We have a couple of interesting patent applications from Disney Enterprises to share with you today, although the first one up, arguably the more interesting of the two, is not the lightest read imagineable.
Probably the most difficult aspect of digesting this patent application is that all the talk of water constantly makes us need to visit the bathroom, but out of jest, it appears that this could be some of the technology behind the new World of Color show at Disney California Adventure.
In Fluid Effects Platform with a Pivotally-Mounted and Remotely-Positioned Output Manifold, inventors Evelyn Wiseman, Theodore Carlsson, Jennifer Magill, Michael Layman, William Slusser, Jason Badger, Matthew Cotter and Charles Davis take a look at existing systems used to create water fountain shows and seek to improve upon them.
Some of the key features of the new system is a more compact, yet more versatile ‘fluid effects assembly’ which essentially allows for lighter platforms (for raising the system above the water when needed), allows the liquid to be projected in a wider arc and allows the nozzle(s) to be centered back to their home position remotely rather than having maintenance make a physical adjustment at the system itself. It should also be noted that the system explicitly covers all types of fluids — not just water — which includes the ability to disperse flammable liquids as well (oops! bathroom time again).
The other patent application we’d like to take a look at is something we must confess sounded a bit odd when we had first started reading it, but it all eventually began to sink in and (naturally) the drawings didn’t hurt.
It’s no denying that the Dance Dance Revolution format of gaming isn’t going away and Disney has certainly provided its fair share of entries into that genre, but now inventors Joseph Vance, Daniel Tyrrell, Matthew Allmer, Michael McAnaney and Sean Krankel are looking to turn that familiar gaming experience around — literally.
With the use of accelerometers and the like on the rise in gaming controllers such as the Nintendo Wii Remote, Sony PlayStation Move and Microsoft’s Nata — er, Kinect, it almost seems naturally that they be taken advantage of in a dancing game scenario. Enter the Dance Ring Video Game in which the player, equipped with multiple controllers, now seeks to use all of his/her limbs as opposed to just jumping on a mat. Instead of a vertical flow in which the items to match fall down the screen to cue the player, in this incarnation, the indicators stem from a 360 degree play area which is broken up into multiple segments. The indicators flow outwards from the center of the ring to one of the areas and the player must respond in kind by moving the right body part in the right way.