throbber

`
`* APPLICATION UNDER UNITED STATES PATENT LAWS
`
`Atty. Dkt. No.—PW 291493
`(M#)
`
`Invention:
`
`MOBILE ELECTRONIC VIDEO GAME
`
`Inventor (s):
`
`LOUIS LEVESQUE
`
`For vm Address
`IT
`00909
`Pillsbury Winthrop LLP
`
`OOOUddSOO
`
`O
`
`Provisional Application
`
`Regular Utility Application
`
`Continuing Application
`CJ The contents of the parent are incorporated
`by reference
`
`PCT National Phase Application
`
`Design Application
`
`Reissue Application
`
`Plant Application
`
`Substitute Specification
`Sub. Spec Filed
`in App. No.
`
`/
`
`Marked up Specification re
`Sub. Spec.filed
`InApp.No
`
`/
`
`SPECIFICATION
`
`30337 164_1.DOC
`
`PAT-100CN 6/02
`Meta Exhibit 1010
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`
`
`MOBILE ELECTRONIC VIDEO GAME
`
`FIELD OF THE INVENTION
`
`The presentinvention relates to video games, and moreparticularly
`[0001]
`to mobile electronic video games.
`
`BACKGROUND OF THE INVENTION
`
`Since their adventin the 1970s, electronic video games have captured
`[0002]
`the imagination of millions. Although these gameswereinitially limited to crude
`graphics displayed on cathode ray tubes, the continuous improvementin
`
`computing and display technology has allowedfor the never-ending improvement
`of video and the video gaming experience.
`
`In the last decade virtual reality games have been developed. These
`[0003]
`gamesallow players to experience simulated realities. They display game
`imagesin three dimensions, and allow playerinteraction with the presented
`reality using a variety of sensors. None of these games, however, has gained
`widespread commercial success.
`
`In part, the lack of successof existing virtual reality games may be
`[0004]
`attributable to the current state of technology and the quality of the designed
`games.
`In part, however, the appeal of these gamesis limited to devoted video
`
`gamers.
`
`[0005]
`Other games have attemptedto incorporate additional activities with
`the video gaming experience. For example, some video gamesattemptto
`incorporate sports and exercise with the video gaming experience. One such
`gameallowsa stationary bicycle rider to be part of a simulated race. These
`
`.
`
`games, however, have served more as a motivational tool than as a form or
`
`entertainment. Further, the sports and exercise activity is often constrained to
`
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`accommodate use of the video game.
`
`Accordingly, there is a need for an improved video gamethatinteracts
`[0006]
`with other forms of amusement, preferably presenting some form of simulated
`reality.
`
`SUMMARYOF THE INVENTION
`
`In accordance with an aspect of the present invention, a video gaming
`[0007]
`device includes a central gaming unit in communication with a heads-up display
`and a location sensing sensor. The location sensoris preferably in the form of a
`global positioning system satellite receiver, and senses the video gaming
`device’s geographic location.
`Ideally, the video gaming device is used in
`conjunction with a vehicle, such as a recreational vehicle in the form of a snow
`
`mobile, all terrain vehicle or personal watercraft. Gameplayis controlled by
`interaction with the vehicle, thus combining the enjoyment derived from operation
`of the vehicle with enjoyment derived from the game. Optionally, a plurality of
`sensors and interfaces sense the operating condition of the vehicle, and reaction
`
`of the user.
`
`[0008]
`Other aspects and features of the present invention will become
`apparentto those of ordinaryskill in the art upon review of the following
`description of specific embodiments of the invention in conjunction with the
`accompanying figures.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`In the figures whichillustrate by way of example only, embodiments of
`[0009]
`this invention:
`
`[0010]
`
`FIG. 1 is a simplified block diagram of a video gaming device
`
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`Meta Exhibit 1010
`Meta v. Mullen - Page 003
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`

`

`sit
`
`
`
`exemplary of an embodimentof the present invention;
`
`[0011]
`
`FIG. 2 is a block diagram of central gaming unit of the device of FIG. 1;
`
`FIG. 3 is a perspective view of a recreational vehicle including a video
`[0012]
`gaming device exemplary of an embodimentof the present invention;
`
`FIG. 4-8 are screenscapturesillustrating exemplary video game play
`[0013]
`using the device of FIG. 1.
