The present invention relates to a game controller accessory, and more particularly, to a game controller accessory that can be used with existing games and/or game controllers to more easily interact with the game.
Video game controllers are known. Additionally, devices for enhancing the playability of video game controllers are also known. For example, U.S. Pat. No. 6,557,853 to Huettlinger, filed on Jan. 1, 2002, discloses a strap device for use with a video game that, among other things, facilitates the use of joystick, provides cushioning to reduce the risk of user injury and is adaptable to work with most standard video game joysticks. U.S. Pat. No. 8,784,208 to Borrel, filed on Sep. 14, 2009, discloses a game control thumb grip for controlling gaming analog sticks. U.S. Patent Application Publication No. 2010/0298053 to Kotkin discloses a device for enhancing operation of a game controller and method of using the same.
What is needed are accessories that fit on existing game controllers to enhance their operation.
Additionally, game controller accessories for use in shooting games are known. U.S. Pat. No. 8,419,541 to Mao discloses a smart shell to a game controller which can be clipped to a game controller by an end user and released after a game is played, wherein signals can flow from the video game console back to the shell to operate tactile feedback motors, lights and speakers. According to the '541 patent, the smart shell can be in the shape of a gun with sensors to determine which grips are being held and a sensor to determine if a player is holding the gun's scope to his face. Additionally, the '541 patent discloses that logic using the three sensors can robustly determine whether the user is holding the gun as a pistol, machine gun, or a sniper rifle, and can reflect the player's choice of style in the video game.
What is also needed is a game controller that, itself, provides full video game controller functionality, including for shooting games.
It is accordingly an object of this invention to provide devices that enhance the playability of video games. In one particular embodiment of the invention, a motion game controller is provided wherein the game controller, itself, is made in the form of a gun. In a further particular embodiment, the game controller includes a proximity sensor that is used to actuate a feature of the video game based on the proximity of a player relative to the proximity sensor.
Although the invention is illustrated and described herein as embodied in a gaming accessory, it is nevertheless not intended to be limited to the details shown, since various modifications and structural changes may be made therein without departing from the spirit of the invention and within the scope and range of equivalents of the claims.
The construction of the invention, however, together with the additional objects and advantages thereof will be best understood from the following description of the specific embodiments when read in connection with the accompanying drawings
The present invention is illustrated by way of example, and not by way of limitation, in the figures of the accompanying drawings, in which like reference numerals refer to similar elements and in which:
The present invention provides various embodiments of gaming accessories for enhancing the playability of video games.
Palm Actuator:
Referring now to
The palm actuator of
Consequently, the spring arm 14 can be used to actuate the underlying button B with a “palm click” or squeeze of the user's hand 30. This permits actuation of a button while the user's thumb remains on the joystick. The base portion 12 can be made as part of a game controller 20 or skin accessory, or can be used as a retrofit to an existing game controller 20 or skin accessory. The palm actuator 10 need only be stuck on to the controller 20 or skin in the manner shown in
Jel Caps:
Referring now to
Bionic Triggers:
Referring back to
In the particular embodiment of
Motion Gun Controller or Actuator:
At present motion guns are offered for the Wii and PS3 gaming systems (e.g., the PS3 Move gun controllers). Such existing motion guns have not been successful to date, in part because:
1) The motion has to do with wireless signals and tracking capture that has to be calibrated in a big room. The motion is too extreme to shoot targets and you have to stop suddenly to stay in the frame. Standing and exertion are requirements and if they made a competitive motion first person shooter (FPS) online, you would be disadvantaged.
2. The gun controllers are just frames that have inserts for the Wii and MOVE controller. See, for example, U.S. Pat. No. 8,419,541 to Mao. These controllers are used for a wide variety of games, from bowling games to dancing games. They were not targeted to the first person shooter, so too many compromises were made.
3. More so than a traditional controller, a gun controller is in front of you. The “Buck Rogers super soaker” look reminds more mature gamers that they have to grow up.
However, referring now to
The motion game controller 80 includes a motion sensor 110 within the motion gun controller 80. This motion sensor 110 is actually integral to the motion gun controller, i.e., is incorporated as part of the electronics inside the housing 82, and not as part of a stand-alone controller removably mated with a gun shaped shell, as disclosed in U.S. Pat. No. 8,419,541. In one particular embodiment, the motion sensor 110 includes a gyroscope housed inside the controller. In another particular embodiment, the motion sensor 110 is a multi-axis acceleration sensor or accelerometer. The use of the motion sensor 110 provides joystick like aiming of the motion gun controller merely by moving the motion gun controller 80.
