Login| Sign Up| Help| Contact|

Patent Searching and Data


Title:
GLOVE-BASED GAMING SYSTEM
Document Type and Number:
WIPO Patent Application WO/2014/082171
Kind Code:
A1
Abstract:
A glove that enables a user to participate in a hand-action game by interacting with at least one additional glove or a glove simulator. Hand-action games include clapping games, rock paper scissors, hot hands, etc. The additional glove could be worn by another user or the same user on her other hand. Without loss of generality, the invention may be used by one player; by two or more than two players; by one or more players interacting with "virtual" other player(s) via a game console or networked game consoles; by one or more players using specialized device(s) simulating the hand movements of an additional player; with a remotely-located player or players via a video-telecommunications link or via mobile device.

Inventors:
NEEL PHYLLIS KOTON (CA)
MACRAE ANDREW DONALD (US)
Application Number:
PCT/CA2013/050899
Publication Date:
June 05, 2014
Filing Date:
November 25, 2013
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
NEEL PHYLLIS KOTON (CA)
MACRAE ANDREW DONALD (US)
International Classes:
A63F13/24; A63F13/285
Foreign References:
US20110234483A12011-09-29
US20110134034A12011-06-09
Attorney, Agent or Firm:
BHOLE, Anil (Suite 1400Toronto, Ontario M5C 1C3, CA)
Download PDF:
Claims:
CLAIMS

1. A hand covering comprising one or more sensors, a memory and a tracking module, the memory configurable to store at least one game pattern comprising a sequence of movements, the tracking module configured to determine by the sensors whether a user is performing the sequence of movements within a preconfigured tolerance of the game pattern.

2. The hand covering of claim 1 , wherein the sensors comprise touch sensors, a gyroscope and an accelerometer.

3. The hand covering of claim 1 , wherein the sensors comprise a conductive network.

4. The hand covering of claim 2, wherein the tracking module is configured to determine based on the sensors any of the following: acceleration, rotation orientation, pressure, bending and velocity of the hand covering and if and when contact is made between particular portions of the hand covering to other portions of the hand covering or corresponding other hand coverings.

5. The hand covering of claim 1 , further comprising a configuration module enabling the user to configure the at least one game pattern.

6. The hand covering of claim 1 , wherein the sequence of movements correspond to

movements of the user's hand covered by the hand covering.

7. The hand covering of claim 6, wherein the hand covering repeats the sequence of

movements at increasing speed provided the user is performing the hand actions within the preconfigured tolerance.

8. The hand covering of claim 1 , wherein the preconfigured tolerance comprises timing

tolerance and accuracy tolerance.

9. The hand covering of claim 1 , wherein the sequence of movements comprises at least one movement to be performed along with a corresponding movement of a corresponding other hand covering.

10. The hand covering of claim 9, wherein the memory further stores an address of the hand covering and of corresponding other hand coverings with which it is being used.

1 1. The hand covering of claim 10, wherein the addresses are assigned by the hand coverings upon the commencement of performing the game pattern.

12. The hand covering of claim 9, wherein at least one movement performed along with a

corresponding other hand covering includes contact with the corresponding other hand covering, and wherein contact is determined by querying the addresses to determine the other hand covering that is closest in proximity.

13. The hand covering of claim 9, wherein at least one movement performed along with a

corresponding other hand covering includes contact with the corresponding other hand covering, and wherein contact is determined by an electrical characteristic.

14. The hand covering of claim 9, wherein at least one movement performed along with a

corresponding other hand covering includes contact with the corresponding other hand covering, and wherein contact is determined by a probability of contact.

15. The hand covering of claim 2, wherein the touch sensors are disposed proximate to palms, fingers, finger tips, wrist, thumb, back of the hand, and the outer edge of hand.

16. The hand covering of claim 2, wherein the touch sensors comprise an accelerometer and proximity sensor pair, the accelerometer indicating contact with an object and the proximity sensor indicating with which other object contact has been made.

17. The hand covering of claim 1 , wherein the sensors comprise LED and light sensors, the hand covering further comprising a transparent and flexible waveguide disposed on the palm to distribute light from the LED while also enabling the light sensor to collect diffuse light.

18. The hand covering of claim 1 , further comprising a feedback module linked to one or more feedback devices comprising any of: a speaker, light-emitting device and haptic device.

