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    • 5. 发明申请
    • ELECTRONIC CHESS GAME EQUIPPED WITH PRINTER AND QUARTZ CLOCKS FOR PRINTING GAMES AND TIMES
    • 配有打印机和QUARTZ时钟的电子游戏机,用于打印游戏和时间
    • WO1998039073A1
    • 1998-09-11
    • PCT/FR1997000374
    • 1997-03-03
    • LEROY, Christian
    • A63F03/02
    • A63F3/00643A63F3/00694A63F9/0001A63F2003/00662A63F2003/0093A63F2009/2433A63F2009/2455A63F2250/1084
    • The invention concerns a device for automatically noting down chess games, in particular for automatically posting chess games by means of a printer incorporated in the chess board case. It consists of a case (fig 1) with an aperture (fig. 2) wherein is inserted the game sheet. The chess board can include an integrated (fig. 2) or a visible (fig. 3) timer An option can be provided for physically handicapped people. In this case, a voice synthesiser should be provided, also incorporated in the case (fig. 4) and connected to a microprocessor which will control the moving of the (magnetic) pieces by means of an electromagnetic circuit inserted in the chess board (fig. 5) An interactive connector can be provided in the event the microprocessor is overloaded. The invention is characterised in that it is particularly designed for chess players wishing to record their games, and for motor handicapped people
    • 本发明涉及一种用于自动注意下棋的装置,特别是通过结合在棋盘盒中的打印机自动发布象棋游戏。 它包括具有孔径(图2)的壳体(图1),其中插入游戏纸。 棋盘可以包括一个集成的(图2)或一个可见的(图3)计时器。可以为身体残疾的人提供一个选项。 在这种情况下,应该提供语音合成器,并且还包括在壳体(图4)中并连接到微处理器,微处理器将通过插入棋盘中的电磁电路来控制(磁性)片的移动(图 5)在微处理器过载的情况下,可提供交互式连接器。 本发明的特征在于,其特别设计用于希望记录其游戏的象棋玩家,以及针对机动车残疾的人
    • 8. 发明申请
    • LABYRINTH-TRACK TOY FOR DEVELOPING LOGICAL THINKING AND SPATIAL AWARENESS
    • LABYRINTH火车玩具逻辑思维和情感空间的创造
    • WO01000288A1
    • 2001-01-04
    • PCT/HU2000/000063
    • 2000-06-28
    • A63F9/00
    • A63F9/0078A63F9/0001A63F2250/606
    • The invention relates to a toy for developing logical thinking and spatial awareness, consisting of two playing bodies which can be moved in relation to one another along a labyrinth track. The invention is characterised in that one playing piece is configured as a hollow receiving body (1, 21, 31), contained between limiting elements and that the other playing piece is configured as a sliding body (2, 22, 32) which is guided in an axial direction within the hollow chamber of the receiving body (1, 21, 31). Said sliding body protrudes in varying dimensions from said receiving body and can be rotated about its longitudinal axis. A labyrinth track, hidden from exterior view, is configured on the inner surface of the receiving body (1, 21, 31) which surrounds the sliding body (2, 22, 32), or on the opposite exterior surface of the sliding body (2, 22, 32), whilst the opposite surface is provided with a stop (11, 29) which can be displaced between the wall elements of the labyrinth track in an arc and in an axial direction.
    • 本发明涉及一种玩具开发的空间逻辑思维和感觉,这沿迷宫路径相互移动的游戏对象包括两个。 本发明的本质是,一个游戏体作为在可变质量修整中空容纳体(1,21,31)的边界的元件之间,另一个游戏体比在轴向方向上引导的接收体(1,21,31)的空腔中,从该 出站立和绕其纵向轴线可转动的滑动体(2,22,32)形成,这在滑动体(2,22,32),所述容纳体的内表面(1,21,31)或包围(滑动体的相对的外表面上的 2,22,32)从外部隐藏迷宫路径看出形成,而相对的表面(一个迷宫路径的片材中的壁元件之间,并在止挡部11的轴向方向上滑动,29设置)。
    • 10. 发明申请
    • METHOD FOR PSYCHOTHERAPY AGAINST DEPENDANCE BEHAVIOUR BY COMPLEMENTING RITUALS, BY USE OF GAME DEVICES WITH DYNAMIC VISUAL GAMES (FOR EXAMPLE VIDEO COMPUTER SYSTEMS)
    • 通过使用具有动态视觉游戏的游戏设备(对于示例视频计算机系统),通过完成RITUAL而针对依赖性行为进行心理治疗的方法
    • WO1985001667A1
    • 1985-04-25
    • PCT/SE1984000336
    • 1984-10-12
    • DENEV, Martin
    • A63F09/22
    • A63F9/0001A61M21/00A61M2021/0044G09B19/00
    • The method, which the inventor calls reverse ritual therapy, is using computermade reverse (anti) rituals (like playing a film backwards) of the rituals which observation of and participation in create dependency behaviour, as for example smoking, alcohol drinking, using of narcotics, etc (which are like playing the film forwards). The hypothesis is that the hypnosis of the computer reverse rituals will neutralize and eliminate the hypnosis of the dependency creating rituals. Since the human brain, when its lust center is activated, produces human own narcotic, as for example the morphine like endorphines, and since the video computer games (TV-games) cause game lust, the inventor expects that video computer game lust will cause brain's own production of narcotics and in this way, by using of video computer games he wants to create Pavlov reflex between the brain's own narcotics production and lust and the pictures of rejection of the missuse (for example of narcotics) so that every time when the player performs for example a ritual of rejection of narcotics his own brain's lust center will start to produce narcotics and will reward him with lust and pleasure instead of punishment and efforts which most of the other methods suggest and which in most cases the missuser is not capable of. The hypothesis is that the invention will use the body's own lust and pleasure against the destructive lust and pleasure from outside. One strong force from outside will meet an equal strong anti and complementing force from inside.
    • 发明人称之为反向仪式治疗的方法是使用观察和参与创造依赖行为的仪式的反向(反向)仪式(如向后滚动电影),例如吸烟,酒精饮酒,使用麻醉剂 等等(这就像播放电影向前)。 这个假设是,计算机反向仪式的催眠将中和和消除依赖性创造仪式的催眠。 由于人类的大脑,当其欲望中心被激活时,会产生人类自己的麻醉药物,例如像吗啡那样的吗啡,由于视频电脑游戏(电视游戏)会导致游戏欲望,所以发明者期望视频电脑游戏欲望会导致 大脑自己生产的麻醉品,并以这种方式,通过使用视频电脑游戏,他想在大脑自己的麻醉品生产和欲望之间创造巴甫洛夫反射,以及拒绝的麻醉品(例如麻醉剂)的图片,以便每次当 玩家表现为例如拒绝麻醉品的仪式,他自己的大脑的欲望中心将开始生产麻醉品,并将以欲望和乐趣奖励他,而不是大多数其他方法提出的惩罚和努力,而在大多数情况下,missuser不能 的。 这个假设是,发明将利用身体自身的欲望和乐趣,反对来自外部的破坏性欲望和乐趣。 来自外界的强大力量将会从内部达到同等强大的反对和补充力量。