The present disclosure relates to interactive gaming. More particularly, the present disclosure relates to configuring a four-walled game room with a plurality of games that utilize a series of gaming components.
Previous approaches to interactive game rooms have typically involved the use of dedicated gaming consoles or systems that are designed for specific games or game genres. These systems often require separate hardware and software components for each game, resulting in a limited selection of games that can be played within a given game room. Additionally, these systems may lack flexibility in terms of customization and adaptability to different game play preferences.
Another approach to interactive game rooms has been the use of computer-based gaming systems. These systems typically rely on a personal computer, or a gaming console connected to a display screen and various input devices such as controllers or keyboards. While computer-based gaming systems offer a wider range of game options and customization features compared to dedicated gaming consoles, they still require separate hardware and software configurations for each game, limiting the versatility and adaptability of the game room.
Furthermore, some interactive game rooms have attempted to address the limitations of dedicated gaming consoles and computer-based gaming systems by incorporating modular game play components. These modular components allow for the interchangeability of certain hardware elements, such as controllers or input devices, to accommodate different game play preferences. However, these approaches still require separate software configurations for each game, resulting a fragmented gaming experience and potential compatibility issues.
Systems and methods for configuring a four-walled game room with a plurality of games that utilize a series of gaming components in accordance with embodiments of the disclosure are described herein.
In some embodiments, a laser maze interactive gaming room includes an enclosed area including four walls; a first wall of the four walls wherein the first wall includes a plurality of laser emitters that emit one or more laser beams; a second wall of the four walls wherein the second wall: is on the opposing side of the first wall; and includes a plurality of cameras wherein: the plurality of cameras are aimed at a plurality of laser targets disposed on the second wall; the plurality of laser targets are designed to receive laser light from the plurality of laser emitters; and the image output of the plurality of cameras is processed by a game logic that is configured to determine if a laser beam has been interrupted.
In some embodiments, the both the first and second wall further include a display.
In some embodiments, the displays are touchscreen displays.
In some embodiments, the cameras are attached to a ceiling.
In some embodiments, the plurality of laser targets are a circle painted on a wall.
In some embodiments, the plurality of laser targets are configured to create a high contrast barrier between the laser target and a surrounding color of the wall.
In some embodiments, the game logic is configured to process the image output of the plurality of cameras utilizing one or more machine learning processes.
In some embodiments, the game logic is configured to determine if a laser beam has been obstructed by processing the image output.
In some embodiments, the determination can be analyzed for each of the plurality of laser targets.
In some embodiments, each laser target corresponds to a unique laser emitter.
In some embodiments, a method of operating a laser maze interactive gaming room includes configuring a plurality of laser emitters along a first wall; setting up a plurality of laser targets along a second wall opposite the first wall; emitting one or more laser beams from the plurality of laser emitters, wherein the laser emitters correspond to a laser target; aiming a plurality of cameras at the laser targets; and utilizing the output images of the plurality of cameras to determine a break in an individual laser beam.
In some embodiments, the one or more laser beams can be directed in a number of different angles and directions from the laser beam emitters.
In some embodiments, the both the first and second wall further include a display.
In some embodiments, the displays are touchscreen displays.
In some embodiments, the cameras are attached to a ceiling.
In some embodiments, the plurality of laser targets are a circle painted on a wall.
In some embodiments, the plurality of laser targets are configured to create a high contrast barrier between the laser target and a surrounding color of the wall.
In some embodiments, a game logic is configured to process the image output of the plurality of cameras utilizing one or more machine learning processes.
In some embodiments, the game logic is configured to determine if a laser beam has been obstructed by processing the image output.
In some embodiments, the determination can be analyzed for each of the plurality of laser targets.
In some embodiments, each laser target corresponds to a unique laser emitter.
In some embodiments, a laser emitter holder, includes a first portion including: a flat surface with one or more through holes for mounting flush against a wall; at least a pair of protrusions shaped to couple with a laser emitter; and at least a pair of mounting holes for interfacing with a second portion; and a second portion including: a semi-circular tube configured to cover the first portion; at least a pair of mounting holes configured to interface with the first portion; and a plurality of through holes configured for allowing laser light to pass through.
In some embodiments, the plurality of through holes on the second portion is configured at different angles relative to each other.
In some embodiments, the different angles correspond to different laser beams that can be emitted from a laser emitter at different angles to each other.
In some embodiments, the pair of mounting holes on the first and second portion are configured to accept coupling hardware.
In some embodiments, the coupling hardware including a spring.
In some embodiments, the spring is configured to allow for an amount of compression between the first and second portions.
In some embodiments, the semi-circular tube is configured to prevent tampering or accessing the laser emitter.
In some embodiments, the semi-circular tube is configured with a smooth material to allow movement against the holder without damage.
In some embodiments, the first portion further includes a pair of lips extruding from each side toward the second portion.
In some embodiments, the pair of lips are configured to extend past the end of the semi-circular tube.
In some embodiments, the first portion further includes a pair of male interlocking pieces on one side of the portion, and a pair of female interlocking portions on the opposing side of the laser emitter holder.
In some embodiments, the pairs of male and female interlocking pairs are configured to interlock with each other.
In some embodiments, the interlocking of laser emitter holders can configure a column of laser emitters suitable for mounting on a wall within a laser maze interactive game.
In some embodiments, a method of manufacturing a laser emitter holder, includes manufacturing a first portion including: a flat surface with one or more through holes for mounting flush against a wall; at least a pair of protrusions shaped to couple with a laser emitter; and at least a pair of mounting holes for interfacing with a second portion; and manufacturing a second portion including: a semi-circular tube configured to cover the first portion; at least a pair of mounting holes configured to interface with the first portion; and a plurality of through holes configured for allowing laser light to pass through.
In some embodiments, the method further includes interlocking the first portion and second portion together.
In some embodiments, the method further includes installing the laser emitter holder within a laser maze interactive game room.
In some embodiments, an interactive tracking game room includes a processor, a display; a network interface device; a plurality of tracking devices; a memory communicatively coupled with the processor, wherein the memory includes a tracking game logic configured to: activate at least one of the plurality of tracking devices; track a player within a predefined game space; and change one or more game states based on the tracked player.
In some embodiments, an interactive tracking game room further includes four walls, a floor, and a ceiling.
In some embodiments, the plurality of tracking devices are mounted to the ceiling.
In some embodiments, the tracking devices utilize infrared sensors.
In some embodiments, the tracking devices can generate an area where a player is tracked to.
In some embodiments, the tracking game logic is connected to a game logic via the network interface device.
In some embodiments, game logic can direct the tracking game logic to adjust one or more settings of the plurality of tracking devices.
In some embodiments, the display is utilized by the game logic to display a game state.
In some embodiments, the processor is disposed within an external computing device.
In some embodiments, the processor is coupled communicatively via the network interface device.
In some embodiments, the network interface device is an ethernet port.
In some embodiments, the tracking game logic is executed on an external computing device.
In some embodiments, the tracking game logic is coupled communicatively via the network interface device.
In some embodiments, the network interface device is an ethernet port.
In some embodiments, the predefined game space is associated with a physical location of a player within the room.
In some embodiments, the game state changes are based on the physical location of the player within the game room.
In some embodiments, the game room can be configured with a plurality of first physical zones and a plurality of second physical zones.
In some embodiments, a game state change can occur based on a predefined game space being associated with a first physical zone.
In some embodiments, a game state change can occur based on a predefined game space being associated with a second physical zone.
In some embodiments, the game state can change when a predefined game space enters either a first physical zone or a second physical zone.
In some embodiments, a multi-purpose interactive game room includes an enclosed area including four walls; a series of game play components, including: a game processing device, including: a processor; a plurality of communication interfaces; and a memory communicatively coupled to the processor, wherein the memory includes a multi-purpose game logic configured to: provide a selection of at least two games, wherein each game utilizes a unique selection of the series of game play components.