19. The hand covering of claim 18, wherein the feedback module provides feedback to the user upon any of the following events: successful performance of a movement or sequence of movements; successful performance of the game pattern; type of contact including straight clap, clap, cross clap, back-of-hand clap, fist bump, and flat hands; and hand motions that do not involve touch, including wiggling in the air and waving back and forth.

Description:
GLOVE-BASED GAMING SYSTEM

CROSS REFERENCE

[0001] This application claims priority to United States patent application no. 61/730,622, filed November 28, 2012, which is incorporated by reference herein.

FIELD OF THE INVENTION

[0002] The present invention relates generally to electronic gloves for gaming.

DESCRIPTION OF THE PRIOR ART

[0003] Games based on hand patterns are well known. These games are typically played between pairs of children who challenge themselves to clap each other's hands in a predefined pattern at a periodically increasing pace. Examples of such games include slide, Miss Mary Mack, roller coaster, etc.

[0004] There is no objective technique by which to measure the accuracy and speed of achievement in these games.

[0005] It is an object of the present invention to obviate or mitigate at least one of the above disadvantages.

SUMMARY OF THE INVENTION

[0006] In one aspect, a hand covering is provided, the hand covering comprising one or more sensors, a memory and a tracking module, the memory configurable to store at least one game pattern comprising a sequence of movements, the tracking module configured to determine by the sensors whether a user is performing the sequence of movements within a preconfigured tolerance of the game pattern.

[0007] In an aspect, the sensors comprise touch sensors, a gyroscope and an

accelerometer. In another aspect, the sensors comprise a conductive network.

[0008] In a further aspect, the tracking module is configured to determine based on the sensors any of the following: acceleration, rotation orientation, pressure, bending and velocity of the hand covering and if and when contact is made between particular portions of the hand covering to other portions of the hand covering or corresponding other hand coverings.

[0009] In an additional aspect, the hand covering further comprises a configuration module enabling the user to configure the at least one game pattern.

l [0010] In yet a further aspect, the sequence of movements correspond to movements of the user's hand covered by the hand covering. The hand covering may repeat the sequence of movements at increasing speed provided the user is performing the hand actions within the preconfigured tolerance. The preconfigured tolerance may comprise timing tolerance and accuracy tolerance.

[0011] In yet another aspect, the sequence of movements comprises at least one movement to be performed along with a corresponding movement of a corresponding other hand covering. The memory may store an address of the hand covering and of corresponding other hand coverings with which it is being used. The addresses may be assigned by the hand coverings upon the commencement of performing the game pattern. At least one movement performed along with a corresponding other hand covering may include contact with the corresponding other hand covering, wherein contact is determined by querying the addresses to determine the other hand covering that is closest in proximity. Alternatively or additionally, at least one movement performed along with a corresponding other hand covering may include contact with the corresponding other hand covering, wherein contact is determined by an electrical characteristic. Alternatively or additionally, at least one movement performed along with a corresponding other hand covering may include contact with the corresponding other hand covering, and wherein contact is determined by a probability of contact.

[0012] In a further aspect still, the touch sensors are disposed proximate to palms, fingers, finger tips, wrist, thumb, back of the hand, and the outer edge of hand.

[0013] In yet a further aspect, the touch sensors comprise an accelerometer and proximity sensor pair, the accelerometer indicating contact with an object and the proximity sensor indicating with which other object contact has been made.

[0014] In another aspect still, the sensors comprise LED and light sensors, the hand covering further comprising a transparent and flexible waveguide disposed on the palm to distribute light from the LED while also enabling the light sensor to collect diffuse light.

[0015] In another aspect, the hand covering further comprises a feedback module linked to one or more feedback devices comprising any of: a speaker, light-emitting device and haptic device. The feedback module may provide feedback to the user upon any of the following events: successful performance of a movement or sequence of movements; successful performance of the game pattern; type of contact including straight clap, clap, cross clap, back- of-hand clap, fist bump, and flat hands; and hand motions that do not involve touch, including wiggling in the air and waving back and forth.

BRIEF DESCRIPTION OF THE DRAWINGS

[0016] The features of the invention will become more apparent in the following detailed description in which reference is made to the appended drawings wherein:

[0017] Fig. 1 is a schematic diagram of a glove;

[0018] Fig. 2 is a block diagram of the electronic aspects of the glove; and

[0019] Fig. 3 is an illustrative flowchart of a glove in use.

