Game device

The game device dynamically adjusts the target field based on player and object positions using sensors and calculation units, improving gameplay variability and player engagement through adjustable difficulty levels and safer interactions.

JP7851859B2Active Publication Date: 2026-04-27LYMB IO GMBH
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
LYMB IO GMBH
Filing Date
2020-12-21
Publication Date
2026-04-27

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Patent Text Reader

Abstract

The present invention relates to a gaming device (1) having a display surface (2), a game space (8) allocated to the display surface (2), a sensor system (3) configured to detect a collision location (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 a player (5) in at least a part of the game space (8), and a calculation unit (15) configured to determine a target field (7) on the display surface (2) using the positions, the gaming device (1) being configured to display the target field (7) on the display surface (2) and to ascertain whether the collision location (11) is within the target field (7).
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Description

Technical Field

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

Background Art

[0002] Rebound sports is a sport in which two players or two teams pass an object such as a ball to each other via a wall while following a specific set of rules and trying to make the opponent miss when receiving or returning the ball. A miss by one becomes a score for the other and / or gives the other the right to serve. Squash is a rebound sport. Rebound sports can also be understood to mean that a single player passes an object to himself or herself via a wall. The wall can be flat, curved or an edge. The object should be understood to mean any means playable towards the wall so that it bounces back from the wall. There is known a game device for rebound sports in which a target field is displayed on the wall that the player hits with the ball. Here, the target field can change over time.

Summary of the Invention

Problems to be Solved by the Invention

[0003] An object of the present invention is to improve known game devices.

Means for Solving the Problems

[0004] The game device according to the present invention includes a display surface, a game space designated on the display surface, a sensor system configured to detect a collision location of an object on the display surface, an acquisition system configured to detect a position of an object and / or 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, and the game device is configured to display a target field on the display surface and to check whether the collision location is within the target field.

[0005] Using the game device according to the present invention, it is now possible to determine a target field that is adjusted to the positions of objects and / or players. This opens up many new ways of controlling the game that players play. At the same time, a sensor system can be used to determine whether the collision site is within the target field, i.e., whether the object has hit the target field. In this way, an improved game device is provided. The game can be controlled to be variable, for example. Therefore, when playing an object such that the collision site is within the target field, the target field can be determined such that the player always has to move a few steps to reach the object again afterward.

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

[0007] Alternatively, or in addition, the acquisition system may include a laser scanner and / or a touch-sensing floor. The laser scanner may also be configured to determine the distance of points of objects and / or players from the laser scanner. The touch-sensing floor may be adjacent to the game space at the lower edge of the game space and may be configured to determine the position of objects and / or players by contact with the touch-sensing floor.

[0008] The game device preferably includes a projector configured to project a target field onto a display surface. Using the projector, it is particularly easy to remodel existing game spaces, such as squash courts, and thus convert them into the game device according to the present invention. Alternatively, the game device preferably includes a screen with a display surface.

[0009] The object is preferably a real object. Alternatively, the object is preferably a virtual object.

[0010] According to a first embodiment of the sensor system, the sensor system preferably includes a first row of parallel-arranged photoelectron sensors configured to determine the y-coordinate of the collision site. The sensor system may include a camera configured to determine the z-coordinate of the collision site. As an alternative to the camera, the sensor system may include a second row of parallel-arranged photoelectron sensors configured to determine the z-coordinate of the collision site. 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 includes a camera configured to determine the y and z coordinates of the collision location. According to the second embodiment, the object is a real object.

[0012] In a third embodiment of the sensor system, the game device may include a screen implemented as a touchscreen, and thus forming at least part of the sensor system. The touchscreen may be configured to detect the y and z coordinates of the collision location. To this end, the touchscreen may include, for example, a pressure sensor, a light sensor, a touch-sensing film, and / or a touch-sensing conductive paint. According to the third embodiment, the object is a real object.

[0013] In a fourth embodiment of the sensor system, the sensor system may be at least partially formed by an acquisition system, and the sensor system may be configured to derive a collision location from the player's position and / or movement. For example, a tennis racket stroke can be simulated from the movement of the player's arm. According to the fourth embodiment, the object is a virtual object.

