This application is the National Stage of International Application No. PCT/EP2004/013523, International Filing Date, Nov. 29, 2004 which designated the United States of America, and which international application was published under PCT Article 21(2) as WO Publication No. WO 2006/056231.
This invention relates to wireless electronic games, particularly, interactive games with one or more players using mobile telephones and external, peripheral devices.
Personal communication apparatuses in the form of mobile or cellular telephones have become extremely popular and are in widespread use throughout the world. Moreover, mobile telephones have evolved from just portable analogues of traditional fixed-line telephones, no longer providing only voice communication, rather now having been developed into multi-faceted communication devices providing a large range of communication options including notably wide area network, e.g., internet, access as well as near field gaming intercommunications.
Furthermore, electronic games have become a major part of the entertainment industry in the modern world. The playing of electronic games on stand-alone terminals such as mobile telephones has long been popular. However, in recent years these games have migrated into a network environment. Indeed, electronic games are also now operative in the context of mobile gaming. Mobile gaming is a term used to refer to all aspects of electronic games in the context of mobile communications, i.e., using one or more mobile telephone units or like communications devices.
Currently, it is very common for portable communication devices such as mobile phones or terminals to have, preloaded on/in a memory of the phone, content relating to one or more electronic games that can be played on the mobile phone through the phone's User Interface (UI) usually involving a display and keys. Such pre-stored games may be accessed via navigation through the phone's various menu options for selection of the particular electronic game to be played. Certain keys of the mobile phone's keypad may be assigned control functionality for controlling certain predetermined features of the game in relation to other features of the game which may often be under the control of the software of the game. In this way, a user can play ‘against the computer.’
Additionally and/or alternatively, interactive multiplayer, i.e., two or more player, games have also become available for use in mobile phone communication environments, with each player having a mobile phone in communication with one or more other mobile phones. In this way, the phones can communicate information about a game back and forth, each user or player using controls (e.g., assigned keys, buttons, joysticks or the like) on each of their respective phone units to control each of their particular game piece(s) or character(s) with which he/she plays against the other player(s), the phone units communicating respective player data entry, such as moves, to each of the other mobile phone units, thus constantly updating the state of the game for the benefit of all users/players. Examples of such multi-player, mobile gaming systems are described in the Nokia Corp. patent application publication WO2004011114 and U.S. Pat. No. 6,579,184, inter alia.
Moreover, mobile telephone units have, in a discreet environment, also now been made useful as remote control units. As an example, the Sony-Ericsson company now offers a Bluetooth-controlled toy car controllable by a mobile telephone unit. The Sony-Ericsson published patent application, WO98049818, describes a system enabling a mobile phone to provide combined mobile telephony and remote control terminal functionalities, particularly in one example, describing a mobile station (i.e., a mobile phone) which includes functionalities enabling the mobile station to communicate with a Public Land Mobile Network (PLMN) as well as providing command and communication (e.g., local communications) functionalities to remotely control one or more of a variety of peripheral devices through user-provided inputs into the mobile phone.
As a final background point, radio frequency identification, also known as RFID, techniques and systems are also known for communicating information to and/or connecting mobile phones to networks such as the internet. In particular, RFID tags as input to games is known, as for example is described in the Nokia Corp. patent application publication WO2004003829. As such, an RF tag may be located in a casing of a size to facilitate handling by the user, wherein the RF tag stores code and/or data regarding a game character and/or code to direct the operation of a game and/or of a user's personal communication apparatus. The user's personal communication apparatus has an RF tag reader which is operable upon reading the RF tag to perform an operation associated with said RF tag. Thus by maneuvering the device such that the RF tag is read by the RF tag reader, the personal communication apparatus can then be updated with the new data and/or perform an operation associated with the RF tag offering rapid access to data and/or regularly used functions or operations. Also, the device can be used to selectively enable/disable local functions of a user's personal communication apparatus. An interaction of the RF tag with the user's personal communication apparatus can generate an action code from external of the user's personal communication apparatus; automatically routing an action-request message, including an action code field which is the same as or derived from said action code, to a server; and the server performing instructions to further the performance of the desired operation.
