US20100154102A1 - Action simulation apparatus - Google Patents
Action simulation apparatus Download PDFInfo
- Publication number
- US20100154102A1 US20100154102A1 US12/417,103 US41710309A US2010154102A1 US 20100154102 A1 US20100154102 A1 US 20100154102A1 US 41710309 A US41710309 A US 41710309A US 2010154102 A1 US2010154102 A1 US 2010154102A1
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- United States
- Prior art keywords
- impact
- sleeve
- support structure
- generators
- player
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
- A63F13/285—Generating tactile feedback signals via the game input device, e.g. force feedback
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1037—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/302—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Theoretical Computer Science (AREA)
- Professional, Industrial, Or Sporting Protective Garments (AREA)
- Electrophonic Musical Instruments (AREA)
Abstract
An apparatus for producing simulating action effects is provided. The apparatus includes a support structure to be worn by a player, a plurality of impact generators mounted in the support structure, and a control unit for receiving signals and activating the plurality of impact generators in response to the signals. Each impact generator includes an electromagnetic device adapted to generate an impact force on the body of the player when activated.
Description
- This patent application claims priority of Hong Kong short-term patent application no. 08113985.2 filed on Dec. 24, 2008, the entire content of which is hereby incorporated by reference.
- The present patent application relates to an apparatus for producing simulating action effects.
- In circumstances such as electronic games, cinemas, and outdoor simulation war games, it is necessary to provide the users (players, spectators, etc.) with physical sensation in order to achieve an excellent simulation experience. There were certain vests and seats that can produce simulating actions in the market. Their operating principle involves the application of rotation of a motor-driven eccentric shaft to produce vibration or deviation of the vests or the seats. However, the vests and seats of these structures can only give the users the feeling of vibration. Also, since it involves the rotation of a motor-driven eccentric shaft, it can only produce vibration or deviation over a large region. Therefore, it lacks precise contact, movement, and feeling of a real action game. There were also in the market simulation devices that use “pulse” (high-voltage low-current) to directly stimulate the body of a player. A number of electrodes are attached onto the body of the player. Different parts of the body of the player can be stimulated by passing electric current through the electrodes to achieve the simulation action effects. However, a major disadvantage of such a simulation device is that it requires the electrodes to be in direct contact with the skin. Moreover, the electric shock causes muscle contraction and relaxation. Prolonged use of the device will lead to muscle fatigue or ill effect to the body of the player, and has a certain degree of risk.
- The above description of the background is provided to aid in understanding an apparatus and method for producing simulating action effects, but is not admitted to describe or constitute pertinent prior art to the apparatus and method for producing simulating action effects disclosed in the present patent application, or consider any cited documents as material to the patentability of the claims of the present patent application.
- An apparatus for producing simulating action effects is provided. The apparatus includes a support structure to be worn by a player, a plurality of impact generators mounted in the support structure, and a control unit for receiving signals and activating the plurality of impact generators in response to the signals. Each impact generator includes an electromagnetic device adapted to generate an impact force on the body of the player when activated.
- The support structure may include a multi-layered garment, and the plurality of impact generators is sandwiched between layers of the multi-layered garment.
- The apparatus may further include a flexible circuit in the support structure, and the plurality of impact generators is electrically coupled to the flexible circuit.
- In one embodiment, the electromagnetic device may include a sleeve, a coil winding around the sleeve, and an iron core in the sleeve. The impact generator may include an impact member attached to the iron core, and the impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes through the coil. The impact generator may include a spring for driving the impact member towards the retracted position when the electric current is terminated. The impact member may have the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
- In another embodiment, the electromagnetic device may include a sleeve, a first coil winding around one end portion of the sleeve, a second coil winding around the other end portion of the sleeve, and an iron core in the sleeve. The impact generator may include an impact member attached to the iron core, and the an impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes alternately through the first and second coils. The impact member may have the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
- The control unit may include a control program that controls the sequence, magnitude and duration of impact of the impact generators.
- The support structure may include hook-and-loop or belt buckle fasteners for tight fitting the support structure over the body of the player.
- The support structure may be provided with two generally cup-shaped portions adapted to conform generally in shape to the chest of the player.
- The support structure may be in the form of a vest.
