WO2012038993A1 - Control device for console-based videogames or pc - Google Patents
Control device for console-based videogames or pc Download PDFInfo
- Publication number
- WO2012038993A1 WO2012038993A1 PCT/IT2010/000404 IT2010000404W WO2012038993A1 WO 2012038993 A1 WO2012038993 A1 WO 2012038993A1 IT 2010000404 W IT2010000404 W IT 2010000404W WO 2012038993 A1 WO2012038993 A1 WO 2012038993A1
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- WO
- WIPO (PCT)
- Prior art keywords
- control device
- console
- sphere
- axis
- videogames
- Prior art date
Links
- 230000009471 action Effects 0.000 claims abstract description 16
- 230000005540 biological transmission Effects 0.000 claims abstract description 3
- 230000033001 locomotion Effects 0.000 claims description 55
- 238000006073 displacement reaction Methods 0.000 claims description 16
- 230000003534 oscillatory effect Effects 0.000 claims description 4
- 230000006870 function Effects 0.000 description 7
- 230000008447 perception Effects 0.000 description 7
- 230000003993 interaction Effects 0.000 description 6
- 238000010586 diagram Methods 0.000 description 4
- 230000006872 improvement Effects 0.000 description 3
- 230000004048 modification Effects 0.000 description 3
- 238000012986 modification Methods 0.000 description 3
- 210000003813 thumb Anatomy 0.000 description 3
- 230000002860 competitive effect Effects 0.000 description 2
- 230000010354 integration Effects 0.000 description 2
- 230000001133 acceleration Effects 0.000 description 1
- 230000008901 benefit Effects 0.000 description 1
- 230000008859 change Effects 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 210000004936 left thumb Anatomy 0.000 description 1
- 210000004935 right thumb Anatomy 0.000 description 1
- 238000004088 simulation Methods 0.000 description 1
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0354—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
- G06F3/03549—Trackballs
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0362—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 1D translations or rotations of an operating part of the device, e.g. scroll wheels, sliders, knobs, rollers or belts
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1006—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals having additional degrees of freedom
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1062—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
Definitions
- the present invention relates to a control device for console-based videogames or PC, that constitutes a specific interface supporting the player's interaction, that results to be more comfortable and more precise for typical control actions of a videogame, in respect to control devices of the prior art.
- consoles for videogames have been produced according to a constantly improved technology in hardware and software. This fact has given the possibility to achieve games having high resolution graphics, a large number of moving objects, and embedding particularly realistic simulations of the real world.
- control device can be used within the videogames consoles or PCs actually on the market, so representing a universal command device for different types of games, like sport racing games or other games.
- control device is able to encode and transmit to videogames consoles the same data set of a traditional control device, so that it is assured the full compatibility with the actual games on the market and it is not required any modification or integration of software.
- control device keeps the same standard functions of commands used by previous control devices for other classes of games that are currently on the market.
- Another further objective is that the solution can be produced on a large industrial scale, using standard electronics, at a cost that is competitive in respect of the previous control devices on the market.
- control device for console- based videogames or PC comprising:
- one or more joystick devices further comprising: means able to convert a spatial position of respective levers, moved by a player, into a first set of electrically carried signals;
- a sphere-driven device moved by the same player, further comprising: a sphere, free to rotate exclusively around a transversal horizontal axis X; a ring, free to rotate exclusively around a longitudinal horizontal axis Y; a detector of angle of said sphere in respect to said transversal horizontal axis X; a detector of angle of said ring in respect to said longitudinal horizontal axis Y; means able to convert the above detected angles into a third set of electrically carried signals;
- control device represents an input device, detecting combined actions of the same player, who controls i.e. attitude of a motorcycle in a sport racing game, rotating said sphere-driven device forwards or backwards - around axis X, or laterally around axis Y.
- figure 1 is a perspective view of a typical environment where the invention is used, with a control device for a videogames console or PC, including a sphere-driven device, applied to a motorcycle of a sport racing game;
- figure 2 is a front perspective view of a control device for a videogames console controlling a sport racing game, according to the prior art
- figure 3 is a front perspective view of a control device for a videogames console or PC, according to the present invention.
