`...... • For A Small Entity
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`
`Applicant(s)
`
`Jeffrey D. Mullen
`
`Attorney Docket No. JDM/008
`
`'1)
`-f
`.0
`
`For
`
`LOCATION-BASED GAMES AND AUGMENTED REALITY SYSTEMS
`
`EXPRESS MAIL CERTIFICATION
`
`"Express Mail" mailing label number EV620766322US
`Date of Deposit November 16, 2005
`
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`I hereby certify that this transmittal letter and the other papers and fees
`identified in this transmittal letter as being transmitted herewith are
`being deposited with the United States Postal Service "Express Mail Post
`Office to Addressee" service under 37 C.F.R. § 1.10 on the date indicated
`above and are addressed to the Hon. Commissioner for Patents, P.O. Box 1450,
`Alexandria, Virginia 22313-1450.
`
`lsatta B. Smith
`
`Hon. Commissioner for Patents
`P.O. Box 1450
`Alexandria, Virginia 22313-1450
`
`TRANSMITTAL LETTER FOR
`ORIGINAL PATENT APPLICATION
`
`Sir:
`
`Transmitted herewith for filing are the [X] specification;
`[X] claims;
`[X] abstract; [X] executed declaration;
`[X] Print EFS; for the
`above-identified patent application.
`
`This application claims the bepefit of U.S. Provisional Patent
`Application No. 60/628,475 filed on November 16, 2004 and entitled
`"Location-Based Games and Augmented Reality Systems," (Docket No. JDM/008
`PROV) which is hereby incorporated herein in its entirety.
`
`Also transmitted herewith are:
`
`Fourteen {14)
`~ - - - - ' - - - - ' - - sheets of:
`hrl
`D
`Iii
`
`Formal drawings~
`
`Informal drawings. Formal drawings will be filed
`during the pendency of this application.
`
`0An assignment of the invention to
`
`D A check in the amount of $40.00 to cover
`the recording fee.
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 001
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`
`
`D Please charge $40.00 to Deposit Account No. 06-1075
`in payment of the recording fee. A duplicate copy
`of this transmittal letter is transmitted herewith.
`
`0An associate power of attorney.
`
`DA certified copy of the priority document,
`application, No. ____________ , filed
`
`Applicant(s) hereby request(s) small entity status under 37 C.F.R. § 1.27.
`The filing fee has been calculated as shown below:
`
`FOR
`
`NUMBER
`FILED
`
`NUMBER
`EXTRA
`
`RATE
`
`FEE
`
`FILING, SEARCH AND EXAMINATION FEES
`
`$
`
`500.00
`
`TOTAL CLAIMS
`
`INDEPENDENT
`CLAIMS
`
`3
`
`3
`
`20
`
`=
`
`3
`
`=
`
`□ A MULTIPLE DEPENDENT CLAIM
`
`GROUPS OF 50 SHEETS ABOVE 100 SHEETS
`
`X
`
`$ 25
`
`= $
`
`X
`
`+
`
`X
`
`$100
`
`$180
`
`$125
`
`= $
`
`= $
`
`= $
`
`TOTAL
`
`$
`
`00.00
`
`00.00
`
`00.00
`
`00.00
`
`500.00
`
`in payment of the filing fee is
`A check in the amount of$ 500.00
`transmitted herewith. A duplicate copy of this tra smittal letter is
`being transmitted herewith.
`
`. Mullen
`Jeff ey
`Appl"cant
`Customer No. 32733
`350 West 43 rd St., Apt. SH
`New York, NY 10036
`Mobile:
`{914) 837-7741
`
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`SMALL ENTITY
`JDM/008
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`LOCATION-BASED GAMES AND AUGMENTED REALITY SYSTEMS
`
`Cross-Reference to Related Applications
`
`[0001]
`
`This application claims the benefit of U.S.
`
`5
`
`Provisional Patent Application No. 60/628,475 (Docket
`No. JDM/008 PROV} filed on August 16, 2004 and titled
`"Location-Based Games and Augmented Reality Systems,"
`which is hereby incorporated by reference herein in its
`entirety.
