1 with sufficient contrast for their recognition.
- Objects located above the support plane of the dice 3 on the tray base 2.1 are optically filtered out by the tray base 2.1, meaning they can no longer be captured sharply by the camera 8.
- Fig. 4 and Fig. 5 show - similar to Fig. 1 - the dice box in the opened state, whereby Fig. 4 shows the dice box with the cup cover 9 and Fig. 5 shows the dice box without the same.
- Fig. 6 is a longitudinal sectional view of the dice box with two dice 3 visible in the dice tray 2.
- the dice 3 are located in the dice chamber 6, i.e., the space within the dice box defined by the dice tray 2 and the closed lid 1.2. When the dice box is shaken, the dice 3 move within the dice chamber 6.
- Fig. 6 illustrates the arrangement of the camera 8 within the cup chamber 7; the field of view of the camera 8 is directed toward the tray bottom 2.1 of the dice tray 2.
- Fig. 6 also clearly shows the bevel of the tray bottom 2.1—from the center to the edges.
- Fig. 7 illustrates the formation of the four dice compartments 5 within the dice tray 2 by the sorting element 2.2 attached to the tray bottom 2.1.
- Fig. 8 shows the dice tray 2 filled with four dice 3; the dice faces on the top, visible in Fig. 8, are the visible dice faces of the dice.
- the lid 1.2 shown in Fig. 9 has four impact ribs 1.2.1 that support the uneven movement or uneven fall of the dice 3 when the dice box is shaken.
- the dice 3 collide with the impact ribs 1.2.1 and are thereby deflected. This reduces the probability that the dice 3 will fall into the same or a similar position again into the dice compartments 5 with only slight or even shaking of the dice box, i.e., the dice movement is randomized.
- the version of the dice 3 shown in Fig. 10 has the conventional arrangement of the dice faces of a standard dice, ie the dice face 0 (number of eyes “5”) is opposite the dice face > (number of eyes “2”) and the dice face 0 (number of eyes “3”) is opposite the dice face 0 (number of eyes “4”).
- the dice face EI number "6”
- the dice 3 shown in Fig. 7 has an empty dice face with the dice face ⁇ , with the empty dice face opposite the dice face > (number "1").
- the dice face ⁇ is assigned the number "0".
- Fig. 11 shows the learning system set, which includes the dice box, one of the dice 3, and the data processing device 4 (here a tablet).
- the dice 3 lies in the dice tray 2 in one of the dice compartments 5 (not shown here).
- the camera 8 photographically captures the image of the underside of the tray base 2.1 in the form of image data.
- the captured image data of the tray base 2.1 are wirelessly sent to the data processing device 4.
- the software application installed on the data processing device 4 analyzes the image data of the underside of the tray base 2.1, i.e., the dice image of the dice 3 visible on the underside of the tray base 2.1 is determined. Furthermore, the software application now calculates the dice image opposite the dice 3 based on the captured image data of the
- the identification dice image of the game dice 3 is determined - according to the process described above - by detecting the underside of the tray base 2.1 of the dice tray 2, subsequent wireless transmission of the image data to the data processing device 4 (preferably via Bluetooth Low Energy) and the subsequent evaluation of the image data using the software application installed on the data processing device 4.
- the visual dice image EI i.e., on the underside of the tray base 2.1 of the
- Image data containing the dice image > is captured in dice tray 2.
- the dice image > extracted from the image data is again determined into the identification dice image I corresponding to the visual dice image, ie,
- the visual dice image in the form of the identification dice image or its number of dots, "5,” is now known in the software application.
- the user 10 who sees the visual dice image of the game die 3 lying in the dice tray 2, can select between the number of dots "0,”"1,""2,””3,””4,” or "5" on the data processing device 4, i.e., press the corresponding button.
- the software application compares the number of dots selected by the user 10 with the number of dots of the identification dice image determined by the image capture and gives the user 10 a feedback signal indicating whether the selection was correct or incorrect.
