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Title:
COMBINING PHYSICAL AND DIGITAL PLAYING
Document Type and Number:
WIPO Patent Application WO/2016/203097
Kind Code:
A1
Abstract:
Aspects of the present invention relate to enhancing user experience in playing a digital video game with physical objects. A playing device may be used to detect and store information relating to its movement and ambient conditions. The detected information is used to update characteristics of the digital video game.

Inventors:
RONKAINEN SAMI (FI)
HED NIKLAS (FI)
Application Number:
PCT/FI2016/050289
Publication Date:
December 22, 2016
Filing Date:
May 04, 2016
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
ROVIO ENTERTAINMENT LTD (FI)
International Classes:
A63H3/00; A63F13/21; A63F13/23
Domestic Patent References:
WO2001077982A12001-10-18
WO2014091491A12014-06-19
Foreign References:
US20120190453A12012-07-26
Attorney, Agent or Firm:
BOCO IP OY AB (Helsinki, FI)
Download PDF:
Claims:
Claims

1. A method in a digital video game system comprising :

- activating a sensor unit in a playing device;

- detecting information with the sensor unit;

- storing at least part of the detected information in the playing device;

- starting a digital video game in a gaming device;

- sending at least part of the detected information from the playing device to the gaming device; and

- updating the digital video game according to the detected

information.

2. The method of claim 1, wherein the detected information comprises motion pattern of the playing device.

3. The method of claim 2, further comprising interpreting the motion pattern as a characteristic of the digital video game character.

4. The method of claim 1, wherein the detected information comprises ambient condition of the playing device.

5. The method of claim 4, interpreting the ambient condition as a characteristic of the digital video game character. 6. The method of claim 1, wherein the detected information comprises detecting presence of another playing device.

7. The method of claim 1, wherein the wherein the method further comprises:

- receiving information from another playing device,

wherein the received information comprises any one of: - a skill of the other playing device; and

- an item possessed by the other playing device.

8. A computer program product in a digital video game system comprising one or more sequences of one or more instructions which, when executed by one or more processors, cause an apparatus to at least perform the steps of at least:

- activating a sensor unit in a playing device;

- detecting information with the sensor unit;

- storing at least part of the detected information in the playing device;

- starting a digital video game in a gaming device;

- sending at least part of the detected information from the playing device to the gaming device; and

- updating the digital video game according to the detected

information.

9. A computer program product of claim 8, for performing the methods of claims 2 - 7.

10. A digital video game system comprising :

- a playing device sensor unit for detecting information and a memory for storing the detected information and an interface for sending the detected information; and

- a gaming device for running a digital video game and an interface for receiving the detected information;

wherein the digital video game is updated according to the detected information stored in the playing device prior to starting the digital video game in the gaming device.

11. A digital video game system of claim 10, for performing the methods of claims 2 - 7.

Description:
Combining physical and digital playing Technical field

Examples of the present invention relate to enhancing user experience of a video game with physical objects. More specifically, the examples of the present invention relate to methods, apparatuses, systems and related computer program products for enhancing user experience.

Background

The present invention relates generally to digital video games and, more particularly, to utilizing a playing device combined with the digital video game.

Digital video games are typically used on computer devices, like laptop, pc, mobile phone, game console etc. Usually the video game is controlled with user interface of the computer device or a separate game controller. Some examples exist, where other physical elements are combined with a digital video game. The physical element may be for example an action figure toy, which, when combined to the video game, may result having a corresponding digital action figure in the video game. One common method for identifying and combining the physical element with the video game is to utilize scanning technology. Such scanning technologies include technologies like: bar code, matrix code, near field communication (NFC) etc. In some implementations the physical element may have capabilities for storing some digital video game information. In the existing solution the physical elements do not really enhance the user experience. Typically they are collectable characters, like action figures. Therefore there is a need for advanced approaches for enhancing user experience.

Summary According to one example embodiment, a method in a digital video game system comprises activating a sensor unit in a playing device, which sensor unit may detect information. At least part of the detected information in the playing device is stored in the playing device.

A digital video game is started and thereafter running in a gaming device. At least part of the detected information is sent from the playing device to the gaming device and the digital video game is updated according to the detected information.

