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    • 4. 发明授权
    • Gaming machine
    • 游戏机
    • US06383073B1
    • 2002-05-07
    • US09411203
    • 1999-10-04
    • Hiroyuki Nagano
    • Hiroyuki Nagano
    • A63F924
    • G07F17/3227G07F17/32
    • A gaming machine displays a plurality of rows of symbols in moving and stopped states at an image display section formed in a front panel. If big winning symbols to be displayed in a stopped state are not attained as the result of determination (S4), then random number sampling for deciding whether or not to execute an image action is carried out (S6). According to the result of this sampling, whether or not to execute the image action is determined (S7). If it is determined to execute the image action, then an operation for randomly blinking tricolor-emitting LEDs is carried out at step 8 (S8). The LED display when executing the image action may be at a low luminance, as long as a player can guess, by seeing the blinking of tricolor-emitting LEDs, that a certain phenomenon relating to big winning might be occurring. The blinking pattern of the tricolor-emitting LEDs is constituted by randomly repeating their color changes. Thus performed is an attraction from which the player continuing a game while waiting for a specific winning arrangement can guess a relation to the winning arrangement, thereby multiplying interest in the game and enhancing the amusement.
    • 游戏机在形成在前面板上的图像显示部分上以移动和停止状态显示多行符号。 如果作为确定结果(S4)不能获得要停止状态显示的大胜利符号(S4),则执行用于决定是否执行图像动作的随机数抽样(S6)。 根据该采样的结果,确定是否执行图像动作(S7)。 如果确定执行图像动作,则在步骤8执行用于随机闪烁三色发光LED的操作(S8)。 执行图像动作时的LED显示可以是低亮度,只要玩家可以通过观察三色发光LED的闪烁来猜测可能发生与大胜利有关的某种现象。 三色发光LED的闪烁图案通过随机重复其颜色变化而构成。 这样执行的是玩家在等待特定的获胜安排的同时持续游戏的吸引力,可以猜测与获胜装置的关系,从而增加游戏的兴趣并提高娱乐性。
    • 5. 发明授权
    • Dividedly paying game machine
    • 分钱付费游戏机
    • US06299165B1
    • 2001-10-09
    • US09533730
    • 2000-03-23
    • Hiroyuki Nagano
    • Hiroyuki Nagano
    • G07F1734
    • G07F17/3248G07F17/32G07F17/34
    • In a game machine, when a result of hit determination is a hit of double odds, a motor drive circuit 36 is controlled, any one of stepping motor 37 through 39 of reels 3 through 5 including a symbol “wild” is driven to rotate and any one of the reels 3 through 5 including the symbol “wild” is rotated by one rotation (step 109). Next, a hopper 49 is driven by a hopper drive circuit 48 and coins having a number of sheets of a normal hit in accordance with an allotment display table are paid to a coin tray 20 (step 110). Next, any one of the reels 3 through 5 including the symbol “wild” is again rotated by one rotation (step 111). Thereafter, coins of the normal hit in accordance with the allotment display table are again paid (step 112).
    • 在游戏机中,当命中确定的结果是双重赔率的结果时,控制马达驱动电路36,驱动包括符号“野”的卷轴3至5的步进马达37至39中的任何一个旋转, 包括符号“野”的卷轴3至5中的任何一个旋转一圈(步骤109)。 接下来,料斗49由料斗驱动电路48驱动,并且具有根据分配显示台的正常打击数量的纸币被支付到硬币托盘20(步骤110)。 接下来,包括符号“野”的卷轴3至5中的任何一个再次旋转一圈(步骤111)。 此后,再次支付根据分配显示表的正常命中的硬币(步骤112)。
    • 6. 发明授权
    • Hook switch
    • 钩开关
    • US4874912A
    • 1989-10-17
    • US196056
    • 1988-05-19
    • Toshio KakutaHiroyuki Nagano
    • Toshio KakutaHiroyuki Nagano
    • H01H13/18H04M1/08H01H15/02H01H3/02
    • H01H13/186H04M1/08
    • A hook switch has a box-shaped body an an open end. Within the box-shaped body there is fixed at least one contact piece, and extending from the box-shaped body is an arm on which an actuator is rotatably mounted. A slider is received within the box-shaped body. This slider has a spring biased protrusion with a spherical top which extends through a hole in a cover of the box-shaped body and is engaged by the actuator and displaced against the spring bias. In the process, a movable contact piece mounted on the slider engages a corresponding fixed contact piece mounted within the box-shaped body.
