U.S. Pat. No. 8,430,752
METHODS AND APPARATUS TO METER VIDEO GAME PLAY
AssigneeThe Nielsen Company (US), LLC
Issue DateJanuary 31, 2008
US Patent No. 8,430,752: Methods and apparatus to meter video game play
Summary:
a meter adapted to receive the motion data from the sensor without affecting operation of the video game system, the meter adapted to attribute the motion data to a user interaction with the video game controller, the meter adapted to detect media identifying information presented in an environment including the video game controller to identify which of the plurality of videogames is being played via the video game controller, and adapted to combine the media identifying information with the motion data received from the sensor.
Illustrative Figure
Abstract
Methods and apparatus to meter video game play are described. An example apparatus to meter video game play includes a tag to be attached to a video game controller, the tag having a sensor to detect a user interaction with the video game controller. The apparatus also includes a meter to receive information reflecting the user interaction.
Description
DETAILED DESCRIPTION Video game play may be monitored by asking selected households and/or corresponding audience members to keep a log and/or diary of activity when using a video game console. However, such demands may be viewed as invasive and/or cumbersome to the audience members. In general, the example methods and apparatus illustrated herein may be used to unobtrusively monitor video game activity of one or more audience members. The example methods and apparatus illustrated herein may be well suited for monitoring one or more game controllers communicatively coupled to a game console via control wire(s) and/or controllers that wirelessly communicate with the game console. Turning toFIG. 1, an example system100to meter video game play is shown. The example system100ofFIG. 1is adapted to monitor game play on a media presentation device102(e.g., a television, a monitor, etc.) operatively connected to a video game console104. In the illustrated example shown inFIG. 1, the video game console104is operatively connected to wire-based controllers106,108having wires109communicatively coupling the controllers106to the console104, and to a wireless controller110that sends game control signals to the video game console104wirelessly (e.g., using radio frequency (RF) signals). Each controller106,108,110includes one or more buttons112, switches, and/or joysticks114to allow a user to control game play, such as directional game character motion via the joystick. Other types of controllers such as the Wii® nunchuck controller, a simulated golf club controller, etc., could alternatively be used and can be monitored in an analogous manner to that described below (e.g., via an attached game tag). The user may initiate any type of game with the example game console104via a media input port116. Video game console manufacturers provide game media in several formats including, but not limited to, compact disk (CD) read only memory (ROM) disks, digital versatile disks (DVDs), game cartridges, memory cards/sticks, intranet connections (e.g., local area ...
DETAILED DESCRIPTION
Video game play may be monitored by asking selected households and/or corresponding audience members to keep a log and/or diary of activity when using a video game console. However, such demands may be viewed as invasive and/or cumbersome to the audience members. In general, the example methods and apparatus illustrated herein may be used to unobtrusively monitor video game activity of one or more audience members. The example methods and apparatus illustrated herein may be well suited for monitoring one or more game controllers communicatively coupled to a game console via control wire(s) and/or controllers that wirelessly communicate with the game console. Turning toFIG. 1, an example system100to meter video game play is shown. The example system100ofFIG. 1is adapted to monitor game play on a media presentation device102(e.g., a television, a monitor, etc.) operatively connected to a video game console104. In the illustrated example shown inFIG. 1, the video game console104is operatively connected to wire-based controllers106,108having wires109communicatively coupling the controllers106to the console104, and to a wireless controller110that sends game control signals to the video game console104wirelessly (e.g., using radio frequency (RF) signals). Each controller106,108,110includes one or more buttons112, switches, and/or joysticks114to allow a user to control game play, such as directional game character motion via the joystick. Other types of controllers such as the Wii® nunchuck controller, a simulated golf club controller, etc., could alternatively be used and can be monitored in an analogous manner to that described below (e.g., via an attached game tag).
The user may initiate any type of game with the example game console104via a media input port116. Video game console manufacturers provide game media in several formats including, but not limited to, compact disk (CD) read only memory (ROM) disks, digital versatile disks (DVDs), game cartridges, memory cards/sticks, intranet connections (e.g., local area networks, etc.), and/or Internet connections. The game console104may be implemented by, for example, any of the X-Box® or X-Box 360® by Microsoft®, the PlayStation® (e.g., the PlayStation I, II, or III) by Sony®, and/or the Gamecube® or Wii® by Nintendo®.
In the illustrated example shown inFIG. 1, each controller106,108,110includes an attachable game tag118to detect if and/or when the user is interacting with the controller106,108,110. The example game tag(s)118include a motion sensor, discussed in further detail below, to detect orientation, tilt, and/or acceleration forces applied to the controller106,108,110. The game tag(s)118may attach to the wired controllers106,108by clamping on or around the wire109. The game tag(s)118may attach to the wireless controllers110by, for example, an adhesive material, Velcro® strip, and/or other connectors, brackets, etc.
