Non Impact Video Game Controller for Dancing Games

a video game controller and dancing game technology, applied in the field of video game controllers, can solve the problems of significant compactness of the design, and achieve the effects of less inadvertent strikes, eliminating inadvertent detection of moves, and being convenient for users during play

Inactive Publication Date: 2008-01-03
LOGITECH EURO SA
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0006]The controller is a small unit that fits in between a player's feet. The player then dances around it, rather than on it. Although the player may stand on the platform, and in some embodiments, game control buttons are activated from the top of the platform, the dance steps are performed and detected outside of the perimeter of the controller. Unlike in dance pads or mats where the user plays within the footprint of the mat and lands on it repeatedly, the present invention utilizes non-impact position detection, and is therefore more durable as it does not wear out due to repeated impact. Furthermore, it is significantly more compact than those designs.
[0008]In a preferred embodiment a detection unit is located on each of the left, right, top and bottom sides of the controller, for a total of four detection units. Game control buttons that allow a user to navigate and select from menus of the game are located at one or more of the corners of the controller. In other embodiments they may be otherwise distributed. They can be activated from above or from the side, but are preferably activated from the side as it is more convenient for a user during play, and lessens inadvertent strikes that tend to occur with a top activated switch when a user's foot travels over the top of the controller in the heat of game play.
[0009]In a preferred embodiment, the detection modules will sense an object at the left, right, top and bottom of the controller, but not at the corners. This eliminates inadvertent detection of a move (at or near a corner) when a player's foot sweeps from one side to another, for instance from a position near the top of the controller to position at the right of the controller.
[0010]In a preferred embodiment, not all pairs of overlapping signals indicate a game location, and therefore, those that do not are ignored. This improves accuracy of the controller by minimizing the detection of unwanted reflections from an object other than a player's foot or from the player's foot when it is in a location outside of the area meant to define a position of the controller and the game being played. For example, inadvertent reflections from nearby walls or other objects are not interpreted as steps of the player's feet. In some embodiments, the optical emitters are directed substantially parallel to the ground while in others they are angled toward the ground such that they hit the ground near the controller. In such an embodiment, a foot can be detected before the beam hits the ground, or by the weakened signal after it has been reflected by the ground, so long as it is reflected back to the controller a short enough distance thereafter that it will have sufficient energy at the detector. Otherwise, in the case of a ground reflected signal reflected far from the controller, it will not have the proper trajectory back to the receiver, or will otherwise have insufficient energy to be deemed a foot position or dance step.

Problems solved by technology

Furthermore, it is significantly more compact than those designs.

Method used

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  • Non Impact Video Game Controller for Dancing Games
  • Non Impact Video Game Controller for Dancing Games
  • Non Impact Video Game Controller for Dancing Games

Examples

Experimental program
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Embodiment Construction

[0023]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.

[0024]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 rectang...

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PUM

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Abstract

A video game controller for home video game systems is situated between a player's feet and is used to detect positions outside the footprint of the controller. The controller transmits the position data to the video game system and enables game play. In dance games, the controller detects dance steps when the player dances around the controller. A signal is transmitted from locations at the perimeter of the controller, reflected by the player's foot, and then received back at the controller. In a preferred embodiment the location is detected as a function of the time the signal is transmitted / received and by the matrix of signals received. Modulation of the transmission and reception minimizes detection of noise and distant reflections and therefore minimizes or eliminates false position detection.

Description

FIELD OF THE INVENTION[0001]The present application is generally related to a video game controller, and specifically to one that detects the movement of a player's feet optically.BACKGROUND OF THE INVENTION[0002]Video games are an enjoyable diversion and the video game industry enjoys ever increasing sales and penetration. Some time ago, video games that make a player physically dance were developed. In particular, an arcade game console called Dance Dance Revolution is extremely popular in Japanese arcades. Dancing games are now available for home video game systems and are gaining in popularity.[0003]Some prior controllers for use with dancing games generally involve a large mat that covers the full game play area. A player dances on top of the mat and the mat transmits the user's position to the game system. These dance mats tend to wear out quickly when used by zealous gamers that frequently and vigorously dance upon them. Furthermore, they are bulky and inconvenient to use and...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): A63F9/24
CPCA63F13/06A63F2300/8047A63F2300/1068A63F2300/1062A63F13/814A63F13/245A63F13/214A63F13/213
Inventor PRATHER, VANCE ALANKOROLENKO, ALEXANDER VITALYEVICH
Owner LOGITECH EURO SA
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