- the learning system set is used with four dice, where the dice value is the sum of the dots on all four dice.
- the software application compares the software-generated dice value (i.e., the software-generated sum) with the user-generated dice value (i.e., the user-generated sum).
- the user receives feedback indicating whether they have correctly identified and added the dice images. In this way, addition can be learned and practiced in a playful way.
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- Mathematical Analysis (AREA)
- Mathematical Optimization (AREA)
- Mathematical Physics (AREA)
- Pure & Applied Mathematics (AREA)
- Computational Mathematics (AREA)
- Multimedia (AREA)
- Algebra (AREA)
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Abstract
L'invention concerne un ensemble de système d'apprentissage et un procédé d'apprentissage, qui peuvent être mis en œuvre à l'aide de l'ensemble de système d'apprentissage, pour développer et entraîner des compétences mathématiques. L'ensemble de système d'apprentissage comprend une boîte de dés qui peut être remplie de dés (3) et qui peut interagir avec un dispositif de traitement de données (4) et une application logicielle installée sur celui-ci afin de comparer une valeur de dé générée par l'utilisateur avec une valeur de dé générée par logiciel une fois que le dé a été jeté. L'ensemble de systèmes d'apprentissage et le procédé d'apprentissage conviennent en particulier à des enfants d'école maternelle et des enfants d'école primaire afin qu'ils développent et pratiquent des compétences mathématiques par le jeu.
Applications Claiming Priority (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| DE102024112020 | 2024-04-29 | ||
| DE102024120791.4A DE102024120791B4 (de) | 2024-04-29 | 2024-07-22 | Lernsystemset und Lernverfahren zum Erlernen und Trainieren mathematischer Fähigkeiten, vorzugsweise Additionsaufgaben, umfassend eine manuell schüttelbare Würfelbox mit einem öffenbaren Deckel und einer internen Kamera |
| PCT/IB2025/053727 WO2025172985A1 (fr) | 2024-04-29 | 2025-04-09 | Ensemble de système d'apprentissage et procédé d'apprentissage |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| EP4658384A1 true EP4658384A1 (fr) | 2025-12-10 |
Family
ID=95477424
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| EP25720511.2A Pending EP4658384A1 (fr) | 2024-04-29 | 2025-04-09 | Ensemble de système d'apprentissage et procédé d'apprentissage |
Country Status (2)
| Country | Link |
|---|---|
| EP (1) | EP4658384A1 (fr) |
| WO (1) | WO2025172985A1 (fr) |
Family Cites Families (7)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| GB9305341D0 (en) | 1993-03-16 | 1993-05-05 | Maygay Machines | Game devices and machines |
| US7361090B2 (en) | 2005-09-12 | 2008-04-22 | Jumbo Technology Co., Ltd. | Method of automatically and fairly playing a die game and machine for the same |
| DE202006003804U1 (de) | 2006-03-10 | 2006-06-08 | Ladda, Christian | Computerangesteuerter Würfelbecher zum automatischen Schütteln der Würfel und auslesen des Wurfergebnisses |
| US8079593B2 (en) * | 2009-07-27 | 2011-12-20 | Igt | Self-contained dice shaker system |
| US8851475B2 (en) | 2009-11-12 | 2014-10-07 | Tangiamo Ab | Electronic gaming system |
| US9345956B2 (en) * | 2013-04-25 | 2016-05-24 | Las Vegas Sands Corp | Randomizer unit for simulating game play |
| DE102021118401A1 (de) | 2021-07-16 | 2023-01-19 | Björn Roland Schnabel | System zur Erkennung von Symbolen |
-
2025
- 2025-04-09 WO PCT/IB2025/053727 patent/WO2025172985A1/fr active Pending
- 2025-04-09 EP EP25720511.2A patent/EP4658384A1/fr active Pending
Also Published As
| Publication number | Publication date |
|---|---|
| WO2025172985A1 (fr) | 2025-08-21 |
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