- figure 4 is a perspective view of a control device for a videogames console or PC, according to another embodiment of the present invention, including two sphere- driven devices;
- figure 5 is a view of a functional block diagram of an electronic circuit managing typical functions of a control device according to the prior art
- figure 6 is a view of a functional block diagram of an electronic circuit managing typical functions of a control device according to the present invention
- figure 7 is a schematic view of an example of precise trajectory control in respect to axis X and Y
- figure 8 is a schematic view of an example of not precise trajectory control, due to distortion coming from rotation of axis X and Y
- figure 9 is a schematic view of an example of trajectory control in a fast curvilinear motion, according to prior art
- figure 10 is a schematic view of an example of trajectory control in a fast curvilinear motion, according to present invention
- figure 1 1 is a graphic view of the output corresponding to an input of trajectory control, like that of figure 9, in a fast curvilinear motion
- figure 12 is a graphic view of the output corresponding to an input of trajectory control, like that of figure 10, in a fast curvilinear motion
- figure 13 is a schematic view of an example of trajectory control in a slow curvilinear motion, according to prior art
- figure 14 is a
- figure 19 is a graphic view of the output corresponding to an input of trajectory control, like that of figure 17, in a 'S' (or multiple) fast curvilinear motion
- figure 20 is a graphic view of the output corresponding to an input of trajectory control, like that of figure 18, in a 'S' (or multiple) fast curvilinear motion
- figure 21 is a schematic view of an example of trajectory control in a 'S' (or multiple) slow curvilinear motion, according to prior art
- figure 22 is a schematic view of an example of trajectory control in a 'S' (or multiple) slow curvilinear motion, according to present invention.
- figure 23 is a graphic view of the output corresponding to an input of trajectory control, like that of figure 21 , in a 'S' (or multiple) slow curvilinear motion;
- figure 24 is a graphic view of the output corresponding to an input of trajectory control, like that of figure 22, in a 'S' (or multiple) slow curvilinear motion.
- figure 1 it is illustrated a typical environment, like i.e. a dining room of an apartment, where the videogames console or PC is connected to a domestic TV set, and the control device 10 is used for a sport racing game 31 of a motorcycle 32.
- the control device 10 comprises, in particular, a sphere-driven device 20, preferably placed nearly the center of casing 18, so that a player is ab
- the sphere-driven device 20 further comprises: a sphere 19, free to rotate exclusively around a transversal horizontal axis X 22; a ring 21 , free to rotate exclusively around a longitudinal horizontal axis Y 25. Therefore, the sphere-driven device 20 permits the combined attitude control of a racing motorcycle 32, by rotation of said sphere-driven device forwards or backwards, and rotation of said ring 21 laterally on the right or on the left, corresponding to changing the position of weights of a virtual motorbiker on the same motorcycle 32.
- Figure 9 shows an example of motion control of a running character using a lever control of the prior art, where a maximum displacement is given on axis Y, and a smooth displacement is given on axis X: it is the so called fast curvilinear motion.
- the same motion control of a running character is obtained according to the present invention, where the sphere 19 is pushed completely forward, and ring 21 is smoothly rotated on the right.
- Figure 13 shows an example of motion control of a running character using a lever control of the prior art, where a medium displacement is given on axis Y, and a smooth displacement is given on axis X: it is the so called slow curvilinear motion.
- the same motion control of a running character is obtained according to the present invention, where the sphere 19 is pushed forward and independently up to the middle size, and ring 21 is smoothly and independently rotated on the right.
- Figure 17 shows an example of motion control of a running character using a lever control of the prior art, where a maximum displacement is given on axis Y, and a smooth displacement, oscillatory on the right and on the left, is given on axis X: it is the so called 'S' (or multiple) fast curvilinear motion.
- Figure 21 shows an example of motion control of a running character using a lever control of the prior art, where a medium displacement is given on axis Y, and a smooth displacement, oscillatory on the right and on the left, is given on axis X: it is the so called 'S' (or multiple) slow curvilinear motion. , ' . '
- the same motion control of a running character is obtained according to the present invention, where the sphere 19 is pushed forward and independently up to the middle size, and ring 21 is smoothly and independently rotated on the right and on the left.
