Interactive game system

The interactive game system addresses stability and sensitivity issues by using tunable capacitive sensors and hidden connectors, enabling a durable and adaptable game floor that accommodates diverse players and conditions, enhancing play experience and system longevity.

WO2024250036A1PCT designated stage expired Publication Date: 2024-12-05SIP LICENSE & RIGHTS MANAGEMENT UG +1

Patent Information

Application Number
PCT/US2024/032320
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-06-02
Filing Date
2024-06-03
Publication Date
2024-12-05

AI Technical Summary

Technical Problem

Current interactive game room systems face challenges in maintaining stable and durable tile arrays due to wear and tear from repeated use, and in accommodating players of varying sizes and play intensities, as well as environmental conditions, with existing sensors being prone to degradation and requiring constant pressure for detection.

Method used

The system employs capacitive sensors within each tile, tunable by software to adjust sensitivity, and robust connectors hidden beneath the surface to stabilize the tile array, allowing flexible installation on various floor types without a subfloor, and includes a game control system with microprocessors and LEDs for dynamic game play.

Benefits of technology

The solution provides a stable, durable, and adaptable interactive floor that accurately detects player interactions across different sizes and play styles, reducing wear and tear while maintaining sensitivity, and allows for various game configurations and environmental adjustments.

✦ Generated by Eureka AI based on patent content.

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Abstract

A game installation comprising an interactive stepping floor and other interactive features is disclosed. Tiles forming the stepping floor, along with other non-tile interactive features in some embodiments utilize capacitive sensors that are activate when a portion of a player's body contacts or is proximate to the tile or other feature. The capacitive sensors may be tunable by a software algorithm executed by a game control system. Tunable electronic sensors allow for adjustment of the interactive game installation to optimize play for both small children and larger, bulkier adults.
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Description

INTERACTIVE GAME SYSTEMCROSS REFERENCE TO RELATED APPLCATIONS

[0001] This application claims the priority benefit of U.S. provisional application number 63 / 470,778 entitled “Interactive Game Installation,” filed on June 2, 2023; International Design Registration reference number WIPO133803, filed on June 19, 2023 and issuing as Registration Number DM / 232588; and International Design Registration reference number WIPO133810, filed on June 19, 2023 and issuing as Registration Number DM / 232401, the enclosures each of which are incorporated in their entirety herein by reference.BACKGROUNDTechnical Field

[0002] The disclosures herein relate to interactive game room systems. Specifically, the disclosed invention relates to components for an interactive electronic game room installation within a home or commercial amusement center to create an immersive, interactive space wherein one or more participants (players) play a game by responding to cues from various components of the installed system.State of the Art

[0003] Recreational game systems having interactive stepping surfaces were first introduced in the late 1990s in Japan and America. Such dance or “stepping” games remain popular worldwide and have continued to evolve over the past 25 years. Variations of the original arcade-based games remain. Other systems have been developed for home use. Typically, these game systems are based on a 3 x 3 or larger array of floor tiles laid together to form a continuous floor surface upon which the game is played. Each individual tile contains an internal light source and a sensor that detects when a player steps on the tile’s surface. The light source receives a signal to illuminate the tile from below through the translucent (stepping) surface upon which the player steps or stands. The tiles are coupled to a central controller that conducts the game. The controller (1) signals the light source to illuminate the tile; and (2) receives a signal from the tile’s sensor detecting whether a player is stepping on the tile. Based on the game’ssoftware algorithm, the controller illuminates tiles in a prescribed order, cueing the player to step an illuminated tile, and tracks the players responses to score the game.

[0004] More recently, the arcade game has been expanded to an “arcade room.” Meaning the concept of a stepping game has grown to include a building space, such as an entire room. An interactive arcade room includes a tile array dimensioned to cover the room’s entire floor. Along with the interactive floor, additional features having audible (sound) or visible (illuminated) player cues and sensors may be added to the walls or ceiling of the room space surrounding the player floor. Creation of a player floor covered entirely with interactive tiles, however, creates challenges. The tiles must be constrained (held together) on the floor space and cannot shift when stepped on by players during a fast- paced stepping game. An interactive room installation is substantially larger, more complicated, and more expensive than a movable arcade game unit. Consequently, an interactive room installation should be usable by adults and children of all ages and skill levels without having design limitations excluding physically small children and physically large adults.

[0005] fnteractive floor tiles typically are held together in a variety of ways. In many instances, the walls of the room physically constrain the tiles resting upon the floor area by contacting the entire outer periphery of the tile array. In some systems, T-shaped connector strips are placed on the floor player surface around the periphery of each tile in a grid, thus holding the tile array together and resisting separation of the tiles from one another during vigorous play. In some systems the tiles are fixed in place by an adhesive to an elevated subfloor through which wiring and communication cables are housed. Building a subfloor to support the tiles, however, adds to the cost and complexity of the installation. Constraining the tiles within the area defined by walls allows for small movements of individual tiles in a large or non-rectangular room installation. Players step on surface T-strips and similar connectors forcefully, whereunder the exposed tile connectors are subjected to wear-and-tear and shear stress tending to loosen, dislodge, break, or otherwise degrade the system of tile connectors at the player surface to constrain and immobilize tiles in the array.

[0006] Tile sensors detect when a player is standing or stepping on a tile. Currently available tiles utilize mechanical pressure or piezoresistive pressure sensors for this function. Both have limitations. Mechanical sensors are subject to wear. Employing a robust mechanical sensor to mitigate against wear and mechanical damage cause by repeated running, jumping, or hopping on the tile surface decreases the sensitivity of detecting a player standing on the surface, particularly if the player is a child or small adult. Both mechanical and piezoresistive sensors require a fixed, minimum downward force to detect player contact with the tile, which is constant, regardless of whether the player is a nursery school child or a 300-pound football player. Moreover, mechanical sensors are subject to physical wear from friction, corrosion of exposed metallic parts in high-humidity environments, gradual loss of resilience in biasing components; i.e., springs, and other shortcomings.

