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Methods for playing computer games without a display

a computer game and display technology, applied in the field of computer game methods, can solve problems such as limitations, conflicts, and limitations, and achieve the effects of avoiding conflict, avoiding conflict, and avoiding confli

Inactive Publication Date: 2009-12-31
RON SAMUEL
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0026]Preferably, each player speaks to the microphone at the pre-game activity or at the beginning of the game and the voice parameters of the player are recorded by the computerized system, thereby creating an emotional state baseline of each player. The voice parameters of the player are selected from the group including pitch, amplitude, pace, rhythm, prosodic and other features of speech, and thereby creating a voice emotional speech considered as the state baseline of the player. During the game, the voice of the currently playing player is compared with the emotional speech state baseline of that player, thereby creating an emotional state of the player. The emotional state of the player is used as impetus to drive the player to higher or lower tension or different emotional state by modifying the game rules.
[0032]In embodiments of the present invention, the game is a crossword puzzle presented with different pre-stored questions and phrases such as syllables, words, items, pictures, auditory grapheme or phoneme and sounds to increase the skills in learning in general and learning languages in particular; wherein the correct answer is given to the player by an auditory signal immediately after the answer of the player or at the end of the game.
[0037]In embodiments of the present invention, the game object is to increase the player attention by using mental imagery and chose between alternating, selective, divided, sustained attention required in games generally and in particular in games that demand performance of dual-task.

Problems solved by technology

The characterization of resources and limitations in information processing is one of the fundamental problems in cognition.
Limitations emerge when demands must compete for processing capacities.
Outcome conflicts might rise where limitations emerge due to confusions or “cross-talk” of parallel processing in response to task demand.
The dual-task performance limitation is apparent in children and adults faced of performing two tasks at the same time.
The cost of dual-task performance is also considered to result from the need of “divided attention”.
If the player has difficultly to alternate among the options he will perform poorly along such a game.
Emotion gives us some knowledge of the feeling but it is very difficult to place emotion on a continuum scale of mental state.
None of the above prior art references provide methods that use the mental imagery percept, physiological variables and speech as indicator to replace visual perception in games and training, without the presence of visual perception cues.
Furthermore, most of the audio games do not use their mouse to control their computer.
This is because using the cursor to click things instead of tabbing through the different options to reach their goal, is nearly impossible for the blind users, and an unnecessarily challenge for the partly visually impaired.
Thus, most of the audio games are very simple games (compared to the mainstream games) and lack the properties of mainstream games such as diversity, multiplayer functionality and good replay ability.

Method used

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  • Methods for playing computer games without a display

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Embodiment Construction

[0057]The present invention now will be described more fully hereinafter with reference to the accompanying drawings, in which preferred embodiments of the invention are shown. This invention may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein; rather, these embodiments are provided, so that this disclosure will be thorough and complete, and will fully convey the scope of the invention to those skilled in the art.

[0058]Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. The methods and examples provided herein are illustrative only and not intended to be limiting.

[0059]By way of introduction, the principle intention of the present invention includes providing methods and system to play, train and improve players' brain ability to educational, cognitive, and neurological function...

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PUM

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Abstract

A method for playing computer games whereas before the game starts, visual percept is present and the player learns the rules and options that the game provides, and during the game the screen is blank, i.e., no visual stimuli are presented. Players' actions are based on other modalities except vision. Playing the game might require all or part of the modalities of auditory and visual mental imagery percept, memory, hand movements, speech, physiological measurements and prediction of hand motor coordination.

Description

CROSS REFERENCE TO RELATED APPLICATIONS[0001]This application claims priority to Applicant's co-pending U.S. Provisional Patent Appl. 60 / 960,674 titled “Computer games without screen, method and system” and filed Oct. 10, 2007, and the benefit under 35 USC 371 from PCT application PCT / IL2008 / 000121 titled “Methods for playing computer games without a display” and filed Jan. 28, 2008, the disclosure of both applications are included herein by reference.FIELD OF THE INVENTION[0002]This invention relates to methods for playing computer games and particularly to methods for playing computer games that are played without visual stimuli during the game but rather using auditory sounds, speech and physiological variables to operate a game based on a standard computer periphery such as storage capacity, display, keyboard, mouse, joystick and loudspeaker or headphones for changing players' control on the game. Based on brain plasticity, the game can enhance learning, improve cognition, memor...

Claims

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Application Information

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IPC IPC(8): A63F9/24
CPCB24B9/144B24B9/148G02C9/04G02C13/003G05B2219/45175G05B2219/31205G05B2219/32022G05B2219/36369G05B19/41865Y02P90/02
Inventor RON, SAMUEL
Owner RON SAMUEL
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