The finding and object of the invention relates to board games and parlour games characterized by the support of electronic components, such as a PC, a tablet, a smartphone or a game console. More precisely, the invention relates to a device and a method for tracking game objects which can be positioned and moved on a sensorized game board.
The finding and object of the invention relates to board games and parlour games characterized by the support of electronic components, such as a PC, a tablet, a smartphone or a game console. More precisely, the invention relates to a device and a method for tracking game objects which can be positioned and moved on a sensorized game board.
In the world of games, so-called hybrid games have emerged in recent years which, to increase the playing experience, provide for the connection and coordination between a physical game, i.e., characterized by concrete and manipulative objects, and a virtual game, i.e., coordinated software running on devices such as PCs, tablets, smartphones, game consoles or interactive gaming systems. Among these, so-called electronic board games and in particular those commercially known as the e-Pawn platform, Yoyn, have become increasingly important and widespread. Said games are characterized by complex constructive solutions for tracking playable elements, many of which have also been the object of a patent application. In general, these solutions provide for the integration into the game board of sensorized surfaces comprising a multitude of antennas or RFID readers (array of identical antennas with multiplexers used for their reading, overlapping antennas with multiplexers, antennas and multiple readers, etc.). These solutions allow the identification of each object positioned above each sensitive area which has an RFID tag, therefore, they further allow the tracking of the movements thereof from one area to another. Furthermore, more complex solutions are known, such as in patent applications WO2012033863 [Tweedletech LLC, Mar. 15, 2012], WO2011107888 [Angus Leigh et al, Sep. 9, 2012] where such RF antennas are further coupled with sensors of different nature, such as electrical switches, magnetic sensors, etc., or even, as in the Playtable platform, where the very surface of the interactive board consists of a screen equipped with touch detection functionality.
As an alternative to the radio-frequency (RF) approach, some solutions instead use tag arrays or sensor networks, positioned at key points, to track the movement of identifiable objects, but this approach also involves high costs and complexity and sometimes does not provide adequate performance in terms of accuracy, creating false positives, resulting in inaccurate measurements or generating excess and redundant data.
In order to simplify and, above all, reduce the costs related to the use of RF systems, solutions have been developed over time which employ magnetic sensor matrices to follow the path of a single object equipped with a magnet or to recognize patterns consisting of the resulting magnetic field, generated by a set of different magnets. From an operational point of view, these devices are made by positioning on the gaming area numerous magnetic sensors such as in WO2019/0351 A1 [Xplored Srl, 21 Feb. 2019], in such a way as to create a very dense grid, which increases the spatial sampling of the gaming area, but at the same time generates an “overlap” of sensitive areas from which arises the need to triangulate in order to obtain the position of a tracked object. Finally, some of these solutions (EP2884372, Commissariat l'énergie atomique et aux energies alternatives, 17 Jun. 2015), even allow to track the position and three-dimensional orientation of a magnet, but to do so require specific, very complex and expensive sensors, as well as control electronics equipped with a high computing power, to manage and process all the information.
The limitations of the first type of products described above, i.e., the systems equipped with multiple RFID antennas, possibly combined with other sensors, consist of the complexity of production and management of multiple RF devices and the related costs, which limit their diffusion in commercial applications. To date, many of the products which have adopted this technology have not yet been placed on the market or have not found diffusion, precisely because of the high costs and complexity of production on an industrial scale.
On the contrary, tracking systems based on the use of magnetic sensors alone are certainly much cheaper, but they do not allow the identification of objects and, in order to ensure continuous tracking, require a high “density” of sensors, i.e., a very dense grid, in which the sensitive areas of the different sensors partially overlap or are at least adjacent, in order to guarantee the continuity of the signal during the movements of the objects. A further limitation of the magnetic tracking systems is that they have strong limits in the tracking of multiple objects: in systems based on larger grids, formed by analogue sensors, since these can only measure the magnetic field strength at one point, it is not possible to distinguish whether this field is generated by a single magnet or by the combination of multiple magnets and/or whether it is produced by a small magnet near the sensor or by a larger magnet positioned at a greater distance. In the case of digital sensor grids and in the case of high sensitivity of the devices, on the other hand, the presence of a first magnet nearby, which activates the sensor, prevents the detection of the possible approach of a second magnet, resulting in problems of reading reliability and consistency.