[0007] Thus, there are multiple disadvantages to currently available tile systems for installation of a tile array in an interactive arcade room installation. An improved means of fixing tiles of an array, tile sensors not prone to physical degradation with repeated use over time, and a means of “tuning” a tile sensor to adjust for different the physical stresses generated by different sized players engaged in different levels of game play are needed.BRIEF SUMMARY

[0008] Disclosed herein are example embodiments relating to an interactive room installation generally based on a dance or stepping arcade game. The interactive room installation is intended for use by children, teens, and adults of all sizes and play intensities. Electronic sensors in each tile comprising the play floor may be “tuned” to respond accurately to varied stepping frequencies dictated by the game being played, and by players of different weights. The installation dimensions are flexible, and many configurations of the play floor are possible. Individual floor tiles are coupled together beneath the play surface by robust connectors that remain completely protected well beneath a top surface of each tile to form a fixed, stable stepping surface where movement or dislodgement of individual tiles during vigorous play is extremely unlikely. The play floor may be installed on unfinished concrete, wood, or any other existingproperly supported stable floor surface. All components and electrical connections are contained within the tiles or along the play floor perimeter, therefore no subfloor is needed to conceal and protect electronics comprising the system.

[0009] A controller . . . Additional features are included in . . .

[0010] One or more different games may be programmed for play by a single player or simultaneously by more than one player (group play). In some embodiments, players may register an account using the game’s software, whereunder data from the player’s games is saved to a memory and player data can be tracked to measure the player’s skill progression through playing multiple games over time. A player may progress stepwise through skill levels and receive awards related to the player’s achievements, in some embodiments. Various elements of the interactive game installation overcome problems and deficiencies of the prior art, some of which are listed herein above.

[0011] Disclosed is an interactive game installation having an array of interactive tiles, each tile comprising a housing configured to contain internal components within a space defined by at least one side, a bottom, and a translucent top having an outside face forming a stepping surface and an inside face opposing the outside face. In some embodiments, a plurality of sides on each tile are joined together by a corresponding plurality of connection features configured to mate with a tile connector.

[0012] In some embodiments, the at least one side comprises a first surface orthogonal to the bottom and a second surface extending non-orthogonally (i.e., forming an angle less than about ninety degrees (90°) from a top aspect of the first surface to a rim having a recess configured to couple with the inside face of the top. In some embodiments, the non-orthogonal angle between the first surface and the second surface forms an overhanging shelf concealing the sides of the housing from the combined stepping surfaces formed by a plurality of tiles coupled together in an array. In some embodiments, the array measures about ten (10) meters by about five (5) meters. This is not meant to be limiting and many other dimensions are possible. In some embodiments, the at least one side contains a ventilation slot. In some embodiments, the at least one side contains a connector hole. In some embodiments, a logo is presented by the housing. In some embodiments, the logo is presented on the bottom of the housing. In someembodiments, the logo is presented on the side of the housing. In some embodiments, the housing includes any one or combination of a mounting boss, a support peg, and a connection feature.

[0013] In some embodiments, the internal components comprise a capacitive sensor, a communication cable, and a power wire. In some embodiments, the capacitive sensor comprises a contact threshold that is tunable by a software program. In some embodiments, the internal components further comprise a light emitting diode (LED) mounted on a printable circuit board (PCB). In some embodiments, a plurality of LEDs comprising one or more light emission spectra (colors) are mounted on a single PCB disposed within the tile housing. In some embodiments, the housing comprises a support peg and a mounting boss. In some embodiments, the support peg and the mounting boss form a unitary body with the tile housing.

[0014] Also disclosed is a tile connector. In some embodiments, the tile connector is a unitary body having a feature complementary to a feature formed on a tile housing. In some embodiments, the feature is shaped like one component of a dovetail joint. In some embodiments, the component is configured as a male component. In some embodiments, the component is configured as a female component.

[0015] A game control system is also disclosed herein, whereunder illumination and sensing of an interactive tile array is directed and monitored by the control system. The control system comprises a microprocessor, a memory, a power source, a display, a user interface, and a plurality of signal pathways, in some embodiments. A software program comprising an algorithm for game play for one or more players resides on a readable memory and is executed by the microprocessor. The microprocessor is communicatively coupled to the sensor and the TILE PCB of one or more of the plurality of tile housings. The microprocessor commands a power source to activate LEDs to illuminate the tile opaque surface in different patterns in response to information received by the sensors, as directed by the software program. In some embodiments, the control system tracks responses from the sensors to “score” the game. In some embodiments, scoring the game is based upon a number of correct responses and a second number of incorrect responses by the one or more players.

[0016] In some embodiments, the interactive game installation additionally comprises one or more non-tile interactive features mounted on non-floor room structures, such as a wall a ceiling, or a room fixture, for example. The non-tile interactive features comprise a sensor and an LED, in some embodiments. The sensors and the LEDs of the non-tile interactive features are communicatively coupled to the game control system to receive an illumination signal and transmit a sensed signal, similar to the interactive tiles, in some embodiments.

[0017] The foregoing and other features and advantages of the invention will be apparent to those of ordinary skill in the art from the following more particular description of the invention and the accompanying drawings.BRIEF DESCRIPTION OF THE DRAWINGS

[0018] FIG. 1A is a top view of an array of tiles of an interactive game system;

[0019] FIG. IB is a top view of an alternative embodiment of an array of tiles of an interactive game system;

[0020] FIG. 2 is a perspective view of an individual tile of an interactive game system;

[0021] FIG. 3 is a top view of a tile housing of an interactive game system;

[0022] FIG. 4A is a first side view of a housing for a tile of an interactive game system;

[0023] FIG. 4B is a second side view of a housing for a tile of an interactive game system;

[0024] FIG. 5 is a top perspective view a three tile housings coupled by tile connectors;

[0025] FIG. 6A is a bottom perspective view of a tile connector of an interactive game system;

[0026] FIG. 6B is a top perspective view of a tile connector of an interactive game system;

[0027] FIG. 6C is a side view of a tile connector of an interactive game system;

[0028] FTG. 7A is a bottom perspective detail view of four tile housings coupled to a tile connector of an interactive game system;

[0029] FIG. 7B is a top perspective detail view of a tile housing coupled to a tile connector of an interactive game system;

[0030] FIG. 8A is a top perspective view of a light emitting diode (LED) printed circuit board (PCB);

[0031] FIG. 8B is a bottom perspective view of an LED PCB;

[0032] FIG. 9 is a diagram of a tile controller for an interactive game system;

[0033] FIG. 10 is a diagram of a tile comprising a tile controller having a plurality of sensors;

[0034] FIG. 11 is a diagram of a server central processing unit for an interactive game system; and

[0035] FIG. 12 is a diagram of communication signal pathways between a plurality of tiles and a server central processing unit for an interactive game system; and

[0036] FIG. 13 is a diagram of communication signal pathways between a plurality of tiles forming a tile cluster and a server central processing unit for an interactive game system.DETAILED DESCRIPTION

[0037] Various example embodiments of an interactive game installation, including methods of use and methods of manufacture, are disclosed herein.

