You’re using a public version of DrugPatentWatch with 5 free searches available | Register to unlock more free searches. CREATE FREE ACCOUNT

Last Updated: April 25, 2024

Claims for Patent: RE33662


✉ Email this page to a colleague

« Back to Dashboard


Summary for Patent: RE33662
Title: TV animation interactively controlled by the viewer
Abstract:The motion picture branching method is superseded by an animation method which enables rapid and repeated switching of multiple tracks of different camera-originated animation of the same character during continuous action in a scene, and enables branching at the termination of an action to multiple actions or scenes. This method is the basis of a double-circuit video system that enables a player to repeatedly touch or hit an animated character during a continuous action as displayed on a projection screen or television monitor and thus change the action repeatedly. Another system embodiment enables the player to swing a racket before the screen or television monitor, hit the mid-air projected image of a perspective ball animated action, return the ball back to the animated character opponent, and play a simulated game during the the player exercises the same skills used to play the game simulated. An ultrasonic transducer of a playing instrument and a microphone combination on the television face or at angles to the playing action produces a readout of the television product position or the mid-air position of the playing instrument relating to the game. The readout signal is converted into digital form and compared to a similar readout in digital form of the position of the character or object in the frame of the animation displayed by the television and digitally coded in the video tape or disc.
Inventor(s): Blair; Preston E. (Carmel, CA), Preston; Frank S. (Williamsburg, VA)
Assignee:
Application Number:07/410,651
Patent Claims:1. A video game system providing repeated switching of multiple tracks of different actions of the same animated character according to the skill of the operator in contacting the camera-originated animation display, comprising:

multiple tracks of animated motion picture production of different actions of the same character providing coded frames for track switching and coded location coordinates of said character target,

a video-audio input terminal providing means to operate multiple tracks of animation, providing for the switching thereof during operation, and providing for film track selection, masking, and centering to the full raster,

a player input terminal including a playing instrument deployed before the display with a transducer and a microphone combination mounted on the mutually perpendicular sides of the face of said monitor, providing means for producing digital signals representative of the two coordinates of the location of said playing instrument with respect to the image on said monitor,

means of entering a table of values representing digital coordinates of the locations of animation targets per frame and means for entering episode cueing (cuing) data into memory storage at the start of the episode,

means of retrieval of said digital coordinates of the location of said target area at a designated frame from the memory storage,

means of comparing and matching the coodinates of the location of said playing instrument transducer to the coordinates of the location of said animated target area retrieved from said memory storage at a designated frame, to obtain the category of proximity,

means of processing and dispatching to effect the switching of multiple tracks of animation to the said video-audio terminal based on the said determined category of proximity obtained by the comparison of the location of said playing instrument transducer to animated target area and frame cueing from said memory storage,

continuing means of processing and dispatching for instructing said video-audio terminal to re-wind multiple tracks of animation to another episode determined by means of random choice or player input at the termination of an episode.

2. Apparatus as set forth in claim 1 as a primary circuit, and a secondary circuit providing digital animation, digital graphics and audio scoring the game and related to the game-originated animation and player's actions, and controlling the progress of both primary and secondary circuits, comprising:

a second player input terminal providing means of system control for the said means of processing and dispatching,

permanent memory means providing a mass storage of digital graphics image data for a means to generate cartoon graphics for a video monitor display,

said means of retrieval retrieving said digital graphics image data from said permanent memory means for storage in a random access memory means,

said permanent memory .Iadd.means .Iaddend.providing storage of control data including cue commands, said cue commands comprising schedule commands for said processing and dispatching means,

said means of retrieval retrieving said control data from said permanent memory means for storage in said random access memory means, said permanent memory means storing audio and/or graphics data for a random access memory of object video staging,

said means of retrieval retrieving said audio and/or graphics data from said permanent memory means for said random access memory of object video staging,

said processing and dispatching means controlling the course of the digital animation,

a cue table memory means for storing cue commands from said processing and dispatching means,

a cueing unit repeatedly scanning said cue table memory means to get said cue commands, and to execute said cue commands,

