This invention relates to a haptic interface for computers and more specifically to providing an haptic interface operable by multiple body parts.
Haptic technology or haptics refers to tactile technology that takes advantage of a user's sense of touch as well as in some instances applying forces, vibrations, and/or motions to the user through the haptic interface. This mechanical stimulation may be used to assist in the creation of virtual objects (objects existing only in a computer simulation), for control of such virtual objects, and for the enhancement of the remote control of machines and devices (teleoperators). Some haptic devices are capable of measuring bulk or reactive forces that are applied by the user as well as measuring the pressure or force exerted by the user to the interface. Today, Sony, Microsoft, and Nintendo dominate the market, in terms of gaming hardware, with their Playstation, Xbox and Wii gaming consoles.
Capable of displaying photo-realistic images, and acting as the center of our entertainment lifestyle with Internet connectivity etc these gaming consoles have changed the face of gaming away from the single-screen experiences of old, to multimillion dollar epics, featuring hours and hours of cinematic action.
However, whilst visual, audio, and computing technology advances have moved steadily towards real-world fidelity, human computer interaction (HCI) the methods by which users control the simulation have not received the same degree of attention. The development of game controllers stems from a number of key advances throughout the relatively short history of the games industry. That history can be divided into a series of generations, each of which lasts approximately 5 years as shown in
Due to a lack of control over content that appeared on their systems by hardware manufacturers in the late 1970s and early 1980s consumers began to tire of these inadequate games and turned instead to relatively inexpensive game-playing personal computers (PCs). Here consumers engaged the PC through the keyboard with specific keys allocated to particular functions although some typical combinations or groupings existed such as Z (move left), X (move down), C (move right), and S (move up) so that the consumer could rapidly move their character or other object with a single finger. Shortly thereafter Nintendo launched the Nintendo Entertainment System (NES) to address the fact that game interaction mechanisms were too complicated with the placement and number of buttons being awkward. The NES specifically sought to resolve these issues in that the number of buttons was significantly reduced to two main action buttons, and the joystick was replaced with a “D-pad” (directional pad), which allowed control using only small movements of their thumb. The approach worked, and Nintendo quickly dominated the market.
The next generations of consoles, led by the Sega Genesis and the Super Nintendo Entertainment System (SNES), did not result in any major interface innovations other than the introduction of shoulder buttons on the top edge of the SNES controller. However, ergonomics and comfort were now considered so that controllers with rounded casings superseded traditional square-cornered designs. Controller enhancements such as “turbo” were popularized at this time. The fifth generation of consoles was released in 1995 with Sega Saturn, Sony PlayStation, and Nintendo 64 (N64), heralding the arrival of the polygonal age as dedicated graphics hardware and compact discs provided both the speed and the space to make large three-dimensional worlds both financially and computationally feasible. However, to cope with the extra functionality required to play the new breed of games, the number of buttons was again increased. Existing controllers were designed to navigate two-dimensional spaces and were unsuitable for the challenges presented by the extra dimension. To remedy this, Nintendo integrated an “analog stick” for the N64, which provided unprecedented control in 3D worlds by allowing 360 degrees of control and varying the speed of navigation by varying the pressure applied to the stick.
Generally game consoles in the sixth and seventh generations, such as for the Microsoft Xbox, Sony PlayStation, and Nintendo GameCube, have all continued the “more is better” trend of controller design such that game controllers now have up to ten separate buttons, sometimes with confusing labels, and they have two different directional navigation “joysticks” that often must be managed in coordination with the buttons. These control schemes place barriers between the player and the game, which for the casual gamer means these controllers can be very intimidating. Now not only must these players learn the intricacies of the game, they also must achieve the dexterity required to use one of these controllers which places limits on the technical and amusement possibilities of current video games.