Finally, all these solutions provide that the “coverage zones” of each sensor (radio, magnetic or other) are defined a priori (depending on the shape of the antennas, the sensitivity area of the magnets, etc.) and are therefore not adapted to detect the presence of objects in areas of irregular shape, not allowing the subdivision of the interactive surface into different areas, definable and configurable from time to time and depending on the needs and developments of the game. In the case of use of this type of device in board games, in particular in those where the interactive elements can be positioned by users in different and irregularly shaped areas which reconstruct, through interchangeable and modular tiles, gaming scenarios and environments, these functional limits of the known techniques are particularly evident and do not allow the correct tracking of the position of the pawns and the filtering of any involuntary movements, since all these systems are created with the aim of “tracking” the movement of the objects and acquiring an electronic trace, not allowing the detection only and exclusively of voluntary movements or those movements of objects resulting from the intentional choices of users.
The solution object of the patent aims to solve the aforementioned problems by means of an economical and easy to construct system, able to identify and track the movements of objects, preferably but not necessarily pawns, on an interactive game board, expandable and configurable by the user. The fact of using the same grid of fixed sensors to discern the movements of objects on gaming areas and variable paths (i.e., dynamically configurable by the user and not predetermined and known a priori) involves considerable problems. Since the overall gaming area is unknown a priori, the shape and size of the standstill areas in which the pawns pass during their journey are also unknown. These areas (which characterize each board game, obviously varying from one game to another) may, therefore, enclose one or more sensors which could be simultaneously excited by the presence of a pawn placed inside the area; in other cases the tracked pawn could end, in the movement thereof, near an edge between said standstill areas, thus generating the involuntary activation of additional sensors placed in the neighbouring area and thus preventing the certain recognition of the real standstill area. Again, in the course of the game, additional false positives could possibly be generated due to small involuntary movements of a pawn (for example vibrations, small interferences, shocks or errors) which, by exciting several contiguous magnets, will produce incorrect or in any case redundant tracking information which is not attributable to the conduct envisaged by the game.
The solution object of the patent intends to identify the objects to be tracked and follow the movements thereof, storing the series of successive positions which they assume as a result of voluntary interactions of users, in particular it intends to track the movements of said objects or pieces on an interactive and dynamically configurable gaming table, said interactive gaming table being obtained by placing tiles of different shape and size, on a sensorized board consisting of a fixed grid of low-cost magnetic sensors.
Therefore, to solve the problem of tracking objects on a gaming surface which can be dynamically varied and configured by the user, a coordinated system is proposed comprising:
Further characteristics and advantages of the proposed technical solution will appear more evident in the following description of a preferred but not exclusive embodiment shown by way of non-limiting example in the accompanying 6 drawings, in which:
According to an embodiment shown by way of non-limiting example, the invention can be realized through:
With reference to the accompanying drawings and in particular to
With reference to the accompanying drawings and particularly to
The modular tiles (200), although having different shapes and sizes, are actually formed from the same base surface element (201); in particular they can be formed, for example, from squares having a side equal to the pitch of the magnetic sensor grid (101), i.e., the fixed distance which passes between two adjacent rows or columns of magnetic sensors (101) of the board (100). Following this constructive precaution, each modular tile (200) is characterized by a variable surface, provided that it is a multiple of the area of the base surface element (201), and by a variable shape, provided that it is obtained by flanking and combining said base surface elements (201) joined together on one or more sides. This constructive feature allows the modular tiles (200), once correctly positioned on the board (100), to align perfectly with the magnetic sensor grid (101). In this way the modular tiles (200), despite having different shapes and sizes, will regularly occupy the coverage area of the underlying magnetic sensors (101) and, in particular, the edges of said tiles will be positioned exactly in the centre of the space between contiguous rows and columns of the grid formed by said magnetic sensors (101), thus avoiding interference, overlapping, covering.
Furthermore, the modular tiles (200) are held in place by some lateral containment edges or elements (208), which engage the underlying board (100) and create a raised edge (209) which prevents the tiles from moving, thereby ensuring alignment between the graphic interaction points (202), reproduced on the tiles, and the magnetic sensors (101), integrated into the underlying board.
With reference to the accompanying figures and particularly to
With reference to the accompanying drawings and in particular to
With reference to the accompanying drawings, and particularly to
With reference to the accompanying drawings, and particularly to
The mask vector is characterized by “Q” components, where Q corresponds to the number of magnetic sensors (101) employed in the grid of the sensorized board (100). The values of said mask vector components will be “0” or “1” depending on whether the n-th magnet information is respectively to be discarded or taken into account for the purpose of the gaming element tracking procedure (300), (301). At each play turn, the system scans the entire grid of the Q magnetic sensors (101) and obtains a vector of the excitation state of all the magnetic sensors [S.1, S.2, . . . , S.Q]. Said magnetic sensor status vector is multiplied by the aforementioned mask vector (multiplication intended for corresponding components), returning a masked result vector O, which resets the unnecessary magnet information and retains only the magnetic sensor information useful for tracking objects on the assembled gaming table and, therefore, intended to be transmitted to the remote electronic device (400).