More particularly, the motion sensor 110 provides a signal to the processor 120 operating in the motion game controller 120 that indicates that the gun controller 80, and in particular, the business end of the gun controller 80 (i.e., at or near the distal end of the barrel) has been moved. In particular, an motion sensor 110 (i.e., accelerometer and/or gyroscope) in the motion gun controller 80 senses that the end of the motion gun controller has moved up or down, left or right and the game view is changed correspondingly. The motion sensor 110 also provides the processor 120 with information about how much, and in what direction, the end of the gun has moved. The processor 120, which can be a microprocessor, microcontroller, dedicated configuration of hardwired circuitry and/or the like, processes the information in accordance with a set of instructions embodied in software or firmware stored in a non-transitory storage or memory device 125 associated with the processor 120. In particular, the information received by the processor 120 from the motion sensor is translated into multi-axis coordinates that are used by the video game console (not shown) to update the display and game play. It is to be noted that such translation could be performed by a processor of the game console, rather than the processor 120 of the motion gun controller. In such case, the processor 120 would relay the signals from the motion sensor 110 to the game console for further processing. By using a motion sensor 110 having multi-axis detection, the tip of the gun controller 80 distal from the stock 85 and/or grip 81 can be analogized to the free end of a joystick with the resulting signals corresponding to motion of the motion sensor 110 along the joystick axes.
This permits the joystick operation of a standard controller to be integrated into the motion gun controller 80. For example, if the player tilts the gun to the left, the aim projected in the video game will tilt left. You could turn to the side, up or down and the results would be the same. Thus, aiming is performed using the intended joystick commands of a standard controller, but without the actual joystick. Rather, the gun is now the joystick. Aiming the gun up would be the same as pulling the joystick back. Thus, once calibrated to the game screen view, the end of the motion gun controller behaves like a floating joystick having the user as its base point. Advantages to this design include:
1. More accurate aiming with less exaggerated movements.
2. Any game that uses a standard controller could use the motion gun controller 80 of the present embodiment. Additionally, a converter could be provided for use with all computer games.
Such a motion gun controller 80, in accordance with the present embodiment, would provide 3D reality in your living room.
Additionally, the motion gun controller 80 of the present embodiment can be provided with an actuator 130 that gives real recoil. For example, a vibrating element can be provided in the stock of the incorporating such an actuator into the stock 84 of the motion gun controller 80 can result in the player receiving a slight (or even a strong) thump from the stock 84. In one particular embodiment of the invention, the stock 84 of the motion gun controller 80 can include an actuator at the butt end 85 of the stock 84 that provides a recoil thump in the player's armpit, when the motion gun controller 80 is held against the armpit. In one particular embodiment of the invention, a portion of the butt 85 may be spring mounted to the housing 82 such that the actuator 130 (when operated) causes the portion of the butt 85 to punch out from the housing slightly in sync with the firing of the gun controller 80, thus providing a recoil against the shoulder of the player. Alternately, an actuator can be provided in other parts of the motion gun controller 80 to simulate recoil such that every time the player fires the gun, they experience a feeling of recoil from the stock 84. Additionally, the motion gun controller 80 of the present embodiment can be used in a single or full auto mode, controlled by an on-board selector switch 124.
In one particular embodiment of the invention, the motion gun controller 80 can be configured so that, after firing for a predetermined amount of time, an optional fake smoke and scented fire smell can be emitted from the barrel, or another location, of the controller 80.
In another particular embodiment of the motion gun controller, a sensor 140 is provided to determine actuation of a feature of the controller by the user. For example, in one particular embodiment of the invention, the sensor 140 is a button or sensitivity strip 88, shown as a stripe on the butt of the gun controller in
As an alternate to the above-discussed sensitivity button or strip 88, another form of sensor 140 can be placed on the motion gun controller 80 that does not require actual contact with the button or strip 88, in order to produce a result. For example, sensor 140 can be chosen to include a proximity sensor, such as a heat or light sensor, or infrared beam could be configured to determine the proximity of the user to the stock or scope, to provide a zooming or other function. Additionally, if desired, the proximity sensor could be, or could include, a shadow activated motion detector or “shadow sensor” (i.e., a sensing circuit that detects motion by determining the changes or light difference in the shadow cast by a moving object). In particular, as the player leans towards the proximity sensor, the function is actuated. If the player then leans away from the proximity sensor, the function is discontinued. For example, in one particular embodiment of the invention, a player will tilt his or her head towards a proximity sensor (sensor 140) incorporated into or on the stock 84 in order to engage the ZOOM function or some other function controlled in the game.
