Interactive electronic device and method of interacting therewith

By designing interactive devices covering closely spaced luminous buttons, the problems of limited use of existing equipment and easy display damage are solved, and efficient user interaction and device reliability are achieved.

CN119563201APending Publication Date: 2025-03-04德米特里杰·弗拉基米罗维奇·埃夫多基莫夫
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Patent Information

Application Number
CN202280097514.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2022-07-14
Publication Date
2025-03-04

AI Technical Summary

Technical Problem

Existing gaming cube equipment has limited uses and cannot directly control the luminescence of selected pixels. Ordinary displays are prone to damage, resulting in high equipment reliability and maintenance costs.

Method used

An interactive device is designed with a surface covered with closely spaced luminescent buttons, each button containing a transparent head, forming a pixel of display, which the user can interact with the device by pressing these buttons, and the processor displays an image formed by an array of luminescent buttons.

Benefits of technology

Achieve more efficient user interaction, improves device reliability and durability, reduces production and repair costs, and expands the ability to form the number of buttons displayed.

✦ Generated by Eureka AI based on patent content.

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Abstract

The claimed technical solution relates to the field of electronics, in particular to a novel interactive device in a functional three-dimensional format, which is used for gaming, learning, providing information, training different capabilities and the like. The technical result is to allow for more efficient interaction with an interaction device, by pressing a display area formed by an array of transparent head buttons which allow for the display of graphical information. The claimed technical result is achieved by an interactive electronic device comprising a housing containing at least one processor and at least one memory, the outer surface of the housing having a display, formed by an array of buttons, each button having a transparent head and forming the pixels of the display, these buttons enable user interaction and display of images generated by the processor and output to the transparent head button.
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Description

Technical Field

[0001] The technical solution relates to the field of electronics, in particular to providing a novel interactive device in a functional three-dimensional format for games, learning, providing information, training different abilities, etc. In addition to entertainment, the device can also be used for therapeutic purposes: it can reduce anxiety, relieve tension, reduce hyperactivity, and serve as an anti-stress tool. It can also help improve attention deficit hyperactivity disorder, autism spectrum disorder; the device also develops fine motor skills of the hands, teaches new things, develops logic, helps cope with anxiety, and trains reactions. The device develops memory and is an excellent alternative to smartphone games because it is less harmful to eye health. Background Art

[0002] A gaming cube device is known (application number US20190091559 A1, 03 / 28 / 2019), which includes one or more displays placed on the faces of the cube to form tiles for displaying information during user interaction.

[0003] The disadvantages of the device are its limited use (only for letter and number games) and the inability to directly control the lighting of selected pixels by pressing them, since the device does not utilize a keyboard display. The device is controlled only by rotating the cube, there is no precise image point control, and the complete image is composed of tiles representing sufficiently large fragments, which results in the user moving these large fragments along the sides of the cube without contact, so the movement of individual pixels is impossible. The number of image fragments is extremely small and cannot exceed the total number of display screens, for example, for a 3x3 cube there are only 54 such fragments, and the user can only interact with these large image fragments. The device is in the shape of a cube. No illuminated buttons are available.

[0004] A gaming device is also known (application number US20080070657 A1, 03 / 20 / 2008), which is a cube providing image output to tiles forming a display area on the side of the cube housing.

[0005] The device does not create any images, only provides luminous points, i.e. the device has no keyboard display. The LEDs are hidden inside the device, which significantly limits the number of possible games. The buttons are located in a narrow alcove, into which the fingers of a person with large hands cannot fit. Control is achieved only by pressing. The number of LEDs is extremely small, for example, in the described device there are only 6. The device can only be used to play with the brightness of the LEDs. The user cannot set the brightness or color of the luminescence.

[0006] Furthermore, another disadvantage of the prior art devices is that the ordinary screen is easily damaged. If the display is damaged, the entire device stops working completely. Any ordinary display is a complex component that always complicates the design. It cannot be repaired and only needs to be completely replaced with a separate spare part. The problem with the prior art is the high probability of mechanical damage of ordinary displays during operation and the high probability of electronic failure. All of this leads to an increase in production costs and an increase in the repair costs of devices with traditional displays.

