WO2013123171A1 - Procédé et appareil pour mettre en œuvre un jeu vidéo qui comprend des fléchettes sociales - Google Patents
Procédé et appareil pour mettre en œuvre un jeu vidéo qui comprend des fléchettes sociales Download PDFInfo
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- WO2013123171A1 WO2013123171A1 PCT/US2013/026116 US2013026116W WO2013123171A1 WO 2013123171 A1 WO2013123171 A1 WO 2013123171A1 US 2013026116 W US2013026116 W US 2013026116W WO 2013123171 A1 WO2013123171 A1 WO 2013123171A1
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- 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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/26—Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
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- 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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
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- 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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
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- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/428—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5372—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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- A63—SPORTS; GAMES; AMUSEMENTS
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- A63—SPORTS; GAMES; AMUSEMENTS
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- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/306—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
Definitions
- Described herein is a video game application that is executed on a first computing device, and related technologies for implementing the video game application.
- the user controls the direction of a dart by tilting and/or otherwise moving a second computing device in different directions.
- the simulated dart traverses a simulated or virtual terrain through conditions to hit a target displayed on the first computing device.
- the user To gain points in the video game application, the user must control the simulated flight of the dart to strike the target at certain locations.
- Figure 1A illustrates a first computing device, wherein the disclosed video game application is running, and a second computing device to control the simulated path of a dart launched at the first computing device;
- Figure IB illustrates a first computing device depicting a simulated or virtual terrain through conditions to hit a target, an avatar, player information and score displayed on the first computing device;
- Figures 2A-D illustrate the second computing device displaying the user interface used to simulate the dart and for simulating the throw of the dart described in the disclosed video game with Figure 2A depicting yaw, Figure 2B depicting pitch, Figure 2C depicting roll and Figure 2D depicting the speed and initiation of a simulated dart throw;
- Figure 3 is a block diagram of the general components of an example computing device, such as the first or second computing device, on which the disclosed video game application may be executed;
- Figure 4 illustrates an example system architecture wherein features described herein may be implemented.
- Figure 5 illustrates a method of interacting with a video game.
- Figure 1A shows a configuration of video game application system.
- the video game application may depict a dart game.
- Darts is a form of throwing game in which darts are thrown at a circular target (dartboard) fixed to a wall.
- the dart is "thrown" from a second computing device 140 to a target 115 located on first computing device 110.
- First computing device 110 may be a tablet computer, a television, a projecting display, a display coupled to a desktop computer, a display coupled to a laptop computer, or even a portable computing device, such as a Smartphone, for example.
- Second computing device 140 may be any one of the types of computer devices identified for the first computing device 110, although generally second computing device 140 may be a portable computing device that may be handheld, such as a Smartphone or iPhone, MP3 player having an interactive display or iPod, or tablet computer or iPad.
- the first computing device 110 may provide the system for running the application.
- the first computing device 110 may provide a visual representation of the target 115.
- target 115 may be displayed on first computing device 110 as a dartboard.
- Other targets may be displayed as well, including simulated clay pigeons, balloons, animals, bombs, airplanes, and any other items that may serve as a target.
- target 115 which includes any type of target including, but not limited to, the depicted dartboard.
- first computing device 110 is depicted as a single computing device with a single display. This is done for ease of description and understanding of the present invention. It is expected that the present description includes multiple first computing devices 110, such as for displaying the target 115 to multiple players located in different locations, for example.
- Second computing device 140 may be used to simulate the launch or throw of the dart 150 at target 115.
- a player may control the simulated flight of the dart 150 by controlling the position and angle of the second computing device 140, and/or dart 150.
- a player may rotate the second computing device 140 to affect pitch, yaw and roll of the dart 150.
- the player may additionally or alternatively angle the dart 150 on the screen to affect the yaw of the dart 150.
- the second computing device 140 may convey information regarding the pitch and roll, and the yaw (combined from the angle of the device and angle of the dart 150 on the screen) to the first computing device 110 so that a marker 120 may be displayed on target 115, for example.
- Marker 120 may represent the location that the dart 150 as configured would impact.
- the player may swipe the display of the second computing device 140 to initiate the simulated flight of dart 150 by imparting speed and acceleration.
- the speed and acceleration of the dart 150 may be conveyed from second computing device 150 to first computing device 110.
