This disclosure relates to electronic toys and games. More particularly, this disclosure relates to card-like resonant coils used with toys and games that employ NFC and/or RFID technologies, for example, to provide power to game components and/or read data from game components.
Near Field Communications (NFC) refers to a technology that allows radio-frequency devices such as mobile phones to establish wireless communications over short distances, typically within a few centimeters. For example, an NFC-enabled mobile phone may read data from other NFC-enabled devices in close proximity, without direct contact. Radio-Frequency Identification (RFID) refers to a similar technology that enables wireless data transfer. For example, an RFID reader may read data from an RFID tag attached to an object, e.g., to identify a product in an inventory control system. Electronic toys and games may employ NFC and/or RFID technologies to read data over short distances. For example, a game console may read data from a trading card that contains an NFC tag.
Examples of such systems are found in the “SKYLANDERS” games, as disclosed in US patent applications US20110098092; US20120295699; US20120295700; US20120295703; US20120295704; and US20120295714. Other examples are disclosed in US patent applications US20020052238, US20020077182, US20040152521, US20040214642, US20050143173; US20130231191; US20130249301; U.S. Pat. Nos. 4,764,666, 5,190,285, 5,689,561, 5,743,801, 5,853,327, 6,161,762, 6,200,216, 6,468,162, 6,761,637, 6,773,325, 7,018,213, 7,057,492, 7,081,033, and 8,602,857; International patent publication WO2006036851; European patent application EP0492569; and Japanese patent application JP07323159. The disclosures of these and all other publications referenced herein are incorporated by reference in their entirety for all purposes. In the event that any of the incorporated references listed in the previous paragraph define a term or terms in a manner inconsistent with either the disclosure of the present application or with any of the other incorporated references, the term or terms as used therein only control with respect to the patent document in which the term or terms are defined. Stated differently, a patentee of any one of the aforementioned incorporated references listed in the previous paragraph, when acting as his/her own lexicographer, does so only with respect to the reference in which the term or terms are defined. Accordingly, any such defined term or terms do not, in any way, define the same or similar term or terms used in the present application or in any of the other aforementioned or later-mentioned references.
Examples of an electronic game system according to the present disclosure are shown in
This disclosure describes electronic games that use inductive coils to transmit power signals and/or data signals between a powered device, such as a mobile phone, and a game component, such as a game piece. Preferably, the inductive coils are formed as part of playing cards, used in connection with playing a game. The inductive coils, when properly located and oriented, transmit the signals without direct contact between the powered device and the game component, creating a magical and fun play pattern for the game. The inductive coils function as an inductive bridge between components, and enable effects that surprise, reward, or punish players of the game.
In both of these embodiments, the coils of playing card 16, or the coils of a set of playing cards 316, may enable games that use a mobile phone to energize game pieces and/or communicate with game pieces to read data stored in the game pieces. This energization and communication occurs inductively, which allows a base station 12 to provide power to and/or read data from a remote game piece 14.
In
In other embodiments, not shown, a game may include a base station that energizes a primary coil, a game board that contains a passive, resonant coil that extends from an area under the base station to a “winner's circle” area, and a set of game pieces in which each piece contains a passive, receiving coil. When a player's game piece reaches the winner's circle, the coil in the base station energizes the coil in the game board which in turn energizes the coil in the winner's game piece, activating the winner's game piece.
Inductive communication via wireless technologies in a handheld device such as a mobile phone is known, using Near Field Communications (NFC) or Radio Frequency Identification (RFID) via directional transceivers. Such communication generally works only over short distances, e.g., up to a few centimeters. NFC and RFID further may require a particular alignment and a close proximity between the communicating devices. The subject of the present disclosure allows playing cards to extend or modify the distances, directions, and alignments for power or data exchange via NFC and/or RFID technologies, permitting novel arrangements as part of an electronic toy or electronic game system.
Initiator device 12 may be any NFC or RFID device that generates an electromagnetic (EM) radio-frequency (RF) field that can provide power to a target 14 and/or receive data from a target 14. Initiator 12 may include a power source 20, a communications system 22, and a primary coil 24. Initiator 12 may further include electrical components 26, a display system 30, a control system 32, application software 34, and/or functional or decorative form 36. Initiator 12 may have a first face 38 proximate coil 24 and a second face 39 opposite coil 24. Examples of initiator devices 12 include NFC- or RFID-enabled cell phones, smart phones, tablets, personal computers; available or custom NFC- or RFID-readers; and game components designed to act as initiators. Initiator 12 may include other, alternative, or additional elements and may omit one or more of the listed elements.