[0007] Therefore, taking into account the inherent drawbacks of the prior art solutions, a novel device is proposed that provides a new principle of interaction and information processing, since the device display is presented in the form of buttons, each of which represents a pixel, for creating an image. Summary of the invention

[0008] The invention allows solving the technical problems inherent in the prior art solutions, namely creating an effective device for carrying out various types of activities with the possibility of displaying information directly on the device, while the user can interact with the device by reading the responses on the display.

[0009] The technical result is to allow a more efficient interaction with an interactive device by pressing a display area formed by an array of transparent head buttons which allow the display of graphical information.

[0010] The claimed simplification of the device design improves its reliability and durability.

[0011] Another result is improved accuracy in reading user interactions in various areas of the display, as well as the ability to expand the number of buttons that form a display.

[0012] The claimed technical achievement is achieved through an interactive electronic device, including:

[0013] a shell;

[0014] at least one processor coupled to the storage device;

[0015] a display fabricated over the entire exterior surface of the housing, wherein the display is formed by a series of closely spaced illuminated buttons, each button incorporating a transparent head and forming a pixel of the display;

[0016] The buttons allow for user interaction and, through the processor, display of an image formed by the array of illuminated buttons.

[0017] In a specific embodiment, the button comprises at least one LED.

[0018] In another specific embodiment, at least one LED is located on the housing.

[0019] In another specific embodiment, at least one LED is located within a pixel.

[0020] In another specific embodiment, the device further comprises a sound module designed to reproduce audio signals.

[0021] In another specific embodiment, the sound module is activated when at least one button forming the display is pressed.

[0022] In another specific embodiment, the device additionally comprises a light sensor.

[0023] In another specific embodiment, the device further comprises an accelerometer.

[0024] In another specific embodiment, the device additionally comprises a gyroscope.

[0025] In another specific embodiment, the device further comprises a GNSS module.

[0026] In another specific embodiment, the device additionally comprises a proximity sensor.

[0027] In another special embodiment, the device additionally comprises a Hall sensor.

[0028] In another specific embodiment, the device additionally comprises a magnetometer.

[0029] In another specific embodiment, the device additionally comprises a temperature sensor.

[0030] In another specific embodiment, the device further comprises an ADC.

[0031] In another specific embodiment, the processor is configured to prevent a user from interacting with at least a portion of the display.

[0032] In another specific embodiment, the device further comprises a radio wave transceiver.

[0033] In another specific embodiment, the device further comprises a vibration generator.

[0034] The claimed device has a simple design, high reliability and durability, and no fragile display that can be broken or punctured by sharp objects. A failed single photopixel can be repaired individually and cheaply by replacing the button with the photopixel.

[0035] The claimed technical achievement is also achieved by a method of interacting with an interactive electronic device, wherein the interactive electronic device comprises:

[0036] a shell;

[0037] at least one processor coupled to the storage device;

[0038] a display fabricated over the entire exterior surface of the housing, wherein the display is formed by a series of closely spaced illuminated buttons, each button incorporating a transparent head and forming a pixel of the display;

[0039] The buttons allow for user interaction and display, via a processor, an image formed by an array of illuminated buttons;

[0040] The method comprises the following steps:

[0041] Receiving user interaction by the processor reading a press on the display;

[0042] The processor activates an interactive game in which an image is formed on at least a portion of the display;

[0043] The processor reads user interactions with the display during interactive gaming;

[0044] The interactive game is displayed on at least a portion of a display of the device and changes based on user interactions with buttons forming the display read by the processor.

[0045] Unlike the prior art, the claimed technical solution does not have a screen as a separate built-in part, but has an array of buttons and the buttons form an image. The complete image is formed by closely set buttons and glows in different colors. Using the buttons, the exact position of the user's press on the image can be determined and controlled. The difference is also that the entire device surface is covered with a display, and all sides and the entire device surface display the image. In addition, every point of the display is sensitive to pressing, which creates interactive feedback between the device and the user. The buttons are elastic, and the user feels the elasticity and mechanical feedback when pressing the buttons. BRIEF DESCRIPTION OF THE DRAWINGS

[0046] Figure 1 shows a general scheme of the main components of the device.

[0047] 2A to 2C illustrate possible implementations of a device housing.

[0048] 3A to 3C show examples of forming display buttons on housings of different shapes.

[0049] 4A to 4C show examples of placement of LEDs.

[0050] 5A to 5B show possible uses of the elastic membrane.