- the information conveyed to first computing device 110 from second computing device 140 may be used to calculate the location of the marker 120 and to calculate and show the impact of the simulated dart 150 throw.
- the second computing device 140 may convey information indicative of the position and angle of the second computing device 140 and/or dart 150 to the first computing device 110.
- This information may include information indicative of the pitch, yaw, roll, and/or speed of the dart 150.
- the first computing device 110 may receive the information from the second computing device 140, and for pre- simulated flight, provide a marker 120 on the displayed target 115 that indicates where the simulated dart 150 is aimed, or for post-launch of the dart 150, may depict the simulated dart 150 striking the displayed target 115.
- dart 150 includes any type of projectile including, but not limited to, the depicted dart.
- Other projectiles may include bombs, torpedoes, bullets, arrows, coins, baseballs, footballs, by way of non-limiting example only.
- second computing device 140 is depicted as a single computing device with a single display. This is done for ease of description and understanding of the present invention. It is expected that the present description includes multiple second computing devices 140, such as for controlling and displaying different darts 150, including darts controlled by different players, which players may or may not be in the same location, for example.
- Figure 1A shows a first computing device 110, wherein the disclosed video game application is running.
- This first computing device 110 functions as the host of the game and may serve as the target 115.
- the 110 includes a touch screen display, on which the target 115 of the video game application is displayed.
- the target 115 such as a dart board, provides the target or targets for which players aim the dart 150.
- First computing device 110 may include a multitude of different arrangements and/or obstacles 160 that the players must overcome with their dart 150 to hit the target 115. These arrangements and obstacles 160 may include wind, elevation of land, friendly targets that are to be avoided, for example (depicted in Figure IB as elevation of land).
- Figure IB also shows a marker 120 overlayed onto the target 115 to aid a player in aiming their respective dart 150 using the second computing device 140.
- the display depicted on the first computing device 110 may vary based on interaction from a user using a second computing device 140. That is, for example in the situation where there are boulders, hills and rocks (obstacles).
- movements of the second computing device 140 may enable the player to "see around" a given obstacle 160, and this "seeing around” may be depicted on the display of the first computing device 110 by the display moving the obstacle 160 from the field of view of the player and providing a different view of the target 115.
- the first computing device 110 may display a target 115 at a distance with terrain and obstacles 160 in the foreground that need to be overcome in order to navigate a dart 150 to the target 115.
- the player's point of view may change, where the image displayed on the first computing device 110 may be modified to account for such a change in view.
- This may include removing the depicted obstacles 160 from the display of the first computing device 110 leaving just the target 115 and its immediate background displayed to the user. Further, once a dart 150 has completed its full trajectory, the image may return to a full screen with additional information including avatar 180 and score 170.
- the first computing device In addition to serving as the target 115, the first computing device
- the first computing device 110 may display stats of the latest games and tournaments, top players, and message boards in between the game screen displays.
- the first computing device 110 may display the target 115 in the center of the screen.
- an avatar picture shown as 180 in Figure IB
- name of the player 190 in Figure IB
- the avatar picture 180 of the player whose turn it is to play may be displayed.
- Such a display may include the player's information including score (shown as 170 in Figure IB) and rank, for example.
- the first computing device 110 serves as the target 115.
- the player may initiate a dart 150 throw by actuating the respective second computing device 140, as will be described with respect to Figure 2 below.
- This actuation may change the display of the tablet 110 as described. This may include "looking around" obstacles 160 as described herein.
- the image displayed on the first computing device 110 may provide a display of the target 115.
- the first computing device 110 may also display a marker 120 overlayed on target 115 which is a result of the user actuation of the second computing device 140. This marker 120 may indicate the "aim" or impact of the dart 150 about to be thrown.
- the video game application may also include sound effects, such as providing a "whoosh” sound indicating that the dart 150 has been thrown and simulates it flight through the air. This "whoosh” ends and a “thud” results with a depiction of the results of the simulated dart 150 hitting target 115 and being displayed on the first computing device 110 at its point of impact.
- the first computing device 110 may display the full image with the attendant information described above.
- the first computing device 110 may display the winner's name and avatar 180 on a full screen display, and may toggle with the winners score 170 and nightly game statistics, for example.
- Game play may start with a score of 301, 401, 501, 601, or 1001, for example.