Power source 20 may be any electrical power supply sufficient to operate initiator 12. For example, if initiator 12 is included in an NFC-enabled mobile phone, then power source 20 may be a battery that energizes the phone.
Communications system 22 may include any hardware or software appropriate for implementing wireless data transfer according to a selected NFC or RFID standard. For example, initiator 12 may include one or more integrated circuits that generate, receive, and process NFC or RFID signals.
Primary coil 24 may be or include an NFC or RFID transducer. For example, coil 24 may be an inductor, e.g., a coiled conductor that converts an electrical signal to EM RF field 60 and vice versa. Field 60, coupled to another inductor, e.g., receiving coil 40, enables initiator 12 to supply power and data to target 14 and receive data from target 14. The number of turns in coil 24, its dimensions, and other properties may be selected to match an applicable NFC or RFID frequency. Coil 24 may be manufactured by various techniques including circuit printing techniques. Coil 24 may have associated electronic parts, e.g., capacitors and/or resistors, e.g., to tune the response of coil 24. Coil 24 may be referred to as a driving coil 24.
Coil 24 may function as a directional antenna. For example, an initiator 12 included in a mobile phone may include a primary coil 24 proximate the first face 38 (i.e., its back side) of the phone and configured to direct field 60 preferentially away from second face 39. This directionality may focus field 60 toward a region adjacent first face 38, e.g., to allow an NFC reader in the phone to efficiently read data from a region at the back of the phone. Coil 24 accordingly may transmit field 60 primarily on the first face 38 of initiator 12.
Initiator 12 may have associated electronic or electronic components 26, e.g., one or more resistors and/or capacitors connected in series or parallel to primary coil 24, e.g., to implement an RLC circuit.
Display system 30 may include any mechanism that provides output to a user of initiator 12. For example, if initiator 12 is a mobile phone, then display 30 may include features provided by the phone, e.g., its screen, speaker, vibration motor, etc. For example, if initiator 12 is a base station of a board game, then display 30 may include associated light sources, buzzers, etc. Display 30 may be used to provide information or feedback to a user playing a toy or game. Initiator 12 may omit display 30. For example, a game piece may include a hidden initiator 12 and omit display 30.
Control system 32 may include any device or mechanism that allows a user to provide input to initiator 12. For example, if initiator 12 is a mobile phone, then any key, button, touch-screen, or GPS feature of the phone may function as a control, e.g., to allow a user to interact with a game. Initiator 12 may omit control system 32. For example, a hidden initiator may operate without user input and omit control system 32.
Application software 34 may include any user-accessible program executing on initiator 12. For example, initiator 12 may be a smart phone that runs software 34 (an app) that implements a game that includes NFC or RFID features. Software 34 may employ cellular telephone, Wi-Fi, or other communications services of initiator 12, e.g., to implement multi-player games or communicate with central servers.
Initiator 12 may have associated mechanical, functional, or decorative elements, collectively indicated as form 36. For example, an initiator 12 housed in a base station may include parts that provide electrical insulation and mechanical support. Form 36 may provide a fanciful aspect of a game, e.g., molded skins decorated to fit the theme of the game. Form 36 may exhibit any three-dimensional shape, e.g., approximately planar, cuboid, spheroid, humanoid, fanciful, or irregular.
Target device 14 may be any NFC- or RFID-compatible device that receives power from and/or returns data to initiator 12. For example, when target 14 is interrogated by initiator 12, target 14 may return stored data to initiator 12. Target 14 may include a receiving coil 40, a communications system 42, and a memory 44. Target 14 may be or include an NFC or RFID tag, sticker, or chip that may package coil 40, communications system 42, and/or memory 44 as a unit. Target 14 may further include electrical components 46, a power source 48, and/or a powered device 50. Target 14 may have a form 52.