According to a first aspect there is provided a method of or system for gaming played on one or a plurality of mobile communications devices together with one or more remotely-controllable drones. According to this aspect of the invention a wireless communications method includes providing game control software to a mobile communication device, the game control software including rules for play affecting the operation of the remotely-controllable drone; and, operating the remotely-controllable drone using the mobile communication device with remote control within the rules of play of the game.
In such a method or system one or more players in a single or multi-player gaming environment may each use their own respective mobile communications devices with one or more remotely-controllable drones. A single player may control a single drone, and/or each of several players may control each of their own respective drones. Alternatively, multiple players can control one drone, as for example when two or more player may each be involved in controlling a single drone, or control messages of one player can affect several drones.
Currently multiplayer games are limited to what happens inside computer or mobile device only, such as what may be displayable only on the mobile device display area or screen. The current solution would make it possible to extend the games beyond the mobile device display area using external, peripheral devices. Advantages thus include extending mobile game playing outside the mobile communication devices for controlling one or more remote controllable devices in a gaming environment.
According to another aspect, methods and/or systems hereof include using phone software and close domain radio network to create a multiplayer game environment for external devices with sensors and/or affecting game parameters with separate programmed or programmable data communication devices such as Bluetooth or RFID cards. Moreover, some environmental objects in a game may be adapted to be affected or controlled by one or more of the players. These features allow simulation of real life environments.
External, peripheral devices could be used to enrich the multi-playing experience. By altering the remote controllable device's behavior, based, for example, on detecting what is happening in the game environment with sensors, it is possible to simulate real life situations. Game examples include, inter alia, races and obstacle courses for automobile types of drones, combat situations for military craft and/or robot types of drones as well as the creation of a user's own environments and/or drones of virtually any type using, in one example, toy building blocks.
For a better understanding of the disclosed embodiments and to understand how the same may be brought into effect reference will now be made, by way of example only, to the accompanying drawings, in which:
According to a first embodiment of the invention, the keypad 2 has a first group 7 of data entry buttons or keys as alphanumeric keys, two softkeys 8, and a scroll-key 10 (up/down and/or right/left and/or any combination thereof) for moving a cursor in the display. An alternative hereto may be a four-way button, an eight-way button or a joystick or a like controller (none of which being shown here, but see the four-way and/or eight-way buttons inherent in the phones 1 of
The microphone 6 receives the user's speech into analogue signals; the signals transmitted thereby are A/D converted in an A/D converter (not separately shown) before the speech is encoded in an audio processing part 14. The encoded speech signal is transferred to the processor 18 which then provides for the encoded speech signal to be communicated via the transmitter/receiver 19 and an antenna 20 to the network and the intended recipient. Going the other way, in receiving an encoded signal from the network via the transmitter/receiver 19, the audio part 14 speech-decodes the signal, which is transferred from the processor 18 to the speaker 5 via a D/A converter (not separately shown). The processor 18 also forms the interface to the keypad 2 and the display 3, and a SIM card 16, as well as preferably to a RAM memory 17a and a Flash ROM memory 17b, (and other possible devices for data, power supply, etc. (not separately shown)). The memory devices 17a and/or 17b may be used to store, inter alia, a phonebook, an address book, emails and SMS messages which have been sent and received, and call lists containing lists of calls made and received, and missed calls; as well as for purposes of the present invention, game information, either in the form of one or more stored game applications and/or game data related to a particular user's game piece(s), character(s) or drone(s) (see below).
A game message containing information about a game move can be transmitted over the air interface, e.g., using a game message format. Such a game message format may be included into the Nokia Smart Messaging Specification (SMS), inter alia. Implementation of such a service depends on the handset terminal capabilities. A handset 1 according to preferred embodiments of the invention may include an application 43 for handling game downloads (and/or uploads), which can participate in setting up or playing a game application, as for example, when receiving a game invitation message, updating a game session when receiving a game message, and providing a game message based on game settings entered into the game session when the user enters a game move.