[0051] 6A to 6I illustrate examples of device implementations with various interactive programs.

[0052] FIG. 7 shows a possible way of using the internal cavity of the device.

[0053] Figure 8 shows how to troubleshoot erroneous operation on the device. DETAILED DESCRIPTION

[0054] As shown in Figure 1, in general, an interactive device (100) contains the basic elements required to implement key functions, which are one or more processors (101), memory (102), display (103) and power supply (104). The elements of the device (100) can be connected via a standard data bus or any other communication principle to ensure the transmission of signals and data.

[0055] The processor (101) may be one or more microcontrollers (microprocessors), or another computing module, that provides execution of program commands to implement the device functions (100). The processor (101) controls all electronic components of the device (100) using software and receives responses (data and signals) required to operate the device (100).

[0056] The memory (102) includes RAM and ROM, and provides storage for instructions executed by the processor and long-term storage of information. Flash memory, SSD, HDD, etc. can be used as ROM.

[0057] The device is powered by a power source (104), typically a battery.

[0058] The display (103) is a three-dimensional keyboard display, which is one or more displays covering the surface of the device (100). The display (103) covers the entire surface of the device.

[0059] As shown in Figures 2A to 2B, the housing of the device (100) can have different shapes, not limited to standard geometric shapes: cube, sphere, curve, etc. The shape of the housing can be different while maintaining the possibility of placing the main components and the display (103) on at least one surface.

[0060] The display (103) covers the device from four sides, thereby ensuring interaction possibilities with each side.

[0061] The formation principle of the display (103) of the device (100) is shown in detail in Figures 3A to 3C. The display (103) is formed by a series of closely placed illuminated button heads (105). Thanks to the buttons (106), the display (103) can determine the exact location of the press, which allows controlling the image (e.g., animation, game, application, etc.) generated on the entire volume display (103).

[0062] The display (103) has a unique design consisting of a series of buttons (106) with illuminated transparent plastic heads (105), each button being an individual pixel forming a single large image on the display (103). Due to this configuration of buttons (106), the entire display is sensitive to pressing at any point, which allows for feedback.

[0063] 4A to 4B illustrate possible placements of LEDs (107) that provide the light source for illuminating the head (105) of the button (106). The LEDs (107) can be placed directly in the transparent head (105), or next to the button (106) on the device housing (110) (FIG. 4B). The number of LEDs (107) in the head (105) or next to the button (106) can be different.

[0064] 5A-5B illustrate a specific embodiment of the device (100) in which the button head (105) may be covered by an elastic membrane (108) that acts as a barrier against dust and moisture but does not affect the interaction of the button (106) with the display (103).

[0065] As additional sensors or elements of the device (100), sound modules, light / illumination sensors, accelerometers, gyroscopes, GNSS modules, proximity sensors, Hall sensors, magnetometers, temperature sensors, radio wave transceivers, wireless communication transceivers, vibration generators, etc. can be used.

[0066] The sound module may be a speaker, or an audio processor coupled to an audio output means.

[0067] Light / illumination sensors provide a response to the lighting levels in the surrounding space to execute a given programmed scenario.

[0068] Accelerometers and gyroscopes can detect the position and movement of the device (100) in space, during its tilt, rotation, and other types of position changes.

[0069] The GNSS module is a standard solution for receiving satellite coordinates, using protocols such as GPS, GLONASS, and BeiDou.

[0070] The proximity sensor provides a response when the device (100) is in proximity to any object.

[0071] The Hall sensor measures the magnetic field, allowing control of the display (103) or game play. The above sensors also improve geo-location.

[0072] Magnetometers provide measurements of the Earth's magnetic field.

[0073] Temperature sensors can be used to measure ambient temperature, humidity, air rarefaction, etc.

[0074] The radio wave transceiver and / or wireless communication transceiver can be used to receive radio signals and establish a wireless data exchange channel with an external connection device through a communication protocol (e.g., Bluetooth, NFC, Wi-Fi, BLE, RFID, etc.).

[0075] The vibration generating device may be implemented in the form of a vibration element, for example, a vibration unit that creates vibrations.

[0076] An ADC may also be used in the device (100) to convert the sensor data into digital form for transmission to the processor (101).