- Specific embodiments of the apparatus and method for producing simulating action effects disclosed in the present patent application will now be described by way of example with reference to the accompanying drawings wherein:
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FIG. 1 is a front view of the action simulation support structure according to an embodiment disclosed in the present patent application; -
FIG. 2 is a side view of the action simulation support structure inFIG. 1 ; -
FIG. 3 is a cross sectional view of the action simulation support structure inFIG. 1 ; -
FIG. 4 is a cross sectional view of two impact generators on the action simulation support structure according to an embodiment disclosed in the present patent application; -
FIG. 4 a is a cross sectional view of two impact generators on the action simulation support structure according to another embodiment disclosed in the present patent application; -
FIG. 5 shows the distribution of the impact generators in the interior of the action simulation support structure; -
FIG. 6 shows the sequence of impact of the impact generators that leads to a simulation effect of cut by a sword; -
FIG. 7 shows the sequence of impact of the impact generators that leads to a simulation effect of gunshot; -
FIG. 8 shows the sequence of impact of the impact generators that leads to a simulation effect of hit by a fist; -
FIG. 9 shows the sequence of impact of the impact generators that leads to a simulation effect of earthquake; -
FIG. 10 shows the sequence of impact of the impact generators that leads to a simulation effect of hit by a vehicle; and -
FIG. 11 shows the sequence of impact of the impact generators that leads to a simulation effect of being scratched by a claw. - Reference will now be made in detail to a preferred embodiment of the apparatus and method for producing simulating action effects disclosed in the present patent application, examples of which are also provided in the following description. Exemplary embodiments of the apparatus and method for producing simulating action effects disclosed in the present patent application are described in detail, although it will be apparent to those skilled in the relevant art that some features that are not particularly important to an understanding of the apparatus and method for producing simulating action effects may not be shown for the sake of clarity.
- Furthermore, it should be understood that the apparatus and method for producing simulating action effects disclosed in the present patent application is not limited to the precise embodiments described below and that various changes and modifications thereof may be effected by one skilled in the art without departing from the spirit or scope of the appended claims. For example, elements and/or features of different illustrative embodiments may be combined with each other and/or substituted for each other within the scope of this disclosure and appended claims.
- In addition, improvements and modifications which may become apparent to persons of ordinary skill in the art after reading this disclosure, the drawings, and the appended claims are deemed within the spirit and scope of the appended claims.
- It should be noted that throughout the specification and claims herein, when one element is said to be “coupled” or “connected” to another, this does not necessarily mean that one element is fastened, secured, or otherwise attached to another element. Instead, the term “coupled” or “connected” means that one element is either connected directly or indirectly to another element or is in mechanical or electrical communication with another element.
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FIG. 1 is a front view of asupport structure 110 for producing simulating action effects according to an embodiment disclosed in the present patent application.FIG. 2 is a side view of the action simulation support structure inFIG. 1 . Although it has been shown that thesupport structure 110 is in the form of a vest, it is understood that the support structure can be in any other suitable forms including, but is not limited to, long-sleeved clothing, short-sleeved clothing, pant, glove, shoe, etc. - The
support structure 110 may be made of soft plastic, rubber, leather, textile, elastic fabric material, or any other suitable material. Thesupport structure 110 has a multi-layered structure and a plurality ofimpact generators 170 is mounted within the layers as depicted inFIG. 3 . The innermost layer of thesupport structure 110 can be made of a soft and elastic material such as rubber, genuine leather, artificial leather, or elastic fabric material. This soft and elastic layer serves to reduce any pain and prevent any injury when impact force is exerted on the body of a player wearing thesupport structure 110 during an action game. - The
support structure 110 should be configured to conform in shape with the body of the player. Velcro® or belt buckles 120 may be provided on thesupport structure 110 such as at an indented region of the body.Elastic bands 130 may be provided on the two opposite sides of thesupport structures 110. Two generallyU-shaped regions 190 may be formed on thesupport structure 110 to conform in shape with the chest of the player by adjusting the length of the Velcro® or belt buckles 120. These features provide a tight fit support structure on the body of the player during the action game. - The
