US20260115571A1
2026-04-30
19/433,678
2025-12-26
Smart Summary: A new gaming system uses a special display surface for playing rebound sports games. It has sensors that can tell where an object hits the surface and where players are located. The system can create a target area on the display based on the players' positions. Players aim to hit the object within this target area. The system checks if the object lands in the target area to control the game flow. π TL;DR
A physical gaming system includes a display surface, a game space assigned to the display surface, a sensor system configured to detect an impact site of an object on the display surface, an acquisition system configured to detect the position of the object and/or of a player in at least a part of the game space, and a controller configured to determine a target field on the display surface using the position, wherein the physical gaming system is configured to display the target field on the display surface and to determine whether the impact site lies in the target field.
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A63B71/0605 » CPC main
Games or sports accessories not covered in groups -; Indicating or scoring devices for games or players, or for other sports activities Decision makers and devices using detection means facilitating arbitration
A63B71/0622 » CPC further
Games or sports accessories not covered in groups -; Indicating or scoring devices for games or players, or for other sports activities; Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
A63B2071/0675 » CPC further
Games or sports accessories not covered in groups -; Indicating or scoring devices for games or players, or for other sports activities Input for modifying training controls during workout
A63B2102/06 » CPC further
Application of clubs, bats, rackets or the like to the sporting activity ; particular sports involving the use of balls and clubs, bats, rackets, or the like Squash
A63B71/06 IPC
Games or sports accessories not covered in groups - Indicating or scoring devices for games or players, or for other sports activities
This application is a continuation-in-part application of U.S. patent application Ser. No. 17/848,363 filed Jun. 23, 2022, which is a continuation application of international patent application PCT/EP2020/087488, filed Dec. 21, 2020, designating the United States and claiming priority to German applications 10 2019 135 695.4, filed Dec. 23, 2019, and 10 2020 109 414.0, filed Apr. 3, 2020, and the entire content of these applications is incorporated herein by reference.
The disclosure relates to a physical gaming system and a method for controlling a game flow of a rebound sports game played with the physical gaming system.
A rebound sport is a ball sport in which two players or teams pass an object such as, for example, a ball to one another via a wall while observing a particular set of rules and in the process attempt to force the opponent to make mistakes when receiving or returning the ball. Mistakes by one side result in points going to the other side and/or give this other side the right to serve. Squash is a rebound sport. Rebound sport is also understood to mean that a single player passes the object to himself via a wall. The wall can be a flat or curved surface or an edge. Object is to be understood to mean any object that can be played against the wall in order to bounce back from the wall. Physical gaming devices for rebound sport in which target fields are displayed on a wall and which the player is to hit with the ball are generally known. Positions of the target fields can be varied over time.
These existing gaming devices, however, randomly select positions of target fields which results in high rates of premature rebound sports game abandonments. Even if the target fields are selected in accordance with a predefined schedule for the rebound sports game or in accordance with a predefined difficulty level, these existing physical gaming systems are not designed to avoid unintended game interruptions. In addition, it is impossible for such conventional physical gaming systems to take into consideration the impact of timely changing physical conditions of the player(s) on the game flow and on the user experience. Thus, despite the utilization of predefined schedules for conventional rebound sports games, players may for example feel overwhelmed or underchallenged, and as a result may quit the rebound sports game prematurely.
In addition, a predefined schedule which is not tailored to a current or dynamically changing daily form or state of readiness/performance of a player may even have a negative impact on the overall fitness or performance of the player or may render the physical gaming system unusable.
It is therefore an object of the disclosure to provide a method and a physical gaming system for controlling a game flow of a rebound sports game played with a physical gaming system through dynamic difficulty adjustment of a difficulty level of the rebound sports game. The object is achieved by the method and physical gaming system as described herein.
The object is achieved by a method and a physical gaming system which significantly improve conventional physical gaming systems because they not only broaden the scope of applicability but also prevent the rebound sports game from prematurely ending depending on a real time fitness score of the player. As a result, the provided method and physical gaming system can now be used in entirely different environments with a same configuration, which spans from physical therapies in nursery homes to training situations for professional athletes.
In addition, certain training results become possible for the first time because the method and physical gaming system can almost entirely eliminate a player's perception of being overwhelmed or underchallenged which motivates the player to achieve the goal of the rebound sports game in a playful manner. In addition, the physical gaming system blocks potential movements of players which would result in a premature end of the rebound sports game.
The physical gaming system according to an aspect of the disclosure includes a display device, a display surface, a game space assigned to the display surface, a sensor system, an acquisition system and a controller. The display device is configured to display a target field on the display surface. The display device can be implemented as a projector which projects an image displayed on the display surface onto a wall, for example. The display can also be implemented as a touchscreen.
According to an aspect of the disclosure, the physical gaming system for controlling a game flow of a rebound sports game played with the physical gaming system through dynamic difficulty adjustment of a difficulty level of the rebound sports game, the physical gaming system including a display surface, a display device configured to (a) display a target field on the display surface, a game space assigned to the display surface, a sensor system configured to (b) detect an impact site on the display surface of the object played by the player toward the display surface, wherein the impact site is a fourth position on the display surface at which the object hits the display surface, an acquisition system configured to (c) determine a play position in the game space, wherein the play position includes a first position of the player in the game space and a second position of an object in the game space, and a controller configured to (d) set a degree of challenge and a fitness score for a player, wherein the degree of challenge corresponds to the difficulty level of the rebound sports game, (e) set an object return position based on the degree of challenge, the fitness score, and the play position, (f) determine a target field based on the object return position, wherein the target field is a third position on the display surface which the player aims at when the player plays the object toward the display surface, (g) determining a first deviation of the fourth position of the impact site from the third position of the target field on the display surface, (h) dynamically adjust the at least one of the degree of challenge and the fitness score such that a premature end of the rebound sports game is prevented; and (i) repeat steps (a) to (c) and (e) to (h).
It is now possible with the physical gaming system according to an aspect of the disclosure to determine target fields adjusted to the play position, which includes a position of the object and of the player in the game space, the degree of challenge and a real-time fitness score of the player. This opens many new ways in which a rebound sports game played by the player can be controlled. It is possible with the sensor system in real time to determine whether the impact site lies in the target field, i.e., whether the object has hit the target field and a precision of the hit based on the deviation of the position of the center of the target filed from the center of the impact site. An improved physical gaming system is thus provided. The rebound sports game can therefore be controlled in such a way that a premature end is prevented. This can be done by blocking certain target filed positions which would, when hit by the object, result in a premature end of the rebound sports game. Such blocked target field positions include positions which would result in object return positions that cannot be reached by the player because of the player's real-time fitness score. It is thus, for example, possible to determine the target field in such a way that the player, when the player has played the object in such a way that the impact site lies in the target field, the player can reach the object return position with a certain effort.