- the outcome of motion control, according to the old technology (figure 23) are imprecise and not satisfactory, because the player drives the action without a clear perception of where he is going, adjusting time by time the direction according to the feedback he receives from the screen.
- the player has at any time the exact perception of the entity of motion, because the control action is a "rollover” action, and not a "steering” action.
- a control device 40 from the prior art usually comprises two joysticks 42 and 43, where the first 42 is placed on the front-left position, and the second 43 is placed on the nearly-central rear position.
- FIG 3 it is illustrated a possible embodiment of the present invention comprising, in a control device 10, a so called sphere-driven device 20 that is placed in a central position of casing 18, so that a player is able to interact with it using the thumbs, and at the same time to control other elements on board.
- the sphere-driven device 20 further comprises: a sphere 19, free to rotate exclusively around a transversal horizontal axis X 22; and a ring 19, free to rotate exclusively around a longitudinal horizontal axis Y 25.
- the same device 20 further includes a detector of angle of said sphere 19 in respect to said transversal horizontal axis X 22; a detector of angle of said ring 21 in respect to said longitudinal horizontal axis Y 25; means able to convert the above detected angles into a set of electrically carried signals.
- FIG 4 Another embodiment of the present invention is represented in figure 4, where a first sphere-driven device 20, controlled by left thumb, and a second sphere-driven device 91 , controlled by right thumb, are represented.
- This solution is particularly suitable in case of simultaneous control of more objects, like i.e. the motion of a character - control 20 - and the orientation of his shooting weapon - control 91.
- Another example the position of a motorbiker on a motorcycle and steering - control 20, and control of acceleration, deceleration, and rotation of view - control 91 - on the same motorcycle.
- FIG 5 it is illustrated a functional block diagram of an electronic circuit 60, managing typical functions of a control device 40, according to the prior art (figure 2). It mainly comprises means 67 able to convert the spatial , position of respective levers, or buttons pressed by player, into a set of electrically carried signals. These signals are processed by a microprocessor 64 and encoded and transmitted to a videogames console, using an I/O managing device 65.
- FIG 6 it is illustrated a functional block diagram of an electronic circuit 80, managing typical functions of a control device 10, according to the present invention.
- Some special means 66 are integrated, converting a detected angle of sphere 19 of device 20, in respect to said transversal horizontal axis X 22, and converting a detected angle of ring 21 , in respect to said longitudinal horizontal axis Y 25.
- These signals are processed, together with the ones coming from the standard input commands, by a microprocessor 64 and encoded and transmitted to a videogames console or PC, using an I/O managing device 65.
- the present invention achieves all the proposed objectives.
- it discloses a control device for console-based videogames or PC, that supports the player's interaction, so that the same interaction is more comfortable and precise, in respect to said axis X and Y, for typical control actions of a videogame.
- control device can be used within the videogames consoles or PC actually on the market, so representing a universal command device for different types of games, like sport racing games or other games.
- control device is able to encode and transmit to videogames consoles the same data set of a traditional control device, so that it is assured the full compatibility with the actual games on the market and it is not required any modification or integration of software.
- control device keeps the same standard functions of commands used by previous control devices for other classes of games that are currently on the market.
- solution can be produced on a large industrial scale, using standard electronics, at a cost that is competitive in respect of the previous control devices on the market.
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- General Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
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- General Physics & Mathematics (AREA)
- Multimedia (AREA)
- Position Input By Displaying (AREA)
Abstract
A control device (10) for console -based videogames or PC, comprising: one or more joystick devices (14) and (15), comprising: means for converting a spatial position of respective levers, moved by a player, into a first set of electrically carried signals; - a set of button devices (11), (12), (23) and (24), activated by the same player, that are connected to respective switches capable of generating a second set of electrically carried signals;; characterized in that it further comprises: - at least one sphere - driven device (20), moved by the same player, comprising: a sphere (19), free to rotate exclusively around a transversal horizontal axis X (22); a ring (21), free to rotate exclusively around a longitudinal horizontal axis Y (25); a detector of angle of said sphere (19) in respect to said transversal horizontal axis X (22); a detector of angle of said ring (21) in respect to said longitudinal horizontal axis Y (25); means for converting said detected angles into a third set of electrically carried signals; - means for acquisition, processing and encoding of said first, second and third set of electrically carried signals, in analog or digital format; - means for data transmission, based on said first, second and third set of electrically carried signals, from said control device (10) to the above said console for videogames or PC, so that the same control device (10) represents an input device, detecting combined actions of the same player, who controls e.g. the attitude of a motorcycle (32) in a sport racing game (31), by rotating said sphere - driven device (20) either forwards or backwards around axis X, or laterally around axis Y.