[0038] An interactive game installation comprises features, such as a floor tile, a wall button, or other feature, that include an illumination source and a sensor. As discussed herein, in some embodiments the illumination source is a light emitting diode (LED) semiconductor chip on a printed circuit board (PCB) mounted inside the feature. Each feature additional comprises a translucent covering through which light from the LEDs is transmitted. The feature may be a floor tile, a handle, knob, or the like assembled on afloor or mounted to a wall, ceiling, or other indoor surface at the location of an interactive game room installation.

[0039] A plurality of floor tiles may be assembled and physically coupled together by a connector hidden beneath a stepping-surface formed by an array of individual tiles assembled side-to-side. The hidden connector mechanically couples together adjacent tiles, thereby stabilizing the tile array and permitting flexibility in the size and overall shape of the tile array assembly as will be discussed further below. Stability of the tile array is extremely important during game play, which involves stepping, jumping, hopping, etc. between tiles and can generate significant forces depending on the physical size of the players tending to separate the tiles and pull apart the array.

[0040] In some embodiments, the feature(s) also comprise a sensor. In the broadest sense, the sensor detects when a player contacts a stepping surface or other contact surface of the feature and communicates this information to the game control system. A player’s response to an illuminated feature is detected and tallied by the game controller thus creating a player score. Depending on the feature and the illumination cue, the player response may comprise by stepping on, touching, tapping, or gripping the feature, depending on the specific game played. In some embodiments, the sensor can be “tuned” to respond to motion closely proximate to but not physically contacting the feature surface, such as by the player waving her hand over a button. Consequently, the sensor functionality is also extremely important to allow for a wide variety of game play with accurate scoring.

[0041] Sensors for interactive game floors and game room features known in the art employ mechanical pressure switches and solid-state piezoresistive sensors to detect when a player contacts the feature, such as stepping on a floor tile. Detection, however, requires a fixed amount of pressure normal to the sensor, whether to move a pressure switch or sufficiently deform a piezoresistive element.

[0042] In contrast, some embodiments of the interactive features of the interactive game installation disclosed herein comprise a capacitive contact sensor. This offers many advantages over the prior art, such as higher sensitivity, tunability (through signal processing software executed by the game control system), increased durability, andothers. In some embodiments, therefore, a minimum signal threshold from a capacitive sensor required for the game controller to register the correct response when a player contacts an interactive feature can be “tuned” across a range of sensitivity values. This tunability allows for adjusting the game for play by small children versus adults, and to adjust for changing environmental conditions such as relative humidity, for example.Definitions:

[0043] Before presenting a detailed discussion of the several drawing figures setting forth additional details, some definitions are listed in an attempt to clarify the meaning of certain terms as used herein below.

[0044] “Perimeter,” as used herein, means the outline or outer boundary of a two- dimensional geometric shape.

[0045] Contiguous,” as used herein, means next to or adjoining. Contiguous structures typically contact one another but may simply adjoin in very close proximity without physically touching.

[0046] “Translucent,” as used herein, refers to a structure or a surface that allows light, including visible light, to pass through without showing distinct images therethrough.This is distinguished from a transparent structure that shows distinct images or an opaque structure that does not allow visible light to pass through.

[0047] “RGB,” as used herein, means the RGB additive color model known to those in the image processing arts.

[0048] Discussion of the drawings:

[0049] The several drawing figures discussed below are used to set forth additional details about these and other embodiments.

[0050] FIG. 1A is a top view of an array of tiles of an interactive game system. FIG. IB is a top view of an additional embodiment of an array of tiles of an interactive game system. FIGs. 1A-B show non-exclusive example embodiments of a stepping floor 102 of an interactive game system 100. Stepping floor 102 shown in FIG. 1A comprises a plurality of tiles 200 formed into an array 101. Array 101 has a shape defined by an outerperimeter 103 comprising sides of the contiguous tiles 200 forming the outermost rows and outermost columns of array 101, wherein the side is not adjacent to a side of another tile 200. The shape of array 101 may be square, rectangular, comprise a combination of rectangular shapes such as the example embodiment shown in FIG. IB, or have a non- rectangular polygonal shape, without limitation.

[0051] Each tile 200 is fitted with a cover 218 having a stepping surface 219. The plurality of stepping surfaces 219 presented by tiles 200 in array 101 collectively form stepping floor 102. Stepping floor 102 approximates the shape and dimensions of array 101. In some embodiments, a coating of non-skid surface material 215 is applied to stepping surface 219 to mitigate slipping of players’ footwear during vigorous game play.

[0052] FIG. 2 is a perspective view of an individual tile of an interactive game system. FIG. 2 shows external surfaces and features of tile 200 in an example embodiment. An individual tile 200 within array 101 may be generally square-shaped, as shown in the several drawing figures included herein. This is by way of example and not meant to be limiting. In some embodiments, tile 200 may have a non-square rectangular shape. In some embodiments, tile 200 may have a non-rectangular polygonal shape. In some embodiments, tile 200 may have a curvilinear shape.

[0053] Tile 200 comprises a tile housing 201 topped cover 219. Housing 201 and cover 219 define a tile interior 226 discussed in more detail later herein. Housing 201 comprises a plurality of surfaces and at least one connection feature 213. Each connection feature 213 presents a shape to physically interact with a corresponding shape presented by a tile connector 250 such that two tiles 200 may be coupled together at connection features 213 by a tile connector 250. In this manner, a plurality of tiles 200 are coupled together for form array 101 of system 100. Coupling of tiles 200 by connectors 250 is discussed in greater detail below and mitigates the need to use additional constraining means along perimeter 103 of array 101, such as room walls abutting sides of perimeter 103, for example, to prevent movement of tiles 200 forming perimeter 103 and disruption of array 101.