The acquisition system typically includes a depth camera. The depth camera is configured to record a two-dimensional or three-dimensional image of the game space, wherein each image point of the two-dimensional or three-dimensional image represents a distance value. The distance value can, for example, be the distance of a point of the object and/or of the player from the depth camera. The depth camera can, for example, be configured to determine the distance with a time-of-flight measurement of an electromagnetic pulse.
Alternatively, or in addition, the acquisition system can include a laser scanner and/or a touch-sensitive floor. The laser scanner can also be configured to determine a distance of a point of the object and/or of the player from the laser scanner. The touch-sensitive floor can be a border of the game space at its lower end and be configured to determine the position of the object and/or of the player through their contact with the touch-sensitive floor.
The physical gaming system typically includes a projector configured to project the target field onto the display surface. It is particularly easily possible with the projector to retrofit an existing game space such as, for example, a squash court and thus to convert it into the physical gaming system according to an aspect of the disclosure. Alternatively, the physical gaming system may include a screen that includes the display surface.
The object is typically a real object. According to an aspect of the disclosure, positions of the object on the display surface and in the game space are defined by a Cartesian coordinate system and each position in the physical gaming system is defined by an x-coordinate, an y-coordinate, and a z-coordinate. However, the physical gaming system is not limited to the Cartesian coordinate system. Other coordinate systems can also be used, such as polar coordinate systems, spherical coordinate systems, etc. As an alternative, the object can also be a virtual object.
According to a first exemplary embodiment of the sensor system, the sensor system includes a first row of photoelectric sensors arranged in parallel which is configured to determine a y-coordinate of the impact site. The sensor system can include a camera configured to determine a z-coordinate of the impact site. As an alternative to the camera, the sensor system can include a second row of photoelectric sensors arranged in parallel and configured to determine the z-coordinate of the impact site. According to the first exemplary embodiment, the object is a real object.
According to a second exemplary embodiment of the sensor system, the sensor system includes a camera configured to determine a y-coordinate and a z-coordinate of the impact site. According to the second exemplary embodiment, the object is a real object.
In a third exemplary embodiment of the sensor system, the physical gaming system can include the screen, which is implemented as a touchscreen and thus forms at least a part of the sensor system. The touchscreen can be configured to detect a y-coordinate and a z-coordinate of the impact site. The touchscreen can, for this purpose, include pressure sensors, light sensors, a touch-sensitive membrane, and/or a touch-sensitive electronic paint. According to the third exemplary embodiment, the object is a real object.
In a fourth exemplary embodiment of the sensor system, the sensor system can at least partially be formed by the acquisition system, and the sensor system can be configured to derive the impact site from the position and/or a movement of the player. A stroke with a tennis racquet can, for example, be simulated for this purpose from an arm movement of the player. According to the fourth exemplary embodiment, the object is a virtual object.
In all of the above-described exemplary embodiments of the sensor system, the y-axis belonging to the y-coordinate can be arranged perpendicular to the z-axis belonging to the z-coordinate. In all of the above-described exemplary embodiments of the sensor system, the y-axis can be arranged horizontally and the z-axis can be arranged vertically.
The game space is typically arranged adjacent to the display surface.
The controller can be implemented with a personal computer and/or a server. The controller can be configured to determine whether the impact site lies in the target field. It is alternatively conceivable that the physical gaming system includes a further controller configured to determine whether the impact site lies in the target field. The further controller can also be a personal computer and/or a server. Other configurations of the controller(s) are also possible. The controller(s) can be implemented, e.g., as special purpose computers, field programmable gate arrays (FPGAs), or application-specific integrated circuits (ASICs).
The object can be a flying object. Such flying objects are, but are not limited to, a ball, a medicine ball or a frisbee. The physical gaming system typically includes the object.
According to an aspect of the disclosure, the controller is configured to determine object return position in the game space based on a predetermined rule and a ballistic model of the object, to determine the target field in such a way that when the player plays the object towards the target field, the object enters the object return position after bouncing back from the display surface and reaches the object return position. The predetermined rule can, for example, be selected such that the object return position is arranged at the position of the player. As a consequence, the player may not have to move at all, or may have to move slightly, to reach the object. This makes it possible for the player to be able to concentrate on the play of the object. Alternatively, the predetermined rule can, for example, be selected such that the object return position is arranged at a position other than the position of the player. As a result, after having played the object, the player must change his position to reach the object, whereby, in particular, the fitness of the player is trained. The controller here can be configured as a client-controller, with which the predetermined rule can be entered into the controller and/or manipulated remotely, in particular via the server. It is possible in this way to change the predetermined rule quickly and/or variably.
The controller can be configured to determine an object return position, to calculate, with the ballistic model, a trajectory of the object extending from the position of the object via the display surface to the object return position and to determine the target field about an intersection point of the trajectory on the display surface. The larger the target field that the controller now determines, the larger is the game space thereby determined. The intersection point can, for example, be arranged at the center of gravity of the target field.
The object return position or the target point can be determined in such a way that the object return position or the target point change when the position changes. As an alternative, it is conceivable that the object return position or the target point are determined on the basis of the position that the object and/or the player have at a predetermined time point. The predetermined time point can, for example, coincide with the time point at which the object impacts the display surface, or be determined with a predetermined time delay from the time point at which the object impacts the display surface. It is, alternatively, conceivable that the predetermined time point coincides with the time point at which the object changes its direction of movement in a direction away from the display surface to a direction towards the display surface, or is determined with a predetermined time delay from the time point at which the object impacts the display surface.
According to an aspect of the disclosure, in the case in which the acquisition system is not configured to determine the position of the object, the controller is configured to determine the position of the object depending on the position of the player. For example, the controller can be configured to equate the position of the object to the position of the player. In an alternative example, the controller can be configured to determine the position of the object in accordance with a predetermined calculation rule at a position other than the position of the player. It is conceivable here that the acquisition system is configured to distinguish whether the player is holding a racquet in a forehand or in a backhand, and that the predetermined calculation rule is different according to whether the player is holding the racquet in the forehand or in the backhand.
The ballistic model describes a force-free movement of the object. This advantageously involves a ballistic model requiring particularly little computation. The controller can be configured to calculate the trajectory based on the position of the object and of the target point as well as taking the reflection of the object at the display surface into consideration. It is not necessary here for a speed to be determined for the object. It is conceivable here that the ballistic model takes an energy loss of the kinetic energy of the object due to the bouncing-back from the display surface into consideration. The ballistic model thereby becomes particularly realistic, so that the object, if it is played into the target field, reaches the object return position with a high probability.