Description
CONTROL DEVICE FOR CONSOLE-BASED VIDEOGAMES or PC .
* * *
The present invention relates to a control device for console-based videogames or PC, that constitutes a specific interface supporting the player's interaction, that results to be more comfortable and more precise for typical control actions of a videogame, in respect to control devices of the prior art.
In recent years, consoles for videogames have been produced according to a constantly improved technology in hardware and software. This fact has given the possibility to achieve games having high resolution graphics, a large number of moving objects, and embedding particularly realistic simulations of the real world.
In a similar fashion, the actions of control by player have improved, with complex interactions with characters on screen, and at the same time a possibility of functions of camera control on the scene, with panoramic view, zoom and change of view from different angles. While consoles have been improved, according to recent progress of technology in the fields of electronics and software development, the control devices have been kept quite the same, in respect to first products put on the market supporting videogames, like i.e. the device represented in figure 2. This device essentially comprises two analogic levers, free to move, under player's control, along any direction. Figure 7 shows graphically how, beginning from a starting point A, player can address a sequence of motions that drive i.e. a game character inside a virtual space, to respective directions D, B, C.
Although the solution from prior art could seem to be straight and simple, it introduces a certain number of drawbacks, especially with reference to recent improvements in the hardware and software of consoles.
The most relevant drawback is that, in such a way, control of motion could result to be
very imprecise, firstly because position of thumbs on levers is on a different angle in respect to the front direction, and secondly because the same device, during game actions, can be rotated or tilted on one side. The effect is that, while player is usually focused on screen, he has no direct perception of reference position of axis X and Y, while he is controlling i.e. motion of a character (defining axis X as the transversal horizontal axis of the control device, and axis Y as the longitudinal horizontal axis of the same control device, perpendicular to the previous one, and usually in direction of the screen). Therefore, it is possible a situation like that of figure 8, where a player controls the motion in respect to tilted axis X and Y, so that a motion to B becomes a motion to B2, a motion to C becomes a motion to C2 and a motion to D becomes a motion to D2.
Another significant drawback arises from a situation where a player controls the action, according to vectorial composition of single motions on reference axis X and Y. In example, in a situation like that shown in figure 13, the player controls the motion towards point B according to a imprecise trajectory, like the indicated one, with frequent adjustments due to the fact he has no precise perception of where the axis X and Y really are.
All these drawbacks are overcome by this invention, which main objective is to disclose a control device for console-based videogames or PC, that supports the player's interaction, so that the same interaction is more comfortable and precise, in respect to said axis X and Y, for typical control actions of a videogame.
Another objective is that the same control device can be used within the videogames consoles or PCs actually on the market, so representing a universal command device for different types of games, like sport racing games or other games.
Another further objective is that the same control device is able to encode and
transmit to videogames consoles the same data set of a traditional control device, so that it is assured the full compatibility with the actual games on the market and it is not required any modification or integration of software.
A further objective is that the control device keeps the same standard functions of commands used by previous control devices for other classes of games that are currently on the market.
Another further objective is that the solution can be produced on a large industrial scale, using standard electronics, at a cost that is competitive in respect of the previous control devices on the market.
