Game controller devices and methods
Patent Information
- Application Number
- CN202180051088.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2020-08-03
- Filing Date
- 2021-08-03
- Publication Date
- 2026-09-01
- Estimated Expiration
- 2041-08-03
AI Technical Summary
然而,当今可用的游戏控制器中无一者呈类似于锤或枪的手柄的形状
Smart Images

Figure CN116171188B_ABST
Abstract
Description
Technical Field
[0001] This disclosure describes a novel architecture for controllers that can be used in games, drones, or other virtual or physical objects. The controller may also comprise two controllers, one in each hand, with improved components that reduce the impact on the user's hands when using the controllers. Background Technology
[0002] Prolonged use of computer interface devices is known to cause injuries commonly known as repetitive strain injuries (RSI). Common types of RSI include carpal tunnel syndrome, bursitis, and tendinitis. Each of these conditions can affect a person's hand after prolonged use of the device. These conditions are so common that many products have been developed to alleviate or reduce the stress associated with the use of specific types of devices. For example, individuals who use keyboards to type or input data into computers designed to reduce RSI can purchase "ergonomic" keyboards designed to reduce the strain associated with typing.
[0003] The field of computer gaming has evolved dramatically over the past few decades. In fact, some people who play these games (i.e., gamers) use game controllers as part of their jobs, while other gamers compete in tournaments to win prizes ranging from thousands to millions of dollars. Game developers use game controllers to test whether their games work as expected, and this testing process can consume many hours. Similarly, individuals competing in gaming tournaments typically spend tens or even hundreds of hours per week using game controllers. Typically, these currently available game controllers consist of only a few parts manufactured using injection molding. Furthermore, currently available game controllers are not designed to minimize stress on the hands or arms of the individuals using them, which can lead to repetitive stress injuries.
[0004] Conventional game controllers also have other limitations that restrict their effectiveness. Some types of game controllers are designed to be operated by two different hands, comprising a left and right side, with each hand controlling a joystick or button. A second type of game controller is a joystick that may include one or more buttons, where one hand holds the joystick while the other hand manipulates it to control the game. Other types of game controllers can be detached from the gaming device and operated separately by different people or different hands of the same person. For example, the Nintendo Switch contains two game controllers.
[0005] Furthermore, standard game controllers are designed into a single, universal format. People with extremely small or large hands using standard game controllers often cannot control the game as well as those whose hand size is best suited to a particular game controller.
[0006] Many types of games played today simulate warfare or perform other activities using devices with controllers. For example, the handles of guns, swords, or hammers can have a slightly rounded or oval shape. Such shapes naturally fit the individual's hand. However, none of the game controllers available today are shaped like a hammer or gun handle. Furthermore, none of the game controllers available today are shaped such that an individual can easily grip the controller with two fingers of their hand, while the other three fingers of that hand are used to manipulate game control buttons, triggers, or joysticks.
[0007] What is needed is a new type of game controller that is available in multiple sizes or built into a configuration that can be adjusted to fit the size of an individual's hand in a certain way (e.g., by adjusting the position of the index finger control). Such game controllers may incorporate ergonomic features and can be gripped by one or two fingers, while allowing for multiple fingers. For example, the game controller design allows a user to operate the controller using at least three fingers. Summary of the Invention
[0008] This document discloses an improved controller that provides less wear and tear on the user's hands and better control over objects. On one hand, the controller includes: a gripping frame containing various input components; a thumbstick configured on the top portion of the gripping frame, operable to be controlled by the user's thumb; and an analog stick configured on the front portion of the gripping frame. The analog stick is configurable to be operated by the user's index finger and is disposed within a cage and a float. The user's index finger can control the cage containing the analog stick to move backward relative to the gripping frame to control the z-axis movement of a virtual or physical object. The analog stick can be manipulated to control movement along the x and y axes. The controller may include a trigger configured on the front portion of the gripping frame. The trigger is configurable to be operated by the middle finger.
[0009] A controller can operate to control one of a virtual or physical object. For example, it can control a drone, where the controller includes appropriate protocols and communication components for sending and receiving signals from the drone. For instance, a micro-aircraft communication protocol can be used for drone communication and control.