[0014] In all embodiments of the sensor system, the y-axis, which belongs to the y-coordinate, may be positioned perpendicular to the z-axis, which belongs to the z-coordinate. In all embodiments of the sensor system, the y-axis may be positioned horizontally, and the z-axis may be positioned 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 may be configured to determine whether the collision site is within the target field. Alternatively, the game device may include a further computing unit configured to determine whether the collision site is within the target field. The further computing unit may also be a personal computer and / or a server.

[0017] The object is preferably a flying object.

[0018] The object is preferably a ball, medicine ball, or frisbee.

[0019] Game devices preferably include objects.

[0020] The computing unit is preferably configured to use position to determine a target area to be placed in the game space based on predetermined rules, and to use the target area, position, and ballistic model of the object to determine the target field so that when a player plays an object toward the target field, the object enters the target area after bouncing off the display surface. The predetermined rules may be, for example, selected so that the target area is placed at the player's position. The result of this configuration is that the player does not have to move at all, or only moves slightly, to reach the object. This allows the player to concentrate on playing the object. Alternatively, the predetermined rules may be selected so that the target area is placed at a position other than the player's position. As a result, after playing the object, the player must change their position to reach the object, thereby training the player's physical strength, among other things. Here, the computing unit can be designed as a client computing unit, which can be used to input and / or remotely manipulate the predetermined rules, among other things, by 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 the trajectory of an object extending from its position across the display plane to the target point using a ballistic model, and to determine a target field around the intersection of the trajectories on the display plane. The larger the target field immediately determined by the computing unit, the larger the game space determined by it. The intersection may be located, for example, at the emphasis of the target field.

[0022] The target area or target point can be determined such that it changes when the position changes. Alternatively, the target area or target point can be determined based on the position of the object and / or player at a given time. This given time can coincide, for example, with the moment the object collides with the display surface, or it can be determined with a predetermined time delay from the moment the object collides with the display surface. Alternatively, the given time can coincide with the moment the object changes its direction of movement from away from the display surface to towards the display surface, or it can be determined with a predetermined time delay from the moment the object collides with the display surface.

[0023] In cases where the acquisition system is not configured to determine the position of an object, it is preferable that the calculation unit be configured to determine the position of an object based on the player's position. For example, the calculation unit may be configured to treat the position of an object as identical to the position of a player. In an alternative example, the calculation unit may be configured to determine the position of an object at a position other than the player's position according to predetermined calculation rules. Here, the acquisition system is configured to distinguish whether the player is holding the racket with a forehand or backhand grip, and the predetermined calculation rules are thought to differ depending on whether the player is holding the racket with a forehand or backhand grip.

[0024] It is preferable that the ballistic model represents the force-free motion of the object. This is advantageous because it requires particularly little computation. Here, the computational unit may be configured to calculate the trajectory using the position of the object and the position of the target point, as well as taking into account the object's reflection off the display surface. It is not necessary to determine the object's velocity here. Here, the ballistic model may take into account the energy loss of the object's kinetic energy due to bouncing off the display surface. This makes the ballistic model significantly more realistic, so that the object reaches the target area with a high probability when played within the target field.

[0025] Alternatively, it is preferable that the ballistic model includes acceleration due to gravity. This makes the ballistic model significantly more realistic, and as a result, the object reaches the target area with a high probability when played within the target field. It is preferable that the ballistic model takes into account the energy loss of the object's kinetic energy due to bouncing off the display surface. This makes the ballistic model significantly more realistic, and as a result, the object reaches the target area with a high probability when played within the target field. In addition, it is preferable that the ballistic model takes into account air friction resistance. When the ballistic model takes into account acceleration due to gravity, energy loss of the object's kinetic energy due to bouncing off the display surface, and air friction resistance, the probability of the object reaching the target area when played within the target field is significantly higher.

[0026] The ballistic model preferably includes the initial velocity of the object at the position of the object or the final velocity of the object at the target point. The normal initial velocity that occurs when playing the object can be selected as the initial velocity. This velocity can be, for example, the normal velocity when a player hits a squash ball or a tennis ball with a racket, throws a handball, or kicks a football. The normal velocity that occurs after bouncing into the target area or at the target point can be selected as the final velocity. Since the ballistic model includes the initial velocity or the final velocity, it is not necessary to measure the velocity of the object, so that the player can determine and display the target field before playing the object. Since the equations of motion are solved using the position and initial velocity of the object as the initial conditions of the equations of motion, for example, the trajectory can now be calculated. The direction of the object belonging to the initial velocity can be changed until the trajectory enters the acceptance area around the target point. Alternatively, the equations of motion can be solved using the position of the object, the target point, and the final velocity as the boundary conditions.

