최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
DataON 바로가기다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
Edison 바로가기다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
Kafe 바로가기국가/구분 | United States(US) Patent 등록 |
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국제특허분류(IPC7판) |
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출원번호 | US-0459512 (2012-04-30) |
등록번호 | US-8373659 (2013-02-12) |
발명자 / 주소 |
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출원인 / 주소 |
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인용정보 | 피인용 횟수 : 55 인용 특허 : 890 |
A wireless input device for playing an interactive motion-sensitive game using a wireless-compatible game console in which a virtual play environment is represented through one or more computer-animated visual, aural or tactile effects is provided wherein game play is conducted by moving, shaking, t
A wireless input device for playing an interactive motion-sensitive game using a wireless-compatible game console in which a virtual play environment is represented through one or more computer-animated visual, aural or tactile effects is provided wherein game play is conducted by moving, shaking, twisting, waving or pointing the input device in a particular manner. The input device can include motion-sensitive circuitry and/or command circuitry for generating control signals and/or an effects generator and associated control circuitry to enable the input device to selectively generate at least one visual, aural or tactile effect comprising sound, lighting or vibration. The input device can include a wireless transceiver for providing two-way wireless communication with the wireless-compatible game console. An optional display screen displays short text messages received through wireless communications with the wireless-compatible game console.
1. A wirelessly-powered toy for playing a game wherein at least a first portion of said game is virtually represented through one or more computer-animated effects and wherein at least a second portion of said game is physically represented through one or more physical play objects depicting or repr
1. A wirelessly-powered toy for playing a game wherein at least a first portion of said game is virtually represented through one or more computer-animated effects and wherein at least a second portion of said game is physically represented through one or more physical play objects depicting or representing persons, characters or objects relevant to said game, said wirelessly-powered toy comprising: a physical play object configured to depict or represent a person, character or object corresponding to a person, character or object that is virtually represented in an associated game through one or more computer-animated effects;non-volatile memory associated with said physical play object configured to store selected information, including at least one unique identification (ID) code that uniquely identifies said physical play object within said game;at least one electrically-powered radio frequency (RF) transceiver associated with said physical play object configured to provide two-way wireless RF communication between said physical play object and a wireless-compatible gaming platform;at least one electrically-powered lighting effect associated with said physical play object configured to produce light; andat least one wireless power source comprising an antenna, inductance coil or wire associated with said physical play object and configured to receive pulses of electrical energy through inductive coupling when selectively exposed to an externally generated electromagnetic field to thereby wirelessly power said at least one RF transceiver and said at least one lighting effect. 2. The wirelessly-powered toy of claim 1 wherein said physical play object comprises a doll, action figure, stuffed animal, magic wand, simulated crystal, coin or token. 3. The wirelessly-powered toy of claim 1 wherein said physical play object is wireless, batteryless and comprises substantially no internal moving parts. 4. The wirelessly-powered toy of claim 1 wherein said RF transceiver comprises a read/write radio frequency identification (RFID) tag and wherein said non-volatile memory further comprises a programmable portion thereof configured to store selected game-relevant information associated with said physical game object or said represented person, character or object relevant to said game. 5. The wirelessly-powered toy of claim 4 wherein said selected game-relevant information comprises relevant attributes, experiences or accomplishments of said represented person, character or object and wherein said selected game-relevant information can be stored, retrieved and updated according to the play of said game. 6. The wirelessly-powered toy of claim 5 wherein said selected game-relevant information further comprises identification information identifying a game participant within said game. 7. The wirelessly-powered toy of claim 4 wherein said wireless communication can be conducted at least in part through inductive coupling between said RFID tag and said wireless-compatible gaming platform. 8. The wirelessly-powered toy of claim 4 wherein said RFID tag comprises a 13.56 MHz passive RFID tag, comprising: i) non-volatile memory configured and adapted to store and retrieve said selected game-relevant information, ii) a spiral wound tag antenna sized and configured to receive energy from said externally generated electromagnetic field through inductive coupling for wirelessly powering said RFID tag, and iii) a tag transceiver circuit configured to be powered by said tag antenna to wirelessly communicate said selected game-relevant information with said wireless-compatible gaming platform. 