[0010] The controller may include at least one button configured on the top portion of the grip frame. Each of the at least one button has a surface that is recessed inward to provide more surface area for the at least one button. Each of the at least one button on the top portion of the grip frame is accessible to the user's thumb.
[0011] The trigger and analog stick can be floating, as the user cannot use either the trigger or the analog stick to grip the controller. The lower portion of the grip frame may contain components or structures that allow the user to grip the controller using one or more of their little and ring fingers. This structure reduces wear and tear on the user's hand during typically repetitive control movements.
[0012] On the other hand, this disclosure introduces a controller pair. The controller pair may include a first controller having: a first gripping frame containing various input components; a first thumbstick disposed on a first top portion of the first gripping frame, the first thumbstick being operable to be controlled by a user's thumb of a first hand; and a first analog stick disposed on a first front portion of the first gripping frame. The first analog stick may be configured to be operated by a user's index finger of a first hand and disposed in a first housing. The user's index finger of the first hand may control the first housing containing the first analog stick to move backward relative to the first gripping frame to control z-axis movement of a first virtual object or a first physical object. The first analog stick may be manipulated to control movement on the x and y axes. The first controller may include a first trigger disposed on the first front portion of the first gripping frame. The first trigger may be configured to be operated by the middle finger of a user's first hand.
[0013] The controller pair may include a second controller having: a second gripping frame containing various input components; a second thumbstick disposed on a top portion of the second gripping frame, the second thumbstick being operable to be controlled by a user's thumb of a second hand; and a second analog stick disposed on a second front portion of the second gripping frame. The second analog stick may be configured to be operated by a user's index finger of a second hand and disposed in a second cage. The user's index finger of the second hand may control the second cage containing the second analog stick to move backward relative to the second gripping frame to control z-axis movement of a second virtual object or a second physical object. The second analog stick may be manipulated to control movement on the x and y axes. The second controller may include a second trigger disposed on the second front portion of the second gripping frame. The second trigger is configured to be operated by the middle finger of the user's second hand.
[0014] The controller pair enables a user to simultaneously aim at two different objects using one or more of the first and second analog sticks. The controller pair also enables a user to simultaneously control two different objects using one or more of the first and second analog sticks. At least one of the first and second analog sticks can be used to define the cutting plane of a cutting tool (such as a sword). At least one of the first and second controllers is used to provide third-person over-the-shoulder control, wherein a camera angle is used behind the first-person field of view.
[0015] The internal electronic board may be a PCB board known to those skilled in the art, configured to map to the corresponding input components and shapes of the controller. It should be noted that the diagrams disclosed herein may disclose other physical shapes, relationships, etc., of the controller that can support additional descriptions of the disclosed features. Attached Figure Description
[0016] Figure 1 Shown from the left rear side of the controller Figure 1 A perspective view of the controller.
[0017] Figure 2 Shown from the right rear side of the controller Figure 1 A perspective view of the controller.
[0018] Figure 3 Shown from the left front side of the controller Figure 1 A perspective view of the controller.
[0019] Figure 4 Shown from the right front side of the controller Figure 1 Perspective view of the controller 400.
[0020] Figure 5 Showing the offset from the controller's rear side Figure 1 Perspective view of the controller 500.
[0021] Figure 6 Showing the offset from the bottom side of the controller Figure 1 Perspective view of the controller 600.
[0022] Figure 7 Shown from the left side of the controller Figure 1 Perspective view of the controller 700.
[0023] Figure 8 Shown from the right side of the controller Figure 1 Perspective view of the controller 800.
[0024] Figure 9 Shown from the top side of the controller Figure 1 Perspective view of the controller 900.
[0025] Figure 10 Shown from the bottom side of the controller Figure 1 Perspective view of the controller 1000.
[0026] Figure 11 A perspective view showing the left-hand game controller and the right-hand game controller.
[0027] Figure 12 The second perspective view shows the left-hand game controller.
[0028] Figure 13 Various perspective views of the controller (with annotations) drawn using a computer-aided design system are shown.
[0029] Figure 14 Two different perspective views of the thumb control of the game controller are shown.
[0030] Figure 15 A perspective view showing an index finger control and a portion that may be contained within such an index finger control.
[0031] Figure 16 A cross-sectional view of the game controller index finger subassembly is shown.