support structure 110 may be provided with acontrol unit 140. Thecontrol unit 140 may include a signal receiver for receiving signals, and a controller for activating theimpact generators 170 in response to the signals received. Thecontrol unit 140 may be attached directly onto thesupport structure 110, or it may also be packed within a housing that is electrically coupled to thesupport structure 110 by electrical wires. The signal receiver may receive signals through any form of wireless transmission such as infrared, Bluetooth or radio transmission, etc. The signals may also be transmitted by electrical wires. The controller contains control programs that are associated with the receiving signals. The control programs can control the sequence, magnitude, duration, time intervals of impacts of theimpact generators 170 to simulate various action effects. The control programs can be stored in a storage medium in the controller, or can be stored in a separate storage medium. - The
support system 110 may be provided with apower source 180 to supply electric power to theimpact generators 170 and thecontrol unit 140. The power source may be in the form of a dry battery or DC current through an AC-DC converter. Thepower source 180 may be provided directly on thesupport structure 110, or it may take the form of an external power source connected to thesupport structure 110 by electrical wires. -
FIG. 4 is a cross sectional view of twoimpact generators 170 mounted in the interior of thesupport structure 110 according to an embodiment disclosed in the present patent application. Thesupport structure 110 includes aflexible circuit 150 and a plurality ofimpact generators 170 electrically coupled to theflexible circuit 150. The plurality ofimpact generators 170 may be electrically coupled to the flexible circuit by electrical contact points or by electrical wires. According to the illustrated embodiment, theimpact generators 170 are driven by electromagnetic forces generated by electromagnetic devices. - The
impact generators 170 can be mounted on the inner surface of anouter layer 111 of thesupport structure 110. Eachimpact generator 170 may include anouter housing 171, asleeve 172 mounted within theouter housing 171, acoil 173 wound around the outer surface of thesleeve 172, aniron core 175 withimpact member 174 moveable along thesleeve 172 between a retracted position and an extended position, and aspring 176 for biasing theiron core 175 withimpact member 174 towards the retracted position. Theouter housing 171 and thesleeve 172 have alignedopenings 178 to allow projection of theimpact member 174 therethrough. Theouter housing 171 may be wrapped by a soft rubber material for further protection of the body of the player. Agap 177 is provided between theflexible circuit 150 and the bottom end of thesleeve 172 so as to provide a space for movement of theiron core 175 withimpact member 174 along thesleeve 172. Theiron core 175 is fixedly mounted at one end of theimpact member 174. The head of theimpact member 174 is adapted to extend outwardly from theopening 178 of thesleeve 172. Thespring 176 is disposed between theimpact member 174 and thesleeve 172. Thespring 176 may be replaced by elastic rubber or any suitable elastic element. Theimpact member 174 may be made of plastic, or rubber, or metal, or plastic with an outer layer of rubber material formed thereon. Theimpact member 174 may be in the shape of a tip of a sword, a tip of a bullet, a fist, a claw or a sphere. Theiron core 175 andimpact member 174 move along thesleeve 172 from a retracted position to an extended position as electric current passes through thecoil 173. Thespring 176 drives theiron core 175 withimpact head 174 from the extended position back to the retracted position when the electric current is terminated. -
FIG. 4 a is a cross sectional view of twoimpact generators 170′ mounted on thesupport structure 110 according to another embodiment disclosed in the present patent application. The structure of theimpact generator 170′ is similar to that of theimpact generator 170 in the previous embodiment, except that thesleeve 172′ has twoseparate coils 173′ and 173″ and that there is no spring. Afirst coil 173′ is wound around one end portion of thesleeve 172′ and asecond coil 173″ is wound around the other end portion of thesleeve 172′. Thesecond coil 173″ can be electrically connected to theflexible circuit 150 byelectrical wire 179. Theiron core 175′ withimpact head 174′ is moveable along thesleeve 172′ between a retracted position and an extended position as electric current passes alternately through the first andsecond coils 173′ and 173″. If electric current passes throughfirst coil 173′ and not thesecond coil 173″, then theiron core 175′ withimpact head 174′ is driven by electromagnetic force towards the retracted position. If electric current passes throughsecond coil 173″ and not thefirst coil 173′, then theiron core 175′ with theimpact head 174′ is driven by electromagnetic force towards the extended position. - The operation of the apparatus may include the procedures of (i) switching on the
power source 180 and the signal receiver of thecontrol unit 140; (ii) receiving signals (wired or wireless); (iii) activating theimpact generators iron core impact member iron core impact member -
FIG. 5 shows the distribution of theimpact generators support structure 110. Theimpact generators impact generators support structure 110. Eachimpact generator control unit 140. There is agap 160 between twoimpact generators support structure 110 during the action game. - The apparatus disclosed in the present patent application can be used in television electronic games, computer games, hand-held electronic games, pocket-size electronic games, mobile phone games, cinemas, and outdoor simulation war games to produce simulating action effects including, but is not limited to, cut by a sword, gunshot, hit by a fist, earthquake, car crash, and scratch by a claw.