[0054] Cover 219 is translucent and configured to transmit light generated from one or a plurality of light sources housed within an interior of tile 200 to be visible to a player ofgame system 100. Additionally cover 219 externally presents an outer stepping surface 219 that may be stepped upon by the player during game play. Stepping surface 219 may comprise a non-stick surface material 215, in some embodiments, such as a non-polished or other high-friction surface. Cover 219 may be formed from tempered glass, in some embodiments.

[0055] FIG. 3 is a top view of a tile housing of an interactive game system. FIG. 3 shows a tile housing 201 of tile 200, in some embodiments. Tile housing 201 comprises one or more sides 206 coupled to a bottom 202. Sides 206 and bottom 202 bound and define a tile interior 226.

[0056] Tile interior 226 is configured to house various electronic and other components of tile 200. Examples of such components include a sensor 280, wiring for power, communication cables, and tile PCB 272, in some embodiments. Tile interior 226 is closed by translucent cover 218. In some embodiments, tile housing 201 comprises a recess 209 disposed along a tile side periphery defined by top edges of adjacent sides 206. Recess 209 forms a hollow for receiving cover 218, in some embodiments. Recess 209 is ideally configured with a depth such that cover 218 rests substantially flush with rim 210 such than a plurality of tiles 200 forming an array and covered by a corresponding plurality of covers 209 create a substantially smooth, even, and unbroken stepping floor 102 for game play. In some embodiments, cover 209 is coupled to housing 201 at recess 209 by an adhesive. The adhesive may be an epoxy or similar two-stage composition, a silicone-based adhesive, a bedding compound, or other adhesive known in art suitable for coupling dissimilar compounds such as glass and plastic.

[0057] Interior 226 houses various electrical and electronic components, mounting features and hardware, etc. of tile 200. For example, in some embodiments, one or more support pegs 211 are coupled to bottom 202 act to support cover 218. One or more mounting bosses 212 receive mounting hardware for coupling various components, such as a printed circuit board, for example, to bottom 202 or side 206, in some embodiments. Housing 201 may be formed as a unitary body with support peg 211 and / or mounting peg 212 during manufacture. A substantially rigid plastic or similar polymer may be used to form tile housing 201. Some non-exclusive examples of such polymers includepolypropylene, polycarbonate, polyethylene, acrylonitrile butadiene styrene, polymethyl methacrylate (acrylic), polyoxymethylene (polyacetal), and polyamide (nylon). Others will be known to those of skill in the manufacturing arts. Metals or metal alloys may alternatively be used, including aluminum, steel, or others. Manufacture of housing 201 formed as a unitary body is accomplished, for example, by standard injection molding, 3D-printing, stamping, or other suitable techniques known in the art. Alternatively, sides 206, bottom 202, and other components of housing 201 may be assembled by annealing, welding, use of adhesives, or alternative means, without limitation.

[0058] In some embodiments, each side 206 forms a recess 209 having a raised rim 210 disposed around an upper aspect of sides 206. Recess 209 receives cover 219 and provides support around the periphery of cover 219. Centrally, cover 219 is supported by one or more pegs 211, as shown in FIG. 3. Robust support of cover 218 is essential to provide a stable stepping surface 219 for tile 200 collectively forming stepping floor 102 of game system 100.

[0059] FIG. 4A is a first side view of a housing for a tile of an interactive game system. FIG. 4B is a second side view of a housing for a tile of an interactive game system. FIGs. 4A-B show two separate sides 206 of tile 201. Side 206 is formed by a combination of a first surface 240 intersecting with a second surface 241 at angle a, as shown in FIG. 4A. In some embodiments, first surface 240 extends generally orthogonally from bottom 202 to intersect non-orthogonally with second surface 241. Second surface 214 of side 206 extends between first surface 240 and a recess 209, angling outward from surface 240 to form an overhang with respect to an outer edge of bottom 202. This configuration allows for a space between adjacent tiles 200 when coupled together in array 101 wherein additional components of interactive game 100 running between tiles-such as electrical wires and communication cables for power and data transfer between tiles, and the like-are positioned between tiles 200 and in a fully hidden, protected location beneath the stepping surface of interactive game installation 100. Also as discussed below, connection means fixing the plurality of tiles 200 within array 101 are also hidden beneath stepping floor 102 and protected from damage by rapid, vigorous stepping during game play.

[0060] FTG. 5 is a top perspective view a three tile housings coupled by tile connectors. FIG. 5 shows three tile housings 201, each coupled to one or more adjacent housings 201 with a tile connector 250. Tile connector 250 is discussed in detail herein below. FIG. 5 additionally shows rim 210 of two adjacent, coupled housings 201 maintained in contact or near-contact by connector(s) 250. Only the portion of the central connector 250a not covered by a (fourth) tile housing 201 is visible in this top-perspective view.

[0061] As shown in FIG. 5, and in some embodiments, bottom 202 of tile housing 201 is fitted with a support peg 211, a mounting boss 212, and a mounting hole 216 disposed within mounting boss 212. A tile printed circuit board (“PCB”) bearing one or more light-emitting diodes (“LEDs”) is attached to housing 201 at one or more mounting bosses 212 by a corresponding number of fasteners, such as a screw, a clip, or other suitable fastener, in some embodiments. In some embodiments, an alternative attachment means is used to mount the tile PCB to housing 201, such as use of an adhesive or by annealing, for example. In some embodiments, a plurality of support pegs 211 may be evenly distributed across bottom 202 and extending to a height equal to the height of side 206 at the bottom of recess 209 such that pegs 211 solidly support cover 219 fitted to tile housing 201 during game play. In some embodiments, sides 206 are penetrated by a plurality of ventilation slots 208. The slot-like shape of ventilation slot 208 is not meant to be limiting, however, and other shapes, numbers, and configurations of ventilation slots 208 are possible. In some embodiments, at least one side 206 contains one or more wiring holes 217 (as shown in FIG. 4B). Wiring holes 217 permit passage of electrical wiring to power interactive tile 200 and for communication cables to interconnect an array of tiles 200 to the game controller. In some embodiments, wiring hole 217 is disposed through first surface 240. In some embodiments, wiring hole 217 is disposed through second surface 241.