Receiving coil 40 may be or include an NFC or RFID transducer, e.g., an inductor, used by target 14 to receive power from initiator 12 and to exchange data with initiator 12. For example, coil 40 may be a coiled conductor that converts field 60 to an electrical signal and vice versa. Field 60, directly or indirectly coupled to coils 24 and 40, supports contact-free communications between devices 12 and 14. The number of turns in coil 40, its dimensions, and other properties may be selected to support the applicable NFC or RFID standard. Coil 40 may be configured, oriented, tuned, sized, or otherwise adapted to be compatible with field 60. Coil 40 may be fabricated by various techniques including circuit printing techniques.
Coil 40 may function as a directional antenna. For example, a coil 40 proximate and parallel to the base of a game piece may be more sensitive in a direction substantially normal to the plane of the coiled conductor. In this example, the game piece may be more sensitive in a region near its base. Coil 40, like coil 70, may be a passive, resonant inductor. Accordingly coil 40, like coil 70, sometimes may be referred to as an inductive or resonant coil.
Communications system 42 may include any hardware or software suitable for implementing wireless data transfer according to a selected NFC or RFID standard. For example, target 14 may include one or more integrated circuits that generate, receive, and process power and/or data to/from initiator 12.
Memory 44 may include any data storage of target 14. For example, a target 14 implemented as NFC tag may store data in a persistent read-only memory and supply requested data when activated and interrogated by initiator 12.
Coil 40 may have associated electrical or electronic components 46, e.g., one or more capacitors and/or resistors, e.g., to tune the response of coil 40. Coil 40, connected in series or parallel to one or more resistors and/or capacitors, may implement an RLC circuit, for example.
Target 14 may include a power source 48, e.g., to operate one or more powered devices 50. Power source 48 may be any source of electrical power, e.g., a battery. Target 14 may omit power source 48, e.g., if power induced on coil 40 by coil 24 is sufficient to operate target 14. Adding a power source 48 may enable the inclusion of powered devices 50 that consume more power than the induced current can supply.
Target 14 may include one or more powered devices 50 that may implement any activity, feature, or behavior appropriate to target 14. A powered device 50 may include essentially any electrical, electro-mechanical, electronic, or computerized device. For example, a target 14 that takes the form of a game piece may include a light source that illuminates to indicate an event. Light 14L of
Target 14 may have associated mechanical or decorative parts, collectively indicated as form 52. For example, a target 14 housed in a game piece may have parts that provide electrical insulation, mechanical support, and decorative configuration. Form 52 may provide thematic elements and exhibit any three-dimensional shape.
Field 60 may be an EM RF field used to transmit power and data between devices of system 10. Initiator 12 may initiate, maintain, and modulate field 60 according to a selected NFC or RFID protocol. Driving signal 62 may represent a signal applied by initiator 12 to coil 24, e.g., to provide energy to activate target 14. Initiator 12 may modulate signal 62, e.g., to interrogate target 14. Target 14 may receive and also modulate field 60, e.g. to return data to initiator 12, indicated by identifying signal 64.
With reference now also to
In a representative example, a card 16 may take the form of a game board that includes a coil 70 that extends the range of initiator 12, so that an activated target 14 may occupy a specified or more convenient position on the game board. In another example, a card 16 takes the form of a playing card, e.g., a substantially flat game piece that triggers a game feature when card 16 is activated by initiator 12. In yet another example, a system 10 may include multiple cards 16 that, when properly spaced, aligned, and overlapped, inductively couple primary coil 24 to receiving coil 40.
Resonant coil 70 may be or include a transducer, e.g., an inductor, e.g., a coiled conductor disposed within card 16. Coil 70, coupled to field 60, may function as a bridge between coils 24 and 40. Coil 70 accordingly may extend and/or modify communications distance, direction, and/or alignment between initiator 12 and target 14. For example, the presence of a card 16 may allow initiator 12 to activate target 14 at a greater distance and/or different angle than without card 16.
Coil 70 may be sized, oriented, tuned, or otherwise configured or adapted to be compatible with coils 24 and/or 40. For example, the length, width, capacitance, resistance, number of turns, and other properties may be selected so that coil 70 resonates at the selected NFC or RFID frequency of initiator 12. Coil 70 may be manufactured by various techniques including circuit printing techniques. Examples of a coil 70 include a coiled loop of wire made of copper or its alloys or a conductive trace printed in a spiral shape. A coil 70 may be referred to as a secondary coil or as a repeater coil.
