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Title:
RACING UNIT WITH TOY VEHICLES, RACING ASSEMBLY AND A SYSTEM FOR MANAGING RACING UNITS AND FOR STATISTICAL DATA PROCESSING AND PUBLICATION, AND A METHOD FOR TOPPING UP AND DEPLETING AN ACCOUNT OF A RACING UNIT USER
Document Type and Number:
WIPO Patent Application WO/2019/087019
Kind Code:
A1
Abstract:
The invention refers to a racing unit for racing with toy vehicles, racing assembly and a system for managing racing units and for statistical data processing and publication. The racing unit (1) comprises a racing course (2) with a racing track (3) that receives a toy vehicle (4) provided with a first communication device (5) carrying an identification code and capable of receiving data from a second communication device (6), a game console (7) for manipulating the toy vehicle (4), a clock and/or a meter for counting passages of the toy vehicle and/or a tachometer, a third communication device (8) configured to subtract virtual currency from the first communication device (5) based on the elapsed time from the beginning of the race, or based on the number of traverses of a toy vehicle, or based on the measured speed of a toy vehicle, and a first personal computer (9) that is connected with the third communication device (8) and capable of collecting and processing data from the third communication device (8) and to lock or unlock the game console (7). The advantage of the racing unit of the invention over known units lies in the fact that it enables a commercial use of the racing course, i. e. payable public use.

Inventors:
KOVAČIČ MITJA (SI)
Application Number:
PCT/IB2018/058317
Publication Date:
May 09, 2019
Filing Date:
October 25, 2018
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
KOVACIC MITJA (SI)
International Classes:
A63F9/14; A63H18/00; A63H18/16; A63H30/04
Foreign References:
US20150031268A12015-01-29
US7243053B12007-07-10
US5970882A1999-10-26
US20060196384A12006-09-07
US20050054450A12005-03-10
US20050215327A12005-09-29
CN205867579U2017-01-11
Attorney, Agent or Firm:
PATENTNA PISARNA D.O.O. (SI)
Download PDF:
Claims:
Claims

1. A racing unit (1) that comprises:

a toy racing course (2) having at least one racing track (3) that can receive at least one toy vehicle (4) with a drive, wherein the toy vehicle (4) is provided with a first communication device (5) carrying an identification code, and wherein the first communication device (5) is capable of receiving data from a second communication device (6),

a game console (7) for manipulating the toy vehicle (4),

a clock and/or counter of traverses of a toy vehicle and/or a tachometer arranged on said at least one toy vehicle,

a third communication device (8), wherein the third communication device (8) is configured to subtract virtual currency from the first communication device (5) based on the elapsed time from the beginning of the race, or based on the number of traverses of a toy vehicle on the racing track, or based on another rule determined by the organiser of the game or by players, and

a first personal computer (9) that is connected with the third communication device (8) and capable of collecting and processing data from the third communication device (8) and to lock or unlock the game console (7) for a toy vehicle manipulation.

2. Racing unit (1) according to claim 1, wherein the first communication device (5) is a radio communication device selected among a passive RFID tag or an active RFID tag and the third communication device (8) is an RFID transceiver of a type to be able to communicate with several RFID tags simultaneously.

3. Racing unit (1) according to claim 1, wherein the first communication device (5) is an optical communication device such as an OPID tag, and the third communication device (8) is an OPID transceiver of a type to be able to communicate with several OPID tags simultaneously.

4. Racing unit (1) according to claim 1, wherein the first (5) and the third communication device (8) are provided with Bluetooth wireless radio technology.

5. Racing unit (1) according to any of preceding claims, which further comprises a GPS module, with which the racing unit can be located.

6. Racing unit (1) according to any of preceding claims, which further comprises a fourth communication device and a fifth communication device that are selected among an RFID transceiver, an OPID transceiver, or a device provided with the Bluetooth wireless radio technology.

7. A racing assembly (10) that comprises:

at least one racing unit (1) according to any of preceding claims,

a second personal computer (11),

a second communication device (6), through which the first communication device (5) of each toy vehicle (4) can be topped up with virtual currency by means of the second personal computer (11).

8. Racing assembly (10) according to claim 7, when dependent on claim 2, wherein the second communication device (6) is an RFID transceiver.