As an alternative, the ballistic model includes an acceleration due to gravity. The ballistic model thereby becomes particularly realistic, so that the object, if it is played into the target field, reaches the object return position with a high probability. It is typical that the ballistic model takes an energy loss of the kinetic energy of the object due to the bouncing-back from the display surface into consideration. The ballistic model thereby becomes particularly realistic, so that the object, if it is played into the target field, reaches the object return position with a high probability. In addition, it is typical that the ballistic model takes an air friction resistance into consideration. The probability that the object reaches the object return position when it is played into the target field is particularly high if the ballistic model takes a plurality or all of the acceleration due to gravity, the energy loss of the kinetic energy of the object due to the bouncing-back from the display surface and the air friction resistance into consideration.
According to another aspect of the disclosure, the ballistic model includes an initial speed for the object at the position of the object or a final speed for the object at the target point. A usual initial speed occurring when playing the object can be selected for the initial speed. This can, for example, be a usual speed with which the player hits a squash ball or a tennis ball with a racquet, throws a handball or kicks a football. A usual speed occurring after the bouncing-back in the object return position or at the target point can be selected for the final speed. Because the ballistic model includes the initial speed or the final speed, it is not necessary to measure a speed of the object. As a result, the target field can be determined and displayed before the player plays the object. The trajectory can now, for example, be calculated in that the motion equation is solved with the position of the object and the initial speed as the initial conditions of the motion equation. The direction of the object belonging to the initial speed can be varied until the trajectory enters an acceptance region around the target point. Alternatively, the motion equation can be solved with the position of the object, the target point and the final speed as the boundary conditions.
According to an aspect of the disclosure, a plurality of the predetermined rules are stored in the controller, each of which has a different degree of difficulty for the player when playing with the physical gaming system. By choosing or blocking a previously determined rule in real time depending on a real time fitness score of the player, it is now possible to change the degree of difficulty in real time, such that a premature end of the rebound sports game is prevented. Such a premature end of the rebound sports game can be caused by a degree of difficulty or degree of challenge which is too high for a real time fitness score of a player, or because the player feels overwhelmed or underchallenged because of a mismatch of the degree of challenge for the player with the degree of difficulty set for the physical gaming system, and as a result, the player quits the rebound sports game.
According to an aspect of the disclosure, the acquisition system is configured to determine the number of players.
According to a further aspect of the disclosure, the acquisition system is configured to determine the number of players and a different one of the predetermined rules or a different set of the predetermined rules is stored in each case in the controller for each number of players. It is thereby possible to adjust the predetermined rules to the number of players automatically.
According to an aspect of the disclosure, the acquisition system is configured to determine the positions of at least the object and of the player or of at least two of the objects or of at least two of the players. In particular this opens many new ways in which to control a game.
According to an aspect of the disclosure, the acquisition system is configured to determine the positions of at least two of the players, and the controller is configured to determine the object return position based on the positions of the at least two of the players. It is thereby possible to control the game in such a way that it is improbable that the at least two of the players will collide, whereby a risk of injury is low. It is thus, for example, possible to determine the target field in such a way that one of the players must move away from the other one of the players or must only move a small distance towards the other players in order to reach the object.
According to a further aspect of the disclosure, the acquisition system is configured to determine an eye point position of an eye point of the player in the part of the game space and to adjust the perspective of an image displayed on the display surface to the eye point position. When using the physical gaming system, the player thus has a particularly good visual experience. The acquisition system can be configured to determine the position of both eyes of the player and to determine the eye point position as the center point of the positions of the two eyes. Equally, the acquisition system can be configured to detect the position of the head of the player and to determine the eye point position as the center point of the head or as the center point of a surface that is located at the end of the head that is facing the display surface.
The acquisition system can also be configured to recognize whether the object was played by a hand of the player or by a foot of the player. In the case in which the object was played by the hand, a different predetermined rule or a different set of the predetermined rules can be provided to the controller from the case in which the object was played by the foot.
According to another aspect of the disclosure, the acquisition system is configured to recognize whether the player is holding a racquet in the hand and in particular whether the object was played by the racquet. In the case in which the player is holding the racquet in the hand, a different predetermined rule or a different set of the predetermined rules can be provided to the controller from the case in which the object was played by the hand or the foot.
According to a further aspect of the disclosure, the acquisition system is configured to recognize whether the object was played in accordance with a set of rules belonging to the physical gaming system. Cheating the game can thereby be prevented.
The physical gaming system can be configured such that a rebound sport, in particular squash, tennis, volleyball, a shooting sport, in particular archery, or American football can be played with the physical gaming system.
An apparatus according to an aspect of the disclosure includes two of the physical gaming systems according to another aspect of the disclosure or two exemplary embodiments of the physical gaming system according to an aspect of the disclosure, wherein the apparatus is configured to display the position acquired in one of the physical gaming systems in the other one of the physical gaming systems. The two physical gaming systems can be installed at different locations, such that two of the players or two teams can play against one another or with one another over a large distance. The position can be displayed on the display surface of the other one of the physical gaming systems. It is typical that the apparatus is configured to display the positions acquired in both physical gaming systems respectively in the other physical gaming system, in particular on its display surface.
The object is further achieved by a method for controlling a game flow of a rebound sports game played with a physical gaming system through dynamic difficulty adjustment of a difficulty level of the rebound sports game, the physical gaming system including a display surface, a game space assigned to the display surface, a sensor system, an acquisition system, and a controller, the including (a) setting a degree of challenge and a fitness score for a player, wherein the degree of challenge corresponds to the difficulty level of the rebound sports game, (b) determining by the acquisition system a play position in the game space, wherein the play position includes a first position of the player in the game space and a second position of an object in the game space, (c) setting an object return position based on the degree of challenge, the fitness score, and the play position, (d) determining a target field based on the object return position, wherein the target field is a third position on the display surface which the player aims at when the player plays the object toward the display surface, (e) displaying the target field on the display surface, (f) detecting with the sensor system an impact site on the display surface of the object played by the player toward the display surface, wherein the impact site is a fourth position on the display surface at which the object hits the display surface, (g) determining a first deviation of the fourth position of the impact site from the third position of the target field on the display surface, (h) dynamically adjusting the at least one of the degree of challenge and the fitness score such that a premature end of the rebound sports game is prevented; and (i) repeating steps (b) to (h).
According to an aspect of the disclosure, determining the play position in the game space includes ending the rebound sports game when a second deviation of the first position of the player from the second position of the object in the game space exceeds a threshold value or when at least one of the first position of the player and the second position of the object is outside the game space.
According to another aspect of the disclosure, positions on the display surface and in the game space are defined by a Cartesian coordinate system. Each of first, second, third, and fourth positions are defined by an x-coordinate, an y-coordinate, and a z-coordinate, and the first and second deviations and the threshold value include a value for each of the x-coordinate, the y-coordinate, and the z-coordinate.
