Wearable game device and method thereof

By placing electrodes on wearable gaming devices and using a control unit to generate asynchronous pulse trains, the problem of existing devices being unable to simulate deep bodily sensations is solved, achieving a more realistic gaming experience.

CN121266104APending Publication Date: 2026-01-06BOREAL TECH & INVESTMENT SL
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Patent Information

Application Number
CN202511397092.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2019-11-04
Filing Date
2020-06-11
Publication Date
2026-01-06

AI Technical Summary

Technical Problem

Existing haptic devices cannot effectively simulate deeper bodily sensations, such as tingling in the stomach, and therefore cannot provide a realistic video game experience.

Method used

Wearable gaming devices are used, with multiple electrodes placed on clothing. An asynchronous pulse train is generated by a control unit to stimulate the user's muscle groups and simulate the feeling of movement in a game.

Benefits of technology

It achieves a more realistic gaming experience, simulating the feeling of complex actions such as a bullet entering the chest and bleeding from the back, providing deeper physical feedback.

✦ Generated by Eureka AI based on patent content.

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Abstract

A gaming wearable device is provided that is intended to be worn by a player while playing an electronic game. The game wearable device of the present invention disclosed herein allows a user to feel the feeling currently experienced by a character of an electronic game, in this way providing a deeply immersive game experience. The gaming wearable device is a vest or coat in which a series of electrodes have been strategically placed such that each muscle covered by the coat can be electrically stimulated by means of a pulse generated by a control unit. The electrodes are covered with a conductive gel layer to allow for rapid and easy fixation on the player's skin, also providing higher conductivity.
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Description

[0001] This application is a divisional application of Chinese Invention Patent Application No. 202080076536.5 entitled “Wearable Gaming Device and Method Thereof”, filed on June 11, 2020. Technical Field

[0002] This invention relates to the technical field of wearable devices, and more specifically, to wearable gaming devices.

[0003] The present invention relates to a wearable gaming device that provides physical feedback to a user from an application, particularly a computer video game or other software application. Background Technology

[0004] The world of video games has been surrounded by peripherals for gaming from the very beginning. Joysticks were widely used in the 1980s, while haptic devices became more common during the 1990s.

[0005] Haptic devices were previously, and still are, primarily based on, mechanically-based vibrational devices that generate vibrations using an electric motor. These devices do not provide the realistic sensation or feeling of what is currently being performed in video games because the haptic engine only stimulates the external parts of the body; therefore, they cannot properly simulate any deeper movements, i.e., a tingling in the stomach requires a deeper perception than an external vibration or pulse on the abdominal area, which could be a punch or just a low kick in a video game.

[0006] Therefore, it is widely accepted that a deeper sense of feeling means providing a realistic video game experience that also applies to any similar human-computer interaction.

[0007] In this sense, patent application EP3023867A2 discloses a method for interactive physiological and technological synchronization between a user and a virtual environment, comprising acquiring the user's bio-parameters and / or motion parameters, transmitting the user's bio-parameters and / or motion parameters to an application, generating a feedback signal in the application, transmitting the feedback signal to a computing device, processing the feedback signal, and supplying a feedback pulse, which evokes physical sensations in the user's nervous system through contact with the user's skin, wherein the feedback pulse is supplied using electrical pulses. The method disclosed in patent document EP3023867A2 requires prior acquisition of the user's bio-parameters and / or motion parameters, which are then transmitted to the application.

[0008] Patent document EP2291115B1 discloses a wearable device and system for tamper-proof electrical stimulation of the body; the device is primarily intended for applications of electromuscular stimulation (EMS), also known as neuromuscular electrical stimulation (NMES) of the user's body or electromyography, and is adapted to a part of the user's body and includes at least one electrode embedded in the wearable device, which transmits stimulation current to the user's body. The device in patent document EP2291115B1 provides a connection point as an intermediate connection between the at least one electrode and a control unit configured to generate the stimulation current. In patent document EP2291115B1, a detector is configured to detect whether a change in the physical association between the connection point and the at least one electrode exceeds a predetermined threshold, thereby enabling the detection of misuse and tampering of the device.

[0009] Patent document US9293015B2 discloses a tactile driving circuit for an electromuscular stimulation electrode, the electrode having an input for receiving a tactile signal based on a tactile effect from a tactile effect processor. The driving circuit of US9293015B2 includes logic operations for generating an electromuscular stimulation current based on the tactile signal; therefore, the electrode in contact with the user's skin receives the electromuscular stimulation current, causing a tactile effect through the contraction and relaxation of muscles near the electrode.

[0010] Patent document EP3182266A1 aims to determine a tactile effect and transmit a tactile signal associated with that tactile effect. The system disclosed in patent document EP3182266A1 may also include a multifunctional tactile output device configured to receive tactile signals and output a tactile effect; the multifunctional tactile output device may further include a single tactile actuator. Summary of the Invention

[0011] This invention discloses a wearable gaming device and a method for physically stimulating a user wearing the wearable device while playing video games.