9. The wirelessly-powered toy of claim 4 in combination with at least one RFID reader device configured to wirelessly power and communicate with said RFID tag at least in part through inductive coupling. 10. The combination of claim 9 in further combination with a wireless-compatible gaming platform comprising a wireless game console configured and adapted to: i) produce said computer-animated effects in accordance with said game, ii) wirelessly communicate with said RFID reader device, and iii) produce in the computer-animated effects of said game the appearance, characteristics or traits of said represented person, character or object corresponding to said physical play object when said physical play object is within communication range of said RFID reader device. 11. The combination of claim 10 in further combination with game software adapted to be executed by said game console to carry out said game, said game software including program instructions for instructing said game console to: i) conduct an interactive game in which a virtual play environment is visually and aurally represented through said one or more computer-animated effects, ii) track the game progress or performance of one or more game participants playing said game, and iii) adjust the play experience for said one or more game participants based at least in part on said tracked game progress or performance. 12. The wirelessly-powered toy of claim 1 wherein said physical play object is sized and configured to be held and transported by a game participant and operated by said game participant at least in part by selectively moving the entire body of said physical play object to activate or control said one or more computer-animated effects in accordance with said game. 13. The wirelessly-powered toy of claim 12 wherein said physical play object is further sized and configured to be moved by said game participant to selectively expose said antenna, inductance coil or wire to an externally generated electromagnetic field to thereby wirelessly power said RF transceiver and said lighting effect. 14. The wirelessly-powered toy of claim 13 wherein said RF transceiver is further configured to automatically cause said selected information to be wirelessly transmitted when said antenna, inductance coil or wire is selectively exposed to said externally generated electromagnetic field. 15. The wirelessly-powered toy of claim 12 wherein said physical play object further comprises a display screen and one or more input command switches. 16. The wirelessly-powered toy of claim 12 wherein said physical play object further comprises at least one of motion-sensitive or position-sensitive circuitry configured to enable said physical play object to be operated by said game participant at least in part by moving the entire body of said physical play object in one or more motions to thereby direct or control said game. 17. The wirelessly-powered toy of claim 16 wherein said at least one of motion-sensitive or position-sensitive circuitry comprises at least a first sensor configured to sense acceleration of said physical play object and a second sensor configured to sense angular orientation of said physical play object. 18. A light-up toy for amusing or entertaining one or more play participants playing a computer-animated game on a wireless compatible gaming platform, said toy comprising: a portable housing or body formed in a shape depicting or representing a person, character or object associated with a computer-animated game;an electronically-readable radio frequency identification (RFID) tag disposed in or affixed to said housing or body and comprising a unique identification code uniquely identifying said (RFID) tag and said corresponding associated toy;said RFID tag further comprising: i) non-volatile programmable memory configured to store selected game-relevant information associated with each said corresponding toy, ii) a radio frequency (RF) transceiver configured to facilitate two-way wireless communication with one or more compatible RFID reader devices, and iii) a first antenna or inductance coil configured to wirelessly receive pulses of electrical energy through inductive coupling when selectively exposed to an external electromagnetic field to thereby wirelessly power at least said RF transceiver;at least one electrically-powered lighting effect disposed within said housing or body, said lighting effect being configured to light up an associated light producing element; anda second antenna or inductance coil disposed within said housing or body and electrically coupled to said at least one lighting effect, said second antenna or inductance coil configured to wirelessly receive pulses of electrical energy through inductive coupling when selectively exposed to an external electromagnetic field to thereby wirelessly power said at least one lighting effect. 19. The light-up toy of claim 18 wherein said housing or body comprises a doll, action figure, stuffed animal, or magic wand. 20. The light-up toy of claim 18 wherein said selected game-relevant information comprises relevant attributes, experiences or accomplishments of said represented person, character or object and wherein said non-volatile programmable memory is further configured to store, retrieve and update selected game-relevant information according to the play of said game. 21. The light-up toy of claim 20 wherein said selected game-relevant information further comprises identification information identifying a game participant within said game. 22. The light-up toy of claim 18 wherein said wireless communication can be conducted at least in part through inductive coupling between said RFID tag and said wireless-compatible gaming platform. 