`
`Background of the Invention
`
`10
`
`[0002]
`
`This invention relates to location-based game
`
`systems.
`[0003]
`
`Virtual Reality (VR} systems have been
`
`developed in which a user is provided with a non-
`transparent head-mounted display. This display
`provides images to the user such that the user is
`immersed in a virtual, alternate reality. A user
`cannot see his/her physical environment while immersed
`in such a virtual, alternate reality. Accordingly, VR
`systems are deficient because a user cannot easily move
`around a physical environment while immersed in the
`virtual reality because a user cannot see his/her
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`If a user begins to physically
`physical environment.
`move in his/her physical environment without being able
`to see his/her physical environment then the user may
`trip, or bump into, a physical object (e.g., a rock or
`
`5
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`chair).
`
`[0004]
`
`As a result of the mobility constraints of
`traditional VR systems, a user is traditionally placed
`on a platform that is surrounded by padded safety
`rails. A user cannot move outside of this protected
`platform and moves through the virtual, alternate
`reality created by the VR system through the use of a
`manual joystick. Such a VR system is deficient because
`it severely limits the way that a user may interact
`with the virtual, alternate reality provided by the VR
`system.
`[0005]
`
`Traditional manual controls occasionally have
`
`a primary control and a number of supplemental
`controls. Such a primary control occasionally takes
`the form of a joystick. The primary control
`occasionally provides the main control signal to a
`video game. Traditionally, the main control signal
`controls the location of a video game character in a
`virtual world. Such controls, however, are deficient
`because the controls require unnatural user movement to
`generate the primary control signal.
`It is therefore
`desirable to provide a primary control device that does
`not require unnatural user movement to generate a
`primary control signal to a video game.
`
`10
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`Summary of the Invention
`
`30
`
`[0006]
`
`A handheld location-based game system is
`
`provided in which a user's physical position on a
`physical playfield {e.g., the physical world, a
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`physical environment, or a defined physical playfield)
`correlates to a video game character's location in a
`virtual playfield.
`In this manner, a video game
`character may be controlled without the need for a
`joystick. A handheld location-based game system is
`also provided that includes manual controls. Such
`manual controls may be utilized during location-based
`gameplay. An Augmented Realty (AR) game system may
`also be provided as, for example, a location-based game
`system and may display virtual indicia on a semi(cid:173)
`transparent head-mounted display such that a user can
`see both virtual indicia and his/her physical
`environment. Virtual indicia may also be provided that
`interacts with a physical environment. For example,
`information may be provided to an AR game system about
`a user's physical environment. Furthering this
`example, the location of a doorway in a room may be
`provided to an AR video game such that a virtual
`character may be seen by a user of an AR display to
`20 walk through a doorway and disappear. Thus, a video
`game system may be provided that augments a user's
`environment to provide a video game. As the video game
`progresses, the user may interact with his/her physical
`environment in order to play a virtual game(e.g., by
`25 walking through his/her environment and shooting at
`virtual ducks flying through the air).
`A switch may also provided that allows a user
`to manually play a location-based game (e.g., an AR
`game).
`In this manner, a user may be able to obtain
`functionality from the location-based game system when
`the user is not able to move. Such a benefit may be
`utilized, for example, when the user is a passenger in
`a moving car or sick in bed.
`
`[0007]
`
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`[0008)
`
`A location-based game can, however, be
`
`provided while a player is in bed or is in a car. For
`example, a location-based game could be implemented
`based on the movement of a car such that the movement
`of the car is translated into a control signal for the
`game (e.g., the location of a car in a game). Such a
`video game system may be embedded in a vehicle (e.g., a
`car}
`If a car is safely utilized on a large parking
`lot, a number of games may be realized as location-
`based games (e.g., as augmented reality games where
`game graphics are selectively provided on the vehicle's
`dash/windows). While in bed, a location-based game can
`be provided by translating small differences in
`location of the system (or a controller for a system).