In some embodiments, the plurality of communication interfaces is in communication with the series of gameplay components.
In some embodiments, the series of game play components include at least one of: a plurality of laser emitters; a plurality of laser targets; a plurality of cameras; a plurality of movement sensors; a plurality of displays; and a plurality of wireless readers.
In some embodiments, a first game utilizes at least the plurality of laser emitters, laser targets, and cameras.
In some embodiments, a second game utilizes at least the plurality of movement sensors, displays, and cameras.
In some embodiments, the plurality of displays are touchscreen displays.
In some embodiments, the multi-purpose game logic is further configured to: receive a selection of which of the at least two games; and begin execution of the selected game.
In some embodiments, the selection is received from a touchscreen display.
In some embodiments, the selection is based on a previously selected course of games.
In some embodiments, the series of game play components is disposed on at least one of the four walls.
In some embodiments, the series of game play components are disposed on at least two of the four walls.
In some embodiments, the series of game play component is disposed on all four of the four walls.
In some embodiments, a multi-purpose interactive game room includes a doorway.
In some embodiments, the game processing device is remotely located in relation to the multi-purpose interactive game room.
In some embodiments, the game processing device is located within the multi-purpose interactive game room.
In some embodiments, the game processing device is in communication with a second game processing device associated with a second multi-purpose interactive game room.
In some embodiments, the game processing device and the second game processing device are executing the same game within both multi-purpose interactive game rooms.
In some embodiments, the multi-purpose game logic is configured to have a set of players within the multi-purpose interactive game room compete against a second set of players within the second multi-purpose interactive game room.
Other objects, advantages, novel features, and further scope of applicability of the present disclosure will be set forth in part in the detailed description to follow, and in part will become apparent to those skilled in the art upon examination of the following or may be learned by practice of the disclosure. Although the description above contains many specificities, these should not be construed as limiting the scope of the disclosure but as merely providing illustrations of some of the presently preferred embodiments of the disclosure. As such, various other embodiments are possible within its scope. Accordingly, the scope of the disclosure should be determined not by the embodiments illustrated, but by the appended claims and their equivalents.
The above, and other, aspects, features, and advantages of several embodiments of the present disclosure will be more apparent from the following description as presented in conjunction with the following several figures of the drawings.
Corresponding reference characters indicate corresponding components throughout the several figures of the drawings. Elements in the several figures are illustrated for simplicity and clarity and have not necessarily been drawn to scale. For example, the dimensions of some of the elements in the figures might be emphasized relative to other elements for facilitating understanding of the various presently disclosed embodiments. In addition, common, but well-understood, elements that are useful or necessary in a commercially feasible embodiment are often not depicted in order to facilitate a less obstructed view of these various embodiments of the present disclosure.
In response to the issues described above, devices and methods are discussed herein that provides for a multi-purpose interactive game room with a series of game components that can be utilized between different games such that a single room can be configured for different styles of games. In many embodiments, the multi-purpose interactive game room. Can be utilized to turn a rectangular game room (such as, but not limited to, a ten foot by twenty-foot laser maze room) into a multifunction room with additional types of games. Various embodiments added the overhead camera sensor, ensuring that at least one wall had six radio frequency identification (RFID) readers, and at least one touch screen (on the side of at least one wall).
This arrangement can allow this room to play laser maze games, including versions where players must cross the room without hitting a certain number of allowed laser hits, games like the foregoing in which the players as a team or as individuals are timed for how fast it takes them to cross the room one or more times with the number of laser hits potentially or potentially not affecting their score, games where the players are choosing the laser maze patterns that allow them to cross, games where each laser acts as a musical note and the players must recreate sound patterns or play songs by breaking the lasers.
The multi-purpose interactive game room can also allow players to play games involving any interaction with other unique devices, such as for example, two sets of RFID readers on opposite walls, such as running across the room games to tap the RFID readers, sound pattern games using the RFID readers, various video games where the RFID readers are acting like buttons, such as a video game driving a tank through a maze where the RFIDs each represent different controls over the tank, or simply where the RFIDs (which are color-changing) represent a set of answer choices within a trivia game. Note that in the future more RFIDs may be added within the multi-purpose interactive game room in future iterations of the 4-Walled Multi-purpose interactive game room.
In more embodiments, the multi-purpose interactive game room can also be configured to play many types of games involving the overhead sensor that tracks player positions within the game room itself. Those games can include games where players are required to move to and then stand on assigned squares on an imaginary grid (which assignments are made via instructions to stand on symbols and then those symbols being represented on the grid on the wall), other games where players must memorize a series of patterns of where to stand in the room and then make those patterns successively and correctly, games where players must follow shapes throughout the room as those shapes move on the main projector wall, games where players are using their body positions as paddles or pinball flippers to hit imaginary balls that are represented on the front projector game wall, games where players are avoiding shapes depicted on the wall such as fireballs or various geometric shapes, games where players' body position represents an angle and velocity for slinging virtual blocks or balls through the game room's virtual space to land on platforms or to land within holes, reminiscent of a virtual game of bocce or cornhole or bowling or throwing a ball to land on stacks of cans (or knock them over).
The multi-purpose interactive game room can also allow for players to combine any of the above aspects, meaning one could have a laser maze game where a player or team of players is seeking to cross the laser maze, all the while avoiding certain “off limits” areas in imaginary virtual space that is being watched by the infrared camera in the ceiling above looking down on the room and with the front wall projection screen in the room projecting a map of the room and those “no go areas.” The same could be done more dynamically where there are imaginary objects that are moving, and that the players must avoid while crossing the actual laser maze.
Like other game rooms, this multi-purpose interactive game room can be managed by one or more logics connected to a central server and the internet. That can allow the multi-purpose interactive game room to be connected to other multi-purpose interactive game rooms within the same game facility, or at remote game facilities around the country or even the world. Given that the logics being utilized by the multi-purpose interactive game room can be connected to a server, it can further allow the multi-purpose interactive game room to be connected to not only other such rooms, but also can allow game facility to create experiences where players who are not inside the room, but who may be playing on a screen outside the room, or on a tablet, phone, or computer elsewhere in the location or anywhere in the world on an internet connection may be able to join a game and affect the game play in the room. This can be accomplished by various acts such as. but not limited to, turning on and off lasers, such as by issuing commands on a screen, or by moving imaginary digital shapes to be avoided in a game in which the players in the room are tasked with avoiding said shapes. For example, games similar to battleship being played between locations where one set of players are standing in a physical room and another set of players on a computer terminal elsewhere are selecting squares to eliminate, without seeing the players who are in the room.
In further embodiments, the multi-purpose interactive game room could even be connected to a Virtual Reality system in which players in the room are captured on the camera system and represented as avatars in a virtual reality game for other players who are joining via Virtual Reality headsets. The players in the room would also be able to wear augmented reality glasses or headsets, and the position of virtual objects and even other players joining in VR could be represented in augmented reality. Or alternatively, players in other locations playing with augmented reality headsets could be captured on the camera system and could see one another as ‘present’ in one's room in an augmented reality image.
The multi-purpose interactive game room can be equipped with a sound system. It can have, for example, two integrated touch screens with RFID interaction devices in the room one on each side, (this may allow for up to fourteen RFID readers total within the room in total), which can be used as a sign-in station, a station to choose a game or game levels or add and drop players, and/or as a user interface during a game itself, or as a diagnostic control interface for a game technician to use to check on the health of the room's gaming system or to change any needed parameters specific to the room's technical digital settings. The multi-purpose interactive game room may also have a final integrated touch screen and RFID interaction device to the right hand of the entry door located on the hallway outside of the multi-purpose interactive game room.