`
`DETAILED DESCRIPTION
`
`FIG.1 illustrates a mobile electronic video gaming device 10
`[0014]
`exemplary of an embodimentof the present invention. Asillustrated, exemplary
`mobile gaming device 10 includes a central electronic gaming unit 12
`interconnected with a location sensor 14; a vehicle electronic control unit
`interface (ECU/IF) 16; a plurality of sensors 18; a heads-up display 20; and an
`audio output transducer 22.
`
`A preferred, simplified example architecture for central gaming unit 12
`[0015]
`is illustrated in FIG. 2. Asillustrated, gaming unit 12 has an architecture very
`similar to that of a conventional computing device. As such, gaming unit 12
`includes a central processor 30 in communication with memory 32, a video
`interface 38, an audio interface 40, an input/output interface 34 and optionally a
`network interface 36. Gaming device 10 further includes a memory reader42.
`Memory reader 42 may be a CD-ROM, DVDdiskette or similar drive, ROM slot,
`or the like for loading gaming software for processing by device 10 from a
`computer readable medium 46. Computer readable medium 46, in turn may be
`an optical storage memory such as a CD-ROM, DVDorthe like; magnetic
`memory in the form of a diskette or the like; or a solid state memory such as a
`ROM cartridge.
`
`Processor 30 maybe anysuitable processor capable of processing
`[0016]
`processor executable instruction of sufficient complexity and at sufficient speed
`
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`Meta v. Mullen - Page 004
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`Meta v. Mullen - Page 004
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`

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`to present a near real-time gaming environment to an end-use. Processor 30
`may for example be a conventional x86 processor, a RISC processor, or any
`other processor knownto thoseof ordinary skill. Memory 32 may be any
`combination of computer readable memory and mayinclude persistent storage
`memory in the form of a hard disk drive, random access memory,static memory,
`andthe like. Video interface 38 preferably includes a video processor capable of
`displaying three-dimensional graphics at suitable resolutions and speedsto
`present a game-playing environment. Videointerface 38 preferably includes a
`port for connection to a suitable heads-up display 20 (FIG. 1).
`
`Audio interface 40 receives audio data from processor 30 or memory
`[0017]
`32 and produces corresponding analog audio effects in the form of music, sound
`effects and the like on audio transducer 22 (FIG.1).
`
`Optionally, central gaming unit 12 includes a network interface 36 for
`[0018]
`interconnection with a wireless communications network. Network interface 36
`
`for example may allow gaming unit to communicate by wayof a wireless GPRS,
`CDMAor other network.
`
`Input/output interface 34 preferably includes suitable ports for
`[0019]
`connection of sensors 18, location sensor 14, and ECU interface 16.
`
`Input/output interface 34 may for example be a high-speedparallel or serial port
`and mayfor example include one or moreoptical, electrical or wireless ports.
`
`Heads-up display 20 is preferably a video display allow the
`[0020]
`presentation of computer or other video display device that allows an operatorto
`view an image withoutdiverting his or her eyes from their normal point of focus.
`Heads-up display 20 for example mayinclude an automobile or other vehicle
`windshield and associated projector for projecting an image thereon. Heads-up
`display 20 mayalternatively take the form of monocular or binocular viewers that
`may for example bein the form of integrated eye glasses, again allowing the user
`to view an electronically presented image of without unduly obstructing the users
`view. As anotherfurther alternative, heads-up display 20 mayform part of a
`
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`Meta v. Mullen - Page 005
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`helmet visor. Optionally, multiple independent heads-up displays could be
`connectedto video interface 38.
`In this way, two or more users could jointly
`participate in gameplay using device 10. Existing heads-up displays suitable for
`use as heads-up display 20 are well knownin the art. For example MicroOptical
`Corporation manufactures a suitable heads-up display, available in association
`with the trademark Video Viewer™. The developmentof a multitude of other
`heads-up displays suitable for use as part of gaming device 10, are anticipated.