`The system (or a controller to the system) can, for
`example, be a fishing rod such that the movement of a
`flick of the system is used to generate a control
`signal for casting a virtual rod in a virtual video
`game system.
`A playmat is provided that may be packaged
`[0009)
`with a handheld location-based game system.
`If the
`handheld system is dedicated to a single game (e.g.,
`the handheld system is not enabled to download
`additional games, play additional games, or receive
`cartridge-based or disc-based games) then the playmat
`may be representative of that single game.
`Additionally, such a single game dedicated system (or
`any system or any controller) may be shaped similar to,
`for example, the main character of the video game, or
`any character or characteristic of a video game, in
`order to increase the whimsical and festive nature of
`playing the game.
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`[0010]
`
`5
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`A playmat for a location-based system (e.g.,
`an AR system) may correlate to a particular virtual
`playfield. Doing so may assist the user in playing the
`handheld location-based game. Using the classic game
`of FROGGER as an example, the virtual playfield of
`FROGGER may be the same for each level (disregarding
`the types of virtual computer controlled objects used
`in each level). Thus, a FROGGER playmat may include
`indicia representative of this virtual playfield.
`10 Additional non-playfield indicia may be provided on the
`playmat to provide additional location-based game
`information to a user. For example, a "START" circle
`may be provided on the playmat. Such a "START" circle
`may correlate to the location where the user can start
`each level.
`In this manner, the location-based game may
`[0011]
`be configured (e.g., scaled) such that user movements
`on the playmat playfield correlate to location-based
`game movements on the virtual playfield. Thus, the
`location-based game may utilize the knowledge of the
`origin location (e.g., the START location} and the
`playmat perimeters (e.g., physical playfield
`perimeters) to provide a location-based game. Such a
`playmat may also be beneficial to locating devices that
`25 may accumulate errors over time. As such the location(cid:173)
`based game and the playmat may be configured to reduce
`the chance of such accumulation errors. For example,
`if a locating device accumulates noticeable location
`errors after 30 seconds of gameplay, each game level
`30 may be limited to a particular period of time (e.g., 30
`seconds) .
`In configuring the size of the playmat, and
`appropriately scaling the location-based game to the
`playmat, the amount of time before noticeable errors
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`[0012]
`
`accrue can be manipulated. Similarly, the average
`amount of time before noticeable errors accrue can be
`determined such that an appropriate time limit for
`finishing a level can be subsequently determined.
`Persons skilled in the art will appreciate that a
`number of location-based systems can be fabricated in
`which noticeable errors may never accrue. One such
`example may be a hybrid locating system that uses an
`inertial positioning system (e.g., any number of
`accelerometers and/or gyroscopes) to determine location
`between signals received from a positioning device
`{e.g., a GPS device).
`Taking FROGGER as an example, a user may be
`given 30 seconds to travel between the "START" location
`and an "END" location on the playmat. After the user
`has completed a level (or dies}, that user may be
`instructed to return to the origin position such that
`the locating device may reset so that the errors
`accumulated during the last level is removed but the
`location-based game knows where the user is. Multiple
`playmats may be packaged together with a location-based
`game. Playmats that are similar but have different
`sizes may also be packaged together with a location(cid:173)
`based game. Persons skilled in the art will appreciate
`that a location-based game can measure the exact
`location of a device (e.g., via a positioning system
`such as a GPS system) and/or follow the movement of a
`device to determine changes in movement (e.g., via any
`number of accelerometers and/or gyroscopes) or a hyrbid
`of different types of sensors.
`Playmats may also include holes such that
`they may be easily pegged into the ground or such that
`gaming components may be attached to the playmat at
`
`[0013]
`
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`particular locations. For example, if the locating
`device is a local positioning system, positioning
`transmitters may be positioned at pre-determined
`locations on the playmat {e.g., holes cut into the
`playmat for receiving the transmitters) to expedite the
`correct setup of the local positioning systems.