Aspects of the present disclosure may be embodied as an apparatus, system, method, or computer program product. Accordingly, aspects of the present disclosure may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, or the like) or an embodiment combining software and hardware aspects that may all generally be referred to herein as a “function,” “module,” “apparatus,” or “system.” Furthermore, aspects of the present disclosure may take the form of a computer program product embodied in one or more non-transitory computer-readable storage media storing computer-readable and/or executable program code. Many of the functional units described in this specification have been labeled as functions, in order to emphasize their implementation independence more particularly. For example, a function may be implemented as a hardware circuit comprising custom VLSI circuits or gate arrays, off-the-shelf semiconductors such as logic chips, transistors, or other discrete components. A function may also be implemented in programmable hardware devices such as via field programmable gate arrays, programmable array logic, programmable logic devices, or the like.
Functions may also be implemented at least partially in software for execution by various types of processors. An identified function of executable code may, for instance, comprise one or more physical or logical blocks of computer instructions that may, for instance, be organized as an object, procedure, or function. Nevertheless, the executables of an identified function need not be physically located together but may comprise disparate instructions stored in different locations which, when joined logically together, comprise the function and achieve the stated purpose for the function.
Indeed, a function of executable code may include a single instruction, or many instructions, and may even be distributed over several different code segments, among different programs, across several storage devices, or the like. Where a function or portions of a function are implemented in software, the software portions may be stored on one or more computer-readable and/or executable storage media. Any combination of one or more computer-readable storage media may be utilized. A computer-readable storage medium may include, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing, but would not include propagating signals. In the context of this document, a computer readable and/or executable storage medium may be any tangible and/or non-transitory medium that may contain or store a program for use by or in connection with an instruction execution system, apparatus, processor, or device.
Computer program code for carrying out operations for aspects of the present disclosure may be written in any combination of one or more programming languages, including an object-oriented programming language such as Python, Java, Smalltalk, C++, C #, Objective C, or the like, conventional procedural programming languages, such as the “C” programming language, scripting programming languages, and/or other similar programming languages. The program code may execute partly or entirely on one or more of a user's computer and/or on a remote computer or server over a data network or the like.
A component, as used herein, comprises a tangible, physical, non-transitory device. For example, a component may be implemented as a hardware logic circuit comprising custom VLSI circuits, gate arrays, or other integrated circuits; off-the-shelf semiconductors such as logic chips, transistors, or other discrete devices; and/or other mechanical or electrical devices. A component may also be implemented in programmable hardware devices such as field programmable gate arrays, programmable array logic, programmable logic devices, or the like. A component may comprise one or more silicon integrated circuit devices (e.g., chips, die, die planes, packages) or other discrete electrical devices, in electrical communication with one or more other components through electrical lines of a printed circuit board (PCB) or the like. Each of the functions and/or modules described herein, in certain embodiments, may alternatively be embodied by or implemented as a component.
A circuit, as used herein, comprises a set of one or more electrical and/or electronic components providing one or more pathways for electrical current. In certain embodiments, a circuit may include a return pathway for electrical current, so that the circuit is a closed loop. In another embodiment, however, a set of components that does not include a return pathway for electrical current may be referred to as a circuit (e.g., an open loop). For example, an integrated circuit may be referred to as a circuit regardless of whether the integrated circuit is coupled to ground (as a return pathway for electrical current) or not. In various embodiments, a circuit may include a portion of an integrated circuit, an integrated circuit, a set of integrated circuits, a set of non-integrated electrical and/or electrical components with or without integrated circuit devices, or the like. In one embodiment, a circuit may include custom VLSI circuits, gate arrays, logic circuits, or other integrated circuits; off-the-shelf semiconductors such as logic chips, transistors, or other discrete devices; and/or other mechanical or electrical devices. A circuit may also be implemented as a synthesized circuit in a programmable hardware device such as field programmable gate array, programmable array logic, programmable logic device, or the like (e.g., as firmware, a netlist, or the like). A circuit may comprise one or more silicon integrated circuit devices (e.g., chips, die, die planes, packages) or other discrete electrical devices, in electrical communication with one or more other components through electrical lines of a printed circuit board (PCB) or the like. Each of the functions and/or modules described herein, in certain embodiments, may be embodied by or implemented as a circuit.
Reference throughout this specification to “one embodiment,” “an embodiment,” or similar language means that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment of the present disclosure. Thus, appearances of the phrases “in one embodiment,” “in an embodiment,” and similar language throughout this specification may, but do not necessarily, all refer to the same embodiment, but mean “one or more but not all embodiments” unless expressly specified otherwise. The terms “including,” “comprising,” “having,” and variations thereof mean “including but not limited to”, unless expressly specified otherwise. An enumerated listing of items does not imply that any or all of the items are mutually exclusive and/or mutually inclusive, unless expressly specified otherwise. The terms “a,” “an,” and “the” also refer to “one or more” unless expressly specified otherwise.
Further, as used herein, reference to reading, writing, storing, buffering, and/or transferring data can include the entirety of the data, a portion of the data, a set of the data, and/or a subset of the data. Likewise, reference to reading, writing, storing, buffering, and/or transferring non-host data can include the entirety of the non-host data, a portion of the non-host data, a set of the non-host data, and/or a subset of the non-host data.
Lastly, the terms “or” and “and/or” as used herein are to be interpreted as inclusive or meaning any one or any combination. Therefore, “A, B or C” or “A, B and/or C” mean “any of the following: A; B; C; A and B; A and C; B and C; A, B and C.” An exception to this definition will occur only when a combination of elements, functions, steps, or acts are in some way inherently mutually exclusive.
Aspects of the present disclosure are described below with reference to schematic flowchart diagrams and/or schematic block diagrams of methods, apparatuses, systems, and computer program products according to embodiments of the disclosure. It will be understood that each block of the schematic flowchart diagrams and/or schematic block diagrams, and combinations of blocks in the schematic flowchart diagrams and/or schematic block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a computer or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor or other programmable data processing apparatus, create means for implementing the functions and/or acts specified in the schematic flowchart diagrams and/or schematic block diagrams block or blocks.
It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. Other steps and methods may be conceived that are equivalent in function, logic, or effect to one or more blocks, or portions thereof, of the illustrated figures. Although various arrow types and line types may be employed in the flowchart and/or block diagrams, they are understood not to limit the scope of the corresponding embodiments. For instance, an arrow may indicate a waiting or monitoring period of unspecified duration between enumerated steps of the depicted embodiment.
In the following detailed description, reference is made to the accompanying drawings, which form a part thereof. The foregoing summary is illustrative only and is not intended to be in any way limiting. In addition to the illustrative aspects, embodiments, and features described above, further aspects, embodiments, and features will become apparent by reference to the drawings and the following detailed description. The description of elements in each figure may refer to elements of proceeding figures. Like numbers may refer to like elements in the figures, including alternate embodiments of like elements.
Referring to
On the right side of the wall, a touch screen 140 is installed, offering a convenient interface for players or administrators. This device can be utilized for game setup, where players might select their roles, input commands, or view real-time feedback during the game. Its positioning at an accessible height ensures that players can easily interact with it without disrupting gameplay. The touch screen's functionality could vary depending on the type of game, allowing it to serve as a control panel, a score display, or even a tactical map for players to strategize during team-based activities.
Additionally, the first long wall type 110 can include a doorway 160 on the left side of the wall, featuring a window for visibility. This doorway 160 can provide a practical entrance and exit point, allowing players to move in and out of the game space efficiently. The window could be used for observation or monitoring by game staff, ensuring the room remains accessible while the game is in progress. This layout of laser emitters 130, a touchscreen 140, and a doorway 160 represents just one of many potential configurations that can be utilized in the multi-purpose interactive game room, offering versatility for a wide range of games and activities.
Referring to
In addition to the cameras, the right-hand side of the wall includes a touch screen 140, much like the first wall. This touch screen could act as a control panel, allowing players or game facilitators to manage game settings, monitor scores, or select new game modes. The placement of the screen ensures easy access for participants, while its position alongside the cameras suggests it may play a role in tracking or updating in-game data. An “area of blocking” near the screen can be configured for providing a certain zone around which the device may need to remain unobstructed to ensure optimal performance, such as to allow the cameras and sensors to operate without interference.