9. Racing assembly (10) according to claim 7, when dependent on claim 3, wherein the second communication device (6) is an OPID transceiver.

10. Racing assembly (10) according to claim 7, when dependent on claim 4, wherein the third communication device (8) is provided with the Bluetooth wireless radio technology.

11. A system for managing racing units (1) and for statistical data processing and publication, comprising:

- at least one racing assembly (10) as described above according to any of claims 7 to 10,

- a central server (12) connected via internet connection with each first personal computer and adapted to collect data from each first personal computer (9), to statistically process them and to make them available online.

12. System for managing racing units according to claim 11 comprising a clone of the central server.

13. Use of a racing unit (1) according to any of claims 1 to 6 for payable racing.

14. A method for topping up and depleting a toy vehicle account comprising the following steps:

- providing a racing assembly (10) according to any of claims 7 to 10,

- topping up the account on the first communication device (5) of each toy vehicle (4) with virtual currency from the second communication device (6),

- unlocking a game console (7) for manipulating the toy vehicle,

- measuring the time elapsed from a toy vehicle startup or the number of traverses of a toy vehicle on the racing track or the speed of a toy vehicle,

- depleting the account on the first communication device (5) of each toy vehicle by subtracting the virtual currency based on the elapsed time, or based on the number of traverses of a toy vehicle, or based on another rule determined by the game organiser or by players,

- locking the game console (7) for toy vehicle manipulation when the account on the first communication device (5) is depleted.

15. Method for topping up and depleting a toy vehicle account comprising the following steps: - providing a racing assembly (10) according to any of claims 7 to 10,

- measuring the time elapsed from a toy vehicle startup or the number of traverses of a toy vehicle on the racing track or the speed of a toy vehicle,

- depleting the account on the first communication device (5) of each toy vehicle (4) by subtracting the virtual currency based on the elapsed time, or based on the number of traverses of a toy vehicle, or based on another rule determined by the game organiser or by players, wherein the virtual currency balance is negative,

- topping up the account on the first communication device (5) of each toy vehicle (4) with virtual currency from the second communication device (6).

Description:
Racing unit with toy vehicles, racing assembly and a system for managing racing units and for statistical data processing and publication, and a method for topping up and depleting an account of a racing unit user

Field of Invention

The invention refers to a racing unit with toy vehicles, racing assembly and a system for managing racing units and for statistical data processing and publication.

Prior Art

A vast variety of toy racing courses are known from prior art. Generally, a racing course comprises racing tracks arranged in a closed circuit with guides for guiding toy vehicles, such as to form a race course for the toy vehicles to repeatedly traverse. The toy vehicles comprise a drive, with which the vehicles are moved on a racing track. A user controls the speed of a toy vehicle by a remote controller. The goal of the game is to run as many laps as possible within the shortest possible time and a user must control a toy vehicle in a way to prevent its running off the course due to a too high centrifugal force.

EP 1 706 184 discloses a racing track comprising at least one contactless interrogation device, such as a sensor, a transmitter, or an RFID reader, which may be configured to register the passing of a toy vehicle at predetermined points. Further, toy vehicles may include an identification device, such as an RFID transponder, operable to produce an identification signal to identify the toy vehicle.

The racing courses from prior art are intended for domestic/individual use or are coin- operated racing courses. Technical Problem

The underlying technical problem is to conceive such a racing unit that will enable commercial use of racing courses, even if locally separated, in fact a payable public use and supervision of said racing courses in terms of proper maintenance, servicing, and management. A further technical problem is to provide a system that will allow gathering and submitting of data for general publication.

Solution to the Technical Problem

The technical problem is solved by a racing unit that comprises:

- a toy racing course having at least one racing track that can receive at least one toy vehicle with a drive, wherein the toy vehicle is provided with a first communication device carrying an identification code, and wherein the first communication device is capable of receiving data from a second communication device,

- a game console for toy vehicle manipulation,

- a clock and/or counter of traverses of a toy vehicle and/or a tachometer arranged on said at least one toy vehicle,

- a third communication device, wherein the third communication device is configured to subtract virtual currency from the first communication device based on the elapsed time from the beginning of the race, or based on the number of traverses of a toy vehicle on the racing track, or based on the measured speed of a toy vehicle, and

- a first personal computer that is connected with the third communication device and capable of collecting and processing data from the third communication device and to lock or unlock the game console for a toy vehicle manipulation. The racing track can lead a toy vehicle in different ways, either optically, by ultrasounds, magnetically or by means of a groove.