- the object being to get exactly zero by throwing rounds of three darts and subtracting the sum of those darts from the respective player's current score.
- Each dart may be scored by a number 116 where it lands within the target 115.
- the inner ring 118 is worth three times the number indicated
- the outer ring 122 is worth two times the number indicated
- the two large sections 124, 126 score exactly the number indicated. For example, on a given turn where a total of three darts are thrown, the highest possible score is 180 achieved by throwing three triple 20s, each dart worth 60 points.
- a regulation dartboard is 17 3/4 inches in diameter and is divided into twenty radial sections numbered from 1-20. Each section is separated with metal wire or a thin band of sheet metal. The best dartboards have the thinnest wire, so that the darts have less chance of hitting a wire and bouncing out. The numbers indicating the various scoring sections of the board are also normally made of wire, especially on tournament- quality boards. The target 115 may mimic the dartboard in size and configuration to provide for natural playing of the present application. [0031] Similarly, in darts the dartboard is hung so that the bullseye is 5 feet 8 inches from the floor, eye-level for a 6-foot person.
- the oche which is the line behind which the throwing player must stand, is generally 7 feet 9+1/4 inches from the face of the dartboard measured horizontally. Alternate methods of measuring the distance from the oche to the dartboard exist. The configuration of the dartboard and the oche may be accounted for in the present application and may provide effects on the dart 150 as it is thrown.
- the depiction of the dart 150 may include the barrel, the shaft and the fletching, and may depict the common lengths of 32 mm and 41 mm.
- the dart 150 barrels may interact with the user as if the dart 150 comes in a variety of weights and constructions such as being made from brass, silver-nickel, or a tungsten alloy.
- the barrels of the darts may be any shape including the standard cylindrical, torpedo, or ton.
- the shafts of dart 150 may mimic various lengths and may be depicted to be made from plastics, nylon polymers, or metals such as aluminum and titanium; and can be rigid or flexible.
- a player may select a dart 150 from a variety of dart options, by shopping in one or more dart shops, for example.
- the variety of dart options may include different dart shapes, materials, sizes and weights.
- Longer shafts provide greater stability and allow a longer flight for a given speed imparted into the dart which in turn can lead to a closer grouping; but they also shift the weight towards the rear causing the dart to tilt backwards during flight, requiring a harder, faster throw.
- a longer shaft will however make the dart less responsive and increase the chance of "wobbling". Generally speaking a heavier dart will require a greater speed to be imparted into the dart to achieve the same distance throw.
- the choice of barrel, shaft, and flight will depend a great deal on the individual player's throwing style. For competitive purposes a dart cannot weigh more than 50g including the shaft and flight and cannot exceed a total length of 300 mm. The present depicted darts 150 may be simulated with such restrictions. [0036] The standard dartboard is divided into 20 numbered sections, scoring from 1 to 20 points, by wires running from the small central circle to the outer circular wire. Circular wires within the outer wire subdivide each section into single 124, 126, double 122 and triple 118 areas.
- darts generally refers to a game whereby the player throws three darts per visit to the board with the goal of reducing a fixed score, commonly 501 or 301, to zero ("checking out"), with the final dart landing in either the bullseye or a double segment.
- a game of darts is generally contested between two players, who take turns. Although any number of players may be used. Each turn consists of throwing three darts. When two teams play, the starting score is sometimes increased to '701' or even '1001'; while the rules remain the same.
- a throw that reduces a player's score below zero, to exactly one, or to zero but not ending with a double is known as "going bust", with the player's score being reset to the value prior to starting the turn, and the remainder of the turn being forfeited.
- a darts match is played over a fixed number of games, known as legs.
- a match may be divided into sets, with each set being contested as over a fixed number of legs.
- darts Although playing straight down from 501 is standard in darts, sometimes a double must be hit to begin scoring, known as "doubling in", with all darts thrown before hitting a double not being counted.
- Other variants of darts may include Round the Clock, Archery darts, Audio darts, Cricket, Dartball, Dart
- Figures 2 A-D show a user second computing device 140 displaying the user interface used to throw the dart 150 in the disclosed video game application.
- Figures 2 A-D generally depicts a user interaction with a second computing device 140 in order to adjust the dart's 150 simulated flight to overcome obstacles and hit the target (not shown in Figures 2 A-D).