Selecting the size of at least one dimension (width 84 or length 86) of coil 70 to approximately match an adjacent dimension (width or length) of primary coil 24, receiving coil 40, or an adjacent resonant coil 70′ may increase the coupling of coil 70 with coil 24, 40 or 70′. For example, selecting width 84 to match an adjacent dimension of coil 24 may strengthen the coupling between coils 70 and 24, e.g., when aligned with the size-matched sides approximately adjacent and parallel. For example, it was found that at least one side of coil 70 preferably should be about the same size as coil 24, e.g., to generate a higher field strength to ring the passive resonant coil 70.
Coil 70 may act as a directional antenna and have a response generally only in a specified direction, e.g., perpendicular to the plane of coil 70. For example, a coil 70 within a flat card 16, parallel to its major faces 80, 82 may respond best when an adjacent coil overlaps one of faces 80 or 82. A face-to-face alignment of card 16 with initiator 12 and/or target 14, so that coil 70 and coils 24 and/or 40 are in substantially parallel planes, accordingly may induce a resonance between coils. A substantially parallel alignment of coils may therefore allow initiator 12 to activate target 14. It has been found that alignment variations are possible, with some angular tolerance in parallelism resulting in proper resonance between coils. The amount of tolerance may depend on various factors including the number of cascading resonant coils 70, the amount of overlap between adjacent coils, the amount of power needed to activate target 14, etc.
Closer proximity between adjacent coils 24, 40, 70, and 70′ may increase coupling between coils. For example, as shown in
Overlap between adjacent coils may increase coupling between coils. For example, as shown in
The directionality and efficiency of coils 24, 40, 70 may be specifiable properties and serve as features of a game. For example, a system 10 may include multiple cards 16. Each card 16 may include a resonant coil 70, and various resonant coils 70 may be differently configured to increase or reduce efficiency. The rules of the game may include selecting a card 16 and placing the card 16 in a predetermined position where an efficient card 16 may activate target 14 and an inefficient card 16 may fail to activate target 14. Successful or unsuccessful activation, governed by selection of a card 16, may be a feature of game play. A game similarly may involve events or activities that change the location or orientation of one or more coils 24, 40, or 70, thereby enabling or disabling activation of target 14, e.g., as a feature of game play.
Card 16 may have associated electronic or electronic components 72, e.g., a one or more capacitors 74, which may be connected to coil 70. This configuration may implement an LC circuit that can be tuned to resonate with coil 24 and/or coil 40. For example,
In a sample embodiment of a card 16, a coil 70 was fabricated as a 6×5 spiral made of cut copper (or copper alloy) sheet, starting at 1.5 inch in the center and spiraling out to the perimeter of card 16, simulating fabrication as a printed circuit board. In another embodiment constructed of looped wire, resonant coil 70 was fabricated as four turns of enamel-insulated wire at 3.12 pH with parallel forty-four picofarads capacitance. Another sample used six turns of wire at 6.1 pH with parallel twenty-two picofarads capacitance. Yet another sample used four turns of wire at 4.15 pH with parallel thirty-three picofarads capacitance.
Tolerance to get a single coil to repeat (that is, to couple coil 24 to coil 40 via one coil 70 so that initiator 12 activated target 14) was found to be +/− fifteen percent of the value of capacitor 74. Tolerance to get four overlapping coils (that is, four overlapping cards 16) was found to be +/− three percent of the value of capacitor 74. Tolerance for wire used for winding was found to be non-critical in that wire tolerances can be precisely controlled. A tuning method was found to be to excite the coil with a tunable capacitor connected in parallel with the coil, starting with a calculated initial value and adjusting for resonance and/or field intensity.
As more and more coils load the exciter, it was found appropriate to readjust the entire coil configuration to a tighter capacitor tolerance. For example, in a system 10 with multiple, overlapping cards 16, it was found appropriate to select the tolerance of each capacitor 74 according to the anticipated maximum number of overlapping cards 16.
Card 16 may have associated functional or decorative elements, collectively form 78. For example, a card 16 configured as a game board may include a coil 70 sandwiched between a first outer layer 98 and a second outer layer 99. A layer 98, 99 may provide a playing surface 100, e.g., a substantially flat area for game play, e.g., for activities such as placing game pieces on surface 100, moving pieces between regions of surface 100, etc. Form 78 may provide electrical insulation and physical support for coil 70 and as well as a convenient surface for printed or applied decorations. Form 78 may exhibit any three-dimensional shape and provide thematic elements. The word “card” does not limit card 16 to a planar shape.