[0077] The device (100) can be operated in different ways: contact (pressing, tilting, shaking or bumping) and non-contact (light, sound or radio waves). The influence can come from the user (pressing, sound and movement) or from the external environment (radio waves, sound, light or vibration). The claimed solution is not limited to the above mentioned ways of participation. All influences are detected by the device sensors, which provide signals that enter the processor (101).

[0078] Data from the processor (101) sends a separate control signal for each button (106) on the surface of the device (100), specifically what color and how strong the head (105) of each button (106) needs to be lit. All buttons (106) form a single display (103) consisting of buttons (106) with light-emitting heads (105) arranged next to each other. Thus, the processor (101) generates an image on the keyboard display (103).

[0079] Due to the large number of pixels formed by the buttons (106) of the head (105), the display (103) can create various types of images, such as readable letters, numbers, pictures, animations or videos. The processor (101) also controls all additional and basic elements of the device (100), ensuring continuous two-way interaction between the user and the device (100). When the device (100) is impacted, the user will get a reaction. For example, by pressing a button (106) on the display (103), the course of the game can be changed, or the image can be changed, or the location of the press will become the new direction of movement of the object on the screen. Examples of actual interaction with the device (100) will be further disclosed in these application materials.

[0080] In the passive state of the device (100), it can be in a standby mode, in which the display (103) is turned off or a screen saver is running. Activation can be achieved by pressing certain points of the device (100). For example, these points can be briefly illuminated by shaking the device (100). If these points are not pressed within the allotted time, the device (100) will switch back to the standby mode.

[0081] The device (100) can also be activated by sound or other influences. After the device (100) is turned on, it can display the available functions in the form of images on the display (103). The desired game or function can be selected on the screen when it is displayed, or, knowing its name or number, it is also possible to switch to the specified game or function immediately by voice control or pressing a button (106) on the display (103). The device (100) has a solid housing without any fragile protruding or rotating parts, which provides increased reliability and durability. The housing can be dustproof and waterproof.

[0082] The mechanical reaction of the buttons on the display (103) provides a new good feeling for the user, providing a new game space format and a new portable electronic digital device for entertainment and education compared to touch screen displays. In the claimed invention, when using the keyboard display, a person gets a completely new feeling: when pressing it, the physical movement of the button is felt by his or her finger muscles, and then the button presses the finger back to the initial level due to the built-in spring. Therefore, the up and down movement of the button gives the user the opportunity to experience a new tactile feeling. And these physical feelings of pressing through the light-emitting display, or the feeling of tactile button pressing, are a completely new solution for multi-pixel displays capable of displaying complex high-quality images (pictures, videos or texts).

[0083] Furthermore, when interacting with the device (100), a certain portion of the display (103) can be blocked, which makes it possible to exclude misreading (pressing) of that portion (or portions) of the device (100) that is not involved in the process of forming a response. For example, when holding the device in the air with two hands, the area of ​​the display (103) in contact with the user's hand will be blocked, and only the active portion or portions of the display (103) will remain available for interaction.

[0084] The device (100) constantly monitors its position in space and, following any rotation, monitors the position of the back of the volumetric display (103) and to the side of the user.

[0085] Two methods have been developed to protect the device (100) from accidental compression by the supporting hand:

[0086] a. Possible inactive areas are shown on the display and the user can select the desired area by simply pressing a button on its border. After that, the device position sensor quickly detects the back of the display (116) and the user's side (115) and monitors and disables it in any rotation of the device. If the user is standing and looking at the device from above (114), then the bottom part will be turned off. If the user is sitting and looking at it at an angle (114), then the opposite part will be turned off at the same angle. If the user is lying down and holding the device on top, then the back side will be the top of the device and it will be turned off (Figure 8);

[0087] b. AI logic can also be used to avoid the influence of the supporting hand, when the device determines which presses are due to the fact that the device is supported and which are intentional actions required by the user to control the device. False presses by the supporting hand are completely ignored. In this implementation, the position of the device in space does not matter at all.

[0088] Another feature of the claimed invention is that the device (100) can have a free, unoccupied internal space. This allows placing other devices or objects of completely different purposes therein, such as: wireless headphones, cameras / camcorders, blood glucose meters, pulse oximeters, intercoms, alarm systems, security systems, radio baby monitors, registers, power bank batteries, speakers, thermometers; barometers; alcohol testers, etc.