- the terrain of a given game may be decided by the player who plays first, or randomly, or by a group decision, for example.
- the terrain may include wind, precipitation and other effects that add challenge to the game, which is something that cannot be simulated in the standard dart game.
- the target 115 may also move which is a further challenge to the player.
- the simulated flight of the dart can be affected by the interaction or adjustment of the second computing device 140, and/or the player's thumb, finger or fingers. Adjustments to vary the simulated dart flight result from pitch (lateral axis) and yaw (vertical axis) and to roll (longitudinal axis) even though roll of a dart 150 generally does not affect its flight, as well as varying the speed of the dart 150. Other projectiles may be influenced by the roll. Also, the speed and/or acceleration of the second computing device 140 and/or the player's finger or fingers can effect the simulated flight of the dart 150 This interaction further includes an initiation to throw the dart 150 at the target 115.
- the second computing device 140 may be used to throw the dart 150, and the movement of the dart 150 may be based on the position of the second computing device 140 and movement of the user's thumb on the screen.
- the second computing device 140 could be held steady in a horizontal plane and the player's thumb or finger action can be the only factors affecting the simulated flight of the dart 150.
- the simulated flight of the dart 150 is affected similarly to the flight of an actual dart. That is, the dynamics of the flight is determined.
- the flight dynamics is controlled in three dimensions.
- the three flight parameters are the angles of rotation in three dimensions about the dart's center of mass, known as roll, pitch and yaw.
- roll generally does not affect the flight although as other projectiles may be used in the video game, other projectiles may be affected by the roll of the projectile.
- Roll, pitch and yaw refer to rotations about the respective axes starting from a defined equilibrium state.
- a user may adjust the placement and angle of the thumb during initiation of the dart 150 throw to affect the yaw angle of the dart 150. For example, a user may pull back his thumb towards a corner of the second computing device 140 to provide an angle to the dart 150.
- the yaw angle of the dart 150 may also be determined by the overall angle of a user's second computing device 140.
- the adjustment of the pitch of the dart 150 may generally be defined by the tilt of the user's second computing device 140 from the front to the aft of the dart 150.
- the adjustment of roll of the dart 150 may generally be defined as the tilt of the user's second computing device 140 about the axis of the dart 150. That is, generally side-to-side tilt of the user's second computing device 140.
- a user may adjust the speed and/or acceleration of the dart 150 and initiate the flight of the dart 150 with the current configurations in order to send the dart 150 on its way to the target 115.
- a user by initiating the throw of the dart 150 by moving his thumb forward on the second computing device 140, may impart speed to the dart 150 by moving their thumb more or less quickly.
- a marker 120 may be provided to aid a player in hitting selected portions of the target 115, the skill of the player may affect the ability to hit the marker 120.
- a player's skill may be recorded and may evolve over time and the playing of dart games. This skill may affect the ability of a player to hit the target 115 or the marker 120 just as would be the case in a real dart game.
- the path of the optimal location to throw a dart will vary based on the skill of the player.
- the optimal area to aim for on the target 115 in order to maximize the player's score varies significantly based on the players skill.
- the skilled player those players graded closer to 0, may aim for the center of the desired location on target 115 and as the player's skill reduces, those players whose grade is closer to 100, may need to aim slightly up and to the left of the desired location on target 115.
- the marker 120 may account for the ability of the player, and/or the marker 120 may denote the position that a perfect player should aim, and/or the ability of a player to hit the marker 120 or target 115 may depend on the skill of the player.
- Players may also interact using the second mobile device 140, to upload avatar pictures 180, enter names 190 and locations, link their profile with their favorite social pages, and the like.
- Players may also keep albums in which the players can store pictures and comments of memorable dart games.
- Players may also buy assets for the game, such as new terrains 160 and new sets of darts 150. Coupons, tickets and other benefits may also be included.
- Dart 150 types may be customized and be suited for different terrains and conditions 160.
- the application may include a basic dart 150 set and allow the user to customize the set skin, by changing the color, uploading an image, and the like.
- Basic darts 150 may have limited range and speed, for example.
- Players may upgrade to a pro- dart model dart 150 set, with each set offering different advantages that may be utilized by a player during gameplay. Additionally, players may acquire and/or use a trajectory aiming tool that helps a player calculate their aiming pitch, yaw, and speed to precisely hit the target.