23. The light-up toy of claim 18 wherein said RFID tag comprises a 13.56 MHz passive RFID tag, comprising: i) non-volatile memory configured and adapted to store and retrieve said selected game-relevant information, ii) a spiral wound tag antenna sized and configured to receive energy from said externally generated electromagnetic field through inductive coupling for wirelessly powering said RFID tag, and iii) a tag transceiver circuit configured to be powered by said tag antenna and to wirelessly communicate said selected game-relevant information with said wireless-compatible gaming platform. 24. The light-up toy of claim 18 wherein said a portable housing or body is sized and configured to be held and transported by a game participant and operated by said game participant at least in part by selectively moving the entire portable housing or body to activate or control said one or more computer-animated effects in accordance with said game. 25. The light-up toy of claim 24 wherein said a portable housing or body is sized and configured to be moved by said game participant and selectively exposed to an externally generated electromagnetic field to thereby wirelessly power said RF transceiver and said lighting effect. 26. The light-up toy of claim 25 wherein said RF transceiver is further configured to automatically cause said selected information to be wirelessly transmitted when said first antenna or inductance coil is selectively exposed to said externally generated electromagnetic field. 27. The light-up toy of claim 18 further comprising a display screen and one or more input command switches. 28. The light-up toy of claim 18 further comprising at least one of motion-sensitive or position-sensitive circuitry configured to enable said toy object to be operated by said game participant at least in part by moving said portable housing or body in one or more motions to thereby direct or control said game. 29. The light-up toy of claim 28 wherein said at least one of motion-sensitive or position-sensitive circuitry comprises at least a first sensor configured to sense acceleration of said portable housing or body and a second sensor configured to sense angular orientation of said portable housing or body. 30. The light-up toy of claim 18 in combination with at least one RFID reader device configured to wirelessly power and communicate with said RFID tag at least in part through inductive coupling. 31. The combination of claim 30 in further combination with a wireless-compatible gaming platform comprising a wireless game console configured and adapted to: i) produce said computer-animated effects in accordance with said game, ii) wirelessly communicate with said RFID reader device, and iii) produce in the computer-animated effects of said game the appearance, characteristics or traits of said represented person, character or object when said RF transceiver is within communication range of said RFID reader device. 32. The combination of claim 31 in further combination with game software adapted to be executed by said game console to carry out said game, said game software including program instructions for instructing said game console to: i) conduct an interactive game in which a virtual play environment is visually and aurally represented through said one or more computer-animated effects, ii) track the game progress or performance of one or more game participants playing said game, and iii) adjust the play experience for said one or more game participants based at least in part on said tracked game progress or performance. 33. A gaming system for playing a game on a compatible gaming platform wherein at least a first portion of said game is virtually represented through one or more computer-animated effects and wherein at least a second portion of said game is physically represented through one or more physical play objects depicting or representing persons, characters or objects relevant to said game, said gaming system comprising: one or more physical play objects shaped or configured to depict or represent a person, character or object corresponding to a person, character or object virtually represented in an associated game through one or more computer-animated effects;each of said one or more physical play objects comprising non-volatile memory configured to store selected information, including at least one unique identification (ID) code that uniquely identifies said physical play object within said game;each of said one or more physical play objects further comprising at least one electrically-powered radio frequency (RF) transceiver configured to provide two-way wireless RF communication between said physical play object and a compatible RF reader device;at least one of said one or more a physical play objects further comprising at least one electrically-powered sound or lighting effect configured to produce sound or light, respectively;each of said one or more physical play objects further comprising at least one wireless power source comprising an antenna or inductance coil configured to receive pulses of electrical energy through inductive coupling when selectively exposed to an externally generated electromagnetic field to thereby wirelessly power said at least one RF transceiver and said at least one sound or lighting effect; anda compatible RF reader device configured to generate an electromagnetic field to wirelessly power and communicate with each said one or more a physical play objects through inductive coupling. 