The HULA-HOOP® has been used for many decades as a hoop game wherein user rotates his or her and spins or twirls the HULA HOOP® about his or her hips.
It is an object of the invention to provide and electronic hoop again utilizing a hoop adapted to be twirled about rotating hip of the user while the electronic components of the game count the number of times user spins the hoop about his or her hip.
The electronic hoop spinning game is operable on and used in connection with a rotating hip of a user. The hoop is twirled about the rotating hip of the user and a stationary receiver, communicatively coupled to a passive or an active transmitter mounted on the hoop, enables counting of the rotating or twirled hoop on the user's hip. The hoop has a substantially circular cross-sectional shape and, in one embodiment (a) the receiver is in a flexible wrap which is wrapped around a segment of the hoop; and (b) in another embodiment the wrap is a color coded or reflective element (typically used with a cell phone APP). The communications may be EMF or IR light or color-coded or reflective systems. The passive or active hoop-mounted transmitter co-acts with the stationary receiver which is disposed apart from but within the range of the hoop-mounted transmitter. A controller is coupled to the receiver and the controller has a counter for counting the passing of the hoop-mounted transmitter past the receiver. Also, the controller is coupled to a display which, in general, display the spin count (the number of times the hoop-mounted transmitter passes the receiver. The controller maintains a count of the number of times the hoop-mounted transmitter passes the receiver (this is a hoop count or hoop count data) and engages the display to visually present the hoop count to the user.
In one embodiment, the hoop-mounted transmitter is disposed in a flexible carrier which carrier is wrapped around a segment of the hoop. The flexible carrier is removably attachable to the hoop. The carrier has a releasable closure mechanism to enable the carrier to be wrapped around the hoop segment. In the color-coded system (this system also includes a light reflective carrier), the invention does not include a hoop-mounted transmitter because the sensor system associated with the controller senses the color differential between the carrier and the remainder of the hoop.
Returning to the hoop-mounted transmitter system, the display is a display screen disposed separate and apart from the controller. The controller has a memory either coupled thereto or incorporated on the IC chip with the processor. The controller also has a transceiver coupled to the controller and the memory. The controller maintains the hoop count as hoop count data in the memory. The controller transmits the hoop count data to a computer-enabled device which is one of a tablet computer, a cell phone, a desktop computer, a laptop computer, a game console, set top box, and a streaming video player. If a game console, set top box, or a streaming video player is used, the controller may include a converter to match the video feed on the display (which may be a TV or computer screen or monitor.
The hoop-mounted transmitter system may also include a user actuatable (UA) input module coupled to the controller. The UA module accepts ON-OFF commands, a reset count command, and a player designator command. In the presence of the reset command, the controller alters the hoop count data to a predetermined number. This predetermined number may be -0- or may be the last player recorded spin count or hoop count data. In the presence of the player designator command, the controller assigns the hoop count data to a designated player, player 1, 2, 3, etc.
In another embodiment, the electronic hoop spinning game communicates with the user's cell phone. As described above and in more detail below, the hoop is twirled about the rotating hip of the user and has a substantially circular cross-sectional shape (this permits the flexible carrier to be wrapped around the hoop). The cell phone system has a transmitter mounted on the hoop and the hoop-mounted transmitter has a cell phone transceiver module which is in communication with the user's cell phone. The user's cell phone has an APP operating as a stationary receiver within the range of the hoop-mounted transmitter. For example, the cell phone may use Bluetooth™ communication system. It may also be possible to have the cell phone detect the color differential between the carrier and the hoop such that the camera on the cell phone detects the spinning color/reflective change as the carrier passes the cell phone carrier. The APP has a counter for counting the passing of the hoop-mounted transmitter (or color-coded carrier) past the stationary receiver. The APP engages the cell phone display screen for presentation of a hoop count to the user. The APP also maintains hoop count data of the number of times the hoop-mounted transmitter passes the stationary receiver and engages the cell phone display to visually present the hoop count data to the user. In the cell phone system, the hoop-mounted transmitter is disposed in a flexible carrier adapted to be wrapped around a segment of the hoop. The flexible carrier, in some embodiments, is removably attachable to the hoop. The carrier has a releasable closure mechanism to enable the carrier to be wrapped around the hoop segment. The APP may include a user actuatable (UA) input module. This is the touch screen on the phone. The UA module accepts ON-OFF user commands, a reset count command, and a player designator command. In the presence of the reset command, the APP alters the hoop count data to a predetermined number (-0- or the last player recorded count). In the presence of the player designator command, the APP assigns the hoop count data to a designated player one, two, three, etc.
Further objects and advantages of the present invention can be found in the detailed description of the preferred embodiments when taken in conjunction with the accompanying drawings. Similar numerals designate similar items in the drawings.
The present invention relates to an electronic hoop game. The electronic hoop game (E-game) includes a common or generic large ring or hoop that the user tries to keep spinning round the user's waist by quickly moving and rotating the user's hips. The electronic game includes a common Hula Hoop® or hoop 12, 20 sized and adapted to be spun on the user's hips by rotation of the hips. See
Two players can play the Hoop e-Game as shown by hoop 20. In this embodiment, hoop 20 carries sensor-responder 22 (otherwise a color-coded carrier). Sensor 16 and the coupled controller 16 differentiates between the spin count for hoop 12 as compared with hoop 14. In a two-player game, responder 14 must be paired to sensor 16 and responder 22 must be separately paired to sensor 16. “Paired” refers to a communications linkage between the devices.
