Game score determination system
The game score determination system addresses the limitations of existing sports engagement devices by using wearable electronic devices for automated scoring, enabling simultaneous multi-user participation and safety through lightweight, flexible designs.
Patent Information
- Application Number
- JP2024146020
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-09
- Publication Date
- 2026-02-24
AI Technical Summary
Existing sports engagement devices require human visual judgment for scoring, are unsuitable for simultaneous use by many people, and pose safety issues due to weight and design.
A game score determination system comprising wearable electronic devices with pressure detection units, signal processing, and communication units that automate scoring without human intervention, allowing simultaneous use by many and reducing weight through flexible materials.
The system provides fair, automated scoring that can be used over wide areas, supports various activities, and enhances safety by being lightweight and wearable, eliminating the need for referees and reducing cheating.
Smart Images

Figure 2026031287000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game scoring system that detects the actions and interactions of one or more users and determines the results of those actions, and in particular to a system that can be applied to detecting and determining the actions and interactions of users in sports competitions, recreational activities (including tag and sword fighting), fitness training, etc. [Background technology]
[0002] 2. Description of the Related Art Conventionally, a sports engagement device described in Patent Document 1 is known as a system for detecting and determining user actions and interactions.
[0003] The sports fighting device described in Patent Document 1 has a sensor means provided on the rod-shaped fighting implement body for detecting contact with an object, and has a configuration in which the detection result of this sensor means is transmitted to a display unit via wireless communication. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6062592 Summary of the Invention [Problem to be solved by the invention]
[0005] However, the sports fighting device described in Patent Document 1 has problems in that it is difficult to determine whether an object touching the fighting tool body is the target object, and the score in the game requires visual judgment by a human, making it unsuitable for simultaneous use by many people or for use over a wide area. Furthermore, because various devices are built into the fighting tool body, the fighting tool becomes heavy, posing safety issues during use, for example.
[0006] The present invention has been made in consideration of the above problems, and aims to provide a game score determination system that does not require human judgment, can be used by many people simultaneously, and can be widely used. Another aim is to make the device wearable on the user's body, thereby reducing the weight of weapons used in games and improving safety. [Means for solving the problem]
[0007] In order to solve the above problem, one embodiment of the present invention provides a game score determination system comprising at least one electronic wearable device attached to a user's body and a game score determination device that performs processing related to the score determination of a game performed using the electronic wearable device, wherein the electronic wearable device comprises a pressure detection unit that detects pressure due to the user's movement or external contact and determines points, a signal processing unit that processes electrical signals input from the pressure detection unit, and a communication unit that transmits the electrical signal data processed by the signal processing unit to the game score determination device, and the game score determination device comprises a communication unit (game score determination device) that receives the signal data from the communication unit, a game score determination unit that processes the game determination result from the electrical signal data received from the communication unit (game score determination device), and a display unit that displays information related to the determination result. [Effects of the Invention]
[0008] According to the present invention, a game score determination system can be provided that does not require human judgment, can be used simultaneously by many people, and can be widely used. Furthermore, this system can be applied to a variety of activities, and can flexibly accommodate not only sports competitions but also recreational activities such as tag and sword fighting, fitness training, etc. Furthermore, by designing the device to be worn on the user's body, the equipment used can be made lightweight and can be constructed only from flexible materials such as sponge, improving safety.
[0009] Furthermore, this system allows games to be played over a physically unlimited range in a many-to-many network configuration, making it possible to hold large-scale events and use it over a wide area. Furthermore, since it is a fair system that does not require a referee and leaves no room for cheating, it is a groundbreaking system that users can play with peace of mind. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is a block diagram of a game score determination system. [Figure 2] FIG. 10 is a diagram showing seven-digit data input by the game score determination device. [Figure 3] FIG. 10 is a diagram of a game score determination system when multiple electronic garments are used. [Figure 4] FIG. 1 is a diagram of a game score determination system when using a Wi-Fi router. [Figure 5] FIG. 1 is a diagram of a game score determination system when using a server. [Figure 6] FIG. 10 is a diagram of a game score determination system when an information relay device is used. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, embodiments of the present invention will be described in detail with reference to the drawings.
[0012] 1 is a block diagram showing the overall configuration of a game score determination system according to one embodiment of the present invention. The game score determination system 1 of this embodiment includes one or more electronic wearing devices 10 and a game score determination device 20. The electronic wearing device 10 is worn on the user's body. The electronic wearing device 10 includes a pressure detection unit 11, a signal processing unit 12, a communication unit 13, a light emitting unit 14, and an audio output unit 15.