- a user may also provide wall postings and stats of top players and upcoming game statistics.
- the social dart application may be downloaded to the first computing device 110 host of Figure 1A and to the respective second computing device 140. Once installed on each device, the application may scan to find available dart hosting games and request connections. The owner of the hosting first computing device 110 may accept players to be added to the game. Once connected to the hosting first computing device 110, a player can join or wait for the next game. Players may use their respective second computing devices 140 to look at game stats, and customize their dart 150, profile exchange messages or post to the wall.
- Tournaments may be organized and players may be grouped into teams. Players may also play against the system or other players in remote locations, for example.
- the application may be configured that the first computing device
- the 110 pays for the application and the second computing device 140 are provided a free version of the application.
- FIG. 3 is a block diagram of a computing device 300 that may be used to implement features described herein.
- This computing device may be the first computing device 110 and/or the second computing device 140.
- the computing device 300 includes a processor 302, a memory device 304, a communication interface 306, a data storage device 308, a touchscreen display 310, and a motion detector 312. These components may be connected via a system bus 314 in the computing device 300, and/or via other appropriate interfaces within the computing device 300.
- the memory device 304 may be or include a device such as a
- D-RAM Dynamic Random Access Memory
- S-RAM Static RAM
- other RAM or a flash memory.
- the video game application 316 may be loaded into the memory device 304.
- the data storage device 308 may be or include a hard disk, a magneto-optical medium, an optical medium such as a CD-ROM, a digital versatile disk (DVDs), or Blu-Ray disc (BD), or other type of device for electronic data storage.
- the data storage device 308 may store instructions that define the video game application 316, and/or data that is used by the video game application 316.
- the communication interface 306 may be, for example, a communications port, a wired transceiver, a wireless transceiver, and/or a network card.
- the communication interface 306 may be capable of communicating using technologies such as Ethernet, fiber optics, microwave, xDSL (Digital Subscriber Line), Wireless Local Area Network (WLAN) technology, wireless cellular technology, and/or any other appropriate technology.
- technologies such as Ethernet, fiber optics, microwave, xDSL (Digital Subscriber Line), Wireless Local Area Network (WLAN) technology, wireless cellular technology, and/or any other appropriate technology.
- the touchscreen display 310 may be based on one or more technologies such as resistive touchscreen technology, surface acoustic wave technology, surface capacitave technology, projected capacitave technology, and/or any other appropriate touchscreen technology.
- the motion detector 312 may include one or more three-axes acceleration motion detectors (e.g., accelerometers) operative to detect linear acceleration in three directions (i.e., the X (left/right) direction, the Y (up/down) direction, and the Z (out of plane) direction).
- the motion detector 312 can include one or more two-axis acceleration motion detectors 312 which can be operative to detect linear acceleration only along each of the X or Y directions, or any other pair of directions.
- the motion detector 312 may be or include an electrostatic capacitance accelerometer that is based on a technology such as silicon micro-machined MEMS (Micro Electro Mechanical Systems) technology, a piezoelectric type accelerometer, a piezoresistance type accelerometer, or any other suitable type of accelerometer.
- a technology such as silicon micro-machined MEMS (Micro Electro Mechanical Systems) technology, a piezoelectric type accelerometer, a piezoresistance type accelerometer, or any other suitable type of accelerometer.
- the touchscreen 310 may provide the data to the video game application 316.
- the motion detector 312 may provide the corresponding motion information to the video game application 316.
- the video game application 316 is loaded into the memory device 304. Although actions are described herein as being performed by the video game application 316, this is done for ease of description and it should be understood that these actions are actually performed by the processor 302 (in conjunction with the persistent storage device, network interface, memory, and/or peripheral device interface) in the computing device
- the memory device 304 and/or the data storage device 308 in the computing device 300 may store instructions which, when executed by the processor 302, cause the processor 302 to perform any feature or any combination of features described above as performed by the video game application 316.
- the memory device 304 and/or the data storage device 308 in the computing device 300 may store instructions which, when executed by the processor 302, cause the processor 302 to perform (in conjunction with the memory device, communication interface, data storage device, touchscreen display, and/or motion detector) any feature or any combination of features described above as performed by the video game application 316.