Signals indicative of controller motion may be wirelessly transmitted from the game tag(s)118and received by a game tag meter120. In the illustrated example, each of the game tag(s)118includes an identification code so that, in the likely event multiple controllers are associated with the game console104, activity from each controller106,108,110may be independently identified. Independent identification of multiple controllers allows a determination of how many individuals are participating in game play with the example game console104and how each member is using the controller. The wireless transmission from each game tag118may include an RF signal of any type including, but not limited to, Bluetooth® signals and/or WiFi® signals. Additionally or alternatively, the wireless transmission from each game tag118may include ultrasonic signal(s) or optical signal(s) (e.g., infra-red (IR)). RF signals may propagate through one or more walls, thus potentially become detected by an example game tag meter120in another room. On the other hand, ultrasonic and/or optical transmissions may reduce and/or eliminate the possibility of one or more game tags118located in alternate rooms (e.g., adjacent room(s), adjacent apartment(s), adjacent dorm-room(s), etc.) from communicating with the example game tag meter120and, thus, reduces the likelihood of errant detections. To the extent that the methods and apparatus described herein include specific type(s) of signal(s), such descriptions are used for ease of explanation and not meant to exclude usage of other signal types.
A battery located within the game tag118provides power to the game tag118. The game tag118is constructed to detect motion and to store motion data indicative of the detected motion for a corresponding controller106,108,110. The example game tag118is also structured to transmit signals representative of the motion data to the game tag meter120. To conserve battery power consumption, the example game tag(s)118may be adapted to transmit a burst of energy (e.g., RF energy such as a Bluetooth® signal, a WiFi® signal, an ultrasonic signal, an IR signal, etc.) once every x unit(s) of time (e.g., once every five minutes). However, any other time threshold may be employed (e.g., to accommodate for one or more battery types and/or number of batteries employed by the example game tag118). Additionally or alternatively, the example game tag(s)118may transmit only after some threshold amount of motion has been detected so that battery power is not needlessly consumed by transmitting information payloads when there is little or no motion data to report.
In the illustrated example, the game tag(s)118transmit game tag signals (referred to herein as payload information) to the example game tag meter120which include information indicative of controller or lack thereof (e.g., a logic “1” for motion and a logic “0” for no motion), a time at which the motion detection event occurred, a magnitude and/or direction of the detected motion, a game tag identification number, and/or an indication of available battery power associated with the game tag identification number. The information received by the example game tag meter120may then be transmitted to the central office and/or metering entity via any desired communication medium (e.g., land-line modem communication, cable modem communication (e.g., via an Internet connection), and/or a cellular/wireless telephone connection).
FIG. 2Aillustrates an example implementation of any one of the example game tag(s)118ofFIG. 1. In a preferred example, the form factor of the game tag118is more cylindrical than shown inFIG. 2A. In particular, the form factor of a preferred example is similar to a cord mount ferrite filter used on the power cored of, for example, a personal computer. In the illustrated example ofFIG. 2A, the game tag118is annular. More specifically, the tag118has a front side202, a back side204, and is generally circular in shape with a centrally located hole206to allow the controller wire109to pass there through. For purposes of illustration, the example centrally located hole206is shown to be larger than the diameter of the controller wire109, but the diameter of the centrally located hole206is preferably configured such that an interference fit securely fastens the example game tag118to the controller wire109. Additionally or alternatively, grommets, malleable filler material, and/or other padding material may be securably attached to the wall defining the centrally located hole206to achieve a relatively tight interface fit between the game tag118and the controller wire109. Such added interface material may be used to conform the tag118to one or more different sizes of wire109. The example game tag118is shown inFIG. 2Aas having a generally circular shape for illustrative purposes only. The game tag118may be implemented with any desired shape.
The example game tag118ofFIG. 2Aalso includes locking tabs208to facilitate attachment and/or removal of the game tag118to/from the example controller wire109. For example, the game tag118may separate into two halves with each side operatively coupled at a common boundary210.FIG. 2Billustrates the back side204of the example game tag118ofFIG. 2A. As shown inFIG. 2B, the rear side of the example tag118includes two additional locking tabs208that ensure both halves of the tag118remain securely fastened to the controller wire109during operation. By way of illustration, not limitation, the tag118may alternatively employ hinges in place of the locking tabs208.
Returning toFIG. 2A, a tag circuit212is attached to or embedded within the example game tag118. In the illustrated example, the circuit212includes a housing, power supply (e.g., batteries), and circuitry to detect motion, orientation, tilt, and/or acceleration. While the user is engaged with video game play, some of the motions/forces induced by the user with the game controller106,108,110propagate along the controller wire109and are imparted to the game tag118. On the other hand, for wireless game controllers, such as the example wireless game controller110ofFIG. 1, at least some of the motions/forces induced by the user are imparted directly to the example game tag118(which is attached to the wireless controller110via, for example, glue, Velcro®, etc.). In the illustrated example ofFIG. 2A, the tag circuit212detects motion(s) and/or force(s) and saves detected motion(s) and/or force(s) in a memory. Upon expiration of a periodic timer (e.g., every five minutes), the tag circuit212measures a current battery capacity, retrieves the motion data from the memory, and transmits the payload information to the tag meter120.
