Game device

By combining sensor systems and computing units, the game target field is dynamically adjusted, solving the problem of the single interaction mode of existing game devices and realizing intelligent and diversified game experience.

CN114901370BActive Publication Date: 2025-12-05LYMB IO GMBH
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Patent Information

Application Number
CN202080089279.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2020-04-03
Filing Date
2020-12-21
Publication Date
2025-12-05
Estimated Expiration
2040-12-21

AI Technical Summary

Technical Problem

Existing gaming devices offer limited interaction between players, lacking flexibility and interactivity, and are difficult to dynamically adjust to changes in player skills and environment.

Method used

It employs a sensor system and acquisition system combined with a computing unit to detect the position of players and objects in real time, dynamically adjust the game target field, acquire position information through devices such as depth cameras, laser scanners, and touch-sensitive base plates, and calculate the target field using ballistic models, providing diverse gameplay options.

Benefits of technology

It has achieved intelligent and interactive gaming devices, which can adjust the game difficulty according to the player's position and skills, provide multiple game modes, and improve the player's sense of participation and experience quality.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention relates to a game device (1) having a display surface (2), a game space (8) which is assigned to the display surface (2), a sensor system (3) which is configured to detect an impact point (11) of an object (6) on the display surface (2), an acquisition system (4) which is configured to detect a position of a player (5) in at least a portion of the game space (8), and a computing unit (15) which is configured to determine a target field (7) on the display surface (2) using the position, wherein the game device (1) is configured to display the target field (7) on the display surface (2) and to determine whether the impact point (11) lies in the target field (7).
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Description

TECHNICAL FIELD

[0001] The invention relates to a game device. BACKGROUND

[0002] A rebound sport is a ball game in which two players or two teams pass an object, for example a ball, to each other via a wall while adhering to a set of specific rules and in the process try to force the opponent to make a mistake when catching or returning the ball. A mistake by one side results in a score flowing to the other side and / or gives the other side the right to serve. Squash is a rebound sport. A rebound sport is also understood to mean a single player passing an object to himself via a wall. The wall can be a flat surface, a curved surface or an edge. The object is understood to mean any item that can be hit against a wall so that it rebounds from the wall. Game devices for rebound sports are known in which a target field is displayed on the wall against which the players are to hit the ball. Here, the target field can change over time. SUMMARY

[0003] It is an object of the present invention to improve the known game device.

[0004] A game device according to the invention comprises a display surface, a game space assigned to the display surface, a sensor system configured to detect a point of impact of an object on the display surface, an acquisition system configured to detect a position of a player in at least a part of the game space, and a calculation unit configured to determine a target field on the display surface using the position, wherein the game device is configured to display the target field on the display surface and to determine whether the point of impact lies in the target field.

[0005] With the game device according to the invention, it is now possible to determine a target field that adapts to the position of the object and / or the player. This opens up a number of new ways of controlling the game played by the player. At the same time, it is possible to determine using the sensor system whether the point of impact lies in the target field, i.e. whether the object hits the target field. This provides an improved game device. For example, the game can be controlled in a variable manner. Thus, for example, the target field can be determined in such a way that the player always has to take action in order to be able to reach the object again later if he is to hit the object in such a way that the point of impact lies in the target field.

[0006] The acquisition system preferably comprises a depth camera. The depth camera is configured to record a two-dimensional or three-dimensional image of the game space, wherein each image point of the two-dimensional or three-dimensional image represents a distance value. The distance value may, for example, be the distance of a point of the object and / or the player to the depth camera. The depth camera may, for example, be configured to determine the distance by means of a time-of-flight measurement of an electromagnetic pulse.

[0007] Alternatively or additionally, the acquisition system can comprise a laser scanner and / or a touch-sensitive floor. The laser scanner can also be configured to determine the distance of the object and / or the player to the laser scanner. The touch-sensitive floor can delimit the lower end of the game space and be configured to determine the position of the object and / or the player by their contact with the touch-sensitive floor.

[0008] The game apparatus preferably comprises a projector configured to project the target field onto the display surface. With the projector it is particularly easy to retrofit an existing game space (e.g. a squash court) and thus convert it into a game apparatus according to the application. Alternatively, the game apparatus preferably comprises a screen having a display surface.

[0009] The object is preferably a real object. As an alternative to this, the object is preferably a virtual object.

