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1. Field of the invention
The present invention is in the field of electronic accessories for supporting and/or enhancing an objective based scenario such as a paintball or airsoft game, or as occurs during training exercises such as police, military, and first responder training
2. Summary of the prior art
The game of paintball is a sport in which players compete in teams or individually to eliminate opponents by tagging them with capsules containing water soluble dye (referred to as paintballs) propelled from a device called a paintball marker (or paintball gun). Paintball gameplay takes on many different formats and is played on a wide range of surfaces including indoor fields and outdoor fields, both of which may be populated with both natural and artificial terrain features such as bunkers, wall, pallets etc.
During play, players may be eliminated by being marked (hit) with the dye contained in a capsule shot at them from an opposing player's paintball gun. However in some types of game play players may be permitted to return to field and continue playing. In such ‘respawning’ type game play, a player will typically have to return to a specified area to ‘tag’ back in. Once tagged in, the player may resume playing the game.
The game of airsoft is very similar to paintball except the paintballs are replaced by biodegradable plastic BBs and players use an airsoft gun instead of a paintball gun.
Additionally, paintball or airsoft games may also have an objective based format. An example of such a format may include capture the flag. Another example includes formats where a team may have to take and hold a specific area or objective for a length of time. Currently the use of electronic systems for monitoring game play do not exist. Player and team statistics such as time of holding objectives, number of objective held, number of players hit and number of times each player is hit must be recorded by referees who are on the field of play or the players themselves.
Additionally, there are many combat and first responder training scenarios that have objective based formats. An example of such formats includes training scenarios for search and rescue, combat training, hostage situations, firefighting exercises, and EMT training The ability to electronically monitor, record and review statistics related to the training scenario is particularly important when the participant is training to effectively operate in a life and death situation.
Thus, there exists a need for a system that real time monitors and records participant statistics during an objective based game or training scenario. Further there exists a need for a system that monitors and compiles such player statistics in real time for remote viewing via a network connection so that remotely located third parties can monitor the progress of participants during a game or training scenario.
In one embodiment, the present invention is a system for enabling real time capture of scenario data comprising a first and a second node which operate with a synchronized network timer. The first node is comprised of a housing with an input means and a display means located on the external surface of the housing. The first node further contains a transmitting means and a processing unit and a power source for providing electrical power to the plurality of systems in the first node. The second node is comprised of a housing, a processing unit, a means for receiving data transmitted from the first node to a remote network.
In alternative embodiments, the invention further comprises a third node substantially similar in function to the aforementioned first node and the operation of the second node remains as described in the aforementioned embodiment.
Another aspect of the invention is a method for capturing participant statistics during a scenario with at least one participant. In one embodiment, the method includes providing at least one node with an input, an output and a communication means, wherein the at least one node can communicate with a central node. The at least one node is activated to communicate with the central node. The method them comprises selecting non exclusively at least one defined action or one defined response wherein the defined response or the defined action require the participant to interact with at least one of the input means or outputs means on the node and then initiating a fixed length scenario. For the duration of the scenario, the at least one node transmits any data related to any interactions between any participants with the input means located on the node to a central node and then for the duration of the scenario, transmits the data transmitted to the central node to a remote network.
Various aspects of the invention include systems and devices for monitoring, recording and exporting player statistics related to participant actions in a given scenario. Other aspects of the invention include new methods of capturing participant statistics during a scenario made possible by utilizing aspects of the invention related to devices for monitoring, recording and exporting player statistics.
For the following specification, “participant”, “individual” and “player” should be understood to refer to a single person without additional meaning Further, the term “team”, “group” and the like should be understood to refer to more than one single person, without additional meaning The term “scenario” should be understood to refer to any rule bound activity which involves at least one participant. Without limitation, examples of scenarios can be paintball games, search and rescue training events and military training operations. Additionally, the term scenario should be understood to encompass the physical extents of the area where the rules of the rule bound activity dictate participant actions.
Referring to the display 5 in more detail, the display 5 is not required by all embodiments of the monitoring device 1. However, in the preferred embodiment, the display 5 permits the display of information relating to the operation of the monitoring device 1, various scenario statistics and any other sort of information collected by the monitoring device 1 or transmitted to the monitoring device 1 by other wirelessly connected devices. The display may be as simple as LED lights which may turn on or off to convey information. Alternatively, the display 5 may be a LCD or other type of display capable of displaying multiple pixels.
Referring to the first and second button 7a,7b in more detail, in the preferred embodiment, the first and second button 7a, 7b are backlit with different color lights. The first and second button 7a, 7b enable a participant to interact with the monitoring device 1. Under various scenarios as envisioned by the invention, it may be necessary for a participant to interact with the monitoring device 1. For example, in a scenario which is a paintball game with two teams, having two buttons backlit with different colors permits players from either team to quickly interact with a particular button based on the association of their team with the particular color represented by that button. In other embodiments, any number of buttons, including one, may be desirable. The buttons need not be backlit, but may also be painted or manufactured with a particular color to indicate the aforementioned association.