DESCRIPTION

[0020] Embodiments will now be described with reference to the figures. It will be appreciated that for simplicity and clarity of illustration, where considered appropriate, reference numerals may be repeated among the figures to indicate corresponding or analogous elements. In addition, numerous specific details are set forth in order to provide a thorough understanding of the embodiments described herein. However, it will be understood by those of ordinary skill in the art that the embodiments described herein may be practiced without these specific details. In other instances, well-known methods, procedures and components have not been described in detail so as not to obscure the embodiments described herein. Also, the description is not to be considered as limiting the scope of the embodiments described herein.

[0021] It will also be appreciated that any module, unit, component, server, computer, terminal or device exemplified herein that executes instructions may include or otherwise have access to computer readable media such as storage media, computer storage media, or data storage devices (removable and/or non-removable) such as, for example, magnetic disks, optical disks, or tape. Computer storage media may include volatile and non-volatile, removable and non-removable media implemented in any method or technology for storage of information, such as computer readable instructions, data structures, program modules, or other data.

Examples of computer storage media include RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired information and which can be accessed by an application, module, or both. Any such computer storage media may be part of the device or accessible or connectable thereto. Any application or module herein described may be implemented using computer readable/executable instructions that may be stored or otherwise held by such computer readable media.

[0022] The term "glove" as used herein refers to any hand covering, and need not fully enclose its user's hand. For example, the "glove" may comprise various sensors disposed on portions of users' hands, such as the fingertips, palms, back of the hand, etc. while leaving the remaining portions exposed. These alternatives will be clear to a person skilled in the art.

[0023] The glove enables a user to participate in a hand-action game by interacting with at least one additional glove or a glove simulator. Hand-action games include clapping games, rock paper scissors, hot hands, etc. The additional glove could be worn by another user or the same user on her other hand. Without loss of generality, the invention may be used by one player; by two or more than two players; by one or more players interacting with "virtual" other player(s) via a game console or networked game consoles; by one or more players using specialized device(s) simulating the hand movements of an additional player; with a remotely- located player or players via a video-telecommunications link or via mobile device.

[0024] Referring now to Figs. 1 and 2, an exemplary glove (2) comprises a power supply (4), memory (6), configuration module, tracking module (10), communications module (12), feedback module (14), a plurality of sensors and one or more controls (18), such as switches, buttons or touchpads, for example. The power supply (4) is preferably a battery to increase mobility, but may be a mains power supply (4). The memory (6) stores one or more

preconfigured game patterns which describe a sequence of movements required to be performed using the glove (2) in order to achieve successful completion of the game. Typically, the game pattern is repeated continuously at a periodically increasing speed until a user or users are unable to complete the game pattern at a preconfigured accuracy level.

[0025] The memory (6) also stores game parameters. Game parameters may comprise, for example, timing tolerance, accuracy tolerance and speed increase rate. The timing tolerance corresponds to the thresholds of how early or late a user may perform a step of the game pattern as measured against the ideal (preconfigured) timing. The accuracy tolerance corresponds to a threshold, such as number or percentage of steps, or number or percentage of consecutive steps, a user is permitted to incorrectly perform the game pattern without triggering a failure. The speed increase rate corresponds to an increase in the speed at which the game pattern must be performed. Typically, the speed will be increased each time the user successfully completes (that is, within the timing tolerance and accuracy tolerance) the game pattern. [0026] The memory (6) further stores the address of the glove (2) and of each other glove with which it is being used. The configuration module may perform an addressing process to resolve addresses. For example, each glove (2) may have an initial address of 0, or any other arbitrary address. Upon the commencement of gameplay, which may be triggered by the user performing a predetermined pattern using the glove (2) or by activating a control (18), each glove (2) in a particular proximity may communicate with each other to allocate addresses. Each glove (2) may store in its memory (6) the address of each other glove (2) it locates for which the other glove's address is not the same as its own and not the same as another glove (2) already located. If the other glove's address is the same as its own, it may change its address to the least recently observed address among valid addresses. The configuration module (8) may then repeat the foregoing addressing procedure.

[0027] In a particular example, each glove (2) has a 2-bit address, which enables up to 4 gloves to be used in a game. The 4 gloves, in this case, may be for two users each wearing a glove (2) on their left and right hands. It will be appreciated that increased address size enables additional gloves to be used.