Therefore, it is specific subject of the present invention a control device for console- based videogames or PC, comprising:
one or more joystick devices, further comprising: means able to convert a spatial position of respective levers, moved by a player, into a first set of electrically carried signals;
- a set of button devices, activated by the same player, that are connected to respective switches able to generate a second set of electrically carried signals; characterized in that further comprising:
- at least a sphere-driven device, moved by the same player, further comprising: a sphere, free to rotate exclusively around a transversal horizontal axis X; a ring, free to rotate exclusively around a longitudinal horizontal axis Y; a detector of angle of said sphere in respect to said transversal horizontal axis X; a detector of angle of said ring in respect to said longitudinal horizontal axis Y; means able to convert the above detected angles into a third set of electrically carried signals;
- means for acquisition, processing and encoding of said first, second and third set of electrically carried signals, in analogical or digital format;
- means for data transmission, based on said first, second and third set of electrically carried signals, from said control device to the above said console for videogames or PC,
so that the same control device represents an input device, detecting combined actions of the same player, who controls i.e. attitude of a motorcycle in a sport racing game, rotating said sphere-driven device forwards or backwards - around axis X, or laterally around axis Y.
The present invention is now being described by way of illustration, still not restrictive, with particular reference to the figures of the enclosed drawings, wherein: figure 1 is a perspective view of a typical environment where the invention is used, with a control device for a videogames console or PC, including a sphere-driven device, applied to a motorcycle of a sport racing game;
figure 2 is a front perspective view of a control device for a videogames console controlling a sport racing game, according to the prior art;
figure 3 is a front perspective view of a control device for a videogames console or PC, according to the present invention;
figure 4 is a perspective view of a control device for a videogames console or PC, according to another embodiment of the present invention, including two sphere- driven devices;
figure 5 is a view of a functional block diagram of an electronic circuit managing typical functions of a control device according to the prior art;
i
figure 6 is a view of a functional block diagram of an electronic circuit managing typical functions of a control device according to the present invention; figure 7 is a schematic view of an example of precise trajectory control in respect to axis X and Y;
figure 8 is a schematic view of an example of not precise trajectory control, due to distortion coming from rotation of axis X and Y; figure 9 is a schematic view of an example of trajectory control in a fast curvilinear motion, according to prior art; figure 10 is a schematic view of an example of trajectory control in a fast curvilinear motion, according to present invention; figure 1 1 is a graphic view of the output corresponding to an input of trajectory control, like that of figure 9, in a fast curvilinear motion; figure 12 is a graphic view of the output corresponding to an input of trajectory control, like that of figure 10, in a fast curvilinear motion; figure 13 is a schematic view of an example of trajectory control in a slow curvilinear motion, according to prior art; figure 14 is a schematic view of an example of trajectory control in a slow curvilinear motion, according to present invention; figure 15 is a graphic view of the output corresporiding to an input of trajectory control, like that of figure 13, in a slow curvilinear motion; figure 16 is a graphic view of the output corresponding to an input of trajectory control, like that of figure 14, in a slow curvilinear motion; figure 17 is a schematic view of an example of trajectory control in a 'S' (or multiple) fast curvilinear motion, according to prior art; figure 18 is a schematic view of an example of trajectory control in a 'S' (or j'
multiple) fast curvilinear motion, according to present invention; figure 19 is a graphic view of the output corresponding to an input of trajectory control, like that of figure 17, in a 'S' (or multiple) fast curvilinear motion; figure 20 is a graphic view of the output corresponding to an input of trajectory
control, like that of figure 18, in a 'S' (or multiple) fast curvilinear motion;
figure 21 is a schematic view of an example of trajectory control in a 'S' (or multiple) slow curvilinear motion, according to prior art;
figure 22 is a schematic view of an example of trajectory control in a 'S' (or multiple) slow curvilinear motion, according to present invention;
figure 23 is a graphic view of the output corresponding to an input of trajectory control, like that of figure 21 , in a 'S' (or multiple) slow curvilinear motion;
figure 24 is a graphic view of the output corresponding to an input of trajectory control, like that of figure 22, in a 'S' (or multiple) slow curvilinear motion.
The following description underlines some of the many embodiments of the present invention just as an example. In fact many others are the possible embodiments depending on the technical solutions adopted.
In figure 1 it is illustrated a typical environment, like i.e. a dining room of an apartment, where the videogames console or PC is connected to a domestic TV set, and the control device 10 is used for a sport racing game 31 of a motorcycle 32.