[0010] According to a first embodiment of the sensor system, the sensor system preferably comprises a first row of photoelectric sensors arranged in parallel and configured to determine the y-coordinate of the impact point. The sensor system can comprise a camera configured to determine the z-coordinate of the impact point. As an alternative to the camera, the sensor system can comprise a second row of photoelectric sensors arranged in parallel and configured to determine the z-coordinate of the impact point. According to the first embodiment, the object is a real object.

[0011] According to a second embodiment of the sensor system, the sensor system preferably comprises a camera configured to determine the y-coordinate and the z-coordinate of the impact point. According to the second embodiment, the object is a real object.

[0012] In a third embodiment of the sensor system, the game apparatus can comprise a screen which is implemented as a touch screen and thus forms at least part of the sensor system. The touch screen can be configured to detect the y-coordinate and the z-coordinate of the impact point. To this end, the touch screen can comprise, for example, pressure sensors, light sensors, a touch-sensitive film and / or a touch-sensitive electronic paint. According to the third embodiment, the object is a real object.

[0013] In a fourth embodiment of the sensor system, the sensor system can at least partially be formed by the acquisition system, and the sensor system can be configured to derive the impact point from the position and / or movement of the player. To this end, a ball hit, for example, of a tennis racket can be simulated from the arm movement of the player. According to the fourth embodiment, the object is a virtual object.

[0014] In all embodiments of the sensor system, a y-axis belonging to the y-coordinate can be arranged perpendicular to a z-axis belonging to the z-coordinate. In all embodiments of the sensor system, the y-axis can be arranged horizontally and the z-axis can be arranged vertically.

[0015] The game space is preferably adjacent to the display surface.

[0016] The computing unit is preferably a personal computer and / or a server. The computing unit can be configured to determine whether the impact point lies in the target field. Alternatively, it is conceivable that the game apparatus comprises a further computing unit configured to determine whether the impact point lies in the target field. This further computing unit can also be a personal computer and / or a server.

[0017] Preferably, the object is a flying object.

[0018] Preferably, the object is a ball, a fitness ball or a frisbee.

[0019] The game apparatus preferably comprises the object.

[0020] Preferably, the computing unit is configured to determine a target area arranged in the game space using the position based on predetermined rules and to determine the target field using the target area, the position and a ballistic model of the object in such a way that the object enters the target area after bouncing back from the display surface when the player hits the object towards the target field. For example, the predetermined rules can be chosen such that the target area is arranged at the position of the player. As a result of this, the player does not have to move or only has to move slightly in order to be able to reach the object. This enables the player to concentrate on hitting the object. Alternatively, the predetermined rules can be chosen such that, for example, the target area is arranged at a position other than the position of the player. Thus, after hitting the object, the player has to change his position in order to be able to reach the object, whereby, in particular, the player's fitness can be exercised. Here, the computing unit can be designed as a client computing unit, in which case the predetermined rules can be input into the computing unit and / or the computing unit can be manipulated remotely, in particular via a server. In this way, the predetermined rules can be changed quickly and / or variably.

[0021] The computing unit is preferably configured to determine a target point representing the target area, to calculate a trajectory of the object using the ballistic model which extends from the position of the object via the display surface to the target point, and can be configured to determine the target field around an intersection of the trajectory and the display surface. The larger the target field determined by the computing unit now, the larger the game space determined thereby. The intersection can be arranged, for example, at the center of gravity of the target field.

[0022] The target area or point can be determined in a way that changes with position. Alternatively, it is conceivable to determine the target area or point based on the position of the object and / or player at a predetermined time point. The predetermined time point could, for example, coincide with the time when the object impacts the display surface, or be determined using a predetermined time delay from the time the object impacts the display surface. Alternatively, it is conceivable to assume that the predetermined time point coincides with the time when the object's direction of movement changes from away from the display surface to towards the display surface, or is determined using a predetermined time delay from the time the object impacts the display surface.

[0023] Preferably, when the acquisition system is not configured to determine the position of the object, the calculation unit is configured to determine the position of the object based on the player's position. For example, the calculation unit may be configured to treat the position of the object as equivalent to the player's position. In an alternative example, the calculation unit may be configured to determine the position of the object as being at a location other than the player's position according to a predetermined calculation rule. It is conceivable that the acquisition system is configured to distinguish whether the player is holding the racket with a forehand or backhand, and that the predetermined calculation rule differs depending on whether the player is holding the racket with a forehand or backhand.