[0032] Figure 17 Show Figure 16 A similar cross-sectional view of the index finger assembly.
[0033] Figure 18 Show Figure 15 and Figure 16 Another cross-sectional view of the index finger assembly.
[0034] Figure 19A The index finger controls the joystick button in its fully extended position, and the index finger controls the second assembly in its fully extended position.
[0035] Figure 19B The image shows the index finger control button in its partially retracted position when the second assembly is in its fully extended position.
[0036] Figure 19C An embodiment of this disclosure is shown, wherein the index finger control is movable from a first position to a second position, the second position spanning nearly half the depth of the controller.
[0037] Figure 20 Several different perspective views of a game controller, including the ring finger protrusion, are shown.
[0038] Figure 21A The portion shown is a thumb joystick that can be used to construct the present disclosure.
[0039] Figure 21B Several different perspective views are shown of trigger assemblies according to this disclosure.
[0040] Figure 22 A computing system that can be used to implement embodiments of the present invention is shown. Detailed Implementation
[0041] Each controller pair has an ergonomic shape to fit the user's hand. These controllers allow the user to adjust the position of the index finger control. The controller pairs can be used to control virtual or physical objects, such as drones. The index finger analog stick and triggers are configured so that the user can grip each controller in a different hand using one or both of their little and ring fingers. The configuration of each controller allows the open thumb, index, and middle fingers to be used for operation, and allows the closed ring and little fingers to grip each controller. The use of individual finger analog sticks allows for simultaneous aiming at different objects or controlling cutting components or other controls. The index finger analog stick can also be moved backward toward the controller for z-axis object control.
[0042] Such devices can also be used by an individual with one hand, wherein the game controller can be held with one or two fingers of the hand, and wherein several other fingers of the individual can be used to manipulate control of one or more surfaces of the game controller. Such game controllers may also include interchangeable features in a way that allows for updating, alteration, or influence of the game controller's utility. Furthermore, such game controllers can help prevent or mitigate repetitive stress damage or increase the utility of the game controller in novel ways.
[0043] In some cases, the bottom portion of a game controller may be part of or permanently attached to the top portion of the game controller. In such cases, the shape of the game controller may conform to the characteristics of the human hand. The handle may be curved to conform to the shape of the user's palm. The handle of the game controller may also include a ridge, which makes the central portion of the game controller thicker than the bottom portion of the handle. This allows an individual to use their little finger to grip the bottom portion of the handle while their ring finger grips the wider portion. Such game controllers can help prevent or mitigate repetitive stress injuries or increase the utility of the game controller in various ways. Other ergonomic features allow the user to adjust the position of the index finger control. The handle of such game controllers may have or include a circular or oval shape that naturally fits into an individual's hand.
[0044] In one example, the game controller may include a grip that can be grasped by the little and ring fingers of a person's hand. As mentioned above, the game controller may include various types of controls that may include joysticks, triggers, buttons, or combinations thereof. One configuration may include a joystick that can be operated by a person's thumb, a second control that can be operated by a person's index finger, and a trigger that can be activated by a person's middle finger. The person playing the game may also hold the first game controller in their right hand and the second game controller in their left hand.
[0045] In some cases, a set of controls may also be mounted on a surface adjacent to any of an individual's fingers. For example, a series of buttons or rocker switches may be positioned adjacent to the thumb control. These buttons or rocker switches may also include other features that allow the user to easily feel and identify a particular button or rocker switch.
[0046] Figure 1 Shown from the left rear side of the controller Figure 1 A perspective view of the controller. Figure 1 The controller is shown as being operable from the left rear side of the controller using an individual's right hand. Figure 1 The controller 100 includes a top portion 120 containing various types of controls and a bottom portion 110 for gripping the controller. The controls included in the top portion 110 can include various types of controls (e.g., buttons, push-button switches, rocker switches, thumb-controlled joysticks, and triggers). The bottom portion 110 can be gripped by the user's little finger and ring finger when the user operates the controls with their thumb, index finger, and middle finger. As mentioned above, the bottom portion 110 of the controller 100 can be constructed as an integral part of the top portion 120 of the controller 100.
