This invention relates to a system and method related to a game play environment.
Conventional methods of tracking an object (e.g. golf ball, basketball, baseball, etc.) employ various types of sensors including Doppler radar technology, camera based technology, high speed 3D camera based technology, and stereoscopic sensors. The sensors can be configured to track the object and with the aid of a computer can recreate the movement of the object in a computerized virtual environment. In athletic application, these tracking systems have been used to provide feedback for coaching, player development, and other training/improvement applications, with focus on the movement of a virtual object relative to a virtual environment. The prior art is principally focused on providing analysis about the player's technique and the resulting effect on the flight path of the object. These systems have found a particular benefit in the area of golf instruction.
Conventional indoor golf simulators utilize sensors, as mentioned above, to represent data points in a virtual space, which are projected onto a screen into which the golf ball is hit. Such simulators monitor the initial flight of the ball with sensors, which extrapolate the full flight of the ball and relay those data points to a computer system that creates a representation of the data points in a virtual space, such as a virtualized hole on a golf course. The prior art focuses on capturing the data points and incorporating the data points into a predominately virtual environment, with no identifiable links to the physical environment where the golf ball was actually hit.
It is apparent that there is a need for a system and method of tracking a ball, or other object, and rendering the flight path of that ball in a virtual gaming environment that is coordinated with the physical environment in which the ball is struck as well as providing games and results based on various targets within the physical or virtual environment. Additionally, there is the need to alter the game play environment that the user experiences without changing the physical environment into which the ball or object is hit and to use sensors to track the entire flight of the ball in the actual physical environment. The present invention is focused on solving such a need and providing the techniques thereby to fulfill these needs.
Described herein is a game-play environment that includes a tee box, a range surface, and a monitor. The tee box is configured to allow a player to hit a golf ball onto the range surface. The range surface has a plurality of physical markers. The monitor is positioned so that the player can see the monitor while in the tee box. The monitor depicts a virtual environment that corresponds to a desired virtual game. Depending on the particular game selected, a set of virtual components are displayed on the monitor. Some of these virtual components are visual cues that correspond to the physical markers on the range surface. The player can achieve the game's objectives by targeting the appropriate physical marker that corresponds to the desired visual cue.
a depicts a top view of a second preferred embodiment of a virtual environment.
b depicts a top view of the second preferred embodiment from
c depicts a top view of the second preferred embodiment from
a depicts a preferred embodiment of a target layout screen of a card game for each skill level within the gaming system.
b depicts a preferred embodiment of a target layout screen of a dart game for each skill level within the gaming system.
c depicts a preferred embodiment of a target layout screen of a longest drive game for each skill level within the gaming system.
a depicts a preferred embodiment of a game settings selection screen for a dart game.
b depicts a preferred embodiment of a game settings selection screen for a card game.
c depicts a preferred embodiment of a game settings selection screen for a longest drive game.
In accordance with a preferred embodiment of the present invention, a game-play environment 10 includes a tee box 100 and a range surface 200. The tee box 100 includes a ball 110 and a monitor 400. The range surface 200 includes a plurality of physical markers 210, 220, 230, and 240.
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Some of these visual components correspond with physical aspects of the range surface 200 and tee box 100. For example, the visual cues 450, 460, 470, and 480 correspond with the physical markers 210, 220, 230, and 240 respectively. Importantly, the relative positions and distances between the physical markers 210, 220, 230, and 240 are the same relative positions and distances depicted between the visual cues 450, 460, 470, and 480. It will be understood that by depicting a plurality of visual cues in the virtual environment that correspond to a plurality of physical markers on the range surface 200, various desirable features of the golf game become possible. It will be further understood that other games can benefit from the correspondence of physical markers with visual cues, including without limitation baseball, football, ultimate frisbee, tennis, and others.
One such benefit is that after a player 300 strikes the golf ball 110, the place that the golf ball 110 comes to rest on the range surface 200 can be depicted within the virtual environment as being in a position and distance from each of the plurality of visual cues that corresponds to position and distance of the golf ball 110 from each of the plurality of physical markers on the range surface. For example, if the resting place of the golf ball 110 is 10 feet north of physical marker 220, 15 feet west of physical marker 230, and 40 feet south of physical marker 240, the monitor 400 will display a virtual golf ball 490 as being 10 feet north of visual cue 450, 15 feet west of visual cue 460, and 40 feet south of 470.
Another benefit of depicting a plurality of visual cues in the virtual environment that correspond to a plurality of physical markers on the range surface 200, is that the actual path that the golf ball 110 travels from the tee box 110 to the range surface 200 can be depicted within the virtual environment and displayed on the monitor 400.
Yet another benefit of depicting a plurality of visual cues in the virtual environment that correspond to a plurality of physical markers on the range surface 200 is that the player 300 can use the plurality of physical markers as targets that correspond to particular visual components depicted within the virtual environment. For example turning to
It will be understood that the virtual environment may also be adjusted so that the visual cues 450, 460, 470, and 480 that correspond to physical markers 210, 220, 230, and 240 are better aligned with the desired visual components. For example,
It will be further understood that other visual components can be displayed to assist the player 300 in aiming. For example, in
It will be understood that other visual components appropriate to a golf game, if desired, may be used in the preferred embodiment, including without limitation fairways, sand traps, virtual tee boxes, water hazards, and out of bounds markers. In addition, it may be desirable to include other visual components to be depicted within the virtual environment that do not necessarily affect the play of the virtual golf game, but rather fill the background of the virtual environment, including without limitation, rivers, lakes, houses and other structures, mountains, trees, oceans, cliffs, clouds, and other weather-related constructs.
