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Patent Searching and Data


Title:
DEVICE FOR PLAYING AIR HOCKEY
Document Type and Number:
WIPO Patent Application WO/2022/075885
Kind Code:
A1
Abstract:
The invention relates to the field of indoor tabletop games imitating sports games, in which the playing objects are in continuous contact with the playing surface or supported by it, in particular by an air cushion. The task of the invention is to create a game based on the classic air hockey, more spectacular, providing greater involvement of the player in the game. For this purpose, at the base of the field (3) there are two rows of orthogonally placed isolated electrodes (20), which form a grid of coordinates of points on the field, which allows you to track the coordinates of the puck and paddles during the game, change the image displayed on the field (3) in accordance with the coordinates and adjust the sound for each change of image, while the puck and paddles have electrical conductive properties.

Inventors:
KUIMOV ALEKSEI ANATOLIEVICH (RU)
SHEVTSOV EGOR SERGEEVICH (RU)
Application Number:
PCT/RU2021/050229
Publication Date:
April 14, 2022
Filing Date:
July 19, 2021
Export Citation:
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Assignee:
LLC UNIVERSAL TERMINAL SYSTEMS (RU)
International Classes:
A63F7/06; A63F7/07; A63F7/36; A63F3/00; A63F9/24
Domestic Patent References:
WO2019171827A12019-09-12
Foreign References:
KR20200008198A2020-01-28
US20160328052A12016-11-10
KR20190081729A2019-07-09
JP2011030605A2011-02-17
KR20190081729A2019-07-09
Attorney, Agent or Firm:
TARASOVA, Nelli Petrovna (RU)
Download PDF:
Claims:
Claims.

Claims Number 1.

An air hockey device containing an playing table consisting of a base with a flat playing field bounded by a solid border and goals located on opposite sides, a puck and paddles supported on the playing field by an air cushion, a projector located to reproduce images on the playing field, as well as a sound playback tool, characterized by the fact that at the base of the field are two rows of orthogonally arranged insulated electrodes, forming a grid of coordinate points of the field, which provides the ability to track the coordinates of the puck and paddles in the game, change according to the coordinates of the image displayed on the field and adjust sound to each image change, while the puck and paddles have electrically conductive properties.

Claims Number 2.

An air hockey device according to claim 1, characterized in that the puck is made of plastic with the addition of carbon nanotubes.

Claims Number 3.

An air hockey device according to claim 1, characterized in that the puck is made of dielectric material with a rod of electrically conductive material running through the entire volume of the puck.

Claims Number 4.

An air hockey device according to claim 1, characterized in that the puck is made of dielectric, with a base of an electrically conductive layer.

AMENDED CLAIMS received by the International Bureau on 17 December 2021 (17.12.2021 )

Claims Number 1.

An air hockey device comprising an playing table (1) consisting of a base (2) with a flat playing field (3) bounded by a solid border (4) and goals (5) located on opposite sides, a puck (6) and paddles (7) supported on the playing field by an air cushion, a projector (13) located to reproduce images on the playing field (3), as well as a sound playback tool (14), characterized by the fact it comprises at the base (2) of the playing field (3) two rows of orthogonally arranged insulated electrodes (20), forming a grid of coordinate points of the field (3), and a control unit (17) for tracking the coordinates of the puck(6) and paddles (7) in the game, changing the image displayed on the playing field according to the coordinates and adjusting sound to each image change, while the puck (6) and paddles (7) have electrically conductive properties.

Claims Number 2.

An air hockey device according to claim 1, characterized in that the puck (6) is made of plastic with the addition of carbon nanotubes.

Claims Number 3.

An air hockey device according to claim 1, characterized in that the puck (6) is made of dielectric material with a rod of electrically conductive material running through the entire volume of the puck.

Claims Number 4.

An air hockey device according to claim 1, characterized in that the puck (6) is made of dielectric, with a base of an electrically conductive layer.

AMENDED SHEET (ARTICLE 19)

Description:
Title.

Device for playing air hockey.

Technical field.

The appliance relates to the field of indoor tabletop games imitating sports games in which the playing objects are in permanent contact with the playing surface or kept by it, for example, using an air cushion for keeping on.

The invention can be used in entertainment centers, amusement parks, kindergartens, schools, sports sections, at home.

Background art.

Currently, despite the ubiquity of electronic games, mechanical board games are still popular and widespread, mainly among children and the young.

Among board games, air hockey is very popular. Air hockey is a game that is popular all over the world, and many regional and world tournaments are held every year. The market offers a wide range of models from different manufacturers, for example: air hockey by WIK, Poland; air hockey by Jakar, Poland; air hockey by Sam Billiards.

For air hockey you need a table, two special paddles and a puck.

A typical air hockey table is a large smooth playing surface surrounded by a border that prevents the puck and paddles from falling. On the edges of the table there are slots that act as goals. Behind or under the goal there are holes through which the scored puck is returned to players.

