BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1A is top view of game controller 100, an embodiment of the present invention.
FIG. 1B is a profile elevation of game controller 100.
FIG. 1C is a diagram illustrating the game play zones 112 surrounding game controller 100.
FIG. 1D is a diagram illustrating activation of foot activated game control switches/buttons 104 in directions 105.
FIG. 1E is an exploded view of game controller 100.
FIG. 2A is an illustration of a position detection unit 120 of game controller 100, and the footprint of a detection area or game play zone 112.
FIG. 2B is an illustration of the areas defined by the overlap of beams created by position detection unit 120.
FIG. 2C is reproduction of Table 1, a table of the areas defined by the overlap of the beams shown in FIG. 2B.
FIG. 3 is an illustration of reflection from an object inside a predefined detection area.
FIG. 4 is an illustration of reflection from objects outside the predefined detection areas.
FIG. 5 is an illustration of a reflection from a nearby object 150 outside of the game play zones 112 shown in FIG. 1C.
FIG. 6 is a side view elevation of position detection unit 120 illustrating the path of signals emitted and received by the unit, relative to the ground and bottom of game controller 100.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
FIG. 1A is a top view of game controller 100, an embodiment of the present invention. A game player can stand on controller 100 and steps around the platform of controller 100 to play the game. For example, if the game instructs the player to step to the player's right the player will then step on the ground to the right side of controller 100. Likewise, the position of the player's feet will be detected relative to controller 100 for actions required in front, back or to the left of the player's relative position. Arrows 110 A, B, C, and D serve to indicate to a user that the controller is sensitive to positions at the front side, right side, back side, and left side respectively. In some embodiments the arrows may be of translucent material and will illuminate in sync with the user's detected movements.
Game control buttons or switches 104 A, B, C, and D are located at the corners of the controller 100. The preferred embodiment of controller 100 is substantially rectangular as shown, with the corner clipped or rounded. Other embodiments may have other shapes. The game control buttons may in certain embodiments be activated from the top of the controller platform, or, as illustrated, may be activated with a motion and in a direction parallel to the ground. This way, a user can touch the switch with either his toe or heel from around the perimeter of the controller. For example, a user may choose to back her heel into button 104A, while it may be more convenient for a user to kick or touch button 104B with the front of her foot.
FIG. 1B is a profile elevation of game controller 100 seen in FIG. 1B. Controller 106 comprises a housing with a top plate 106 and a base plate 108. The electronic components (not shown) are generally between top plate 106 and base plate 108. Controller 100 preferably communicates wirelessly to a video game system, although corded communication is provided in certain embodiments. Logic of the controller is accomplished either with a microprocessor or other logic circuitry. Wireless communication is preferably according to the well known Bluetooth radio specification 2.0, although any RF transmission spectrum and protocol can be utilized. The controller also preferably interfaces as a human interface device regardless of the transmission frequency and protocol. Base plate 108 rests upon the floor during game play or otherwise.
FIG. 1C is a diagram illustrating the game play zones 112 surrounding game controller 100. In the preferred embodiments, game play is detected at the front, right, back and left sides of the controller 100, as represented by zones 112A, 112B, 112C, and 112D respectively. As seen by the axes, the front of the controller may also be thought of as the north side, or the zero degree point of the axes. For simplicity the zones are depicted in FIG. 1C as rectangular, although in reality the geometry of the zones is more complex, as will be described later. Many different positions can be determined within each of the zones. In the preferred embodiment, a user's position will not be detected in areas 114, adjacent to the corners of the controller. In games that do not require position detection location in those areas, this reduces false detection as the user's feet pass though the areas 114. In other embodiments, position may be detected all around the controller, including locations at or near the corners.
FIG. 1D is a diagram illustrating activation of foot activated game control switches or buttons 104 in directions 105. Button 104A may be activated by a stroke in direction 105A. Direction 105A a can be anywhere from 0 to 90 degrees but is preferably between 30 and 60 degrees. Likewise, button 104B may be activated by a stroke in direction 105B, which can be anywhere from 90 to 180 degrees, but is preferably between 120 and 150 degrees, button 104C may be activated by a stroke in direction 105C, which can be anywhere from 180 to 270 degrees, but is preferably between 210 and 240 degrees, and button 104D may be activated by a stroke in direction 105D, which can be anywhere from 270 to 360 degrees but is preferably between 300 and 330 degrees.
FIG. 1E is an exploded view of game controller 100. In addition to the components previously described, position detection units 120A, 120B, 120C, and 120D can be seen. These serve to detect the position of the user's feet around the game controller. Of course, greater or fewer position detection units may be utilized depending on the embodiment and geometry of controller 100.
FIG. 2A is an illustration of a position detection unit 120 (120A, B, C, or D) of game controller 100, and the footprint of game play zone 112, where the position of a user's foot will be detected. Each position detection unit 120 comprises two optical illumination modules 122 and 126. Each optical illumination module comprises a group of 2 or more of illumination chambers. Module 122 comprises illumination chambers 124A, 124B, and 124C. Module 126 comprises chambers 124D, 124E, and 124F. Each illumination chamber 124 comprises a source or emitter, which is preferably an IR emitting LED, and other optical components such as lenses and optical guides to shape and direct the IR light emitted by the LED. Position detection unit 120 also comprises optical receiver 128.