[0024] Preferably, the ballistic model describes the force-free movement of the object. This advantageously involves a ballistic model requiring only a very small amount of computation. Here, the computational unit can be configured to calculate the trajectory using the positions of the object and the target point and taking into account the reflection of the object at the display surface. It is not necessary to determine the velocity of the object. It can be envisioned that the ballistic model considers the energy loss of the object's kinetic energy due to its rebound from the display surface. Therefore, the ballistic model becomes particularly realistic, such that if the object is struck in the target field, the probability of it reaching the target area is high.

[0025] Alternatively, the ballistic model preferably includes acceleration due to gravity. Therefore, the ballistic model becomes particularly realistic, such that if an object is struck in the target field, the probability of it reaching the target area is high. Preferably, the ballistic model considers the energy loss of the object's kinetic energy due to bouncing off the display surface. Therefore, the ballistic model becomes particularly realistic, such that if an object is struck in the target field, the probability of it reaching the target area is high. Additionally, the ballistic model preferably considers air friction drag. If the ballistic model considers multiple or all of the following: acceleration due to gravity, energy loss of the object's kinetic energy due to bouncing off the display surface, and air friction drag, the probability of the object reaching the target area when struck in the target field is particularly high.

[0026] The ballistic model preferably includes the object's initial velocity at its position or its final velocity at the target point. The initial velocity can be chosen as the typical initial velocity that occurs when the object is struck. This could be, for example, the typical velocity of a player hitting a squash or tennis ball with a racket, throwing a handball, or kicking a soccer ball. The final velocity can be chosen as the typical velocity that occurs in the target area or at the target point after the bounce. Because the ballistic model includes either the initial or final velocity, there is no need to measure the object's velocity, thus allowing the target field to be determined and displayed before the player strikes the object. The trajectory can now be calculated, for example, using the object's position and initial velocity as initial conditions for solving the equations of motion. The direction of the object at the initial velocity can change until the trajectory enters the receiving area around the target point. Alternatively, the equations of motion can be solved using the object's position, target point, and final velocity as boundary conditions.

[0027] Preferably, multiple predetermined rules are stored in the computing unit, and each predetermined rule has a different level of difficulty for the player when the player plays the game using the gaming device. The difficulty level can then be changed by selecting a previously determined rule.

[0028] The acquisition system is preferably configured to determine the number of players.

[0029] Preferably, the acquisition system is configured to determine the number of players and, in each case, store different predetermined rules or different sets of predetermined rules in the calculation unit for each number of players. Therefore, the predetermined rules can be automatically adjusted according to the number of players.

[0030] The acquisition system is preferably configured to determine the positions of at least the object and the player, or the positions of at least two of these objects or at least two of these players. In particular, this opens up many new methods for controlling the game.

[0031] Preferably, the acquisition system is configured to determine the positions of at least two of the players, and the computing unit is configured to use the positions of these at least two players to determine the target area. This controls the game in a way that makes it unlikely for at least two of the players to collide, thus reducing the risk of injury. Therefore, the target area can be determined, for example, in such a way that one player must be far away from the other player, or must move only a short distance towards other players to reach the object.

[0032] The acquisition system is preferably configured to determine the viewpoint position of the player's viewpoint within a portion of the game space and to adapt the perspective of the image displayed on the display surface to the viewpoint position. Therefore, the player has a particularly good visual experience when using the gaming device. The acquisition system can be configured to determine the position of the player's eyes and determine the viewpoint position as the center point of the eyes' positions. Similarly, the acquisition system can be configured, for example, to detect the head and determine the viewpoint position as the center point of the head, or as the center point of the surface located at the end of the head facing the display surface.

[0033] The acquisition system is preferably configured to identify whether the object was struck by the player's hand or foot. If the object was struck by hand, predefined rules or sets of predefined rules, different from those used when the object was struck by foot, can be provided to the computing unit.

[0034] Preferably, the acquisition system is configured to identify whether the player is holding a racket, and more particularly whether the object is hit with a racket. If the player is holding a racket, predefined rules or sets of predefined rules different from those used when the object is hit by hand or foot can be provided to the calculation unit.

[0035] Preferably, the acquisition system is configured to identify whether an object has been hit based on a set of rules belonging to the gaming device. This prevents cheating in the game.