According to another example embodiment, a computer program product in a digital video game system is provided, the computer program comprising one or more sequences of one or more

instructions which, when executed by one or more processors, cause an apparatus to at least perform the steps of at least activating a sensor unit in a playing device; which sensor unit may detect information. At least part of the detected information in the playing device is stored in the playing device.

A digital video game is started and thereafter running in a gaming device. At least part of the detected information is sent from the playing device to the gaming device and the digital video game is updated according to the detected information. According to another example embodiment, a system is provided comprising means for activating a sensor unit in a playing device, detecting information with the sensor unit, storing at least part of the detected information in the playing device, starting a digital video game in a gaming device, sending at least part of the detected information from the playing device to the gaming device and updating the digital video game according to the detected information.

According to another example embodiment, a digital video game system is provided. The digital video game system comprises a playing device sensor unit for detecting information and a memory for storing the detected information and an interface (34) for sending the detected information, and a gaming device for running a digital video game and an interface for receiving the detected information. The digital video game is updated according to the detected information stored in the playing device prior to starting the digital video game in the gaming device.

The present invention brings many advantages to gaming. For example the playing device (for example a toy) may be used in playing independently from a video game and on the other hand the video game may be used independently from the playing device. The physical toys may be used for example outdoors, while playing in water, snow and taken to various places and conditions. The physical toys detect and store information relating to ambient conditions and motion. When the collected information is sent from the playing device to the gaming device the detected information can be used in a digital video game for example to update characteristics of the digital video game, a virtual game character in the digital video game. The playing device does not need to be used while playing the digital video game. The invention enables enhancements to both playing with the playing device(s) and playing with the digital video game. Digital video games provide entertainment, joy, fun, learning, possibilities to social activities etc. In addition, this invention provides a possibility to play without the digital video game using playing devices, which may encourage players to physical activities and provide many ways to combine digital and physical play.

Brief description of the figures

The embodiments of the invention are illustrated by way of example - not by way of limitation, in the figures of the accompanying drawings:

Figure 1 illustrates a simplified arrangement where at least some example embodiments may be embodied.

Figure 2a, b, c illustrate few example use cases.

Figure 3 illustrates a block diagram of an example playing device. Figure 4 illustrates a block diagram of a gaming device.

Figure 5 illustrates a flow chart of a method according to an example embodiment of the invention.

Figure 6 illustrates a flow chart of a method according to an example embodiment of the invention. Figure 7 illustrates a flow chart of a method according to an example embodiment of the invention.

Figure 8 illustrates a flow chart of a method according to an example embodiment of the invention. Description of some embodiments

The following embodiments are exemplary only. Although the description may refer to "an", "one", or "some" embodiment(s), this does not necessarily mean that each such reference is to the same embodiment(s), or that the feature only applies to a single embodiment. Single features of different embodiments may be combined to provide further embodiments.

In the following, features of the invention will be described with a simple example of a system architecture in which various embodiments of the invention may be implemented. Only elements relevant for illustrating the embodiments are described in detail. Various implementations of the information system comprise elements that are suitable for the example embodiments and may not be specifically described herein.

Example methods, systems, apparatuses and a computer program products are presented for enhancing user experience in playing. As used herein, the term "playing device", refers to a computing device which may be used for playing independently from any other device or together with other playing devices or other computing devices. The playing device may comprise a processor, a battery, sensors and means for communication. The communication means may comprise for example Bluetooth, Bluetooth Low Energy, WLAN, infrared or other suitable wireless or wired communication methods. The communication means can be used to interact with other playing devices or other computing devices.

The playing device may comprise sensing means to obtain information relating to the playing devices motion, location, ambient conditions and presence of other devices near. The playing device may comprise means to store the obtained information in a memory. In some example embodiments the playing device may further comprise at least one microphone, speaker, LED or other light source, sensors (a cce I era meter, gyroscope, compass, barometer...) general purpose input/output (GPIO), positioning mean like GPS etc. In an example embodiment the playing device may comprise wide variety of functionalities typical for a modern smart phone or other advanced computing device.

As used herein, the term "application" refers to software that contains such instructions that, when executed by one or more processors, causes a computing device to perform tasks. The application may also be referred as software application, application program, application software, app and so on. It is to be noted that in at least some of the example embodiments also system software providing a platform for running the application can be considered functionally similar to the application. Alternatively, or in addition to, also set of instructions based on HTML5 mark-up language may be considered as an application. The application may be used on a computing device, in several computing devices, on a server or several servers and it may utilize cloud computing.

