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A tangible interaction system for interactive multimedia and educational videogames.

IP.com Disclosure Number: IPCOM000241656D
Original Publication Date: 2015-May-20
Included in the Prior Art Database: 2015-May-20
Document File: 2 page(s) / 241K

Publishing Venue

Linux Defenders

Related People

Gerardo A. Barbarov Rostán: AUTHOR

Abstract

Tangible interaction systems permit the user to enter information into a computer in a different way, creating the possibility to physically interact with real objects, and not only by graphic or simbolic representation through a keyboard or a screen. This opens the way for a more motivating interaction for young children, where physical manipulation forms an essential part of the gaming experience. At present, tangible interaction systems by means of physical objects for videogames and other interactive multimedia platforms are mainly based on the following options: RFID chip-based physical blocks, magnets, figures or markers recognised by a camera. The present document proposes a new form of physically interacting with electronic information processing systems, such as a computer executing a videogame or a robot following a user's instructions.

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Page 01 of 2

Defensive publication

A tangible interaction system for interactive multimedia and educational videogames.

Author: Gerardo Andrés Barbarov Rostán

Singular Devices Maker Studio http://www.singulardevices.com

Abstract

Tangible interaction systems permit the user to enter information into a computer in a different way, creating the possibility to physically interact with real objects, and not only by graphic or simbolic representation through a keyboard or a screen. This opens the way for a more motivating interaction for young children, where physical manipulation forms an essential part of the gaming experience. At present, tangible interaction systems by means of physical objects for videogames and other interactive multimedia platforms are mainly based on the following options: RFID chip-based physical blocks, magnets, figures or markers recognised by a camera.

The present document proposes a new form of physically interacting with electronic information processing systems, such as a computer executing a videogame or a robot following a user's instructions.

Keywords: tangible, interface, interaction, card, orientation, control, videogame.

A new way of interaction for videogames and multimedia platforms based on cards (A) is proposed. These cards are introduced through a slot
(D) located in an input device (C), falling due to gravity (like coins in a piggy bank). The sensor unit
(E) is placed on the back of the screen where the videogame is played (F), which creates the illusion that the physical cards enter the virtual world of the game. Depending on what the virtual card (B) represents (for example an action or an object), the system detects its position (up, down, left or right) once introduced and performs a series of visual and audio events on screen according to the rules and particularities of the game being played.

The innovation of the system proposed in this document resides in the incorporation of a code on each of the four sides of the card, which is read by the sensor unit (J). This code not only identifies the card, but also its position relative to the slot where it is introduced, thus allowing the obtention of the spatial direction of the symbolic object represented (up, down, left, right) as well as if it is forward or backward facing.

Figure 1


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Implementation Details

A low-cost optocoupler system consisting in an...