Object detection for an interactive human interface device
Patent Information
- Authority / Receiving Office
- US · United States
- Current Assignee / Owner
- Publication Date
- 2008-02-14
- Estimated Expiration
- Not applicable · inactive patent
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Abstract
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...
Examples
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...