As used herein, the term "digital video game" refers to an electronic game. It may be considered as examples of applications and digital video games may be used on various electronic systems - platforms, for example on computers, video game consoles, as cloud service etc. Digital video games exist in many forms like: casual games, serious games, educational games etc.

As used herein, the term "digital video game character" refers to an item in the digital video game. It may be for example controlled or controllable by a player in the digital video game to achieve gaming targets. The digital video game character may have variable characteristics which may change and affect how the digital video game character performs.

As used herein, the term "gaming device" refers to a computing device and it may be for example a laptop, desktop computer, graphics tablet, cellular phone, multimedia system of a vehicle, an arcade gaming device, an electronic noticeboard, a television, or any other device with capabilities for running at least one application and interacting with at least one controller device.

As used herein, the term "server" refers to a physical or virtual computational entity capable of enhancing information and to perform computational tasks. The term server may refer to one entity or a group on entities configured to operate jointly with capabilities for running an application and interacting with at least one controller device and/or display device. While various aspects of the invention are illustrated and described as block diagrams, message flow diagrams, flow charts and logic flow diagrams, or using some other pictorial representation, it is well understood that the illustrated units, blocks, device, system elements, procedures and methods may be implemented in, for example, hardware, software, firmware, special purpose circuits or logic, a computing device or some combination thereof.

Figure 1 is a diagram of a network system capable of providing architecture for providing enhanced user experience. The illustrated example network system comprises controller playing device 10 (PD), a gaming device 12 (DD), a server 13 (SRV) and network 11 (NET). The network 11 represents here any combination of hardware and software components that enables a process in one communication end point to send or receive information to or from another process in another, remote communication endpoint. The network 11 may be, for example, a play area network, a local area network, a home network, a storage area network, a campus network, a backbone network, a metropolitan area network, a wide area network, an enterprise private network, a virtual private network, or a combination of any of these. The example network system of figure 1 is a simplified illustration depicting one playing device 10, one gaming device

12 and one server 13. The number of the playing devices 11, gaming devices 12 and servers 13 may vary and in some example embodiments some of the elements may be non-existing.

Arrows between the elements in Figure 1 illustrate possible connectivity of the elements. The playing device 10, the gaming device 12 and the server

13 may be connected to the network 11, which allow them to exchange messages between them. In some example embodiments the connectivity may be utilised without the network 11 by using direct connection for example between the playing device 10 and the gaming device 12. In some example embodiments the gaming device 10 may act as a server 13, too.

Figures 2 a, b and c illustrate example playing devices 10. The illustrated playing device 10 represents a simplified doll, but it may come in practice in any form. It may be for example in the form of any toy from a doll, action figure, vehicle (car, train, plane, bike...), animal, ball, puck etc. The playing device may consist of one piece or it may comprise add-on parts (not illustrated).

The playing device 10 may be used by a player for example as a toy and it may be moved horizontally, vertically and in any combination of those to any direction (Figure 2a). Further the playing device 10 may be rotated in any direction (yaw, pitch, roll) and in any combination of those (Figure 2b). The playing device 10 may also be used together with another playing device 10 (Figure 2c).

Figure 3 illustrates a simplified example block diagram of the playing device 10. The playing device 10 comprises at least one playing device application 30 (PD-APP), which can be any kind of application or a set of applications running on the playing device 10. The playing device 10 may further comprise a memory 31 (MEM) for storing the playing device application 30 and other information . The memory 31 may comprise volatile or non-volatile memory, for example EEPROM, ROM, PROM, RAM, DRAM, SRAM, firmware, programmable logic, etc. The playing device 10 may further comprise one or more processor units 32 (CPU) for running the playing device application 30, at least one sensor unit 33 (SEN) and an interface 34 (IF). In addition the playing device 10 may comprise various input/output and other components like a battery which are not illustrated in Figure 2.

The sensor unit 33 may comprise one or several sensors to detect and/or measure several measurable quantities including : height, depth, time, mass, velocity, acceleration, deceleration, energy, pressure, mass, temperature etc. The sensor unit 33 may be used to detect presence of another playing device 10 for example by detecting measurable radio energy or the presence of the other playing device 10 may be detected using the interface 34.