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It is understood that the various embodiments of the game have different objectives and goals. In a preferred embodiment, the objective is to get the virtual golf ball 490 to the cup on the golf green 498 taking the fewest number of golf shots possible.
Turning now to
The plurality of selectable menu items 502 allow a player of the virtual golf game to select the desired virtual environment they wish to encounter during their play time. Each of the virtual environments are displayed to the user on a screen or monitor and are imposed virtually onto the physical range, which allows the physical range to remain unchanged and present a variety of virtual environments to the player(s). The plurality of selectable menu items 502 may include, but is not limited to virtual golf games, courses, tournaments, coaching levels and practice environments.
Each of the selectable menu items 502 may include a variety of options which may be selected to determine the desired virtual environment. For example, the selectable menu item 502 entitled “Games” may include the virtual game of golf described above, card games such as 21 or poker, darts, long drive, HORSE, and the like. By way of further example, the selectable menu item 502 entitled “Courses” may include a list of golf courses with different environments and topography which may be selected. The selectable menu item 502 entitled “Tournaments” may include a list of various contests, or special instances of a game or golf course, in which there are a limited number of players or entries allowed, and within which players can earn rewards for earning the best score. The selectable menu item 502 entitled “Coaching” may provide a list of various coaching modules to select, such as distance training, use of various clubs, swing modification, etc. Also, the selectable menu item 502 entitled “Practice” may provide a list of practice courses, clubs, greens, distances and other variables which may be selected.
The game setup screen 500 also allows additional players and player information to be added, deleted, or revised by selecting from the plurality of player boxes 504. Additionally, the skill level of a particular player may be added or changed by selecting the drop down menu 506 associated with a particular player box 504. Referring to
Turning to
Each of the target layouts in
When the next button 510 from the game setup screen 500 is pressed, and a particular game has been selected from the plurality of selectable menu items 502, the screen will display a new screen showing the game settings for the game selected. Turning to
Turning now to
In the preferred embodiment, one or more players take turns trying to hit a particular playing card from the plurality of playing cards 540 with a sports ball to win the card or value assigned to the playing card. The players may take numerous turns to attempt to reach a certain total value, such as 21 for black jack, or the values necessary to win 3 card or 5 card poker, etc. After all of the players have made the set number of attempts, the system resolves the players' resulting hands against each other based on the rules and hand hierarchy as required by the game and then announces the winner to be the player with the best hand. For example, in Blackjack, or 21, the player with the points total closest to 21 without going over 21 wins. Additionally, in a preferred embodiment, if there is a tie, the tied players may be allowed to take another turn to attempt to hit the highest value card on the virtual playing field. In a preferred embodiment, if a player does not hit a card during a turn, the player may have the opportunity to draw a card from the cards remaining in the deck, which is randomly assigned by the computer system. In another preferred embodiment, the probability of drawing a card helpful to that player's hand can be weighted such that a player of higher skill is more likely to draw a card that is unhelpful, while a player of lower skill is more likely to draw a card that is helpful based on the cards in the player's hand during that turn.
Turning now to
In the second preferred embodiment, one or more players take turns trying to hit a particular target from the plurality of visual targets 540 with a sports ball to win the value assigned to that target and/or the rings around the target. After all of the players have made the set number of attempts, the system resolves each player's resulting scores against the other player's scores by summing the total number of points for each player. Additionally, in a preferred embodiment, if there is a tie, the tied players may be allowed to take another turn to attempt to hit the highest value target on the virtual playing field. In a preferred embodiment, if a player misses all of the targets during a turn, the player may be awarded a minimum number of points based on the skill level of the player.
Although the plurality of visual targets 540 are shown in two dimensions, such that they are lying flat on the playing surface area on the X-Y axis, it will be understood that the plurality of visual targets 540 could also be displayed in three dimensions similar to the plurality of playing cards 530 in
Although
It will also be understood that although the virtual environment shown in
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It is to be understood that even though numerous characteristics and advantages of various embodiments of the present invention have been set forth in the foregoing description, together with details of the structure and functions of various embodiments of the invention, this disclosure is illustrative only, and changes may be made in detail, especially in matters of structure and arrangement of parts within the principles of the present invention to the full extent indicated by the broad general meaning of the terms in which the appended claims are expressed. It will be appreciated by those skilled in the art that the teachings of the present invention can be applied to other systems without departing from the scope and spirit of the present invention.
This U.S. Non Provisional Patent Application claims priority from, and is a continuation in part of, U.S. patent application Ser. No. 14/321,333, filed on Jul. 1, 2014 with the same title and inventors as the present application. That application claims the benefit of U.S. Provisional Patent Application No. 61/841,544, filed on Jul. 1, 2013 with the same title and inventors as the present application.
Number | Date | Country | |
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Parent | 14321333 | Jul 2014 | US |
Child | 14819999 | US |