[0047] Item 130 is the location of the bottom portion 110 of the game controller 100, which is detachable to conform to the user's palm. Note that at location 130, the bottom portion of the game controller 100 gradually narrows or curves to a smaller cross-sectional area to naturally conform to the user's palm. Item 140 may be a ridge that causes a portion of the game controller to have a larger cross-sectional area than that at location 130 of the game controller 100. Figure 1 The shapes at positions 130 and 140 of the game controller 100 allow the user to grip the game controller with their little finger at position 130 and to grip the game controller at the spine 140, thus allowing the user to grip the game controller more comfortably.
[0048] Figure 2 Shown from the right rear side of the controller Figure 1 A perspective view of the controller. Figure 2 The right rear view 200 of the controller contains what can be... Figure 1 The bottom portion 210 and top portion 220 of the same bottom and top portions (110 and 120) of the controller 100. Figure 2 Also show the above about Figure 1 The lower portion 210 of the game controller discussed has a tapered or circular surface 230. A ridge 240 is also shown in the figure. Here, the user's little finger can comfortably grip the bottom portion of the game controller based on the shape of surface 230, and the user's ring finger can comfortably grip the ridge 240 of the game controller 200.
[0049] Figure 3 Shown from the left front side of the controller Figure 1 A perspective view of the controller. Figure 3 The perspective view 300 also includes a top portion 320 that may contain controls and a bottom portion 310 that may be used as a grip.
[0050] Figure 4 Shown from the right front side of the controller Figure 1 Perspective view of the controller 400. Figure 5 Showing the offset from the controller's rear side Figure 1 Perspective view of the controller 500. Figure 5 The shape of the handle portion of the controller 500 is based on along Figure 5 The handle at position 510 gradually narrows downwards to a smaller cross-sectional area to conform to the shape of the user's hand. Figure 6 Showing the offset from the bottom side of the controller Figure 1 Perspective view of the controller, 600. Similar to... Figure 1 , Figure 2 and Figure 5 The handle part, Figure 6 The shape of the handle portion of the controller 600 is based on along Figure 5 The handle at position 510 gradually narrows downwards to a smaller cross-sectional area to conform to the shape of the user's hand.
[0051] Figure 7 Shown from the left side of the controller Figure 1 A perspective view of the controller. Figure 7 The controller 700 includes a tapered handle 710, a ridge 720, and an index finger button 730. Here, the tapered handle 710 and the ridge 720 may include different cross-sectional areas that allow the user to grip, hold, and use the game controller 700 more comfortably.
[0052] Figure 8 Shown from the right side of the controller Figure 1 A perspective view of the controller. Figure 8 The controller 800 includes a tapered handle 810, a ridge 820, and an index finger button 830. Here, the tapered handle 810 and the ridge 820 may include different cross-sectional areas that allow the user to grip, hold, and use the game controller 800 more comfortably.
[0053] Figure 9 Shown from the top side of controller 900 Figure 1 A perspective view of the controller 900. Figure 10 Shown from the bottom side of controller 1000 Figure 1 A perspective view of the controller 1000. Figure 9 and Figure 10 Each of them is shown in the trigger assembly ( Figure 9 910 and Figure 10 The 1010 in the middle points in a direction that is off-center. Figure 9 and Figure 10 Each of the controllers in the series is designed to be used by the user's right hand, with the corresponding trigger assemblies (910 and 1010) pointing to the left. Figure 9 and Figure 10 Each of them also includes an index finger control button. Figure 10 920 and Figure 10 (1020 in the middle). Each of these buttons is relative to the center line of the corresponding controller 900 / 1000 (or Figure 9 (North / South Line 930) Facing forward. Button 920 on the diagram points parallel to... Figure 9 In the case of the north / south line 930, the trigger assembly 910 points to a slightly north-left direction (e.g., 15 to 20 degrees west).
[0054] A similar controller designed for use with the user's left hand could have a trigger assembly pointing to the right of the center line of the left-hand controller. This is achieved by moving the trigger slightly off-center and by keeping the index finger control button parallel to the reference line (e.g., ...). Figure 9 The North / South Line 930 can minimize the stress felt by the user.
