IP Library Granted Patent US 7,988,557
Granted Patent B2
US 7,988,557 · App. 10/596,862 · Granted Aug 2, 2011

Method for playing games using brain waves

Assignee: Interactive Productline AB
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Quick Facts
Patent No.
US 7,988,557
App. No.
10/596,862
Granted
Aug 2, 2011
Kind
B2
Abstract

The method is for playing a game by providing each player with a sensor for measuring brain wave frequencies of the players. The player moves a unit on a playing area in an x-direction toward the player when the brain wave frequency of the player is at a first frequency and the brain wave frequency of the player is at a second frequency wherein the first frequency is lower than the second frequency. The player moves the unit in a y-direction perpendicular to the x-direction when the brain wave frequency of the player is at a third frequency and the brain wave frequency of the player is at a fourth frequency wherein the third frequency is greater than the fourth frequency.

Claims (14)

1. A computer-implemented method for playing a game, the method comprising:

providing a first player with a sensor and a second player with another sensor for measuring brain wave frequencies of the players, wherein the sensors are in communication with a processor;

the processor is configured to receive inputs from the sensors and outputs a command so that a unit rolls on top of a playing area in an x-direction toward a goal area of a the first player when the brain wave frequency of the first player is between 3-12 Hz and the brain wave frequency of the first player is below a brain wave frequency of the second player, wherein moving the unit into the goal area of the first player establishes the first player as the winner of the game, and

the first player increasing a velocity of the unit by lowering the brain wave frequency of the first player towards 3 Hz.

2. The method according to claim 1 wherein the unit is a magnetic unit and the method further comprises floating the unit a distance (D) over the playing area.

3. The method according to claim 1 wherein the method further comprises measuring theta wave, alpha wave and beta wave frequencies of the brains of the players.

4. The method according to claim 1 wherein the method further comprises the player navigating the unit through a labyrinth by moving the unit in both the x-direction and the y-direction.

5. The method according to claim 1 wherein the method further comprises the player moving the unit in the x-direction by lowering the brain wave frequency to a value that is lower than a value of a brain wave frequency while the player simultaneously moves the unit in the y-direction when the brain wave frequency exceeds 18 Hz.

6. The method according to claim 1 wherein the method further comprises the player winning the game by moving the unit to a segment adjacent to the player.

7. The method according to claim 1 wherein the method further comprises the player losing the game by moving the unit over an edge in the y-direction.

8. The method of claim 1 wherein the method further comprises the first player rolling the unit in a y-direction perpendicular to the x-direction when the brain wave frequency of the first player is at least 18 Hz and the brain wave frequency of the first player is greater than the brain wave frequency of the second player.

9. The method of claim 1 wherein the unit is a magnetic ball.

10. The method of claim 2 , wherein the distance (D) is a constant distance.

11. The method of claim 1 , wherein the goal area of the first player is situated in the direction of the second player and rolling the unit on top of the playing area in the x-direction toward the goal area of the first player also rolls the unit towards the second player.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jun 12, 2007
From: SODERLUND, STAFFAN
To: INTERACTIVE PRODUCTLINE AB
Reel/Frame 019412/0968 →
Continuity (2)
Provisional Application 60481850 · Jan 2, 2004
Related Publication 20070123350A1 · May 31, 2007