However, Nintendo shifted that trend in November 2006 when they released the Wii console that came with a handheld controller 5 buttons and a left-right-up-down controller but most importantly included sensors defining the orientation and position of the controller to be determined, thereby allowing the swing of an arm to replace the push of a joystick or multiple synchronous button presses. Such movement tracking attempts to remove the controller altogether as players use natural body movement to control the action on the screen as well as increasing the number of innovative game experiences and overall enjoyment by increasing the player's sense of presence in the virtual world. Subsequent variations have generated massive revenues for gaming manufacturers as consoles and games become tied together and consumers purchase multiple controllers. Sony's controller for the Playstation 3 features sensors that track rotational orientation and acceleration of the controller. This is along with 12 buttons and 2 “thumb” sticks.
However, all of these developments in controllers for these multiple generations of gaming consoles are geared to the user's hand, or more specifically fingers and thumbs, as the haptic interface. Accordingly there exists a requirement to provide haptic interfaces for those suffering disabilities or even limited range or flexibility of movement. In United States 1992 NHIS study nearly 19% of the United States non-institutionalized population had some form of disability. Of these 24.8 million people (9.9%) were registered with a disability (not severe) and 24.1 million (9.1%) were registered with severe disability. In respect of physical activity limitations approximately 75% of those with a disability had an activity limitation, which in the case of 11.5 million people meant they were unable to perform their major activity, 14.3 million people are limited in the kind or amount of major activity they can perform, and 11.9 million are limited in activities other than their major activity (which for 18-69 year old adults means working or keeping house). Overall according to the U.S. Census Bureau approximately 40% of those with disabilities have physical disabilities. As such of the 48.9 million identified in 1992 as having disabilities approximately 19.5 million had physical disabilities.
It would therefore be beneficial to provide a haptic interface that either allowed these individuals to access entertainment and other services on these gaming consoles or allowed them to access these services with the same degree of control exercised by those without disabilities. Such a haptic interface being a controller pad capable of operation by the user with their feet, hands, chin, elbow etc to provide the selection of functions within the environment within which they are engaging the gaming console.
It would also be beneficial to provide even able bodies users with a haptic interface to augment their accessibility/enjoyment of these entertainment and other services from these gaming consoles. Even able bodied, young users have trouble with multiple control entries required to perform the actions they would like, such as run-duck-throw grenade-roll in a combat gaming environment. Such simple actions instinctive to a person may require 4, 6, 8 keystrokes are entered by the user. Similarly, for adults when engaging environments presenting motion such as driving, sports etc it is an instinctive reaction to use their feet rather than their hands to perform actions such as brake, accelerate, shift gear etc. Accordingly it would be beneficial to provide such a controller pad allowing them to operate it with their feet, for example, either alone or in conjunction with a conventional gaming console.
It is, therefore, desirable to provide an interactive controller pad providing functionality to a user that allows them to engage in activities with a gaming console by augmenting or replacing functions accessible through the normal gaming controller. Such an interactive controller pad augmenting the experiences for able-bodied individuals but in individuals with physical disabilities affecting their hands, arms, motion control etc the controller pad may provide their first and only means of accessing these gaming systems. Whilst the discussions above and throughout the specification are primarily directed to gaming consoles and entertainment activities it would be evident to one skilled in the art that the controller pad can be employed with a wide variety of software and computer related interfaces to provide input for users.
It is an object of the present invention to obviate or mitigate at least one disadvantage of the prior art.
In accordance with an embodiment of the invention there is provided a method comprising providing a first unit comprising a base for mounting the first unit to a surface and comprising an upper surface disposed opposite the base and a communications interface supporting communications to a remote device, providing a second unit for mounting onto the upper surface of the first unit through a pivot disposed between the first unit and second unit. The method further comprising providing at least a sensor of a plurality of sensors, each sensor of the plurality of sensors for determining a motion of the second unit relative to the first unit in a predetermined direction and providing an output to a circuit, the output determined in dependence of at least one of the displacement of the second unit relative to a reference position and the displacement of the second unit exceeding a predetermined threshold, and providing the circuit for receiving the output from the at least a sensor and providing control data to the communications interface in dependence of the output.