In addition, it is worth noting that the smooth surface of the air hockey table includes many small holes, and a mechanism is required to create excess pressure under the smooth surface and create air flow through the many holes to reduce friction between the puck and the smooth surface.

The disadvantage of this game is little involvement of amateur players in the gameplay. Given the fact that attractions using modern computer graphics and virtual technology and augmented reality, with interesting and exciting gameplay are widespread in entertainment centers to attract the attention of tourists, it may be noted that the monotonous gameplay, combined with low spectacularity of classical air hockey leads to most users losing interest in the game after playing it for a while, and as a result they prefer to spend time in alternative attractions.

The relevant issue is the development of mechanical dynamic tabletop games of great entertainment, able to captivate players and maintain their interest in the game for a long time.

The devices known from the state of the art do not allow for solving this problem.

The invention is known as "Gaming device for the game of air hockey" (Application No. JP2011030605, issued 02/17/2011), containing a case on the upper surface of which there is a playing field having many small holes for air supply; a border surrounding the surface of the playing field and a goal formed on both end parts in the longitudinal direction of the playing field for receiving the puck; a projector supported by a pillar extending from part of the case and located so as to project a preset video image of the game onto the play field. The controller generates video signals to display the predetermined image and outputs them to the projector.

The device increases the attractiveness of the game by complementing the classic air hockey with the function of displaying a pre-prepared image on the playing field using a projector.

The disadvantage of this solution is that there is no connection between the displayed image and the gameplay. Hockey projector is used only to display the background image on the playing field, and the game is reduced to the same rules as the classical air hockey.

The closest technical solution selected as a prototype is the "Hybrid air hockey game machine and method of controlling it" (Application KR20190081729, issued 09. 07. 2019 ), which contains a case on the upper surface of which there is a playing field with many small holes for air supply; border, surrounding the surface of the playing field and goal formed on both sides in the longitudinal direction of the playing field for receiving the puck; projector, supported by a pillar extending from part of the case and positioned so as to project a preset video image of the game on the playing field, the device has the ability to determine the position and direction of movement of the puck and paddles by fixation of at least one sensor installed on the table for air hockey, which consists of a unit for tracking the position and direction of the puck and paddles by fixation of at least one sensor installed on the air hockey table which consists of a puck position and movement tracking unit combined with at least one paddle fixation sensor, a shot counter to count the number of scored pucks, an image output unit to display the background image on the playing area of air hockey, a sound playback tool.

The coordinates obtained by the sensor are used to build and display an image of the puck trajectory, superimposed on a pre-prepared background image, as well as to play a slow motion animation of the puck trajectory repeat when scoring a goal.

The technical solution allows you to save the trajectory of the puck, which will later allow you to analyze the course of the game.

However, the lack of connection between the displayed image and the gameplay does not make the game more spectacular, capturing the attention of the player for a long time, as it does not add new game mechanics to the classic air hockey.

Disclosure of invention.

The task of the invention is to create a more spectacular game based on the classic air hockey, providing greater involvement of the player in the game.

The technical result is the achievement of Augmented Reality effect, so that the player in the game can interact with the virtual objects projected as an image on the playing field, using real objects such as puck and paddles, providing a high level of involvement in the game.

An additional technical result is an extension of the functionality of the classic air hockey, as the claimed device can be used to play classic hockey, with the ability to memorize the coordinates of the puck and paddle movement for subsequent analysis of game situations.

To solve the problem with the achievement of this technical result is possible with the claimed invention, in which, as in the prototype, the device for playing air hockey contains a table for the game, consisting of a table with a flat playing field, bounded by a solid border and a goal located on opposite sides, puck and paddles, supported on the playing field by an air cushion, a projector, located with the ability to display the image on the playing area, as well as sound playback tool.

Unlike the prototype, at the base of the field there are two rows of orthogonally located isolated electrodes, which form a grid of coordinates of the field points, which allows you to track the coordinates of the puck and paddles in the game, change the image displayed on the field according to the coordinates and adjust the sound to each image change, while the puck and paddles have electrically conductive properties.

The ability to change the image displayed on the field, creating the effect of real impact on virtual objects, makes the game more entertaining, attractive and spectacular in comparison with the classic air hockey.

No sources of information disclosing the essence of the claimed device were found from the prior art.

Consequently, we can state that the claimed device meets the criteria of "novelty" and "inventive step".

The simplest economical design of a puck is a puck made of dielectric, with a base made of an electrically conductive layer, for example, in the form of a film or with a rod made of an electrically conductive material passing through the entire volume of the puck. However, these pucks have a short service life.

The most reliable is the version of the puck made entirely of an electrically conductive material, such as a plastic with the addition of carbon nanotubes.