In addition to detecting presence of another playing device 10, two or more playing devices 10 may be configured to exchange information. For example, playing devices 10 may "teach" new skills to each other by sending and receiving information when playing devices 10 are within range of a communication method the playing devices 10 are capable of using. The playing devices 10 may also share information on items in possession of the playing devices 10.

Teaching and sharing may comprise exchanging, in other words sending and receiving information stored in the memories 31 of the two or more playing devices 10. This information may comprise information received from the sensor unit 33 of the respective playing device 10, or it may information received by the playing device 10 from the gaming device 12 and stored in the memory 31 of the playing device 10. Communication between the playing devices 10 may use the same wireless or wired communication method which is used by the playing devices 10 to communicate with the gaming device 12, or it may be a different communication method.

The playing device application 30 may comprise for example software for controlling reading information from the sensor unit 33 and sending/receiving messages via interface 34. In addition the playing device application 30 may comprise other software for controlling a game, a messaging application, a picture-, video-, text-, worksheet- etc. editor, music or video player and so on.

Figure 4 illustrates a simplified example block diagram of the gaming device 12. The gaming device 12 may comprise a memory 41 (MEM) for storing a gaming device application 40 (GD-APP). The memory 41 may comprise volatile or non-volatile memory, for example EEPROM, ROM, PROM, RAM, DRAM, SRAM, firmware, programmable logic, etc. The gaming device 12 may further comprise one or more processor units 42 (CPU) for processing instructions and running computer programs, like the gaming device application 40, an user interface 43 (UI) for giving instructions to the computer programs and presenting information to a user and an interface unit 44 (IF) for sending and receiving messages. In addition the gaming device application 40 may comprise other software for controlling a game, a messaging application, a picture-, video-, text-, worksheet- etc. editor, music or video player and so on. The gaming device application 40 may include a digital video game or the digital video game may be located at the server 13, the playing device 10 or other suitable device or on cloud service.

Combining a physical element with a digital video game enhances the user experience. The physical element according to some examples of the present invention is a toy (playing device 10), which can be played with also independently from the digital video game. By utilizing memory 31 in the playing device for storing detected information, playing can take place on a distance from the digital video game, which exceeds range of available communication methods used for communication between the playing device and the digital video game. The toy can also be configured to be playable in an environment which is not suitable for playing a digital video game, for example due to heat or cold, moisture, dirt or risk for shocks which could even break the digital video game. For example if the toy is an action figure it can be used in various role plays alone or with other toys. The action figure can be used in different environments and it may be used with various motion patterns. For example the different environments and various motion patterns may be used to "teach" the action figure new skills. For example if the action figure is brought to a cold place (outside in winter time, fridge...), it may get "used to the cold" and gain a skill for surviving in the cold. Or if the action figure is brought to a hot place (sauna etc.), it may get "used to the hot" and gain a skill for surviving in hot circumstances. Throwing the action figure high in the air may "teach" the action figure to fly and gain a skill of flying. Using traditional action figure toys the above examples happen only in the imagination of the player playing with the action figure.

One advantage of the current invention is to enhance user experience with the toy and/or gaming with a video game. Figure 5 depicts a flow chart of one of the example embodiments, where in the step 50 the sensor unit 33 is activated. The sensor unit 33 detects information, step 51, by detecting and/or measuring at least one measurable quantity and provides the obtained information to the playing device application 30. Step 52 : the detected information is stored in the memory 31 of the playing device 10. Step 53 : starting or running a gaming device application in the gaming device 10. Step 54: sending the detected information to the gaming device 10 utilizing the interfaces 34 and 44. Step 55 : updating the gaming device application according to the obtained information.

Activating the sensor unit 33, Step 50, as well as the other components of the gaming device 10, may be implemented for example with a power switch or the sensor unit 33 may detect the gaming device 10 being touched, moved, shaken or it may be voice activated. The gaming device 10 may further comprise a timer, which shuts the gaming device off after a predetermined time.

Step 54 - sending the detected information to the gaming device 12 - may include sending the information to the server 13 or to a cloud service etc. The sending may be initiated for example by a player using the playing device 10 or the gaming device 12 or it may be initiated when the playing device 10 is connected to the gaming device 12 or to the server 13 or to a cloud service.