In another particular embodiment, sensor 140 is a proximity sensor that includes a heat or infrared sensor can be used to sense the body heat of the user as he or she leans towards the proximity sensor. In another embodiment, a function can be actuated by the user leaning towards the proximity sensor and breaking a light beam. In a further embodiment, the proximity sensor can use a shadow sensor, light beam or ultrasound beam to detect proximity from light or other types of waves reflected from the user.
Note that, more than one of the foregoing types of sensor (i.e., sensitivity strip/button, pressure sensor, proximity sensor, etc), can be used as the sensor/sensors 140, without departing from the scope of the present invention.
Additionally, the motion gun controller 80 of
Similarly, in connection with some games, where appropriate, the controller 80 can be configured as another type of weapon, such as a grenade launcher that only works after the user has physically moved a part on the controller corresponding to the same part that is shown in the games.
In another embodiment of the motion gun controller 80 of
Additionally, although the motion gun controller 80 of
The motion gun controller of
parts can be interchangeble for left and right handed users;
fake grenade launcher and shotgun shells can be provided for loading fun;
the gun controller 80 can be transformed into different guns, such as a sniper rifle or machine pistol; and/or
the gun controller can fold down into a briefcase.
Similarly, all of the features listed above in connection with the motion gun controller 80 of
Additionally, further types of motion gun controllers can be provided. For example, there could be a combination of the software and/or hardware of the system and a gun controller 80, in accordance with the present embodiment, that assists in immersing the user into the world of the game. For example, it may be possible to purchase several different types of gun controller, or even gun controllers having different appearances, such as gun controller having the appearance of a golden gun. This can be integrated with the game hardware/software such that, when the user plays the game using the gold gun controller, in the game that golden gun appears on screen. Thus, specific guns, including very artistic ones with colors like HALO™ alien weapons can be made.
Similarly, the user may use a plurality of types of gun controllers in a single game. For example, in a Tomb Raider type game, the user could possibly switch between holstered pistol motion gun controllers and a shotgun style or grenade launching motion gun controller, thus triggering a switch between these weapons in the game. The user merely has to “register” the different weapon controllers with the game in advance, much in the same way that additional characters are added to the game SKYLANDERS™ by Activision. In particular, first person shooter games could be adapted so as to add weapons, based on the presence of a motion gun controller that can be linked to the game.
Thus, referring now to
The present invention gives the user a gun controller that is exactly adapted for immersing the user into the virtual world, not just connecting the user to it. For the first time, the motion gun controller, in accordance with
In a further embodiment of the invention, the motion gun controller 80, 190 can be used to even further immerse the player into the game. In particular, add-on accessories can be purchased for the motion gun controller which are then duplicated in the game in much the same way as new characters are introduced into SKYLANDERS™ by Activision. More particularly, a physical item purchased in the real world can be registered with the motion gun controller and duplicated in the game.
Referring back to
In one particular embodiment of the invention, at least one of the clip 170 or the motion gun controller 80, 190 includes a memory device 125, 177 including a writable memory register associated with a particular clip 90, 192, 170 that stores the number of bullets used in the game. For example, if a player has a seven round clip and uses five rounds before swapping the clip 90 for another clip 170, the system can record in the memory device 125 or 177 that the clip 90 has only two rounds left before requiring reloading (i.e., by tapping the clip or removing and replacing it). Thus, in the present embodiment, when a particular clip 90, 192, 170 is replaced into the motion gun controller 80, 190, the memory register associated with that particular clip 90, 192, 170 is read out and the information (in this example, the number of rounds remaining before requiring reloading) becomes part of the game.
In another embodiment of the invention, an add-on scope 86 can be provided for use with the motion gun controller 80, 190. In particular, if the motion gun controller 80, 190 has no scope 86, or if it is desired to upgrade the scope 86 that the motion gun controller 80, 190 has, a scope 86 existing as a physical article in the real world and having particular attributes can be purchased by the player and registered with the motion gun controller 80, 190. As discussed above, registration of the scope 86 with the motion gun controller can occur creating a connection 157 between scope circuitry 150 and the processor 120. This connection 157 can be created by by mounting the scope to the motion gun controller 80, 190 and, thus, engaging a connector on the motion gun controller with a connector on the scope, or by mounting the scope to the motion gun controller in order to have an RFID or other NFC tag read by an NFC reader of the motion gun controller, or by some other means. The scope 86, thus registered, can be synced with the game software to provide a more powerful scope 86 in the game (i.e., a scope having the attributes of the scope purchased by the player).