As discussed in further detail below, the tag circuit212of the illustrated example employs one or more types of motion sensors. The type(s) of sensor(s) employed depends on the granularity of the data desired. For example, the sensor(s) may simply detect movement and provide only an indication that some unspecified motion occurred. Additionally or alternatively, the motion sensor(s) of the tag circuit212may comprise accelerometers oriented along different axes to, for example, measure an acceleration for an x-axis, a y-axis, and/or a z-axis. Additionally or alternatively, the motion sensor(s) of the tag circuit212may include a digital compass to measure a change in orientation of the example game tag118as induced by user movement of the controller106,108,110.
FIGS. 3A,3B, and3C illustrate the example tag circuit212ofFIG. 2Ain greater detail. In the illustrated example ofFIG. 3A, the tag circuit212includes a motion sensor302, a filter304, a memory306, a timer308, a processor310, and a power supply312. Additionally, the example tag circuit212ofFIG. 3Aincludes an encoder314and a transceiver316a. In the illustrated example, the transceiver316aincludes an RF modulator318a, an RF receiver320, and an antenna322. As discussed in further detail below, the example tag circuit212may be configured to both transmit and receive information, or may be configured only to transmit information that is, for example, indicative of game play motion(s). In the latter case, the example transceiver316aincludes the RF modulator318aand the antenna322, but excludes the receiver320.
As described above, ultrasonic and/or optical signals may be employed to communicate to/from the example tag circuit212. Accordingly, the example tag circuit212may employ, additionally or alternatively, an optical transceiver316b(as illustrated inFIG. 3B) and/or an acoustic transceiver316c(as illustrated inFIG. 3C). In the illustrated example ofFIG. 3B, the optical transceiver316bincludes a modulator318b, one or more light emitting diodes (LEDs)324, and a photodetector326. The example modulator318bmay include an operational amplifier (OpAMP) to, for example, drive the LEDs324in response to signals from the processor310. The example processor310may be directly connected317to the example modulator318bof the optical transceiver316b.
Additionally or alternatively, tag circuits212that employ acoustic signals (e.g., ultrasonic) for communication to/from the example game tag meter120may include an acoustic transceiver316c. In the illustrated example ofFIG. 3C, the example acoustic transceiver316cincludes an acoustic source328(e.g., an ultrasonic transducer, a speaker, etc.), and an acoustic detector330(e.g., a microphone). The example acoustic transceiver316cmay also include one or more filters332to filter-out ambient noise/signals not associated with communication between the game tag118and the game tag meter120.
The example motion sensor302ofFIG. 3Amay be of any type including, but not limited to, a single or multi-axis accelerometer, a tilt sensor, and/or a magnetic compass. An audience member holding a game controller106,108,110will typically shake, tilt, and/or otherwise move the controller106,108,110. Such movements may be intended to be converted into electronic signals by the controller (e.g., the Wii® nunchuck) or may result from adjusting a joystick114and/or pressing button(s)112. Some games elicit relatively fast movements from the audience member and test the audience member's hand/eye coordination (for example, first-person shooter combat games). In these and/or other examples, audience members may induce relatively strong forces on the controller106,108,110(e.g., when attempting to shoot, attack, and/or defend a character in the first-person shooter game). Relatively strong forces induced on the game controller106,108,110may also be caused by elements of surprise. Relatively moderate forces may be induced on the game controller by the audience member when playing, for example, driving and/or flying games. For example, forces induced on the game controller106,108,110during a driving game may include relatively smooth movement transitions from left to right, and/or vice-versa, while the audience member attempts to steer the game vehicle through a track and/or obstacle course. Of course, relatively strong forces may be induced by the audience member on the example controller106,108,110when, for example, the vehicle veers out of virtual control and crashes, but such moments of relatively strong audience member induced forces tend to be less frequent with driving/flying games than with first-person shooter games.
Additionally, some games may include very few moments in which the audience member induces one or more strong and/or moderate forces (e.g., rapid tilting and/or shaking, etc.) on the example controller106,108,110. For example, strategy-based video games and/or video games related to traditional board games, such as, for example, Monopoly®, typically involve a relatively gentle manner of control with the example controller106,108,110.