The game message according to some preferred embodiments may be of a Narrow Band Specification (NBS) and may include an NBS port identification number (a predetermined hexadecimal number), as specified, for example, in the “Narrowband Sockets Specification,” revision 1.0, Mar. 7, 1997, whereby a smart messaging reader 47 is able to recognise a received message as a game message. Once a message is identified as a game message the content of the message is transferred to a game message interpreter 48 running on or in association with the processor 18. The game message interpreter 48 breaks down the game message to its individual parts identifying the game session number, the move of the game, and additional content if included.
The individual parts identified by the game message interpreter 48 are transferred to a game engine 44, which based on the game session number fetches the associated game session file from a game session library 46. The game engine 44 updates the game session file by adding the recently received game move to the list of moves already being present in the record. The game engine 44 identifies the game application from the game session file, opens the identified game application from a game library 45, enters the game moves and displays the current diagram for the game in a wireless terminal display 3 as indicated generally in
The terminal display 3 may include display of a header or other indicia (not shown) notifying what current game is currently being played and who are the one, two or more players, and what is the status of each of the players and of the game itself. Preferably also displayed is an enriched game environment, including game pathways and obstacles, preferably pictorially rendered (either artistically or using recording or recorded visual depictions). Additional content may alternatively also be included in the game messages, such as a text message from one party being displayed to one or more other user(s) prior to or along with the display of the game diagram itself.
The application may further provide for displaying the other gaming party's movements of his/her particular playing piece(s) (character(s) or drone(s)), and these may be shown as animation(s) together with display of the game diagram. According to a preferred embodiment of the invention the game application provides for the user to move their playing piece(s) by highlighting or otherwise marking the corresponding piece on the user's display, which marking may be implemented by letting the animation gleam or otherwise be highlighted (this is not shown in the figures).
The presented usage case relates to a multi party game offered and arranged on an interconnected network. Connectivity of multiple phones 1 for multi-player gaming is possible using a number of networking structures and/or protocols. As described herein generally and as shown in
Although these will be described in further detail below, these connectivity or networking schemes may generally have a basic peer-to-peer and/or client/server structure, although a distributed server structure is another alternative. Note, in most cases, peer-to-peer will be prevalent, and a peer-to-peer application connected in an ad-hoc network (described below) is presently preferred.
The first example for connectivity described here is a star topology with one acting server, and one or more mobile phones 1 communicatively connected to the server. Although a client/server network with a star topology is a networking arrangement known well in the art, a simple form thereof is set forth in
The intercommunications or data exchange(s) between the phones and the server (and thus also between the phones) are identified generally in
The actual game logic and an intelligent component may be located in the server 22 to control the game flow and ensure the data exchange 24 between different game partners 1a, 1b, 1c. The server 22 may also control the availability of the participants and the handshaking procedure, when a new gaming partner joins or leaves the game as well as the status of connection of the clients (mobile gaming users). The server 22 may also take over the roles of gaming partners 1a, 1b, 1c in different situations, as for example, when one of the game partners leaves during a game. For this purpose an instance of an artificial intelligence engine of the server 22 can be present and activated automatically. This engine can then play against other game partners 1a, 1b and/or 1c so that they may not be unnecessarily interrupted by the player who has left the game. Note also in many gaming applications, with this sort of networking organization, as is also true for other sorts, see below, it may be that the role of the server may be handed-off to one or more of the mobile communications units 1a, 1b and/or 1c. Thus, in many cases, it may be possible for the server 22 to leave the game, either accidentally or on purpose, leaving control of the game to the mobile communications devices. Certain forms of phone controls without a discreet server are shown and described below.