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FIG. 6 shows the sequence of impact of theimpact generators impact generators support structure 110 to simulate a cut by a sword. The numbers (1, 2, 3, . . . ) appearing in the figure represent the sequence of impact on the body of the player. The sword cutting effect may start and stop at anyappropriate impact generators support structure 110. -
FIG. 7 shows the sequence of impact of theimpact generators impact generators support structure 110 to simulate a series of gunshots represented bynumbers appropriate impact generators -
FIG. 8 shows the sequence of impact of theimpact generators impact generators impact generators -
FIG. 9 shows the sequence of impact of theimpact generators impact generators impact generators -
FIG. 10 shows the sequence of impact of theimpact generators impact generators -
FIG. 11 shows the sequence of impact of theimpact generators impact generators support structure 110 to simulate a scratch by a claw. - It is appreciated that an action effect may start and stop at any
appropriate impact generators support structure 110. One or tens, or hundreds, or thousands ofimpact generators - While the apparatus and method for producing simulating action effects disclosed in the present patent application has been shown and described with particular references to a number of preferred embodiments thereof, it should be noted that various other changes or modifications may be made without departing from the scope of the appending claims.
Claims (20)
1. An apparatus for producing simulating action effects comprising:
a support structure to be worn by a player;
a plurality of impact generators mounted on the support structure, each impact generator comprising an impact member and an electromagnetic device adapted to generate an impact force on the body of the player when activated, the electromagnetic device comprising a sleeve, a coil winding around the sleeve, and an iron core movably positioned in the sleeve and attached to the impact member, the impact member moveable along the sleeve from a retracted position to an extended position as electric current passes through the coil, the impact generator further comprising a spring for driving the impact member towards the retracted position when the electric current is terminated; and
a control unit for receiving signals and activating the plurality of impact generators in response to the signals.
2. The apparatus as claimed in claim 1 , wherein the impact member has the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
3. The apparatus as claimed in claim 1 , wherein the plurality of impact generators is arranged on the support structure in rows and columns.
4. An apparatus for producing simulating action effects comprising:
a support structure to be worn by a player;
a plurality of impact generators mounted on the support structure, each impact generator comprising an impact member and an electromagnetic device adapted to generate an impact force on the body of the player when activated, the electromagnetic device comprising a sleeve, a first coil winding around one end portion of the sleeve, a second coil winding around the other end portion of the sleeve, and an iron core movably positioned in the sleeve and attached to the impact member, the impact member moveable along the sleeve from a retracted position to an extended position as electric current passes alternately through the first and second coils; and
a control unit for receiving signals and activating the plurality of impact generators in response to the signals.
5. The apparatus as claimed in claim 4 , wherein the impact member has the shape of a tip of a sword, a tips of bullet, a fist, a claw, or a sphere.
6. The apparatus as claimed in claim 4 , wherein the plurality of impact generators is arranged on the support structure in rows and columns.
7. An apparatus for producing simulating action effects comprising:
a support structure to be worn by a player;
a plurality of impact generators mounted in the support structure, each impact generator comprising an electromagnetic device adapted to generate an impact force on the body of the player when activated; and
a control unit for receiving signals and activating the plurality of impact generators in response to the signals.
8. The apparatus as claimed in claim 7 , wherein the support structure comprises a multi-layered garment, and the plurality of impact generators is sandwiched between layers of the multi-layered garment.