[0062] FIG. 6A is a bottom perspective view of a tile connector of an interactive game system. FIG. 6B is a top perspective view of a tile connector of an interactive game system. FIG. 6C is a side view of a tile connector of an interactive game system. FIGs. 6A-C show a tile connector 250 having a top surface 251, an under surface 252, a connector side 253, and a complementary feature 254. A plurality of connectors 252 interlock with a plurality of tile housings 201 to form array 101 of system 100. Theinterlocking of housings 201 with connectors 252 is roughly analogous to linking of individual pieces together in a jigsaw puzzle, in some embodiments.

[0063] Tile connector 250 comprises at least two complementary features 254.Complementary feature 254 of connector 250 mates (interlocks) with a corresponding connection feature 213 of tile housing 201 to physically couple together at least two tile housings 201. In some embodiments, connectors 250 coupling a plurality of tile housings 201 together in array 101 are hidden beneath the side recesses 209 of adjoining tile housings 201. This is possible wherein side 206 comprises an angle of less than about 90° between bottom 202 and recess 209 creating a hidden space between sides 206 of adjoining tile housings 201 whereunder connectors 250 are situated. In some embodiments, an under surface 252 of connectors 250 and bottom 202 of an array 101 are substantially co-planar for installation upon a floor surface of a facility for an interactive stepping game.

[0064] In embodiments wherein tiles 200 have a rectangular shape, tile connectors 250 directly and robustly couple together each tile 200 not adjacent to perimeter 103 at least four points, as shown by the several drawing figures. Because tile connectors 250 are not exposed and form no part of stepping floor 102, connections between tiles resist separation by player activity during game play. Moreover, directly coupling tiles 200 together at multiple locations on each tile reduces or obviates the need for additional means to couple and constrain tiles 200 along perimeter 103 of array 101, such as with a perimeter seal, by room walls, or by steps or similar barriers along the perimeter of array 101. The connectors 250 and the tiles 200 all rest on and are supported by the underlying floor at an installation location. Following assembly of array 101, direct player contact with any part of connector 250 is not possible because connector 250 is hidden beneath second surface 241 of side 206 (see, e.g., FIG.s 4A-B and FIG. 5). Both connector 250 and bottom 202 of tile 200 rest directly on the underlying floor, consequently downward forces exerted on the tiles (and partially transmitted to the connectors) during play is resisted by the essentially immovable plane formed by the underlying floor. Moreover, shear forces imparted on each tile by a non-vertical force component of player stepping is resisted by the large interlocking surface areas of each connector interacting with each tile 200 coupled to the connector. Separation of two adjoining tiles 100 coupled with twoconnectors 250 by a non-vertical shear force is only possible by breakage of one or both of the connectors 250. This is distinguished from prior art connectors that are not directly supported by an underlying floor structure, which are exposed on the stepping surface, and are directly subjected to shear forces generated during game play.

[0065] A rigid and substantially smooth, stable floor surface sufficient to support array 101 of tiles 200 coupled together by connectors 250, such as a concrete slab, tile flooring, hardwood flooring, or the like, would provide a suitable floor surface in a building structure housing an interactive game installation 100. A subfloor is completely unnecessary, distinguishing system 100 from the prior art.

[0066] Connector 250 comprises two or more connector sides 253 extending from a top surface 251 opposite an under surface 252. Complementary feature 254 is disposed between two connector sides 253 and is configured to mate with a correspondingly shaped connection feature 213 of tile housing 201. In the example embodiments shown by the several drawing figures, complementary feature 254 has the shape of a socketportion (female) of a dovetail joint and connection feature 213 has the shape of the tail portion (male) of a dovetail joint, such that feature 254 and feature 213 mate (interlock) to form a dovetail joint. In some embodiments, other corresponding feature elements shaped to mate together may alternatively or additionally be employed between tile connector 250 and tile housing 201 .

[0067] In some embodiments, tile connector 250 is a unitary body. Connector 250 may be formed from a substantially rigid plastic or similar polymer, such as polypropylene, polycarbonate, polyethylene, acrylonitrile butadiene styrene, polymethyl methacrylate (acrylic), polyoxymethylene (polyacetal), and polyamide (nylon), for example. Others will be known to those of skill in the manufacturing arts. Metals or metal alloys may alternatively be used, including aluminum, steel, or others. In may be desirable, in some embodiments, to form connector 250 from a metal or metal alloy because of increased strength and resistance to breakage versus use of a rigid plastic polymer. Manufacture of connector 250 formed as a unitary body may be accomplished, for example, by standard injection molding, 3D-printing, stamping, or other suitable techniques known in the art depending on the type of material used.

[0068] FTG. 7A is a bottom perspective detail view of four tile housings coupled to a tile connector of an interactive game system. FIG. 7B is a top perspective detail view of a tile housing coupled to a tile connector of an interactive game system. FIGs. 7A-B show an example configuration wherein a plurality of tile housings 201 may be coupled together by tile connector 250 through an interaction between connection feature 213 and corresponding complementary feature 254. Interlocking of housing connection feature 213 with tile connector complementary feature 254 allows for rapid, secure, and straightforward assembly of array 101.