According to an aspect of the disclosure, the value of the x-coordinate of the third and fourth positions is zero.
According to yet another aspect of the disclosure, the physical gaming system includes at least one vital sign sensor, and dynamically adjusting the at least one of the degree of challenge and the fitness score includes continuously determining vital signs of the player with the at least one vital sign sensor, continuously determining a number of repeats of steps (b) to (h), and continuously adjusting the fitness score based on at least one of (1) the vital signs, (2) the first deviation of the fourth position of the impact site from the third position of the target field on the display surface, and (3) the number of repeats of steps (b) to (h). The vital signs can be part of the fitness score and/or the fitness score can be determined based on the vital signs. As a consequence, the real time control of the game flow of the rebound sports game can take into consideration an actual fitness score of the player determined by vital signs and the actual playing activities of the player which can change during the rebound sports game, and which are dynamically adjusted in real time during the performance of rebound sports game. This also allows a determination of an effort level for a player and of calorie consumption which can also be used to control the game flow based on predefined rules. In other words, the system dynamically reacts on the player's fitness condition in real time to make the game flow more stable.
According to an aspect of the disclosure, the controller includes a memory, and the method further includes storing a profile of the player in the memory. The profile of the player includes the degree of challenge and the fitness score changed during the adjusting of the at least one of the degree of challenge and the fitness score, and the degree of challenge and the fitness score for the player are set in step (a) based on the profile of the player.
According to a further aspect of the disclosure, the physical gaming system includes a user interface. The method further includes entering at least one of a desired degree of challenge and the fitness score via the user interface, and the degree of challenge and the fitness score for the player are set in step (a) based on the desired degree of challenge and the fitness score entered via the user interface.
According to an aspect of the disclosure, dynamically adjusting the at least one of the degree of challenge and the fitness score includes continuously determining a trajectory of the player, wherein the trajectory of the player includes at least one of (1) a direction of a motion of the player, (2) a speed of the motion of the player, and (3) an acceleration of the motion of the player in the game space, continuously determining a response time of the player, wherein the response time defines a time between a first hit of the object on the display surface and a subsequent second hit of the object on the display surface, and continuously adjusting the fitness score based on at least one of (1) the trajectory of the player, and (2) the response time of the player.
According to a further aspect of the disclosure, dynamically adjusting the at least one of the degree of challenge and the fitness score includes increasing the degree of challenge by increasing a difference between values of at least one of the y-coordinate and z-coordinate of the third position of the target field and at least one of the first position of the player and the second position of an object.
According to yet another aspect of the disclosure, dynamically adjusting the at least one of the degree of challenge and the fitness score includes decreasing the degree of challenge by decreasing a difference between values of at least one of the y-coordinate and z-coordinate of the third position of the target field and at least one of the first position of the player and the second position of an object.
The object is a ball, a medicine ball, or a frisbee, the object has a weight, and the weight of the object is selected depending on the degree of challenge.
According to yet another aspect of the disclosure, the physical gaming system is configured such that a rebound sport, such as squash, tennis, volleyball, or American football can be played with the physical gaming system.
According to an aspect of the disclosure, the method further includes (k) determining, by the acquisition system, a plurality of players, (l) setting the degree of challenge and the fitness score for each of the plurality of players, (m) determining, by the acquisition system, play positions in the game space, wherein the play positions include first positions of each of the plurality of players in the game space and second positions of a plurality of objects associated with the plurality of players, respectively, in the game space, (n) setting a plurality of object return positions based on the degree of challenge, the fitness score, and the play position of each of the plurality of players such that a collision between players of the plurality of players is avoided, (o) determining a plurality of target fields based on the plurality of object return positions, wherein the plurality of target fields are third positions on the display surface which the players of the plurality of players aim at when the players of the plurality of players play the plurality of objects toward the display surface, (p) displaying the plurality of target fields on the display surface, (q) detecting with the sensor system a plurality of impact sites on the display surface of the plurality of objects played by the plurality of players toward the display surface, wherein the plurality of impact sites are fourth positions on the display surface at which the plurality of objects hit the display surface, (r) determining a plurality of first deviations of the fourth positions of the plurality of impact sites from the third positions of the plurality of target fields on the display surface, (s) dynamically adjusting the at least one of the degree of challenge and the fitness score for each of the plurality of players thereby preventing the rebound sports game from being ended prematurely, and (t) repeating steps (m) to(s).
The disclosure will now be described with reference to the drawings wherein:
FIG. 1 shows a perspective view of a physical gaming system.
FIG. 2 shows a first exemplary embodiment for a predetermined rule.
FIG. 3 shows a second exemplary embodiment for the predetermined rule.
FIG. 4 shows a third exemplary embodiment for the predetermined rule.
FIG. 5 shows a flow chart of a method for controlling a game flow according to an exemplary embodiment of the disclosure.
FIGS. 6A and 6B show a game play setting with a first degree of challenge.
FIGS. 7A and 7B show a game play setting with a second degree of challenge.
FIGS. 8A and 8B show an illustration of a determination of an accuracy of a hit of an object on the display screen.
FIG. 9 shows an adjustment of the degree of challenge and/or the fitness score of a player based on a movement vector.
FIG. 10 shows an illustration of a determination of an estimated object return location area.
FIG. 11 shows a determination of a subsequent target field based on movement vector, an accuracy of a hit of an object on the display, and a speed of a ball.
FIG. 12 shows another illustration of a determination of an estimated object return location area.
FIG. 1 shows a physical gaming system 1 according to an exemplary embodiment of the disclosure. The physical gaming system 1 includes a display surface 2, a game space 8 assigned to the display surface 2, a sensor system 3 configured to detect an impact site 11 on the display surface 2 of an object 6 played by the player toward the display surface 2. The impact site is a fourth position on the display surface 2 at which the object 6 hits the display surface 2. The physical gaming system 1 further includes an acquisition system 4 configured to detect a play position in the game space. The play position includes a first position 18 of a player 5 in the game space 8 and a second position 19 of an object 6 in the game space 8. In addition, the physical gaming system 1 includes a controller 15. The controller 15 is configured to set a degree of challenge and a fitness score for the player 5, wherein the degree of challenge corresponds to the difficulty level of the rebound sports game, set an object return position 12 based on the degree of challenge, the fitness score, and the play position, determine a target field 7 based on the object return position 12, wherein the target field 7 is a third position on the display surface which the player aims at when the player 5 plays the object 6 toward the display surface 2, determine a first deviation of the fourth position of the impact site from the third position of the target field on the display surface, and dynamically adjust the at least one of the degree of challenge and the fitness score such that a premature end of the rebound sports game is prevented.