[0013] The pressure detection unit 11 is composed of a sheet-shaped pressure sensor measuring 3 cm square or larger. The pressure detection sensitivity range is set to 3 N or larger, and it can be set to detect impulse impacts, taking into account noise-like pressure changes caused by bodily movements. Specifically, this can be achieved by variably setting the threshold to, for example, +1 V (volts) or 1.5 times the voltage value, based on the moving average value of the voltage input from the pressure sensor to the signal processing unit.
[0014] The signal processing unit 12 is composed of, for example, a microcomputer (mPC), and processes the signal from the pressure detection unit 11. The following two methods can be considered as processing algorithms. (1) When the pressure sensor threshold is fixed: When there is an input that exceeds the preset pressure sensor threshold, the pressure sensor value is converted to 00 to 99, and a 5-digit ID is added at the beginning, resulting in a total of 7 digits of information that is sent to the game score determination device. (2) When the pressure sensor threshold is variable: To prevent erroneous responses due to noise-like changes in the pressure sensor value caused by body movement, the threshold is set to the moving average value of the past 0.3 seconds or so + α value. Thereafter, processing is carried out in the same manner as in (1) above.
[0015] The communication unit 13 can use an internet line such as Wi-Fi, Bluetooth Low Energy (BLE), or 4G / 5G. Communication is possible within 10 meters in the case of BLE, approximately 50 meters square in the case of Wi-Fi, and an unlimited range when using an internet line.
[0016] The light emitting unit 14 is composed of, for example, an LED, and lights up or flashes depending on the game situation. Specifically, it has a function of shining a different color at the same time as detecting pressure. For example, in the case of a one-player, two-machine game, it is possible to set it so that Team A is always blue and Team B is always red, and if they are hit by the opponent, they will light up green for one second.
[0017] The audio output unit 15 outputs audio and sound effects according to the game situation.
[0018] The game score determination device 20 is configured as a portable information terminal such as a tablet terminal or a smartphone. The game score determination device 20 receives data from a plurality of electronic wearing devices 10, performs determination processing based on a preset algorithm, and displays the results. Specifically, the game score determination device 20 includes a communication unit (game score determination device) 21, a data processing unit 22, a display control unit 23, and a storage unit 24.
[0019] The communication unit (game score determination device) 21 receives wireless signals from the electronic wearing device 10. An example of the received signal is shown in FIG. 2. The data processing unit 22 divides the received seven-digit data into three-digit user information, two-digit body part information, and two-digit pressure sensor data, and performs appropriate score calculations. The display control unit 23 outputs the generated determination results to a display screen. The memory unit 24 stores various data and programs.
[0020] Next, a specific example of how this system can be used will be described.
[0021] (Example 1: Sword Fighting Competition) An example will be described in which this system is applied to a sword fighting competition. In this example, two or more users each wear one or more electronic wearing devices 10 on their arms, torsos, etc. The users hold rod-shaped swords made of safe materials such as sponge or foamed polyethylene, and aim and strike the opponent's electronic wearing device 10. When the pressure detection unit 11 of the electronic wearing device 10 detects pressure above a certain level, that information is sent to the game score determination device 20, and the score is displayed.
[0022] When two people play, the first person to hit the other person's electronic attachment 10 wins. When three or more people play, various rules can be set, such as a format in which everyone is an enemy, or a format in which players are divided into multiple teams. Also, various rules can be set, such as a multiple-point system instead of a single-point system, or a point system based on the location of the attachment.
[0023] (Example 2: Tag) An example of applying this system to tag will be described. In this example, a user wears the electronic wearing device 10 on their body and earns points by touching the pressure detection unit 11 of the other user's electronic wearing device 10 with their hand. This game can be played by two or more users, and in addition to the usual rules of tag, points can be calculated based on the number of touches and the time. When there are many users, various rules can be set, such as dividing into multiple teams.
[0024] (Example 3: Fitness / Reaction Game) An example of applying this system to a fitness or reaction game will be described. In this example, multiple electronic harnesses 10 are placed on a humanoid model or on a field. When the light-emitting section 14 of each electronic harness 10 lights up, the user hits the electronic harness 10 with a stick or touches it with their hand or body. The light-emitting pattern is pre-programmed, and the user's goal is to react to as many electronic harnesses 10 as possible within the time limit.