[0055] Figure 11 A perspective view showing the left-hand game controller and the right-hand game controller. Figure 11 Side perspective view 1110 including the left-hand game controller, side perspective view 1120 including the right-hand game controller, top view 1130 including the left-hand game controller and the right-hand game controller, and top view 1140 including the left-hand game controller and the right-hand game controller. Figure 11 It contains many different controls that can be activated to provide commands or text input to the game system.
[0056] Figure 11 The side perspective view 1110 of the left-hand controller includes a thumb joystick button 3, an index finger joystick button (identified by the number zero 0 and the characters r and f) and a two-stage trigger 7. Figure 11 Many identifiers in the game system are used to identify numbers or characters that can be provided to the game system by manipulating controls in certain ways. Pressing joystick button 3 causes the left-hand game controller to send the number 3 to the game system. The two-stage trigger 7 can send the number 5 or the number 7 to the game system based on the degree to which the trigger is pressed. When joystick button 0 is operated, the index finger joystick button 0 can send the number 0, the letter r, or the letter f to the game system. Pressing the index finger joystick 0 causes the number zero to be sent to the game system, rotating the index finger button 0 upwards sends the letter r to the game system, and rotating the index finger button 0 downwards sends the letter f to the game system.
[0057] Figure 11 The top view of the left-hand controller shows some of the same controls and some additional controls. Figure 11 Rotating the index finger joystick button to the left and right will cause the letters 'e' and 't' to be sent to the game controller, respectively. The thumb joystick button 3 can also be rotated up, down, left, and right to send the letters 'w', 's', 'a', and 'd' to the game controller, respectively. Other buttons that can be activated by the user's left thumb can cause different numbers to be sent to the game controller (e.g., the number 1 or various characters including: c, z, v, x, b, left parenthesis, and right parenthesis).
[0058] Figure 11 The side perspective view 1120 and top view 1140 of the right-hand controller contain similar controls that can be used to provide other inputs to the game system. Here, the thumb joystick button 4, the index finger control (identified by the number 9 and the characters i and k), the dual trigger 8, and other buttons can also be activated to send numbers or characters to the game system. Figure 11 The right-hand controller can send numbers and characters to the game system including the numbers 2, 4, 6, 8, and 9, and the characters g, h, i, j, k, l, m, n, o, u, y, quotation marks, backslashes, colons, commas, and periods. The press state trigger 8 can send either the number 6 or the number 8 to the game system based on the degree to which the trigger is pressed.
[0059] While the controllers according to this disclosure can be used to provide numbers and characters to a game system, these controllers can also be used to control the movement of items in the game or to control when a gun in the game fires.
[0060] Figure 12 The second perspective view shows the left-hand game controller. Figure 12 Side perspective view 1210 and top view 1220 of the left-hand game console controller are included. Here, the various control components of the controller are again shown, as per [reference to...] Figure 11 The left-hand game controller is described as mapping to different numbers or characters. Figure 12 An electronic control panel 1230 that can receive input from a game controller is also shown. Figure 12 Item 1240 shows a printed circuit board (PCB) that can be used to manufacture control board 1230. This control board 1230 can receive analog or digital inputs from various controls. Control board 1230 can receive signals from joysticks or buttons, associate the inputs with data to be sent to the game system, and the control board can send appropriate data to the game system based on the received signals. Figure 12The control board 1230 can send data to the game system using any type of interface (e.g., analog interface, digital interface, Universal Serial Bus interface USB, wireless interface such as Bluetooth, WI-FI, MAVlink, or another interface).
[0061] Figure 13 Various perspective views of the controller (with annotations) drawn using a computer-aided design system are shown. Figure 13 Includes a right-hand game controller, the right-hand game controller including a trigger assembly 1310. The trigger assembly 1310 may be relative to, as about... Figure 9 The game controller discussed has its handle or center line in a fixed position. Figure 13 The trigger assembly 1310 is shown from several different perspectives, with one of those perspectives showing the two trigger pull values 1310A and 1310B. As mentioned above, pressing the triggers by different amounts sends different commands to the game controller. Figure 13 It also identifies that the trigger can have a two-step 1310A / 1310B or two value / level pulls. Each of these two-step 1310A / 1310B triggers can provide different functionality. For example, pressing the switch to the first stage can cause the game character to fire the gun in a single action (pull-to-fire, bolt action, or semi-automatic). Pressing the switch to the second stage can cause the game character to fire the gun in burst mode or fully automatic mode (e.g., two or more rounds per pull, or the gun continues to fire as soon as the switch is pressed).