In accordance with another embodiment of the invention there is provided a device comprising a first unit comprising a base for mounting the first unit to a surface and comprising an upper surface disposed opposite the base and a communications interface supporting communications to a remote device, and a second unit for mounting onto the upper surface of the first unit through a pivot disposed between the first unit and second unit. The device further comprising at least a sensor of a plurality of sensors, each sensor of the plurality of sensors for determining a motion of the second unit relative to the first unit in a predetermined direction and providing an output to a circuit, the output determined in dependence of at least one of the displacement of the second unit relative to a reference position and the displacement of the second unit exceeding a predetermined threshold, and the circuit for receiving the output from the at least a sensor and providing control data to the communications interface in dependence of the output.
In accordance with another embodiment of the invention there is provided a method comprising providing a controller comprising a base, a communications interface supporting communications to a remote device, and a top mounted to the base by a pivot, and providing data to the communications interface, the data varying in dependence upon motion of the top relative to the base in a predetermined direction.
Other aspects and features of the present invention will become apparent to those ordinarily skilled in the art upon review of the following description of specific embodiments of the invention in conjunction with the accompanying figures.
Embodiments of the present invention will now be described, by way of example only, with reference to the attached Figures, wherein:
The present invention is directed to a controller pad for providing user input to a computer system. The controller pad allows a user to provide input to a computer system, for example personal computer or gaming console, without requiring either use of conventional keyboard/mouse interfaces or gaming consoles. Accordingly, the controller pad provides according to different embodiments simple “button” type emulation whilst in other embodiments “thumb stick” emulation as well as linear motion/acceleration/rotational motion detection.
Reference may be made below to specific elements, numbered in accordance with the attached figures. The discussion below should be taken to be exemplary in nature, and not as limiting of the scope of the present invention. The scope of the present invention is defined in the claims, and should not be considered as limited by the implementation details described below, which as one skilled in the art will appreciate, can be modified by replacing elements with equivalent functional elements.
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Also shown are the WarBeast PS3 Wireless Guitar 340 which is a full size guitar compatible with the Sony Playstation 3 gaming console, Dance Dance Revolution mat 350 for players to use in combination with their gaming console and for which different versions are sold for Nintendo Wii, Sony Playstation 3, and Microsoft Xbox 360. Fishing controller 360 is a dedicated controller to simulate a fishing rod like the WarBeast guitar simulates a guitar. With some gaming consoles the same controller provided with the system is employed with a range of accessories, such as gaming accessories 370, wherein the controller fits within the handle of these accessories to simulate for example a tennis racket, baseball bat and golf club. It is evident from these that manufacturers have established different gaming controller formats, and whilst many are niche such as the Capcom Steel Battalion controller 320 and ThrustMaster Rally GT Force Feedback Pro Clutch Edition controller 310 others such as Dance Dance Revolution which has sold over 10 million copies. However, none are targeted at providing a flexible controller pad allowing the user to use them in multiple gaming environments nor to provide other routine functions within personal computers and gaming consoles such as mouse movement, keyboard emulation etc.
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Further it is evident to one skilled in the art that the Wii Balance Board 3000 is designed for able bodied users with good balance. Operation of the Wii Balance Board 3000 is based upon determining the relative loading of the users weight onto the four load sensors contained within. Aspects of the Wii Balance Board 3000 in respect of calibration, measurement, centre of gravity, etc are contained within US 2009/0107207 entitled “Weight Applying Unit for Calibration and Weight Applying Method for Calibration”, US 2009/0093,305 entitled “Storage Medium Storing a Load Detecting Program and Load Detecting Apparatus”, and US 2009/0093315 entitled “Storage Medium Storing a Load Detection Program, Load Detecting Apparatus, and Load Detection Method.”