[0036] The gaming device is preferably configured to enable bouncing sports, particularly squash, tennis, volleyball, shooting sports, particularly archery, or American football.

[0037] A device according to the invention comprises two gaming devices according to the invention, or two preferred embodiments comprising gaming devices according to the invention, wherein the device is configured to display a position acquired in one of the gaming devices in the other gaming device. The two gaming devices can be installed in different locations, allowing two players or two teams to engage in long-distance battles or play together. The position can be displayed on the display surface of the other gaming device. Preferably, the device is configured to display the positions acquired in the two gaming devices respectively in the other gaming device, particularly on its display surface. Attached Figure Description

[0038] The invention will now be explained in more detail with reference to the accompanying illustrative drawings.

[0039] Figure 1 A three-dimensional diagram of the gaming device is shown.

[0040] Figure 2 The first embodiment of the predetermined rule is shown.

[0041] Figure 3 A second embodiment of the predetermined rules is shown.

[0042] Figure 4 A third embodiment of the predetermined rules is shown. Detailed Implementation

[0043] As in Figure 1 As can be seen, the game device 1 includes a display surface 2, a game space 8 allocated to the display surface 2, a sensor system 3 configured to detect the impact point 11 of an object 6 on the display surface 2, an acquisition system 4 configured to detect the position of the object 6 and / or the player 5 in at least a portion of the game space 8, and a computing unit 15 configured to use the position to determine a target field 7 on the display surface 2. The game device 1 is configured to display the target field 7 on the display surface 2 and determine whether the impact point 11 is located in the target field 7. The game space 8 may be adjacent to the display surface 2. The computing unit 15 may be a personal computer and / or a server. The computing unit may be configured to determine whether the impact point is located in the target field. Alternatively, it is conceivable that the game device includes an additional computing unit configured to determine whether the impact point is located in the target field. This additional computing unit may also be a personal computer and / or a server. The object may be a flying object. For this purpose, the object 6 may be a ball, exercise ball, or frisbee. The game device 1 may include the object 6. It is conceivable that the target area 12 extends from the lower end to the upper end of the game space 8. It is also conceivable that target area 12 extends only within a portion of the full height range of game space 8.

[0044] exist Figure 1 An exemplary coordinate system with x-axis, y-axis, and z-axis is drawn, where each axis is arranged perpendicularly to the others. The x-axis and y-axis are arranged horizontally, and the z-axis is arranged vertically. The normal to surface 2 is shown to be arranged parallel to the x-axis.

[0045] Figure 1 The image shows that the acquisition system 4 can be arranged, for example, on the upper end of the display surface 2. The acquisition system 4 can be envisioned to include a depth camera. The depth camera is configured to record two-dimensional or three-dimensional images of the game space 8, wherein each image point in the two-dimensional or three-dimensional image represents a distance value. The distance value can be, for example, the distance from a point on object 6 and / or player 5 to the depth camera. The depth camera can be configured, for example, to determine the distance via time-of-flight measurements of electromagnetic pulses.

[0046] Alternatively or additionally, the acquisition system 4 may include a laser scanner and / or a touch-sensitive base plate 13. The laser scanner may also be configured to determine the distance from a point on the object 6 and / or the player 5 to the laser scanner. The touch-sensitive base plate 13 may define the lower end of the game space 8 and is configured to determine the position of the object 6 and / or the player 5 by contact with the touch-sensitive base plate 13.

[0047] The gaming device 1 may include a projector configured to project a target field 7 onto a display surface 2. Alternatively, the gaming device 1 may include a screen having a display surface 2.

[0048] An object can be a real object. Alternatively, it can be conceived as a virtual object.

[0049] According to a first exemplary embodiment of the sensor system 3, the sensor system 3 may include parallelly arranged sensors configured to determine the impact point 11. Figure 1 The first row of photoelectric sensors on the y-axis. Sensor system 3 may include sensors configured to determine the impact point 11. Figure 1 A camera for determining the z-coordinate along the z-axis. The camera can be configured to determine the z-coordinate using the velocity and direction of the object 6 before and after bouncing back from the impact point 11. Alternatively, the sensor system 3 may include a second row of photoelectric sensors arranged in parallel and configured to determine the z-coordinate of the impact point 11. According to the first embodiment, the object can be a real object.