Referring to the keypad 3 in more detail, the keypad 3 permits a participant to enter complex information into the monitoring device 1. Examples of such information would be a user id number, or a particular number string. A keypad 3 is utilized as a preferred way for a user to enter complex information. However, alternative embodiments may use a touch screen with a graphical interface. Still further, depending on the particular scenario, a participant may need to interact with the monitoring device 1 with a radio frequency id tag, a barcode, or a magnetic card. In various embodiments adapted for scenarios like these, the monitoring device 1 may include readers for a radio frequency chip 14, a barcode reader 16, or a magnetic card reader 15. Alternative embodiments of the monitoring device 1 may include any combination of means for a participant to input information into the monitoring device. As long as an embodiment of the monitoring device 1 includes at least a single means for a participant to input information, then the embodiment is envisioned by the invention.
Referring to the microprocessor assembly 9 in more detail, the microprocessor assembly 9 controls the operation of the monitoring device 1. The microprocessor assembly 9 receives a plurality of inputs depending upon the particular embodiment. Such inputs include data from the first and second button 7a,7b, the power switch 10, the keypad 3, the radio frequency reader 14, the barcode reader 16, the magnetic card reader 15, the plurality of usb ports 20, the plurality of dongle connectors 21 or the microphone input jack 18. The microprocessor assembly 9 may also monitor the battery 8 and control the operation of the light 4. Additionally, the microprocessor assembly 9 preferably includes wireless connectivity. In the preferred embodiment the wireless connectivity is achieved via a radio frequency connection. However, other protocols such as WiFi or cellular are suitable and envisioned by the invention. Wireless connectivity permits the monitoring device 1 to communicate with other monitoring devices 1, wireless enabled devices worn by participants and game play controllers. During a scenario, the microprocessor assembly 9 enables the monitoring device 1 to react to participant input and actions in a predetermined manner. Thus particular scenario modes are possible by selecting different programming stored on the microprocessor assembly 9 and/or updating the programming stored on the microprocessor assembly 9.
Referring to the battery 8 in more detail, preferably, the battery is rechargeable. However, certain embodiments may forgo a battery and rely on solar panels for powering the monitoring device 1. Any combination of battery or solar panel power or any other power source is also envisioned by the invention.
Referring to the participant face mask 40 in more detail, the participant face mask 40 is preferably constructed out of a plastic material. However, other materials such as composites may be suitable if they are sufficiently rigid and durable to provide face protection from projectiles. Additionally, the participant face mask 40 provides a convenient mounting location for the heads up display 41, microprocessor 42, power source 46 and antenna 43. In alternative embodiments, one or more of the microprocessors 42, power sources 46, or antennae 43 may not be located on the participant face mask 40. In these embodiments, the microprocessor 42, power source 46, and antenna 43 may be linked either wirelessly or wired to the heads up display 41 and any external sensors 44.
Referring to the microprocessor 42 in more detail, the microprocessor 42 interacts with external sensors 44, drives the heads up display 41 and enables wireless communication via the antenna 43 with other player face masks 40, monitoring devices 1, game play controllers, and any other compatible wirelessly enabled device on or near the playing field.
In certain embodiments, during operation, the microprocessor 42 receives information from external sensors 44. Exemplary external sensors 44 include sensors that detect IR radiation, the firing of a participant's paintball gun, an impact of a paintball on a participant's body, the direction a paintball gun is pointing, or other sensors which generate data. The microprocessor 42 receives this information preferably wirelessly, although wired connections are also suitable. Additionally, the external actions such as activating an IR laser that is triggered when the paintball gun trigger is pressed may be initiated by the microprocessor 42. Still further, the participant face mask 40 may include a video recording device which will continuously or non-continuously record video. The video may be used for live steaming via a wireless connection to a remote network, or be stored locally for post gameplay review.
The heads up display 41 may be achieved through a variety of means including off the shelf displays or customized displays. In operation the heads up display 41 may provide a wide range of information to the participant. An exemplary heads up display 41 configuration is shown in
The general system described in
Depending on the particular scenario, the number of monitoring devices 1 in use will vary. In a scenario which is a paintball game, the number of monitoring devices 1 will equal or exceed the number the number of teams playing in the paintball game plus one. In such a scenario, each team will have a monitoring device 1 which will be assigned as a home base and additional monitoring devices 1 can be included in the scenario and configured as objective nodes. An additional monitoring device 1 is employed as a receiving node for receiving data transmitted from the plurality of monitoring devices 1. This type of monitoring device 1 is referred to as a “central node.” In other scenarios such as during military combat training, two monitoring devices 2 may be used wherein one monitoring device 1 is configured as an objective node and a second monitoring device 1 is configured as a central node for receiving data transmitted from the objective node.
Before or concurrent with the start of the scenario each monitoring device 1 is armed 33. This enables the monitoring device 1 to wirelessly connect to at least one receiving node and in certain embodiments, other monitoring devices 1 and/or one or more additional wireless devices located within the scenario boundary, such as player face masks 40. In addition to wireless connectivity, a monitoring device 1 is armed when the monitoring device 1 is capable of receiving player input via the buttons 7a, 7b and the keypad 3 and any other input means which the monitoring device 1 has. The arming step 33 may be triggered via a countdown such that the arming step 33 coincides with the start of the scenario 34.
