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US-20260124529-A1 - System and Method for Capacitive Sensor Powered Illuminated Floor and Wall Tiles Delivering an Interactive Game Room Experience

US20260124529A1US 20260124529 A1US20260124529 A1US 20260124529A1US-20260124529-A1

Abstract

System and methods for delivering an interactive game room experience featuring illuminated floor and wall tiles equipped with capacitive sensors. These tiles activate when players come within one to two inches, eliminating the need for physical contact and reducing the risk of injury or damage associated with prior art. This innovation enhances safety and durability while maintaining high interactivity. The game room includes enclosed spaces with color-changing tiles that respond to player proximity, ensuring longevity and continuous use. Controlled by an all-in-one personal computer, the system provides game information on remote displays and manages communication between controllers, receivers, and LED tiles. Each tile features low-power RGB LED nodes in durable, water-resistant casings, ensuring efficiency and resilience. This invention provides a safe, durable, and engaging environment for immersive gaming scenarios.

Inventors

  • Yifu Huang
  • Rui Xiong

Assignees

  • Yifu Huang
  • Rui Xiong

Dates

Publication Date
20260507
Application Date
20241104

Claims (19)

  1. 1 . A method for delivering an interactive game room experience, comprising: providing an enclosed room with illuminated floor and wall tiles equipped with capacitive sensors, providing an electronic device configured to control the illuminated floor and wall tiles and provide game information on connected displays; the personal computer is connected to a switch that manages communication and control between controllers, receivers, and the active game LED floor; the illuminated tiles change colors and respond dynamically to the players' proximity to enhance interactivity; activating said tiles in response to players' proximity within one to two inches, controlling the illuminated tiles with an electronic device connected to displays, switches, controllers, and receivers; and the capacitive sensor powered illuminated floor and wall tiles delivering an interactive game room experience.
  2. 2 . The method of claim 1 , further comprising monitoring the interaction of players with the tiles, tracking game progress, and providing real-time feedback and game information on connected displays to enhance the immersive experience.
  3. 3 . The method of claim 1 , further comprising controlling the illuminated tiles with an electronic device is connected to one or more displays to provide game information such as levels, points, and player status.
  4. 4 . The method of claim 3 , further comprising using the personal computer to manage communication and control between controllers, receivers, and the active game LED floor; the active game LED floor comprises a plurality of LED tiles, each tile containing embedded sensors and RGB LED nodes for illumination; and each LED tile is housed in a molded ABS plastic exterior with a 10 mm tempered glass top and is water-resistant in accordance with IP65 standards.
  5. 5 . A method for operating an interactive game room, comprising: providing an enclosed room with illuminated floor and wall tiles equipped with capacitive sensors, a game engine system used for synchronized display and information feedback between: the lighted tiles on the floors and wall of the game room, visual displays to show messages and information related to the game state or various instructions related to the gameplay, an audio system, and additional input devices that affect or alter the gameplay; controlling the tiles using a personal computer connected to displays, switches, controllers, and receivers, monitoring the interaction of players with the tiles to track game progress and provide real-time feedback; a computer-based system allowing tracking of scores associated with individual user and/or group/team profiles in a persistent manner; configuring game levels and modes, tracking how many times each colored panel is triggered, and displaying gameplay results upon completion of the game session; and displaying gameplay results, uploading gameplay data, and ending the gaming session once the game map rotation is completed or the gameplay time is up.
  6. 6 . The method of claim 5 , wherein the gameplay in an interactive game room, comprising: starting a game session by requesting an account login, loading account information if the login is provided, and presenting a request to use in-game items if no login is provided.
  7. 7 . The method of claim 6 , further comprising loading in-game items if available and presenting the ability to configure difficulty and game modes regardless of the availability of in-game items; and the game levels and game modes are engaged once configured, and the gameplay begins with continuous monitoring of tile triggering events.
  8. 8 . The method of claim 7 , further comprising adverse events are triggered upon an interaction with a specified, designated colored tile; calculating adverse events versus success events when a tile is triggered during gameplay and determining if a success event is fulfilled; adverse effects do not affect the final score; and adverse effects are taken into account in the ranking or scoring.
  9. 9 . The method of claim 8 , further comprising determining adverse events and success events' processing those outcomes to the gameplay and outcome; if an adverse event is determined, points are added to an adverse event pool; if a success event is determined, points are added to a success event pool; calculation of adverse events and success events continues until a game is over determination is made; once a game over determination is made, all points in both the adverse event pool and success event pool are added up and final total points in both pools are displayed on a screen; and the interactive game room experience ends.
  10. 10 . The method of claim 9 , wherein a game session first defines yellow tile as an adverse event and green tiles as a success event; if a player steps on two yellow tiles, the system registers the adverse event and counts two points in the adverse event pool; if a player then steps on a green tile, the system registers the success event and counts one point in the success points pool; the game ends and the system sums up the total points for the adverse events pool and success events pool; and the adverse event points and the success event points are displayed on the screen/monitor.
  11. 11 . The method of claim 8 , wherein triggering a specified, designated colored tile does not end the game or affect the gameplay even if players have used up all of their life points; and a scheduled time slot to be dedicated to a booking party is completely used and available to them regardless of their skill level.
  12. 12 . The method of claim 8 , wherein if a success event is not fulfilled, the system continues to monitor for tile triggering events until the gameplay time is up; and if a success event is fulfilled, the system determines if a game map rotation is completed and engages the next game map if not completed, continuing the game until gameplay time is up.
  13. 13 . The method of claim 5 , further comprising a game scoring algorithm to track player (individual or group) performance by tracking elements including: sequential numbers of tiles with certain properties hit, numbers of tiles with certain properties avoided, numbers of tiles hit at a particular rate per unit of time, and accounting for all of the aforementioned based on the number of players taking part in the game activity simultaneously.
  14. 14 . The method of claim 13 , wherein the system tracking scores allows for progression of individual players and/or teams over time, based on their performance in the game sessions and the number of sessions they had participated in; and the system tracking scores allows for tracking the number of distinct locations in which individual players and/or teams have participated in game sessions.
  15. 15 . The method of claim 5 , further comprising a web and/or smartphone application to allow users to view their progression statistics and historical scores from a personal device; and allow the users to register for future game sessions at specific locations.
  16. 16 . The method of claim 5 , further comprising a progression system connected to an associated rewards system that offers digital and/or physical rewards to players and/or teams that had reached certain milestones in progression; and the milestones include: a certain total gameplay score over time, a certain number of total sessions participated in, or a certain number of total distinct gameplay locations visited for a game session; the points scoring system and progression systems is used as inputs to a leaderboard system that allows individuals and/or groups/teams to compare their performance in individual game sessions and over time against the performance of others, including against their past selves and the leaderboard system could also have associated digital and/or physical.
  17. 17 . The method of claim 16 , wherein digital rewards include: digital stickers which could be displayed in a “sticker book” in the system and these stickers could be traded with other players, and digital “avatars” associated with the user's profile in the broader progression system.
  18. 18 . The method of claim 16 , wherein physical rewards include branded merchandise provided by the game session location, and are exchangeable for “points” accrued by players over time according to an algorithm based on various factors including: lifetime gameplay point score, number of sessions, number of group sessions, total number of group session participants, total number of physical gameplay locations visited, and unlocked at various progression milestones and redeemed without needing to exchange “points”.
  19. 19 . The method of claim 5 , further comprising a separate computer system to which game room operators connect their gameplay computer systems, in order to receive updated gameplay content, features, and game modes; and the system allowing the distribution of new gameplay levels, new gameplay modes, new or updated scoring systems, and other game features such as new digital rewards for players to game room operators, to offer enhanced experience to players.