[0028] The tracking module (10) implements a tracking process which determines the movements and interactions of the glove (2) and compares these movements and interactions to the preconfigured game patterns, which the tracking module (10) obtains from the memory (6), to determine whether a user is successfully performing the ordered movements within the preconfigured timing tolerance and accuracy tolerance, which the tracking module (10) obtains from the memory (6). The interactions and movements are determined based on signals received from the sensors.

[0029] The sensors preferably enable the tracking module (10) to determine acceleration, rotation orientation, pressure, bending and/or velocity of the glove (2) and to determine if and when contact is made between particular portions of the glove (2) and portions of each other glove (2).

[0030] The sensors may comprise an accelerometer and three-axis gyroscope for determining angular acceleration of the glove (2) on each of the X, Y and Z axes. The gyroscope also enables the tracking module (10) to determine orientation of the glove (2) (i.e., vertical, horizontal palm-side-up, horizontal palm-side-down or any vector combination thereof).

[0031] Pressure and velocity may be determined based on acceleration information provided by the accelerometer. Pressure may be determined based on acceleration being above a certain preconfigured threshold (or varying beyond a certain rate). Additionally, or alternatively, pressure may be determined by a piezoelectric material integrated into the glove that provides a direct voltage differential when deformed. Velocity may be determined from the acceleration during a contact event.

[0032] Bending may be determined by the strength of signal received by the touch sensors. For example, where the touch sensors are implemented by LEDs and light sensors, the amount of light received by the light sensor may be indicative of the amount of bending on the glove having the light sensor. Alternatively, a diffuser may be provided for each LED such that the diffuser enables a lesser amount of light to pass through when bent. An example of a diffuser is a piece of mesh covering the LED.

[0033] To localize the portions of the glove (2) that are in contact with another object, such as another glove (2), the sensors may further comprise a conductive network (e.g., a mesh of conductive thread or another conductive material) along the surface of the glove (2). Touch sensitivity may be achieved by using conductive material, conductive thread, or some other type of suitable sensor. On contact, or close proximity, with another glove (2) the conductive network in the region of contact experiences a change in electrical characteristics, for example, capacitance to ground. The tracking module (10) determines the region(s) in which the change occurs to determine the region(s) of the glove (2) contacting another object.

[0034] The tracking module (10) then determines which other glove (2), if any, it has made contact with. This may be determined by, for example, querying the glove (2) addresses to determine which glove (2) is closest in proximity. The other glove (2) makes similar

determinations. The two gloves may then communicate to exchange the information for validation. Alternatively, the determination of which other glove (2) is in contact can be made by allocating a different electrical characteristic, such as a resistance-based identifier, to each glove (2), in which case the sensing glove (2) can determine which other glove (2) it is contacting without further exchange of information. Yet another alternative is to determine based on probabilities which gloves are in contact. For example, if exactly two gloves indicate contact at the approximately the same time, it is likely the two gloves made contact with each other.

[0035] Alternatively, the gloves may comprise a plurality of distinct touch sensors disposed around the glove (2) corresponding to regions of the glove (2) that touch other objects. These regions may comprise, for example, left and right palms, each of the ten fingers, each of the ten finger tips, the wrist, the thumb, the back of the glove (2), and the outer edge of glove (2). Upon a touch event, one or more of the sensors will be activated. The tracking module (10) may determine which sensor(s) have been activated and then determine which other glove it has made contact with, similar to the foregoing approach.

[0036] In one example, the touch sensors comprise an accelerometer and proximity sensor pair. The accelerometer indicating fast movement followed by a sudden deceleration indicates contact with an object. Meanwhile, the proximity sensor determines the other object with which contact has been made. The proximity sensor may be implemented by the use of an RGB LED flashing a predetermined pattern before a "hit" and a color sensor (on another glove) detecting the projected light pattern. Each glove can be configured to display unique patterns, thus enabling each glove to determine with which other glove contact has been made. The flashing patterns may also be used to transmit glove addresses as described above.

[0037] The tracking module (10) may be used to depower, or put into a standby mode, the gloves. For example, if the touch sensors and/or accelerometer and/or gyroscope have not measured any change or event above a predetermined tolerance, the tracking module (10) may conclude the glove (2) is not being used and can depower the glove (2).