The sensor unit 33 may be programmed to use the sensors constantly or periodically to optimize between functionality and power consumption. Storing the detected information in the memory 31 may be very simple comprising writing all of the detected information on the memory slots or it may comprise filtering to reduce the amount of memory needed.

Interpreting the detected information may be done by the playing device 10, utilizing the processor 32 and the playing device application 30 or the interpretation may be done by the gaming device 12, utilizing the processor 42 and the gaming device application 40. In some cases the interpretation is simple, for example measuring ambient temperature. In some other cases more computing power is needed to interpret a set of detected information as a complex motion pattern or to determine that the playing device is u nder water etc.

Figures 6, 7 and 8 depict flowcharts explaining some example embodiments via a use cases. The use case examples are used to explain the invention better to the reader, the use case examples or details of those mare not to be used to limit the scope of the invention. In these examples, an action figure toy, which may be called in short as the action figure, is used as an example of the playing device.

Use case : Action figure toy- skill of flying

Figure 6 : The action figure toy comprises functionalities of a playing device 10 as described for example in Figure 3. A player switches on the action figure and as a result the sensor unit inside the action figure is activated, Step 60. The action figure is thrown up in the air and the sensor unit detects information of a motion facing upwards, the motion decelerating and then turning downwards, Step 61. The detected motion pattern is stored in the memory of the action figure, Step 62. Detecting and storing the motion pattern may occur in the action figure independent from the digital video game execution . For example, the digital video game may be inactive while the motion pattern is stored, and the digital video game is only launched after the motion pattern is detected by the action figure. Detected information relating to the motion pattern may be stored in the action figure prior to starting the digital video game in the tablet device. The player may continue playing with the action figure more and more motion patterns may be detected and stored.

Later on the player launches a video game, Step 63, in a tablet device comprising functionalities of a gaming device 12 as described for example in Figure 4 and the video game is then running. The action figure sends information relating to the motion pattern, Step 64, to the tablet device. The video game is updated according to the information, Step 65, and a digital action figure in the video game has now a new skill of flying, which may be used in the video game for example in traveling faster from one place to another. The digital action figure in the video game may comprise a visual representation of the action figure toy.

Use case : Action figure toy - skill of managing heat Figure 7 : The action figure toy comprises functionalities of a playing device 10 as described for example in Figure 3. A player switches on the action figure toy and as a result the sensor unit inside the action figure toy is activated, Step 70. The action figure toy is taken into a hot sauna and the sensor unit 33 detects high temperature, Step 71. The detected high temperature is stored in the memory of the action figure, Step 72. Detecting and storing the high temperature may occur in the action figure independent from the digital video game execution, before the digital video game is started. Detected information relating to the ambient temperature may be stored in the action figure prior to starting the digital video game in the tablet device. The player may continue playing with the action figure more and more ambient conditions may be detected and stored.

Later on the player launches a video game, Step 73, in a tablet device comprising functionalities of a gaming device 12 as described for example in Figure 4, and the video game then runs in the tablet device. In Step 74, the action figure toy sends information relating to the ambient conditions its sensors detected during step 71, to the tablet device. The video game is updated according to the information, Step 75, and a digital action figure toy in the video game has now a new skill of managing heat, which may be used in the video game for example to cope with fire. Use case : Action figure toy- social skills

Figure 8 : The first action figure toy comprises functionalities of a playing device 10 as described for example in Figure 3. A player switches on the first action figure toy and as a result the sensor unit inside the action figure toy is activated, Step 80. The action figure toy is taken near another action figure toy and presence of it is detected, Step 81. The information relating to the presence of the other action figure toy is stored on the memory of the action figure (or both of the action figures), Step 82. Detecting and storing the presence of other toys may occur in the action figure independent from the digital video game execution. Detected information relating to the presence of other toys may be stored in the action figure prior to starting the digital video game in the tablet device. The player may continue playing with the first action figure more and information relating to presence of other action figure toy may be detected and stored.

Later on the player launches a video game, Step 83, in a tablet device comprising functionalities of a gaming device 12 as described for example in Figure 4. The first action figure toy sends information relating to the presence of the other action figure toy, Step 84, to the tablet device. The video game is updated according to the information, Step 85, and a digital action figure toy in the video game has now social skills, which may be used in the video game for example in teaming with other characters.