9. The apparatus as claimed in claim 7 , further comprising a flexible circuit in the support structure, wherein the plurality of impact generators is electrically coupled to the flexible circuit.
10. The apparatus as claimed in claim 7 , wherein the electromagnetic device comprises a sleeve, a coil winding around the sleeve, and an iron core in the sleeve.
11. The apparatus as claimed in claim 10 , wherein the impact generator comprises an impact member attached to the iron core, the impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes through the coil, the impact generator comprises a spring for driving the impact member towards the retracted position when the electric current is terminated.
12. The apparatus as claimed in claim 11 , wherein the impact member has the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
13. The apparatus as claimed in claim 7 , wherein the electromagnetic device comprises a sleeve, a first coil winding around one end portion of the sleeve, a second coil winding around the other end portion of the sleeve, and an iron core in the sleeve.
14. The apparatus as claimed in claim 13 , wherein the impact generator comprises an impact member attached to the iron core, the an impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes alternately through the first and second coils.
15. The apparatus as claimed in claim 14 , wherein the impact member has the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
16. The apparatus as claimed in claim 7 , wherein the control unit comprises a control program that controls the sequence, magnitude and duration of impact of the impact generators.
17. The apparatus as claimed in claim 7 , wherein the support structure comprises hook-and-loop or belt buckle fasteners for tight fitting the support structure over the body of the player.
18. The apparatus as claimed in claim 7 , wherein the support structure is provided with two generally cup-shaped portions adapted to conform generally in shape to the chest of the player.
19. The apparatus as claimed in claim 7 , wherein the plurality of impact generators is randomly arranged on the support structure.
20. The apparatus as claimed in claim 7 , wherein the support structure is in the form of a vest.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
HK08113985.2A HK1125531A2 (en) | 2008-12-24 | 2008-12-24 | Action simulation device and method |
HK08113985.2 | 2008-12-24 |
Publications (1)
Publication Number | Publication Date |
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US20100154102A1 true US20100154102A1 (en) | 2010-06-24 |
Family
ID=40972446
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US12/417,103 Abandoned US20100154102A1 (en) | 2008-12-24 | 2009-04-02 | Action simulation apparatus |
Country Status (4)
Country | Link |
---|---|
US (1) | US20100154102A1 (en) |
CN (1) | CN201389335Y (en) |
HK (1) | HK1125531A2 (en) |
WO (1) | WO2010072059A1 (en) |
Cited By (3)
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WO2016147171A1 (en) * | 2015-03-13 | 2016-09-22 | Woojer Ltd | Transducer network fabric |
US10569167B1 (en) | 2018-08-22 | 2020-02-25 | Abdul Hotaki | System and methods for providing wireless feedback to a video game |
US11759389B2 (en) * | 2013-12-31 | 2023-09-19 | Iftech Inventing Future Technology, Inc. | Wearable devices, systems, methods and architectures for sensory stimulation and manipulation and physiological data acquisition |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN113577496B (en) * | 2021-08-06 | 2022-11-25 | 北京华如科技股份有限公司 | Electric shock pricking device |
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US11759389B2 (en) * | 2013-12-31 | 2023-09-19 | Iftech Inventing Future Technology, Inc. | Wearable devices, systems, methods and architectures for sensory stimulation and manipulation and physiological data acquisition |
WO2016147171A1 (en) * | 2015-03-13 | 2016-09-22 | Woojer Ltd | Transducer network fabric |
CN107835645A (en) * | 2015-03-13 | 2018-03-23 | 乌杰尔有限公司 | Sensor reticulated |
US11009948B2 (en) | 2015-03-13 | 2021-05-18 | Woojer Ltd. | Transceiver network fabric comprising micro-magnets and micro-coils |
US10569167B1 (en) | 2018-08-22 | 2020-02-25 | Abdul Hotaki | System and methods for providing wireless feedback to a video game |
US11351451B2 (en) | 2018-08-22 | 2022-06-07 | Abdul Hotaki | System and methods for providing wireless feedback to a video game |
Also Published As
Publication number | Publication date |
---|---|
WO2010072059A1 (en) | 2010-07-01 |
CN201389335Y (en) | 2010-01-27 |
HK1125531A2 (en) | 2009-08-07 |
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