`
`Location sensor 14 is preferably a conventional global positioning
`[0021]
`system (GPS)satellite receiver that provides an indication of sensed geographic
`location to gaming unit 12 via suitable port that may for example form part of
`input/outputinterface 34. Typically data indicative of sensed latitude, longitude,
`and optionally altitude (or elevation) is provided to central gaming unit 12.
`Changedin senseslocation over time may be used to assess velocity of gaming
`unit 12. GPS receivers as so described are also readily available and
`understood. For example, Motorola’s Instant GPS, SiGe Semiconductor's
`SE1400 GPSIC or RF Micro Devices’ RF8000 could be usedin suitable GPS
`receivers.
`
`External sensors 18 include a plurality of sensors suitable for sensing
`[0022]
`external physical operating parameters. Sensors 18 mayfor example include a
`plurality of tracking sensors wornby a user, providing indicators of movements of
`certain of the user’s body parts. Example sensors 18 could include glove based
`sensors; exoskeleton devices; electromechanical sensors (e.g.
`microelectromechanical system (MEMS) sensors); optical sensors; retinal
`sensors; acoustical sensors; or the like.
`In a preferred embodiment, example
`sensors 18 include a sensorindicative of the position or movementof a user’s
`limbs relative to his or her body, and sensors to sensethe position (e.g. tilt and
`rotation) of the user’s head relative to the user’s torso. Sensors 18 further
`preferably include one or more button or trigger sensors, connected to suitable
`buttons/triggers allowing a user to provide deliberate control inputs. Suitable
`electromechanical sensors maybeinstalled in gear, such as a helmet, face
`
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`mask, suit or gloves worn by the useror on ancillary equipment usedin
`association with gaming device 10. Countless other sensors could be included
`as required. These tracking sensors provide a suitable electronic sensing signal,
`in analog ordigital form, to central gaming unit 12 by way of for example
`input/output interface 34. Ultimately, numerical values indicative of the sensors
`states may be usedby central gaming unit 12. As will become apparent, these
`numerical values are used to control game play.
`
`ECU interface 16 allows determination of the operating parameters of
`[0023]
`a vehicle by sensing engine-operating conditions between and providing these to
`central gaming unit 12. ECU interface 16 includes suitable electronics for
`
`connecting gamingunit 12 to the electronic control unit of an associated vehicle
`engine. As such, interface 16 allows both the sensing and control of vehicle
`engine parameters suchasthrottle, operating speed, and engine temperature.
`ECU interface 16 preferably includes one or more output ports to provide
`controlled outputs to limit one or more of these operating parameters including
`for example, engine speed andthrottle and kill (i.e. shut off) the engine.
`
`Central gaming unit 12 is further preloaded with video game software
`[0024]
`read from computer readable medium 46, exemplary of embodiments of the
`present invention. Personsof ordinary skill will readily appreciate that the
`creation of video game software is well understood. For example, game
`developmentkits on a variety of platforms exist. For reasons that will become
`
`apparent,virtual reality modeling software, might be used to form suitable
`gamingsoftware. Alternatively such gaming software may be written on a
`general-purpose central gaming unit 12 using techniques understood by those of
`ordinary skill. Unlike conventional gaming software however, gaming software
`exemplary of the embodiments of the present invention processes inputs taken
`from one or more oflocation sensor 14, external sensors 18 and ECU interface
`
`16, as described below.
`
`~‘
`
`[0025]
`
`Audio output transducer 22 generates audible sounds in response to
`
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`%,
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`electronic signals provided to it. Audio transducer 22 may be a speaker, piezo
`
`electric elementor the like. Audio transducer 22 generates soundsin the form of
`
`music from signals provided by audio interface 40.
