Puzzles of various types for people of all ages are embodied having a wide selection of shapes, sizes, and complexity. Traditionally, such puzzles were often, if not most often, enjoyed by lone users without the participation of others or even an audience of others. More recently, though, competitions have developed enabling individual users to compete with others, such as to solve a puzzle the fastest or the most efficiently.
One well-known popular non-limiting example of such a puzzle is the Rubik's Cube (originally called the “Magic Cube”), referenced hereinbelow as simply the “cube.” A basic “2×2×2” cube 20, illustrated in
These cubelets 28 are not really cubes themselves, although when viewing the cube 20 externally the cubelets 28 appear to be eight small cubes that together form the single big 2×2×2 cube 20. For each cubelet 28, three face segments 24 are visible externally to the cube 20, but the cubelet 28 does not have internal face segments. Instead, this particular puzzle has a post (not visible in
With reference to cube 30 of
To augment the user experience, a cube may include a set of spaced-apart magnets as shown for example in
For this puzzle, the half of the cube that is not illustrated in
For beginners, arranging all face segments so that each face has face segments of only one color is both complicated and challenging, and many players seek assistance through a variety of text and/or video guides. These guides present solution algorithms that many players can find difficult to understand. Thus, it would be useful to provide easy-to-use interactive feedback to guide a new user more easily to a solution for a 2×2×2 cube.
As discussed, more advanced players can regard these puzzles as a type of sport conducive to competition. Known competitions are sometimes referred to as “speedcubing” and “speedsolving.” Competitions and leagues are available in which the players strive to solve the puzzles as fast as possible. Participants constantly train to improve their performances, and such training needs some type of measurement of time and monitoring of face segments relative to each other. An efficient way to convey in real time pattern data of the participants in real time would be useful both competition judging and spectators observing.
Further, in the case of global pandemic circumstances restricting large gatherings of both game participants and observers, a way to efficiently communicate real time puzzle patterns would fulfill the need for continuing enjoyed pastimes in a way that does not require large physical gatherings and associated virus infection risks.
Accordingly, for three-dimensional puzzles as described, and not for merely the 2×2×2 cube, there remains an unmet need of both new and advanced players for interactive reporting, feedback, and guidance based on the relative positions of the face segments of the puzzle.
Embodiments of the present invention exploit a component position determination system to enable players to obtain interactive reporting, feedback, and guidance. The embodiments also enable competitions between players without requiring the physical proximity.
The invention may be embodied as a three-dimensional puzzle having a monitoring cubelet and seven monitored cubelets. The monitoring cubelet is equipped with sensors, a processor, and a wireless transceiver. The monitored cubelets are rotatably connected to each other and to the monitoring cubelet to collectively form six external sides of a puzzle, each side including surfaces of four mutually-adjacent cubelets. The sensors and processor together track the monitored cubelets rotating relative to the monitoring cubelet. The processor sends tracking data through the transceiver to an external client.
The invention may alternatively be embodied as a monitoring puzzle piece for forming a three-dimensional puzzle with multiple monitored puzzle pieces. The monitoring puzzle piece has sensors, a processor, and a wireless transceiver. The processor, together with the sensors, tracks the monitored puzzle pieces rotating relative to the monitoring puzzle piece, and sends tracking data through the wireless transceiver to an external client.