While the example motion sensor302ofFIG. 3may include one or more transducers and/or sensors to provide an indication of movement, tilt, and/or orientation, some transducers and/or sensors may, additionally or alternatively, provide an indication of the magnitude of the movement. In the event that the example motion sensor302includes one or more accelerometers, then acceleration forces in one or more directions may be measured. Some accelerometers may provide acceleration force data with respect to a single axis of movement and/or rotation. Multiple accelerometers may be incorporated into the motion sensor302so that each axis of movement (e.g., an x-axis302x, a y-axis302y, a z-axis302z, one or more axes of rotation, etc.) may be monitored. In such examples, each of the accelerometers may produce a voltage that is proportional to the corresponding force it detects. Any desired type of accelerometer may be employed, without limitation (e.g., piezoelectric accelerometers, capacitive accelerometers, piezoresistive accelerometers, etc.).
In operation, the example motion sensor302collects the force and/or orientation data from one or more accelerometers302x,302y,302zand saves such data in the memory306. Before, during, and/or after saving data to the example memory306that is indicative of motion of the tag circuit212(and, thus, motion of the game controller106,108,110), the processor310retrieves a time-stamp from the example timer308and associates the same with the motion data. The example timer308may be a real-time clock that is set and/or calibrated by a metering entity before sending the game tag to the audience monitored household (which may be statistically selected to represent a population (e.g., demographic) group of interest). Alternatively or additionally, the example timer and/or real-time clock308may be an integral function of the processor310such as, for example, the PIC10F200 8-bit flash microcontroller by Microchip®.
The example processor310takes one or more measurements from the example motion sensor302. These measurements may be taken at periodic and/or predetermined times. The example processor310may save only those measurements that meet and/or exceed a threshold value. The threshold may be a magnitude of force threshold and/or a duration (time) of sustained movement threshold. For example, the example processor310may ignore motion data from the example motion sensor302if the magnitude of the measured forces do not exceed a particular force magnitude value, thereby masking force data that may be associated with game controller movement that corresponds to non-game-play activities. Non-game-play activities may include, but are not limited to, moving the example game controller106,108,110within an entertainment console to access other entertainment media and/or media devices. In the event that the example game controller106,108,110is stored in a cabinet of an entertainment console that also houses a collection of DVDs, CDs, and/or VHS tapes, then an audience member may inadvertently and/or purposefully move the game controller106,108,110out of the way to access the one or more DVDs, CDs, and/or VHS tapes. Accordingly, the example processor310may compare the magnitude(s) of the force(s) associated with such small movement(s) to one or more thresholds and prevent them from being saved to the memory306of the example tag circuit212if the threshold(s) are not exceeded. Ignoring brief movements surrounded by long period of inactivity can similarly be used to screen non-play activity.
Additionally or alternatively, the example processor310may employ the filter304to mask one or more forces that are not associated with motions created by the audience member during game play. For example, some controllers106,108,110are provided with haptic technology, which seeks to provide the audience member with a tactile sensation during game-play. Haptic technologies are sometimes referred to as “force feedback,” “haptic feedback,” and/or a “RumblePak®,” which is a term used by Nintendo® for some of their controllers. Game scenarios that invoke one or more haptic forces include, but are not limited to, a game character being struck by enemy gun-fire and/or crashing a vehicle into a wall of a race track. In response to one or more such scenarios, the example controller106,108,110may vibrate and/or shake within the hand(s) of the audience member. Vibration forces may be created by, for example, one or more electric motors within the example controller106,108,110that spin one or more weights in an eccentric path. The example filter304may be tuned to one or more frequencies exhibited by the haptic force(s) to differentiate between forces associated with the haptic technology and/or forces potentially caused by audience member movement(s).
The example tag circuit212may collect data indicative of audience member game play for a predetermined time period and then send such collected data to the example tag meter120via a signal (e.g., RF, acoustic, optic). For example, the example timer308may send a signal to the processor310every five-minutes to prompt the processor310to retrieve saved motion data (if any) from the memory306. In the illustrated example ofFIG. 3, the processor310also measures a capacity of the power supply312before sending the signal (e.g., RF, acoustic, optic) to the tag meter120. The power supply312may include one or more batteries that provide power to the tag circuit212and may be serviceable by the audience member, or require that the audience member send and/or receive a new game tag118and/or tag circuit212when the battery power drops below a threshold value. The processor310employs the encoder314to encode a data payload that includes, for example, the battery capacity, the motion data indicative of audience member game play stored in the memory306including the associated time(s) of the detected motion event(s), and/or a tag circuit212identification number, which may be stored in the memory306. The identification number associated with the tag circuit212may be unique (e.g., a manufacturer may assign each tag circuit a unique alphanumeric identifier) or locally unique to the game console104or household thereof (e.g., the tag circuits sent to a household are unique to each other but may be reused in other households). The encoder314sends the encoded payload to the transceiver316, which modulates the encoded payload with the RF modulator318and transmits an RF signal of the payload via the antenna322.
