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Object detection for an interactive human interface device

Inactive Publication Date: 2008-02-14
GRAND IDEA STUDIO
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0006]The invention takes advantage of optical, capacitive, ultrasonic, audio, electric field or other sensing modalities to detect both temporal and spatial object placement in one or more segments surrounding a central point or area. This obviates the need for physical contact to be made with a switch in order to detect the presence and / or location of an object about the center area. By using non-physical detection modes (e.g., modes in which the object does not need to physically touch the device in order for detection to occur), the device suffers significantly less trauma during use, is not subject to movement based on contact with the user, and can be manufactured smaller and lighter than conventional controllers. This is especially the case for devices used to detect actions that exert considerable force on the device such as stomping, punching or banging—actions commonly found in interactive video games.

Problems solved by technology

As the game progresses, the moves become more difficult and are presented to the user in more rapid succession.
Due to the physical nature of their intended use, however, conventional dance-pads suffer from significant problems that include wear and eventual malfunction of the switch contacts.
Use in certain environments (e.g., on carpeted surfaces) is also difficult, due to slippage and the build-up of static electricity.
Furthermore, typical dance-pads are generally cumbersome to carry, and due to the social nature of the DDR game, users often wish to bring dance games (and therefore the controllers) to social events.
Similar problems exist with controllers for other games in which users physically mimic or act out instructions and the user's complex physical actions are sensed and communicated back to the game console.
Like the conventional dance-pads, however, the controllers are prone to wear and malfunction due to the physical nature of their use and mechanical nature of the sensing technology used.

Method used

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  • Object detection for an interactive human interface device
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  • Object detection for an interactive human interface device

Examples

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Embodiment Construction

[0021]FIGS. 1 and 2 illustrate one embodiment 100 of the present invention, the operation of which is best understood from FIG. 2, which illustrates the general form-factor and optical characteristics thereof. The device 100 is surrounded by numerous sensing modules 210, each of which has an operational area 230 throughout which the sensing module 210 can detect the presence, removal and / or movement of an object within a zone 240 that roughly equates to the operational area 230. These zones 240 may then be attributed to a particular function or operation of a game—such as steps on a dance-pad wherein the zones 240 correspond to a segment of a dance floor. The device may also include an arrow 220 or some similar indication that a particular side represents the “front” of the unit for implementations in which the orientation of the device is germane to the operation of the game. Using the dance-pad game as an exemplary implementation for the device 100, proper orientation of the devic...

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PUM

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Abstract

The presence and / or movement of objects about a central location is detected, e.g., by sensors that emit and detect radiation within zones about the device.

Description

CROSS-REFERENCE TO RELATED APPLICATIONS[0001]This application claims priority to and the benefits of U.S. provisional patent application Ser. No. 60 / 704,623, filed Aug. 2, 2005, the entire disclosure of which is incorporated herein by reference.BACKGROUND[0002]Video games generally involve a user (or multiple users) interacting with a game console, whether the console be a personal computer, a stand-alone machine (such as in an arcade) or a dedicated hardware device. These interactions are typically captured and communicated through controllers, such as joysticks, knobs, buttons, a keyboard, or a mouse. Such controllers are particularly suited for games in which complex actions within the game (running, jumping, flying an airplane, etc.) are predicated on relatively simple user commands such as clicking a mouse, hitting a spacebar, moving a joystick or pulling a trigger.[0003]However, many popular games (both arcade and home-based) operate on a different premise. Instead of receivin...

Claims

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Application Information

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IPC IPC(8): A63F9/24
CPCA63F13/06A63F2300/8047A63F2300/1068A63F2300/1031A63F13/814A63F13/213A63F2300/1087A63F13/235A63F13/214A63F13/215
Inventor BAER, RALPH H.GRAND, JOSEPH B.
Owner GRAND IDEA STUDIO
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