A card may have an elongate form 78. As shown in
In an embodiment, initiator 12 may transmit power to target 14 via one or more cards 16 without processing data from target 14. Initiator 12 may energize target 14 via driving signal 62 and either not interrogate target 14 or disregard any data returned. A system 10 that uses a mobile phone as an initiator 12, for example, may simply use the phone as a convenient, remote power source for target 14.
Referring also to
Fold angle 110, the angular offset between card portions 102 and 106 when folded, may be any appropriate or predefined angle up to contact between card portions or devices. Angle 110 may be variable, e.g., as a feature of game play.
Field 60 of first card portion 102 may have a different orientation than field 60′ of second card portion 106 in its folded second position. For example, an initiator 12 placed on first card portion 102 may induce field 60 in first coil plane. Coil 70 continues within card 416 to second portion 106 in second coil plane. The second plane, angled with respect to the first plane, in effect emits/receives field 60′ redirected by fold angle 110. The orientation and location of field 60′ of second portion 106 in its folded position thus may differ from the orientation and location of field 60′ of second portion 106 in its unfolded position. Target 14 with coil 40 coupled to second coil portion 108 accordingly may activate in a different location or orientation than it would in unfolded position. Folding a card 416 may allow a game designer to relocate or reorient the region of space within which initiator 12 energizes target 14. For example, the designer may fold a coil 70 around a corner, e.g., to create a feature of game play.
A card 416 may be permanently folded—i.e., a fold may be a fixed feature of form 478. Additionally or alternatively, a card 416 may be flexible, so that it may be folded and unfolded, e.g., as an activity performed by a player. Rules may direct a player to fold card 416 at a various angles 110, for example, only one of which activates target 14.
A different folded card 516 of
Referring now to
A wrapped card 516, like a folded card 416, may redirect field 60 to a different location and/or direction than field 60 would have without wrapping. A wrapped card 516 thus may permit initiator 12 to energize a target 14 in a different position or orientation than otherwise. The transition from first, unwrapped position (solid lines) to second, wrapped position (dash-dot lines) may be comparable to the folding transition described above and understood by analogy. The functional result of a wrapped coil 70 may also be understood by analogy to that of a folded coil 70.
For example,
A card 516 may be permanently wrapped—i.e., a wrapped shape may be a fixed feature of form 78. Additionally or alternatively, a card 516 may be flexible, so that it may be wrapped and unwrapped. With a flexible card 516, wrapping may be an activity performed by a player of a game.
Referring also to
In the example of
Adjacent cards 316A-N in array 120 may be arranged in close proximity, e.g., and achieve a strong coupling between adjacent coils 70A-N. Planar cards 316, for example, may be arranged so that their adjacent major faces touch each other, in face-to-face contact, to bring the respective coils 70A-N as close together as possible. Additionally or alternatively, coils 70A-N of adjacent cards may be arranged in approximately parallel planes, e.g., to achieve a strong coupling between adjacent coils 70A-N. Additionally or alternatively, coils 70A-N may be arranged to overlap, e.g., as shown by overlap 130 between cards 316A and 316B.
The maximum number of cards 316A-N in an array 120 that can transfer enough power from initiator 12 to target 14 to activate target 14 may depend on these and other factors, alone or in combination. It was found that an overlap 130 between adjacent coils 70 of about one-quarter the length of a coil 70 was sufficient to adequately couple the adjacent coils. A system 10 with four overlapped cards 316 was found to have enough forgiveness in orientation that a card 316 did not have to be completely in the same plane as an adjacent, overlapping card 316. Coils 70 ideally should lay completely flat for maximum field intensity from one coil to the next. In a system 10 with coils 70 with high Q, it was found that a small amount of energy from initiator 12 rang the resonant coils 70 at a very high rate, which allowed chained series of six resonant coils 70.
An example of a system 10 with multiple cards 316 is a game that uses multiple cards 316 to cover a predetermined distance from initiator 12 to target 14. For example, the rules of a game may include an activity or event that rewards a player by allowing the player to add a new card 316 to the next open position of array 120, which penalizes the player by removing an already-added card 316, etc. The goal of the game may be to accumulate an array 120 of coupled cards 316 that cover a predetermined distance from a starting point (initiator 12) to an ending point (target 14). Target 14, when activated by initiator 12, may for example light up to announce a winner. Many different games that take advantage of the principles of this disclosure are possible.
