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[0001] The present application claims priority to U.S. Provisional Application of Levesque, Serial No.
`60/430,682, filed Dec. 4, 2002, the entirety of which is hereby incorporated into the present
`application by reference.
`
`FIELD OF THE INVENTION
`
`[0001)0002] The present invention relates to video games, and more particularly to mobile
`electronic video games.
`
`BACKGROUND OF THE INVENTION
`
`[0002)0003] Since their advent in the 1970s, electronic video games have captured the
`imaginationimaginations of millions. Although these games were initially limited to crude graphics
`displayed on cathode ray tubes, the continuous improvement in computing and display technology
`has allowed for the never-ending improvement of video and the video gaming experience.
`
`[0003)0004] In the last decade virtual reality games have been developed. These games allow
`players to experience simulated realities. They display game images in three dimensions, and allow
`player interaction with the presented reality using a variety of sensors. None of these games,
`however,For the most part, these games simulate only limited game scenarios. None have yet
`simulated an entire virtual world. Interestingly, none of these games has gained widespread
`commercial success.
`
`[0004)0005] In part, the lack of commercial success of existing virtual reality games may be
`attributable to the current state of technology and the quality of the designed games. In part,
`however,games. However, it is also attributable to the relatively small consumer market; the appeal
`of these games is limited to devoted video gamers.
`
`[0005) Other0006] Some games have attempted to incorporate additional activities with the video
`gaming experience. For example, some video games attempt to incorporate sports and exercise
`with the video gaming experience. One such game allows a stationary bicycle rider to be part of a
`simulated race. These games, however, have served more as a motivational tool than as a form orof
`entertainment. Further, the sports and exercise activity is often constrained to accommodate use
`of the video game.
`
`[00060007] Accordingly, there is a need for an improved video game that interacts with other forms
`of amusement, preferably presenting some form of simulated reality.
`
`SUMMARY OF THE INVENTION
`
`[00070008] In accordance with an aspect of the present invention, a video gaming device includes
`a central gaming unit in communication with a heads-up display and a location sensing sensor. The
`location sensor is 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 mobilesnowmobile,
`all terrain vehicle or personal watercraft. Game play is 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.
`
`Meta Exhibit 1011
`Meta v. Mullen - Page 001
`
`

`

`[0008[0009] In accordance with another aspect of the present invention, an electronic video
`gaming device, including: a processor in communication with processor readable memory; a video
`interface; a heads-up display; a location sensor for sensing a geographic location of the device, the
`location sensor in communication with the processor to provide data indicative of the geographic
`location to the processor; and a vehicle engine interface, for interconnection to an engine of a
`vehicle to sense a plurality of operating parameters of the engine. The memory stores gaming
`software, to present a video game on the heads-up display, wherein play of the video game is
`controlled by the data from the location sensor.
`
`[0010] In accordance with a further aspect of the present invention, a computer readable medium,
`storing gaming software loadable at a gaming device, the gaming device including a processor in
`communication with processor readable memory; a video interface, in communication with a
`heads-up display; and a location sensor for sensing a geographic location of the gaming device, in
`communication with the processor. The gaming software adapts the gaming device to present a
`video game whose play is controlled by location of the gaming device, as sensed by the location
`sensor.
`
`[0011] In accordance with yet a further aspect of the present invention, a method of operating an
`electronic video gaming device in a moving vehicle, the method including: presenting a video game
`on a heads-up display; sensing a geographic location of the video gaming device; controlling play of
`the video game based on the sensed geographic location.
`
`[0012] Other aspects and features of the present invention will become apparent to those of
`ordinary skill 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
`
`[00090013] In the figures which illustrate by way of example only, embodiments of this invention:
`
`[00100014] FIG. 1 is a simplified block diagram of a video gaming device exemplary of an
`embodiment of the present invention;
`
`[00110015] FIG. 2 is a block diagram of a central gaming unit of the device of FIG. 1;
`
`[00120016] FIG. 3 is a perspective view of a recreational vehicle including a video gaming device
`exemplary of an embodiment of the present invention; and
`
`[0013] FIG. 0017] FIGS. 4-8 are screens captures illustrating exemplary video game play using the
`device of FIG. 1.
`
`DETAILED DESCRIPTION
`
`[00140018] FIG. 1 illustrates a mobile electronic video gaming device 10 exemplary of an
`embodiment of the present invention. As illustrated, 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.
`
`Meta Exhibit 1011
`Meta v. Mullen - Page 002
`
`