[0027] Preferably, a plurality of predetermined rules each having a different difficulty level for the player when played on the game device are stored in the calculation unit. By selecting a previously determined rule, it becomes possible to change the difficulty level this time.

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

[0029] The acquisition system is configured to determine the number of players, and it is preferable that different predetermined rules or a different set of predetermined rules are stored in the calculation unit for each number of players in each case. Thereby, it is possible to automatically adjust the predetermined rules according to the number of players.

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

[0031] It is preferable that the acquisition system is configured to determine the positions of at least two players, and that the calculation unit is configured to use the positions of at least two players to determine the target area. This allows the game to be controlled so that collisions between at least two players are unlikely to occur, thus reducing the risk of injury. Thus, the target field can be determined such that, for example, one player must move away from the other player in order to reach an object, or move only a short distance toward the other player.

[0032] The acquisition system is preferably configured to determine the viewpoint position of the player within a portion of the game space and to adjust the appearance of the image displayed on the display surface to match the viewpoint position. Thus, when using the game device, the player will have a particularly good visual experience. The acquisition system may be configured to determine the positions of the player's eyes and to determine the viewpoint position as the center point of the positions of the two eyes. Similarly, the acquisition system may be configured to detect the head and to determine the viewpoint position, for example, as the center point of the head or as the center point of a plane located at the edge of the head facing the display surface.

[0033] The acquisition system is preferably configured to recognize whether an object was played by a player's hand or a player's foot. If the object was played by a hand, a different set of predetermined rules can be given to the calculation unit compared to when the object was played by a foot.

[0034] The acquisition system is preferably configured to recognize whether the player is holding a racket in their hand, and in particular whether the object was played with the racket. If the player is holding a racket in their hand, a different set of predetermined rules can be given to the calculation unit, which differ from the rules given when the object was played with the hand or foot.

[0035] The acquisition system is preferably configured to recognize whether an object was played according to a set of rules belonging to the game device. This helps prevent cheating in the game.

[0036] The game device is preferably configured to allow the use of rebound sports, particularly squash, tennis, volleyball, shooting sports, particularly archery, or American football.

[0037] The device according to the present invention includes two game devices or two preferred embodiments of game devices according to the present invention, configured to display a position acquired by one game device on the other game device. The two game devices can be placed in different locations so that two players or two teams can play against each other or against each other at a distance from each other. The position can be displayed on the display surface of the other game device. Preferably, the device is configured to display the positions acquired in both game devices in the other game device, specifically on the display surface of the game device.

[0038] The present invention will be described in more detail below with reference to the attached schematic diagram. [Brief explanation of the drawing]

[0039] [Figure 1] A perspective view of the game device is shown. [Figure 2] A first embodiment relating to the prescribed rules is shown. [Figure 3] A second embodiment relating to the prescribed rules is shown. [Figure 4] A third embodiment relating to the prescribed rules is shown. [Modes for carrying out the invention]

[0040] As shown in Figure 1, the game device 1 includes a display surface 2, a game space 8 assigned to the display surface 2, a sensor system 3 configured to detect collision locations 11 of an object 6 on the display surface 2, an acquisition system 4 configured to detect the positions of the object 6 and / or player 5 in at least a portion of the game space 8, and a computing unit 15 configured to determine a target field 7 on the display surface 2 using those positions. The game device 1 is configured to display the target field 7 on the display surface 2 and to determine whether the collision location 11 is within 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 server. The computing unit may be configured to determine whether the collision location is within the target field. Alternatively, the game device may include a further computing unit configured to determine whether the collision location is within the target field. The further computing unit may also be a personal computer and / or server. The object may be a flying object. For this purpose, the object 6 may be a ball, a medicine ball, or a frisbee. The game device 1 may include the object 6. It is conceivable that the target area 12 extends from the bottom edge to the top edge of the game space 8. It is also conceivable that the target area 12 extends only to a portion of the total height of the game space 8.

[0041] Figure 1 shows an exemplary coordinate system having x, y, and z axes, each positioned perpendicular to the other. The x and y axes are positioned horizontally, and the z axis is positioned vertically. The normal to display plane 2 is positioned parallel to the x axis.