[0089] The device (100) may have an openable portion (lid (111, 112)) to access the internal space. Such a structure allows the internal space to be used to accommodate various additional built-in devices and objects with different functions and access them separately.

[0090] All additional devices or objects have the same overall dimensions to fit within the interior space. They can also have a separate contact point if desired. Any additional device simply slides into the body of the claimed device (100) and automatically connects to the power supply and processor via a universal connector.

[0091] For example, FIG7 shows a device (100) with a built-in camera / camcorder (113). One of the covers (112) has a built-in video display, and when the lens cover (111) is opened, the second cover (111) becomes a sunshade for the lens. When the lens cover (111) is opened, the camera (113) automatically turns on. The other cover (112) faces the user from the inside and has a video touch screen on which the image from the camera can be played and the recording data can be displayed on the same screen, which the user can control via the touch screen display. The main functions of starting and stopping video recording and shutter release are copied to the external volume display (103) of the device (100) for convenience, and you can record by opening the lens cover (111) with the back cover closed (112). After recording, the video recording with sound can be viewed on the built-in internal display. The recording is performed on a removable flash memory card.

[0092] An electronic device with a three-dimensional display (103) operates as follows: Inside the device there is a microprocessor, power source and sensors. These are connected to a three-dimensional display located on the surface of the device (103). The microprocessor generates an image on the display (103) that can occupy the entire surface area. If the device screen is viewed from all sides, the overall view of such a three-dimensional image becomes clear. The surface of the device has light elements that can form the image. The user can control the device by one or more functions that affect:

[0093] Pressing, tilting, shaking, sound, light, radio waves, moving in space, etc. The surface of the device consists of mechanical micro-buttons with luminous heads, which are close to each other to form a continuous smooth honeycomb surface, which becomes a screen on which pixel images can be formed. An important feature of this electronic device is its interactivity. For example, by pressing a button on the device display, the course of a game or the image can be changed, or such a press will be regarded as a selected direction in which an object on the screen moves in the direction of the press. The user can perform other operations in a similar way. The device is designed with a solid housing without any protruding or rotating parts, which provides increased reliability and durability.

[0094] 6A to 6I show some examples of interacting with the device. Several scenarios of interacting with the present invention will be discussed below.

[0095] Snake (game)

[0096] On the display (103), a point of light appears at any place moving in a straight line. Light pixels (105) light up and go out in sequence on the surface of the display (103), creating the effect of movement. At the same place, a fixed point of light appears on the display (103), which needs to be "eaten" by the moving snake and its length increases. The goal of the game is to collect as many points as possible and not to cross the tail of your snake, which will lead to the end of the game. The image on the display (103) is formed by a program loaded into the device memory (102) and executed by the processor (101). The user sees this image on the screen (101) and interacts with the pixels (105) by means of buttons (106) to direct the direction of movement of the snake. To do this, the user needs to press the surface of the display (103) from the side where the snake needs to turn. It does not matter which pixel is pressed; the only thing that matters is the position of this pixel relative to the snake's head.

[0097] The signal of the button pressed (106) goes to the processor (101) and gives a response signal to let the snake move in that direction. The signal from the processor (101) is sent to the display (103) to provide an activation LED (107) to highlight that the snake is moving in the correct direction. If the snake crosses its own tail, the program recognizes this as the end of the game and displays (103) the score.

[0098] During the game, it does not matter how many sides the device (100) has, all faces or sides are considered as a single three-dimensional display (103). The image is formed by the processor (101) at once on the entire area of ​​the three-dimensional display (103), or only on the part facing the user due to a function to avoid erroneous operation on the device (100).

[0099] Battleship (game)

[0100] You can play with a partner who has a similar device (100), and then the digital data is transmitted through the radio channel, and the processor (101) of the device (100) will maintain the single logic of the game.

[0101] You can also play together on the same device (100). To do this, the battle scene is drawn on opposite sides of the three-dimensional display (103). You can also play alone. Then your opponent will be the logic of the processor.

[0102] At the start of the game, the user draws their own "ship" on the display (103) surface by pressing the desired pixels (105). Unlike the Snake game, this game keeps track of the exact pixels pressed and compares the pixels that are lit. Only the pixels (105) of the buttons (106) that were pressed are lit. This logic is used in any given game. The button (106) and its corresponding pixel (105) become a "shot" and then a check is made to see if there is an enemy ship at that point. If it hits, then that pixel (105) lights up red and a blast sound is played, if it doesn't hit, then the pixel flashes red and then turns off and a splash sound is heard.