The physical gaming system 1 is configured to display the target field 7 on the display surface 2 and to determine whether the impact site 11 lies in the target field 7. The game space 8 can be adjacent to the display surface 2. The controller 15 can be a personal computer and/or a server. The controller can be configured to determine whether the impact site lies in the target field 7. It is alternatively conceivable that the physical gaming system 1 includes a further controller (not shown) configured to determine whether the impact site 11 lies in the target field 7. The further controller can also be a personal computer and/or a server. The object can be a flying object. For this purpose, the object 6 can be a ball, a medicine ball or a frisbee. The physical gaming system 1 can include the object 6. It is conceivable that the object return position 12 extends from a lower end to an upper end of the game space 8. It is also conceivable that the object return position 12 only extends in a part of the extent of the full height of the game space 8.
An exemplary Cartesian coordinate system with an x-axis, a y-axis and a z-axis, each of which is arranged perpendicularly to one another, is shown in FIG. 1. The x-axis and the y-axis are arranged horizontally, and the z-axis is arranged vertically. The normal to the display surface 2 is arranged parallel to the x-axis.
FIG. 1 shows that the acquisition system 4 can, for example, be arranged at an upper end of the display surface 2. It is conceivable that the acquisition system 4 includes a depth camera. The depth camera is configured to record a two-dimensional or three-dimensional image of the game space 8, wherein each image point of the two-dimensional or three-dimensional image represents a distance value. The distance value can, for example, be the distance of a position of the object 6 and/or of the player 5 from the depth camera. The depth camera can, for example, be configured to determine the distance with a time-of-flight measurement of an electromagnetic pulse.
Alternatively or in addition, the acquisition system 4 can include a laser scanner and/or a touch-sensitive floor 13. The laser scanner can also be configured to determine a distance of a position of the object 6 and/or of the player 5 from the laser scanner. The touch-sensitive floor 13 can bound the game space 8 at its lower end and be configured to determine the position of the object 6 and/or of the player 5 through their contact with the touch-sensitive floor 13.
The physical gaming system 1 can include a projector 16 configured to project the target field 7 onto the display surface 2. Alternatively, the physical gaming system 1 can include a screen that includes the display surface 2.
The object 6 can be a real object. It is furthermore conceivable that the object 6 is a virtual object.
According to a first exemplary embodiment of the sensor system 3, the sensor system 3 can include a first row of photoelectric sensors arranged in parallel that is configured to determine a y-coordinate, belonging to the y-axis shown in FIG. 1, of the impact site 11. The sensor system 3 can include a camera 17 configured to determine a z-coordinate, belonging to the z-axis shown in FIG. 1, of the impact site 11. The camera can be configured to use the speed and the direction of the object 6 before and after bouncing back from the impact site 11 to determine the z-coordinate. As an alternative to the camera 17, the sensor system 3 can include a second row of photoelectric sensors arranged in parallel and configured to determine the z-coordinate of the impact site 11. According to the first exemplary embodiment, the object 6 is the real object.
According to a second exemplary embodiment of the sensor system 3, the sensor system 3 includes a camera configured to determine a y-coordinate, belonging to the y-axis shown in FIG. 1, and a z-coordinate, belonging to the z-axis shown in FIG. 1, of the impact site 11. According to the second exemplary embodiment, the object 6 is the real object.
According to a third exemplary embodiment of the sensor system 3, the physical gaming system 1 includes the screen, which is implemented as a touchscreen 15 and thus forms at least a part of the sensor system 3. The touchscreen 15 can be configured to determine a y-coordinate, belonging to the y-axis shown in FIG. 1, and a z-coordinate, belonging to the z-axis shown in FIG. 1, of the impact site 11. According to the third exemplary embodiment, the object is the real object.
According to a fourth exemplary embodiment of the sensor system 3, the sensor system 3 can at least partially be formed by the acquisition system 4, and the sensor system 3 can be configured to derive the impact site from the position 18 and/or a movement of a player 5. A stroke with a tennis racquet can, for example, be simulated for this purpose from an arm movement of the player 5. According to the fourth exemplary embodiment, the object is a virtual object.
FIGS. 2 to 4 show that the controller 15 can be configured to determine an object return position 12 arranged in the game space 8 on the basis of a predetermined rule, the position 19 of the object, the object return position 12, and a ballistic model of the object 6, to determine the target field 7 such that when the player 5 plays the object 6 towards the target field 7, the object 6 enters the object return position 12 after bouncing back from the display surface 2. For this purpose, the controller 15 can be configured to determine a target point 9 representative for the object return position 12, to calculate, with the ballistic model, a trajectory 10 of the object 6 extending from the position of the object 6 via the display surface 2 to the target point 9, and to determine the target field 7 about an intersection point 14 of the trajectory 10 on the display surface 2. The controller 15 can be configured as a client-controller, with which the predetermined rule can be entered into the controller 15 and/or manipulated remotely, in particular via the server.
To determine the trajectory 10, the acquisition system 4 can be configured to determine the position of the object 6. In the alternative case in which the acquisition system 4 is not configured to determine the position of the object 6, the controller 15 can be configured to determine the position 19 of the object 6 depending on the position 18 of the player 5. It is, for example, conceivable that the controller 15 is configured to equate the position 19 of the object 6 to the position 18 of the player 5. It is alternatively conceivable that the controller 15 can be configured to determine the position of the object 6 in accordance with a predetermined calculation rule at a position other than the position 18 of the player 5. It is conceivable that the acquisition system 4 is configured to distinguish whether the player 5 is holding a racquet in a forehand or in a backhand, and that the predetermined calculation rule is different according to whether the player 5 is holding the racquet in the forehand or in the backhand.
It is conceivable that the ballistic model describes a force-free movement of the object 6. It is conceivable here that the controller 15 is configured to determine the trajectory 10 without using a speed of the object 6. Alternatively, it is conceivable that the ballistic model takes occurring forces into consideration in the calculation of the trajectory 10. It is conceivable that the controller 15 is configured to take a speed of the object 6 into consideration. It is conceivable that the ballistic model includes an initial speed for the object 6 at the position 19 of the object 6, or a final speed for the object 6 at the target point 9. To take the occurring forces into consideration, the ballistic model can include an acceleration due to gravity, take an air friction resistance into consideration and/or take an energy loss of the kinetic energy of the object 6 due to the bouncing-back from the display surface 2 into consideration.