[0050] According to a second exemplary embodiment of the sensor system 3, the sensor system 3 preferably includes a component configured to determine the impact point 11. Figure 1 The y-coordinate of the y-axis and belonging to Figure 1 A camera with z-coordinate along the z-axis. According to the second embodiment, the object can be a real object.

[0051] In a third exemplary embodiment of the sensor system 3, the gaming device 1 may include a screen, which is implemented as a touchscreen and thus forms at least a part of the sensor system 3. The touchscreen may be configured to determine the location of the impact point 11. Figure 1 The y-coordinate of the y-axis and belonging to Figure 1 The z-coordinate of the z-axis. According to the third embodiment, the object can be a real object.

[0052] In a fourth embodiment of sensor system 3, sensor system 3 may be at least partially formed by acquisition system 4, and sensor system 3 may be configured to obtain the impact point from the position and / or movement of player 5. For this purpose, the movement of player 5's arm can be used to simulate, for example, a tennis racket shot. According to the fourth embodiment, the object is a virtual object.

[0053] Figure 2 to Figure 4The calculation unit 15 is shown to be configured to determine a target area 12 arranged in the game space 8 using a position-based predetermined rule, and to determine a target field 7 using the target area 12, the position, and a ballistic model of the object 6, such that when the player 5 strikes the object 6 toward the target field 7, the object 6 bounces off the display surface 2 and enters the target area 12. To this end, the calculation unit 15 can be configured to determine a target point 9 representing the target area 12, to calculate the trajectory 10 of the object 6 extending from its position across the display surface 2 to the target point 9 using a ballistic model, and the calculation unit can be configured to determine the target field 7 around the intersection 14 of the trajectory 10 and the display surface 2. Here, the calculation unit 15 can be designed as a client-side calculation unit, in which case the predetermined rules can be input into the calculation unit 15, and / or the calculation unit can be remotely controlled via a server.

[0054] To determine trajectory 10, acquisition system 4 can be configured to determine the position of object 6. Alternatively, if acquisition system 4 is not configured to determine the position of object 6, calculation unit 15 can be configured to determine the position of object 6 based on the position of player 5. For example, it is conceivable that calculation unit 15 is configured to consider the position of object 6 as equivalent to the position of player 5, for example, as... Figure 2 to Figure 4 As indicated. Alternatively, it is conceivable that the calculation unit 15 can be configured to determine the position of object 6 as being at a location other than the position of player 5, according to a predetermined calculation rule. Here, it is conceivable that the acquisition system 4 is configured to distinguish whether player 5 is holding the racket with a forehand or backhand, and that the predetermined calculation rule differs depending on whether player 5 is holding the racket with a forehand or backhand.

[0055] It is conceivable that a ballistic model describes the force-free movement of object 6. Here, it is conceivable that calculation unit 15 is configured to determine trajectory 10 without using the object's velocity. Alternatively, it is conceivable that the ballistic model considers the forces that occur in the calculation of trajectory 10. Here, it is conceivable that calculation unit 15 is configured to consider the velocity of object 6. Here, it is conceivable that the ballistic model includes the initial velocity of object 6 at its position or the final velocity of object 6 at target point 9. To consider the forces that occur, the ballistic model may include acceleration due to gravity, air friction drag, and / or energy loss of kinetic energy of object 6 due to bounce from display surface 2.

[0056] exist Figure 2 to Figure 4 The document illustrates three exemplary embodiments of the predetermined rules, wherein, according to Figure 2 The predetermined rules involve only one player (5) in the game space (8), according to Figure 3 The predetermined rules involve exactly two players, 5 and 5', located in game space 8, and according to... Figure 4The predetermined rules involve exactly two players (5, 5') or more than two players (5, 5', 5") being located in game space 8. According to... Figure 3 The game is played by players 5, 5', and 5" taking turns, with only one player being 6. According to... Figure 4 The game is played by players 5, 5', and 5" side by side, with each player having a corresponding object 6.

[0057] For according to Figure 2 In one embodiment, the target field 7 is selected such that a straight line extending parallel to the x-axis and passing through intersection 14 extends to the vicinity of player 5. Therefore, after player 5 hits object 6 into target field 7, he must move so that he can subsequently reach object 6 again. Alternatively, it is conceivable that the straight line extending parallel to the x-axis and passing through intersection 14 intersects player 5. It is conceivable that multiple predetermined rules are stored in the calculation unit 15, each with a different level of difficulty for player 5 when playing the game with the game device 1. Thus, for example, as the difficulty increases, the distance from the location to target area 12 can be selected to be increasingly longer.