`
`In operation, mobile video gaming device 10 is preferablyfitted on a
`[0026]
`vehicle. Preferably mobile video gaming device 10 is fitted on a recreational
`vehicle such as a snowmobile, such as the Ski-Doo® Rev™ or personal
`watercraft, such as the Sea-Doo® RX™. FIG. 3 accordinglyillustrates a
`
`personal watercraft 100 equipped with a game device 10, of the type depicted in
`
`FIGS. 1 and 2. A user/operator and several sensors 18 are alsoillustrated. As
`
`will become apparent, gaming device 10 may befitted to a more conventional
`
`transport vehicle such as an automobile; van; sport utility vehicle; recreational
`
`boat; or all-terrain vehicle.
`
`[0027]
`
`Display 20 is configured so that a user/operator and/or passengerof
`
`the vehicle is presented with a heads-up display allowing the operator or
`
`passengerto view the path of the vehicle while viewing an image presented by
`
`mobile gaming device 10.
`
`[0028]
`
`Afterinitial configuration a game user is presented with a conventional
`
`startup/option screen for a video game.
`
`Inputs controlling play of the video
`
`game, however, are provided at least in part by actual operation of the vehicle
`through sensors 18, location sensor 14, and ECUinterface 16.
`
`|
`
`[0029]
`
`In this way gaming device 10 may be awareof the current location and
`
`speed of the associated vehicle 100 as provided by location sensor 14; certain
`
`physical parameters provided by sensors 18; and the operating condition of the
`
`vehicle’s engine as provided by ECU interface 16. With these inputs, any variety
`
`of games maybe defined.
`
`[0030]
`
`FIGS. 4 to 8 therefore illustrate example games that may be presented
`
`by gaming device 10 to an operator. Asillustrated in FIG. 4, a first example
`
`game maypresent simulated opponents within a virtual boundary. Images of
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`
`craft(s) representing the opponents are presented to the user on display 20.
`Inputs received by way of external sensors 18 and location sensor 14 allows
`
`gaming device 10 to simulate interaction with these virtual opponents. For
`example, as the opponents are approached, their size may be magnified on
`display 20, much in the same waya user would view actual opponents. Any
`motion of the user’s head, as sensed by one of external sensors 18 may be
`taken into account. To enhance game play, movementof the enemies in three-
`dimensional space, within defined boundaries may be simulated. The position
`and speed of the vehicle 100 maybe taken into account whenpresenting the
`simulated images on display 20. Sensor inputs mayallow the deployment of
`simulated weaponsto destroy the virtual opponents. Scores may be
`accumulated and tracked by gaming unit 12 as each opponentis destroyed.
`Optionally, weaponfire from opponents may be simulated on display 20. Actual
`motion of the vehicle to avoid launched weapons may also be accountedfor.
`Inputs received from location sensor 14 may be used to assess the vehicle’s
`relative position to any virtual opponents as well as vehicle speed and the like.
`
`Further, as illustrated in FIG. 5 a virtual boundary may be enforced by
`[0031]
`gaming device 10, to ensure safe gameplay. Thevirtual boundary mayinitially
`be defined by wayof a configuration screen similar to thatillustrated in FIG. 5.
`The configuration screen may allow a userto travel to the corners of the
`boundaryusing vehicle 100 and providing an input by way of one of sensors 18,
`for example in the form of a button on the player’s uniform or on vehicle 100.
`The location of the boundary may be stored within memory 32 for later use.
`Preferably the boundary region is rectangular in nature, thereby requiring only
`inputs of opposed corner. Once the boundary is defined and stored at central
`gaming unit 12, gaming unit 12 may react to an operator crossing the defined
`virtual boundary (as sensed through location sensor 14) with the vehicle by
`disabling or slowing the vehicle’s engine through ECU interface 16 or
`alternatively sending a necessary warning to the operator by way of display 20
`and disable the game, thereby maintaining a level of safety.
`
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`Meta v. Mullen - Page 009
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`Similarly, gaming device 10 may monitor the overall speed of the
`[0032]
`vehicle (by way of location sensor 14), send warnings by way of display 20 and
`audio transducer 22 and slow the vehicle through ECU interface 16 in the event
`that speed thresholds are exceeded. Again speed thresholds could be set by a
`gamingunit operator and could, for example, be password protected.