said processing and dispatching means requesting successive blocks of control information from said means of retrieval for operations scheduling instructions for storage in said cue table memory means for use by said cueing unit.Iadd., .Iaddend..[.-.]. said processing and dispatching means repeatedly updating said operations scheduling instructions as the cartoon progresses,

said cueing unit executing cue commands at the times therein specified by conveying to the said means to generate cartoon graphics blocks of binary coded data from said means of retrieval from storage in said random-access memory of video staging, to generate cartoon frames for display on said video monitor,

program memory cartridge means for providing individual game data to reinforce said audio and/or graphics data stored in said random-access memory of object video staging,

said means of retrieval obtaining digital audio data from said permanent memory means for said randon-access memory of object video staging, to be sent to a means of converting digital data to analog form, and hence to a system speaker,

said processing and dispatching means controlling progress of the game involving said primary and secondary circuits using data from said program memory cartridge means, said permanent memory means obtained through said means of retrieval and said cueing unit, said means of processing and dispatching ordering said control information of the game for the primary circuit to be sent from said cueing unit to the video-audio input terminal.

3. Apparatus as set forth in claim 2 utilizing the video system and monitor circuits to measure the playing instrument action and position, comprising:

means providing the playing instrument position determination by analysis of the video monitor display's cathode ray beam sweep circuits or other display drive circuits using a pulse signal from a light detector at the playing instrument position, and pulse time to determine the position of the sweep and thereby define the relative relationship of the playing instrument within the image.

4. Apparatus as set forth in claim 2 utilizing the circuits of the video monitor to effect a strobe or cursor and to measure their coordinates of scene field location, comprising:

means created by both the height N/S and the width E/W movement of the playing instrument activating respective circuits creating and controlling movements of a strobe or cursor aimed at the animation target position, and activating analysis providing a digital readout of the cursor/strobe position for comparison to the coordinates of the position of the animation target, and embodiment of a rifle mounted in an adjustable socket joint activating said N/S and E/W circuits to effect a strobe or cursor at the position on the image of the video monitor corresponding to the position aimed at by the rifle.

5. Apparatus as set forth in claim 2 including means enabling the player to operate a second playing instrument in a simulation of an athletic game, and repeatedly hit designated mid-air projected positions of displayed foreshortened perspective animated actions, and effect returns of said animated actions to the video monitor,

wherein said player input terminal includes the second playing instrument containing a transducer, a configuration of single-point microphones before the face of a television monitor, and providing means for producing digital signals representative of the coordinates of the mid-air location of said playing instrument transducer with respect to the said microphone positions,

wherein said means of entering a table of values enters the mid-air location.Iadd., .Iaddend.

and wherein said means of retrieval retrieves the mid-air location,

and wherein said means of comparing and matching compares and matches the mid-air location.

6. Apparatus as set forth in claim 5 including means providing a video game based on the speed of the playing instrument and the resulting effect of such speed measurements in the displayed animation action, comprising:

said player input terminal including the second playing instrument containing a transducer controlled to send out pulses at fixed time intervals, and one or more microphones arranged to permit measurements of the components of playing instrument motion,

means of measuring the frequency of received pulses from said playing instrument transducer by said microphone and by other microphone installations, to provide means for determining the Doppler Effect, and thus determining the velocity of said playing instrument,

means to combine the velocity and mid-air location to improve the information used by the system logic for track switching and scoring.

7. Apparatus as set forth in claim 5 providing a portable playing instrument,

wherein said player input terminal includes a portable playing instrument containing a power source, a controlled time base, a pulse generator synchronized by the time base, and an ultrasonic transducer.

8. Apparatus as set forth in claim 7 providing means for a game during which the player constantly attempts to evade mid-air projected foreshortened perspective animation action,

wherein said player input terminal includes two portable transducer units, one as a playing instrument component, and the other attached to the player,

wherein said means for producing digital signals representative of the coordinates produces signals of the location of each of two portable transducer units with respect to a configuration of microphones.

9. Apparatus as set forth in claim 7 incorporating alternate means of viedo-audio recording and display, comprising:

means to utilize motion picture recording for large screen projection,

and means to utilize video recording of pictures as images and/or digital representations. .Iadd.