    • 钩形开关具有一个开口端的盒形体。 在箱形体内固定有至少一个接触片,并且从盒形体延伸的是其上可旋转地安装致动器的臂。 滑块被接收在箱形体内。 该滑块具有弹簧偏压突起,其具有球形顶部,其延伸穿过箱形主体的盖中的孔,并且由致动器接合并抵抗弹簧偏置移位。 在该过程中,安装在滑块上的活动接触件与安装在箱形体内的对应的固定接触片接合。
    • 8. 发明授权
    • Method for controlling an articulated robot
    • 用于控制铰接机器人的方法
    • US4705999A
    • 1987-11-10
    • US827932
    • 1986-02-21
    • Kazuo SojiHiroyuki Nagano
    • Kazuo SojiHiroyuki Nagano
    • G05D13/02B25J9/18G05B13/02G05B19/416G05D3/12G05D13/62G05B19/42
    • G05B19/416G05B2219/41123G05B2219/43069G05B2219/45083
    • A method for controlling a first arm (11) and a second arm (12) in an articulated robot comprising said first arm (11) supported rotatably by a main body (1) via a first articulated joint and said second arm (12) supported rotatably by said first arm (11) via a second articulated joint.When a top of said second arm (12) moves from a certain starting point P.sub.i to an end point P.sub.i+1, the angular velocity curve during acceleration and deceleration is determined based on the positional data of the points P.sub.i, P.sub.i+1 in a manner such that the acceleration time and the deceleration time become shortest under such conditions that torques impressed on the motor (13), (14) and the speed reducer (15), (16) do not exceed an upper torque tolerance limit, respectively.By such method, the transfer time can be shortened substantially and reasonably in comparison with the conventional method in which the acceleration and deceleration times are fixed.
    • PCT No.PCT / JP85 / 00234 Sec。 371日期1986年2月21日 102(e)日期1986年2月21日PCT提交1985年4月25日PCT公布。 出版物WO85 / 05198 日期:1985年11月21日。一种用于控制关节式机器人中的第一臂(11)和第二臂(12)的方法,包括经由第一铰接接头可旋转地由主体(1)支撑的所述第一臂(11) 所述第二臂(12)经由第二铰接接头可旋转地由所述第一臂(11)支撑。 当所述第二臂(12)的顶部从某个起始点Pi移动到终点Pi + 1时,加速和减速期间的角速度曲线基于位置数据Pi 使得在电动机(13),(14)和减速器(15),(16)上施加的转矩分别不超过上限转矩公差极限的条件下,加速时间和减速时间变得最短。 通过这种方法,与加速和减速时间固定的常规方法相比,可以基本上和合理地缩短传送时间。
    • 10. 发明授权
    • Gaming machine that navigates dealer in game advancement
    • 在游戏进展中导航经销商的游戏机
    • US08323084B2
    • 2012-12-04
    • US12773287
    • 2010-05-04
    • Hiroyuki Nagano
    • Hiroyuki Nagano
    • A63F9/24
    • G07F17/322G07F17/32G07F17/3276G07F17/3293
    • The present invention provides a gaming system that can allow a game to be appropriately advanced even by an inexperienced dealer by way of navigating the dealer in game advancement, thereby allowing fraud to be avoided and cost to be reduced. A gaming system 1 gives an instruction to a dealer by operating indicators of card placement areas in which a card is to be placed based on a game advancement program. When a card is placed in a predetermined card placement area, the gaming system 1 reads at least one face of the card being placed by image input devices and determines whether the card is placed in a right place and a right orientation and whether the card is appropriate. After that the abovementioned processing is repeated for a predetermined number of times, a score is calculated based on image data and finally a game result is output.
    • 本发明提供了一种游戏系统,其可以通过无经验的经销商通过在游戏进行中导航经销商来适当地提前游戏,从而允许避免欺诈并降低成本。 游戏系统1基于游戏进行程序,通过操作卡放置卡的位置指示符向经销商发出指令。 当卡被放置在预定的卡放置区域中时,游戏系统1读取由图像输入装置放置的卡的至少一个面,并且确定卡是放置在正确的位置和正确的方位以及卡是否是 适当。 之后,将上述处理重复预定次数,基于图像数据计算分数,最后输出游戏结果。