The types of add-ons available for the motion gun controller are not limited to the clip 90, 172, 192 and scope 86, as other add-ons are envisioned without departing from the scope of the invention. For example, in one particular embodiment of the invention, a stock can be purchased for the motion gun controller 190 of
Additionally, items original to, or added-on to, the motion gun controller 80, 190 can have other attributes that enhance the virtual reality experience of the player. In one particular embodiment of the invention, the motion gun controller 80, 190 is provided with a scope 86 that can be interacted with realistically in order to enhance the game. For example, in one embodiment, if it is raining in the game, the system can be configured to require the user to periodically wipe the lens of the scope 86 to get rid of the rain on the game screen or (if the scope has visual enhancements) viewed in the scope 86. In another embodiment, if the scope becomes damaged on-screen, for example, in a game where the game screen display is “cracked” when a player is killed, the motion gun controller 80, 190 and/or the game may be configured to require the scope 86 to be changed out in order to eliminate the cracks on the game screen.
Additionally, in another particular embodiment, the scope 86 is provided with some actual magnification, so as to enhance the game screen (i.e., the television or monitor display) when viewed through the scope 86. Thus, in addition the game screen or display picture zooming, the scope can also be configured to magnify the view therethrough. Such magnification can be provided through an optical lens set or digital enhancement using the scope circuitry 150. In a further embodiment, the scope circuitry 150 can be provided with a laser dot that shines on the game screen and/or is viewed in the scope 86. For example, a laser dot is projected either from a portion of the scope 86 onto the television or display upon which the game is played, and/or is provided in the viewing portion of the scope 86, itself.
The above-described motion gun controllers 80, 190 can additionally be adapted for use in other types of weapons, items or tools in other kinds of games, as well (i.e., light sabers that change colors in reality and on-screen, different types of swords, such as a short sword, broadsword or claymore, the use of which is mirrored into the virtual world, etc.). Other examples of tools/weapons that could be used with a motion controller, as described herein, include, but are not limited to: other types of weapons, swords, bows and arrows, fishing rods, knives, etc. For example, a motion controller as described herein can be used in connection with a fishing game, wherein the user is provided with a standard reel and rod, the detected motion of which can be translated into the game as casting, reeling-in, or other fishing-related movements. Additionally, in accordance with the present invention, such a fishing rod/controller would be duplicated into the virtual world of the fishing game, and add-ons (such as better reels, different lures or sinkers, rods of different stiffnesses and/or lengths, etc.) could be purchased by the user and ported into the game (i.e., by near field communications, or some other mechanism) so as to improve the player's results in the game in correspondence to the improved fishing gear purchased and used by the player.
The present disclosure is provided to allow practice of the invention, after the expiration of any patent granted hereon, by those skilled in the art without undue experimentation, and includes the best mode presently contemplated and the presently preferred embodiment. Nothing in this disclosure is to be taken to limit the scope of the invention, which is susceptible to numerous alterations, equivalents and substitutions without departing from the scope and spirit of the invention.
The present application claims priority to co-pending Provisional Patent Application No. 61/875,389, filed on Sep. 9, 2013, entitled “GAME CONTROLLER ACCESSORY”; that application being incorporated herein, by reference, in its entirety. Additionally, the present application incorporates by reference herein, the specifications and drawings of Provisional Patent Application No. 61/452,902, filed on Mar. 15, 2011 and entitled “GAME CONTROLLER ACCESSORY”, U.S. patent application Ser. No. 12/782,089, filed on May 18, 2010, entitled “DEVICE FOR ENHANCING OPERATION OF A GAME CONTROLLER AND METHOD OF USING THE SAME”, U.S. patent application Ser. No. 13/421,395, filed on Mar. 15, 2012, entitled “GAME CONTROLLER ACCESSORY”, Provisional Patent Application No. 61/179,551, filed on May 19, 2009 and 61/306,211, filed on Feb. 19, 2010.
Number | Date | Country | |
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61875389 | Sep 2013 | US |