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Also mounted within base 415 are lower button elements 440, which act in combination with upper button elements 420 within the top plate 410 to associate motion of the upper button element 420 with lower button element 440 as an action by the user. This may be by one of many interactions as would evident to one of skill in the art including physical contact, resistance variation, capacitance variation, inductance variation, proximity, Hall effect, etc. Referring to plan view 400B it can be seen that there are four recess/spring combinations 425, four lower button elements 440 disposed around the periphery of the base 415 with respect to the pivot 430. As such motion of the top plate 410 relative to the base 415 in the direction of each lower button element 440 results in the electrical decision and control circuit (not shown for clarity) identifying these motions as selection of one of the four “buttons” on the controller pad 400.
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Also mounted within base 4150 are lower button elements 4400, which act in combination with upper button elements 4200 within the top plate 4100 to associate motion of the upper button element 4200 with lower button element 4400 as an action by the user. This may be by one of many interactions as would evident to one of skill in the art including physical contact, resistance variation, capacitance variation, inductance variation, proximity, Hall effect, etc. Referring to plan view 400B it can be seen that there are eight recess/spring combinations 4250, eight lower button elements 440 disposed around the periphery of the base 4150 with respect to the pivot 4300. As such motion of the top plate 4100 relative to the base 4150 in the direction of each lower button element 4400 results in the electrical decision and control circuit (not shown for clarity) identifying these motions as selection of one of the eight “buttons” on the controller pad 4000. It would be evident to one of skill in the art that the number and location of the buttons may be varied according to the sensitivity, directional information etc that is desired to be extracted from the controller pad.
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However, unlike controller pads 400 and 4000 presented above in respect of
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As with controller pad 500 the controller pad 600 has a recess 660 centrally disposed within it. Within this recess 600 are disposed are rotation and linear sensors. The rotation sensor comprises rotation assembly 605, rotor 610 and vertical stops 645 disposed with respect to the rotor 610. As such rotation of the top plate 650 relative to the base 615 causes a rotation with the vertical rotation assembly 605 that is converted to an electrical signal by the electrical decision and control circuit (not shown for clarity). However, now the rotation assembly 505 is mounted onto a first slide 650, and the vertical stops 645 are mounted onto second slides 655. As such motion of the user may push the top plate 610 in a linear motion along the axis of the first and second slides 650 and 655 respectively and at any linear position rotational motion of the user is detected through the rotation assembly 605 with motion limited by the vertical stops 645. It would be evident that the linear motion may be detected by different technologies for the linear motion sensor according to desired resolution, accuracy, speed etc. Solutions evident to one of skill in the art would include, but not be limited to, linear optical encoders, linear potentiometers and strain gauges.
Accordingly controller pad 600 provides for a user to provide rotational position information, allowing for example their character or point of view to be rotated within the virtual environment of a game, provide linear position information, allowing for forward and backward motion of their character, and selection of actions through selection of the “button” by tilting the top plate 610 relative to the base 615. It would be evident that the number of buttons and their locations may be varied according to the application or requirements of the user. The controller pad 600 may be considered as providing a joystick functionality wherein linear motion may provide acceleration/deceleration whilst rotational motion shifts the direction within which the acceleration/deceleration is applied within the entertainment environment.
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Accordingly controller pad 6000 provides for detection of dual horizontal axis of user control as well as three axis of rotational, typically referred to as roll, pitch and yaw. In this manner the user may easily control an object within an entertainment environment in a realistic manner and allow themselves to perform other actions where the controller pad 6000 is employed in conjunction with another game controller. If additionally controller pad 6000 employed a pressure sensor within the assembly then pressure of the user against the top plate 6150 may additionally be employed to provide additional control information such as acceleration or vertical motion.
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Location sensor 720 thereby provides different information to the electrical decision and control circuit when the users' foot (or other body part interacting with the controller pad) shifts position, for example between each of first to third locations 730 through 750 respectively. Hence, in addition to rotation (from the rotation sensor) and forward/backward movement (from the linear position sensor) movement of the users foot (for example) provides for side-stepping of their character in the virtual environment of the game they are playing or another function currently selected as being determined in dependence of this position information.