This second long wall type 120 can complement the first by adding enhanced tracking capabilities through the use of cameras, which could capture precise game interactions such as players breaking laser beams or moving through predefined zones. The cameras 150 can provide an additional layer of interaction that is crucial for games requiring high accuracy, while the touch screen 140 may offer a versatile control interface to manage and enhance the overall gameplay experience. Together, these elements demonstrate how different technologies can be integrated within the game room's infrastructure to support a wide range of game types and interactions.
Referring to
In some embodiments, there may be an area of blocking around the touch screens such that the touch screens should remain clear in this zone for optimal functionality. This can be to ensure that players or objects don't interfere with the touch screens' input capabilities or any sensors that may be used in conjunction with them. The symmetrical layout of the touch screens provides balanced access, making it easy for multiple players to interact with the system at the same time. These touch screens may also serve as control points for starting or configuring games, allowing flexibility for various game scenarios.
Referring to
This wall type, which lacks a door, may be designed for dedicated gameplay interaction rather than access or entry. The touch screens offer flexibility for a variety of game types, possibly enabling individual or team-based interactions. The symmetrical arrangement allows for two or more players to interact simultaneously with minimal interference. Overall, the wall's design supports multiple game setups, allowing the space to remain versatile and adaptable for different interactive experiences while keeping the room's technology easily accessible to participants.
Referring to
Beneath the large screen are two RFID readers 320 designed to interact with wearable wristbands worn by players during the game. These RFID readers 320 can function as player identification points, where participants can scan their wristbands to log in, track game progress, or initiate specific in-game actions. The readers could also be used to assign player roles or teams, allowing for seamless integration of each participant into the game. The presence of the RFID readers 320 adds another layer of interactivity, enabling the system to track individual player actions in real-time. Additionally, an NDI camera is positioned below the screen to capture gameplay footage or monitor player movement, contributing to enhanced tracking and potentially live-streaming elements of the game. Finally, an area of blocking 330 can be configured such that certain areas near the screen and devices should remain unobstructed to ensure optimal performance of both the RFID readers 320 and the camera. This wall setup is designed for a high level of interaction, combining visual feedback, player tracking, and game monitoring to create an engaging and dynamic gaming environment.
Referring to
Below the screen 310 are six RFID readers 320, each represented by small boxes, that can be designed to interact with players' wearable RFID wristbands. These readers 320 can allow each player to scan their wristband, possibly to log in, track game progress, or initiate specific game actions based on their roles. The multiple RFID readers 320 can enable several players to engage simultaneously, allowing the system to differentiate between individuals and track their movements or inputs in real-time. In some embodiments, the inclusion of an one or more cameras can further enhance the functionality of the wall by capturing live footage of player activity or tracking their movement during the game. In more embodiments, an area of blocking 330 near the RFID readers 320 can indicate that this space needs to remain clear to ensure accurate scans and uninterrupted operation of the readers and camera. This wall type, with its combination of RFID readers, a large display screen, and monitoring systems, is designed to support highly interactive and personalized gaming experiences, enabling players to engage directly with the system and each other.
Referring to
The RFID readers 320 can be located on either a left side 350 of the door or the right side of the door 360, with three readers on each side, allowing up to six players to engage with the system simultaneously. These readers 320 can be used to interact with players' RFID-equipped wristbands, potentially logging players in, tracking progress, or assigning roles within the game. The presence of the door in the center of the wall can be configured to allow for this area to be used for transitioning in and out of the game room, with the RFID readers 320 helping facilitate player management as they enter or exit.
Although specific embodiments for a plurality of views of both long and short wall types for multi-purpose interactive game rooms suitable for carrying out the various steps, processes, methods, and operations described herein is discussed with respect to
Referring to
In some embodiments, a player tracking system 460, can be a component of this game room, enabling the system to monitor the movements and actions of the player 470. This tracking system 460 can work in conjunction with other interactive elements, such as the laser emitters 420 and RFID readers 430. The laser emitters 420, distributed across the room, may create laser grids or beams that the player interacts with during certain games, requiring the player to dodge or trigger lasers as part of the gameplay. The player tracking system 460 could, in some embodiments, detect when a player breaks a laser beam or moves through a specific area, sending data back to the central system to affect the game's outcome. The RFID readers 430, on the other hand, may interact with the player's wearable RFID wristband, logging their participation in the game or tracking their progress by identifying individual inputs. For example, the RFID readers 430 might register specific actions or decisions made by the player, allowing the game system to adjust the player's score or status accordingly.
Also contributing to the interactive experience is the game device with a touchscreen 440, which can provide the player 470 with a direct interface for game control and input. The player 470 can use the touchscreen 440 to interact with the game environment, select options, or engage in problem-solving activities required by the gameplay. This interactive device offers another layer of engagement by allowing the player to influence the game through touch-based inputs, expanding the possibilities for different game mechanics. Alongside these devices, a camera 490 can play a critical role in capturing live footage of the player's actions or movements, which could be used for tracking purposes or for streaming gameplay. The camera may also monitor player interactions, ensuring that they comply with the game's rules or objectives.
Finally, a door 450 can be configured as an entry and exit point for the game room, allowing players to transition in and out of the game environment. Depending on the game's setup, the door could also be a part of the game's objectives, such as a gateway to another level or a section of the game that players must unlock by completing certain tasks. Each device, from the laser emitters to the RFID readers, can play a specific role in shaping the gameplay, ensuring that the player's actions and decisions are tracked, recorded, and reflected in the game's progression. Together, these elements form a cohesive system that adapts to player input, providing a rich and engaging interactive experience.
Although a specific embodiment for a player 470 inside a multi-purpose interactive game room suitable for carrying out the various steps, processes, methods, and operations described herein is discussed with respect to
Referring to
In some embodiments, the laser beams may be configured to emit from the laser emitter columns 510 at varying angles. This can increase or otherwise change the complexity or difficulty of a laser maze game. This can provide new challenges to players already accustomed to the original setup, which can increase overall re-playability and bring in increased sales. Each of these laser emitters within the laser emitter columns 510 can be individually controlled and turned on or off as needed based on the desired application/game. In yet further embodiments, the multi-purpose interactive game room may be configured with one or more fog or smoke machines that can help make the lasers viewable by players. These machines can be controlled by one or more game logics as described herein.
Although a specific embodiment for an example laser room setup depicting a variety of different angles that the laser beams may be configured to cross the room suitable for carrying out the various steps, processes, methods, and operations described herein is discussed with respect to
Referring to
As shown in the embodiment of
Although a specific embodiment for a plurality of players engaging in a laser maze game within a laser maze suitable for carrying out the various steps, processes, methods, and operations described herein is discussed with respect to
Referring to
The movement tracking of individuals 710 enables the game logic to adjust dynamically, creating an interactive and responsive gaming environment. For example, as players move across different zones within the game room, the tracking system could detect when a player enters a specific area or completes a particular action. Based on this input, the system could trigger changes in the game state, such as unlocking new levels, generating obstacles, or activating additional devices like laser emitters or touch screens. The tracking of each player's unique movements allows for personalized game experiences, where game challenges or tasks are tailored to individual actions, encouraging engagement and immersion.
Additionally, the ability of the tracking system to monitor multiple players simultaneously opens up possibilities for team-based games or competitive scenarios. For example, the sensor could identify when players are working together in close proximity or competing in separate areas, adjusting the game logic to reward teamwork or create head-to-head challenges. The machine-learning processes within the tracking system can also learn from player behaviors over time, refining how the game responds to movements and actions. This flexibility in tracking and game adaptation contributes to the room's multi-purpose nature, enabling a wide range of games and activities that respond in real-time to the players' physical movements.