The technical problem is further solved by a racing assembly that comprises:

- at least one racing unit as described above,

- a second personal computer,

- a second communication device, through which the first communication device of each toy vehicle can be topped up with virtual currency by means of the second personal computer.

The first communication device can be a radio communication device selected among a passive RFID tag or an active RFID tag, the second communication device is an RFID transceiver, and the third communication device is an RFID transceiver of a type to be able to communicate with several RFID tags simultaneously.

Alternatively, the first communication device can be an optical communication device such as an OPID tag, the second communication device is an OPID transceiver, and the third communication device is an OPID transceiver of a type to be able to communicate with several OPID tags simultaneously.

Alternatively, the first, second and third communication devices can be provided with Bluetooth wireless radio technology.

The technical problem is further solved by a system for managing racing units and for statistical data processing and publication, comprising:

- at least one racing assembly as described above,

- a central server connected via internet connection with each first personal computer and adapted to collect data from each first personal computer, to statistically process them and to make them available online. The users of the toy racing unit can access the published data by their mobile phones, palmtop computers, personal computers, or displays on a racing course. The racing unit can further comprise a GPS module, with which the racing unit can be located, for instance in the event when the racing unit needs servicing, or when its location needs to be monitored, e. g. in the event of the racing unit being transported. Alternatively, a location of the racing unit can be input manually into the first personal computer which communicates the address/location of the racing unit to the central server at each communication instance.

The procedure of topping up and depleting a user account comprises the following steps:

- providing the racing assembly as described above,

- topping up the account on the first communication device of each toy vehicle with virtual currency from the second communication device,

- unlocking the game console for toy vehicle manipulation,

- measuring the time elapsed from a toy vehicle startup or the number of traverses of a toy vehicle on the racing track or the speed of a toy vehicle,

- depleting the account on the first communication device of each toy vehicle by subtracting the virtual currency based on the elapsed time, or based on the number of traverses of a toy vehicle, or based on another rule determined by the game organiser or by players,

- locking the game console for toy vehicle manipulation when the account on the first communication device is depleted.

Alternatively, the payment can be done after the game has been completed. In this case, the procedure of topping up and depleting a user account comprises the following steps:

- providing the racing assembly as described above, - measuring the time elapsed from a toy vehicle startup or the number of traverses of a toy vehicle on the racing track or the speed of a toy vehicle,

- depleting the account on the first communication device of each toy vehicle by subtracting the virtual currency based on the elapsed time, or based on the number of traverses of a toy vehicle, or based on another rule determined by the game organiser or by players, wherein the virtual currency balance is negative,

- topping up the account on the first communication device of each toy vehicle with virtual currency from the second communication device.

The advantage of the racing unit of the invention over known units lies in the fact that it enables a commercial use of the racing course, i. e. payable public use. The system for managing racing units further enables control of the racing units in terms of maintenance, servicing and management. A further advantage of the system for managing racing units lies in that it enables obtaining and submitting data for general publication.

Figure 1 : Schematic view of a racing unit

Figure 2: Schematic view of the racing assembly

Figure 3: Schematic view of a system for managing racing units

The invention is described in more detail hereinbelow.

The technical problem is solved by a racing unit 1 that comprises:

- a toy racing course 2 having at least one racing track 3 that can receive at least one toy vehicle 4 with a drive, wherein the toy vehicle 4 is provided with a first communication device 5 carrying an identification code, and wherein the first communication device 5 is capable of receiving data from a second communication device 6,

- a game console 7 for manipulating the toy vehicle 4, - a clock and/or counter of traverses of a toy vehicle and/or a tachometer arranged on said at least one toy vehicle,

- a third communication device 8, wherein the third communication device 8 is configured to subtract virtual currency from the first communication device 5 based on the elapsed time from the beginning of the race, or based on the number of traverses of a toy vehicle on the racing track, or based on the measured speed of a toy vehicle, and

- a first personal computer 9 that is connected with the third communication device 8 and capable of collecting and processing data from the third communication device 8 and to lock or unlock the game console 7 for a toy vehicle manipulation.