[0062] Figure 13 It also includes side grips 1320 / 1320A. It should be noted that grips 1320 may include a diamond pattern, which helps prevent the game controller from slipping in the user's hand. These grips 1320 / 1320A may have a shape with an inward-facing surface adapted to the user's palm. Figure 13 The index finger joystick button 1330 is also shown to move from an extended position to a "pull-in" position along the left-facing arrow. This index finger joystick 1330 can also be configured to move up / down or from left to right. The index finger joystick 1330 can therefore move along... Figure 13 The X, Y, and Z axis movements are shown. This index finger joystick button 1330 may include various thumb controls (e.g., a rotary joystick and other buttons).
[0063] Figure 1 Item 1340 may be a button with features including a help adjustment button. These features allow users to, for example, adjust the position of the button. Figure 21A The discussion focuses on moving the index finger joystick button 1330 to various positions based on the notch and triangular end portion of the sliding feature 1340.
[0064] Figure 14Two different perspective views of the thumb control of the game controller are shown. Figure 14 Thumb-activated control button and rocker switch. Figure 14 It includes control button 1, central control button 2, rocker control button 3, control button 4, and joystick button 5. These buttons provide commands or text information to the game system as previously discussed. The rocker switch 3 has a shape that allows the user to identify it without having to search for the controller and other switches (such as switch 4). This is because switch 4 is located on the edge or side surface of the controller, making it easy to identify by feel. The rocker switch 3 has a wavy shape in which the user's thumb can rest in the dipped portion of the wavy shape.
[0065] Figure 15 A perspective view is shown of an index finger control and a portion that may be contained within such an index finger control. Here, this index finger control may also include a joystick button 1510. Figure 15 The view includes a set of index finger joystick switch parts 1520 showing the index finger control, a top view 1530, a left front perspective view 1540, a cross-sectional view 1550, a front view 1560, and a side view 1570. Figure 15 The various parts of the index finger control, once assembled, allow the control to include two distinct moving portions that allow the index finger control to move forward or backward in an extendable, telescopic motion. These two distinct moving portions can overlap upon retraction, and this results in the joystick button subassemblies 1510 / 1520 being almost entirely contained within the second part of the telescopic index finger control. Figure 15 It contains two different double-arrow lines, 1550A and 1550B, one of which indicates the path along which the first part of the index finger control can move. This first part of the control can move along... Figure 15 The lower arrow 1550A moves along the index finger control lever button subassembly. The second part of the index finger control can move along... Figure 15 The path of the upper arrow 1550B moves.
[0066] Figure 16 A cross-sectional view of the game controller index finger subassembly is shown. Figure 16 The white assembly is a subassembly 1600 that allows the button portion of the joystick button 1620 to move back and forth relative to the other parts of the movable index finger control. Figure 16 The double-pointing arrow 1630 identifies the direction in which the white subassembly 1600 can move. Also note that, as by... Figure 16 As indicated by the single-pointing arrow 1620, the joystick button protrudes away from the second joystick 1610 subassembly.
[0067] Figure 17 Show Figure 16A similar cross-sectional view of the index finger sub-assembly. Note that... Figure 17 The joystick button 1710 is flush or nearly flush with the second subassembly 1720 of the index finger controller, as if by Figure 17 The single-pointing arrow indicates this.
[0068] Figure 18 Show Figure 15 and Figure 16 Another cross-sectional view of the index finger sub-assembly. The first and second sub-assemblies of the index finger control component are both as follows: Figure 18 Arrows 1810 and 1820 indicate that the arrows move back and forth. It should also be noted that... Figure 18 The axis 1830 moves toward the rear of the controller. Therefore, the index finger control can be moved from a position extending further from the rear of the controller to a position closer to the rear of the controller.