[0069] FIG. 8A is a top perspective view of a tile light emitting diode (LED) printed circuit board (“tile PCB”). FIG. 8B is a bottom perspective view of an TILE PCB. Tile 200 electronic components are mounted in tile interior 226 and include at least one LED 270, a tile PCB 272, and a sensor 280. FIGs. 8A-B show a tile PCB 272 having a plurality of LEDs 271. In some embodiments, PCB 272 comprises four (4) LEDs. In some embodiments, PCB 272 comprises nine (9) LEDs. In some embodiments, PCB 272 comprises sixteen (16) LEDs. In some embodiments, PCB 272 comprises twenty -five (25) LEDs. In some embodiments, PCB 272 comprises thirty-six (36) LEDs, including the example embodiment shown in FIG. 8A. Each individual LED 271 is formed from a semiconductor chip mounted on tile PCB 272. Each individual LED 271 of the plurality of LEDs 271 mounted on a single PCB 272 within a single tile 200 are individually addressable and controlled by a tile processor 281 independently of all other LEDs 271 within that tile 200, as will be discussed below. In the example embodiment shown by FIG. 8A, subgroups of the 36 individual LEDs 271 can be activated with the same or different wavelengths, deactivated, flash on-and-off, etc. to create a large variety of tile appearances and visual effects. Each LED 271 in a single tile 200 may emit light of the same wavelength or any number of different wavelengths, individual or in any combination, limited only by the number of LEDs 271 within that tile 200.

[0070] Tile PCB 272 is configured to reside and be mounted within tile interior 226 of housing 201, shown in FIG. 3 and FIG. 5 by mounting hardware coupled to one or more mounting holes 273, as discussed earlier. When LED 272 is activated by a power source, translucent cover 218 fitted atop tile 200 is illuminated from within housing 201. A tilecontroller 270 may also be comprised by tile PCB 272 and is discussed at length later in these disclosures.

[0071] FIG. 9 is a diagram of a tile controller for an interactive game system. As shown by diagrammatic depiction in FIG. 9, tile controller 270 coordinates and directs signals between the various electronic components of tile 200 and a server central processing unit 260 (shown in FIG. 10). Tile controller 270 includes a microprocessor 274, and a sensor 280. In some embodiments, controller 270 may additionally include a wireless communications module 285. Tile controller 270 further comprises code 291 residing on a tile controller memory 290. Code 291 comprises a firmware and a software, in some embodiments.

[0072] In a generic interactive stepping floor game, individual tiles are illuminated to indicate which tiles a player should step on and which tiles the player should avoid stepping on. A tile or game processor (1) receives a signal from the game’s central processing unit to illuminate the tile; and (2) generates a return signal to the game’s central processing unit containing sensing data to indicate when the tile is stepped upon by a player.

[0073] In some embodiments of interactive game system 100, RGB output signals activate and deactivate LEDs 271 in response to (1) a CPU signal received from a server central processing unit; and (2) a sensor signal received from an electronic sensor 270. The CPU signal and other elements of a server CPU 261 which controls game plan and is communicatively coupled to all tiles of array 101 in system 100 are discussed later below. Electronic sensor 280 is discussed now, with respect to tile controller 270 of which it is a part.

[0074] Sensor 280 may be an electronic sensor mounted on tile PCB 272 or elsewhere within tile interior 226, in some embodiments. In these examples and some other embodiments, sensor 280 is contained within microprocessor 274 of tile controller 270. One example of an electronic sensor 280 is a capacitance sensor. A capacitance sensor has many advantages over standard mechanical pressure sensors used throughout prior art stepping floor games. Any solid-state electronic sensors to not have moving parts and can never wear out from repeated mechanical movements required for operation of amechanical switch sensor. Capacitance sensors also have advantages over electronic inductive sensors because the activation threshold (i.e., sensitivity) of a capacitance sensor comprising an oscillator circuit can be adjusted. Additionally, a capacitance sensor does not require pressure or even physical contact with tile stepping surface 219. Consequently in some embodiments of system 100 wherein electronic sensor 380 is a capacitance sensor, sensor 280 detects player proximity or contact with tile cover 218 but does not require actual player contact for activation. The degree of proximity up to and including contact to trigger activation is determined by what type of shoes the player wears or whether the player is barefoot, surface area proximate to the sensor, and the ambient humidity. Ambient temperature and duration of time proximate to the sensor also affect activation sensitivity but far less so than humidity and the conductivity (dielectric constant, meaning a product of a resistance and a capacitance of a material) to be sensed. This sensitivity can be adjusted or “tuned” by software executed by server CPU 261 and communicated to microprocessor 275 of tile controller 270.

[0075] The tuning software alters an RC time constant of the capacitance sensor 280 required to trigger a sensor activation signal from sensor 280. In some embodiments, a portion of sensor 280 acting as a capacitive plate 282 is coupled directly to an inner surface of tile cover 218 opposite of stepping surface 219. Sensor 280 and plate 282 are diagrammatically represented in FIG. 9, discussed herein below. Capacitive plate 282 is built on a translucent or transparent substrate that transmits light from the LEDs to illuminate the cover and carries electrodes with relevant electrical connectors under the protective flat surface formed by cover 218. Plate 282 in an actual plate-like structure mounted within tile interior 226 beneath cover 218. In some embodiments, plate 282 is coupled to the underside of cover 218. In some embodiments, plate 282 is a grid or network of coplanar conductive wires mounted to a substrate and positioned within tile interior 226 beneath cover 218. In some embodiments, substrate bearing the grid or network of coplanar conductive wires is coupled to the underside of cover 218. In some embodiments, the grid or network of coplanar conductive wires is mounted directly to the inner surface of tile cover 218 without a substrate but by other means, such as by posts, spot-adhesives, or the like in a pattern that creates desirable field strength gradients for an electrostatic capacitance field. In embodiment wherein electronic sensor 280 is acapacitance sensor with an oscillating circuit, the oscillating circuit charges and discharges a capacitor in oscillating cycles, as known in the art.

[0076] A charge capacitor generates a surrounding electrostatic field. Sensor 280 comprises capacitive plate 282. When a player physically contacts or is proximate to stepping surface 219, the electrostatic field generated by a capacitance electronic sensor 280 is altered by the physical electrical properties of the player’s body and clothing entering the electrostatic field, changing the discharge threshold and, consequently, the oscillation rate. Where “baseline” means no player proximity to the electrostatic field, a baseline oscillation charge / discharge frequency of the capacitor is determined by the strength of an output current from the capacitor during discharge. The capacitance variation caused by a player entering the electrostatic field is communicated by sensor 280 to microprocessor 274 which determines whether the player’s “touch” is valid depending on whether capacitance variation exceeds a set value. The set value is input to server CPU 261 by a user of system 100 and communicated to tile controller 270 by server CPU 261. In this manner, electronic sensor 280 may be adjusted or “tuned” to accommodate different characteristics of a player (i.e., shoes or barefoot), game type (i.e., requiring physical player contact or “waving across” without touching stepping surface 219), and environmental (i.e., humidity) conditions, and the like, by adjusting the sensitivity value for activation of sensor 280.