`

`[00150019] A preferred, simplified example architecture for central gaming unit 12 is illustrated in
`FIG. 2. As illustrated, 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 reader 42. Memory
`reader 42 may be a CD-ROM, DVD, diskette 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, DVD or the like;
`magnetic memory in the form of a diskette or the like; or a solid state memory such as a ROM
`cartridge.
`
`[00160020] Processor 30 may be any suitable processor capable of processing processor
`executable instruction of sufficient complexity and at sufficient speed to present a near real-time
`gaming environment to an end-use. user. Processor 30 may for example be a conventional x86
`processor, a RISC processor, or any other processor known to those of ordinary
`skill. Memory 32 may be any combination of computer readable memory and may include
`persistent storage memory in the form of a hard disk drive, random access memory, static memory,
`and the like. Video interface 38 preferably includes a video processor capable of displaying three-
`dimensional graphics at suitable resolutions and speeds to present a game-playing environment. ,
`or to represent images that may be superimposed on a background representing a real-world
`environment. Video interface 38 preferably includes a port for connection to a suitable heads-up
`display 20 (FIG. 1).
`
`[00170021] Audio interface 40 receives audio data from processor 30 or memory 32 and produces
`corresponding analog audio effects in the form of music, sound effects and the like on audio
`transducer 22 (FIG. 1).
`
`[00180022] Optionally, central gaming unit 12 includes a network interface 36 for interconnection
`with a wireless communications network. Network interface 36 for example may allow gaming unit
`to communicate by way of a wireless GPRS, CDMA or other network. As will become
`apparent, network interface 36 may allow communication of gaming unit 12 with a server or other
`similar proximate central gaming units, either by way of data or voice.
`
`[00190023] Input/ output interface 34 preferably includes suitable ports for connection
`of sensors 18, location sensor 14, and ECU interface 16. Input/output interface 34 may for example
`be a high-speed parallel or serial port and may for example include one or more optical, electrical
`or wireless ports.
`
`[00200024] Heads-up display 20 is preferably a video display allow the presentation of computer or
`other video display device that allows an operator to view an image without diverting his or her eyes
`from their normal point of focus. Heads-up display 20 Preferably, computer generated images
`displayed by way of display 20 are overlayed on a user's view of the real world. Heads-
`up display 20 for example may include an automobile or other vehicle windshield and associated
`projector for projecting an image thereon. Heads-up display 20 may alternatively take the form of
`monocular or binocular viewers that may, for example, be in the form of integrated eye glasses,
`again allowing the user to view an electronically presented image of without unduly obstructing the
`usersuser's view. As another further alternative, heads-up display 20 may form part of a helmet
`
`Meta Exhibit 1011
`Meta v. Mullen - Page 003
`
`

`

`visor. Optionally, multiple independent heads-up displays could be connected to video
`interface 38. In this way, two or more users could jointly participate in game play using device 10.
`Existing heads-up displays suitable for use as heads-up display 20 are well known in the art. For
`example MicroOptical Corporation manufactures a suitable heads-up display, available in
`association with the trademark Video Viewer™.. The development of a multitude of other heads-up
`displays suitable for use as part of gaming device 10, are anticipated.
`
`[00210025] Location sensor 14 is preferably a conventional global positioning 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/output interface 34. Typically data indicative of
`sensed latitude, longitude, and optionally altitude (or elevation) is provided to central gaming
`unit 12. ChangedChanges in sensessensed location 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 GPS IC or RF Micro Devices'
`RF8000 could be used in suitable GPS receivers~.
`
`[00220026] External sensors 18 include a plurality of sensors suitable for sensing external physical
`operating parameters. Sensors 18 may, for example, include a plurality of tracking sensors worn by
`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 sensor indicative of
`the position or movement of a user's limbs relative to his or her body, and sensors to sense the
`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 may be
`installed in gear, such as a helmet, face mask, suit or gloves worn by the user or on ancillary
`equipment used in association with gaming device 10. gaming device 10. Sensors can additionally
`sense water conditions (e.g. chop); weather conditions (temperature, humidity, etc.); vehicle state
`including steering position, throttle position and transmission position. Countless other sensors
`could be included as required. These tracking sensors provide a suitable electronic sensing signal,
`in analog or digital 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 used by central gaming
`unit 12. As will become apparent, these numerical values are used to control game play.
`
`[00230027] ECU interface 16 allows determination of the operating parameters of a vehicle by
`sensing engine-operating conditions between and providing these to central gaming unit 12. ECU
`interface 16 includes suitable electronics for connecting gaming unit 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 such as throttle, 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 and throttle and kill (i.e.
`shut off) the engine.
`
`[00240028] Central gaming unit 12 is further preloaded with video game software read from
`computer readable medium 46, exemplary of embodiments of the present invention. Persons of
`
`Meta Exhibit 1011
`Meta v. Mullen - Page 004
`
`