Although a specific embodiment for a tracking device tracking a plurality of people within an area suitable for carrying out the various steps, processes, methods, and operations described herein is discussed with respect to
Referring to
In the embodiment depicted in
Although a specific embodiment for a game logic displaying a plurality of tracked players suitable for carrying out the various steps, processes, methods, and operations described herein is discussed with respect to
Referring to
In many embodiments, the device 900 may include an environment 902 such as a baseboard or “motherboard,” in physical embodiments that can be configured as a printed circuit board with a multitude of components or devices connected by way of a system bus or other electrical communication paths. Conceptually, in virtualized embodiments, the environment 902 may be a virtual environment that encompasses and executes the remaining components and resources of the device 900. In more embodiments, one or more processors 904, such as, but not limited to, central processing units (“CPUs”) can be configured to operate in conjunction with a chipset 906. The processor(s) 904 can be standard programmable CPUs that perform arithmetic and logical operations necessary for the operation of the device 900.
In additional embodiments, the processor(s) 904 can perform one or more operations by transitioning from one discrete, physical state to the next through the manipulation of switching elements that differentiate between and change these states. Switching elements generally include electronic circuits that maintain one of two binary states, such as flip-flops, and electronic circuits that provide an output state based on the logical combination of the states of one or more other switching elements, such as logic gates. These basic switching elements can be combined to create more complex logic circuits, including registers, adders-subtractors, arithmetic logic units, floating-point units, and the like.
In certain embodiments, the chipset 906 may provide an interface between the processor(s) 904 and the remainder of the components and devices within the environment 902. The chipset 906 can provide an interface to a random-access memory (“RAM”) 908, which can be used as the main memory in the device 900 in some embodiments. The chipset 906 can further be configured to provide an interface to a computer-readable storage medium such as a read-only memory (“ROM”) 910 or non-volatile RAM (“NVRAM”) for storing basic routines that can help with various tasks such as, but not limited to, starting up the device 900 and/or transferring information between the various components and devices. The ROM 910 or NVRAM can also store other application components necessary for the operation of the device 900 in accordance with various embodiments described herein.
Different embodiments of the device 900 can be configured to operate in a networked environment using logical connections to remote computing devices and computer systems through a network, such as the network 940. The chipset 906 can include functionality for providing network connectivity through a network interface card (“NIC”) 912, which may comprise a gigabit Ethernet adapter or similar component. The NIC 912 can be capable of connecting the device 900 to other devices over the network 940. It is contemplated that multiple NICs 912 may be present in the device 900, connecting the device to other types of networks and remote systems.
In further embodiments, the device 900 can be connected to a storage 918 that provides non-volatile storage for data accessible by the device 900. The storage 918 can, for example, store an operating system 920, applications 922, and data 928, 930, 932, which are described in greater detail below. The storage 918 can be connected to the environment 902 through a storage controller 914 connected to the chipset 906. In certain embodiments, the storage 918 can consist of one or more physical storage units. The storage controller 914 can interface with the physical storage units through a serial attached SCSI (“SAS”) interface, a serial advanced technology attachment (“SATA”) interface, a fiber channel (“FC”) interface, or other type of interface for physically connecting and transferring data between computers and physical storage units.
The device 900 can store data within the storage 918 by transforming the physical state of the physical storage units to reflect the information being stored. The specific transformation of physical state can depend on various factors. Examples of such factors can include, but are not limited to, the technology used to implement the physical storage units, whether the storage 918 is characterized as primary or secondary storage, and the like.
For example, the device 900 can store information within the storage 918 by issuing instructions through the storage controller 914 to alter the magnetic characteristics of a particular location within a magnetic disk drive unit, the reflective or refractive characteristics of a particular location in an optical storage unit, or the electrical characteristics of a particular capacitor, transistor, or other discrete component in a solid-state storage unit, or the like. Other transformations of physical media are possible without departing from the scope and spirit of the present description, with the foregoing examples provided only to facilitate this description. The device 900 can further read or access information from the storage 918 by detecting the physical states or characteristics of one or more particular locations within the physical storage units.
In addition to the storage 918 described above, the device 900 can have access to other computer-readable storage media to store and retrieve information, such as program modules, data structures, or other data. It should be appreciated by those skilled in the art that computer-readable storage media is any available media that provides for the non-transitory storage of data and that can be accessed by the device 900. In some examples, the operations performed by a cloud computing network, and or any components included therein, may be supported by one or more devices similar to device 900. Stated otherwise, some or all of the operations performed by the cloud computing network, and or any components included therein, may be performed by one or more devices 900 operating in a cloud-based arrangement.
By way of example, and not limitation, computer-readable storage media can include volatile and non-volatile, removable and non-removable media implemented in any method or technology. Computer-readable storage media includes, but is not limited to, RAM, ROM, erasable programmable ROM (“EPROM”), electrically-erasable programmable ROM (“EEPROM”), flash memory or other solid-state memory technology, compact disc ROM (“CD-ROM”), digital versatile disk (“DVD”), high definition DVD (“HD-DVD”), BLU-RAY, or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium that can be used to store the desired information in a non-transitory fashion.
As mentioned briefly above, the storage 918 can store an operating system 920 utilized to control the operation of the device 900. According to one embodiment, the operating system comprises the LINUX operating system. According to another embodiment, the operating system comprises the WINDOWS® SERVER operating system from MICROSOFT Corporation of Redmond, Washington. According to further embodiments, the operating system can comprise the UNIX operating system or one of its variants. It should be appreciated that other operating systems can also be utilized. The storage 918 can store other system or application programs and data utilized by the device 900.
In various embodiment, the storage 918 or other computer-readable storage media is encoded with computer-executable instructions which, when loaded into the device 900, may transform it from a general-purpose computing system into a special-purpose computer capable of implementing the embodiments described herein. These computer-executable instructions may be stored as application 922 and transform the device 900 by specifying how the processor(s) 904 can transition between states, as described above. In some embodiments, the device 900 has access to computer-readable storage media storing computer-executable instructions which, when executed by the device 900, perform the various processes described herein with regard to
In still further embodiments, the device 900 can also include one or more input/output controllers 916 for receiving and processing input from a number of input devices, such as a keyboard, a mouse, a touchpad, a touch screen, an electronic stylus, or other type of input device. Similarly, an input/output controller 916 can be configured to provide output to a display, such as a computer monitor, a flat panel display, a digital projector, a printer, or other type of output device. Those skilled in the art will recognize that the device 900 might not include all of the components shown in
As described above, the device 900 may support a virtualization layer, such as one or more virtual resources executing on the device 900. In some examples, the virtualization layer may be supported by a hypervisor that provides one or more virtual machines running on the device 900 to perform functions described herein. The virtualization layer may generally support a virtual resource that performs at least a portion of the techniques described herein.
In many embodiments, the device 900 can include a multi-purpose game logic 924 that can be configured to perform one or more of the various steps, processes, operations, and/or other methods that are described above. Often, the multi-purpose game logic 924 can be a set of instructions stored within a non-volatile memory that, when executed by the processor(s)/controller(s) 904 can carry out these steps, etc. In some embodiments, the multi-purpose game logic 924 may be a client application that resides on a network-connected device, such as, but not limited to, a server, switch, personal or mobile computing device. In certain embodiments, the multi-purpose game logic 924 can direct the execution of a game directly within the multi-purpose interactive game room.
However, in additional embodiments, the multi-purpose game logic 924 can generate various scores and metrics with data provided by the players and/or a series of game components within the multi-purpose interactive game room. In further embodiments, the multi-purpose game logic 924 may also generate or otherwise facilitate the creation of proposed games available for play based on the available series of game components deployed or otherwise working in the room. In still more embodiments, the multi-purpose game logic 924 can evaluate a proposed game selection based on the one or more scores and data sources available. Finally, in certain embodiments, the multi-purpose game logic 924 can select and apply an updated sustainable configuration to the network by directing one or more planes to de-energize and/or re-energize.