FIG. 2B is an illustration of the areas defined by the overlap of beams created by position detection unit 120. Each of the illumination chambers 124 produces a beam. The beams are positioned such that pairs of beams overlap in a given area. These are shown as position detection areas 131-136. Each pair is comprised of a beam from a chamber of module 122 and a beam from a chamber of module 126. When a signal transmitted from each chamber of the pair is sensed as having been reflected by an object, the position of the object is within the corresponding position detection area. The pairs used for each detection area are as shown in Table 1 below, which is also reproduced as FIG. 2C.
TABLE 1
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|
Module
Module
Position
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122
126
detection area
|
|
124A
124F
131
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124C
124D
132
|
124C
124F
133
|
124B
124F
134
|
124C
124E
135
|
124B
124E
136
|
|
The detection signals from the different chambers are distributed in time. Only one chamber emits the detection signal during a given period or moment of time. Each position detection signal comprises a plurality of bursts, preferably 4 or 5, and each burst in turn comprises a plurality of pulses, preferably between 15-25 pulses. The emitted signal preferably comprises IR light of approximately 880 nm wavelength, and the frequency of the pulses is approximately 455 kHz. The period between bursts is approximately 150 us.
If receiver 128 receives a signal with an energy level above a minimum threshold, it provides an output signal to the processing circuitry of the controller. In one preferred embodiment, the output signal comprises pulses of output voltage. In such a case, the receiver provides one pulse per burst of received light. This modulation filters out ambient noise such as sun light, light from nearby lamps, and from IR remote controls, that may otherwise contain sufficient energy to be interpreted as position data.
In the games with the fastest action or changing of foot positions, the minimum time a foot may be in a given position is about 120 milliseconds, although in the vast majority of situations a foot will be present in a given position for much longer. With the preferred embodiment, a foot can be detected within about 16 milliseconds. That is to say that position detection unit 120 can sequence though one cycle where all the illumination chambers of a given detection unit emit a signal in about 16 milliseconds. In certain embodiments the cycle can be repeated to increase accuracy. For example, if four cycles are performed, this will require about 60-65 milliseconds. This means that about 7 or 8 cycles could be performed within the minimum detection window. All position detection units 120 may cycle simultaneously, or may alternatively be sequenced to cycle at different times.
FIG. 3 is an illustration of reflection from an object inside a predefined detection area. Object 140 can be seen within area 131. As seen in Table 1, this means that a signal emitted from chambers 124A and 124F has been reflected to and received by receiver 128. Signal 144 is emitted by chamber 124A, and the directly emitted portion is shown as 144D, while the portion reflected from object 140 is shown as 144R. Likewise, signal 142 is emitted by chamber 124F, and the directly emitted portion is shown as 142D, while the portion reflected from object 144 is shown as 142R. Receiver 128 has a field of view sufficient to receive signals from any of the predefined position detection areas.
FIG. 4 is an illustration of reflection from objects outside the predefined detection areas. In this figure, two different objects 146 and 148 are located outside of the predefined areas. Object 146 reflects a signal 145 from chamber 124F, but not from any other chamber. It is therefore not indicative of a user position. Object 148 reflects signals 147 and 149 from chambers 124B and 124D. However, since this pair of signals does not correlate with a desired detection area, it does not indicate a user position. Again, as mentioned previously, this selectivity and rejection aids in eliminating erroneous position detection.
FIG. 5 is an illustration of a reflection from a nearby object 150 outside of the game play zones 112 shown in FIG. 1C. The field of view of the various chambers and the resulting detection areas is potentially vulnerable to unwanted detection of “ghost” objects that are not actually within one of the detection areas, as touched upon earlier. In some cases, the surrounding obstacles could simulate or “ghost” an object in a position detection area due to reflections from paired chambers. In FIG. 5, the wall or other distant object 150 would indicate a ghost object 149 in area 132. In the aforementioned embodiments, the emitted beams are transmitted in a direction substantially parallel to the ground.
One solution employed in other embodiments in order to minimize unwanted reflections involves angling the beams from illumination chambers 124 towards the ground, as seen in FIG. 6. FIG. 6 is a side view elevation of position detection unit 120 illustrating the path of signals emitted and received by the unit, relative to the ground and bottom of game controller 100. The furthest distance for game play is significantly less than the nearest recommended distance from potential obstacles. For example, a player's feet may be detected within about 3 feet, and the player will be instructed to keep objects approximately 4-6 feet away from controller 100. Theses distances can of course vary, as can the strength of the LED's and the minimum energy levels at the receiver used to indicate a detected position, all of which factor into the size and geometry of the game play zones and detection areas, and the minimum distance in relation to obstacles.
In FIG. 6, beam 152, created by one of chambers 124, is shown as having a direct component 152D and a component reflected from the floor, 152F. Angling the beam 152 reduces the chance that it will be reflected from a nearby obstacle. A reflection of either the direct component 152D or the reflected component 152F may be sensed by receiver 128 when it is within the field of view 160 of receiver 128, if it has sufficient energy and the proper trajectory. The component reflected from the floor will in most circumstances be of a diffused nature and will have significantly less energy than the direct component. Thus, any subsequent reflection from a foot or any other object will have much less energy than a reflection of direct component 152D and it is preferable that reflections from reflected component 152F not be used for position data. This is accomplished by selecting the strength and trajectory of the LED's and the minimum energy levels at the receiver such that the reflections of component 152F will not indicate position data. Such an embodiment is effective at limiting unwanted detection of obstacles and ghosting.
While the preferred embodiments have been described with regard to dancing games, many different types of games can be played with a controller according to the present invention. Although the various aspects of the present invention have been described with respect to exemplary embodiments thereof, it will be understood that the present invention is entitled to protection within the full scope of the appended claims.