`[0014]
`Systems and methods of scaling information-
`from physical playfields to a video game system are
`also provided. Systems and methods of storing such
`information are also provided.
`[0015]
`A location-based gaming system with a head-
`mounted display is provided such that video game
`indicia may be overlaid onto the user's physical
`playfield. Such a head-mounted display may be
`transparent such that a user can see through the
`display in areas where virtual indicia is not
`displayed.
`In this manner, the user may travel as fast
`as he/she wants to without risk of bumping into, or
`tripping over, a physical object. The display may also
`be non-transparent. A camera, however, may be provided
`on, or around, the head-mounted display to capture the
`physical environment. The physical environment can
`
`then be manipulated by a processor such that, for
`example, virtual indicia (e.g., a video game character
`or component is added) is added to the physical
`environment. The combination of the physical
`environment and virtual indicia can then be displayed
`to a user on a head-mounted display {or any type of
`display) such that a user can still see his/her
`physical environment even with a non-transparent
`display. As such, a non-transparent video game system
`is provided that can provide both augmented reality and
`virtual reality functionalities.
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`[0016]
`
`Such overlays may include games in which only
`
`video game characters and interactive objects are
`overlaid onto the physical environment. As a result,
`the user's physical environment may be structurally
`kept the same.
`To increase the safety of a game that allows
`for a high-level of user mobility, such video game
`
`[0017]
`
`indicia may be provided with different contrasts {e.g.,
`strength) at different distances from a user such that
`at least close virtual objects/characters are semi(cid:173)
`transparent such that close, physical hazards may be
`recognized by a user. Similarly, no virtual indicia
`may be allowed to come within a certain distance of a
`user {from the user's perspective). Thus, a virtual
`indicia {e.g., a video game character) may never block
`a hazardous object that is close to a user.
`A landscape detector may be provided with a
`[0018]
`
`location-based game system such that information on the
`physical terrain of the user's physical environment may
`be utilized by the gaming system.
`If the locating
`device is a GPS device (or if the area has already been
`scanned), landscape information may be retrieved from
`memory that stores such information.
`The information provided by the landscape
`
`[0019]
`
`detector may be utilized, for example, to position
`where portions of a video game playfield, objects, and
`characters may be positioned on a display {e.g., on a
`head-mounted display}. Such information may also be
`used, for example, to control the movement
`characteristics of computer-controlled video game
`characters and indicia. A directional device may also
`be included to determine the direction and/or pitch
`that the user (e.g., the head-mounted display) is
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`facing. Such information may be utilized to determine
`the rotation of a users head as well as the user's
`visual perspective. Thus, the head-mounted display
`may, in itself, provide control signals to a video
`game.
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`5
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`[0020]
`
`To simplify the process of providing an
`augmented video game system, a video game may be played
`in the game system in an ever-changing virtual world.
`Portions of this game, and perspectives of those
`portions, may be selectively displayed to the user at a
`particular time.
`In this manner, the complexity of an
`augmented reality game may be simplified such that the
`augmented system renders a non-visible game based on
`control signals and, for example, portions of this game
`are selected and provided to a display based on the
`control signals. Thus, any type of video game
`hardware, or software, may be utilized and a module may
`be provided for the image selection process. Such a
`module can also configure the image to be displayed to
`a user (e.g., aligned with a user's physical terrain)
`or another device (e.g., another module) can be
`utilized to correlate selected indicia on a physical
`terrain. Such modules can also convert control signals
`provided by an AR game controller (e.g., head-mounted
`25 movement sensors and/or positioning systems) to control
`signals understood by any game system. As such, a
`classic 3-Dimensional video game (e.g., Goldeneye 007
`or Pacman 3D) can be played on a classic video-game
`system (e.g., Nintendo 64 or Playstation), yet be
`provided as an AR game system. This may be
`accomplished through the use of an add-on module that
`may, for example, translate control signals
`communicated between the game system and add-on module,
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`selective images (and audio) from the game system to
`display on the AR display, and determine how to display
`the selected images (and audio) on the AR display (and
`AR sound system).