The controller 16, in a one-person game, may also provide incentives to challenge the first user to improve his or her performance by showing last “game count”, the date of last game, and the user's name on display 18. Also, the controller 16 may include a countdown clock or timer to determine how many spins the user has performed during a predetermined time period.
Additionally, the hoop e-game may include a camera (not shown) and the camera could be coupled to the wall-mounted display 18 which shows the user's hip and spin movements.
Another embodiment of the invention includes a hoop sensor responder 14 operating in conjunction with a cellphone 40 shown in
Multiple game play is possible with both embodiments. The Hoop E-Game can be incorporated with other interactive games to create a physical challenge between multiple competitors, who only have the mobility of their hands and feet.
An additional feature to the Hoop E-Game includes a rubber track on the interior or inboard curved segment of hoop 12, 20, which creates friction between the hoop in the user's hips and assists the user in slowing down the rotational speed of the hoop, in order to switch the orientation of the rotation movement.
Controller system 30 includes controller module 30 which may also include a memory module. Controller 30 may be an IC with a processor and an on-board memory. In some configurations, controller-memory 34 may include a separate processor, separate and apart from a memory module. On board controller 34 controls various electronic components in controller system 30 including counter 36 and the display controller 38. On board controller 34 also is coupled to transmitter-receiver or transceiver 32. Controller system 30 is supplied with power 31. On board controller 34 also accepts user control commands for signals from user actuated control UAC 39.
In operation, the user activates UAC 39 to start the game by selecting the ON control. The onboard controller 34 responds to the ON control command and may request that the user input a player designator command into the UAC 39. One example of a player designator command could be the user selecting “Player 1” on the UAC indicating a designation of “player one”. Of course, on board controller 34, in conjunction with the onboard memory, could display a request to the user “input player number” via the UAC display screen. The UAC display screen 36 is shown in control system 30. The UAC may be a touch screen and a display screen.
The user, during game play, may issue a game OFF command by using the UAC. Also, the user in a single player game or a multiple player game may input a reset command in the UAC. The reset command resets the current hoop spin count from counter 36 from player one to player two, or may permit the user to record his or her name with the spin count. This recording may include day and time data for replay purposes. For a multiple player game, when the user strikes reset command, the UAC made ask via UAC display 35 whether the user wishes to initiate a player two spin count operating cycle for the control system 30. The UAC is a user input module.
As discussed above, on board controller 34 accepts UA inputs and electromagnetic interactions between transceiver 28 in the flexible carrier 26 and the onboard transmitter-receiver 32. Receiver module 32 develops signals representing each time transceiver 28 passes by on board receiver 32 and the signals are processed by onboard controller 34 to increment one unit in counter 36. In a light-based system, the carrier is color-coded different than the hoop color and the receiver 32 is a light/color/IR sensor. In order to inspire user in this game play, on board controller 34 initiates display control 38 which causes display 18 to visually display the spin count or hoop data on display 18 to the user.
In a different embodiment, the onboard controller 34 in the controller system 30 has a transceiver similar to communications module 42 which enables controller system 32 to communicate with a tablet computer, a desktop computer, a laptop computer, and a game console. The operations of controller system 30 can be replicated in these computer-enabled devices. Also, a streaming video player and a set top box, which are sometimes referred to as computer-enabled devices, can be configured to be electromagnetically EMF or IR coupled to the controller system 30. In this situation, controller system 30 would include some video formatting module is part of display control 38. In other words, the streaming video player (such as a Roku® player) and setup box would be used with a TV or computer monitor (these devices replace display 18 shown in
With respect to the RFID 28 in
As for other communications systems, near-field communication transmits data through electromagnetic radio fields to enable two devices to communicate with each other. To work, both devices must contain NFC chips, as transactions take place within a very short distance. Near-field communication (NFC) is a short-range wireless connectivity technology that uses magnetic field induction to enable communication between devices when they're touched together or brought within a few centimeters of each other. This includes authenticating credit cards, enabling physical access, transferring small files and jumpstarting more capable wireless links.
Devices connected in a Bluetooth™ network communicate with each other using ultra-high frequency (UHF) radio waves. These are electromagnetic waves with frequencies around 2.4 gigahertz (2.4 billion waves per second). UHF waves of different frequencies are used in microwave ovens, GPS systems and many other devices.
WiFi Direct is another communications system and uses the same basic technology as traditional WiFi. The communicative coupling discussed above between the hoop-carried carrier and the sensor-transceiver in the control system or cell phone may use various types of communicative systems. WiFi uses the same frequency and offers similar bandwidth and speed. But, WiFi Direct doesn't require an access point, allowing two devices to have a direct connection similar to Bluetooth™. The advantage of WiFi Direct over Bluetooth™ is mainly faster transfer speeds.
The claims appended hereto are meant to cover modifications and changes within the scope and spirit of the present invention. What is claimed is:
This is a non-provisional patent application based upon and in claiming the benefit of provisional patent application Ser. No. 63/453,615 filed Mar. 21, 2023, now pending, the contents of which is incorporated herein by reference thereto. The present invention relates to an electronic hoop game.
Number | Date | Country | |
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63453615 | Mar 2023 | US |