The racing track 3 can lead a toy vehicle in different ways, either optically, by ultrasounds, magnetically or by means of a groove.

The technical problem is further solved by a racing assembly 10 that comprises:

- at least one racing unit 1 as described above,

- a second personal computer 11 ,

- a second communication device 6, through which the first communication device 5 of each toy vehicle 4 can be topped up with virtual currency by means of the second personal computer 11.

The first communication device 5 can be a radio communication device selected among a passive RFID tag or an active RFID tag, the second communication device 6 is an RFID transceiver, and the third communication device 8 is an RFID transceiver of a type to be able to communicate with several RFID tags.

Alternatively, the first communication device 5 can be an optical communication device such as an OPID tag, the second communication device 6 is an OPID transceiver, and the third communication device 8 is an OPID transceiver of a type to be able to communicate with several OPID tags.

Alternatively, the first 5, second 6 and third communication devices 8 can be provided with Bluetooth wireless radio technology.

The first communication device 5 may contain all important data on a toy vehicle being coded, such as a unique code that represents the vehicle's name or serial number, its racing category, the year of production, etc. When such toy vehicle approaches the third communication device 8 at a certain distance, a button on the game console for toy vehicle manipulation can be used to trigger toy vehicle 4 verification. This means that the first personal computer 9 can verify whether the toy vehicle 4 corresponds to compatible conditions, e. g. production, racing category that is currently used, etc. Such verification takes less than half a second for each individual toy vehicle 4. The verification of the toy vehicle 4 may be necessary each time the vehicle leaves a certain area or at the beginning of each race, particularly due to the assignment of a communication channel, on which the toy vehicle and the first personal computer 9 communicate.

The technical problem is further solved by a system for managing racing units and for statistical data processing and publication, comprising:

- at least one racing assembly 10 as described above,

- a central server 12 connected via internet connection with each first personal computer and adapted to collect data from each first personal computer 9, to statistically process them and to make them available online.

The racing unit may contain sensor subsystems that allow an automatic detection of statistically significant data (e. g. racing unit turn-on time, time of active operation of same, etc.) that the first personal computer 9 regularly transmits to a programme application for statistical data processing on the central server. The identification data (e. g. serial number of the toy vehicle 4) stored in the first communication device 5 and the measured racing data can be transmitted to the central server 12 that statistically processes these data and forwards them to a public web site. The data in the central server may be automatically stored in a database that is accessible by a supervisor through a priority, password-protected access. The programme application for the statistical monitoring of data automatically processes (plots graphs, tables, records or triggers alarms for each individual racing unit, etc.) and stores the relevant statistical data.

The users of the toy racing unit 1 can access the published data by way of displays arranged in the vicinity of a racing course, their mobile phones, tablet computers or personal computers.

The racing unit can further comprise a GPS module, with which the racing unit can be located, for instance in the event when the racing unit needs servicing, or when its location needs to be monitored, e. g. in the event of the racing unit being transported. Alternatively, a location of the racing unit can be input manually into the first personal computer 9 which communicates the address/location of the racing unit to the central server 12 at each communication instance. Determining a physical position of the racing unit 1 by means of the GPS module within buildings may be unreliable. This is why the position of the racing unit 1 may be manually entered into the personal computer 9. Alternatively, a GPS module 13 may be physically separated from the racing unit and arranged at the closest location having a GPS satellite signal (e. g. a building roof, external part of a window or a room, in which the racing unit is located). The GPS module 13 may be have a wired or wireless connection with the racing unit (radio connection, e. g. Bluetooth). The first personal computer 9 transmits the data on the location of the racing unit, obtained from the GPS module 13, to the central server 12 via internet connection. The radio (Bluetooth) connection has a maximum range of 100 m. If the racing unit is too remote from the GPS module 13, the data on the location of the racing unit are no longer available and the administrator knows that the location of the GPS module and that of the racing unit 1 are no longer harmonized, in other words, that the racing unit is not on the foreseen location but elsewhere. Similarly, the location of the racing unit can be detected during transport, wherein the racing unit can periodically transmit its current location to the central server.