- the computing device 300 shown in Figure 3 may be, for example, an Apple iPad, or any other appropriate computing device.
- the video game application 316 may run on an operating system such as iOS, Android, Linux, Windows, and/or any other appropriate operating system.
- FIG. 4 shows an example architecture 400 wherein features described herein may be implemented.
- the example architecture 400 includes a web site system 410, a first computing device 420, the Internet 430, and the second computing device 440.
- the web site system 410 of Figure 4 includes hardware (such as one or more server computers) and software for implementing a video game as described.
- the first computing device 420 described above may be used to download and run a local application to interact with other and/or software for social darts. Alternatively, an end user may use the first computing device 420 to display and interact with the web pages that make up the interactive web site.
- the device 420 shown in Figure 4 may be, for example, a laptop or desktop computer, a tablet computer, a smartphone, a PDA, and/or any other appropriate type of device.
- the web site system 410 includes a web server module 412, a web application module 414, and a database 416, which, in combination, store and process data for providing the web site.
- the web application module 414 may provide the logic behind the web site provided by the web site system 410, and/or perform functionality related to the generation of the web pages provided by the web site system 410.
- the web application 414 may communicate with the web server module 412 for generating and serving the web pages that make up the web site.
- the first computing device 420 may include a web browser module
- the web browser module 422 in the first computing device 420 may be, for example, a web browser program such as Internet Explorer, Firefox, Opera, Safari, and/or any other appropriate web browser program.
- the web browser module 422 in the first computing device 420 and the web server module 412 may exchange HyperText Transfer Protocol (HTTP) messages, per current approaches that would be familiar to skilled person.
- HTTP HyperText Transfer Protocol
- the second computing device 440 may include a web browser module 4422, which may receive, display, and interact with the web pages provided by the web site system 410.
- the web browser module 442 in the second computing device 440 may be, for example, a web browser program such as Internet Explorer, Firefox, Opera, Safari, and/or any other appropriate web browser program.
- the web browser module 442 in the second computing device 440 and the web server module 412 may exchange HyperText Transfer Protocol (HTTP) messages, per current approaches that would be familiar to skilled person.
- HTTP HyperText Transfer Protocol
- Registration to the site is required in order to interact using the first computing device 420.
- Users can create an account with the web site, and/or may log in via credentials associated with other web sites. With each user account, the user has a personal page. Via this page, users can establish "friends" links to other users, transmit/receive messages, and publish their bookmarks. Users can also publish in forums on the site, post comments, and create bookmarks.
- the web site may include any number of different web pages, including but not limited to the following: a front (or "landing") page; a search results page; an account landing page; and a screening window page.
- the user Via the account landing page, the user is able to perform actions such as: set options for the user's account; update the user's profile; customize the landing page and/or the account landing page; post information; perform instant messaging/chat with other users who are logged in; view information related to bookmarks the user has added; view information regarding the user's friends/connections; view information related to the user's activities; and/or interact with others and/or software for social darts.
- actions such as: set options for the user's account; update the user's profile; customize the landing page and/or the account landing page; post information; perform instant messaging/chat with other users who are logged in; view information related to bookmarks the user has added; view information regarding the user's friends/connections; view information related to the user's activities; and/or interact with others and/or software for social darts.
- Advertising may be integrated into the site in any number of different ways.
- each or any of the pages in the web site may include banner advertisements.
- video advertisements may be played, and/or be inserted periodically.
- the components in the web site system 410 may be implemented across one or more computing devices (such as, for example, server computers), in any combination.
- the database 416 in the web site system 410 may be or include one or more relational databases, one or more hierarchical databases, one or more object-oriented databases, one or more flat files, one or more structured files, and/or one or more other files for storing data in an organized/accessible fashion.
- the database 416 may be spread across any number of computer-readable storage media.
- the database 416 may be managed by one or more database management systems in the web site system 410, which may be based on technologies such as Microsoft SQL Server, MySQL, PostgreSQL, Oracle Relational Database Management System (RDBMS), a NoSQL database technology, and/or any other appropriate technologies and/or combinations of appropriate technologies.
- the database 416 in the web site system 410 may store information related to the web site provided by the web site system 410, including but not limited to any or all information described herein as necessary to provide the features offered by the web site.