[0012] Therefore, a first aspect of the invention relates to a wearable device, preferably implemented on a garment, the garment having a plurality of electrodes arranged such that they are able to stimulate at least one muscle or muscle group to produce a series of electrically generated stimuli representing specific sensations associated with actions performed while playing a video game.

[0013] The purpose of the method for generating sensations for a user playing a video game while wearing the wearable gaming device is primarily to simulate actions performed in the video game by electrically stimulating one or more muscles of the user while the user is playing the video game.

[0014] The method of this invention utilizes a control unit to generate a series of electrical pulses, which are then directed to electrodes. The sensation is created by the control unit, which may be equipped with a dual H-bridge, with an output channel connected to the dual H-bridge.

[0015] The method of this invention provides any type of wave, even those far removed from pre-defined waves known in the art, capable of generating signals that need to be within known standards. That is, this feature allows us to deviate from conventional waves; the control unit can generate biphasic quadrangular (rectangular), preferably symmetrical waves, thereby producing one or more pulses, thus eliminating the need for repetition within the wave, i.e., enabling muscle stimulation via an asynchronous pulse train.

[0016] Because of the possibility of simultaneously stimulating two muscles, this invention can generate pulse trains in two muscles and simulate, for example, a bullet entering the chest and exiting the back, with bleeding in both areas. To this end, we have created asymmetric and multi-form waves with different depths and durations in each muscle receiving sensory-related pulses, enabling the creation of more realistic sensations by simultaneously stimulating two muscles.

[0017] It is worth noting that, in any embodiment of any aspect of the invention, the terms “conductor” and / or “electrically conductive” are used without association to refer to physical properties related to conductivity σ. Attached Figure Description

[0018] To supplement the description and to aid in a better understanding of the features of the invention, a set of accompanying drawings is provided as an integral part of the description, with reference to preferred embodiments thereof, wherein the following is illustrative and non-limiting:

[0019] Figure 1 a-1e shows a series of views of the wearable gaming device of the present invention from different perspectives, thereby allowing an understanding of the different parts of its construction.

[0020] Figure 2 An illustration shows an object of the wearable gaming device of the present invention as an open vest, with all parts shown from the inside.

[0021] Figure 3 An exploded view of the electrode is shown, illustrating its different layers.

[0022] Figure 4 a and 4b show two illustrations of the electrodes of the wearable gaming device object of the present invention, wherein a conductive layer and a ring formed by at least a conductive portion (4a) of a conductive elastic core of a cable in contact with the conductive layer and a conductive gel layer (4b) disposed on top of the conductive layer are shown.

[0023] Figure 5 A pair of illustrations are shown, illustrating a cable and its cross-section, showing an external electrical insulation structure and a conductive elastic core, which in turn includes an elastic structure covered with a conductor layer.

[0024] Figure 6 Two graphs are shown, representing the waves generated by the control unit.

[0025] Figure 7 Details of a biphasic quadrilateral, preferably symmetrical wave, that can be generated by the control unit are shown. Detailed Implementation

[0026] In a preferred embodiment of one aspect of the invention, a wearable gaming device (1) is presented, which is presented as a garment and has a set of electrodes (2) connected to a control unit (4) via cables (3); Figure 1 In all these wearable gaming devices (1) shown in a-1e, the cable (3) is depicted as preferably fastened by sewing to, for example, Figure 2 The vest-like garment.

[0027] The cable (3) includes an external electrical insulation structure (33) and a conductive elastic core (31), the conductive elastic core further including an elastic structure (312) covered with an electrical conductor layer (311), the electrical conductor layer being configured as a conductive layer (22) electrically connected to the electrode (2), the conductive layer being covered by a conductive gel layer (21) that is part of the electrode (2), such as Figure 3 As shown. The conductive gel layer (21) comprises a conductive adhesive gel that allows for easy and secure placement on the user's skin. Because it is made of an electrically conductive material in gel form, it requires no water or moisture and provides low resistance to the user's body. In a preferred embodiment of the invention, the low-viscosity conductive gel generally performs best, exhibiting relatively low contact impedance and excellent performance; the conductive layer (22) of the electrode (2) is made of a carbon-based material.

[0028] Known as flexible cable (3) and in Figure 5 The core of the cable (3) depicted includes a series of elastic structures (312), which may be made of elastomeric filaments capable of stretching 160% of their length when at rest. These elastic structures are covered with enameled copper wire, thereby defining an electrical conductor layer (311). The enameled copper wire is preferably arranged in a zigzag pattern to allow it to stretch together with the elastomer, so that the quality of the transmitted electrical signal is not compromised during transit through the wearable gaming device (1) while the user is extremely comfortable. In a preferred embodiment of the invention, the elastic cable (3) preferably has the following specifications:

[0029] ●18.86% elastomer;

[0030] ●47.44% enameled copper wire;

[0031] ● 33.70% black textured polyamide thread;

[0032] ● Elasticity: 160%;

[0033] ● Footage: 606 meters / kg.