[0025] This game can be played by one person, but if two or more people play, a time attack style match is also possible. In addition, the light emitting unit 14 of any electronic wearing device 10 can be turned on from the game score determination device 20, so that training can be divided into two parts: one person who hits the electronic wearing device 10 and one person who operates the game score determination device 20.
[0026] Next, an example of the communication configuration of this system will be described.
[0027] (Communication Configuration Example 1: Direct Connection) Figure 3 shows a communication configuration example when the electronic wearing device 10 and the game score determination device 20 are directly connected using BLE or the like. In this configuration, multiple electronic wearing devices 10 and game score determination devices 20 such as tablets are directly connected via BLE. This configuration is suitable for use over relatively short distances.
[0028] (Communication Configuration Example 2: Wi-Fi Connection) Figure 4 shows an example of a communication configuration using Wi-Fi. In this configuration, the electronic wearing device 10, a Wi-Fi router 30, and one or more game score determination devices 20 are connected via Wi-Fi. By using multiple game score determination devices 20, one can be used for management purposes and the others can be used as displays for spectators.
[0029] (Communication Configuration Example 3: Using a Server) Figure 5 shows an example of a communication configuration using a server. In this configuration, information from the electronic wearing device 10 is sent to the server 40 via a Wi-Fi router 30, and the game score determination device 20 accesses the server 40 to obtain the information. This configuration allows connection from a remote location via the Internet or local use.
[0030] (Communication Configuration Example 4: Using an Information Relay Device) FIG. 6 shows an example of a communication configuration using an information relay device. In this configuration, each user's electronic wearing device 10 is connected to an information relay device 50 (e.g., a smartphone) assigned to that user via BLE. The information relay device 50 uploads the received information to a server 40 via an Internet line, and the game score determination device 20 obtains the information from the server 40. This configuration makes it possible to grasp the status of each user in real time.
[0031] This system has multiple game modes and difficulty setting functions. For example, the following modes are possible: General match: Each team loses if a specific user is hit. The game ends when pressure from a specific user ID is detected. Time limit: The team that earns the most points within a certain time period wins. Total annihilation: The team that annihilates the opposing team wins (each player loses if they are hit once, or twice, for example).
[0032] As for difficulty settings, for example, basically if you are hit twice you are kicked out of the game, but if a specific user is hit three times they will be kicked out, and so on. Handicaps can be set for each user.
[0033] The system's expandability could include adding the following functions and linking it to other devices: Improved time accuracy using an RTC (real-time clock) to enable more accurate judgments; Improved gameplay, such as increasing interactivity with the game score judgment device and increasing user endurance through charges; and improved entertainment value, by combining electronic wearable devices with GNSS to track each user's movements.
[0034] Regarding data security and user privacy, the company will obtain users' consent in advance. It is also considering implementing servers and processing programs that can withstand large-scale simultaneous access, with the aim of using the system for large-scale events and tournaments.
[0035] The most important features of this invention are that the device is attached to the body, not to the weapon, and that the game can be played in a many-to-many network configuration with no physical limitations. This opens up the possibility of a wide range of applications, such as the realization of a sword-fighting version of survival games and application to VR technology.
[0036] Furthermore, this invention automates the role of refereeing, which is necessary in many sports and games, and provides a fair system that does not rely on assumptions of good faith. This is an innovative system that allows users to play safely even in large play areas without suspicion of cheating.
[0037] Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments and various modifications are possible without departing from the spirit of the present invention. For example, the type and number of sensors, communication method, data processing algorithm, etc. can be modified as appropriate depending on the application and environment.
[0038] The game score determination system of the present invention has various applications due to its flexibility and expandability. Further examples and future development possibilities will be described below.
[0039] (Example 4: System for large-scale events) An example of applying this system to a large-scale event will be shown. In this example, 100 players are divided into two teams of 50 players each and compete against each other. Each player wears two electronic harnesses 10 on both arms. The first three digits of the ID of the electronic harness 10 are set to 001 to 050 for Team A and 051 to 100 for Team B, and the last two digits are set to 01 for the arm holding the weapon and 02 for the opposite arm.
[0040] This setting allows the game score determination device 20 to display not only the total score of each team, but also detailed information such as the score status of each individual player and which body part was attacked in real time. Also, the situation of the game can be presented to spectators in an easy-to-understand manner using a large screen.