Three exemplary embodiments for the predetermined rule are shown in FIGS. 2 to 4, wherein the predetermined rule according to FIG. 2 relates to a rebound sports game in which only one of the players 5 is located in the game space 8, the predetermined rule according to FIG. 3 relates to a game in which precisely two of the players 5, 5β² are located in the game space 8, and the predetermined rule according to FIG. 4 relates to a game in which precisely two of the players 5, 5β² or more than two of the players 5, 5β², 5β³ are located in the game space 8. According to FIG. 3, the game is played by the players 5, 5β², 5β³ with one another and with only one object 6, whereas according to FIG. 4, the game is played by players 5, 5β², 5β³ next to one another with one respective object 6 for each of the players 5, 5β², 5β³.
For the exemplary embodiment shown to FIG. 2, the target field 7 is selected such that a straight line that runs parallel to the x-axis and through the intersection point 14 runs next to the player 5. As a result, after the player 5 has played the object 6 into the target field 7, he must move in order to subsequently reach the object 6 again. It is alternatively conceivable that a straight line that runs parallel to the x-axis and through the intersection point 14 meets the player 5. It is conceivable that a plurality of the predetermined rules are stored in the controller 15, each of which has a different degree of difficulty for the player 5 when playing with the physical gaming system 1. Thus, for example, as the degree of difficulty increases, the distance from the position to the object return position 12 can be chosen to be longer and longer.
In the exemplary embodiment shown to FIG. 3, the acquisition system 2 is configured to determine the positions of two of the players, namely a first player 5 and a second player 5β². In addition, the controller 15 is configured to determine the object return position 12 using the positions of the first player 5 and of the second player 5β². The first player 5 plays the object 6 at the display surface, and the second player 5β² should reach the object 6. The object return position 12 can now be selected such that the object return position 12 is arranged at the side of the second player 5β² that faces away from the first player 5. The second player 5β² must therefore move away from the first player 5 in order to reach the object 6. It is alternatively conceivable that the object return position 12 is arranged at the position of the second player 5β². The second player 5β² can therefore concentrate on playing the object 6. It is also conceivable that the object return position 12 is arranged between the first player 5 and the second player 5β². The second player 5β² must therefore move towards the first player 5 in order to reach the object 6. It is also conceivable that according to the predetermined rule, in a sequence of game plays, there is an alternation between the object return position 12 that is arranged on the side of the second player 5β² that faces away from the first player 5, the object return position 12 that is arranged at the position of the second player 5β², and/or the object return position 12 that is arranged between the first player 5 and the second player 5β². It is conceivable that a plurality of the predetermined rules are stored in the controller 15, each of which has a different degree of difficulty for the second player 5β² when playing with the physical gaming system 1. Thus, for example, as the degree of difficulty increases, the distance of the object return position 12 from the position of the second player 5β² can be chosen to be longer and longer.
In the exemplary embodiment shown to FIG. 3, the acquisition system 4 is configured to determine the positions of at least two of the players 5, 5β², 5β³. In addition, the controller 15 is configured to determine a object return position 12 for each of the players 5, 5β², 5β³ using the positions in each case. The object return position 12 of each of the players 5, 5β², 5β³ can be determined in such a way that the object return position 12 is arranged between the players 5, 5β², 5β²β³ belonging to the object return position 12 and his neighboring players 5, 5β², 5β³, or, in the case in which the player 5β³ only has one neighboring player 5β², is arranged on the side of the player 5β³ facing away from the neighboring player 5β². It is conceivable that a plurality of the predetermined rules are stored in the controller 15, each of which has a different degree of difficulty for the players 5, 5β², 5β³ when playing with the physical gaming system 1. Thus, for example, as the degree of difficulty increases, the distance from the position to the object return position 12 can be chosen to be longer and longer.
The acquisition system 4 can be configured to determine the number of players 5. Another of the predetermined rules or another set of the predetermined rules can, moreover, be stored in the controller 15 for each number of players 5 in each case. For example, the predetermined rules or the sets of the predetermined rules can be the predetermined rules described for FIGS. 2 to 4.
The acquisition system can be configured to determine an eye point position of an eye point of the player 5 in the part of the game space 8 and to adjust the perspective of an image displayed on the display surface 2 to the eye point position. For this purpose, the acquisition system 4 can for example be configured to determine the position of both eyes of the player 5 and to determine the eye point position as the center point of the positions of both eyes. Equally, the acquisition system can, for example, be configured to detect the head and to determine the eye point position, for example, as the center point of the head or as the center point of a surface that is located at the end of the head that is facing the display surface.
The acquisition system 4 can be configured to recognize whether the object 6 was played by a hand of the player 5 or by a foot of the player 5. The acquisition system 4 can also be configured to recognize whether the player 5 is holding a racquet in the hand and, in particular, whether the object 6 was played by the racquet. The acquisition system 4 can, moreover, be configured to recognize whether the object 6 was played in accordance with a set of rules belonging to the physical gaming system 1.
It is conceivable that the physical gaming system 1 is configured such that a rebound sport, in particular squash, tennis, a shooting sport, in particular archery, or American football can be played with the physical gaming system 1.
FIG. 5 shows a flow chart of a method 500 for controlling a game flow of a rebound sports game played with a physical gaming system through dynamic difficulty adjustment of a difficulty level of the rebound sports game according to an exemplary embodiment of the disclosure. The physical gaming system 1 is shown in FIG. 1 and includes a display surface 1, a game space 8 assigned to the display surface 2, a sensor system 3, an acquisition system 4, and a controller 15. The method 500 begins at 501 at which a degree of challenge and a fitness score for a player are set. The degree of challenge corresponds to the difficulty level of the rebound sports game. The method continues to step 505 at which a play position in the game space 8 is determined by the acquisition system 4. The play position includes a first position 18 of the player 5 in the game space 8 and a second position 19 of an object 6 in the game space 8. At step 515, a deviation of the first position 18 of the player 5 from the second position 19 of the object 6 in the game space 8 is determined. When the deviation exceeds a threshold value or when at least one of the first position of the player and the second position of the object is outside the game space, the method 500 moves to step 520 at which the rebound sports game ends.
When it is determined at step 515 that the deviation does not exceed the threshold value, the method continues to step 525 at which an object return position 12 is set based on the degree of challenge, the fitness score for the player 5 and the play position. At step 530, a target field 7 is determined. Various factors are taken into consideration for the determination of the target field 7, including the object return position 12, the degree of challenge and the fitness score of the player 5. The target field 7 is a third position on the display surface 2 which the player 5 aims at when the player 5 plays the object 6 toward the display surface 2. At step 535, the target field 7 is displayed on the display surface 2, and at step 540, an impact site 11 on the display surface 2 of the object 6 played by the player 6 toward the display surface 2 is detected with the sensor system 3. The impact site is a fourth position on the display surface 2 at which the object 6 hits the display surface 2. At step 545, a first deviation of the fourth position of the impact site 11 from the third position of the target field 7 on the display surface is determined, and at step 550, at least one of the degree of challenge and the fitness score are dynamically adjusted such that a premature end of the rebound sports game is prevented. Subsequently, the method continues back to step 505 and steps 505 to 550 are repeated.