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Location sensor 820 thereby provides different information to the electrical decision and control circuit when the users' big toe for example (or other body part interacting with the controller pad) shifts position relative to the location sensor 820 and when placed in contact with the location sensor 820 provides a different signal to the electrical decision and control circuit. Hence, in addition to rotation (from the rotation sensor) and forward/backward movement (from the linear position sensor) movement of the users' big toe (for example) provides for side-stepping of their character in the virtual environment of the game they are playing or another function currently selected as being determined in dependence of this position information.
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It would be apparent to one skilled in the art that whilst the controller pad has been considered within
Within the embodiments presented supra in respect of
Within the embodiments the electrical decision and control circuit has been stated as present within the controller pad. The functions of the electrical decision and control circuit being to apply any required power to the sensor elements, e.g. “buttons”, rotation sensor, linear motion sensor, force transducers etc. Additionally the electrical decision and control circuit may receive the signals from these transducers and determine a position, rotation, action for communication to the handheld controller or gaming interface. Further the electrical decision and control circuit may contain communications interfaces such as for the wired interface or wireless interface. Optionally the electrical decision and control circuit may contain other elements such as microprocessors, visual indicators, etc. It would be apparent to one skilled in the art that the electrical decision and control circuit may be provided as a single circuit within the controller pad or as multiple distributed circuits within the controller pad, although optionally some elements such as decision determination may be provided within the handheld controller or gaming console to which the controller pad is interfaced.
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During gaming the gaming console monitors for trigger events that relate to either to a change of functions requested by the gamer or by the game itself. In process step 1045 the process determines whether a gamer requested change was initiated or not. If there was no gamer requested change then the process moves to step 1065 and gaming continues. If there was a gamer requested change and the gaming console had previously determined the controller pad was the only controller present then the process moves forward to step 1050A to determine what change the gamer requires and therein moves forward to step 1050B and loads controller pad assignment C before moving forward to step 1065 wherein gaming continues. If there was a gamer requested change and the gaming console had previously determined the controller pad was being used in conjunction with a handheld controller then the process moves forward to step 1055, loads controller pad assignment D, moves to step 1060, loads handheld controller function assignment 2, before moving forward to step 1065 wherein gaming continues.
From step 1065 the process moves forward to step 1070 to determine whether a change of function request was initiated by the game. If there was no game requested change then the process moves to step 1090 and gaming continues. If there was a game requested change and the gaming console had previously determined the controller pad was the only controller present then the process moves forward to step 1075 and loads controller pad assignment E before moving forward to step 1090 wherein gaming continues. If there was a gamer requested change and the gaming console had previously determined the controller pad was being used in conjunction with a handheld controller then the process moves forward to step 1080, loads controller pad assignment F, moves to step 1085, loads handheld controller function assignment 3, and moves forward to step 1090 wherein gaming continues. From step 1090 the process loops back to step 1045 to determine whether additional gamer or game triggered changes in function assignments are requested. It would evident to one skilled in the art that the exemplary flow chart is only part of an overall gaming flow chart and has been considerably simplified to focus on the controller function assignments only.
It would be evident to one skilled in the art that other process flows may be configured with other steps and decision points. These alternative process flows similarly result in the assignment of the “buttons” and other functions of the controller pad may be dynamically allocated by actions of the gamer (user) or in response to variations of the gaming environment. For example, a character walking results in the 4 “buttons” on a controller, i.e. controller pad 400 in
In the embodiments described above in respect of
Within the embodiments described supra in respect of
In the embodiments described supra in respect of
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The above-described embodiments of the present invention are intended to be examples only. Alterations, modifications and variations may be effected to any of the described embodiments by those of skill in the art without departing from the scope of the invention, which is defined solely by the claims appended hereto.
This patent application claims the benefit of U.S. Provisional Patent Applications 61/354,872 filed Jun. 15, 2010 entitled “Haptic Interface” and 61/429,786 filed Jan. 25, 2011 entitled “Haptic Interface.”
Number | Date | Country | |
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61354872 | Jun 2010 | US | |
61429786 | Jan 2011 | US |