- the web server module 412 implements the Hypertext Transfer
- the web server module 412 may be, for example, an Apache web server, Internet Information Services (IIS) web server, nginx web server, and/or any other appropriate web server program.
- the web server module 412 may communicate HyperText Markup Language (HTML) pages, handle HTTP requests, handle Simple Object Access Protocol (SOAP) requests (including SOAP requests over HTTP), and/or perform other related functionality.
- HTML HyperText Markup Language
- SOAP Simple Object Access Protocol
- the web application module 414 may be implemented using technologies such as PHP: Hypertext Preprocessor (PHP), Active Server Pages (ASP), Java Server Pages (JSP), Zend, Python, Zope, Ruby on Rails, Asynchronous JavaScript and XML (Ajax), and/or any other appropriate technology for implementing server- side web application functionality.
- the web application module 414 may be executed in an application server (not depicted in Figure 4) in the web site system 410 that interfaces with the web server module 412, and/or may be executed as one or more modules within the web server module 412 or as extensions to the web server module 412.
- the web pages generated by the web application module 414 may be defined using technologies such as HTML (including HTML5), extensible HyperText Markup Language (XHMTL), Cascading Style Sheets, Javascript, and/or any other appropriate technology.
- HTML including HTML5
- XHMTL extensible HyperText Markup Language
- Cascading Style Sheets Javascript, and/or any other appropriate technology.
- the web site system 410 may include one or more other modules (not depicted) for handling other aspects of the web site provided by the web site system 410.
- the web browser module 422 in the first computing device 420 and/or the web browser module 442 in the second computing device 440 may include and/or communicate with one or more sub-modules that perform functionality such as rendering HTML, rendering raster and/or vector graphics, executing JavaScript, decoding and rendering video data, and/or other functionality.
- the web browser module 422, 442 may implement Rich Internet Application (RIA) and/or multimedia technologies such as Adobe Flash, Microsoft Silverlight, and/or other technologies, for displaying video.
- RIA Rich Internet Application
- the web browser module 422, 442 may implement RIA and/or multimedia technologies using one or web browser plug-in modules (such as, for example, an Adobe Flash or Microsoft Silverlight plugin), and/or using one or more sub-modules within the web browser module 422, 442 itself.
- the web browser module 422, 442 may display data on one or more display devices (not depicted) that are included in or connected to the first computing device 420 and/or second computing device 440, such as a liquid crystal display (LCD) display or monitor.
- LCD liquid crystal display
- the first computing device 420 may receive input from the user of the first computing device 420 from input devices (not depicted) that are included in or connected to the first computing device 420, such as a keyboard, a mouse, or a touch screen, and provide data that indicates the input to the web browser module 422.
- the second computing device 440 may receive input from the user of the second computing device 440 from input devices (not depicted) that are included in or connected to the second computing device 420, such as a keyboard, a mouse, or a touch screen, and provide data that indicates the input to the web browser module 442.
- the first computing device 420 and the second computing device 440 may be interconnected such as by infrared signal, NIC, or other direct communication methods.
- FIG. 4 shows a single computing device, this is done for convenience in description, and it should be understood that the architecture of Figure 4 in may include, mutatis mutandis, any number of computing devices with the same or similar characteristics as the described computing device.
- modules web server module 412, web application module 414, and web browser module 422
- the modules are described herein as performing various actions.
- the actions described herein as performed by these modules are in actuality performed by hardware/circuitry (i.e., processors, network interfaces, memory devices, data storage devices, input devices, and/or display devices) in the electronic devices where the modules are stored/executed.
- Method 500 includes the steps of providing a target on a first computing device at step 510.
- Providing a target may include displaying a target on the screen of the first computing device as a display.
- Such a target may take the form of a dartboard with the bullseye and traditional dartboard configuration described herein.
- an interaction between the first and second computing device is initiated. This may include a user sliding along the surface of the second device to activate the system to the user's shot. This may further include angling the device in pitch and yaw as described hereinabove.
- a marker is provided on the target at step 530. Based on the position of the second computing device, the marker may be displayed on the target. By changing the angle of the second device, the marker may be moved along the target to allow a user to aim the dart.
- a simulated throw may be initiated from the second device to the first device to strike the target. This throw may be initiated by swiping a finger across the surface of the computing device to initiate the simulated flight of the dart to the target. Based on the speed of the swipe across the surface, various speeds may be imparted on the dart. Where the dart strikes the target may be determined by the speed of the swipe and angles of the device while or just before the dart is "thrown.”