Thus, shown in
No matter which connectivity means is used for such a gaming party, one of the game partners may then act as a server and control the data exchange between different partners. The gaming device acting as server 1a/22 for such a game (as shown in
Still further shown in
The remaining four peer-to-peer connectivity forms (other than the star topology form described above) which are generally shown by the schematics of
When it comes to the interconnectivity of the drones, in many embodiments, it may be desirable to have the drones be as “dummy” as possible (having minimum communication abilities or needs) thus consuming as little power as possible (by not having the more intricate communication devices on-board). Even so, in some other alternative cases, it may be more desirable to have the drones be even more intelligent than the mobile phones, thus being able to communicate more information or more types, i.e., send and receive and perhaps interpret/process data and/or make decisions thereon. If used, smart game objects (see further descriptions below) may also communicate as remote controlled drones, using some advanced radio protocol(s) and may even have processor(s) or other communication and/or computing capabilities in certain situations.
In an embodiment, using the components of
In a preferred case, as shown for example in either of
In a first embodiment, the phones 1 have capacity to control the respective drones in a single or multi-player gaming environment. In a basic case, the phone(s) 1 are operable by a user, as per the keypad inputs 2 (including for example one or more of the keys 7, 8 and/or 9) to send controlling commands wirelessly to the respective drone(s) 26. In the case of the drone being a car 26 (or truck or motorcycle or other type of automobile or like mobile machine, for example) paired with a mobile communication unit 1 as shown in
A game environment could or would also be run by software on the phone/server 1/22 (or a remote server 22) and may establish or have established rules and/or situations generally for competitive (or even non-competitive) play. An initial example may include providing timing and/or course data for one or more players. Such basic play options may be available with any basic sensory effect from the phone (and/or from the drone), as for example, sounds, visible or tactile effects (e.g., bells, whistles or other sounds; lights or text or numerical data; and/or vibration effects, as from vibras, e.g.). Thus, as a first example, the phone(s) 1 may provide a simple timing effect for racing of drones, the timing effect perhaps appearing as audible ticking noises as in a stopwatch or clock, ticking to a pre-set or otherwise adjustable or stoppable endtime, at which point an alarm or buzzer or other noise or visual or tactile effect may appear to indicate completion of the game. Alternatively, the timing or distance or other measurement data can be taken at or by the drone and communicated therefrom to the one or more phones. Other effects could be substituted or run in addition to these in such primary examples.
In further, perhaps more intricate or elaborate examples, one or more of the phone(s) 1 may be adapted to display on each of their respective displays 3 one or more animated representations of the external, remotely-controlled drones 26. As such, animated is defined here as including either simple, immobile, unchanging representations having un-complex features (e.g., line figures), or may be rather elaborate, mobile/moving depictions of the drones (e.g., richly artistically or pictorially rendered), perhaps even showing altering features thereof depending upon the game situations as described further below (see e.g., when a crash occurs).
It may further be noted that the drone representations displayable as described above may be displayable simply on relatively blank backgrounds, or may be more intricately shown in relation to enriched environments. The environments may in simpler embodiments showing mere course or obstacle outlines, e.g. (simple line drawings), or may be more richly engendered (artistically or using pictorial reproductions of true backgrounds). Moreover, in more adapted versions, the backgrounds can be further active as for example being moving, or movable so as to be reflective of motion through an environment existing in a space larger than that portion depicted on the relative display 3 of the phone 1. The environment may have toggle effects for seeing larger or smaller or more or less magnified versions, or toggling to other screens, for information, rules, data updates, or the like. Here also, the sound, visual and/or tactile effects described above may additionally be used to enhance the visual display, and thus enhance the overall sensory impact for the user.