The control device 10 comprises, in particular, a sphere-driven device 20, preferably placed nearly the center of casing 18, so that a player is ab|e to interact with the same device 20 and at the same time to act on other commands, like j.e. levers 14 and 15 or buttons 1 1 , 12, 23 and 24.
The sphere-driven device 20, further comprises: a sphere 19, free to rotate exclusively around a transversal horizontal axis X 22; a ring 21 , free to rotate exclusively around a longitudinal horizontal axis Y 25. Therefore, the sphere-driven device 20 permits the combined attitude control of a racing motorcycle 32, by rotation of said sphere-driven device forwards or backwards, and rotation of said ring 21 laterally on the right or on the left, corresponding to changing the position of weights of a virtual motorbiker on
the same motorcycle 32.
In such a way, a player can interact very effectively in games, especially in the sport racing games, where he can i.e. control the trajectory or a smooth variation of direction on bend, in a similar way he would do on a real vehicle. Therefore, the videogame experience results to be much more entertaining and realistic.
The most significant innovation of the present invention is given by the characteristic of independent rotation of elements 19 and 21 , in respect to reference axis X 22 and Y 25, with these axis being fixed axis. In order to better understand how this aspect leads to a significant advantage in motion control, in respect i.e. to analogic controls of the prior art, some specific examples are here following described.
Figure 9 shows an example of motion control of a running character using a lever control of the prior art, where a maximum displacement is given on axis Y, and a smooth displacement is given on axis X: it is the so called fast curvilinear motion. In figure 10, the same motion control of a running character is obtained according to the present invention, where the sphere 19 is pushed completely forward, and ring 21 is smoothly rotated on the right.
The outcomes of motion control, according to the old and new technology, are respectively illustrated in figures 11 and 12, where it is clear that results are very similar.
Figure 13 shows an example of motion control of a running character using a lever control of the prior art, where a medium displacement is given on axis Y, and a smooth displacement is given on axis X: it is the so called slow curvilinear motion. In figure 14, the same motion control of a running character is obtained according to the present invention, where the sphere 19 is pushed forward and independently up to
the middle size, and ring 21 is smoothly and independently rotated on the right.
The outcome of motion control, according to the old technology (figure 15) are imprecise and not satisfactory, because the player drives the action without a clear perception of where he is going, adjusting time by time the direction according to the feedback he receives from the screen.
Instead, the outcome of motion control, according to the new technology (figure 16), are quite precise and correct. The player, having at each time the clear perception of reference axis X and Y, can drive precisely the trajectory towards the destination point. Therefore, in this particular circumstance, the new technology offers to the player a significant improvement in motion control.
Figure 17 shows an example of motion control of a running character using a lever control of the prior art, where a maximum displacement is given on axis Y, and a smooth displacement, oscillatory on the right and on the left, is given on axis X: it is the so called 'S' (or multiple) fast curvilinear motion.
In figure 18, the same motion control of a running character is obtained according to the present invention, where the sphere 19 is pushed completely forward and independently, and ring 21 is smoothly and independently rotated on the right and on the left. \'
The outcomes of motion control, according to the o|d and new technology, are respectively illustrated in figures 19 and 20, where it is clear that either in this circumstance results are very similar.
Figure 21 shows an example of motion control of a running character using a lever control of the prior art, where a medium displacement is given on axis Y, and a smooth displacement, oscillatory on the right and on the left, is given on axis X: it is the so called 'S' (or multiple) slow curvilinear motion. , '. '
In figure 22, the same motion control of a running character is obtained according to the present invention, where the sphere 19 is pushed forward and independently up to the middle size, and ring 21 is smoothly and independently rotated on the right and on the left. The outcome of motion control, according to the old technology (figure 23) are imprecise and not satisfactory, because the player drives the action without a clear perception of where he is going, adjusting time by time the direction according to the feedback he receives from the screen.
Instead, the outcome of motion control, according to the new technology (figure 24), are either in this case quite precise and correct. The Dlayer, having at each time the clear perception of reference axis X and Y, can drive precisely the trajectory towards the destination point. Therefore, either in this particular circumstance, the new technology offers to the player a significant improvement in motion control.