`
`[0033]
`A further alternative game is illustrated with reference to FIG. 6. As
`illustrated, a virtual obstacle course in three dimensions may be presented on
`display 20 asillustrated in FIG. 6. An operator of the vehicle may steer the
`vehicle to avoid collision with the presented obstacles. Again, gaming device 10
`simulates the obstacles on display 20 and assessthe location and operating
`speedof the vehicle relative to the simulated obstacles thereby allowing the
`simulation of interaction of the player with the course. Conveniently, scores of
`multiple players (each playing within a separateiy defined and enforced
`boundary) may be maintained by gaming device 10 oralternatively
`communicated by wayof network interface 34 (FIG. 2) to other gaming units or to
`a centralized network site. An example score boardisillustrated in FIG. 7.
`
`[0034]
`As should now be appreciated, use of sensors 14, 18 and ECU
`interface 16 allows for a wide variety of simulated gamesfor use of a vehicle.
`The game mayfor example be simulated with reference to a map based on
`known geography of an area. Data representative of maps in known usage
`areas may be stored on computer readable medium 46 or otherwise in memory
`32. Map information maybecorrelated to measured location as sensed by
`location sensor 14. Obstacles in the form of islands, houses, and the like may be
`presented on heads-up display 20 with reference to knowledgeof the existing
`topography. Similarly treasures, enemies, targets, other players and the like may
`be simulated (and thus for example, hidden or blended) with the existing natural
`backdrop seen through heads-updisplay 20, with reference to the existing
`topography.
`
`[0035]
`
`In a further embodiment, gaming device 10 mayuseinformation about
`
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`
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`the geographyto present targets and obstacles as a realistic backdrop to the
`remaining scenery. This may for example be useful in an automobile. Gaming
`device 10 may present an image suchasa target, deer, an opponentetc.
`apparenton the side of the road. Capture, stunning orkilling of the target may
`be assessed using telemetry sensors or other interfaces. Again, an optional one
`of sensors 18 maytake the form of a simulatedpistol, rifle or the like.
`
`[0036] Asa further option, gaming device 10 mayserveasa virtual guide,
`providing heads-up information about scenic areas, buildings and the like as
`illustrated in FIG. 8. Again, data about scenery, visual through heads up display
`20 maybe obtained with using knowledge of the gaming device’s location (as
`determined by location sensor 14) as well as the user’sline of sight (as
`determined through sensors 18). Historical facts, trivia, advertisements, and the
`like could be presented based on the knowledgeof location and line of sight.
`Computer readable media (such as medium 46) may be made available for
`
`multiple possible areas of interest. As required, additional data could be
`
`obtained by device 10 over a data network by way of networkinterface 36 (FIG.
`2).
`
`From the forgoing it should be readily appreciated that nearly an
`[0037]
`infinite variety of gaming software taking advantage of one or more ofdisplay 20,
`location sensor 14 and sensors 18 may be possible. Each game maybe loaded
`from a computer readable medium, like medium 46. New games may be
`periodically provided. As required, additional sensors may be addedto device
`10. Advantageously, enjoyment provided by vehicle 100 may be combinedwith
`the provided video gamesfor an enhanced use enjoyment.
`
`[0038]
`
`Of course, the above-described embodiments are intended to be
`
`illustrative only and in no waylimiting. The described embodimentsof carrying
`out the invention are susceptible to many modifications of form, arrangementof
`parts, details and order of operation. The invention, rather, is intended to
`
`encompassall such modification within its scope, as defined by the claims.
`
`10
`
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`Meta v. Mullen - Page 0011
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`Meta Exhibit 1010
`Meta v. Mullen - Page 0011
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`

`WHATIS CLAIMED IS:
`
`4. An electronic video gaming device, comprising:
`
`a processor in communication with processor readable memory;
`a videointerface;
`,
`a heads-up display;
`a location sensor for sensing a geographic location of said device, said
`location sensor in communication with said processorto provide data
`
`indicative of said geographic location to said processor,
`said memorystoring gaming software, to present a video game on said
`heads-up display, wherein play of said video gameis controlled by said
`data from said location sensor.