10. An interactive video game system comprising:

moveable user input means disposed in front of a display, means said moveable user input means manipulable by a user and including transmitter means for generating and transmitting position signals representative of the location of said moveable user input means with respect to said display means;

storage means for storing and playing back data representing a plurality of randomly selectable action sequences of visual images, said storage means including storage media for storing said data in multiple tracks, each said action sequence comprising at least one coded frame representative of said visual images, each said coded frame including coded location coordinates associated with said visual images, said storage means responsive to selection signals for switching between said multiple tracks for selection and play back of action sequences for display;

said display means coupled to said storage means for displaying selected ones of said plurality of action sequences;

memory means for storing a table of values, said values representing digital coordinates corresponding to said coded location coordinates of said coded frames in a selected action sequence, said table of values entered in said memory means at the commencement of display of a selected action sequence;

control means coupled to said storage means, said display means and said memory means, including receiving means for receiving said transmitted position signals, said control means for determining the position of said moveable user input means and comparing said position to said digital coordinates associated with a selected visual image of a currently displayed action sequence for determining the position of said moveable user input means with respect to the position of at least one currently displayed selected visual image, said control means responsive to said moveable user input means respective position for selecting a next successive one of said plurality of action sequences for display. .Iaddend. .Iadd.11. An interactive video game system as in claim 10 wherein said transmitter means comprises a transducer and a signal generator, said signal generator generating said position signal, said position signal being radiated by said transducer. .Iaddend. .Iadd.12. An interactive video game system as in claim 11 wherein said transducer comprises an ultrasonic transducer and said signal generator comprises a pulse generator for generating an ultrasonic pulse signal, said ultrasonic transducer radiating a repetitive ultrasonic pulse signal. .Iaddend. .Iadd.13. An interactive video game system as in claim 12 wherein said receiving means comprises at least two transducers, said transducers disposed on said display means in spaced-apart relationship adjacent said displayed action sequences, each of said transducers receiving said transmitted position signal and providing location signals indicative of said moveable user input means position with respect to said transducers.

.Iaddend. .Iadd.14. An interactive video game system as in claim 13 wherein said moveable user input means comprises a player instrument allowing a user to contact a display screen of said display means indicating a user response to a currently displayed action sequence, said player instrument coupled to said control means. .Iaddend. .Iadd.15. An interactive video game system as in claim 14 wherein said player instrument includes switch means disposed at a contact tip thereof, said switch means providing a signal indicating when said contact tip is in

touch contact with said display screen. .Iaddend. .Iadd.16. An interactive video game system as in claim 12 wherein said receiving means comprises a plurality of transducers disposed in spaced apart-position, each of said transducers receiving said transmitted position signal and providing location signal indicative of said moveable user input means position with respect to said transducers. .Iaddend. .Iadd.17. An interactive video game system as in claim 16 wherein at least one of said plurality of transducers is mounted on said display means adjacent said

displayed action sequences. .Iaddend. .Iadd.18. An interactive video game system as in claim 16 wherein said moveable user input means comprises a player instrument adapted for user movement responsive to said currently displayed action sequence. .Iaddend. .Iadd.19. An interactive video game system as in claim 18 wherein said player instrument comprises a baseball bat, said baseball bat including a transducer disposed at a predetermined impact point, said baseball bat further including a pulse generator coupled to said transducer, said transducer radiating a repetitive pulse signal, said receiving transducers receiving said repetitive pulse signal and providing location signals indicative of the position of said impact point with respect to said receiving transducers. .Iaddend. .Iadd.20. An interactive video game system as in claim 19 wherein said baseball bat is coupled to said control means, said baseball bat adapted for swinging motion provided by a user responsive to said currently displayed action sequence, said selected visual image comprising a pitched baseball, said controller means selecting a next successive one of said action sequences for display by said display means in response to said impact point position with respect to said pitched baseball image at a predetermined