FIGS. 6A and 6B show a game play setting with a first degree of challenge. In the exemplary embodiment shown in FIG. 6A, before the first hit by player 5, the position of the target field 7, which is displayed on the display surface 2, is adjusted to the position 18 of the player 5. As shown in FIG. 6A, the y-coordinate of the position of the target field 7 is equal to or corresponds to the y-coordinate of the position 18 of the player 5. Thereby, the degree of challenge is set and in the exemplary embodiment shown in FIG. 6A, corresponds to an easy difficulty level of the rebound sports game. As a result, the object 6 (not shown) when played by the player 5 towards the target field 7 bounces back from the display surface 2 to the position 18 of the player 5 and the object 6 can be easily caught by player 5. When the player 5 moves to a different position 18, as shown in FIG. 6B, the target field 7 moves with the position 18 of the player 5, and the object 6 (not shown) which bounces back again from the display surface 2 to the new position 18 of the player 5 and the object 6 can again be easily caught by player 5.
The position of the target field 7, which is displayed on the display surface 2 before the first hit by player 5 can be set based on a profile of the player 5 which can be stored in a memory of the controller 15. The profile of the player 5 may include a degree of challenge and a fitness score which may have been determined and stored previously.
FIGS. 7A and 7B show a game play setting with a second degree of challenge. As shown in FIGS. 7A and 7B, the y-coordinate of the position of the target field 7 is slightly offset from the y-coordinate of the position 18 of the player 5 and the offset direction is changed such that the bouncing object 6 always lands within the playing area in the game space 8. After bouncing back from the display surface 2, the object 6 can only be reached by the player 5 by changing the player's position 18 within the playing area. By changing the offset of the y-coordinate of the position of the target field 7 from the y-coordinate of the position 18 of the player 5, the difficulty level of the of the rebound sports game can be varied. An increase/decrease of the offset results in an increase/decrease of the difficulty level. In addition, the difficulty level can be increased/decreased by changing the offset of the z-coordinate of the position of the target field 7 from the z-coordinate of the position 18 of the player 5, or by changing both, the offsets of the y-coordinate and the z-coordinate of the position of the target field 7 from the y-coordinate and the z-coordinate of the position 18 of the player 5. These measures can also be taken for multiple players in a scenario described with regard to FIG. 4.
FIGS. 8A and 8B show an illustration of a determination of an accuracy of a hit of an object 6 on the display surface 2. With the first detection of a hit of the object 6 on the display surface 2 on the impact site 11, the player's accuracy can be measured and used to dynamically change the offset position of the target field 7 during the rebound sports game. An estimated object return location area 20 can be defined in which the object return location 12 is located, and to which the player has to move to reach the rebounding object 6. This area depends on an accuracy of the hit, i.e., the deviation of the position of the impact site 11 from the position of the target field 7 on the display surface 2.
FIG. 9 shows an adjustment of the degree of challenge and/or the fitness score of a player 5 based on a movement vector 21. As shown in FIG. 21, a new target field 7 can be set considering the player's movement vector or trajectory 21 and the accuracy, such that the object 6 hitting the new target field 7 at a new impact site 11 and originating from an estimated player position 18 is most likely to bounce back into the playing area and be retrievable by the player 5. The movement vector or trajectory 21 of the player includes at least one of a direction of a motion of the player 5, a speed of the motion of the player 5, and an acceleration of the motion of the player 5 in the game space. As shown in FIG. 10, the subsequent impact detection in a subsequent impact site 11 on the display surface 2 can be used to measure and fine-tune a player's accuracy data set and influence the offset position of the subsequently displayed target field 7. An estimated object return location area 20 can be defined to which the player will move to reach the rebounding object 6. Now an average object speed can be measured based on the time since the first impact and used for adjusting the degree of challenge and the fitness score of the player 5, and ultimately for further adjustment of the pre-calculated game progress. Since the measurements are performed dynamically, the difficulty level can be adjusted dynamically such that a premature end of the rebound sports game is prevented. The adjusting may include preventing certain movements of the player by blocking predefined game rules depending on the dynamically adjusted degree of challenge and the fitness score. Since the degree of challenge and the fitness score are dynamically adjusted, and predefined game rules are blocked in real time, the rebound sports game is made more stable and efficient.
A premature end of the rebound sports game may also result from a player 5 being under the impression of being overwhelmed or underchallenged because the difficulty level of the rebound sports game is too high or too low. By dynamically adjusting the degree of challenge and/or the fitness score of the player and by blocking predefined game rules in real time which would result in an unfavorable impression of the player of being overwhelmed or underchallenged, it can be avoided that the player herself/himself ends the game so that the goal of the rebound sports game cannot be achieved. As a result, the rebound sports game is further made more stable and efficient in terms of goal achievement and cancellation resistance.
An example of how a new estimated object return location 20 is determined with reference to the player's movement vector 21, the accuracy, and the speed of the object 6 is shown in FIG. 10. FIG. 11 shows a determination of a subsequent target field 7 based on a different movement vector 21, an accuracy of a hit of an object 6 on the display surface 2, and a speed of an object 6. FIG. 11 shows another example in which the process repeats itself and is dynamically adjusted in real time during the game to achieve, for example, a consistently higher level of difficulty or phases with more relaxing and more challenging gameplay.
It is understood that the foregoing description is that of the exemplary embodiments of the disclosure and that various changes and modifications may be made thereto without departing from the spirit and scope of the disclosure as defined in the appended claims.
1. A method for controlling a game flow of a rebound sports game played with a physical gaming system through dynamic difficulty adjustment of a difficulty level of the rebound sports game, the physical gaming system including a display surface, a game space assigned to the display surface, a sensor system, an acquisition system, and a controller, the method comprising:
(a) setting a degree of challenge and a fitness score for a player, wherein the degree of challenge corresponds to the difficulty level of the rebound sports game;
(b) determining by the acquisition system a play position in the game space, wherein the play position includes a first position of the player in the game space and a second position of an object in the game space;
(c) setting an object return position based on the degree of challenge, the fitness score, and the play position;
(d) determining a target field based on the object return position, wherein the target field is a third position on the display surface which the player aims at when the player plays the object toward the display surface;
(e) displaying the target field on the display surface;
(f) detecting with the sensor system an impact site on the display surface of the object played by the player toward the display surface, wherein the impact site is a fourth position on the display surface at which the object hits the display surface;
(g) determining a first deviation of the fourth position of the impact site from the third position of the target field on the display surface;
(h) dynamically adjusting the at least one of the degree of challenge and the fitness score such that a premature end of the rebound sports game is prevented; and
(i) repeating steps (b) to (h).