34. The gaming system of claim 33 further comprising game software comprising program instructions stored in a machine readable format and configured to be read and executed by a computing device associated with a compatible gaming platform for conducting a computer-animated game, said game software further comprising program instructions for causing said computing device to: i) ascertain selected game-relevant information from said one or more a physical play objects when within communication range of said RF reader device, ii) use said selected game-relevant information to determine selected attributes relevant to said corresponding depicted or represented persons, characters or objects, and iii) produce in the computer-animated effects of said game said depicted or represented persons, characters or objects with said relevant selected attributes in accordance with said selected game-relevant information. 35. The gaming system of claim 33 wherein at least one of said physical play objects comprises a doll, action figure, stuffed animal, magic wand, simulated crystal, coin or token. 36. The gaming system of claim 33 wherein said RF transceiver comprises a read/write radio frequency identification (RFID) tag and wherein said non-volatile memory further comprises a programmable portion thereof configured to store selected game-relevant information associated with each said one or more physical game objects or said corresponding represented person, character or object relevant to said game. 37. The gaming system of claim 36 wherein said selected game-relevant information comprises relevant attributes, experiences or accomplishments of said represented person, character or object and wherein said selected game-relevant information is stored, retrieved and updated according to the play of said game. 38. The gaming system of claim 37 wherein said selected game-relevant information further comprises identification information identifying a game participant within said game. 39. The gaming system of claim 36 wherein said wireless communication can be conducted at least in part through inductive coupling between said RFID tag and said compatible RF reader device. 40. The gaming system of claim 36 wherein said RFID tag comprises a 13.56 MHz passive RFID tag, comprising: i) non-volatile memory configured and adapted to store and retrieve said selected game-relevant information, ii) a spiral wound tag antenna sized and configured to receive energy from said externally generated electromagnetic field through inductive coupling for wirelessly powering said RFID tag, and iii) a tag transceiver circuit configured to be powered by said tag antenna to wirelessly communicate said selected game-relevant information with said compatible RF reader device. 41. The gaming system of claim 33 wherein each of said one or more physical play objects is sized and configured to be held and transported by a game participant and operated by said game participant at least in part by selectively moving the entire body of said physical play object to activate or control said one or more computer-animated effects in accordance with said game. 42. The gaming system of claim 41 wherein each of said one or more physical play objects is sized and configured to be moved by said game participant to selectively expose said antenna or inductance coil to said externally generated electromagnetic field to thereby wirelessly power said RF transceiver and said sound or lighting effect. 43. The gaming system of claim 42 wherein said at least one RF transceiver is further configured to automatically cause said selected information to be wirelessly transmitted when said antenna or inductance coil is selectively exposed to said externally generated electromagnetic field. 44. The gaming system of claim 41 wherein at least one of said one or more physical play objects further comprises a display screen and one or more input command switches. 45. The gaming system of claim 41 wherein at least one or said one or more physical play objects further comprises at least one of motion-sensitive or position-sensitive circuitry configured to enable said physical play object to be operated by said game participant at least in part by moving the entire body of said physical play object in one or more motions to thereby direct or control said game. 46. The gaming system of claim 45 wherein said at least one of motion-sensitive or position-sensitive circuitry comprises at least a first sensor configured to sense acceleration of said physical play object and a second sensor configured to sense angular orientation of said physical play object. 47. The gaming system of claim 33 in further combination with a compatible gaming platform comprising a wireless game console configured and adapted to: i) produce said computer-animated effects in accordance with said game, ii) wirelessly communicate with said RF reader device, and iii) produce in the computer-animated effects of said game the appearance, characteristics or traits of said represented person, character or object corresponding to each said physical play object when said physical play object is within communication range of said RF reader device. 48. The combination of claim 47 in further combination with game software adapted to be executed by said game console to carry out said game, said game software including program instructions for instructing said game console to: i) conduct an interactive game in which a virtual play environment is visually and aurally represented through said one or more computer-animated effects, ii) track the game progress or performance of one or more game participants playing said game, and iii) adjust the play experience for said one or more game participants based at least in part on said tracked game progress or performance.
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