Additionally or alternatively, the example tag circuit212may include a receiver320that receives a signal from the tag meter120requesting that a payload be sent. For example, to promote preservation of battery power, the example tag circuit212may be configured to only send payload data in response to one or more instances of audience game play being detected by the motion sensor302. Game consoles104may not be used by audience members on a daily basis. Indeed, such game consoles104may not be used for several days and/or weeks. As such, rather than the tag circuit212transmitting a chirp (e.g., an RF chirp, an ultrasonic chirp, an optical chirp) every, for example, five minutes to maintain an updated awareness of tag circuit212functionality (e.g., sufficient battery power), the tag meter120may initiate a payload request once per day, once per week, etc.
If the battery capacity of the power supply312drops below a threshold level, the metering entity may send a new game tag118, one or more new batteries, and/or a new tag circuit212to the household. Similarly, if the tag circuit212fails to transmit payload information and/or fails to respond to one or more requests to transmit payload information via the example receiver320, then the metering entity may, by default, send one or more new game tag(s)118, one or more new batteries, and/or new tag circuit(s)212to the household. In the event a new tag is sent, it may be accompanied by instructions to install the new tag and return the old tag (e.g., via a pre-addressed postage paid package).
FIG. 4illustrates the example tag meter120ofFIG. 1in greater detail. In the illustrated example ofFIG. 4, the tag meter120includes an RF transceiver401, which includes an antenna402and a receiver404to receive RF signals from one or more game tag(s)118. As described above in view ofFIG. 3, the example RF transceiver401may, additionally or alternatively, be replaced with or supplemented with an acoustic transceiver and/or an optical transceiver (e.g., to alleviate any complexities caused by RF signals traveling through walls). The tag meter120also includes a decoder406to decode and/or otherwise extract payload information from received RF signals, and a processor408. The example game meter120ofFIG. 4may also include an audio sensor410(e.g., microphone) to detect audio signals associated with monitored information presenting devices such as media content played on a television (e.g., movies, situation comedies, video game audio, etc.). Such audio data may be used to identify the program a game presented on the information presenting device (e.g., by collecting embedded audio codes identifying the content and/or collecting one or more signatures representative of the content.) Additionally or alternatively, the example game meter120may include one or more proximity sensors412to detect whether audience members are present in the vicinity of the game console104and/or the information presenting device. The detection of the presence of audience members can be performed using the techniques disclosed in U.S. Pat. No. 7,100,181, which is hereby incorporated by reference in its entirety.
In the illustrated example ofFIG. 4, payload data received by the game meter120(e.g., as RF signals) are sent by the processor408to a communication interface414, which is communicatively connected to the metering entity. For example, the communication interface414may be communicatively connected to the metering entity via an Internet connection, intranet connection, a land-line telephone connection, a wireless telephone connection, and/or a communication network employed by a cable broadcast provider.
The example game meter120ofFIG. 4includes an RF modulator416to send a request signal to one or more game tag(s)118to initiate transmission of payload information. Additionally or alternatively, where an ultrasonic transceiver is implemented on the game meter, an ultrasonic trigger may be used to send the request signal to the game tag(s)118. Such a request may be prompted by the processor408that executes one or more programs to monitor for time periods of no game tag reporting activity, or the request may be initiated by the metering entity via the communication interface414. In the illustrated example ofFIG. 4, the RF modulator416allows the metering entity to determine a health status of batteries in the power supply312, even if the game tag118has not been used by a household member for a relatively long period of time. As described above, if the game tag118is configured to transmit payload information (e.g., battery status information, detected motion events, etc.) at five-minute intervals, but only when motion is detected, then several days or weeks may elapse without a transmission from the game tag118to the metering entity. On the other hand, if the game tag118is configured to transmit payload information every five-minutes even if no motion has been detected, then the batteries in the power supply312of the tag circuit212may needlessly consume power. To address this concern, the RF modulator416in the tag meter120of the illustrated example is configured to prompt the tag circuit212to transmit payload information upon request, thereby avoiding the need for the game tag118to needlessly send battery status messages and, thus, conserving battery power of the tag circuit212.
Flowcharts representative of example machine readable instructions for implementing the example system100ofFIG. 1are shown inFIGS. 5,6, and7. In these examples, the machine readable instructions comprise one or more program(s) for execution by a processor (e.g., the processors310or408ofFIGS. 3 and 4), a controller, and/or any other suitable processing device. The program(s) may be embodied in software stored on a tangible medium such as, for example, a flash memory, a CD-ROM, a floppy disk, a hard drive, a digital versatile disk (DVD), or a memory (e.g., the memory306ofFIG. 3) associated with a processor (e.g., the processors310or408ofFIGS. 3 and 4), but all of the program(s) and/or parts thereof could alternatively be executed by another device and/or embodied in firmware or dedicated hardware (e.g., it may be implemented by an application specific integrated circuit (ASIC), a programmable logic device (PLD), a field programmable logic device (FPLD), discrete logic, etc.). For example, any or all of the filter304, the timer308, the encoder314, and the decoder406could be implemented by software, hardware, and/or firmware. Also, some or all of the machine readable instructions represented by the flowcharts ofFIGS. 5,6and7may be implemented manually. Further, although the example program is described with reference to the flowcharts illustrated inFIGS. 5,6and7, many other methods of implementing the example machine readable instructions may alternatively be used. For example, the order of execution of the blocks may be changed, and/or some of the blocks described may be changed, substituted, eliminated, or combined.