[0042] Figure 1 shows that the acquisition system 4 may be positioned, for example, at the upper end of the display surface 2. The acquisition system 4 may include a depth camera. The depth camera is configured to record a two-dimensional or three-dimensional image of the game space 8, where each image point in the two-dimensional or three-dimensional image represents a distance value. The distance value may be, for example, the distance from the depth camera to a point on an object 6 and / or player 5. The depth camera may be configured to determine the distance, for example, by measuring the time of flight of an electromagnetic pulse.

[0043] Alternatively, or in addition, the acquisition system 4 may include a laser scanner and / or a touch-sensing floor 13. The laser scanner may also be configured to determine the distance of points of object 6 and / or player 5 from the laser scanner. The touch-sensing floor 13 may be able to border the game space 8 at its lower end and may be configured to determine the position of object 6 and / or player 5 by contact with the touch-sensing floor 13.

[0044] The game device 1 may include a projector configured to project a target field 7 onto a display surface 2. Alternatively, the game device 1 may include a screen that includes a display surface 2.

[0045] The object could be a real object. It is also possible that the object is a virtual object.

[0046] According to a first exemplary embodiment of the sensor system 3, the sensor system 3 may include a first row of parallel-arranged photoelectron sensors configured to determine the y-coordinate of the collision site 11, which belongs to the y-axis in Figure 1. The sensor system 3 may include a camera configured to determine the z-coordinate of the collision site 11, which belongs to the z-axis in Figure 1. The camera may be configured to determine the z-coordinate using the velocity and direction of the object 6 before and after bouncing off the collision site 11. As an alternative to the camera, the sensor system 3 may include a second row of parallel-arranged photoelectron sensors configured to determine the z-coordinate of the collision site 11. According to the first embodiment, the object may be a real object.

[0047] According to a second exemplary embodiment of the sensor system 3, the sensor system 3 preferably includes a camera configured to determine the y-coordinate of the collision location 11 belonging to the y-axis in Figure 1 and the z-coordinate belonging to the z-axis in Figure 1. According to the second embodiment, the object may be a real object.

[0048] In a third exemplary embodiment of the sensor system 3, the game device 1 may include a screen implemented as a touchscreen, and thus forming at least a part of the sensor system 3. The touchscreen may be configured to determine the y-coordinate of the collision location 11 belonging to the y-axis in Figure 1 and the z-coordinate belonging to the z-axis in Figure 1. According to the third embodiment, the object may be a real object.

[0049] In a fourth embodiment of the sensor system 3, the sensor system 3 may be at least partially formed by the acquisition system 4, and the sensor system 3 may be configured to derive the collision location from the position and / or movement of player 5. For this purpose, for example, a tennis racket stroke can be simulated from the movement of player 5's arm. According to the fourth embodiment, the object is a virtual object.

[0050] Figures 2 to 4 show that a computing unit 15 may be configured to determine a target area 12 to be placed in the game space 8 based on predetermined rules using position, and to determine the target field 7 so that when a player 5 plays the object 6 toward the target field 7, the object 6 enters the target area 12 after bouncing off the display surface 2. To this end, the computing unit 15 may 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 on the display surface 2 to the target point 9 using the trajectory model, and to determine the target field 7 around the intersection 14 of the trajectory 10 on the display surface 2. Here, the computing unit 15 can be designed as a client computing unit, and predetermined rules can be input into the computing unit 15 by a server and / or operated remotely, among other things.

[0051] To determine the trajectory 10, the acquisition system 4 may be configured to determine the position of object 6. In alternative cases where the acquisition system 4 is not configured to determine the position of object 6, the calculation unit 15 may be configured to determine the position of object 6 according to the position of player 5. For example, as shown in Figures 2 to 4, the calculation unit 15 may be configured to treat the position of object 6 as identical to the position of player 5. Alternatively, the calculation unit 15 may be configured to determine the position of object 6 according to predetermined calculation rules at a position other than the position of player 5. In this case, the acquisition system 4 is configured to distinguish whether player 5 is holding the racket with a forehand or backhand grip, and the predetermined calculation rules may differ depending on whether player 5 is holding the racket with a forehand or backhand grip.