point in space during the swing of said baseball bat. .Iaddend. .Iadd.21. An interactive video game system as in claim 10 wherein said control means includes selection means responsive to a user input for selecting a desired action sequence to be displayed following the conclusion of a current play episode, said play episode comprising at least one of said plurality of action sequences. .Iaddend. .Iadd.22. An interactive video game system as in claim 10 wherein said control means includes random selection means for randomly selecting a next action sequence to be displayed following the conclusion of a current play episode, said play episode comprising at least one of said plurality of action sequences. .Iaddend. .Iadd.23. An interactive video game system as in claim 10 wherein said randomly selectable action sequences of visual images comprise prerecorded animated motion picture segments, each said segment comprising coded frames of visual images for track switching, said segments stored in multiple tracks of said storage media. .Iaddend. .Iadd.24. An interactive video game system as in claim 23 wherein said motion picture segments are arranged in related groups forming game episodes, each of said groups comprising at least one of said motion picture elements, said game episodes stored on multiple tracks on video tape media. .Iaddend. .Iadd.25. An interactive video game system as in claim 24 wherein said storage means includes tape reading means coupled to said control means for reading said video tape media for display and rewinding said video tape, said tape reading means responsive to control signals generated by said control means for rewinds of said videotape to play selected motion picture segments or game episodes. .Iaddend.

.Iadd. An interactive video game system as in claim 25 wherein said control means generates said control signals providing for random selection of a game episode to be displayed at the conclusion of a currently displayed game episode in accordance with a random number device. .Iaddend. .Iadd.27. An interactive video game system as in claim 25 wherein said control means generates said control signals for selection of a desired game episode in response to a user input. .Iaddend. .Iadd.28. An interactive video game system as in claim 23 wherein said storage media comprises a video disc. .Iaddend. .Iadd.29. An interactive video game system as in claim 10 wherein said randomly selectable action sequences of visual images includes camera-originated animated motion picture segments and computer generated graphics. .Iaddend. .Iadd.30. An interactive video game system as in claim 29 wherein said randomly selectable action sequences of visual images are stored in digital form in a read-only-memory means. .Iaddend. .Iadd.31. An interactive video game system as in claim 30 wherein said read-only-memory means comprises a

plug-in game cartridge. .Iaddend. .Iadd.32. A method of simulating an active game in which a player participates comprising the steps of:

storing data in coded frames on multiple tracks defined in storage media, said data representing a plurality of randomly selectable action sequences of visual images;

assigning coded location coordinates of selected visual images associated with each said coded frame;

storing a table of values, said values representing digital coordinates corresponding to said coded location coordinates of said selected visual images;

displaying selected ones of said plurality of action sequences on a display means, said display means for displaying selected ones of said plurality of action sequences, said table of values entered in a memory means at the commencement of display of a selected action sequence;

providing a moveable input means disposed in front of said display means, said moveable input means adapted for user manipulation for generating position signals representative of the location of said moveable input means in response to a currently displayed action sequence;

generating and transmitting position signals representing the position of said moveable input means;

receiving said transmitted position signals;

comparing the position of said moveable input means with said digital coordinates associated with at least one of said visual images to determine the position of said moveable input means with respect to the position of a currently displayed selected visual image;

selecting a next successive one of said action sequences for display by said display means in response to the location of said moveable input means with respect to said currently displayed selected image; and

switching between said multiple tracks for selection and display of said next successive action sequence. .Iaddend. .Iadd.33. The method of claim 32 including the additional steps of:

forming game episodes comprising at least one of said plurality of action sequences; and

randomly selecting a next successive game sequence to be displayed at the conclusion of a currently displayed game sequence in accordance with a random number generator. .Iaddend.

Make Better Decisions: Try a trial or see plans & pricing

Drugs may be covered by multiple patents or regulatory protections. All trademarks and applicant names are the property of their respective owners or licensors. Although great care is taken in the proper and correct provision of this service, thinkBiotech LLC does not accept any responsibility for possible consequences of errors or omissions in the provided data. The data presented herein is for information purposes only. There is no warranty that the data contained herein is error free. thinkBiotech performs no independent verification of facts as provided by public sources nor are attempts made to provide legal or investing advice. Any reliance on data provided herein is done solely at the discretion of the user. Users of this service are advised to seek professional advice and independent confirmation before considering acting on any of the provided information. thinkBiotech LLC reserves the right to amend, extend or withdraw any part or all of the offered service without notice.