The central server can also perform safety verification of the switching-on of the racing unit. Each time an individual racing unit is switched on, the administrator of the racing unit enters an identification code into the first personal computer 9 of this racing unit 1 , said identification code being immediately verified in the first personal computer 9. If the code is correct, the computer connects online with the central server having the verification application of the software installed thereon. The central server first checks whether this racing unit exists and whether it has an operating authorisation. Once the central server 12 determines (verifies) that the first personal computer 9 in question has an operating authorisation, the central server authorises the first personal computer to switch on the racing unit 1. The online verification can enable the competent person (owner, administrator, supervisor, principal, etc.) of the racing unit to have complete supervision over the operation of the racing unit. This code can be entered into the first personal computer at the factory that may also be authorised to transmit the same code to the central server for verification purposes. The administrator of the central server starts the automatic verification application of the software, where each code of each racing unit can be entered into the database in the central server manually by parameters on the spot or via remote desktop. The access to the verification application in the central server can be protected by a subsystem of a priority, password-protected access. This means that the manufacturer of racing units can enter only the code of a new manufactured racing unit into the verification application, while the central server administrator may be authorised to enter additional verification parameters for all adequate measures (e. g. a possibility of switch-off in the event the contractual obligations of the racing track lessee or buyer are not met). Of course, the central server has sufficient capacities in terms of memory and computing speed to carry out verification operation of several racing units regardless of the geographical location worldwide.

Each racing unit can further comprise sensor subsystems for monitoring key servicing parameters or assemblies most frequently subject to defects (e. g. voltage status on power supply units, functioning of communication links, GPS module, internet connection outage, etc.). The system for managing the racing units makes it possible to monitor the status and servicing of each racing unit via central server 12. Based on sensor detection or algorithm assessment of potential defects on the subsystems of the racing unit, there are three possibilities available:

1. Limited servicing, where the racing unit signals, based on the measurements performed by the sensors, that the operation of the racing unit has somewhat degraded. These defects can be remotely repaired by a technician by setting individual programme parameters.

2. Servicing is carried out on the spot, once the sensor subsystem has signalled a defect. A technician comes to the location of a racing unit prepared to replace a defective component, a perfect functioning of which cannot be guaranteed by changing programme parameters.

3. Servicing upon a user's request when a sensor subsystem has not detected a defect, yet a racing unit does not function properly.

The first personal computer 9 of the racing unit 1 can transmit data to the central server over an internet connection, while the central server has a software servicing application to monitor defects (place of defect based on the data on location, time, racing unit verification number, place of defect in subsystems, etc.) and to trigger alarms to technicians by sending automatic SMS messages to adequate technicians on the geographical locations in the vicinity of the defected racing unit.

Examples of defects on the racing unit subsystems that require servicing:

a) GPS module 13 breakdown: The first personal computer 9 of the racing unit 1 addresses the GPS module every couple of minutes and obtains the GPS location address. If the data are unreasonable (a distance of the coordinates from the old location is too big for a car or plane to have made within a certain time interval), this is interpreted as a defect of the GPS module 13. The supervision algorithm notifies a technician of a defect GPS module.

b) Breakdown of the system for measuring an average speed value of a toy vehicle: This system constantly interrogates the third communication device 8 of the racing unit about the data on the time that a toy vehicle has made on a racing track. If these times considerably negatively deviate from the average value, i. e. the speed is higher than the maximum possible speed of a toy vehicle, this is interpreted as a defect of the system for measuring average speed values. The supervising algorithm notifies a technician of a defect in the system.

c) If the first personal computer generates a direct command, for instance to the third communication device, to read how much virtual money is available and if the third communication device does not respond, this means that the third communication device is defective and an e-mail is sent to the technician, for instance.

d) Breakdown of the power supply of the game console 7 for manipulating the toy vehicle: The sensor subsystem measures critical information on supply voltage and on communication breakdown of a game console. If there is no power supply on a game console after the first personal computer has been turned on, this means that the game console is not operative. The supervision algorithm notifies a technician about a defect on the game console for controlling a toy vehicle.