[0038] The communications module (12) enables communication between gloves and between the glove (2) and a programming station (30). The communications module (12) may comprise wireless communications (e.g., cellular, Bluetooth, IEEE 802.1 1 , infrared, visible light, sonic or ultrasonic, near field communication, etc.) and/or wired communication (e.g., USB, firewire, etc.). The programming station (30) may, for example, be a personal computer, tablet, smart phone or other consumer electronic device. A user can configure the memory (6) using the programming station (30), for example to add, delete, modify or configure game patterns and game parameters.

[0039] In a particular embodiment, communications between gloves (2) is provided by one or more light emitting diodes (LEDs) (20) and one or more light sensors (22) (e.g.,

phototransistors) disposed on each glove (2). Preferably, the LEDs (20) and light sensors (22) are disposed along both the palm and back of the glove (2). The LEDs (20) and light sensors (22) communicate with those of other gloves to provide a communication link during gameplay. For example, LEDs (20) and light sensors (22) may be disposed on surfaces of the gloves and will approximately face each other during gameplay. As previously mentioned, in an example, the LEDs comprise RGB LEDs configured to flash in accordance with a predetermined pattern. [0040] The LEDs (20) may be modulated in the kHz range to transmit data to the light sensors (22) of another glove. The LEDs (20) may be visible light LEDs (20) for relatively lower speed communication and/or infrared LEDs (20) for relatively high speed communication.

Additionally, when transmitting, the strength of a return signal may be used by the tracking module (10) to detect flexing of the glove (2). For example, the LEDs (20) and light sensors (22) may be disposed on surfaces of the gloves and will approximately face each other during gameplay, however the degree of their relative alignment will result in a particular reception strength, which can be used to determine alignment.

[0041] Preferably, a transparent and flexible waveguide (24) is disposed on the palm of the glove (2). The waveguide (24) distributes light from the LED while also enabling the light sensor to collect diffuse light, which is beneficial in the event the LEDs (20) of one glove (2) are not exactly aligned with the light sensors (22) of the other glove (2). The waveguide (24) also enables the LED and/or light sensor to be disposed in a housing (20) away from the palm, such as at the wrist, to reduce impact.

[0042] Alternatively, the communications module (12) may comprise a speaker (26) and a microphone (28). The speaker may be a piezo transducer operable to generate an ultrasonic wave outside the user's aural range but obtainable by the microphone. Preferably, the piezo transducer is also operable to generate a sound wave in the user's aural range so that it may also be used for user feedback.

[0043] Each glove (2) may further comprise a feedback module (14) linked to one or more feedback devices. Feedback devices may comprise a speaker, light-emitting device (including LEDs and electroluminescent piping) and/or haptic device. Feedback may be provided by one or more of the feedback devices to a user upon any of the following events: successful performance of a game step; successful performance of game pattern; type of contact including, for example, straight clap (one glove coming into contact with an opposing hand such as the palm of User 1 's right glove with the palm of User 2's left glove, or vice versa), clap (the palm of a User's right glove contacting the palm of the same User's left glove), cross clap (the palm of User 1 's right glove contacts the palm of User 2's right glove, or vice versa), back-of-hand clap (the back of User 1's gloves contact the back of User 2's gloves), fist bump (the outside edge of User 1 's gloves contact to the outside edge of User 2's gloves), flat hands (the palm of User 1 's right glove contacts the back of User 2's left glove, and the palm of User 2's right glove contacts the back of User 1's left glove, or vice versa); hand motions that do not involve touch, such as wiggling glove in the air, waving glove back and forth, etc. [0044] Feedback may also be provided during game play to indicate which hand motion should be performed at a particular time, which may, for example, be useful in a game pattern learning mode, and to instruct the user to maintain, increase or decrease speed (rhythm).

[0045] Feedback may further be provided at the end of the game pattern. Some games may be configured to end after one round of the game pattern is complete while other games may be configured to repeat at increasing speed and/or commencing a different game pattern until failure occurs. Feedback may further be provided upon failure to perform the game pattern within the required tolerances.

[0046] It will be understood that the feedback provided for each of the foregoing events is preferably different from one another. For example, a distinct sound, or lighting pattern, for example, may be provided for each event.