The program ofFIG. 5begins at block502where the example timer308of the tag circuit212is initiated by the processor310. As described above, the timer may be configured to run for five-minute intervals, but any other time interval may be employed, as desired. For example, the timer may run at shorter intervals when motion has recently been detected and longer intervals when no motion has been detected for a significant time. An example of this approach is discussed below in view ofFIG. 6.
The processor310next clears a status bit of a movement flag stored in the memory306(block504). For example, the tag circuit212may employ a motion sensor to indicate movement and/or tilt. Any number of motion sensors may be employed to detect potential indications of game play by the audience member including, but not limited to, controller tilt (e.g., via a mercury switch (and/or alternative liquid metal switch), an accelerometer, etc.), orientation change (e.g., via an electronic compass), and/or a magnitude of the detected motion event (e.g., one or more acceleration force(s) measured by a multi-axis accelerometer, etc.). Accordingly, if movement is detected by the example motion sensor302(block506), then the processor310may set the movement flag in the memory306to a “1” or TRUE value (block508). If movement is not detected (block506), then the processor determines whether the timer308has elapsed and/or reached its time limit (block510). If not, then control returns to block506to continue to monitor for game tag movement.
However, if the timer308expires and/or reaches its time limit (block510), then the processor310measures the power supply312to determine the current battery capacity (block512). The resulting capacity information (e.g., a voltage level of the batteries) may be saved in the memory306along with a timestamp indicating when that measurement occurred. The processor310assembles the payload information and encodes it using the example encoder314. That is, the processor310extracts a unique game tag identification number from the memory306, extracts the motion data (e.g., the movement flag, acceleration forces, etc.) from the memory306, extracts the battery capacity information from the memory306, along with any associated time stamps, and encodes all of this payload information using the example encoder314. The encoded payload information is sent to the transceiver316a,316b,316cwhere it is combined with a carrier (if necessary) and transmitted as a signal (e.g., an RF signal, an acoustic signal, an optical signal) to the tag meter120(block514). The processor310then resets the timer (block516) and control returns to block502to begin another time period.
As described above, if the example game tag118transmits a payload once per time period (e.g., once every five minutes), then some payload transmissions may occur whether or not movement activity has been detected, thereby potentially wasting battery power.FIG. 6is a flowchart representative of example machine readable instructions for implementing the example system100ofFIG. 1that avoids this potential waste. In the illustrated example ofFIG. 6, the example tag circuit212is configured to operate at least two timers308, namely a first timer to prompt a payload transmission only if movement activity has been detected, and the second timer to prompt the payload transmission at a relatively longer time period even if no movement has been detected.
For example, a first time period may be set to five minutes, in which the tag circuit212will transmit the payload information to the tag meter only if, within that five minute period of time, movement has been detected. As a result, battery power is conserved during relatively longer periods of time (e.g., multiple days, weeks, etc.) in which the audience member does not use the video game console104by restricting the frequency of payload transmissions on an occurrence basis. On the other hand, to minimize the problem of battery power dropping below a critical low-end threshold during one or more extended periods of inactivity without notice of the same, the second timer is employed to periodically transmit payload information at longer intervals, for example, once every week. As a result, even if the audience member does not use the video game console for an extended period of time (e.g., one month), then the central office and/or metering entity will still receive an indication of the remaining battery life of each game tag118in the household once per week. In the event that one or more of the game tags' battery capacity drops below a threshold value (e.g., a voltage level), then the metering entity may automatically reference the household address associated with the corresponding game tag identification number from a database of tags and send one or more new game tags or batteries to the household.
Returning toFIG. 6, timer T1and T2(308) are started (block602) and the example processor310ofFIG. 3monitors the motion sensor302for an indication of movement (block604). The example timer308may facilitate any number of independently running timers and/or registers to track one or more time values. Without limitation, the functionality of the example timer308may be an integral component of the example processor310or one or more separate timing devices. If movement is not detected (block604), control advances to block608. If movement is detected (block604), then an indication of that movement is saved to the memory306(block606). As described above, any number of motion sensors may be employed to detect potential game play of the audience member. These sensor(s) may provide any desired combination of motion data including, but not limited to, an indication of movement (e.g., a TRUE bit), an indication of no-movement (e.g., a FALSE bit), an indication of tilt (e.g., a bit set by a mercury switch (and/or alternative liquid metal switch), an accelerometer, etc.), an indication of orientation change (e.g., a bit set by an electronic compass), and/or magnitude(s) of the movement(s) (e.g., acceleration force(s) measured by a multi-axis accelerometer, etc.).