- processor broadly refers to and is not limited to a single- or multi-core central processing unit (CPU), a special purpose processor, a conventional processor, a Graphics Processing Unit (GPU), a digital signal processor (DSP), a plurality of microprocessors, one or more microprocessors in association with a DSP core, a controller, a microcontroller, one or more Application Specific Integrated Circuits (ASICs), one or more Field Programmable Gate Array (FPGA) circuits, any other type of integrated circuit (IC), a system-on-a-chip (SOC), and/or a state machine.
- CPU central processing unit
- GPU Graphics Processing Unit
- DSP digital signal processor
- ASICs Application Specific Integrated Circuits
- FPGA Field Programmable Gate Array
- the term "computer-readable medium” broadly refers to and is not limited to a register, a cache memory, a ROM, a semiconductor memory device (such as a D-RAM, S-RAM, or other RAM), a magnetic medium such as a flash memory, a hard disk, a magneto-optical medium, an optical medium such as a CD-ROM, a DVDs, or BD, or other type of device for electronic data storage.
- each feature or element can be used alone or in any combination with or without the other features and elements.
- each feature or element as described above may be used alone without the other features and elements or in various combinations with or without other features and elements.
- Sub-elements of the methods and features described above may be performed in any arbitrary order (including concurrently), in any combination or subcombination.
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| US201261599143P | 2012-02-15 | 2012-02-15 | |
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| CN107206278A (zh) * | 2015-01-28 | 2017-09-26 | 洪国际有限公司 | 用于依据基于飞镖针位置的击中面积提供飞镖游戏的服务器和飞镖游戏装置,及计算机程序 |
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| Publication number | Priority date | Publication date | Assignee | Title |
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| KR101596771B1 (ko) * | 2014-08-19 | 2016-02-24 | 주식회사 홍인터내셔날 | 모바일 게임과 연동되는 게임 모드를 제공하는 다트 게임 장치, 방법, 및 컴퓨터 판독 가능 매체 |
| CN106033251B (zh) * | 2015-03-11 | 2019-04-05 | 王韦尧 | 互动系统及其显示装置及脑波侦测装置 |
| KR101627261B1 (ko) * | 2015-09-08 | 2016-06-13 | 주식회사 홍인터내셔날 | 다트 게임 레슨 모드를 제공하는 방법, 장치 및 컴퓨터 판독 가능 매체에 저장된 컴퓨터 프로그램 |
| KR101935890B1 (ko) | 2017-02-02 | 2019-01-07 | 주식회사 홍인터내셔날 | 멀티미디어 정보를 제공하기 위한 다트 게임 장치 및 컴퓨터 판독 가능 매체에 저장된 컴퓨터 프로그램 |
| CN111539438B (zh) | 2020-04-28 | 2024-01-12 | 北京百度网讯科技有限公司 | 文本内容的识别方法、装置及电子设备 |
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| JP5506129B2 (ja) * | 2006-05-08 | 2014-05-28 | 任天堂株式会社 | ゲームプログラム、ゲーム装置、ゲームシステムおよびゲーム処理方法 |
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| US9152306B2 (en) * | 2011-03-29 | 2015-10-06 | Intel Corporation | Techniques for touch and non-touch user interaction input |
| WO2012162626A1 (fr) * | 2011-05-26 | 2012-11-29 | Arachnid, Inc. | Jeu de fléchettes à cibles multiples |
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| EP2392389A1 (fr) * | 2010-02-03 | 2011-12-07 | Nintendo Co. Ltd. | Système de jeu, dispositif d'exploitation et procédé de traitement de jeu |
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| CN107206278A (zh) * | 2015-01-28 | 2017-09-26 | 洪国际有限公司 | 用于依据基于飞镖针位置的击中面积提供飞镖游戏的服务器和飞镖游戏装置,及计算机程序 |
| CN107206278B (zh) * | 2015-01-28 | 2021-03-26 | 凤凰飞镖有限公司 | 用于依据基于飞镖针位置的击中面积提供飞镖游戏的服务器和飞镖游戏装置,及计算机程序 |
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| Publication number | Publication date |
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| US20130210507A1 (en) | 2013-08-15 |
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