Trampoline Game System With Infrared Target Detection And Bounce Sensing

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current trampoline games lack advanced interactive features and challenging gameplay mechanics, limiting user engagement and excitement.

Innovation Solution

A trampoline game system incorporating infrared emitters and receivers, a bounce sensor, and a microprocessor to create dynamic game parameters, targets with varying hit points, and player attributes, allowing for level progression and interactive sound and visual effects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If basic trampoline game components are used, then the game is simple to operate, but the gameplay lacks challenge and user engagement

Engineering Contradiction:
Improvegameplay complexityVSAvoidgame operation simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The game is divided into multiple levels with increasing complexity. Each level introduces new gameplay elements (single target, multiple targets, moving targets, boss targets) while building upon previous mechanics. This segmentation allows the game to progress from simple to complex, maintaining ease of operation for beginners while providing challenge for advanced players.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The game dynamically adjusts difficulty through level progression, target movement patterns, and varying target types. Targets can be stationary or moving, have different hit point values, and appear in different quantities. The game also dynamically manages player resources such as ammunition and health, creating adaptive challenge that responds to player performance.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If multiple targets with varying hit points are introduced, then the game becomes more challenging, but the device complexity increases

Engineering Contradiction:
Improvetarget varietyVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The target system uses a universal target object that can function in multiple ways: stationary targets, moving targets, boss targets with high hit points, and regular targets with lower hit points. The same basic target structure and interaction mechanics are reused across different target types, reducing the need for entirely separate systems for each target variety while still providing diverse gameplay challenges.

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

3Adaptability or versatility

If gun cooldown time and ammunition capacity are implemented, then the game strategy depth increases, but the gameplay becomes more complex

Engineering Contradiction:
Improvestrategic depthVSAvoidgameplay simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The game provides immediate feedback on player actions through visual and auditory cues when targets are hit, ammunition is depleted, or cooldown periods are active. This feedback loop helps players understand the strategic implications of their actions without requiring complex rules. The system automatically manages ammunition capacity and cooldown timing, reducing the cognitive load on players while maintaining strategic depth.

Inventive Principle:
Principle #23Feedback

4Adaptability or versatility

If bounce sensor integration is added, then the game becomes more interactive, but the device complexity increases

Engineering Contradiction:
Improveinteractive capabilityVSAvoidsensor integration complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The bounce sensor automatically detects player jumps and uses this information to trigger game events such as reloading ammunition or activating special abilities. The system self-manages the conversion of physical bounce actions into in-game resources without requiring manual input from the player. This automatic detection and response mechanism enhances interactivity while keeping the interface simple for the user.

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

Enhances user engagement by providing challenging gameplay, level progression, and interactive elements, increasing the excitement and complexity of trampoline games.

Implementation Method 1

A gun has an infrared emitter emitting an infrared signal. A target has one or more infrared receivers capable of receiving a signal from the infrared emitter of the gun.

Methodology Applied
Scientific EffectInfrared emission: Infrared Radiation

Implementation Method 2

A bounce sensor can be used for sensing user bounces. The bounce sensor outputs data which could be sent to a microprocessor.

Methodology Applied
Scientific EffectVibration sensing: Vibration

Data Source

PatentEP2572762B1Trampoline game
Publication Date: 2017.02.22 CHEN SAMUEL
  • EP2572762B1 patent drawing
  • EP2572762B1 patent drawing
  • EP2572762B1 patent drawing

AI summary

A trampoline game has a trampoline with a trampoline frame (32) and a trampoline bed (33). The trampoline bed (33) is connected to the trampoline frame (32) by a plurality of springs (34). A gun (41) has an infrared emitter emitting an infrared signal. A target (22) has one or more infrared receivers capable of receiving a signal from the infrared emitter of the gun (41). A second gun also has an infrared emitter emitting an infrared signal, and the target is capable of receiving an infrared signal from the second gun. A bounce sensor (21) can be used for sensing user bounces. The bounce sensor (21) outputs data which could be sent to a microprocessor. Defined game parameters may be stored in memory programmed into a microprocessor that receives data.