With reference now also to
Different steps in the method of play for a system 10 are shown in
The relative proportions of a folded card may be varied, to define a larger or smaller first card portion, and separately define a larger or smaller second card portion. For example, a folded card 716 as shown in
This Z-Fold configuration and relative proportions may be particularly useful with a relatively small, self-contained initiator 712. Self-contained initiator 712 may be sold as an accessory or packaged component of a game set, as desired. Furthermore, gameplay may include both a mobile phone as one initiator, and a self-contained initiator 712 as a second initiator, allowing creation of a first playing field with multiple overlapping cards 16, and a separate second playing field with multiple overlapping cards 16. The self-contained initiator 712 may be substantially smaller than a mobile phone.
With reference now also to
A system 10 may include a movable initiator 12, a card 16 configured as a game board 16 with a playing surface 100 and including a resonant coil 70 in occupying a selected portion of board 16; and a target 14 that includes a powered device 50, e.g., a light source. The game may start with the player placing initiator 12 in a first position 160, e.g., a designated portion of board 16 sufficiently distant from coil 70 to avoid activating target 14. Under the rules of the game, a player may at 164 move initiator 12 to a second, activated position 162. In position 162, at least a portion of coil 24 overlaps with at least a portion of coil 70, which in turn overlaps with at least a portion of coil 40. This arrangement allows initiator 12 to activate the target 14, which may respond by illuminating powered device 50, such as a light.
The following paragraphs may provide further information regarding example embodiments.
With reference now also to
An electronic card game system 10 may include an initiator 12 having a driving coil 24; a first card 16 having a secondary coil 70 with a capacitor 74; a playing piece 14 having a receiving coil 40; wherein at least a portion of the driving coil and at least a portion of the secondary coil overlap; and wherein at least a portion of the receiving coil and at least a second portion of the secondary coil overlap; and wherein a driving signal 62 initiated at the driving coil may be transmitted through the secondary coil and received by the receiving coil.
The electronic card game system 10 of the previous paragraph may further include a second card 16 having a secondary coil 70 with a capacitor 74; wherein at least a first portion of the secondary coil of the second card and at least the second portion of the secondary coil of the first card overlap; and wherein at least a portion of the receiving coil 40 and at least a second portion of the secondary coil of the second card 16 overlap; and wherein a driving signal 62 initiated at the driving coil may be transmitted through the secondary coils of the first card and the second card and received by the receiving coil.
The electronic card game system 10 as disclosed may further include a second card 16 having a secondary coil 70 with a capacitor 74; wherein at least a first portion of the secondary coil of the second card and at least the second portion of the secondary coil of the first card overlap; and wherein at least a portion of the receiving coil and at least a second portion of the secondary coil of the second card overlap; and a third card having a secondary coil with a capacitor; wherein at least a first portion of the secondary coil of the third card and at least the second portion of the secondary coil of the second card overlap; and wherein at least a portion of the receiving coil and at least a second portion of the secondary coil of the third card overlap; and wherein a driving signal initiated at the driving coil may be transmitted through the secondary coils of the first card and the second card and the third card and received by the receiving coil.
The electronic card game system 10 as disclosed wherein the driving coil 24 transmits a resonant field 60 primarily on a first side of the initiator 12; and the first card folds from the first side of the initiator to a second side of the initiator.
The electronic card game system 10 as disclosed wherein the driving coil 24 transmits a resonant field 60 primarily on a first side of the initiator 12; the initiator includes a display screen 30 on a second side of the initiator; the first card folds from the first side of the initiator to a second side of the initiator so that the first card at least partially overlaps the display screen; and the first card is at least partially transparent or cut away so that the display screen may be viewed through the first card as the playing piece is removed from overlapping the second portion of the secondary coil.
An electronic card game system 10 including a playing or resonant card 16 having a secondary or resonant coil 70 disposed within the playing card 16 in a two-dimensional plane; a initiator 12 or two-way radio 12 having a primary coil 24 that may fold around the two-way radio in a three-dimensional aspect; and a target 14 or transponder 14, which emits an identifying signal 64 that is sent back to the two-way radio via the card; wherein placing the two-way radio in any position where the primary coil comes within range of the secondary coil within the playing card will relay a radio frequency field 60 from the primary coil through the playing card; wherein placing the transponder within range of the secondary coil within the playing card will respond with an identifying signal 64 that will relay back to the two-way radio.