[0034] The conductive elastic core (31) is covered by an external electrical insulation structure (33), which may include textured polyamide lines and provide structural functions, and insulating additives may be added to the external electrical insulation structure such that the external electrical insulation structure does not allow current transmission.

[0035] The cable (3) structure includes an external electrical insulation structure (33) and conductive elastic fibers (31), which in turn include an elastic structure (312) covered with a conductor layer (311) connected to the conductive layer (22) of the electrode (2). This cable structure ensures no current leakage. Furthermore, due to its elasticity, once it is preferably sewn to the garment using an embroidery machine, it fits the body; therefore, once the cable is fixed to the garment, it always remains in a fixed position relative to the garment. However, the cable (3) structure already discussed provides a connection with the material constituting the garment (i.e., The elasticity is consistent with the required elasticity. The elastic cable (3) extends from the connection of the control unit (4) through the structure of the garment to each electrode (2) of the wearable gaming device. Preferably, twenty electrodes (2) have cables (3) for each electrode (2). In a preferred embodiment, the cables (3) are attached to the control unit (4) by means of a magnetic pin (not shown in the figure). The cables (3) are inserted through each path defined inside the garment by means of an embroidery machine, such that the connection between the magnetic input of the control unit (4) and the electrodes (2) sewn to the jacket can be fully connected. The connection of the cables (3) to the conductive layer (22) made of conductive carbon black is preferably made by electrical contact of at least the conductor layer (311) of the cables (3) along the periphery of the conductive layer (22); thus, the ends of the cables (3) are properly prepared such that they provide 100% conductivity.

[0036] In a preferred embodiment of the method described earlier in this invention, as an example of the invention, a user playing a video game has a corresponding game character whose chest is hit at close range. To achieve this, the method of the invention uses a control unit (4) to imagine a set of sensations associated with a point-blank shot at close range in the chest (where the bullet enters the chest and exits from the back).

[0037] To provide this sensation, the wearable gaming device (1) includes the garment, electrodes (2) connected by cables (3) to a control unit (4), and is worn by a user playing a video game in such a way that the electrodes (2) are positioned on the garment so that, when struck as described above, they stimulate at least one muscle of the user wearing the garment that is associated with the muscles involved in the sensation (i.e., chest and back muscles); to do this, the control unit (4) includes information about each electrode (2), including its position and the relative position of the electrode (2) to the user's body, so that one or more muscles affect each electrode (2) or multiple sets of electrodes (2), which are configured to generate electrical pulses commanded by the control unit (4) in response to actions occurring in the video game. Figure 4 As shown in b, since the conductive layer (22) of the electrode is arranged below the conductive gel layer (21) of the electrode (2), and the conductive gel layer (21) is fixed to the user's skin due to the adhesiveness of the gel, it provides anhydrous fixation and better conductivity; for this purpose, as Figure 4 As shown in Figure a, the conductive layer (22) is in electrical contact with the conductor layer (311) of the cable (3), which is embroidered into the clothing, which allows free movement due to its elasticity. Once the control unit (4) generates a pulse or pulse group, the pulse is transmitted through the cable (3), or more precisely, through the conductive elastic fiber (31) including the elastic structure (312) covered with the conductor layer (311), to the muscle associated with the position of the electrode (2), which is stimulated in a specific manner, which represents the sensation generated by the actions of the corresponding character during video games.

[0038] Therefore, in the current scenario related to the illustrative embodiment of the method of the second aspect of the invention, where the user is playing an FPS video game, a bullet is fired and the character is hit in the chest, the bullet enters the chest and exits from the back.

[0039] In yet another preferred embodiment, the control unit (4) of the wearable gaming device (1) includes a processing unit capable of generating, for example, Figure 6 and / or Figure 7The different types of waves depicted are biphasic quadrilateral waves, preferably symmetrical, that can be generated by the control unit (4). In a preferred embodiment of the invention, the control unit (4) may be equipped with at least two H-shaped bridges, each associated with one of the five output channels, for the purpose of generating one or more pulses that can be simultaneously sent as stimuli to two or more muscles to make the sensation perceived by the player as realistic as possible. As those skilled in the art will know, this is achievable because the purpose of the invention is to generate a type of wave that does not need to be adapted to a pre-established frequency type (periodicity) of the wave. The number of channels and bridges can be modified while maintaining the symmetry of the output channels.