Once a scenario starts 34 participants may either be subject to a defined action 36 or meet an objective condition 35. When a participant is subject to a defined action 36 the participant must then take a defined response to the defined action 37.
Referring to the defined action and defined response steps 3637 in the method in more detail, the defined action can be any sort of action which the participant is subjected to which is not at the participant's direction. Examples of defined actions include being shot by a paintball, as in a paintball game or being shot by a laser beam, as in simulated combat for military training Once a participant is subject to a defined action, then the participant must take a defined response 37 which is determined by the particular scenario which is being executed according to the method described herein. In a scenario which is a paintball game, a participant may need to “respawn” by returning to a monitoring device 1 designated as a home base and interacting with the monitoring device 1. Non limiting examples of defined response include entering information, pressing a button, placing a radio frequency chip near a radio frequency receiver or any other sort of interacting with the input means on a monitoring device 1. In a scenario which is simulated combat for military training, for example, the defined response may include laying down or having the participant remove themselves from the scenario.
Once a participant takes the defined response 37 to the defined action 36 then the monitoring device 1 transmits relevant statistics to a central node 38. In this step, the relevant statistics may be any sort of data associated with either the defined action that the participant was subjected to or any data collected as a result of the defined response taken by the participant. The data can be transmitted according to any functionality built into the monitoring device 1. Referring to the central node in more detail, the central node may be a monitoring device 1 configured especially for functioning as a central node or a specially constructed device that is configured to receive relevant statistics from one or more monitoring devices 1.
Alternatively, during the scenario, a participant may meet an objective condition 35. In a paintball game scenario an objective condition may be pressing a butting on a monitoring device 1 that has been designated a home base. In general, the objective condition is a condition that a participant must meet which is determined by the type of scenario being monitored according to the method and must involve an interaction with a monitoring device 1. The interaction with the monitoring device 1 may be direct (pushing a button) or indirect (communicating wirelessly with the monitoring device 1). Once a participant has met an objective condition, then according to the method, the monitoring device 1 transmits the relevant statistics relating to the participant meeting the objective condition to a central node 38. Notably, in some embodiments of the method, the method may only have a define action and defined response pathways and no objective condition pathway. Yet in still further embodiments, the method may only have an objective condition and no define action and defined response pathways.
The scenario method continues to operate in the loop defined by steps 36, 37, 35 and 38 until the scenario termination criteria is met 39. In some embodiments, the scenario will continue until a predetermined time has elapsed. In other embodiments, the scenario may continue until a certain number, or all, of the participants have been removed from the scenario according to the defined action 36 and defined response steps 37. Once the scenario termination criteria are met 39 the monitoring devices are disarmed 40, the scenario execution statistics compiled 41, and the scenario execution statistics are then transmitter to the central node 42.
Another aspect of the invention is a cloud based system for real time monitoring and archiving of a scenario execution data 50.
Referring to the information generated about a plurality of participants 56, the information may come from a variety of sources. One example of a source of information is a participant face mask 40. The participant face mask 41 is capable of collecting a wide variety of information such as location, speed, orientation, gun status, video feed, and voice communications. However, the source of information is not limited to participant face masks 40. Other wireless enabled devices which collect player information during gameplay may be a source of information.
Referring to the information collected by the real time data collection system 55, each monitoring device 1 may collect information about player interactions with the monitoring device 1 such as interacting with the plurality of inputs provided on each monitoring device 1. The information collected by the one or more monitoring devices 1 is then communicated to a central node 57. Information may also be transmitted from wireless devices that collect player information during gameplay to the monitoring devices 1 without active participant interaction.
The central node 57 receives information from one or more sources that are collecting information about the game. Example sources may include player face masks 40, and monitoring devices 1, and other wireless enabled sensing devices. Once the central node 57 has collected the information, or while the central node 57 is collecting the information, the information may be transmitted to a cloud based server 53.
In operation, the cloud based system for real time monitoring and archiving of scenario execution data 50 allows for real time monitoring of a scenario. By collecting the information on the participants 56 as the scenario progresses, and communicating this information to a central node 57 and then a cloud based server 53, remote individuals may access the information which has been collected. This allows for the near real time monitoring of ongoing scenarios. Additionally, the collection of information permits the archival of participant 51 information. By storing the information collected during a scenario, and applying a uniform scenario format to each of the scenarios in which the information is collected, the relative skill of participants across the world can be established, by ranking the different participants according to the plurality of types of information collected.
Notably, the cloud based system for real time monitoring and archiving of scenario execution data 50 described in
While the foregoing written description of the invention enables one of ordinary skill to make and use what is considered presently to be the best mode thereof, those of ordinary skill will understand and appreciate the existence of variations, combinations, and equivalents of the specific embodiment, method, and examples herein. The invention should therefore not be limited by the above described embodiment, method, and examples, but by all embodiments and methods within the scope and spirit of the invention.
Number | Date | Country | |
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61984735 | Apr 2014 | US |