Embodiments of the present invention are described in detail below with reference to the accompanying drawings, which are briefly described as follows:
The invention is described below in the appended claims, which are read in view of the accompanying description including the following drawings, wherein:
The inventive concepts described herein can be applied to three-dimensional puzzles of varying shapes and complexities. For simplicity of description, discussed first is an embodiment of the invention applied to the traditional 2×2×2 cube structure discussed above. Reference is made to
The three dimensional puzzle 48 in
As illustrated in
The sensors 56 and processor 58 together track the monitored cubelets 52 rotating relative to the monitoring cubelet 50, and the processor 58 sends the tracking data through the transceiver 60 to an external client 68 as illustrated in
In this embodiment, the sensors 56 are quadrature encoders use magnetic sensors to sense the magnitude and direction of the monitored cubelet 52 rotations relative to the monitoring cubelet 50 as follows: Analogous to the puzzle illustrated in
Although not required in all embodiments of the invention, the monitoring cubelet 50 in this embodiment also has a gyroscope sensor 69, which provides three-dimensional orientation (attitude) data to the processor 58. With the data from the quadrature encoders, the processor 58 or the external client, depending on how implemented, can determine the pattern of the face segments. With the three-dimensional orientation data from the gyroscope sensor 69, the processor 58 or the external client, also depending on how implemented, can determine the three-dimensional orientation of the cube 48, and such may be displayed as illustrated in
This embodiment determines the pattern of the face segments from knowledge of a previous pattern and tracking data indicative of the sensed rotations that cause a new pattern. The system of this embodiment can use the cube's processor or the external client to compute the new pattern based on the previous pattern and tracking data. One way of obtaining the previous pattern is for the user to enter the pattern into an application running on the external client. For cube patterns for a solid color for each face segment, a simple way for entering the pattern is for the application to display an image of the cube and the user selecting each face segment, for example, by tactile contact on a touch screen, and indicating the color of the face segment by selecting the color from a pop-up menu. Alternatively, to obtain the earlier face segment pattern the system can retrieve the pattern from storage in memory, perhaps entered into memory when the puzzle was active last. Other options for obtaining earlier pattern data include using a given pattern that results from a factory reset or obtaining data produced by photographing the puzzle. If the earlier pattern is obtained by the external client but the processor (instead of the external client) computes the pattern, the processor 58 receives the earlier pattern data from the external client 68 through the transceiver 60.
The quadrature encoders sense the magnitude and direction of cubelet rotation as discussed above.
Although
Nonetheless, for a user who desires that the client 68 display an image 69 of the cube 48 with the same attitude that the cube 48 itself has, the three-dimensional orientation data from the gyroscope sensor 69 are processed to determine which half of a cube 48 rotates when its pattern changes and which half remains stationary. Reference is made to
As shown clearly in
It is recognized that some uses may effect a rotation by rotation both halves of the cube 48 the same amount, such as 45 degrees, in opposite directions to obtain a new pattern, instead of constraining one half to remain stationary while the other half rotates 90 degrees. Further, it is recognized that there is often, if not most often, that neither side remains entirely stationary when a cube pattern changes. In any case, the data from the gyroscope sensor 69 combines with the data from the quadrature sensor suffice to enable the display of cube image on the external client in a fashion to match the actual orientation of the cube 48.
In an alternate embodiment of the invention, the monitoring cubelet does not use magnetic sensors and instead uses a combination of light sensors and light sources, which are directed toward the monitored cubelet surfaces, to detect passage of the surfaces caused by cubelet rotation. In this embodiment, as illustrated in
To sense the direction of rotation in this embodiment, the monitoring cubelet has affixed thereto at least two light sensors so that one of the light sensors detects the transition between a more reflective surface 82 and a less reflective surface 80 at a time that the other light sensor does not such a transition. By knowing which sensor detects the transition first, the processor in the monitoring cubelet, or alternatively the external client, can detect rotation direction. The processor sends tracking data to the external client. The tracking data includes the computed rotation direction or simply the light sensor data, depending on how the processing is implemented.
In another embodiment, as a non-limiting example, instead of the monitored cubelets having surfaces designed to have differing light reflectivity, the monitored cubelets have instead metallic and non-metallic surfaces. Accordingly, the monitoring cubelet uses quadrature encoders that have capacitive sensors to detect the passage of the monitored cubelets surfaces caused by cubelet rotation.
The invention is not limited to embodiments implementing quadrature sensors to provide the magnitude and direction of rotating cubelets to determine a new puzzle pattern. Instead, the sensors in the monitoring cubelet may be such that they provide tracking data to the processor, or alternatively to an external client, to identify the monitored cubelets presently adjacent to the monitoring cubelet and from that determine the new puzzle pattern. This identification of adjacent monitored cubelets with knowledge of the puzzle pattern before the rotation suffice for determining the new puzzle pattern. The determination of the new puzzle pattern may proceed as follows:
Before the rotation, the pattern data indicate which monitored cubelets are adjacent the monitoring cubelet. After a 90 degree rotation, one of the three monitored cubelets now adjacent the monitoring cubelet will not have been adjacent the monitoring cubelet before the rotation. By identifying that “newly-arrived” monitored cubelet, with knowledge of the previous pattern data, the processor can determine which cube half rotated and in which direction. Accordingly, to identify monitored cubelets each of them has a unique signature for the sensors in the monitoring cubelet to sense/read. In alternate embodiments, an individual monitored cubelet can have three unique signatures, one for each side instead of one for all three sides, if the algorithm for determining cubelet orientation (which face point up, which face points left, . . . ) is to receive that information specifically. Nonetheless, algorithms can be implemented to determine the cubelet orientation from knowing just the previous puzzle pattern and the cubelet's identification, because only one orientation of the newly-identified monitored cubelet is possible after only one rotation.