It is clear to a person skilled in the art, that the current invention can be used in multiple ways with video games and other appliances, too. The use cases give only few examples. In addition to skills/abilities of the digital video game character, the playing device 10 can be used to gain more points, power-ups, items, coins or otherwise improve statistics of the digital video game character. Functionalities of the use-cases can be combined in various ways and new functionalities can be added. As an example going back to figures 2c, 6 and 8 a following situation can be generated. Two action figure toy toys detect each other's presence utilizing a short range communication method, such as near field communication (NFC) or Bluetooth Low Energy (BTLE) communication for example. Sensor units 33 of both action figure toys detect concurrent short accelerations, banging voices may be detected at the same time. Detected information is stored in the memory 31 of at least one of the action figure toys and sent to the gaming device 12. Acceleration information and the voices can be interpreted as a fight between the action figure toys and the corresponding digital action figures in the video game may gain/lose new skills or their statistics may be improved or worsened.

Another use case is teaching new skills to another toy, which teaching may be performed by exchanging, in other words sending and/or receiving information related to a skill to another action figure toy (playing device). When a first action figure toy has learned a new skill, for example through being subject to any of the above mentioned use cases, this skill may be taught to another action figure toy, when the two are in communication with each other. This may occur when at least two toys detect presence of each other and are within range of the communication method the toys are capable of. The new skill may be taught by exchanging stored information obtained with sensors, or the skill may be taught by exchanging specifically formatted information identifying the skill. Exchanging may comprise one way communication, where one toy sends and other receives information, or it may comprise information exchange by a two way communication including sending and receiving by both toys. Received information is stored in the memory 31 of at least one of the action figure toys and further sent to the gaming device 12.

Another use case is indicating items an action figure toy has in its possession . Information on items possessed by the action figure may be stored in the memory 31 of the action figure toy (playing device 10). Sharing this information on items possessed by the action figure toy may be shared between the toys when they are in communication with each other. Sent information preferably identifies the action figure toy in addition to the items it possesses, and received information is stored in the memory 31 of the action figure toy with information on both the other action figure toy and the items it possesses or items it shared information of. Received information is further sent to the gaming device 12, when the action figure toy is in communication with the gaming device 12. The other digital action figure representing the other action figure toy may then be showed in the digital video game with the items it possesses.

Yet another use case is a racing game, where the playing devices 10 may be for example racing cars. The racing cars may be played with on a playing board consisting a race track or on any surface like: table, floor, carpet, tarmac, sand etc. Sensor unit 33 may detect different surfaces and the detected information may be stored in the memory 31. When the information is sent to the gaming device 12, characteristics of corresponding digital racing car in a digital video game may be updated accordingly. For example if the racing car is raced on sand, updating characteristics of the corresponding digital racing car may include better performance on a rally circuit driven on sand/gravel . Furthermore the racing car may perform different motion patterns like: jumps, slides, acceleration, braking etc. For example if the racing car has detected sliding motion patterns, updating characteristics of the corresponding digital racing car may include better performance on a drifting circuit.

Messaging may occur between any of the playing device 10, gaming device 12 and server 13. Messaging process may be part of playing device application 30, gaming device application 40 or it may be handled by the server 13 or a separate device or cloud service. Messaging may be performed utilizing standardized or proprietary messaging protocols. Updating the digital video game may comprise adjusting, activating, de-activating, setting one or plurality of characteristics of the digital video game or a character in the digital video game or another item in a digital video game. The characteristics may affect functionalities of the digital game itself or it may affect characteristics of an item in the digital video game. For example a character may have plurality of characteristics, which may change during gaming or as a result from receiving information from the playing device. In the use-case examples the action figure characteristics may, for example, include a set of skills, which can be activated or de-activated, like: ability to fly, swim, cope heat/cold etc. The characteristics may include have qualitative characteristics, like : strength, speed, fighting skills etc.

Characteristics relating to the digital video game may be stored in the gaming device 12, in the server 13, in the playing device or other suitable location accessible by the digital video game.

It is apparent to a person skilled in the art that as technology advances, the basic idea of the invention ca n be implemented in various ways. The i nvention and its embodiments are therefore not restricted to the above examples, but they may vary within the scope of the claims.