In various embodiments, the game environment may thus be software implemented and controlled and such may be part of the basic game software implemented thereby whether on a discrete server 22, or on a mobile phone server 1/22 or whether distributed on more than a primary mobile phone as e.g., on two or more phones 1a, 1b, and/or 1c (
Still further effects for re-creating a physical environment on and/or within the phone particularly as displayed thereon, and as will be usable with the drones, may be created out of actual physical objects representing barriers, obstacles and/or course definitions, inter alia. Such physical objects may be relatively simple dummy objects representing e.g. rocks or logs, trees or other barriers or obstacles to be set out in actual physical space for defining a course for the drones, e.g., cars 26, to maneuver around during gameplay. Reference to
In
Note, in a further embodiment, the drone 26 may be fitted with a sensor 29 which may be able to sense the presence of a dummy object and may either be made able to communicate this information back to the phone 1 for the user to attempt evasive remote controls, or the sensor may merely be such as to provide indication of state as in distance or time or speed or acceleration (relative to stationary dummy objects) or indications of near misses or perhaps even of contact, as when a drone may collide or crash into an object. The sensors and/or detectors in a remote controlled device may further include relative motion sensors or light sensors or even a camera which together with even mere “dummy objects” (without BT or RFID tags, see below) can be used to create a game environment. Note moreover that in such cases where the drones have one or more sensors, the communication between phone and drone would then be in two directions, back and forth (see the double-headed arrows 28 of
Nevertheless, alternatives to dummy objects may be or include objects which are more elaborate and/or are smart objects which may, for example, if made communicative with the phone(s) 1 and/or server 22, further enhance the game-play, providing stimuli for reaction by the player(s) and/or enrich the displayable representation on the phone display(s) 3. Such smart objects may be electrically communicative with the phone(s) using infrared, or Bluetooth, or radio frequency identification (also referred to as RFID) technologies, inter alia (e.g., zigbee or BTLE or the like). Indeed, such smart game objects may also communicate as remote controlled drones, using some advanced BT or radio protocol(s) and may even have a processor or the like as may be desired. Though described in further detail below, it may briefly be noted that relative smart objects, whether physically taking the shape of a particular physical entity (rock, log, tree, guardrail, etc.), or merely being a non-descript object, may in either case have an Bluetooth (BT) or radio frequency (RF) tag, inter alia, disposed therein for used by the phone(s) 1 and/or the drone(s) 26. Note, though either one or both BT and/or RF are described in more detail than other communication means hereinafter does not import any limitative effect thereof on the invention as many wireless means are and will be available and are thus intended to have alternative utility herewith and may thus be included within the scope of the invention herein.
In an example as shown further in
Note that in the case of smart objects with Bluetooth, RF or other types of communicative tags, the objects, such as the rock 31, tree 32 and guardrail 33 shown in
In the case of non-descript BT or RF tags (i.e., tags not disposed in a shape-defined object), the BT or RF tags may be disposed in smart game object cards or beads, e.g., thin cards or beads with the BT or RFID tags incorporated therein or thereon. Such game element cards or beads may include the obstacles described above as well as a plethora of other environmental features, such as gates and/or more elaborate obstacles (e.g. virtual hills, oil slicks) that have different effects on the unfolding of the game. When a drone passes by such a tag, the BT or RFID data is read by the drone's sensor and transmitted to the phone controlling the drone. The game environment is built from these elements and the game is played out in the actual environment.
A yet further alternative may be the use of BT or RFID tags (in the form of collectable cards or beads) to enhance or otherwise change the properties of a single drone, e.g. making it faster or more durable for collisions. The use of RFID cards or beads in this fashion may be like that described for changing phone characteristics or parameters in the Nokia Corp. patent application publication WO2004003829, described briefly above, though the alternative use of BT tags may be substituted therefor as taught and suggested herein.
As mentioned, another alternative is for one or more of the mobile communications devices to be adapted to provide environmental control commands directed to each of one or more drones in a game environment, or directed to one or more other mobile communications devices which are being used to control the one or more drones in the game environment.
As a summary, the disclosed embodiments are directed to creating a game network between one or more phones usually over a close domain radio network (e.g. Bluetooth, WLAN) operating with one or more corresponding external remote controlled peripheral devices called ‘drones’ (e.g. cars or robots, inter alia). The user can then both see the device being controlled or at least a representation of the environment it is moving therethrough on the display screen as well as seeing what the drone sees (or feels) on the user's phone. The drones are remote controlled through user provided inputs via Bluetooth or a close domain radio network (i.e., near field radio) by the phones. The game arena or environment may be built within an actual physical space with either dummy objects or smart game object cards, beads or the like (i.e., thin cards or beads or the like with BT or RFID tags) that create the virtual game space.