Furthermore, following the touch of the thumb on ring 21 , the player has at any time the exact perception of the entity of motion, because the control action is a "rollover" action, and not a "steering" action.
With reference to figures 2-3 it is possible to compare a control device 40 of prior art (figure 2) to the control device 10 achieved following the basic concepts of the ϊ
present invention (figure 3). A control device 40 from the prior art usually comprises two joysticks 42 and 43, where the first 42 is placed on the front-left position, and the second 43 is placed on the nearly-central rear position.
In figure 3 it is illustrated a possible embodiment of the present invention comprising, in a control device 10, a so called sphere-driven device 20 that is placed in a central position of casing 18, so that a player is able to interact with it using the thumbs, and
at the same time to control other elements on board.
As previously described, the sphere-driven device 20 further comprises: a sphere 19, free to rotate exclusively around a transversal horizontal axis X 22; and a ring 19, free to rotate exclusively around a longitudinal horizontal axis Y 25.
The same device 20 further includes a detector of angle of said sphere 19 in respect to said transversal horizontal axis X 22; a detector of angle of said ring 21 in respect to said longitudinal horizontal axis Y 25; means able to convert the above detected angles into a set of electrically carried signals.
These signals are acquired, processed and encoded, in analogical or digital format, and transmitted from the control device 10 towards the videogames console or PC.
Another embodiment of the present invention is represented in figure 4, where a first sphere-driven device 20, controlled by left thumb, and a second sphere-driven device 91 , controlled by right thumb, are represented. This solution is particularly suitable in case of simultaneous control of more objects, like i.e. the motion of a character - control 20 - and the orientation of his shooting weapon - control 91. Another example: the position of a motorbiker on a motorcycle and steering - control 20, and control of acceleration, deceleration, and rotation of view - control 91 - on the same motorcycle.
In figure 5 it is illustrated a functional block diagram of an electronic circuit 60, managing typical functions of a control device 40, according to the prior art (figure 2). It mainly comprises means 67 able to convert the spatial, position of respective levers, or buttons pressed by player, into a set of electrically carried signals. These signals are processed by a microprocessor 64 and encoded and transmitted to a videogames console, using an I/O managing device 65.
In figure 6 it is illustrated a functional block diagram of an electronic circuit 80,
managing typical functions of a control device 10, according to the present invention. Some special means 66 are integrated, converting a detected angle of sphere 19 of device 20, in respect to said transversal horizontal axis X 22, and converting a detected angle of ring 21 , in respect to said longitudinal horizontal axis Y 25. These signals are processed, together with the ones coming from the standard input commands, by a microprocessor 64 and encoded and transmitted to a videogames console or PC, using an I/O managing device 65.
In such a way, from a point of view of the console, or PC, the data acquisition related to action of a player is handled exactly as before from prior art, so that a full compatibility is assured with actual games available on the market.
Therefore, the above examples show that the present invention achieves all the proposed objectives. In particular, it discloses a control device for console-based videogames or PC, that supports the player's interaction, so that the same interaction is more comfortable and precise, in respect to said axis X and Y, for typical control actions of a videogame.
In addition, the same control device can be used within the videogames consoles or PC actually on the market, so representing a universal command device for different types of games, like sport racing games or other games.
Furthermore, the same control device is able to encode and transmit to videogames consoles the same data set of a traditional control device, so that it is assured the full compatibility with the actual games on the market and it is not required any modification or integration of software.
Further according to the invention, the control device keeps the same standard functions of commands used by previous control devices for other classes of games that are currently on the market.
Finally, the solution can be produced on a large industrial scale, using standard electronics, at a cost that is competitive in respect of the previous control devices on the market.