[0052] The ballistic model is thought to represent the force-free motion of object 6. Here, the calculation unit 15 is thought to be configured to determine the trajectory 10 without using the object's velocity. Alternatively, the ballistic model is thought to take into account the forces acting in the calculation of the trajectory 10. Here, the calculation unit 15 is thought to be configured to take into account the velocity of object 6. Here, the ballistic model is thought to include the initial velocity of object 6 at the object's position or the final velocity of object 6 at the target point 9. In order to take into account the forces acting, the ballistic model may include acceleration due to gravity, may take into account air friction resistance, and / or may take into account the energy loss of the object's kinetic energy due to bouncing off the display surface 2.

[0053] Three exemplary embodiments of the prescribed rules are shown in Figures 2 to 4. The prescribed rules according to Figure 2 relate to a game in which only one of the players 5 is located in the game space 8. The prescribed rules according to Figure 3 relate to a game in which exactly two of the players 5 and 5' are located in the game space 8. The prescribed rules according to Figure 4 relate to a game in which exactly two of the players 5 and 5', or three or more of the players 5, 5', and 5'' are located in the game space 8. According to Figure 3, the game is played by players 5, 5', and 5'' using each of them and using only one object 6, whereas according to Figure 4, the game is played by adjacent players 5, 5', and 5'' using one individual object 6 for each of them.

[0054] In the embodiment shown in Figure 2, the target field 7 is selected such that a line parallel to the x-axis and passing through intersection 14 leads to the position adjacent to player 5. As a result, after player 5 plays object 6 within the target field 7, the player must then move to reach object 6 again. Alternatively, the line parallel to the x-axis and passing through intersection 14 could intersect with player 5. It is conceivable that a plurality of predetermined rules, each having a different difficulty level for player 5 when played on the game device 1, are stored in the calculation unit 15. Therefore, for example, when the difficulty level increases, the distance from that position to the target area 12 can be selected to be longer.

[0055] In the embodiment shown in Figure 3, the acquisition system 4 is configured to determine the positions of two of the players, namely the first player 5 and the second player 5'. In addition, the calculation unit 15 is configured to determine the target area 12 using the positions of the first player 5 and the second player 5'. The first player 5 plays the object 6 on the display surface, and the second player 5' reaches the object 6. The target area 12 may now be selected to be positioned next to the second player 5', facing the opposite direction from the first player 5. Thus, in order to reach the object 6, the second player 5' must move away from the first player 5. Alternatively, the target area 12 may be positioned at the position of the second player 5'. Thus, the second player 5' can concentrate on playing the object 6. The target area 12 may also be positioned between the first player 5 and the second player 5'. Thus, in order to reach the object 6, the second player 5' must move towards the first player 5. According to predetermined rules, it is conceivable that during a series of game plays, there may be alternations between the target area 12 positioned next to the second player 5' facing the opposite direction from the first player 5, the target area 12 positioned at the second player 5's position, and / or the target area 12 positioned between the first player 5 and the second player 5'. It is conceivable that multiple predetermined rules, each having a different difficulty level for the second player 5' when played on the game device 1, are stored in the calculation unit 15. Therefore, for example, when the difficulty level increases, the distance of the target area 12 from the second player 5's position may be selected to be even longer.

[0056] In the embodiment shown in Figure 3, the acquisition system 4 is configured to determine the positions of at least two of the players 5, 5', and 5''. In addition, the calculation unit 15 is configured to determine the target area 12 for each of the players 5, 5', and 5'' using the positions in each case. The target area 12 for each of the players 5, 5', and 5'' can be determined to be located between the players 5, 5', and 5'' belonging to the target area 12 and their neighboring players 5, 5', and 5'', or, if there is only one neighboring player 5'', it can be located next to player 5'' facing the opposite direction from the neighboring player 5'. It is conceivable that a number of predetermined rules, each having a different difficulty level for players 5, 5', and 5'' when playing on the game device 1, are stored in the calculation unit 15. Therefore, for example, when the difficulty level increases, the distance from that position to the target area 12 can be selected to be longer.

[0057] The acquisition system 4 may be configured to determine the number of players 5. Another set of predetermined rules may be further stored in the calculation unit 15 for each number of players 5 in each case. For example, the predetermined rule or set of predetermined rules may be the predetermined rules described with respect to Figures 2 to 4.

[0058] The acquisition system may be configured to determine the viewpoint position of player 5 within a portion of the game space 8 and to adjust the appearance of the image displayed on the display surface 2 to match the viewpoint position. To this end, the acquisition system may be configured to determine, for example, the positions of both of player 5's eyes and to determine the viewpoint position as the center point of the eye positions. Similarly, the acquisition system may be configured to detect the head and to determine the viewpoint position as, for example, the center point of the head or the center point of the surface located at the edge of the head facing the display surface.