In a number of embodiments, the storage 918 can include game data 928. Game data 928 can be related to games selected for play within the multi-purpose interactive game room. In more embodiments, the game data 928 may include player names, colors, team names, and other identifying information regarding the players.
In various embodiments, the storage 918 can include sensor data 930. The multi-purpose interactive game room can be configured with a series of game components, such as sensors. The sensors can generate data that can be utilized by a game logic to associate with players and or the current game state.
In still more embodiments, the storage 918 can include game metrics data 932. In some embodiments, the game metrics data 932 can relate to player scores, the current progress within the selected game, or the overall progress of the team within the series of games it has selected or been selected to play.
Finally, in many embodiments, data may be processed into a format usable by a machine-learning model 926 (e.g., feature vectors), and or other pre-processing techniques. The machine-learning (“ML”) model 926 may be any type of ML model, such as supervised models, reinforcement models, and/or unsupervised models. The ML model 926 may include one or more of linear regression models, logistic regression models, decision trees, Naïve Bayes models, neural networks, k-means cluster models, random forest models, and/or other types of ML models 926. The ML model 926 may be configured to process sensor data 930 and/or execute a selected game within the multi-purpose interactive game room.
The ML model(s) 926 can be configured to generate inferences to make predictions or draw conclusions from data. An inference can be considered the output of a process of applying a model to new data. This can occur by learning from game data, previously generated data, and/or score data and use that learning to predict future outcomes. These predictions are based on patterns and relationships discovered within the data. To generate an inference, the trained model can take input data and produce a prediction or a decision. The input data can be in various forms, such as images, audio, text, or numerical data, depending on the type of problem the model was trained to solve. The output of the model can also vary depending on the problem, and can be a single number, a probability distribution, a set of labels, a decision about an action to take, etc. Ground truth for the ML model(s) 926 may be generated by human/administrator verifications or may compare predicted outcomes with actual outcomes.
Although a specific embodiment for a device suitable for operating and executing a multi-purpose game logic suitable for carrying out the various steps, processes, methods, and operations described herein is discussed with respect to
Referring to
In a number of embodiments, the process 1000 can initialize a first interactive game configured to utilize the first unique type of game devices (block 1020). For example, the process 1000 can initialize a first interactive game by detecting and configuring the available devices required for a specific game. Once players enter the room, the system may scan for active devices, such as motion tracking cameras, touchscreens, or wireless transceivers. Based on the game selected, various embodiments of the process 1000 could prioritize a particular set of devices. For instance, if the game involves touch-based interaction, the system would activate and calibrate the touchscreens while disabling unnecessary components like laser emitters or motion detectors. The process 1000 can ensure all connected devices are synchronized, providing instructions to players via visual cues on projector screens or audio prompts.
In more embodiments, the process 1000 can conduct a first interactive game (block 1030). In some embodiments, the process 1000 can conduct a first interactive game within the multi-purpose interactive game room by identifying the type of game selected and the corresponding devices needed for its operation. Once the game is chosen, the process 1000 may activate the required hardware, such as projectors, motion sensors, or touchscreens, ensuring they are properly connected and calibrated for player interaction. In various embodiments, the process 1000 can assign roles to each player, mapping their input devices (such as wireless controllers or touch panels) to their in-game actions. Throughout the game, the process 1000 may continuously monitor the devices, ensuring seamless communication through established protocols like Wi-Fi or Ethernet, adjusting game dynamics as necessary based on player actions. Visuals could be projected onto screens or surfaces, and feedback could be provided through audio systems or on-device interfaces, creating an immersive experience. The process 1000 can handle real-time data from motion trackers or sensors, incorporating player movements or decisions into the gameplay. As the game progresses, the process 1000 can also monitor commands, scores, interactions, and timers, dynamically responding to ensure smooth operation until the game concludes.
In further embodiments, the process 1000 can determine if a command has been received to end the first interactive game (block 1035). The process 1000 can involve determining whether a command to end the first interactive game has been received by utilizing continuous monitoring of input from all connected devices and interfaces. In certain embodiments, the process 1000 may be programmed to listen for specific commands from various sources, such as a player pressing an “End Game” (or similar) button on a wireless controller, a touchscreen, or a voice command detected by voice recognition systems. Additionally, the process 1000 could track signals from an administrator's device or central control panel, which may issue a command to stop the game. The process 1000 can also monitor in-game events, such as reaching a game-ending condition (like a final score or completion of a time limit), which may automatically trigger an end-game command. Once a command is detected, the system could verify its authenticity, ensuring it came from an authorized source, and then initiate the appropriate shutdown procedures, such as stopping the game, saving progress, and resetting the devices for future use.
If it is determined that no command has been received, the process 1000 can continue to conduct the first interactive game (block 1030). However, if it is determined that a command has been received to end the first interactive game, certain embodiments of the process 1000 can establish communication with a second unique type of game devices (block 1040). Upon ending the first game, the process 1000 may deactivate the devices specific to that game, such as turning off motion sensors, touchscreens, or projectors, and initiate the setup for the new game by identifying the devices required for the second game. This may involve activating and calibrating new devices, such as laser emitters, different wireless controllers, or motion tracking systems. The process 1000 could in certain embodiments scan the game room to detect these devices, verify their connections through pre-configured communication protocols (such as Bluetooth or Ethernet), and test for functionality to ensure they are ready for use. If necessary, the process 1000 may prompt players to interact with these devices for further calibration or setup.
In additional embodiments, the process 1000 can initialize a second interactive game configured to utilize at least the second type of game devices (block 1050). To initialize a second interactive game utilizing a different set of game devices, the process 1000 could start by identifying the specific requirements of the new game and the corresponding devices needed. After ensuring the first game has been properly terminated, the system would activate the second set of game devices, such as laser emitters, motion sensors, or specialized controllers, and establish communication between these devices and the central system using pre-configured protocols like Wi-Fi, Bluetooth, or Ethernet. The process 1000 may then perform a brief diagnostic to ensure each device is operational and properly aligned with the gameplay mechanics. It might prompt players to interact with certain devices, such as calibrating motion sensors with physical movements or confirming wireless controller connections. Once all devices are ready, the process 1000 could configure them for specific game roles, assigning player input or team-based controls, and display game instructions or visuals via projectors or screens. At this stage, the game would be ready to start, with all devices synchronized and responsive, allowing for smooth, uninterrupted interaction between the players and the new set of game equipment.
Although a specific embodiment for establishing multiple games within the multi-purpose interactive game room suitable for carrying out the various steps, processes, methods, and operations described herein is discussed with respect to
Referring to
In a number of embodiments, the process 1100 can pass game data to a projector for display and a first plurality of unique game devices for configuration (block 1120). The process 1100 can pass game data to both a projector for display and a first group of unique game devices for configuration with the system simultaneously distributing game information to multiple endpoints. In some embodiments, the game data, including visual elements such as maps, scores, or game instructions, can be sent to the projector through a high-speed connection like HDMI or DisplayPort, allowing the projector to display the visuals on a large surface. At the same time, the process 1100 could pass configuration data to the first group of unique game devices, such as controllers, touchscreens, or motion sensors, using wireless communication protocols like Wi-Fi or Bluetooth, or wired connections like Ethernet, depending on the device. In certain embodiments, the process 1100 may assign specific functions to each device based on player roles or game mechanics, configuring them to respond to player inputs or environmental triggers. As the projector renders the game environment, the first group of devices could be synchronized to interact with it, ensuring real-time responsiveness. This parallel data distribution would ensure both the visual display and the device configurations are aligned, creating an immersive and interactive game experience.