An electronic card game system 10, including an initiator 12 or two-way radio 12; a primary coil 24 that receives its power from the two-way radio and generates a radio frequency field 60; wherein the primary coil 24 may be folded around the two-way radio such that the two-way radio may make proper connection with the secondary coil 70 within the playing card 16 on one or more surfaces of the two-way radio; a playing card 16 having a secondary coil 70 that allows the radio-frequency field to be relayed from the primary coil; and a target or transponder 14 that receives its power from the radio-frequency field and responds with an identifying signal 64; wherein one or more playing cards may be placed sufficiently overlapping one another in an array 120; wherein placing the two-way radio on the first end 122 of the array 120 will relay the radio frequency to the second end 124 of the array 120; wherein placing the transponder on the second end of the array with the two-way radio placed on the first end the array will induce the transponder to emit an identifying signal 64 that will relay back to the first end of the array where the two-way radio may receive it.
An electronic card game system 10, comprising a radio-frequency field 60 generated by an initiator 12; an electromagnetic relay that relays the radio frequency field comprised of one or more playing cards; a playing piece that senses the radio frequency field and responds with an identifying signal; and a reader that receives the identifying signal; wherein the one or more playing cards may be positioned such that a first playing card is overlapped by a second and the second playing card is overlapped by a third and so forth to a last playing card; wherein placing the initiator on the first playing card and the radio frequency generated will relay across the one or more cards; wherein placing the playing piece on the last playing card will receive the radio frequency and initiate the playing piece to respond with the identifying signal; wherein placing the reader within range of the electromagnetic relay will receive the identifying signal;
An electronic card game system, including an initiator having a primary coil, wherein a radio-frequency field may be generated and received; a playing card having a secondary coil, wherein the radio frequency field may be transmitted; a playing piece having a receiving coil, wherein the radio frequency field may be received and may respond with an identifying signal; and wherein placing the initiator and the playing piece on opposite ends of the playing card and within range to make an electromagnetic connection with the playing card will cause the radio frequency field generated by the initiator to transmit through the playing card to the playing piece; wherein the playing piece uses the radio frequency field to power up and respond with the identifying signal, which is transmitted through the playing card and received by the initiator.
A method for playing an electronic card game, including providing a two-way radio having a primary coil; activating the two-way radio; wherein the two-way radio having a power source that generates a radio frequency field through the primary coil; providing one or more playing cards, each having a secondary coil; arranging the one or more playing cards in operative contact with each other; wherein an electromagnetic relay is created by the operative contact of the one or more secondary coils, and through which the radio frequency field can be transmitted; placing the two-way radio in operative contact with one or more playing cards; wherein the radio frequency field generated by the activated two-way radio transmits through the one or more playing cards; and providing a playing piece having a receiving coil; placing the playing piece in operative contact with one or more playing cards; wherein the radio frequency field transmitted through the one or more playing cards is received by the receiving coil, which powers the playing piece to respond with an identifying signal transmitted through the one or more playing cards and received by the two-way radio.
It is believed that the disclosure set forth herein encompasses multiple distinct inventions with independent utility. While each of these inventions has been disclosed in its preferred form, the specific embodiments thereof as disclosed and illustrated herein are not to be considered in a limiting sense as numerous variations are possible. Each example defines an embodiment disclosed in the foregoing disclosure, but any one example does not necessarily encompass all features or combinations that may be eventually claimed. Where the description recites “a” or “a first” element or the equivalent thereof, such description includes one or more such elements, neither requiring nor excluding two or more such elements. Further, ordinal indicators, such as first, second or third, for identified elements are used to distinguish between the elements, and do not indicate a required or limited number of such elements, and do not indicate a particular position or order of such elements unless otherwise specifically stated.
This application is a continuation of U.S. patent application Ser. No. 14/274,574, filed May 9, 2014 and entitled RESONANT COILS FOR USE WITH GAMES AND TOYS, which claims priority to U.S. Provisional Patent Application Ser. No. 61/821,551, filed May 9, 2013 and entitled RESONANT COILS FOR USE WITH GAMES AND TOYS. The complete disclosures of the above applications are hereby incorporated by reference.
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Child | 15692943 | US |