[0059] The acquisition system 4 may be configured to recognize whether object 6 was played by player 5's hand or player 5's foot. The acquisition system 4 may also be configured to recognize whether player 5 is holding a racket in their hand, and in particular whether object 6 was played with the racket. Furthermore, the acquisition system 4 may be configured to recognize whether object 6 was played according to a set of rules belonging to the game apparatus 1.

[0060] Game device 1 is thought to be configured to allow the play of rebound sports, particularly squash, tennis, shooting sports, particularly archery, or American football. [Explanation of symbols]

[0061] 1 Game device 2 Display surface 3 Sensor System 4. Acquisition System 5 players 6 objects 7 Target Field 8 Game Space 9 target point 10 orbits 11. Collision location 12 Target area 13 floors 14 intersection

Claims

1. A game device (1) includes a display surface (2), a game space (8) assigned to the display surface (2), a sensor system (3) configured to detect collision locations (11) of objects (6) on the display surface (2), an acquisition system (4) configured to detect the positions of objects (6) and / or players (5) in at least a portion of the game space (8), and a computing unit (15) configured to determine a target field (7) on the display surface (2) using the positions, wherein the device is configured to display the target field (7) on the display surface (2) and to determine whether the collision location (11) is within the target field (7), The calculation unit (15) is configured to use the aforementioned position to determine a target area (12) to be placed within the game space (8) according to a predetermined rule, and to use the target area (12), the position, and a ballistic model of the object (6) to determine the target field (7) such that when the player (5) plays the object (6) toward the target field (7), the object (6) bounces off the display surface (2) and enters the target area (12). The object (6) is a real object, and 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 adjust the appearance of the image displayed on the display surface (2) to match the viewpoint position. Game device.

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

3. The game 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) according to the position of the player (5).

4. The game device according to any one of claims 1 to 3, wherein the ballistic model represents the force-free motion of the object (6).

5. The game device according to any one of claims 1 to 3, wherein the ballistic model includes the initial velocity of the object (6) at the object's position, or the final velocity of the object (6) at a target point (9) representing the target area (12).

6. The game device according to any one of claims 1 to 3 and 5, wherein the ballistic model includes acceleration due to gravity.

7. The game device according to any one of claims 1 to 6, wherein the ballistic model takes into account the energy loss of the kinetic energy of the object (6) due to the object bouncing off the display surface (2).

8. The game device according to any one of claims 1 to 7, wherein a plurality of predetermined rules having different difficulty levels for the player (5) when each is played on the game device (1) are stored in the calculation unit (15).

9. The game device according to any one of claims 1 to 8, wherein the acquisition system (4) is configured to determine the number of players (5).

10. The game device according to any one of claims 1 to 8, wherein the acquisition system (4) is configured to determine the number of players (5), and different versions or different sets of the predetermined rules are stored in the calculation unit (15) for each number of players (5) in each case.

11. The game device according to any one of claims 1 to 10, wherein the acquisition system (4) is configured to determine at least the position of the object (6) and the position of the player (5), or at least two positions of the object (6) or at least two positions of the player (5).

12. The game device according to any one of claims 1 to 11, wherein the acquisition system (4) is configured to determine the positions of at least two of the players (5), and the calculation unit (15) is configured to determine the target area (12) using the positions of the at least two of the players (5).

13. The game device according to any one of claims 1 to 12, wherein the acquisition system (4) is configured to recognize whether the object (6) was played by the player's (5) hand or the player's (5) foot.

14. The game device according to any one of claims 1 to 13, wherein the acquisition system (4) is configured to recognize whether the player (5) is holding a racket in their hand.

15. The game device according to any one of claims 1 to 14, wherein the acquisition system (4) is configured to recognize whether the object (6) has been played according to a set of rules belonging to the game device (1).

16. The game device according to any one of claims 1 to 15, wherein the object (6) is a ball, a medicine ball, or a frisbee.

17. The game device (1) is configured to allow the player to play rebound sports, shooting sports, or American football, according to any one of claims 1 to 16.

18. A device having two game devices (1) according to any one of claims 1 to 17, wherein the position acquired by one of the game devices (1) is displayed on the other game device (1).

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