`[0021)
`Such an add-on module can interface via
`character control interfaces and audio/video outputs on
`a game system.
`In such a configuration, the add-on
`module may receive just static images/sounds. Thus,
`the add-on module may be provided with information to
`process the image, determine the location of video game
`indicia (e.g., a video game enemy) and determine the
`action of video game indicia (e.g., a video game enemy
`shooting). Such information may be provided in a look(cid:173)
`up table provided on a remote database such that copies
`of images for a number of, or all of, video game
`indicia for any particular game can be obtained and
`compared to the received still images. Thus, the
`module can determine how video game indicia is being
`presented in the game such that the video game indicia
`can be appropriately presented on an AR display.
`Furthermore, an AR add-on module can be interfaced to
`the control processor of a game system (or any
`component of a video game system such as the system's
`rendering device). Such an interface may, for example,
`directly skew what is being rendered and how it is
`being rendered for later use in an AR display. Such an
`interface may also, for example, monitor the movement
`and status of video game indicia directly from the
`video game system (e.g., directly from the processor).
`[0022)
`An AR game system may be utilized in many
`applications. For example, an AR game system may be
`utilized in the military training of soldiers. To
`accommodate such an application the landscape of a pre-
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`determined area (e.g., a particular square area of a
`
`military based) may be scanned at a point before a game
`is played. Virtual objects may be generated using this
`scanned information that correspond to physical
`objects. Such a process may be utilized when the
`landscape is being scanned as a game is playing. Thus,
`the video game system may construct a virtual world
`similar to the scanned physical world and generate
`computer-controlled characters (and interactive or
`impenetrable objects) on the physical world. Such a
`pre-scanned system may be relatively inexpensive.
`If
`the virtual game characters are computer-controlled
`enemy combatants (or manually controlled characters by
`instructors at a stationary game device or manually
`controlled characters by instructors using a location(cid:173)
`based game device on a different, location-synched
`playfield) then military soldiers may be trained in a
`variety of safe, combat-realistic situations.
`The systems and methods of the present
`(0023]
`invention may be utilized for any type of Augmented
`Reality (AR) application and is not limited to video
`games. For example, AR applications for wearable(cid:173)
`computers may be provided.
`In one such application,
`virtual advertisements can be displayed on a user's
`head-mounted display to augment these virtual
`advertisements over the real world. The display of
`virtual advertisements may be provided to such a
`wearable computer when the wearable computer reaches a
`par~icular location. The virtual advertisements can be
`displayed within a physical environment based on the
`characteristics of the physical environment (e.g.,
`displayed in front of you if nobody is walking in front
`of you or displayed above the heads of people walking
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`in front of you if people are walking in front of you).
`Similarly, AR-phone calls may be realized such that the
`image of the person you are calling is displayed in
`your physical environment (e.g., the person you are
`having a telephone conversation is displayed as walking
`
`besides you or a two-dimensional video is displayed in
`front of you).
