Sided Game Accessory Actuator for Autonomous Sound-Triggered Movement
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Solution Overview
Problem
Conventional game accessories are passive and limited in functionality, unable to perform multiple actions without human interaction, which restricts game development and enhances the cumbersome nature of gameplay.
Innovation Solution
A sided device equipped with an actuator, microprocessor, and various sensors (sound, light, orientation, motion) that can be programmed to perform actions such as rotating, jumping, and displaying lights in response to sound commands, enabling more dynamic gameplay experiences.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional passive accessories are used, then device complexity is low, but functionality and engagement are limited
Solution Approach 1:
The sided device integrates multiple functions including actuation (rolling, jumping, bouncing), timing, sensing (sound, light, motion, orientation), randomization, and communication into a single accessory unit. This multi-functionality allows one device to replace multiple conventional accessories while enabling complex game mechanics that were previously impossible with simple passive components.
Solution Approach 2:
The patent combines previously separate game components (dice, timers, sensors, actuators, communicators) into a single integrated sided device. The microprocessor serves as a common platform that coordinates all functions, merging what would traditionally require multiple separate accessories into one unified unit with shared power and control.
2Extent of automation
If conventional accessories requiring direct human interaction are used, then ease of operation is high, but gameplay becomes cumbersome and less fun
Solution Approach 1:
The sided device performs many functions autonomously without requiring direct player manipulation. The actuator automatically rolls, jumps, or bounces the device in response to sensor inputs. The timer automatically tracks time periods, and the randomizer generates random values. This automation eliminates the need for players to manually operate each function, reducing cumulative effort while maintaining ease of play through intuitive sensor-based interaction.
Solution Approach 2:
Multiple sensors (sound, light, motion, orientation) provide feedback to the microprocessor about the game state and player actions. This feedback enables the device to automatically respond and adjust its behavior, creating an engaging interactive experience without requiring complex manual controls. The device senses player presence and actions through sensors and autonomously responds accordingly.
3Adaptability or versatility
If conventional accessories performing only 1-2 actions are used, then device complexity is low, but game development potential is restricted
Solution Approach 1:
The sided device is designed to perform numerous actions including rolling, jumping, bouncing, timing, randomization, and communication through multiple sensors and actuators. This multi-action capability enables support for diverse game mechanics and genres, allowing developers to create complex games without requiring multiple specialized accessories for each function.
Data Source
AI summary
A device that is an accessory for or a component of games, such as tabletop games, board games, card games and the like includes an actuator, a microprocessor and a power source, and one or more of a timer, sound sensor, light emitter, sound emitter, orientation sensor, motion sensor, optical sensor, communicator, charger and randomizer. The device is programmed through sound transmitted from an external source, such as a computer. The device responds to sounds such as voice commands, hand claps, or other types of sound by a series of programmed behaviors that include rolling, jumping, bouncing and/or displaying one or more lights. When embodied as a die or other sided object, the actuator is mounted at an angle with respect to the device sides. Alternate embodiments could be configured in the shape of a character, such as an animal, person, design of a fictional character or the like.