Description

FEDERALLY SPONSORED RESEARCH Not Applicable SEQUENCE LISTING OR PROGRAM Not Applicable TECHNICAL FIELD OF THE INVENTION The present invention relates generally to interactive game rooms. More specifically, the present invention relates to interactive game rooms where an enclosed room is filled with illuminated floor and wall tiles that have capacitive sensors are interacted with by users/players who respond to varied colored tiles to engage with the game room and game play experience being delivered by the room and corresponding floor and wall tiles. BACKGROUND OF THE INVENTION Immersive game rooms represent an advanced form of interactive entertainment where players are transported into a highly engaging, often story-driven environment. These rooms are designed to blur the lines between the virtual and physical worlds, using a variety of technologies to create a fully immersive experience. Players can interact with the environment and each other in real-time, solving puzzles, completing tasks, and advancing through the game's narrative. The concept has gained significant popularity in recent years, driven by the demand for more engaging and memorable entertainment experiences. Central to the functionality of immersive game rooms are advanced technologies such as light and sensor tiles or tiles. These elements are crucial in creating the interactive environments that define immersive games. Light tiles or tiles can be programmed to change colors, display patterns, or project images, enhancing the visual atmosphere and guiding players through different stages of the game. Sensor tiles or tiles, on the other hand, detect player movements, touches, and even proximity, allowing the game environment to respond dynamically to the players' actions. This combination of visual and sensory feedback plays a key role in maintaining player engagement and immersion. The integration of light and sensor technologies in immersive game rooms has opened up new possibilities for game design and interactivity. These technologies allow for more complex and responsive game mechanics, where the environment can change in real-time based on player inputs. For instance, stepping on a specific tile might trigger a hidden door to open, or touching a panel could reveal a clue necessary for solving a puzzle. The adaptability of these technologies also means that game rooms can be easily reconfigured to offer new challenges and experiences, ensuring that players have a fresh and exciting experience each time they participate. The present invention teaches a system and methods for delivering an interactive game room experience with illuminated floor and wall tiles that have capacitive sensors. SUMMARY OF THE INVENTION The present invention introduces a system and methods for delivering an interactive game room experience featuring illuminated floor and wall tiles equipped with capacitive sensors. These tiles activate when players come within one to two inches of them, eliminating the need for physical contact and thus reducing the risk of injury or damage associated with prior art that relied on weight or force sensors. This innovative approach enhances the safety and durability of the game room environment while maintaining high levels of interactivity. The game room described by the invention includes enclosed spaces with illuminated floor and wall tiles that change colors and respond to the proximity of players. This interaction does not require actual physical contact, as the tiles use capacitive to detect presence within a specified range. The absence of physical touch requirements not only enhances player safety but also ensures the longevity of the tiles, making them more suitable for continuous use in immersive gaming scenarios. The hardware components of the system are controlled by an electronic device such as an all-in-one personal computer connected to a TV or other remote displays, providing game information such as levels, points, and player status. The PC also connects to a switch that manages communication and control between controllers, receivers, and the active game LED floor. Each LED tile within the floor and wall features low-power RGB LED nodes housed in durable, water-resistant casings, ensuring both efficiency and resilience in the game room environment. BRIEF DESCRIPTION OF THE DRAWINGS The accompanying drawings, which are incorporated herein and form a part of the specification, illustrate the present invention and, together with the description, further serve to explain the principles of the invention and to enable a person skilled in the pertinent art to make and use the invention. FIG. 1 illustrates the system hardware components of the present invention. FIG. 2 illustrates a LED tile as taught and used by the present invention. FIG. 3 illustrates a LED tile and specific dimensions as taught and used by the present invention. FIG. 4 illustrates the room setup of an exemplary room taught by the present inventio