This is how each individual active component, for instance a component, on which a magnitude can be measured by a sensor (e. g. supply voltage) of the racing unit, can be monitored, or can be statistically monitored whether a measurement is within the anticipated values, or assessed whether there is a response to a requirement and a technician is notified if there is a need. Notification can be done via e-mail, an SMS message, etc. The third communication device which is physically arranged on the racing assembly sends a signal every couple of seconds to the first communication device on each toy vehicle. If the first communication device in a toy vehicle fails to respond (e. g. returns information on its identification code), this means it is outside the range of both or at least one of the communication devices which are included in the communication (normally around 10 m). As a result, the first personal computer triggers an alarm that a toy vehicle has been taken outside the allowed range, in other words alienated. The alarm can be an audio signal or an alarm message can be sent via central server to the system administrator.

The system for the administration of the racing units can further comprise a clone of the central server. This means that the server is duplicated because of a risk of defects or breakdown due to force majeure (natural disaster, fire, etc.) on the central server or on communication lines to this server. In the event of a breakdown of the central server, the clone of the central server automatically turns on and starts serving the users. The system of communication between the racing unit and the central server can be configured in a way that the racing unit starts communicating with the clone of the central server if the central server does not respond to a multiple sequential call of the racing unit via the internet. During normal operation, the central server continuosly copies all data to the clone of the central server, so there is a minimum information outage in the event of an interrupted operation of the main master server. Once a defect on the central server is eliminated, all new data from the clone of the central server are copied to the central server before the central server reassumes communication with the racing units. Reasonably, the central server and the clone of the central server are located on two geographically separated locations.

The procedure of topping up and depleting a user account comprises the following steps:

- providing the racing assembly 10 as described above, - topping up the account on the first communication device 5 of each toy vehicle 4 with virtual currency from the second communication device 6,

- unlocking a game console 7 for manipulating the toy vehicle,

- measuring the time elapsed from a toy vehicle startup or the number of traverses of a toy vehicle on the racing track or the speed of a toy vehicle,

- depleting the account on the first communication device 5 of each toy vehicle by subtracting the virtual currency based on the elapsed time, or based on the number of traverses of a toy vehicle, or based on another rule determined by the game organiser or by players,

- locking the game console 7 for toy vehicle manipulation when the account on the first communication device 5 is depleted.

Alternatively, the payment can be done after the game has been completed. In this case, the procedure of topping up and depleting a user account comprises the following steps:

- providing the racing assembly 10 as described above,

- measuring the time elapsed from a toy vehicle startup or the number of traverses of a toy vehicle on the racing track or the speed of a toy vehicle,

- depleting the account on the first communication device 5 of each toy vehicle by subtracting the virtual currency based on the elapsed time, or based on the number of traverses of a toy vehicle, or based on another rule determined by the game organiser or by players, wherein the virtual currency balance is negative,

- topping up the account on the first communication device 5 of each toy vehicle 4 with virtual currency from the second communication device 6.

The subtraction of money according to the second rule means that the users can decide for it or this rule may be "imposed" upon them by the race organiser. Each user can pay for the laps he made (the virtual money is subtracted from each user) or the laps made by all racers may be paid by the racer who was the slowest in the race (the virtual money is subtracted from the loser only).

A racing unit may further comprise a fourth and fifth communication device (RFID or OPID or Bluetooth), of which one is arranged in front of a certain segment (e. g. before a turn) and the other at the end of a certain segment (e. g. at the end of a turn). The control is done by the organiser of games; the third communication device 8 transmits information via central server 12 and/or the first personal computer 9 to the game console 7 to control the speed or to "impose" a limitation or rule in the toy vehicle drives. Moreover, the rules of the game can change either by agreement or the changes may be imposed upon by said control such that the maximum speed of the toy vehicles is limited to a value that lies below the maximum speed (e. g. the allowed speed will be 75% of the allowed speed in the fourth lap, it will be 50% in the fifth lap, etc.) permitted by a racing track (first personal computer) via the speed control console. Furthermore, the maximum speed of only a certain portion of the track can be reduced by agreement or may be imposed upon within the meaning of the above- mentioned control, for instance in sharp turns which are separated from the remaining track by a transition over the line of the fourth communication device and end with a transition of the line of the fifth communication device.