[0040] The variables used to create the sensation are grouped into tracks; forming a series of tracks that are previously designed and evoke the corresponding sensations; each track includes one or more pulses, preferably having the same wave characteristics, which are appropriately ordered to form a pulse sequence. The variables associated with a bullet hitting the right pectoral muscle and leaving the right back muscle (leaving a brief sensation of bleeding) can be listed as follows:

[0041] -Trajectory 1 (Input Impact):

[0042] Number of channels: 5 (right pectoral muscle)

[0043] TIP: Positive pulse duration: 300µs

[0044] TIN: 300us negative pulse duration

[0045] TP: 0ds

[0046] TPC: 200us

[0047] I (Strength): 100%

[0048] Cycle number: 1

[0049] Obligation (S / N): S-Trajectory 2 (Output Impact):

[0050] Number of channels: 1 (right back muscles)

[0051] TIP: Positive pulse duration: 300µs

[0052] TIN: 300us negative pulse duration

[0053] TP: 0ds

[0054] TPC: 0ds

[0055] Strength (I): 75%

[0056] Cycle number: 1

[0057] Responsibilities (S / N): S

[0058] -Trajectory 3 (Input Bleeding):

[0059] Number of channels: 5 (right pectoral muscle)

[0060] TIP: Positive pulse duration: 300µs

[0061] TIN: 300us negative pulse duration

[0062] TP: 0us

[0063] TPC: 500us

[0064] I (Intensity): 40%

[0065] Cycle number: 500

[0066] Responsibilities (S / N): N

[0067] -Trajectory 4 (Bleeding Begins):

[0068] Number of channels: 1 (right back muscles)

[0069] TIP: Positive pulse duration: 300µs

[0070] TIN: 300us negative pulse duration

[0071] TP: 0us

[0072] TPC: 500us

[0073] I (Intensity): 30%

[0074] Cycle number: 500

[0075] Responsibilities (S / N): N

[0076] in:

[0077] Number of channels: The number of output channels

[0078] TIP: Each positive pulse lasts 150µs-400µs.

[0079] TIN: Each negative pulse lasts 150us-400us.

[0080] TP: Pause time between channels

[0081] TPC: Pause time between loops.

[0082] I: Intensity (mA).

[0083] Loop number: The number of loops

[0084] Responsibilities (S / N).

[0085] In this case, the sensation can be composed of the following: trajectory 1 + trajectory 2 + trajectory 3 + trajectory 4, wherein trajectory 1 and trajectory 2 are sent simultaneously, and trajectory 3 and trajectory 4 are sent simultaneously.

Claims

1. A wearable device comprising: a piece of clothing, at least one electrode (2) fixed to the clothing, comprising: a conductive layer (22) made of carbon-based conductive material; and a viscous, water-free, self-adhesive conductive gel layer (21) arranged directly on the conductive layer (22), configured for stable adhesion and low impedance with the user's skin under conditions of sweating and long wearing; an elastic cable (3) embroidered to the clothing, the cable comprising: an outer electrically insulating structure (33) comprising textured polyamide fibers doped with insulating additives; a conductive elastic fiber (31) comprising: an elastic structure (312) made of elastic filaments that can be stretched to at least 160% of the resting length; a conductor layer (311) made of enameled copper wire arranged in a zigzag pattern on the elastic structure (312), the conductor layer (311) being electrically connected to the conductive layer (22) of the electrode (2); a control unit (4) connected to the electrode (2) through the cable (3) and configured to generate electrical pulses to stimulate the user's muscles.

2. The wearable device of claim 1, wherein, The electrodes (2) are arranged in pairs for bilateral or antagonistic muscle stimulation.

3. The wearable device according to any one of the preceding claims, wherein the outer electrically insulating structure (33) of the cable comprises textured polyamide threads with insulating additives for enhanced mechanical strength and electrical insulation compatible with the fabric of the clothing.

4. The wearable device of any one of the preceding claims, wherein, The control unit (4) comprises at least two H-bridge circuits, each H-bridge circuit having a dedicated set of output channels connected to the cable (3) for multiplexed muscle stimulation.

5. The wearable device of claim 4, wherein, Each H-bridge circuit comprises five output channels.

6. A method of manufacturing the wearable device according to any one of claims 1 to 5, comprising: embroidering the elastic cable (3) into a designated path within the fabric of the clothing to maintain a fixed spatial relationship with the electrodes (2) while enabling elastic stretching and adapting to deformations compatible with clothing wear.

Citation Information

Patent Citations

  • Wearable device and system for a tamper free electric stimulation of a body

    EP2291115B1

  • Method for the interactive physiological and technological synchronization of a user with a virtual environment and wearable apparatus for the implementation thereof (variants)

    EP3023867A2

  • Systems and methods for multifunction haptic output devices

    EP3182266A1

  • Electrical stimulation haptic feedback interface

    US9293015B2