[0077] In some embodiments, a single tile controller comprises a plurality of sensors 280

[0078] Microprocessor 274 executes firmware comprised by code 291 residing on tile controller memory 290 in some embodiments. Microprocessor 274 computes RGB outputs from an RGB signal input received from server CPU 261, reads output from sensor 280, and interfaces with server CPU 261 by a wireless communication means, such as WiFi or Bluetooth, in some embodiments. In some embodiments, code 291, including the tile firmware or the tile software, is or may be updated wirelessly by an external computing device not comprised by and fully external to interactive game system 100. In some embodiments, tile controller 270 comprises an ESP32-S3-WROOM- 1 manufacture by Espressif Systems, Incorporated of Shanghai, China. In some embodiments, tile controller 270 comprises three (3) RS485 model THVD1420Dcontrollers manufactured by Texas Instruments Inc. of Dallas, Texas. These examples are provided to enable certain embodiments of system 100 and are not exclusive nor meant to narrow the scope of these disclosures. Other hardware elements having different technical specifications are possible, as will be appreciated by persons of skill, and are considered within the scope of the disclosures provided herein.

[0079] Tile controller 270 additionally comprises, in some embodiments, an RGB controller 275, an input controller 276, and a sensor controller 277, as diagramed in FIG.9. RGB controller 275 receives an input signal from microprocessor 274, server CPU 261, or both microprocessor 274 and server CPU 261, in some embodiments, and directs microprocessor 274 to activate or de-activate any one LED 271 or combination of LEDs 271 of tile 200 according to instructions received directly from server CPU 261 in response to a software instruction from a game play algorithm or from microprocessor 274 in response to an input signal from sensor 280. The input signal received from and / or transmitted by RGB controller 275 may comprise an RGB data, an animation data for changing brightness over time; i.e., to create effects such as pulsating brightness, or a combination of RGB and animation data. Input controller 276 receives a sensor input from sensor 180 of tile 200 and also, in some embodiments, of an adjacent tile 200 and relays the sensor inputs to microprocessor 274. In some embodiments, sensor controller 277 (1) receives and reads a sensor signal from controller 270 of an adjacent tile 200; (2) receives and reads a sensor signal from sensor 280; and sends sensor signals to microprocessor 274.

[0080] In some embodiments, tile controller 270 communicates with server CPU 261 over a wired connection. A signal line 278 is shown by FIG. 9 to depict either a wired or wireless connection between controllers 270 and server CPU 261, between two or a plurality of adjacent tiles 200 and each other, and with server CPU 261. Signals between elements are depicted by a signal path 279. Signal path 279 may include electrical power, data, or a combination of power and data. Arrows at the end of lines and arcs shown in signal paths 279 indicate the direction of data flow between elements of tile controller 270, and between controller 270 and external elements such as other controller(s) 270 and with server CPU 261, in this example and in some other embodiments.

[0081] FTG. 10 is a diagram of a tile comprising a tile controller having a plurality of sensors. FIG. 10 shows an individual tile 200 having a cover 218 with a sensing surface 219 divided into four independently controlled areas of approximately equal area, each independently controlled area labeled with a Roman numeral from I-IV. A sensor 280 comprising a capacitance plate 282 is disposed in the approximate center of each area I- IV proximate to the underside of cover 218. Each sensor 280 is coupled to the single microprocessor 274 of the tile controller 270 (not shown) for the illustrated tile 200 depicted in FIG. 10. In this example embodiment, microprocessor 274 independently directs illumination of LEDs 271 on each respective section of tile PCB 272 positioned beneath each corresponding independently controlled area of cover 218 in response to signals received from (1) sensor 280 for the corresponding quadrant; and (2) an input signal received from server CPU 261. Therefore, stepping surface 219 of tile cover 218 can be separated into a plurality of independently controlled areas that are illuminated and sensed separate from other independently controlled areas of the same tile stepping surface 219. In this manner, stepping floor 102 of system 100 is subdivided into multiple, smaller independently controlled areas whereupon options for game play are increased. In this example, and in some other embodiments, changing the number of independently illuminated and sensed areas of stepping floor 102 may be accomplished without changing the number or dimensions of individual tiles forming array 101. Rather, the number of independently controlled areas of stepping floor 102 may be increased or decreased by software executed by server CPU without changing the physical configuration of-or number of tiles comprised by-stepping floor 102. In some embodiments, such as the example embodiment shown in FIG. 10, there are four independently controlled areas. In some embodiments, there are two independently controlled areas. In some embodiments, there are three independently controlled areas. In some embodiments, there are greater than four independently controlled areas. In some embodiments, there are no independently controlled areas and there is only one sensor 280 for a single stepping surface 219 of cover 218.

[0082] FIG. 11 is a diagram of a server central processing unit for an interactive game system. FIG. 11 shows a game control system 260 comprising a server central processing unit (“CPU”) 261, a memory 262, and a communication module 285. Game controlsystem 260 may also include one or more interface devices, including either or both input and output devices, which deliver input signals to and / or output signals from control system 260. Example input devices include a computer mouse, a keyboard, a trackball or similar tracking device, a printer, a touchscreen, and the like. Interface devices include communication means to receive and / or transmit information to users and other computer systems, cloud storage systems, and the like. Memory 262 may include one or a plurality of computer-readable and computer-writable non-volatile and non-transitory storage media upon which an algorithm containing a game play sequence, rules, and computerexecutable instructions is executed by CPU 261. CPU 261, in turn, may cause code residing on memory 262 to be read from the non-transitory recording media into a second memory to allow faster access to information by server CPU 261, in some embodiments. In some embodiments, the computer-readable code residing on memory 262 may be loaded, deleted, or upgraded wirelessly.