[0103] Tetris

[0104] This well-known game is particularly interesting on this device, because the game is played on a three-dimensional display (103) and the graphics need to be stacked from all sides. The movement and rotation of the graphics can be controlled simultaneously by different influences: either by pressing the display or by tilting the device.

[0105] Globe (educational program)

[0106] A device (100) of any shape displays a physical map of the world on the full area of ​​its display (103). If the shape of the device (100) is spherical (FIG. 6H), then the user sees a globe. The device (100) calls up a geographic object (continent, country, city, ocean, mountain range, etc.) and the user must press the corresponding location on the globe. The device (100) tracks accuracy and assesses the user's knowledge score. A device (100) with such a program can also be used as a testing tool for educational institutions.

[0107] Maze (game)

[0108] The device (100) forms an arbitrary maze on the entire surface of the three-dimensional display (103). A unique feature is that the maze is endless because the maze covers all sides of the device (100), and therefore, the maze has no boundaries and outer walls. No other known device can provide a similar game scene. You can control the passage through the maze by pressing the display (103) or tilting the device (100). The goal of the game is to reach the treasure in the shortest possible time. Multiple users can play on the same virtual field on multiple devices (100) of the same type, when everyone plays on their own device (100), and everyone can see the opponent's colored dots on their own maze. To perform this, all devices (100) communicate via a radio channel, and the processor of the device (100) coordinates the movement of all players on a single game field. The game develops spatial thinking, strategy and intuition.

[0109] Catch the rabbit (game)

[0110] A bright white dot runs randomly on all sides on the display (103) of the device (100). It stops, jumps to the other side of the device (100) and continues running, changing speed nonlinearly. By quickly rotating the device (100), the user should track the dot with his eyes as quickly as possible and catch up with the bunny by pressing on it. Each new stage makes the chase more complex: the speed and randomness of the bunny's movements increase. The game trains fine motor skills, attention and reactions.

Claims

1. An interactive electronic device, characterized in that: include: a shell; at least one processor coupled to the storage device; a display fabricated over the entire exterior surface of the housing, wherein the display is formed by a series of closely spaced illuminated buttons, each button including a transparent head and forming a pixel of the display; The buttons allow for user interaction and, through the processor, display of an image formed by the array of illuminated buttons.

2. The device according to claim 1, characterized in that The button comprises at least one LED.

3. The device according to claim 2, characterized in that The LED is placed on the housing.

4. The device according to claim 3, characterized in that A pixel of the display comprises at least one LED.

5. The device according to claim 1, characterized in that A sound module is also included to reproduce the audio signal.

6. The device according to claim 5, characterized in that The sound module is activated when at least one button forming the display is pressed.

7. The device according to claim 1, characterized in that Also included is a light sensor.

8. The device according to claim 1, characterized in that Additionally contains an accelerometer.

9. The device according to claim 1, characterized in that Also includes a gyroscope.

10. The device according to claim 1, characterized in that A GNSS module is also included.

11. The device according to claim 1, characterized in that A proximity sensor is also included.

12. The device according to claim 1, characterized in that A Hall sensor is also included.

13. The device according to claim 1, characterized in that Also includes a magnetometer.

14. The device according to claim 1, characterized in that A temperature sensor is also included.

15. The device according to claim 1, characterized in that An ADC is also included.

16. The device according to claim 1, characterized in that Wherein the processor prevents reading user interactions from at least a portion of the display.

17. The device according to claim 1, characterized in that Also includes a radio wave transceiver.

18. The device according to claim 1, characterized in that Also included is a vibration generator.

19. The device according to claim 1, characterized in that A device position sensor is also included to disable a portion of the display.

20. The device according to claim 1, characterized in that Also included is an AI to deactivate a portion of the display.

21. A method for interacting with a device according to any one of claims 1 to 20, characterized in that: The method comprises using a processor in the device to perform the following steps: Acquiring data representing user interaction by reading taps on the display; activating a gaming process during which an image is formed on at least a portion of the display; reading user interactions with the display during gameplay; And based on these reading results, changes in the game process are generated on at least part of the display of the device.