The processor310determines whether timer T1has elapsed (block608) and, if so, determines if any indication of movement has occurred within the last time period (i.e., within time period T1) (block610). If not, then the tag circuit212does not need to transmit any payload information and control advances to block618. If movement has occurred in the last time period of T1(block610), then the processor310encodes the game tag identification number, the indication(s) of movement and associated time(s) that movement was detected, and an indication of the power supply battery capacity (block612). The encoded payload information is provided to the transceiver316and transmitted to the tag meter120via a signal (e.g., an RF signal, an acoustic signal, an optical signal) (block614). Timer T1is reset (block616) and control returns to block604to monitor for additional instances of game tag movement.
If the timer T1has not elapsed (block608), control advances to block618where the example processor310determines whether timer T2has elapsed (block618). As described above, timer T2counts to a value relatively greater than timer T1. For example, timer T2may be set to expire at one-day intervals, multiple-day intervals, week intervals, multi-week intervals, etc. If the timer T2has not expired, control returns to block604. At the expiration of the T2interval, the processor measures a battery capacity of the power supply312(block620), encodes the battery capacity information with the example encoder314, and transmits the payload information to the tag meter120via a signal (e.g., an RF signal, an acoustic signal, an optical signal) (block622). Timer T2is reset (block624) and control returns to block604to monitor for instances of game tag movement. Application of T1and T2in the manner described inFIG. 6allows the example tag circuit212to be constructed without a need for the receiver320. Similarly, the application of T1and T2in the manner described inFIG. 6allows the example tag meter120to be constructed without any need for the example RF modulator416, shown inFIG. 4.
FIG. 7is a flow diagram representative of example machine readable instructions that may be executed to implement the example tag meter120ofFIG. 4. The example program ofFIG. 7begins at block702where the tag meter120detects presence information (e.g., determining whether users or audience members are in the vicinity of the game console104via the proximity sensors412) and/or audio signals (e.g., information associated with one or more types of media, such as movies, television programs, commercials, video games, etc.) via the audio sensor410for use in identifying the media presented by the monitored device, whether a presentation device (e.g., a television) is on, or whether one or more audience member(s) are registered in, for example, a metering system implementing a personal meter (e.g., a people meter). The presence information and/or any detected audio signals may be stored and included in the payload that is transmitted to the metering entity or, in other examples, may be independently sent to the metering entity. As described above, the tag meter120may be set to initiate an exchange of information (e.g., battery health, video game controller movement data, etc.) with the tag circuit212and/or may be set to receive a transmission from the tag circuit212(e.g., where the tag circuit212initiates transmission of a payload when movement is detected by the motion sensor302) (block704). As described above, in other examples, the metering entity may initiate a request via the communication interface414.
Where the tag meter120is to initiate exchanges, requests or prompts may be sent (e.g., on a scheduled basis, on a periodic basis, upon receipt of a manual request from the central office, etc.) to the tag circuit212for a payload transmission (block706). A lack of response from the tag circuit212(block708) may indicate, for example, a low battery health or inoperative status associated with the game tag118, causing the tag meter120to transmit replacement request information (e.g., a tag identification number, an address, an account number, etc.) to the metering entity (e.g., central office), as described above. Where a response is received from the tag circuit212(block708), the tag meter proceeds to receive the payload, which may include battery status, movement data (e.g., one or more bits indicating an acceleration, orientation, motion, tilt, magnitude, force, etc.), time information (e.g., time stamps associated with motion events), and/or tag identification numbers. As shown in the example program ofFIG. 7, the tag meter120may store the payload (e.g., in memory of the processor408) (block714) and then transmit the payload to the metering entity (block716). For instance, the payload may be stored for a period of time before being transmitted to the metering entity or may be stored until the metering entity requests the payload. Additionally or alternatively, the tag meter120may analyze the payload (e.g., compare the contents of the payload to a previous payload) to determine a status of the information (e.g., whether the payload includes new information) and, in some examples, may transmit the payload depending on the status.
Returning to block704, where the tag meter120is not set to initiate exchanges, the example program ofFIG. 7may determine if a payload is being transmitted (block718). For example, the game tag circuit212may be configured to transmit a payload to the tag meter120every 12 or 24 hours, at which time the tag meter120may receive the payload (as described above in connection with block712). Further, where a payload is not being transmitted (block718), the tag meter120may determine whether a predetermined period of time has elapsed since the transmission of the last payload (block720). For example, the tag meter120may be configured (e.g., by a default or customizable setting) to set a flag indicating an unexpected period of inactivity if the tag circuit212has not transmitted a payload (or an indication that no new information is available) during the last 48 or 72 hours. Such a situation may indicate the need for a replacement game tag118and/or component thereof, causing the program ofFIG. 7to transmit replacement information to the metering entity (block710).
Although the above examples describe the tag118as being coupled to the wire of a wired controller, the tag could be coupled to the body of the controller in a manner similar to or identical to the manner in which the tag is coupled to a wireless controller.