These drones may then “play out” the game in the actual space. The governing of the game structure is either distributed between the phones in the network or controlled by a single master phone or other server in the network. The game network provides the structure of the game (goal, rules, score-keeping, penalties, etc.) and drones are active pieces moving in the game area, gathering data with their sensors for the player and for use in the game structure. In some embodiments, the drones can have different sensors to collect data (e.g. acceleration, speed, light (e.g. a camera), sound (e.g., a microphone), BT or RFID reader, magnet switch). Other effects may also be available for the drones (as well as for the phones) including vibras (to provide vibration effects to the drone), and/or speakers (to provide sound effects). Audio-visual processing may then also be performed (either at the drone or at the phone) to enhance the gaming experience. The phones and/or the entire game network can then process the data gathered by the drones and according to the rules of the game, certain data affects the game in certain ways. For instance, within one set of game rules, an actual collision can cause virtual damage that affects the movement of the drone. Within another set of game rules an actual collision may be desirable causing points for the player.
Several different games can be implemented within this framework: miniature or toy car racing, robot wrestling or boxing or other interactive combat-type games, miniature or toy airplane or zeppelin maneuvering or racing, tank or other war machine battling, etc. Note also that either each single player may control a single respective drone (for example: rally game, each player controlling their own car), or multiple players may together control a single drone, as for one example having four (4) players and two (2) tank drones, with a respective two (2) players each controlling a respective tank drone in one game environment. In further embodiments, the control messages of one player can affect several drones, as for example, in a situation when the player controls the game environment itself. Moreover, in certain game situations, the drones do not move, again, an example being a drone which controls or is a part of the environment.
Phone software can be implemented on mobile phones that support e.g. multiple simultaneous Bluetooth or other close field radio or electromagnetic wave connections. However, an API will take care of at least the following: Setting up the game network between the phones, Receiving sensor data from the drone and, Handling data classification: some data is broadcast to all phones in the network, other data only to specific phones. Here also would likely be a protocol which is used for communication between controller (phone) and remote controllable device (e.g. small car). Also there would be APIs to simplify development.
Note, an API (application interface) between the phone and the drone or drones may provide small logistics on the drone side, as for example to control endpoint services such as running the drone engine and/or light, inter alia; as well as to read sensor values through the “listeners” i.e., sensors (e.g., RFID, acceleration, inter alia). The API may also control the moving of data (audio and video stream, file transfer and the like) to and from the drone as well as to and from other phones. Other API functionalities on the phone side may include accessing and controlling the drone and the implementation of different applications. Such an API may also provide the connection logistics, as in providing a continuous observation of network connectivity and maintaining the connectivity, e.g., the disconnections may be automatically reconnected.
The API may also provide an application interface between one or more phones and third party accessories, drones and/or environment pieces. Third party accessory adaptabilities are described hereafter.
As the present invention relates to a remote-controlled uses of phones or like communication devices for drones in game environments, such drones may include toy elements such as toy elements constructable from the Robotics Invention System from LEGO MIND-STORMS® construction sets or assembly kits, a toy product that can be used to create various drone types, vehicles, cars, robots and the like which conventionally can be programmed by means of a computer to perform certain actions, mobile and otherwise. The LEGO MIND-STORMS® Robotics Invention Systems are available from a leading manufacturer, the LEGO Group, which markets under the LEGO® brand name. See LEGO® product information, LEGO MindStorms® Robotics Invention System, April 2001, retrieved from the Internet; see http://mindstorms.lego.com/. Note, in addition to the basic bricks, these LEGO systems offer a microcomputer, an infrared and a radio transmitter, a touch sensor, a light sensor, a rotation sensor, a camera with an USB connection and a built-in microphone, a speaker, electric motors, and batteries.