[0041] (Example 5: Rehabilitation Support System) This example shows the application of this system to rehabilitation support. In this example, multiple electronic garments 10 are arranged in accordance with the patient's movement training, and the patient touches the electronic garments 10 in the instructed order. The system automatically records the patient's movement speed, accuracy, reach, etc., and can objectively evaluate the progress of rehabilitation.
[0042] Furthermore, incorporating a game element can help maintain the patient's motivation. For example, the difficulty level can be adjusted by gradually increasing the complexity of the light emission patterns of the electronic wearing device 10 that the patient needs to touch.
[0043] The system of the present invention is expected to have the following future developments: Integration of AI functions: Using deep learning technology, it is possible to develop a system that analyzes a player's movement patterns and proposes the optimal training menu for each individual player. Integration with AR (Augmented Reality) technology: By combining the position information of the electronic garment 10 with AR technology, it is possible to display virtual obstacles and targets in real space, providing a more immersive gaming experience. Linkage with wearable devices: By linking with wearable devices equipped with a heart rate monitor, acceleration sensor, etc., it is possible to monitor the player's physical condition in real time, improving safety and enabling more detailed performance analysis.
[0044] The game score determination system of the present invention is expected to be used not only in the entertainment field but also in a wide range of fields such as education, sports training, rehabilitation, etc. In particular, its objective determination and instant feedback capabilities give it a significant advantage over conventional systems that rely on human judgment.
[0045] Furthermore, the difficulty level of this system can be adjusted according to the user's age and physical ability, making it suitable for a wide range of users. This makes it promising as a communication tool that transcends generations.
[0046] Furthermore, by utilizing the system's data collection and analysis functions, it is possible to track the progress and trends of a user's athletic ability over the long term, which could be used in a variety of situations, such as personal health management and athlete development.
[0047] This invention is a field where further development is expected as technology advances, and continuous improvements and exploration of new application methods are necessary.
[0048] Although the embodiments of the present invention have been described in detail above, these descriptions do not limit the scope of the present invention. It is clear that those skilled in the art can make various changes, modifications, and additions without departing from the spirit of the present invention. [Explanation of symbols] 1 Game score determination system 10 Electronic wearing device 11 Pressure detection unit 12 Signal processing unit 13 Communication unit 14 Light emitting unit 15 Audio output unit 20 Game score determination device 21 Communication unit (game score determination device) 22 Data processing unit 23 Display unit 24 Memory unit 30 Wi-Fi router 40 Server 50 Information relay device (smartphone, etc.)
Claims
1. The game system includes at least one electronic wearable device that is worn on the user's body, and a game score determination device that performs processing related to score determination for a game that is played using the electronic wearable device, The electronic mounting fixture includes: a pressure or capacitance detection unit for detecting a change in pressure or capacitance due to a user's movement or external contact and determining a point; a signal processing unit for processing an electrical signal input from the pressure or capacitance detection unit; a communication unit for transmitting electrical signal data relating to the electrical signal processed by the signal processing unit to the game score determination device, The game score determination device a communication unit (game score determination device) that receives the signal data from the communication unit; a game score determination unit that processes the game determination result from the electrical signal data received from the communication unit (game score determination device); a display unit that displays information about the determination result. A game score determination system.
2. 2. The game score determination system of claim 1, wherein the pressure detection unit is composed of a sheet-shaped pressure sensor, and the signal processing unit has a function of linking information from the pressure sensor with its own ID and transmitting it to the communication unit (game score determination device).
3. 3. The game score determination system according to claim 1, wherein the electronic wearing device further comprises at least one of a light-emitting unit and a sound output unit, and the light-emitting unit or the sound output unit has a function of detecting a change in pressure or capacitance and changing its state.
4. 4. The game score determination system according to claim 1, wherein the communication unit is capable of directly or indirectly communicating with the communication unit (game score determination device) using wireless communication technology, and the game score determination device has the function of identifying user information, body part information, pressure sensor or capacitance data using data received from the electronic wearing device, and calculating and displaying an appropriate score.
5. 5. The game score determination system according to claim 1, further comprising a plurality of electronic attachments, which can be attached to a person or a humanoid model, or placed on a field for use, and which is capable of realizing a game in which a user performs a predetermined action on each electronic attachment in response to a change in the state of each electronic attachment.
Citation Information
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