The following is an example of a specific implementation of "Device for playing air hockey", which does not cover and, moreover, does not limit the entire scope of claims of this technical solution, but is only an illustrative evidence of the possibility of implementing the device.

Brief description of Drawings.

Fig. 1 shows schematically a general view of a device for playing air hockey.

Fig. 2 shows a schematic section of a fragment of the table base.

FIG. 3 shows a schematic diagram of the device.

Fig.4 shows a schematic view of the game "Towers".

Description of Embodiment of the invention.

Device for the game of air hockey, shown in Fig. 1 contains a table 1, which includes a base 2 and a flat playing field 3, bounded by a continuous rim 4, on opposite sides of the table 1 are the gate 5, which is a cutout in the rim 4, through which the puck 6 under the influence of the corresponding paddle 7 falls into the tray 8, the gate is equipped with a photosensor 9, in case of operation of which is scored goal; Table 1 includes a set of holes 10, through which by means of fans 11 (in Fig. 1 Not shown, but shown in Fig. 3 in a generalized structural diagram of the device for playing air hockey) supplied air to reduce friction between the puck 6, paddles 7 and the playing field 3, rack 12, which houses the projector 13, sound playback unit 14, monitor 15, the unit receiving payments 16, the management of all units of the device by the control unit 17 and a central computing unit (CCU) 18, not shown in Fig. 1, but presented in FIG. 3 as part of a generalized structural diagram of an air hockey device, which shows the connections between the main blocks comprising the device.

In the base 2 of the table 1, shown in the form of a fragment in the section in Fig.2, made slots 19, which are laid electrodes 20 representing metal wires in electrical insulation and mounting plates 21. Electrodes 20 are located longitudinally and transversely to the table 1 and are mounted on both sides of the table 1 by soldering to copper pads 22 located on the upper edge of the mounting plates 21, which are located along the perimeter of the base 2. Also, electrical connector 23 is mounted on each mounting plate 21, each output of a connector is connected to one of the copper pads 22. Mounting plates 21 have two functions: to provide a possibility to fix wires- electrodes 20 by means of soldering of the latter to copper pads 22 on the mounting plate 21, and to provide a possibility to connect to field electrodes 20 with an electrical connector 23 of control unit 17, which carries out decoding of coordinates of puck 6 and paddles 7. On top of the base 2 and the mounting plate 21 mounted in it and the electrodes 20 is a playing field 3, which has a smooth, white surface, which allows for displaying the image by means of projector 13 located in the rack 12 and connected to the CCU 18. B

The principle of determining the coordinates of the puck 6 and paddles 7 is as follows:

Each intersection of each longitudinal and each transverse electrode is the intersection of two metal conductors separated by dielectric, located at some distance from each other (Fig.2). Between these conductors there is a constant electrical capacitance, Cpost, which depends on the geometric parameters of the electrodes, the distance between them, and the dielectric permittivity of the dielectric surrounding the electrodes. But after making the field all these parameters remain unchanged, respectively Cpost also remains unchanged.

If a conductive plate or other object that conducts electric current, such as a hand, is placed over the crosshair of the electrodes, then the electrical capacitance Cpl- ell and Cpl-el2 will also be formed between each crosshair electrode and the conductive plate, and the equivalent electrical capacitance between the two electrodes

... . . . _ _ Cpl ell*Cpl el2 will increase to the value Ceq = Cpost H - — - — — Cpl ell+Cpl el2

Thus, by the increase in electrical capacitance between the crossed conductors, you can indicate the presence of a conductive object near the crosshair.

If you measure the electrical capacitance between each vertical electrode and each horizontal electrode, you get a two-dimensional data set. At the same time, in the location of conductive objects on the surface of the sensor field, the capacitance value will be higher than in the empty areas of the field.

If you put on the surface of the sensor field two objects made of conductive material, with different sizes, then they can be distinguished in the field by the size of the "spot" they leave. In order to determine the type of object on the field, the objects to be determined must be of different sizes. In this way the determination of the coordinates of the puck and paddles separately, as well as the detection of the coordinates of touching the hands is carried out.

The control unit 17 is implemented on the basis of a board containing a microcontroller chip STM32f405RGT6 in which the program with control algorithms of actuators is flashed, and also stores the data necessary for normal operation of the device. The control unit 17 also contains a set of electrical circuitry for interaction with these devices. To perform its functions, the control unit 17 is connected to each of the devices included in the device via a digital information transmission interface. Fans 11 connected to the control unit 17 supply air through openings 10 to the surface of the playing field 3, photo sensors 9 counting goals scored in goal 5; electrodes 20 by means of an electrical connector 23; external control of the control unit 17 is performed through a USB interface by a central computing unit (CCU) 18.