Although certain methods, apparatus, and articles of manufacture have been described herein, the scope of coverage of this patent is not limited thereto. To the contrary, this patent covers all methods, apparatus, and articles of manufacture fairly falling within the scope of the appended claims either literally or under the doctrine of equivalents.
Claims
- An apparatus to meter video game play, comprising: a tag adapted to be attached to a video game controller, the video game controller adapted to interact with a video game system capable of executing a plurality of video games, the tag having a sensor adapted to detect motion data related to movement of the video game controller;and a meter adapted to receive the motion data from the sensor without affecting operation of the video game system, the meter adapted to attribute the motion data to a user interaction with the video game controller, the meter adapted to detect media identifying information presented in an environment including the video game controller to identify which of the plurality of video games is being played via the video game controller, and adapted to combine the media identifying information with the motion data received from the sensor.
- An apparatus as defined in claim 1 , further comprising a filter adapted to identify the movement detected by the sensor as unrelated to video game play.
- An apparatus as defined in claim 1 , further comprising a timer adapted to cause the tag to periodically transmit the motion data to the meter.
- An apparatus as defined in claim 1 , further comprising a timer adapted to cause the tag to transmit the motion data to the meter when the movement has been detected by the sensor during a time interval.
- An apparatus as defined in claim 1 , wherein the meter comprises an audio sensor adapted to detect the media identifying information in audio signals associated with the metered video game system.
- An apparatus as defined in claim 5 , wherein the audio signals comprise at least one embedded audio code.
- An apparatus as defined in claim 5 , wherein the audio signals comprise an audio signature.
- An apparatus as defined in claim 1 , wherein the tag is removably attached to at least one of a body of the video game controller or a wire of the video game controller.
- An apparatus as defined in claim 1 , wherein the sensor comprises at least one of a liquid metal switch, an accelerometer, an electronic compass, or a motion sensor.
- An apparatus as defined in claim 1 , wherein the video game controller comprises a motion detector to control the operation of the video game system.
- An apparatus as defined in claim 10 , wherein the motion detector is housed within the video game controller.
- An apparatus as defined in claim 1 , wherein the media identifying information identifies a video game with which the video game controller interacts.
- A method of metering video game play, comprising: detecting a user interaction with a video game controller via a sensor attached to a wire that is coupled to the video game controller, wherein the sensor is attached to a portion of the wire external to a housing of the video game controller;comparing a magnitude of a motion of the wire detected by the sensor to a threshold;attributing the motion of the wire to video game play if the magnitude of the motion detected by the sensor exceeds the threshold;and transmitting one or more signals representative of the detected user interaction to a meter without affecting operation of a video game system to be controlled by the video game controller.
- A method as defined in claim 13 , further comprising transmitting data from the meter to a metering entity.
- A method as defined in claim 13 , further comprising attributing the motion to non-video game play if the magnitude of the motion is less than the threshold.
- A method as defined in claim 13 , further comprising associating the user interaction with an identification number assigned to the sensor.
- A method as defined in claim 16 , wherein the identification number is at least locally unique.
- A method as defined in claim 13 , further comprising detecting a status of the sensor and transmitting the status of the sensor to the meter.
- A method as defined in claim 18 , further comprising supplying a replacement sensor if the detected status is an inoperative status.
- A method as defined in claim 18 , wherein detecting the status comprises detecting a battery status.
- A method as defined in claim 20 , further comprising supplying at least one replacement battery if the detected battery status is below a battery status threshold.
- A method as defined in claim 13 , wherein detecting the user interaction with the video game controller comprises measuring magnitudes of movement along at least three axes.
- A method as defined in claim 13 , wherein the threshold is a non-zero threshold.
- A method as defined in claim 13 , wherein the threshold is an amount of time and the magnitude of the motion is a duration of sustained movement.
- A method as defined in claim 13 , further comprising attributing the detected user interaction to non-video game play when the magnitude of the motion is below a threshold amount of time and when the sensor does not detect motion during a first period of time immediately prior to the detected motion or during a second period of time immediately after the detected motion.
- A video game play tag, comprising: an annular housing having an aperture to receive a wire coupled to a video game controller, wherein the annular housing comprises two semicircular interlocking halves to, when interlocked, define the aperture to receive the wire;a sensor carried by the housing to detect a user interaction with the video game controller based on a change in orientation of the housing;and a transmitter to send orientation information generated by the sensor to a remote device.
- A video game play tag defined in claim 26 , wherein the transmitter is to send an identification number associated with the video game play tag to the remote device.
- A video game play tag as defined in claim 26 , wherein the sensor is to detect at least one of an orientation, a tilt, a movement, or an acceleration of the housing.
- A video game play tag as defined in claim 26 , wherein the transmitter further comprises at least one of an optical transmitter, an acoustic transmitter, an ultrasonic transmitter, or a radio frequency transmitter.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.