[0047] Feedback may also be used to assist a user in configuring the glove (2). For example, the gloves may be preconfigured with more than one game, selectable by a control (18). The feedback module (14) may be used in connection with the control (18) to visually or aurally represent to the user which game is being selected. Alternatively, a game may be selectable by the user successfully completing a preconfigured number of steps of one of the game patterns, such that the glove (2) senses which game is being played.

[0048] In a further aspect, the communications module (12) may be used to enable a programming station (30) to remotely access and configure the memory (6). For example, a user may use a programming station (30) and suitable software, such as a web portal interface, to configure new game patterns, upload game patterns to the glove (2), modify the game parameters, modify the feedback sounds or light patterns, configure background music to be played during game play rather than or in addition to feedback sounds, etc.

[0049] A publicly available database (32), such as one hosted on a website, may also be provided as a repository for game patterns that can be downloaded by other users and upload the game patterns to the glove's memory (6). Game patterns may also be provided to a glove (2) from another glove (2), for example using wireless or wired communication.

[0050] Furthermore, one glove (2) may be used with a glove simulator (34). The glove simulator (34) may, for example, be a touch-sensitive board upon which an image of a right and left hand are shown. The board simulates another user's gloves and communicates the playing user's glove (2). The touch-sensitive board may be provided using a tablet computer, for example. [0051] Referring now to Fig. 3, in an example use, two users may each be wearing two gloves. Upon activating the gloves, the configuration modules perform the addressing process (302) to allocate an address to each glove. The gloves may provide feedback indicating that the users are to begin performing the game pattern of their choice (304). The users decide upon a game to be played and begin performing the game pattern by contacting pairs of gloves together. The tracking module of each glove performs a tracking process to determine which portion of that glove is making contact with other objects and subsequently determines which, if any, other glove it is in contact with (306). This determination provides each tracking module with the information necessary to determine which, if any, game pattern is being played.

[0052] Each glove will obtain a different set of sensor data and may make decisions independently as to whether it is playing a particular game. These decisions may be broadcast to other gloves using a communication link so that they are each able to start to play the same game at the same time. In the event of a conflict, a measurement of the confidence of each glove may be used to mediate the conflict. This same measurement of confidence could be used to trigger a determination that a particular game is being played, for example by comparing it with the confidence measures for other games or even other parts of the same game. This measure may be based on the degree of correlation between the observed events and the expected events within a particular game. By checking events against different parts of a game, the gloves could in effect clue in, even some time into the game, to allow them to give feedback even on a relatively poor performance or a game or a game that starts with relatively subtle motions.

[0053] The gloves determine which game pattern is being played and the current pace of play (308). During game play, the tracking modules compare the performed game patterns with those that are preconfigured in the memories (310) and determine whether the performed game patterns are being performed within the tolerances of each glove (314). Also during game play, the feedback module provides suitable aural and/or visual feedback to the users (312).

[0054] At the end of the game pattern (316), the feedback module may provide feedback indicating success (318). If the game pattern is to be repeated (320), the gloves increase the pace of play (322) using the speed increase rate, which will be reflected in the comparison of the performed game patterns with those that are preconfigured. To provide the users with a sense of the pace of play, the feedback module may provide suitable feedback (324), such as correspondingly increasing the pace of feedback (i.e., increased pace of musical feedback). [0055] Alternatively, information obtained during gameplay can be used to increase the pace of play. If, during the performance of the game pattern, the glove sensed that the player strongly desires a fast beat, for example by sensing a strong peak acceleration before the beat, the glove may determine that the increase in pace of play should be greater than the speed increase rate, while sensing a strong peak acceleration after the beat will signal to the gloves the players strongly desire a slower beat and the pace of play should be increased less than the speed increase rate, or even reduced.

[0056] If the game pattern is not to be repeated but the game pattern was performed successfully (i.e, within the preconfigured tolerances), the feedback module may provide feedback indicating success (326). If at any time the game pattern is not being performed successfully, the feedback module may provide feedback indicating failure (328).

[0057] Following completion of game play, whether by success, failure or simply the users ceasing to perform the game pattern, the feedback module may provide feedback of performance (330). Alternatively, the communications module may transmit performance statistics to an external device (332), such as a smartphone, to be displayed graphically.

[0058] Although the invention has been described with reference to certain specific embodiments, various modifications thereof will be apparent to those skilled in the art without departing from the spirit and scope of the invention as outlined in the claims appended hereto. The entire disclosures of all references recited above are incorporated herein by reference.