[0058] According to Figure 3 In this embodiment, the acquisition system 2 is configured to determine the positions of two players (i.e., the first player 5 and the second player 5'). Additionally, the calculation unit 15 is configured to use the positions of the first player 5 and the second player 5' to determine a target area 12. The first player 5 strikes an object 6 onto the display surface, and the second player 5' should be able to reach the object 6. The target area 12 can now be selected such that it is positioned on the side of the second player 5' away from the first player 5. Therefore, the second player 5' must move away from the first player 5 to reach the object 6. Alternatively, it is conceivable to position the target area 12 at the location of the second player 5'. Therefore, the second player 5' can focus on striking the object 6. It is also conceivable to position the target area 12 between the first player 5 and the second player 5'. Therefore, the second player 5' must move towards the first player 5 to reach the object 6. It is also conceivable that, according to predetermined rules, during continuous gameplay, the target area 12 located on the side of the second player 5' away from the first player 5, the target area 12 located at the position of the second player 5', and / or the target area 12 located between the first player 5 and the second player 5', alternates. It is conceivable that multiple predetermined rules are stored in the computing unit 15, and each predetermined rule has a different level of difficulty for the second player 5' when playing the game with the game device 1. Therefore, for example, as the difficulty increases, the distance from the target area 12 to the position of the second player 5' can be selected to be increasingly longer.

[0059] According to Figure 3In this embodiment, the acquisition system 4 is configured to determine the positions of at least two of players 5, 5', and 5" respectively. Additionally, the calculation unit 15 is configured to use these positions to determine a target area 12 for each player 5, 5', and 5" in their respective cases. The target area 12 for each player 5, 5', and 5" can be determined such that the target area 12 is positioned between the player 5, 5', and 5" belonging to the target area 12 and their adjacent players 5, 5', and 5" respectively, or, if player 5" has only one adjacent player 5', it is positioned on the side of player 5" away from their adjacent player 5'. It is conceivable that the calculation unit 15 stores multiple predetermined rules, each with a different level of difficulty for the players 5, 5', and 5" when they play the game using the game device 1. Therefore, for example, as the difficulty increases, the distance from the position to the target area 12 can be selected to become increasingly longer.

[0060] The acquisition system 4 can be configured to determine the number of players 5. Furthermore, for each number of players 5 in each case, another or another set of predetermined rules from the predetermined rules can be stored in the calculation unit 15. For example, the predetermined rules or set of predetermined rules can be for each... Figure 2 to Figure 4 The pre-defined rules.

[0061] The acquisition system can be configured to determine the viewpoint position of player 5 within a portion of the game space 8, and to adapt the perspective of the image displayed on the display surface 2 to the viewpoint position. For this purpose, the acquisition system can, for example, be configured to determine the positions of player 5's eyes and determine the viewpoint position as the center point of the eye positions. Similarly, the acquisition system can, for example, be configured to detect the head and determine the viewpoint position, for example, as the center point of the head, or as the center point of the surface located at the end of the head facing the display surface.

[0062] The acquisition system 4 can be configured to identify whether the object 6 was hit by player 5's hand or foot. The acquisition system 4 can also be configured to identify whether player 5 is holding a racket, and specifically whether the object 6 was hit by the racket. Furthermore, the acquisition system 4 can be configured to identify whether the object 6 was hit according to a set of rules belonging to the game device 1.

[0063] It is conceivable that the gaming device 1 is configured to enable bouncing motions, particularly squash, tennis, shooting sports, especially archery, or American football.