Accordingly, in some embodiments the monitored cubelets have unique identifying surfaces, such as monitored cubelets 84 having unique identifying surfaces 86, 88, 90, and 92 as illustrated in
Although the puzzles of the embodiments described above are 2×2×2 cubes, principles of the invention may be applied to other shapes. For example, instead of a puzzle having planar faces, the centers of each face may protrude slightly giving a more spherical-like appearance as for puzzle 94, as illustrated in
Another embodiment is puzzle 96, illustrated generally in
Yet another embodiment is puzzle 102, illustrated in
Puzzle structure may be more artistic than those discussed above. For example, the 3×2×1 structure of puzzle 108 illustrated in
As is apparent from this disclosure, embodiments of the invention enable real-time monitoring of a user engaging the puzzle. Such is useful for training users, providing real-time feedback indicating correct/incorrect maneuvers, and collecting statistics, as non-limiting examples. The external client receives data transmitted from the puzzle and provides a reliable replica of the puzzle showing both the positions of the puzzle pieces and their movements in real time. The client may process the position data and instruct users regarding the next movements to make.
Instead of or in addition to the puzzle interacting directly with a nearby client, the communication functionality of embodiments disclosed herein enables data communication through the Internet or other networks. Thus, social networking may be employed during competitions for user ranking in various categories, such as solving the puzzle in minimal time, using minimal moves, etc., forming ad hoc online competitions, and sending each user a unique set of moves so all participants start with the same patterns. Also, mobile telephone-based sensors can be used to enhance the user experience, such as by using the mobile telephone's camera to record (video) a solving session in real time during a competition. This information may be shared in various social networks and document (provide evidence) of the specific player's moves at a specific time.
The electronic capability within the monitoring puzzle piece enables more than just sensing orientation and adjacent monitored puzzle pieces. For example, a speaker and/or vibration mechanism may be added to enhance the user experience, such as by activation by signals sent from the external client. Lighting may be activated to indicate the beginning or end of a competition round.
Embodiments of the invention receive feedback based on the data of the rotational motion of the puzzle pieces. For example, the a users of a puzzle may view on the external client's display, in addition to the puzzle's updated pattern and orientation (attitude), the elapsed time since user's first move and statistics about playing the puzzle, such as speed (how many rotations in a given time), number of moves, and also instructions on how to solve the cube based on the current pattern.
In some embodiments, the external client is connected to a central server that enables a competition between a user of the puzzle and at least one user of another puzzle. Thus, users may compete without the need to travel or the need for close physical contact with others. A central server may set a unique set of moves for the players, such as a different sequence of rotations for each user, as handicaps to make them all reach the same cube pattern as a “fair match” with similar initial conditions. An alternative way to synchronize all players to the same starting pattern may be done by sharing the “chosen” initial pattern with all players, and the mobile device (i.e., mobile application) of each player shall calculate the unique set of moves required to reach the common initial state from its own unique pattern.
Having thus described exemplary embodiments of the invention, it will be apparent that various alterations, modifications, and improvements will readily occur to those skilled in the art. Alternations, modifications, and improvements of the disclosed invention, though not expressly described above, are nonetheless intended and implied to be within spirit and scope of the invention. Accordingly, the foregoing discussion is intended to be illustrative only; the invention is limited and defined only by the following claims and equivalents thereto.
This application claims benefit under 35 U.S.C. § 119(e) of the Jan. 19, 2020 filing of U.S. Provisional Application No. 62/963,052, which is hereby incorporated by reference in its entirety.
Filing Document | Filing Date | Country | Kind |
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PCT/IB2021/050386 | 1/19/2021 | WO |
Number | Date | Country | |
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62963052 | Jan 2020 | US |