Controllable Robotized Targets for Dynamic Psycho-Physical Skill Assessment

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Solution Overview

Problem

Existing entertainment systems fail to simulate real-world psycho-physical reactions, assess reaction time, and facilitate interactive participation between participants and audiences in dynamic game situations, lacking the ability to build and test skills in a varied and engaging manner.

Innovation Solution

A system featuring controllable robotized targets and communication devices linked through a control block, allowing for dynamic interaction with participants, including position changes, sound, and visual feedback, enabling real-time assessment and team collaboration, with mobile platforms and multimedia communication for audience participation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If static targets and simple hit registration are used, then the system structure is simple, but the system cannot assess reaction time, motives and participant behavior dynamically

Engineering Contradiction:
Improveassessment of reaction time and participant behaviorVSAvoidsystem structure complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system implements comprehensive feedback mechanisms where targets provide real-time information about participant actions, reaction times, and game state. The control unit processes this feedback data to dynamically adjust game parameters, provide scoring, and control target behavior, enabling precise assessment of participant responses while maintaining manageable system complexity through automated processing.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

A control unit serves as an intermediary between the simple mechanical targets and the complex assessment requirements. This control unit receives basic input from target hits, processes the data according to predetermined algorithms, and generates comprehensive assessments of reaction time and participant behavior, effectively bridging the gap between simple hardware and sophisticated measurement needs.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If targets and shooters are immobile, then the system is simple to operate, but the game situation becomes repetitive and unvaried

Engineering Contradiction:
Improvegame situation varietyVSAvoidsystem operation simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system transitions from static to dynamic operation through motorized targets that can move, change position, and alter their state during gameplay. The control unit dynamically adjusts target locations, movement patterns, and game parameters based on participant performance and predetermined algorithms, creating varied and engaging game situations while automating the complexity of dynamic control.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The targets are designed with multiple functions: they can be hit by participants, move autonomously, change their positional coordinates, provide visual and informational feedback, and respond to control unit commands. This multi-functionality allows a single target object to provide diverse game situations and adaptability without requiring separate specialized devices for each function.

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

3Adaptability or versatility

If single participant shooting is used, then the system is simple, but team participation and collaboration between teams is not possible

Engineering Contradiction:
Improveteam participation capabilityVSAvoidcommunication and control system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system merges multiple participant inputs and team actions into a unified game framework. The control unit consolidates data from multiple communication devices, processes team-based objectives, and manages collaborative gameplay scenarios. This allows multiple participants and teams to interact within a single integrated system rather than requiring separate systems for each participant.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The control unit acts as an intermediary that manages the complexity of multi-participant interactions. It receives communication from multiple participants through communication devices, processes team-based logic and collaboration rules, and coordinates target responses accordingly. This intermediary processing layer handles the complexity of team dynamics while presenting a simplified interface to participants.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Loss of information

If no data storage is implemented, then the system is simple, but individual achievements cannot be compiled and stored

Engineering Contradiction:
Improvepreservation of participant achievementsVSAvoiddata processing and storage system complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The control unit automatically performs data collection, processing, and storage functions without requiring external intervention. It self-manages the compilation of individual achievements, tracks participant performance metrics, and maintains records of game results. This automated self-service approach to data management preserves information while minimizing the operational complexity for users.

Inventive Principle:
Principle #25Self-service

Data Source

PatentEP2049212B1System for sport and entertainment
Publication Date: 2011.03.23 SPASOV RUMEN
  • EP2049212B1 patent drawingFigure 1
  • EP2049212B1 patent drawingFigure 2
  • EP2049212B1 patent drawingFigure 3

AI summary

A system for sport and entertainment, which includes targets (1) and communication devices (16) used by the participants in the session. The targets are controllable robotized targets (1), each of which has at least one mark (3, 4), surrounded by an information-indicative background. The controllable robotized targets (1) are positioned around a controllable platform (5) for the participants and have permanent or temporary visual contact with the participants on the platform (5) and temporary logical connection between themselves. The communication devices (16) can activate at least two signals sent by the participants in the session to the controllable robotized targets (1). The controllable platform (5), all controllable robotized targets (1), marks (3, 4) and communication devices (16) are linked to a control block (9).