Thus, the disclosed embodiments are usable with drones which may either be pre-constructed or which may be constructed by the user in any of various shapes and/or types from construction sets which may include one or more block components; the block components each having a main block section having a head portion forming a protrusion or stud portion projecting out of the main block section, and a second end portion of a base including an indentation or coupling socket recessed into the second face of the main block section, wherein the indentation is complimentary in shape with respect to the protrusion. Then, the user can use such blocks to build robotic or automobile drone products and then use the computer program on their phone 1 to control the constructed robotic or automobile drone product. That phone 1 with the computer program may then be used to control the movement within the robotic or automobile drone device. The LEGO® assembly kits enable the building of either simple drones or rather complex mechanical structures and include various electronic components to control, for example, remote-controlled vehicles (LEGO® Racers) and PC-controlled robots (Lego's Robotics Invention System, and Spybotics), inter alia.
The mobile phones 1 described herein could offer, not only substantially the same technologies for controlling the LEGO® robotic systems, but also many other mobile technologies that could be utilized with such LEGO® toys. These additional technologies may be such as those described hereinabove including, for example: movement sensors, vibras, cameras, speakers, microphones, audio-visual processing, DSP, application uploads, and BlueTooth (BT) connectivities. These may thus be particularly useful in games according hereto mixing LEGO® toys and a video game controllable by the phone or phones 1. The offering of many technologies together can thus make new game concepts possible and enrich the game play.
More specific application of the mobile technologies described hereinabove and their usage cases with LEGO-type toy drones could include the following, inter alia:
Thus, such technologies can be used at the phones to enhance the game playing experience for the player based upon data transmitted from the toy drones to the phone. Or, these technologies could also or alternatively be incorporated into the toy drones themselves to create those effects at the drones themselves, also heightening the simulation reality.
As a further alternative, the phone control units 1 hereof may include covering structures having complimentary projections and coupling sockets which are operative with the building blocks of the LEGO-type building/construction sets. The covering structures may either be substantially permanent parts of the phone units 1 or may be replaceable/interchangeable covers (e.g., front and/or back covers) such as are otherwise (e.g., without the projections/sockets) commercially available for certain Nokia phone models, inter alia.
In such alternatives then the phones themselves may be built into particular drones thereby bringing the communication and other effects directly to the drone via the built-in phone. Then, a separate control unit, e.g., another phone 1 (or a PC, or other wireless controller could be used as the control unit) would be used to control the drone in the ways described above. The BT, movement sensor(s), vibra, camera, IHF and the like, of the now built-in phone can then be brought to the drone. For example, the communication can be by the BT; the vibra can vibrate the drone; the camera can communicate images (stills or motion) back to the control phone and so on to heighten the reality simulation of the drone. Similarly, the built-in phone may now provide power for electric drone motors (power supply and/or control) via its battery now also built into the drone.
In summary, an active cover with embedded Lego joints (cooperative projections and/or sockets) could turn a phone into an integral part of a Lego toy, for example of a vehicle or a robot, and provide such Lego toys with many advanced technologies, thus also offering the possibility of using such technologies together with the drones to enable new, mixed-reality game concepts with Lego toys.
Other, different mobile robot or like drone platforms exist which could also be applicable herewith, these spanning a wide range of costs and capabilities, from robots with electronic packages for specialized operations to inexpensive remote control cars and robots for educational applications. Remote control toy cars such as those manufactured by toymakers are inexpensive remotely driven vehicles which may be driven by the Bluetooth radio controlled phones (via the control buttons or joysticks thereof) described herein. Examples are those remote control cars manufactured by Tyco of Mattel, Inc. and other remote control toy car manufacturers. At the other extreme are more expensive robotic vehicles. For example, robotic vehicles available from Real World Incorporated (RWI) are capable of remote control via a joystick and also capable of being programmed to perform autonomous navigation. The Koala robot available from K-Team is a six-wheeled mid-sized robot capable of communication, sensing, and all-terrain operation. These are highly capable robotic vehicles which also could be used herein.
Filing Document | Filing Date | Country | Kind | 371c Date |
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PCT/EP2004/013523 | 11/29/2004 | WO | 00 | 9/5/2008 |