Aerial Drone 3D Sports Game Manipulation

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Solution Overview

Problem

Current sports and games played with remote-controlled aerial craft lack innovative and expanded forms of competition that incorporate three-dimensional gameplay, where players indirectly manipulate passive objects in a controlled environment above the ground.

Innovation Solution

Adapting aerial craft to play 3-D versions of sports by using remote-controlled drones to indirectly manipulate passive playing objects, such as floating or hovering devices, which react to player movements, allowing for new forms of competitive and recreational gameplay, including soccer, hockey, and football, with optional attachments and automated behaviors.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional remote-controlled aerial craft are used for competitive sports, then racing and acrobatics can be performed, but the form of competition is limited and lacks 3-D gameplay expansion

Engineering Contradiction:
Improveform of competitionVSAvoidaerial craft configuration
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The aerial craft is designed with multiple functional capabilities including hovering, manipulation of playing objects, and integration of video cameras. The craft can serve both as a competitive vehicle and as a platform for 3-D gameplay, allowing traditional racing and acrobatics to coexist with new game formats. This multi-functionality resolves the contradiction by enabling diverse competition forms without requiring entirely separate specialized devices.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The invention transitions from traditional 2-D ground-based sports to 3-D aerial gameplay by utilizing the vertical dimension and spatial freedom of aerial craft. Players manipulate playing objects in three-dimensional space, creating new gameplay dimensions that were impossible with ground-based vehicles. This dimensional expansion directly addresses the limitation of traditional competition forms.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Ease of operation

If passive playing objects are made to float in 3-D game field, then indirect manipulation is enabled, but control precision and reaction accuracy become more difficult

Engineering Contradiction:
Improveindirect manipulationVSAvoidreaction accuracy
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

Video cameras mounted on the aerial craft and playing objects provide real-time visual feedback to players. This feedback loop allows players to observe the positions and movements of floating playing objects and adjust their manipulation strategies accordingly. The visual information compensates for the lack of direct tactile control, maintaining measurement precision while enabling indirect manipulation through aerial craft.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The invention introduces an intermediary control system where the aerial craft acts as a mediator between the player and the passive playing object. Rather than directly controlling the playing object, players control the aerial craft which then indirectly manipulates the floating object through aerodynamic interactions or attached implements. This intermediary layer enables ease of operation while the video feedback system maintains precision.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If automated behaviors are added to playing objects, then avoidance maneuvers are simulated, but device complexity increases

Engineering Contradiction:
Improvegameplay realismVSAvoidplaying object configuration
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The passive playing objects are equipped with automated behaviors including avoidance maneuvers and reaction responses to player manipulation. These objects autonomously detect and respond to their environment without requiring external control, simulating realistic gameplay dynamics. The self-service capability adds versatility and realism while the modular design keeps complexity manageable through standardized sensors and response protocols.

Inventive Principle:
Principle #25Self-service

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enables the expansion of aerial competitions into new forms of 3-D sports and games, providing enhanced interactive experiences with improved control mechanisms and depth perception through stereoscopic video feeds, allowing for strategic and realistic gameplay simulations.

Implementation Method 1

At least one playing object is made to float (hover) in the 3-D game field and is otherwise passive, i.e., its movement is not directly controlled by any player. Floating generally means counteracting the effect of gravity, preferably exactly canceling it out (neutral buoyancy).

Methodology Applied
Scientific EffectBuoyancy: Archimedes' Principle (Buoyancy)

Data Source

PatentUS10286330B2Apparatus and method for arial game playing
Publication Date: 2019.05.14 YATSKO JOSEPH S
  • US10286330B2 patent drawing
  • US10286330B2 patent drawing
  • US10286330B2 patent drawing

AI summary

Methods, devices and attachments for game-playing (sports) that involves manipulating objects in X, Y and Z planes (3-D space) using remote controlled aerial craft such as a drone that has hovering capability. Particularly characterized by the use of at least one human player controlled craft plus a passive aerial playing object like a game ball that players can only indirectly control by physically manipulating it with the player craft.