`

`ordinary skill will readily appreciate that the creation of video game software is well understood. For
`example, game development kits on a variety of platforms exist. For reasons that will become
`apparent, virtual reality modeling software, might be used to form suitable gaming software.
`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 of location sensor 14, external sensors 18 and ECU
`interface 16, as described below.
`
`[00250029] Audio output transducer 22 generates audible sounds in response to electronic signals
`provided to it. Audio transducer 22 may be a speaker, piezo electricpiezoelectric element,
`earphone, or the like. Audio transducer 22 generates sounds in the form of music from signals
`provided by audio interface 40.
`
`(0026[0030] In operation, mobile video gaming device 10 is preferably fitted on a vehicle. Preferably
`mobile video gaming device 10 is fitted on a recreational vehicle such as a snowmobile, such as the
`Ski-Doo® Rev™,all-terrain vehicle or personal watercraft, such as the. Example vehicles include a
`Bombardier® Ski-Doo® Rev™ snowmobile; a Bombardier™ DS650™ all-terrain vehicle; or a
`Bombardier® Sea-Doo® RX™.XP® personal watercraft. FIG. 3 accordingly illustrates a vehicle 100 in
`the form of 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 also illustrated. As will become apparent,
`gaming device 10 may be fitted to a more conventional transport vehicle such as an automobile;
`van; sport utility vehicle; recreational boat; or all-terrain vehicle.
`
`(0027[0031] Display 20 is configured so that a user/operator and/or passenger of the vehicle is
`presented with a heads-up display allowing the operator or passenger to view the path of the
`vehicle while viewing an image presented by mobile gaming device 10.
`
`(0028[0032] After initial 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 ECU
`interface 16.
`
`(0029[0033] In this way gaming device 10 may be aware of 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 may be defined.
`
`(0030[0034] FIGS. 4 to 8 therefore illustrate example games that may be presented by gaming
`device 10 to an operator. As illustrated in FIG. 4, a first example game may present simulated
`opponents 50 within a virtual boundary 60. Images of craft(s) representing the opponents 50 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 50. For
`example, as the opponents 50 are approached, their size may be magnified on display 20, much in
`the same way a 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, movement of the
`enemies in three-dimensional space, within defined boundaries may be simulated. The position
`
`Meta Exhibit 1011
`Meta v. Mullen - Page 005
`
`

`

`and speed of the vehicle 100 may be taken into account when presenting the simulated images
`on display 20. Sensor inputs may allow the deployment of simulated weapons to destroy the virtual
`opponents. 50. Scores 62 may be accumulated and tracked by gaming unit 12 as
`each opponent 50 is destroyed. Optionally, weapon fire from opponents 50 may be simulated
`on display 20. Actual motion of the vehicle to avoid launched weapons may also be accounted for.
`Inputs received from location sensor 14 may be used to assess the vehicle's relative position to
`any virtual opponents 50 as well as vehicle speed and the like.
`
`[00310035] Further, as illustrated in FIG. 5 a virtual boundary 60 may be enforced by gaming
`device 10, to ensure safe game play. The virtual boundary 60 may initially be defined by way of a
`configuration screen similar to that illustrated in FIG. 5. The configuration screen may allow a user
`to travel to the corners 64 of the boundary using 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 60 may be stored within memory 32 for later use. Preferably the boundary
`region is rectangular in nature, thereby requiring only inputs of opposed cornercorners 64. Once
`the boundary 60 is defined and stored at central gaming unit 12, gaming unit 12 may react to an
`operator crossing the defined virtual boundary 60 (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 to shut down the vehicle and/or
`disable the game, thereby maintaining a level of safety.
`
`[00320036] Similarly, gaming device 10 may monitor the overall speed of the 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 gaming unit operator and could, for example, be password protected
`or through a key, such as the Sea-Doo® Learning Key™, available for certain Bombardier
`Recreational Products recreational vehicles.
`
`[0033[0037] Optionally, multiple vehicles each equipped with gaming device 10 could be allowed to
`play within one set of virtual boundaries 60. As a further alternative, information about multiple
`players each playing within his/her own non-overlapping virtual boundaries 60 may be assimilated.
`Information about the players may be shared between multiple gaming devices 10 (as for example
`by way of network interface 36) and each gaming device 10 may superimpose the multiple game
`zones, and present images representing players outside a current player's zone in that player's
`heads up display. In this way, the multiple players may play against each other without occupying
`the same physical space. Again, to facilitate play between multiple players, voice data may be
`exchanged between players by way of network interface 36, or otherwise.
`
`[0038] As a further option, visible buoys 66 (see FIG. 4) delineating the virtual boundaries 60 may be
`placed at the corners 64 of the virtual boundaries 60. The buoys 66 may be simple floating buoys.
`Optionally, they may be equipped with one or more transmitters to dispatch a signal for receipt by
`gaming devices 10 (again, possibly by way of network interface 36) within a delineated virtual
`boundary 60. Multiple buoys 66 may be physically connected to each other, by way of a rope or
`string, or the like. Breach (i.e. trespass into, or escape from) of a virtual boundary 60 n could be
`detected as a result of disconnection of the rope or string. This breech could be signalled to gaming
`
`Meta Exhibit 1011
`Meta v. Mullen - Page 006
`
`