2. The method according to claim 1, wherein determining the play position in the game space includes ending the rebound sports game when a second deviation of the first position of the player from the second position of the object in the game space exceeds a threshold value or when at least one of the first position of the player and the second position of the object is outside the game space.
3. The method according to claim 2, wherein positions on the display surface and in the game space are defined by a Cartesian coordinate system,
wherein each of first, second, third, and fourth positions are defined by an x-coordinate, an y-coordinate, and a z-coordinate, and
wherein the first and second deviations and the threshold value include a value for each of the x-coordinate, the y-coordinate, and the z-coordinate.
4. The method of claim 3, wherein the value of the x-coordinate of the third and fourth positions is zero.
5. The method of claim 1, wherein the physical gaming system includes at least one vital sign sensor,
wherein dynamically adjusting the at least one of the degree of challenge and the fitness score comprises:
continuously determining vital signs of the player with the at least one vital sign sensor;
continuously determining a number of repeats of steps (b) to (h), and
continuously adjusting the fitness score based on at least one of (1) the vital signs, (2) the first deviation of the fourth position of the impact site from the third position of the target field on the display surface, and (3) the number of repeats of steps (b) to (h).
6. The method of claim 5, wherein the controller includes a memory,
wherein the method further comprises storing a profile of the player in the memory,
wherein the profile of the player includes the degree of challenge and the fitness score adjusted during the adjusting of the at least one of the degree of challenge and the fitness score, and
wherein the degree of challenge and the fitness score for the player are set in step (a) based on the profile of the player.
7. The method of claim 1, wherein the physical gaming system includes a user interface,
wherein the method further comprises entering at least one of a desired degree of challenge and the fitness score via the user interface, and
wherein the degree of challenge and the fitness score for the player are set in step (a) based on the desired degree of challenge and the fitness score entered via the user interface.
8. The method of claim 5, wherein dynamically adjusting the at least one of the degree of challenge and the fitness score comprises:
continuously determining a trajectory of the player, wherein the trajectory of the player includes at least one of (1) a direction of a motion of the player, (2) a speed of the motion of the player, and (3) an acceleration of the motion of the player in the game space;
continuously determining a response time of the player, wherein the response time defines a time between a first hit of the object on the display surface and a subsequent second hit of the object on the display surface, and
continuously adjusting the fitness score based on at least one of (1) the trajectory of the player, and (2) the response time of the player.
9. The method of claim 3, wherein dynamically adjusting the at least one of the degree of challenge and the fitness score comprises:
increasing the degree of challenge by increasing a difference between values of at least one of the y-coordinate and z-coordinate of the third position of the target field and at least one of the first position of the player and the second position of an object.
10. The method of claim 3, wherein dynamically adjusting the at least one of the degree of challenge and the fitness score comprises:
decreasing the degree of challenge by decreasing a difference between values of at least one of the y-coordinate and z-coordinate of the third position of the target field and at least one of the first position of the player and the second position of an object.
11. The method according to claim 1, wherein the object is a ball, a medicine ball, or a frisbee,
wherein the object has a weight,
wherein the weight of the object is selected depending on the degree of challenge.
12. The method according to claim 1, wherein the physical gaming system is configured such that a rebound sport, such as squash, tennis, volleyball, or American football can be played with the physical gaming system.
13. The method according to claim 1, further comprising:
(k) determining, by the acquisition system, a plurality of players;
(l) setting the degree of challenge and the fitness score for each of the plurality of players;
(m) determining, by the acquisition system, play positions in the game space, wherein the play positions include first positions of each of the plurality of players in the game space and second positions of a plurality of objects associated with the plurality of players, respectively, in the game space;
(n) setting a plurality of object return positions based on the degree of challenge, the fitness score, and the play position of each of the plurality of players such that a collision between players of the plurality of players is avoided;
(o) determining a plurality of target fields based on the plurality of object return positions, wherein the plurality of target fields are third positions on the display surface which the players of the plurality of players aim at when the players of the plurality of players play the plurality of objects toward the display surface;
(p) displaying the plurality of target fields on the display surface;
(q) detecting with the sensor system a plurality of impact sites on the display surface of the plurality of objects played by the plurality of players toward the display surface, wherein the plurality of impact sites are fourth positions on the display surface at which the plurality of objects hit the display surface;
(r) determining a plurality of first deviations of the fourth positions of the plurality of impact sites from the third positions of the plurality of target fields on the display surface;
(s) dynamically adjusting the at least one of the degree of challenge and the fitness score for each of the plurality of players thereby preventing the rebound sports game from being ended prematurely; and
(t) repeating steps (m) to(s).
14. The method according to claim 1, further comprising:
determining, by the acquisition system an eye point position of an eye point of the player relative to the display surface, and
adjusting a perspective of an image displayed on the display surface to the eye point position.
15. The method according to claim 1, further comprising:
determining, by the acquisition system, whether the object is played by a hand of the player or by a foot of the player.
16. The method according to claim 1, further comprising:
determining, by the acquisition system, whether the player is holding a racquet in a hand and whether the object was played by the racquet.
17. The method according to claim 1, further comprising:
determining, by the acquisition system, whether the object is played in accordance with a set of rules defined by the rebound sports game.
18. A physical gaming system for controlling a game flow of a rebound sports game played with the physical gaming system through dynamic difficulty adjustment of a difficulty level of the rebound sports game, the physical gaming system comprising:
a display surface;
a display device configured to (a) display a target field on the display surface;
a game space assigned to the display surface;
a sensor system configured to (b) detect an impact site on the display surface of the object played by the player toward the display surface, wherein the impact site is a fourth position on the display surface at which the object hits the display surface;
an acquisition system configured to (c) determine a play position in the game space, wherein the play position includes a first position of the player in the game space and a second position of an object in the game space; and
a controller configured to:
(d) set a degree of challenge and a fitness score for a player, wherein the degree of challenge corresponds to the difficulty level of the rebound sports game;
(e) set an object return position based on the degree of challenge, the fitness score, and the play position;
(f) determine a target field based on the object return position, wherein the target field is a third position on the display surface which the player aims at when the player plays the object toward the display surface;
(g) determining a first deviation of the fourth position of the impact site from the third position of the target field on the display surface;
(h) dynamically adjust the at least one of the degree of challenge and the fitness score such that a premature end of the rebound sports game is prevented; and
(i) repeat steps (a) to (c) and (e) to (h).
19. The physical gaming system of claim 18, wherein the display device is a projector configured to project an image onto the display surface, and
wherein the sensor system is a camera.
20. The physical gaming system of claim 18, wherein the display device is a touchscreen.