`
`Brief Description of the Drawings
`
`[0024]
`
`The principles and advantages of the present
`
`invention can be more clearly understood from the
`following detailed description considered in
`conjunction with the following drawings, in which the
`same reference numerals denote the same structural
`elements throughout, and in which:
`FIG. 1 is an illustration of a handheld
`location-based game system and accompanying playmat
`constructed in accordance with the principles of the
`present invention;
`FIG. 2 is an illustration of a handheld
`
`[0026]
`
`[0025]
`
`location-based game system in the shape of the virtual
`character that the location-based game system controls
`constructed in accordance with the principles of the
`present invention;
`FIG. 3 is an illustration of scaling a
`
`[0027]
`
`virtual playfield to a physical playfield constructed
`in accordance with the principles of the present
`invention;
`FIG. 4 is an illustration of landscape
`[0028]
`
`detection constructed in accordance with the principles
`of the present invention;
`FIG. 5 is an illustration of virtual
`impenetrable object construction on a playfield based
`
`[0029]
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`on detected landscape objects constructed in accordance
`with the principles of the present invention;
`FIG. 6 is an illustration of computer-
`
`[0030]
`
`controlled character positioning and movement based on
`detected landscape objects constructed in accordance
`with the principles of the present invention;
`FIG. 7 is an illustration of virtual
`[0031]
`playfield mapping that includes physically detected
`impenetrable objects constructed in accordance with the
`principles of the present invention;
`FIG. 8 is an illustration of computer
`[0032]
`
`controls for video game characters in a location-based
`game constructed in accordance with the principles of
`the present invention;
`FIG. 9 is an illustration of different data
`[0033]
`
`storage structures for a location-based game
`constructed in accordance with the principles of the
`present invention;
`FIG. 10 is an illustration of displaying
`[0034]
`video game characters in a semi-visible display for a
`location-based game constructed in accordance with the
`principles of the present invention;
`FIG. 11 is an illustration of displaying
`[0035]
`video game characters with different transparencies for
`a location-based game constructed in accordance with
`the principles of the present invention;
`FIG. 12 is an illustration of computer
`[0036]
`
`controlled movement of video game characters in a
`virtual playfield constructed in accordance with the
`principles of the present invention;
`FIG. 13 is an illustration of pre-scanning a
`[0037]
`physical playfield constructed in accordance with the
`principles of the present invention; and
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`Meta v. Mullen - Page 0015
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`[0038]
`
`FIG. 14. is an illustration of a location-
`
`based game topology constructed in accordance with the
`
`principles of the present invention.
`
`5
`
`Detailed Description of the Drawings
`U.S. Provisional Patent Application No.
`
`[0039]
`
`10
`
`60/603,481 filed on August 20, 2004 entitled "Wireless
`Devices With Flexible Monitors and Keyboards" (Docket
`No. JDM/007 PROV) and U.S. Patent Application No.
`11/208,943 filed on August 22, 2005 entitled "Wireless
`Devices With Flexible Monitors and Keyboards" (Docket
`No. JDM/007) are hereby incorporated by reference
`herein in their entirety.
`U.S. Provisional Patent Application No.
`
`[0040]
`
`15
`
`60/560,435 filed on April 7, 2004 entitled "Advanced
`Cooperative Defensive Military Tactics, Armor, and
`
`Systems" (Docket No. JDM/006 PROV) and U.S. Patent
`Application No. 11/101,782 filed on April 7, 2005
`entitled "Advanced Cooperative Defensive Military
`20 Tactics, Armor, and Systems" (Docket No. JDM/006) are
`hereby incorporated by reference herein in their
`entirety.
`
`[0041]
`
`U.S. Provisional Application No. 60/560,435
`
`filed on September 2, 2003 entitled "Systems and
`25 Methods for Location Based Games and Employment of the
`Same on Location Enabled Devices" (Docket No. JDM/005
`PROV) and U.S. Patent Application No. 10/932,536 filed
`on September 1, 2004 entitled "Systems and Methods for
`Location-Based Games and Employment of the Same on
`Location-Enabled Devices" (Docket No. JDM/005) are
`
`30
`
`hereby incorporated by reference herein in their
`entirety.
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0016
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`EV620766322US
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`- 15 -
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`[0042]
`
`U.S. Patent Application No. 10/797,801 filed
`
`[0043]
`
`on March 9, 2004 titled "Systems and Methods for
`Providing Remote Incoming Call Notification for
`Wireless Telephones" (Docket No. JDM/004) is hereby
`incorporated by reference herein in its entirety.
`U.S. Provisional Patent Application No.
`60/367,967 filed on March 25, 2002 entitled "Systems
`and Methods for Locating Cellular Phones" (Docket No.
`JDM/002 PROV) and U.S. Patent Application No.
`10/400,296 filed on March 25, 2003 titled "Systems and
`Methods for Locating Wireless Telephones and Security
`Measures for the Same" (Docket No. JDM/002) are hereby
`incorporated by reference herein in their entirety.
`[0044]
`Turning first to FIG. 1, gaming system 100 is
`
`provided that includes handheld game system 101 and
`playmat 150.