In more embodiments, the process 1100 can conduct the first interactive game (block 1130). Similar to what was stated above, in some embodiments, the process 1100 can conduct a first interactive game within the multi-purpose interactive game room by identifying the type of game selected and the corresponding devices needed for its operation. Once the game is chosen, the process 1100 may activate the required hardware, such as projectors, motion sensors, or touchscreens, ensuring they are properly connected and calibrated for player interaction. In various embodiments, the process 1100 can assign roles to each player, mapping their input devices (such as wireless controllers or touch panels) to their in-game actions. Throughout the game, the process 1100 may continuously monitor the devices, ensuring seamless communication through established protocols like Wi-Fi or Ethernet, adjusting game dynamics as necessary based on player actions. Visuals could be projected onto screens or surfaces, and feedback could be provided through audio systems or on-device interfaces, creating an immersive experience. The process 1100 can handle real-time data from motion trackers or sensors, incorporating player movements or decisions into the gameplay. As the game progresses, the process 1100 can also monitor commands, scores, interactions, and timers, dynamically responding to ensure smooth operation until the game concludes.
In further embodiments, the process 1100 can prompt a plurality of players for a required interaction with at least one of the first plurality of unique game devices (block 1140). In some embodiments, the process 1100 can prompt a plurality of players for a required interaction within the game by leveraging one or more of the unique game devices connected to the system. For example, the process 1100 could send a prompt to each player's wireless controller or touchscreen, displaying a message or signal that informs them of an upcoming task or action. This prompt could also be displayed on a central screen or projector, providing visual cues that all players can see. Depending on the game's design, the prompt could be delivered through multiple channels, such as flashing lights on laser tag-style gear, haptic feedback on handheld devices, or audible cues via speakers or headsets. The process 1100 might require players to perform a coordinated action, such as pressing buttons, moving to a specific location as detected by motion sensors, or interacting with touchscreens to complete the prompt. By synchronizing these prompts across the different devices, the system can ensure that all players receive and react to the interaction requirements at the appropriate time, facilitating a smooth and cohesive gameplay experience.
In additional embodiments, the process 1100 can monitor the at least one of the first plurality of unique game devices (block 1150). The process 1100 could monitor the plurality of unique game devices by continuously tracking their status, inputs, and performance in real-time through a central control system. This process 1100 may establish communication with each device via wireless protocols like Bluetooth, Wi-Fi, or Zigbee, or through wired connections like Ethernet, ensuring each device remains responsive and synchronized with the game. In some embodiments, the process could log inputs from the devices, such as button presses on controllers, movement detected by sensors, or interactions with touchscreens, and analyze them to ensure they align with the game's rules and mechanics. Additionally, the process 1100 could run diagnostics to monitor the health of the devices, checking for issues like low battery levels, signal disruptions, or hardware malfunctions. As hardware malfunctions are found, these devices could be excluded from use by one or more game logics, etc. Alerts can be generated if any device fails or becomes unresponsive, allowing the system to make necessary adjustments or prompt players for recalibration.
In still more embodiments, the process 1100 can determine if a required interaction has occurred (block 1155). The required interaction from players can be detected through the system's continuous monitoring of the unique game devices assigned to each player. For example, if the interaction involves pressing a button on a controller or tapping a touchscreen, the system could detect this by capturing input signals from those devices and sending them back to the central hub. Motion-based interactions, such as gestures or movements, may be detected through motion sensors, cameras, or infrared trackers, which can analyze the players' positions and actions in real time. For voice-activated commands, the system might use microphones or voice recognition software to capture and interpret the spoken instructions. Each of these devices sends real-time data to the central processing system, which compares the inputs against the required interaction. When the expected input matches the predefined criteria, the system can confirm that the interaction has been successfully completed, allowing the game to progress accordingly. This ensures that all interactions are accurately captured and integrated into the gameplay.
If it is determined that the required interaction has not occurred, the process 1100 can continue to monitor the at least one of the first plurality of unique game devices (block 1150). However, if it is determined that the required interaction has occurred, certain embodiments of the process 1100 can adjust at least one attribute in response to the required interaction (block 1160). For example, if the interaction involves successfully completing a task or challenge, the system could immediately update the player's score or team standings, reflecting their performance in real time. Additionally, the process 1100 may adjust player participation by unlocking new game levels or allowing the player to move to a new section of the game environment, indicated through changes on the display or by activating new game devices such as projectors or additional touchscreens. The process 1100 could also deactivate certain devices when their role in the game is complete, such as turning off motion sensors or disabling unused controllers, optimizing the game's resources for the next phase. Alternatively, the interaction could trigger specific events, such as activating environmental elements within the game, like lights or sounds, or altering the in-game conditions, like increasing difficulty.
In yet further embodiments, the process 1100 can further determine if a command has been received to end the first game (block 1165). The process 1100 can involve determining whether a command to end the first interactive game has been received by utilizing continuous monitoring of input from all connected devices and interfaces. In certain embodiments, the process 1100 may be programmed to listen for specific commands from various sources, such as a player pressing an “End Game” (or similar) button on a wireless controller, a touchscreen, or a voice command detected by voice recognition systems. Additionally, the process 1100 could track signals from an administrator's device or central control panel, which may issue a command to stop the game. The process 1100 can also monitor in-game events, such as reaching a game-ending condition (like a final score or completion of a time limit), which may automatically trigger an end-game command. Once a command is detected, the system could verify its authenticity, ensuring it came from an authorized source, and then initiate the appropriate shutdown procedures, such as stopping the game, saving progress, and resetting the devices for future use.
If it is determined that no command has been received, the process 1100 can continue to conduct the first interactive game (block 1130). However, if it is determined that a command has been received to end the first interactive game, certain embodiments of the process 1100 can initialize a second interactive game within the same multi-purpose interactive game bay (block 1170). Upon ending the first game, the process 1100 may deactivate the devices specific to that game, such as turning off motion sensors, touchscreens, or projectors, and initiate the setup for the new game by identifying the devices required for the second game. This may involve activating and calibrating new devices, such as laser emitters, different wireless controllers, or motion tracking systems. The process 1100 could in certain embodiments scan the game room to detect these devices, verify their connections through pre-configured communication protocols (such as Bluetooth or Ethernet), and test for functionality to ensure they are ready for use. If necessary, the process 1100 may prompt players to interact with these devices for further calibration or setup.
In still further embodiments, the process 1100 can pass updated game data to the projector for display and to a second plurality of unique game devices for configuration (block 1180). In some embodiments, the process 1100 may first deactivate the devices used in the first game and clear any lingering data or settings. It can then retrieve the necessary data for the second game, such as new game visuals, player assignments, or environmental settings. This updated game data can be sent to the projector via a high-speed connection like HDMI or DisplayPort to display the new game's interface, instructions, or visuals for all players. Simultaneously, the process 1100 could distribute configuration data to the second set of game devices, such as different controllers, sensors, or specialized equipment required for the new game. Using wireless protocols like Bluetooth or Wi-Fi, or wired connections like Ethernet, the process 1100 can, in certain embodiments, ensure these devices are synchronized with the new game logic. The devices may be assigned new roles based on the updated game parameters, such as configuring controllers for new functions, calibrating motion sensors for different tracking needs, or enabling specific devices like laser emitters for a target-based game.
In various embodiments, the process 1100 can conduct the second interactive game (block 1190). In certain embodiments, the process 1100 can continuously manage data flow, ensuring that the projector displays relevant game visuals and instructions while keeping all connected devices synchronized with the game's real-time dynamics. Players can interact with the second set of devices, such as motion trackers, touchscreens, or controllers, and their inputs are monitored by the system. The process 1100 may adjust in-game elements, like scores or environmental changes, based on player actions, ensuring the game remains responsive and engaging. As the game progresses, the process 1100 may, in some embodiments, introduce new challenges or objectives, dynamically altering device configurations or prompting additional player interactions.
Although a specific embodiment for passing data between multiple games within the multi-purpose interactive game room suitable for carrying out the various steps, processes, methods, and operations described herein is discussed with respect to
Referring to
In a number of embodiments, the process 1200 can configure a large game screen on at least one of the walls (block 1220). The process 1200 could use projectors mounted on the ceiling or along the walls to display visuals on all three walls, surrounding players with dynamic game elements. These projectors might display different scenes or synchronized images, creating a panoramic or 3D effect, immersing players in the game world. Motion tracking devices, such as infrared cameras or depth sensors, could be installed in the ceiling or corners of the walls to capture player movements and gestures within the confined space.