The CCU 18 is a motherboard with a processor, RAM, a video card, a hard drive connected to the motherboard, and the ability to connect to the Internet. A projector 13, a monitor 15, a sound playback unit 14, a payment acceptance unit 16, and a control unit 17 are connected to the CCU 18 through a wired connection. The CCU 18 has the OS Windows and the software necessary to generate an image output via HDMI interface to the monitor 15 and the playing field by the projector 13, the generation of sound effects and background music output to the sound box 14 through a wired connection, processing information coming from the payment equipment 16 connected to the CCU 18 through the serial port, processing information coming from the control unit 17 via a digital USB interface containing the state of the goals 9 photodetectors 5, and coordinates of the pucks 6 and paddles 7, as well as issuing commands to the control unit 17 on the switching on and off fans 11.

The description of the device operation will be considered on the example of the game "Towers":

A player approaches a switched on air hockey device. At this time the device can show short recordings of games on the surface of the playing field 3 for advertising purposes, so that potential players can see what the game process is. Music may be emitted from the speakers of the sound playback unit 14.

Depending on the device settings, you can start the game in one of the following ways:

-If the device is set up for free games, you should simply touch the surface of the playing field 3;

-If the device is equipped with a payment unit 16 in the form of a token holder, it is necessary to put a token into it which was purchased in advance from the cashier;

-if the device is equipped with a payment unit 16 in the form of a banknote or coin acceptor, the necessary amount of money must be entered, which must be indicated near the banknote/coin acceptor;

-if the device is equipped with any contactless payment system, it is necessary to put a card / key chain to the payment unit 16, and the card / keychain will be charged for the game.

At the same time the following instruction is displayed on the display of the monitor 15: "To start the game touch the surface/drop the token/deposit money/pay by card".

After activating the device by touching/paying the menu with the game selection option will be displayed on the surface of the playing field 3. The choice of the game is made by touching the image corresponding to the game with your hand or paddle 7.

After selecting the game the device should start the game, switch on the fans 11, and at the same time issue the puck 6 into the tray 8.

On the surface of the playing field 3 an image is projected - a green valley, on the edges of which there is a forest. In the goal area 5 each player has castles with a moat and a bridge over it. Between the castles through the valley are trails. The screen of monitor 15 shows the state of the castle gates in conditional points. Background music is playing, overlaid with the sounds of the elements displayed on the field - birdsong, murmuring of water. The aim of the game is to destroy the opponent's goal.

The player takes the puck 6 out of the tray 8, moves to the surface of the playing field 3 and tries to score it in the goal 5 of the enemy, hitting the puck 6 and the paddles 7. At the same time the control unit 17 determines the coordinates of the puck 6 and paddles 7 and transmits them via a USB interface to a central computing unit (CCU) 18, which uses the coordinates to check the imposition of the real puck 6 and paddles 7 on the virtual objects - buttons, coins, trees. If the real puck 6 in motion, moves over the image of an object, for example, a tree, then the CCU 18 animates the fall of the tree, and the background music is superimposed sound of a falling tree. If the puck 6 hits a coin, the coin "jumps" into the purse of the player, the last hit on the puck 6 and plays the ringing of a coin, while the counter of the number of coins collected increases by one.

If you can score a puck 6 in the goal 5 of the opponent, then the sensor 9 triggers the presence of the puck in the goal, which sends a signal to the CCU 18. CCU 18, receives a signal from sensor 9, generates animation of the destruction of the goal 5 and displays it on the playing field 3 with the projector 13 - the goal is smoking, dust and sparks fly from it. It also reproduces the sound of hitting and the noise of falling rocks. On the display 15 the number of points decreases for the player who scored a goal. If the game is not over yet, the goal 5 makes the puck 6 drop into the tray 8. The player who scored the goal takes the puck 6 out of the tray 8 and continues the game. In addition to the main process, it is possible to collect coins on the field using the puck 6. After collecting a certain number of coins, a button appears to the right of the player, clicking on which you can run a warrior to the enemy's castle. The button can be pressed either with a paddle or a hand. While the warrior walks to the enemy's goal, the background music is overlaid with the sound of rattling weapons. If the warrior reaches a goal 5, he will start to break it, causing significant damage. But the enemy can attack the warrior himself with a button with arrows on it, if you press the button with your hand or paddle. Once one of the goals is destroyed - the castle has fallen, the game is over. The fans 11 turn off, the background music comes on, the surface of the playing field 3 again shows the presentation of games, and on the screen of monitor 15 - the instruction to start the game. The last scored puck 6 remains in the tray 8. This example of a game is one of many possible games. Thanks to the Internet connection feature, you can install games on the device remotely. Also, the owner of the device can remotely access information about its status and usage statistics.

Industrial applicability.

Thus, the invention makes it possible to create a more entertaining game, due to the use of augmented reality elements in it, thanks to which the player is able to interact with virtual objects through real puck and paddles.

This makes the player more deeply immersed in the game and move to a new level of entertainment