What is claimed is:
1. A capacitive-type acceleration sensor comprising:
a sensor chip forming a moving electrode and a fixed electrode facing each other while maintaining a detection gap;
a circuit chip jointed to the sensor chip integrally;
a package; and
an adhesive provided to attach the circuit chip to the package, characterized in that
the adhesive is a mixture of resin and filler mixed with the resin and having a Young’s modulus higher than that of the resin.
2. A capacitive-type acceleration sensor according to claim 1, wherein the filler is a metal or a glass.
3. A capacitive-type acceleration sensor according to claim 2, wherein the filler is silver.
4. A capacitive-type acceleration sensor according to claim 1, wherein the adhesive is arranged at only a central portion of the circuit chip.
5. A capacitive-type acceleration sensor comprising:
a sensor chip forming a moving electrode and a fixed electrode facing each other while maintaining a detection gap to capacitively sense acceleration applied thereto, the sensor chip having a first resonance frequency;
a package; and
a resin adhesive provided to attach the sensor chip to the package, the resin adhesive operating as a spring to form a resonance system having a second resonance frequency higher than the first frequency,
wherein the resin adhesive includes a filler to increase the second resonance frequency than when no filler is mixed.
The claims below are in addition to those above.
All refrences to claim(s) which appear below refer to the numbering after this setence.
1. A method of playing a question and answer game, comprising:
marking products on sale with codes individual and non-repeatable on the products on sale and composed of symbols each of which is arranged in a consecutive order;
storing the codes of goods on sale in a data base of a server with the installed game software;
forming and storing in a data base of the server questions and answers for them, for each question several answers being formed, only one of them being correct;
generating a random code having certain symbols number and types corresponding to the number and types of symbols included in the codes of products on sale; storing the said random code in the server;
storing in the server data base information on a user’s device logged on through a network to the server, and identification of the user;
receiving from a user’s device and storing in the server at least one of users’ codes transmitted by the user’s device; the user’s code should correspond to the code of a product on sale;
checking the relevancy of the user’s code, namely: whether it corresponds to the code of a product on sale and whether it has participated in previous games; if the user’s code is different from the code of a product on sale or if the user’s code has participated in previous games, the game with this user’s device is interrupted, but if the user’s code corresponds to the code of a product on sale and has not participate in previous games, the game with this user’s device continues;
comparing the random code with the user’s code for the purpose of determining the order of positions of the same symbols in the random code with the consecutive order of positions of symbols in the user’s code; if at least one coincidence of the same symbol in its position in the random code sequence with the position of the same symbol in the user’s code sequence is available, from the server data base is randomly extracted at least one question together with the answers for it, only one of them being correct, and transmitting this question together with the answers to the user’s device;
a total number N of questions, which are transmitted to a user’s device from the server, is connected to the number of coincidences of the position order of random code same symbols in their sequence in accordance with the mathematical expression:
N=S\u2212M+k, where
S\u2014total number of symbols in the random coda sequence;
M\u2014number of coincided symbols in the sequences of the random code and the user’s code;
k\u2014an integer;
receiving in the server from a user’s device via a network an answer, checking its correctness in the server, if the answer is correct, the next question, as selected from the server data base, being sent to the user’s device; but if the answer is incorrect the transmission of questions is interrupted while storing in the server data base the user’s code participating in the game for the purpose of excluding its acceptance by the server and participation in next games; if the answer is correct, the next question as chosen from the server data base, together with answers, one of them being correct, is transmitted from the server via the network;
the operations of transmitting questions by the server and receiving correct answers from the user’s device are repeated, while limiting the number of transmitted questions and received correct answers in accordance with the above mathematical expression;
if correct answers have been given to all the questions, the number of which is determined in accordance with the above mathematical expression, then a message on victory is formed in the server, and such a message is transmitted via the network to the user’s device, while storing this user’s code in the server data base for the purpose of excluding its acceptance by the server and participation in next games.
2. The method of playing a game according to claim 1, characterized in that questions and answers are transmitted from the server to a user’s device in the form of images of questions and answers on the server page andor their sound recording.
3. The method of playing a game according to claim 1, characterized in that figures are used as symbols.
4. The method of playing a game according to claim 1, characterized in that letters are used as symbols.
5. The method of playing a game according to claim 1, characterized in that images are used as symbols.
6. The method of playing a game according to claim 1, characterized in that in storing codes of products on sale in the data base of the server with the installed game software, the type of a product for sale is stored in addition, which should be entered into the code in the form of a definite preset symbol, and when checking the relevancy of a user’s code to the code of products on sale in the server, the user’s code is additionally checked for its compliance with the definite preset symbol; and if the definite preset symbol from the user’s code is different from the definite preset symbol for the type of a product for sale, then the game with that user’s device is interrupted, and if the definite preset symbol of the user’s code corresponds to the definite preset symbol of that product for sale, then the game with that user’s device continues.
7. The method of playing a game according to claim 1, characterized in that a personal computer with a modem is used as a user’s device.
8. The method of playing a game according to claim 1, characterized in that equipment of interactive television is used as a user’s device.
9. The method of playing a game according to claim 1, characterized in that a phone provided with means for connecting to the Internet is used as a user’s device.
10. The method of playing a game according to claim 1, characterized in that a random code is stored in the server within a preset time interval; after which another random code should be randomly generated, having the symbols number and type that correspond to the number and types of code symbols on the products for sale, and that another random code is stored in the server.
11. The method of playing a game according to claim 1, characterized in that the time for transmitting a reply from a user’s device to the server is limited by a preset value, and an additional message is introduced, informing about the limitation of the time, when transmitting a question from the server to the user’s device.
12. The method of playing a game according to claim 1, characterized in that food stuffs are used as products on sale.
13. The method of playing a game according to claim 1, characterized in that printed matter is used as products on sale.
14. The method of playing a game according to claim 1, characterized in that garments are used as products on sale.