[0083] Server CPU 261 is communicatively coupled to tiles 200 in an array 101. In some embodiments, server CPU 261 is also coupled to one or more non-tile interactive features 295 of system 101. Such non-tile interactive features may include illuminated panels, buttons, handles, or other structures having one or a plurality of LEDs 271 mounted on a PCB 272 and directed by a controller 270 having a sensor 280, without limitation. A non- tile interactive feature 295 may be disposed on a wall, suspended from a ceiling, or otherwise present within an interactive game installation 100 space. Feature 295 may comprise LEDs, controller PCBs, feature controllers, electronic sensors, and communications modules that communicate with game control system 260 through similar means as tiles 200 already disclosed at length herein. In some embodiments, server CPU 261 is coupled to one or more displays such as to show individual player locations, player scores, and / or other player or game-related information.

[0084] Server CPU 261 may additionally be coupled to speakers, house lights, and other components within a gaming facility such as an arcade, and escape-room facility, a laser tag facility, for example. In some embodiments, server CPU 261 is coupled to one or more additional game servers, either local or remote, by a wired or wireless connection. For example, server CPU 261 may be communicatively coupled with a database serverexchange member-specific data, such as member name, game scores, dates played, play history, payment information, etc.

[0085] FIG. 12 is a diagram of communication signal pathways between a plurality of tiles and a server central processing unit for an interactive game system. FIG. 12 shows interactive game system 100 comprising game control system 260 coupled to a plurality of tiles 200. Each tile 200 comprises a tile controller 270 communicatively coupled to an LED 271 and a sensor 280, as depicted by the directional arrows shown inside each tile 200. FIG. 12 shows an array 101 having two (2) columns and three (3) rows of tiles 200. Each tile 200 is numbered according to column-row; i.e., the third row of the second column contains a tile 200 numbered “2-3.” A plurality of signal lines 278 show communicative links between two adjacent tiles 200 and game control system 260. In some embodiments of interactive game system 100, including the embodiment shown in FIG. 12, a plurality of tiles 200 are “chained” in series, with the series coupled to control system 260 at a single connection. In the example embodiment shown in FIG. 12, two chains, each comprising three (2) tiles 200 are coupled to control system 260. In some embodiments any number of tiles between two (2) tiles and ninety (90) tiles may be chained together, as represented by a column of tiles 200 shown in FIG. 12. Each tile 200 in a chain comprises a standalone tile controller 270 that receives signals, including illumination and animation signals, from control system 260 and sends a signal from sensor 280 to control system 260 along signal lines 278, as shown. In some embodiments, signal lines 278 are hard-wired signal lines. In some embodiments, signal lines 278 are wireless signal lines. An individual tile chain can address itself automatically to receive and send positional data comprising the position (i.e., “2-2”) of tile 200 in a chain to game control system 260 in order to receive correct instructions for illuminating and animating LEDs 271 for that tile 200 position and for informing control system 260 when sensor 280 at that tile location delivers an activation signal to tile controller 270.

[0086] FIG. 13 is a diagram of communication signal pathways between a plurality of tiles forming a tile cluster and a server central processing unit for an interactive game system. FIG. 13 shows a tile cluster 288 communicatively coupled to game control system 260 by signal lines 278 through a single tile controller 270. In the exampleembodiment shown in FIG. 13, and in some other embodiments, tile cluster 288 can contain up to nine(9) pairs of LEDs 271 and sensors 280, as shown. Each pair of LEDs 271 and sensor 280 is disposed in a tile 200. In some embodiments, two, three, four, or five clusters 288 are communicatively coupled to game control system 260. In some embodiments, greater than four (4) clusters 288 are communicatively coupled to control system 260. Each tile controller 270 of cluster 288 address itself automatically to receive to receive and send positional data for each tile 200 in cluster comprising the cluster 288 (i.e., “2-2”) to game control system 260 in order to receive correct instructions for illuminating and animating LEDs 271 and for informing control system 260 when sensor 280 at that tile location delivers an activation signal to tile controller 270.

[0087] An interactive game installation has been disclosed herein. The installation components include capacitive sensors disposed within a plurality of interactive floor tiles formed into an array. The capacitive sensors may be tunable by a software algorithm executed by a game control system. Additional interactive features having capacitive sensors may also be present in the installation disposed on walls or other room surfaces. The tunable sensors allow for adjusting the interactive game installation to optimize play for both small children and larger, bulkier adults. Connection features are situated on tile housings which mate with tile connectors bearing a complementing feature to stabilize the tile positions withing stepping floor. An interlocking array of interactive tiles and connection features forms a highly stable floor for vigorous game play. Consequently, room walls are not needed to constrain and stabilize the array of interactive floor tiles. This permits installation of larger tile arrays having a variety of shapes and sizes independent of the dimensions of the room floor and location of the room walls.

[0088] The embodiments and examples set forth herein were presented in order to best explain the present invention and its practical application, and to thereby enable those of ordinary skill in the art to make and use the invention. However, those of ordinary skill in the art will recognize that the foregoing description and examples have been presented for the purpose of illustration and example. The description as set forth is not intended to be exhaustive or to limit the invention to the precise form disclosed. Many modifications and variations are possible, in light of the teachings herein above.

Claims

CLAIMSWhat is claimed is:

1. A floor tile for a stepping game comprising: a cover; an interior defined by at least one side and a bottom; an illumination source; an electronic sensor functionally coupled to the cover; and a communication means coupled to the illumination source and to the electronic sensor; wherein the electronic sensor transmits a signal through the communication means in response to a player contacting or proximate to the cover.

2. The floor tile of claim 1, wherein the illumination source is a light-emitting diode (LED).

3. The floor tile of claim 1, where in the electronic sensor comprises a capacitance sensor with a sensitivity, and wherein the sensitivity can be tuned by a tile controller or a game system controller.

4. The floor tile of claim 3, further comprising a microprocessor electronically coupled to the electronic sensor, wherein the microprocessor modifies a sensitivity of the electronic sensor by causing a change in an RC time constant.

5. A stepping floor for a game comprising: a plurality of floor tiles coupled together by connectors to form an array having a perimeter defined by at least two linear sides joined at an angle of about ninety degrees (90°); wherein the array presents an external player surface; wherein the perimeter is fixed by the connectors; wherein the connectors are not externally visible; and wherein no additional constraining means are used to fix the perimeter.

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