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    • 14. 发明申请
    • Game system and method employing reversible voice recorder
    • 采用可逆录音机的游戏系统和方法
    • US20080316887A1
    • 2008-12-25
    • US11820506
    • 2007-06-21
    • Mark J. ChernickWebb T. Nelson
    • Mark J. ChernickWebb T. Nelson
    • G11B31/00
    • A63F9/183A63F9/24A63F2009/186A63F2009/2402A63F2009/2432A63F2009/2439A63F2009/247A63F2009/2494G11B31/00
    • A handheld recording device and a method of play that can be played with either one or two recording devices. Each recording device has a microphone for converting sound into an electronic sound signal. The recording device also has a digital memory with a limited sound recording capacity. The digital memory records the sound signal when a record button is pressed. A backward play button is also located on the recording device. The backward play button causes any sound signal recorded in the digital memory to play backward and be broadcast through a speaker. A game is played using one or two of the recording devices. A first player records a message and plays it backwards. The other players can decipher the backward message by recording it in their own recording device and playing the backward message in reverse.
    • 手持式记录装置和可以用一个或两个记录装置播放的播放方法。 每个记录装置具有用于将声音转换成电子声音信号的麦克风。 记录装置还具有数字存储器,其具有有限的录音容量。 当按下记录按钮时,数字存储器记录声音信号。 记录装置上也设有向后播放按钮。 向后播放按钮使记录在数字存储器中的任何声音信号向后播放并通过扬声器广播。 使用一个或两个记录装置播放游戏。 第一个玩家记录消息并向后播放。 其他玩家可以通过将其记录在自己的记录设备中并反向播放反向消息来解密向后消息。
    • 15. 发明授权
    • Timed approach sensing game
    • 定时方法感知游戏
    • US06319120B1
    • 2001-11-20
    • US09478881
    • 2000-01-07
    • Stephen Motosko
    • Stephen Motosko
    • A63F924
    • A63F9/24A63F2009/2419A63F2009/2432A63F2009/2444A63F2009/2447A63F2009/247A63F2009/2472A63F2009/2494A63F2250/1063
    • An electronic game apparatus requiring skill in which one or more players individually attempt to outmaneuver the game apparatus on a time limit and motion or presence sensing detecting basis. Each player starts a play cycle of an electronic circuit within the game apparatus by manually pressing a start button on the housing. The player then has a preselected first period of time, e.g. five seconds, during which the presence sensor is deactivated to distance himself sufficiently from the game apparatus so that his presence would not be sensed by the motion detector of the apparatus at the end of the first time period. At the end of the first time period, the presence sensor is activated and the player has a certain second time period, e.g. ten seconds, to stealthfully reapproach the game apparatus without his or her presence being detected and to disarm the game apparatus by pressing a stop button or area of the housing. The player therefore loses if either the motion sensor is triggered or the second time period runs before the disarming stop button is depressed by the player. All forms of presence sensors, including optical motion detectors, sound detectors, infrared sensors and the like are within the intended scope of this invention.
    • 一种要求技能的电子游戏装置,其中一个或多个玩家单独尝试在时间限制和运动或存在感测检测的基础上超越游戏装置。 每个玩家通过手动按下壳体上的开始按钮来开始游戏装置内的电子电路的播放周期。 然后播放器具有预选的第一时间段,例如, 在此期间,存在传感器被去激活以使自己距游戏装置足够远,使得在第一时间段结束时他的存在不会被装置的运动检测器感测到。 在第一时间段结束时,激活存在传感器,并且播放器具有一定的第二时间段,例如, 十秒钟,在没有检测到他或她的存在的情况下隐藏地重新游览游戏装置,并且通过按住壳体的停止按钮或区域来解除游戏装置的武装。 如果运动传感器被触发或第二时间段在播放器按下撤防停止按钮之前运行,则播放器因此失去。 包括光学运动检测器,声音检测器,红外传感器等在内的所有形式的存在传感器都在本发明的预期范围内。
    • 18. 发明申请
    • SIDED GAME ACCESSORY DEVICE
    • SIDED游戏配件设备
    • US20170007917A1
    • 2017-01-12
    • US15204193
    • 2016-07-07
    • NIMROD BACKSAAR SHAI
    • NIMROD BACKSAAR SHAI
    • A63F9/04
    • A63F9/0468A63F9/0413A63F9/24A63F2009/0491A63F2009/2432A63F2009/2454A63F2009/2482A63F2009/2485A63F2009/2488
    • A device that is an accessory for or a component of games, such as tabletop games, board games, card games and the like includes an actuator, a microprocessor and a power source, and one or more of a timer, sound sensor, light emitter, sound emitter, orientation sensor, motion sensor, optical sensor, communicator, charger and randomizer. The device is programmed through sound transmitted from an external source, such as a computer. The device responds to sounds such as voice commands, hand claps, or other types of sound by a series of programmed behaviors that include rolling, jumping, bouncing and/or displaying one or more lights. When embodied as a die or other sided object, the actuator is mounted at an angle with respect to the device sides. Alternate embodiments could be configured in the shape of a character, such as an animal, person, design of a fictional character or the like.
    • 作为游戏的附件或组件的装置,例如桌面游戏,棋盘游戏,纸牌游戏等,其包括致动器,微处理器和电源,以及定时器,声音传感器,发光器中的一个或多个 声发射器,定位传感器,运动传感器,光学传感器,通讯器,充电器和随机发生器。 该设备通过从外部源(例如计算机)传输的声音进行编程。 该设备通过包括滚动,跳跃,弹跳和/或显示一个或多个灯的一系列编程行为来响应诸如语音命令,手拍或其他类型的声音的声音。 当被实施为模具或其他双面物体时,致动器相对于装置侧以一定角度安装。 替代实施例可以被配置为角色的形状,诸如动物,人,虚构人物的设计等。
    • 19. 发明申请
    • THEOLOGICAL QUESTION AND ANSWER GAME
    • 神学问题和答案游戏
    • US20150328534A1
    • 2015-11-19
    • US14280558
    • 2014-05-16
    • Aesop Ameen
    • Aesop Ameen
    • A63F3/00
    • A63F3/001A63F3/00006A63F9/10A63F9/12A63F2003/00022A63F2003/0011A63F2009/2432A63F2009/2435A63F2009/2458A63F2009/2486
    • A theologically themed question and answer board game that rewards players for correctly answering theological questions by awarding structure pieces. The first player to build a theological structure from the structure pieces wins the game. The structure can include a theological building or monument, such as the Kabba in Mecca. The game includes a game track for receiving markers of the players for movement therealong. Order of play and movement on the game track is determined by drawing of straws. A question space correlates to a question media, such as an index card, imprinted with a theological question. Answering correctly accrues a structure piece. An event space includes event instructions for the player to follow. The event instructions are theologically based, comprising a theological theme. The event instructions allow the players to accrue and lose structure pieces and challenge other players for structure pieces with self-formulated questions.
    • 一个神学主题的问答板游戏,奖励玩家通过授予结构片正确回答神学问题。 从结构件中构建神学结构的第一个玩家赢得了游戏。 结构可以包括一个神学建筑或纪念碑,如麦加的Kabba。 游戏包括用于接收用于在其上移动的玩家的标记的游戏轨道。 游戏轨迹上的游戏和运动顺序是通过绘制吸管来决定的。 问题空间与问题媒体(例如索引卡片)相关联,印有神学问题。 正确回答结构件。 事件空间包括玩家遵循的事件指示。 事件说明是基于神学的,包括神学主题。 事件指令允许玩家累积和丢失结构棋子,并对自己制定的问题的结构棋子挑战其他玩家。