[0064] List of reference numerals

[0065] 1. Gaming device

[0066] 2 Display Surface

[0067] 3. Sensor System

[0068] 4. Obtain the system

[0069] 5 players

[0070] 6 objects

[0071] 7 Target Field

[0072] 8 Game Space

[0073] 9 Target Points

[0074] 10 trajectories

[0075] 11 Impact Point

[0076] 12 Target Area

[0077] 13. Base plate

[0078] 14 intersections

Claims

1. A gaming device comprising: a display surface (2); a gaming space (8) allocated to the display surface (2); a sensor system (3) configured to detect an impact point (11) of an object (6) on the display surface (2); an acquisition system (4) configured to detect the position of a player (5) in at least a portion of the gaming space (8); and a computing unit (15) configured to determine a target field (7) on the display surface (2) using the position, wherein, The game device (1) is configured to display the target field (7) on the display surface (2) and determine whether the impact point (11) is located in the target field (7), wherein the calculation unit (15) is configured to use the position to determine the target area (12) arranged in the game space (8) based on a predetermined rule, and to use the target area (12), the position and the ballistic model of the object (6) to determine the target field (7) in such a way that when the player (5) hits the object (6) toward the target field (7), the object (6) bounces back from the display surface (2) and enters the target area (12).

2. The gaming device according to claim 1, wherein, The calculation unit (15) is configured to determine the target point (9) representing the target area (12) to use the ballistic model to calculate the trajectory (10) of the object (6) extending from the position of the object (6) through the display surface (2) to the target point (9), and the calculation unit is configured to determine the target field (7) around the intersection of the display surface (2) and the trajectory (10).

3. The gaming device according to claim 1 or 2, wherein, If the acquisition system (4) is not configured to determine the position of the object (6), the calculation unit (15) is configured to determine the position of the object (6) by treating the position of the object (6) as equivalent to the position of the player (5).

4. The gaming device according to claim 1 or 2, wherein, The ballistic model describes the motion of the object (6) without force.

5. The gaming device according to claim 2, wherein, The ballistic model includes the initial velocity of the object (6) at the object's location, or the final velocity of the object (6) at the target point (9).

6. The gaming device according to claim 1 or 2, wherein, This ballistic model includes acceleration due to gravity.

7. The gaming device according to claim 1 or 2, wherein, The ballistic model takes into account the energy loss of the object (6) due to the bounce back from the display surface (2).

8. The gaming device according to claim 1 or 2, wherein, Multiple predetermined rules are stored in the computing unit (15), and each predetermined rule has a different level of difficulty for the player (5) when the player (5) plays the game with the game device (1).

9. The gaming device according to claim 1 or 2, wherein, The acquisition system (4) is configured to determine the number of players (5).

10. The gaming device according to claim 1 or 2, wherein, The acquisition system (4) is configured to determine the number of players (5) and, in each case, store different predetermined rules or different groups of predetermined rules in the calculation unit (15) for each number of players (5).

11. The gaming device according to claim 1 or 2, wherein, The acquisition system (4) is configured to determine the location of at least the object (6) and the player (5), or the location of at least two of the objects (6) or at least two of the players (5).

12. The gaming device according to claim 1 or 2, wherein, The acquisition system (4) is configured to determine the location of at least two of the players (5), and the computing unit (15) is configured to use the locations of at least two of the players (5) to determine the target area (12).

13. The gaming device according to claim 1 or 2, wherein, The acquisition system (4) is configured to determine the viewpoint position of the player (5) in a part of the game space (8) and to adapt the perspective of the image displayed on the display surface (2) to the viewpoint position.

14. The gaming device according to claim 1 or 2, wherein, The acquisition system (4) is configured to identify whether the object (6) was struck by the player (5)'s hand or by the player (5)'s foot.

15. The gaming device according to claim 1 or 2, wherein, The acquisition system (4) is configured to identify whether the player (5) is holding a racket to hit the object (6).

16. The gaming device according to claim 1 or 2, wherein, The acquisition system (4) is configured to identify whether the object (6) has been hit according to a set of rules belonging to the game device (1).

17. The gaming device according to claim 1 or 2, wherein, The object (6) is a ball, exercise ball, or frisbee.

18. The gaming device according to claim 1 or 2, wherein, The gaming device (1) is configured to enable bouncing, shooting, or American football to be played using the gaming device (1).

19. The gaming device according to claim 1 or 2, wherein, The acquisition system (4) is configured to detect the position of the object (6) in at least a portion of the game space (8), and the computing unit (15) is configured to use the position of the object (6) and the player (5) in at least a portion of the game space (8) to determine the target field (7) on the display surface (2).

20. A device having two gaming devices (1) according to any one of claims 1 to 19, wherein, The device is configured to display the position obtained in any of these gaming devices (1) on the display surface (2) of another gaming device in another gaming device of these gaming devices (1).

Citation Information

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