`

`devices 10 to again slow or stop the vehicles. Advantageously, breach of the virtual boundary 60 by
`persons other than game participants may thus be detected.
`
`[0039] 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 as illustrated in FIG. 6. An
`operator of the vehicle may steer the vehicle to avoid collision with the presented obstacles 70.
`Again, gaming device 10 simulates the obstacles 70 on display 20 and assess the location and
`operating speed of the vehicle relative to the simulated obstacles 70 thereby allowing the
`simulation of interaction of the player with the course. Conveniently, scores 62 of multiple players
`(each playing within a separately defined and enforced boundary) may be maintained by gaming
`device 10 or alternatively communicated wirelessly by way of network interface 34 (FIG. 2) to other
`gaming units or to a centralized network site. An example score board is illustrated in FIG. 7.
`
`[00340040] As should now be appreciated, use of sensors 14, 18 and ECU interface 16 allows for a
`wide variety of simulated games for use ofwith a vehicle. The game may, for 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 may be correlated to measured location as sensed by location
`sensor 14. Obstacles 70 in the form of islands, houses, and the like may be presented on heads-
`up display 20 with reference to knowledge of the existing topography. Similarly
`treasures, enemies 50, targets, other players and the like may be simulated (and thus for example,
`hidden or blended) with the existing natural backdrop seen through heads-up display 20, with
`reference to the existing topography.
`
`[00350041] In a further embodiment, gaming device 10 may use information about the geography to
`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 such as a target,
`deer, an opponent, etc. apparent on the side of the road. Capture, stunning or killing of the target
`may be assessed using telemetry sensors or other interfaces. Again, an optional one
`of sensors 18 may take the form of a simulated pistol, rifle or the like.
`
`[0036)0042] As a further option, gaming device 10 may serve as a 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 may be obtained with using knowledge of the gaming
`device's location (as determined by location sensor 14) as well as the user's line of sight (as
`determined through sensors 18). Historical facts, trivia, advertisements, and the like could be
`presented based on the knowledge of 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 network interface 36 (FIG. 2).
`
`[0037)0043] From the forgoing it should be readily appreciated that nearly an infinite variety of
`gaming software taking advantage of one or more of display 20, location
`sensor 14 and sensors 18 may be possible. Each game may be loaded from a computer readable
`medium, like medium 46. New games may be periodically provided. As required, additional sensors
`may be added to device 10. Advantageously, enjoyment provided by vehicle 100 may be combined
`with the provided video games for an enhanced use and enjoyment.
`
`Meta Exhibit 1011
`Meta v. Mullen - Page 007
`
`

`

`[0038)0044] Of course, the above-described embodiments are intended to be illustrative only and
`in no way limiting. The described embodiments of carrying out the invention are susceptible to
`many modifications of form, arrangement of parts, details and order of operation. The invention,
`rather, is intended to encompass all such modification within its scope, as defined by the claims.
`
`
`
`Meta Exhibit 1011
`Meta v. Mullen - Page 008
`
`

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