With reference to all the previous figures, an example of functional use of the proposed solution is described below, by way of non-limiting explanation.
In the current use, a preparatory step is provided, during which the modular tiles (200) are positioned on the sensorized board (100) so as to construct the selected game scenario; said positioning may be guided by the remote electronic device (400), based on the game to be performed or be freely undertaken by the user. In either case, once the arrangement of the modular tiles (200) on the sensorized board (100) has been completed, the information relating to the final layout of the assembled gaming table such as mapping, type of tiles used, etc., must be transmitted to the remote electronic device (400) so that it can take this into account in the subsequent steps. The acquisition of such information may take place, for example but not limited to, by means of camera acquisition or screen reconstruction with graphic tools which reproduce the individual tiles, etc. Alternatively, the modular tiles (200) may be provided with an identification code (optical TAG or ID or otherwise) and be automatically recognized by the system, leaving the user the sole task of indicating to the remote electronic device (400) the position and orientation in which the modular tile (200) has been positioned on the sensorized board (100).
Once the modular tiles (200) have been positioned, the lateral containment edges or elements (208) are arranged, useful to align the mosaic composed of the modular tiles (200) with the underlying sensorized board (100) and, more precisely, to ensure that the graphic interaction points (202) of the modular tiles (200) are perfectly aligned with the magnetic sensors (101) of the sensorized board (100). The control unit then proceeds, through the algorithm (600), to generate the mask vector which characterizes the scenario set up by placing said modular tiles (200) on the sensorized board (100), in order to limit the analysis of the status of the magnetic sensors (101) only to the significant sensors.
The scenario elements (301) must be positioned on the gaming table with magnets (302) located at the interaction points (202) of the modular tiles (200), such that the removal or displacement thereof may be detected by the control system. The presence of a scenario element (301) prevents, in fact, interaction with the area occupied by the same, keeping the underlying sensor constantly energized, unless said element is removed. In this circumstance, the system, noticing the sudden absence of a signal on the magnetic sensor hitherto occupied by the scenario element, identifies the interaction performed by the user and can associate it with gaming events corresponding to said action, such as the opening of a door, the removal of an obstacle, etc., according to the rules of the game implemented.
Once the modular tiles (200) and scenario elements (301) have been positioned, the gaming pawns (300) are positioned. Said gaming pawns or elements (300) are first arranged, to be recognized by the identification apparatus (106), for example near the antenna (107) in case of RFID recognition or, in any case, in an area of the board dedicated to recognition. Once identified, the pawns (300) are positioned on the magnetic sensor which identifies the first “area”, where the object is located at the initial moment. The controller (102) thus stores the identifier and first location for each of the objects used.
According to an alternative implementation, the control unit or the remote electronic device (400) to which it is connected, could indicate the order in which to place the pawns on the gaming table, thus rendering their identification unnecessary and allowing to match each gaming element (300) with the initial position, without having to resort to a unique identification code for each of them.
Once this setting has been completed, the playable objects (300, 301) can then be moved voluntarily by users, from one area of the gaming table created by the positioning of the modular tiles (200), simply by taking them from the area in which they are located and positioning them at the graphic interaction point (202) of the new area in which the element is to be moved, thus activating the magnetic sensor (101) corresponding to the new position. At each movement, the CPU (104) identifies, through the algorithm (500), the action which the user intends to perform and, in the case of a movement, updates the position of each of the playable objects (300, 301) tracked, based on the sequence of magnetic sensors (101) deactivated/activated.
The invention can be realized with technical equivalents, with supplementary materials or solutions suitable for the purpose and the application scope. Conformation and dimensions of the constituent parts may vary in a suitable, but consistent way with the proposed solution.
By way of non-limiting example, it is noted that the geometric shapes of the involved parts may be varied while maintaining the above-mentioned functionalities and constructive types. In particular, RFID or optical identification and detection systems, radio transmission systems, if present, and the different types of magnetic sensors used may be changed. Furthermore, the arrangement of the magnetic sensors (101) arranged in grid form on the sensorized board (100) may be changed: for example, a regular square grid, but characterized by a different pitch, or rectangular or differently shaped grids, may be used to fit modular tiles (200) whose base surface element (201) differs from the square shape illustrated in the example embodiment, such as tiles consisting of hexagonal or triangular base elements.
Number | Date | Country | Kind |
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102019000013560 | Jul 2019 | IT | national |
Filing Document | Filing Date | Country | Kind |
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PCT/IT2020/050187 | 7/27/2020 | WO |