`[0045]
`Gaming system 100 may be a location-based
`game system in which the physical location (or physical
`movement) of a user on a physical playfield determines
`the virtual location {or virtual movement} of a virtual
`character on a virtual playfield. Location information
`may be obtained through, for example, any type of
`triangulation technique such as a GPS system or a
`localized positioning system (LPS). For example, the
`time it takes multiple signals from multiple
`transmitters to reach device 101 may be utilized to
`
`determine the position of device 101. Location
`information may alternatively be obtained through
`various cell phone or wireless LAN location techniques.
`For example, a user's signal strength between multiple
`hubs or base stations may be utilized to determine that
`user's location. As per another example, inertial
`movement sensors such as accelerometers and/or
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`EV620766322US
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`gyroscopes may be utilized to keep track of a user's
`movement in a particular direction.
`In this manner,
`
`the user's location may be determined and updated based
`on the user's movements. Hybrids of such systems may
`also be utilized. For example, an accelerometer may be
`utilized to keep track of a user's position until a
`second locating signal is provided (e.g., a GPS
`system).
`In this manner, a GPS signal may be the
`master locating signal while the accelerometer provides
`location updates between GPS signals. Generally,
`device 140 is the locating device (or locating devices)
`for game system 101.
`Game system 101 may include manual controls
`[0046]
`
`120 and manual control switch 132 that turns ON and OFF
`location-based controls.
`In this manner, a user may
`still obtain functionality from game system 101 while,
`for example, sitting on a park bench. ON/OFF switch
`131 may control when device 101 is turned ON and OFF.
`Persons skilled in the art will appreciate
`[0047]
`
`that controls similar to manual controls 120 and 131
`may also be provided on an AR game system. Thus, a
`user may use manual controls to control the location of
`a video game character in an AR game {e.g., control
`what first-person perspective is displayed on an AR
`display) without physically moving. A user may also
`use manual controls similar to manual controls 120 and
`131 to toggle between an AR and VR game, toggle between
`AR and VR configurations of a game, and toggle from a
`location-based control scheme to a manual control
`scheme after an AR game configuration has been toggled
`
`to a VR game configuration. Thus, if a user is located
`in an environment that makes location-based AR gameplay
`difficult, (e.g., a small-room or in a car), the user
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`can instruct the game system to provide a VR version of
`the game to be played with a manual controller. Thus,
`
`a user may instruct an AR/VR game system to display
`all virtual indicia on a head-mounted display (and/or
`render all virtual indicia) and not allow any areas of
`the display to become transparent. Thus, a user may
`instruct an AR/VR game system to switch from location(cid:173)
`based control to manual input control. For systems
`with multiple control signals generated from multiple
`control devices, a switch for alternate control schemes
`may be provided for each control device. For example,
`a user may turn a location-based sensor in a head(cid:173)
`mounted display off, thus allowing a directional pad on
`a controller to control the location of a video-game
`character (a user may also turn a switch associated
`with the directional pad ON). Yet, the user may decide
`not turn OFF inertial movement sensors in a hand-held
`controller, thus deciding not to, for example, use
`control buttons or a directional pad to replace the
`functionality of the inertial movement sensors. Thus,
`a user may still swing around a hand-held controller to
`register internal sensor readings as control signals
`to, for example, swing around a video game object
`(e.g., a sword or lightsaber) in a game {e.g., a VR
`game) when the user is sitting in a car even though the
`user could, for example, switch to a directional pad
`for the control the video game object. Additional
`examples of a video game object controlled by one or
`more inertial sensors may include, for example, a
`fishing rod, tennis racket, baseball bat, pool cue,
`football (e.g., throwing a football), baseball {e.g.,
`throwing a football), steering wheel, clutch, gun {or
`another object-projecting device or projectile), horse-
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`racing whip, frisbee, net, boxing gloves, or any type
`of object or action.
`Persons skilled in the art will appreciate
`
`[0048]
`
`that a