`
`2. The gaming device of claim 1, further comprising:
`a plurality of sensors, in communication with said processor, each of said
`sensors for sensing an external input used to influence play of said video
`
`game.
`
`3. The gaming device of claim 2, wherein at least one of said sensorsis
`wearable to sense a position of a user’s head.
`
`4. The gaming device of claim 3, wherein said location sensor comprises a
`global positioning system (“GPS”) satellite receiver.
`
`5. The gaming device of claim 2, further comprising:
`a vehicle engine interface, for interconnection to an engineof a vehicle to
`sense a plurality of operating parameters of said engine.
`
`11
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`The gaming device of claim 5, wherein said vehicle engine interface,
`
`comprises an output port operable to turn off said engine, when connected to
`
`said engine.
`
`The gaming device of claim 5, wherein said vehicle engine interface is
`
`operable to limit operating speed of said engine, when connected to said
`
`engine.
`
`The gaming device of claim 5, wherein said heads-up display forms part of a
`
`helmet.
`
`The gaming device of claim 6, wherein said software limits operation of an
`
`interconnected vehicle through said vehicle engine interface, when said
`
`device’s position as sensed by said location sensoris outside a pre-defined
`
`boundary.
`
`10.
`
`The gaming device of claim 1, wherein said video game presents an obstacle
`
`course to be navigated by moving said gaming device.
`
`11.
`
`A recreational vehicle comprising an electronic video gaming device as
`
`claimed in claim 1.
`
`12.
`
`Computer readable medium, storing gaming software loadable at a gaming
`
`device, said gaming device comprising a processor in communication with
`
`processor readable memory; a videointerface, in communication with a
`
`heads-up display; and a location sensor for sensing a geographic location of
`
`said gaming device, in communication with said processor; said software
`
`adapting said gaming device to present a video game whoseplayis
`
`controlled by location of said gaming device, as sensed by said location
`Sensor.
`
`12
`
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`13.A method of operating an electronic video gaming device in a moving vehicle,
`
`said method comprising:
`
`presenting a video game on a heads-updisplay;
`
`sensing a geographic location of said video gaming device;
`
`controlling play of said video game based on said sensed geographic
`
`location.
`
`14. The method of claim 13, further comprising:
`
`*
`
`limiting operation of an engine of said vehicle, when said sensed
`
`geographic location is outside a pre-defined boundary.
`
`13
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`ABSTRACT OF THE DISCLOSURE
`
`A video gaming device includes a central gaming unit in communication
`
`with a heads-up display and a location sensing sensor. The location sensoris
`
`preferably in the form of a global positioning system satellite receiver, and
`
`senses the video gaming device’s geographic location.
`
`Ideally, the video gaming
`
`device is used in conjunction with a vehicle, such as a recreational vehicle in the
`
`form of a snowmobile, all terrain vehicle or personal watercraft. Gameplayis
`
`controlled by interaction with the vehicle, thus combining the enjoyment derived
`
`from operation of the vehicle with enjoyment derived from the game. Optionally,
`
`a plurality of sensors and interfaces sense the operating condition of the vehicle,
`
`and reaction of the user. Various games maybe loadedinto the device from a
`
`computer readable medium storing gaming software.
`
`14
`
`Meta Exhibit 1010
`Meta v. Mullen - Page 0015
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`Meta Exhibit 1010
`Meta v. Mullen - Page 0015
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`

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`Meta Exhibit 1010
`Meta v. Mullen - Page 0016
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`12
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`
`PROCESSOR
`30
`
`TO DISPLAY
`20
`
`VIDEO IF
`38
`
`36
`
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`
`TRANSDUCER
`
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`
`Meta Exhibit 1010
`Meta v. Mullen - Page 0017
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`Meta v. Mullen - Page 0017
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`Meta Exhibit 1010
`' Meta v. Mullen - Page 0018
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`Meta v. Mullen - Page 0021
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