The present invention has been described by way of illustration, still not restrictive, in accordance with some embodiments that better suits the needs; however possible changes and/or modifications may be introduced by those skilled in the art without departing from the relevant scope, as defined in the enclosed claims.
i
Claims
1. A control device (10) for console-based videogames or PC, comprising:
- one or more joystick devices (14) and (15), further comprising: means able to convert a spatial position of respective levers, moved by a player, into a first set of electrically carried signals;
- a set of button devices (11), (12), (23) and (24), activated by the same player, that are connected to respective switches able to generate a second set of electrically carried signals;
characterized in that further comprising:
- at least a sphere-driven device (20), moved by the same player, further comprising: a sphere (19), free to rotate exclusively around a transversal horizontal axis X (22); a ring (21), free to rotate excjusively around a longitudinal horizontal axis Y (25); a detector of angle of said sphere (19) in respect to said transversal horizontal axis X (22); a detector of angle of said ring (21) in respect to said longitudinal horizontal axis Y (25); means able to convert the above detected angles into a third set of electrically carried signals;
- means for acquisition, processing and encoding of said first, second and third set of electrically carried signals, in analogical or digital format;
- means for data transmission, based on said first, second and third set of electrically carried signals, from said control device (10) to the above said console for videogames or PC,
so that the same control device (10) represents an input device, detecting combined actions of the same player, who controls i.e. attitude of a motorcycle (32) in a sport racing game (31 ), rotating said sphere-driven device (20) forwards or backwards - around axis X, or laterally around axis Y. i
2. A control device (10) for console-based videogames or PC, according to previous claim, characterized in that:
said sphere-driven device (20) is preferably placed nearly the center of casing (18),
so that a player is able to interact with the same device (20) and at the same time to act on other commands, like i.e. (evers (14) and (15) or buttons (11), (12), (23) and (24).
3. A control device (10) for console-based videogames or PC, according to previous claim 1 or 2, characterized by:
- full compatibility with videogames console currently available on the market,
so the same control device (10) represents a new universal command device for different types of games, like sport racing games or other games.
4. A control device (10) for console-based videogames or PC, according to one or more of previous claims, characterized in that:
- in a fast curvilinear motion, where a maximum displacement is given on axis Y, and a smooth displacement is given on axis X, sphere (19) is pushed completely forward, and ring (21) is smoothly rotated on the right.
5. A control device (10) for console-based videogames or PC, according to one or
i- more of previous claims, characterized in that:
- in a slow curvilinear motion, where a medium displacement is given on axis Y, and a smooth displacement is given on axis X, sphere (19) is pushed forward and independently up to the middle size, and ring (21) is smoothly and independently rotated on the right.
6. A control device (10) for console-based videogames or PC, according to one or more of previous claims, characterized in that: - in a 'S' (or multiple) fast curvilinear motion, where a maximum displacement is given on axis Y, and a smooth displacement, oscillatory on the right and on the left, is given on axis X, sphere (19) is pushed completely forward and independently, and ring (21) is smoothly and independently rotated on the right and on the left.
7. A control device (10) for console-based videogames or PC, according to one or more of previous claims, characterized in that:
- in a 'S' (or multiple) slow curvilinear motion, where a medium displacement is given on axis Y, and a smooth displacement, oscillatory on the right and on the left, is given on axis X, sphere (19) is pushed forward and independently up to the middle size, and ring (21) is smoothly and independently rotated on the right and on the left.
8. A control device (10) for console-based videogames or PC, according to one or more of previous claims, characterized in that comprising:
- means (66) converting a detected angle of sphere (19) of device (20), in respect to said transversal horizontal axis X (22), and converting a detected angle of ring (21), in respect to said longitudinal horizontal axis Y (25) into a set of electrically carried signals; said signals being processed, together with the ones coming from said joystick devices, (14) and (15), and button devices, (11), (12), (23) and (24), by a microprocessor (64), and encoded and transmitted to said videogames console or PC, using an I/O managing device (65),
so that, from a point of view of the console, or PC, the data acquisition related to action of a player is handled exactly as before in !the prior art, so that a full compatibility is assured with actual games available on the market.
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PCT/IT2010/000404 WO2012038993A1 (en) | 2010-09-24 | 2010-09-24 | Control device for console-based videogames or pc |
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PCT/IT2010/000404 WO2012038993A1 (en) | 2010-09-24 | 2010-09-24 | Control device for console-based videogames or pc |
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