In more embodiments, the process 1200 can mount a first plurality and a second plurality of unique game devices within the multi-purpose interactive game bay (block 1230). Wireless devices, such as controllers or handheld AR devices, could further enhance interaction by allowing players to control in-game actions or manipulate virtual objects displayed on the walls. Additionally, in some embodiments, the walls could be embedded with touch-sensitive panels or light sensors, enabling players to interact with the physical environment itself. Audio systems mounted in the ceiling or walls may provide spatial sound cues to enhance immersion. This configuration could be configured to allow the process to fully utilize the three-walled game bay, transforming it into a versatile, interactive space that reacts to players' movements and inputs, offering a unique and engaging gaming experience.
In further embodiments, the process 1200 can associate each of at least two players with a unique wireless communication device (block 1240). The process 1200 can associate each of at least two or more players with a unique wireless communication device by assigning a specific identifier, such as a player ID or profile, to each device during the game's initialization phase. When players enter the game bay, the system could prompt them to connect their wireless devices, such as handheld controllers, mobile devices, or wearable wireless communication devices, to the central game system via Bluetooth, Wi-Fi, or another wireless protocol. Upon connection, the process 1200 can, in certain embodiments, automatically recognize each device by its unique MAC address or another identifying feature and link it to the corresponding player's game profile. This profile could store player-specific information like scores, team assignments, and custom settings. During the game, the process 1200 can be configured to monitor each player's inputs and interactions through their associated wireless device, ensuring that actions are accurately attributed to the correct player. Additionally, the process 1200 can handle communication between these devices and other game elements, ensuring that each player receives personalized feedback, such as visual prompts on the device's screen, haptic responses, or audio cues through a connected headset. This association allows the system to track individual player contributions and ensure seamless interaction within the game environment.
In additional embodiments, the process 1200 can conduct a first interactive game utilizing the large game screen, first plurality of unique game devices, and wireless communication devices (block 1250). In some embodiments, the process 1200 can begin by synchronizing all elements to ensure seamless interaction. The large game screen could display the main game visuals, such as maps, objectives, or real-time player progress, providing a central reference point for all participants. The first plurality of unique game devices, such as, but not limited to, motion sensors, touchscreens, or physical controllers could be configured to handle specific tasks within the game, such as player movement, puzzle-solving, or object manipulation, depending on the game mechanics. In more embodiments, wireless communication devices assigned to each player, such as wearable RFID tags/wristbands, handheld controllers or smartphones, would allow players to input commands, receive personal game updates, or communicate with other players. The process 1200 can monitor interactions from both the unique devices and wireless communication devices, ensuring that all inputs are accurately reflected on the game screen in real time.
In still more embodiments, the process 1200 can determine a command has been received to end the first interactive game (block 1255). As players interact with the game environment through their assigned devices, the system would dynamically update the game's state, adjusting attributes such as scores, player positions, or in-game events based on their actions or received commands. This cohesive integration between the large screen, unique devices, and wireless controllers enables an immersive and responsive gameplay experience, with all components working together to engage multiple players.
If it is determined that no command has been received, the process 1200 can continue to conduct the first interactive game (block 1250). However, if it is determined that a command has been received to end the first interactive game, certain embodiments of the process 1200 can end the first interactive game (block 1260).
In yet additional embodiments, the process 1200 can initialize a second interactive game (block 1270). Upon ending the first game, the process 1200 may deactivate the devices specific to that game, such as turning off motion sensors, touchscreens, or projectors, and initiate the setup for the new game by identifying the devices required for the second game. This may involve activating and calibrating new devices, such as laser emitters, different wireless controllers, or motion tracking systems. The process 1200 could in certain embodiments scan the game room to detect these devices, verify their connections through pre-configured communication protocols (such as Bluetooth or Ethernet), and test for functionality to ensure they are ready for use. If necessary, the process 1200 may prompt players to interact with these devices for further calibration or setup.
In various embodiments, the process 1200 can conduct the second interactive game utilizing the large game screen, second plurality of unique game devices, and wireless communication devices (block 1280). After ending the first game, the process 1200 could smoothly transition to conducting a second interactive game by first deactivating and resetting the devices used in the first game. The system would clear any previous game data from the large game screen and the first plurality of unique game devices to prepare for the new setup. In certain embodiments, the process 1200 can configure the second plurality of unique game devices, which could include a different set of tools such as laser emitters, motion detectors, or specialized controllers, depending on the requirements of the second game. The large game screen could be reprogrammed to display visuals, game objectives, or player-specific information pertinent to the second game, ensuring that the screen serves as the central hub for gameplay. Wireless communication devices that were linked to each player in the first game could remain associated with the same players, allowing for continuity in communication and interaction. These devices would receive updated commands, inputs, or tasks related to the new game, enabling players to control actions or communicate with teammates in real-time. Throughout the second game, the process would manage the data flow between the large screen, the new set of game devices, and the wireless communication devices, ensuring that player inputs are properly recognized and reflected in the gameplay.
Although a specific embodiment for utilizing wireless communication devise with multiple games within the multi-purpose interactive game room suitable for carrying out the various steps, processes, methods, and operations described herein is discussed with respect to
Although the present disclosure has been described in certain specific aspects, many additional modifications and variations would be apparent to those skilled in the art. In particular, any of the various processes described above can be performed in alternative sequences and/or in parallel (on the same or on different computing devices) in order to achieve similar results in a manner that is more appropriate to the requirements of a specific application. It is therefore to be understood that the present disclosure can be practiced other than specifically described without departing from the scope and spirit of the present disclosure. Thus, embodiments of the present disclosure should be considered in all respects as illustrative and not restrictive. It will be evident to the person skilled in the art to freely combine several or all of the embodiments discussed here as deemed suitable for a specific application of the disclosure. Throughout this disclosure, terms like “advantageous”, “exemplary” or “example” indicate elements or dimensions which are particularly suitable (but not essential) to the disclosure or an embodiment thereof and may be modified wherever deemed suitable by the skilled person, except where expressly required. Accordingly, the scope of the disclosure should be determined not by the embodiments illustrated, but by the appended claims and their equivalents.
Any reference to an element being made in the singular is not intended to mean “one and only one” unless explicitly so stated, but rather “one or more.” All structural and functional equivalents to the elements of the above-described preferred embodiment and additional embodiments as regarded by those of ordinary skill in the art are hereby expressly incorporated by reference and are intended to be encompassed by the present claims.
Moreover, no requirement exists for a system or method to address each and every problem sought to be resolved by the present disclosure, for solutions to such problems to be encompassed by the present claims. Furthermore, no element, component, or method step in the present disclosure is intended to be dedicated to the public regardless of whether the element, component, or method step is explicitly recited in the claims. Various changes and modifications in form, material, workpiece, and fabrication material detail can be made, without departing from the spirit and scope of the present disclosure, as set forth in the appended claims, as might be apparent to those of ordinary skill in the art, are also encompassed by the present disclosure.
This application claims the benefit of and priority to U.S. Provisional Application, entitled “Four-Walled Multi-Purpose Game Room,” filed on Oct. 13, 2023 and having application Ser. No. 63/544,004; U.S. Provisional Application entitled “Laser Maze Room Systems and Methods”, filed Oct. 13, 2023 and having application Ser. No. 63/544,056; and U.S. Provisional Application entitled “Interactive Tracking Game Room System”, filed Oct. 13, 2023 and having application Ser. No. 63/544,076, the entirety of said application being incorporated herein by reference.
Number | Date | Country | |
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63544004 | Oct 2023 | US | |
63544056 | Oct 2023 | US | |
63544076 | Oct 2023 | US |