[0069] Figure 19A , Figure 19B and Figure 19C The diagram illustrates similar movements of various parts of the index finger control element of the controller. Figure 19A The index finger controls the joystick button in the fully extended position 1910, and the index finger controls the second assembly in the fully extended position 1920. Figure 19B The image shows the index finger control button in the partially retracted position 1930 when the index finger controls the second assembly in the fully extended position 1920. Figure 19C An embodiment of this disclosure is shown, wherein the index finger control is movable from a first position to a second position, the second position spanning nearly half the depth of the controller. Figure 19C The index finger control assembly is shown in retracted position 1940, and the second index finger control assembly is shown in retracted position 1950. It should be noted that in some positions, the joystick button of the index finger control assembly may protrude more or less from the second index finger control assembly / sub-assembly. The assembly of the index finger control assembly may be referred to as containing one or more cages. Here, the portion associated with the first part of the index finger control assembly may move together with the first set of portions of the index finger control assembly or independently of the other portions of the assembly until the first set of portions reaches the first position, and the second set of portions may move with the first set of portions after the first set of portions reaches the first position. Figures 19A to 19C The index finger control is movable and lockable into a suitable position, either comfortably or loosely, for a particular user. When another user begins using the controller, that user can adjust the index finger control to a comfortable position before starting to use the controller. On the other hand, the index finger emulation is not adjustable for a specific user but is fixed in its configuration. Although Figures 19A to 19C An index finger control is shown that moves along a single axis, but the index finger control can also be configured to move along one or two other axes. Figures 19A to 19C This demonstrates how the index finger can pull the component towards the controller for X-axis movement. When initially pulled in, the joystick button shown provides some X and Y-axis movement, but as the joystick retracts into the shown sub-assembly, the cage section hides the analog joystick, thus preventing further X and Y-axis movement but allowing movement along the Z-axis. Note Figure 19C The analog joystick button is flush with the surface of the cage of the second control assembly / subassembly. Therefore, in some embodiments, the index finger control can move along the X, Y, and Z axes, such as... Figure 13 As shown in the figure.
[0070] Figure 20 Several different perspective views of a game controller, including the ring finger protrusion, are shown. Figure 20 Perspective views 2010, 2025, 2055, and 2065 include a game controller. Perspective view 2010 highlights portions 2015 and 2020 with protruding features shaped to help the user grip the game controller more ergonomically. Compared to the user's little finger, this protrusion helps to position the user's ring finger further away from or away from the center or rear portion of the game controller. When the user grips the controller, this protrusion helps the user hold the controller in a more relaxed manner because the distance between the user's little finger and the user's palm will be less than the distance between the user's ring finger and the user's palm. This topology more naturally adapts to the user's hand and prevents strain. Figure 20 Each of the perspective views contains a trigger assembly / protection element 2080.
[0071] Note that section 2020 may tilt outwards away from the rear portion of the controller. The overall width of the handle may gradually narrow to a smaller cross-sectional area at the bottom end of the controller handle. It should also be noted that section 2015 includes an edge that reduces the thickness of the controller. Perspective 2025 shows the fingers of the user's hand when the user holds the game controller. Perspective 2025 includes the user's thumb 2030, little finger 2035, ring finger 2040, index finger 2045, and middle finger 2050. It should be noted that the user's thumb 2030 rests along the rear portion of the controller, and the little finger 2035 grips a thinner portion of the game controller than the ring finger 2040. The index finger 2045 is located on the user-controllable index finger joystick (similar to the one about...). Figure 11 and Figure 13 The position of the index finger joystick (as discussed). The middle finger 2050 is positioned where the user can pull, as regarding... Figure 11 and Figure 13 The position of the trigger in the discussed trigger assembly / protection component 2080.
[0072] Perspectives 2055 and 2065 show the game controller from slightly different angles, allowing us to see the controller's features using only a few item numbers. The item numbers in perspectives 2055 and 2065 identify trigger assembly / protection 2080 and protrusion 2060 from slightly different perspectives.
[0073] Figure 21A This shows a portion that can be included in the index finger joystick assembly. Figure 21A The portion is shown in various views or orientations of the index finger joystick on the right-hand game controller. Figure 21A The various views include perspective views 2100-1 and 2100-5, top view 2100-2, half-section top views 2100-3 and 2100-8, side views 2100-4 and 2100-7, and front view 2100-6. Each of these different views may contain the same part of the index finger joystick assembly, even though each view may not contain item numbers identifying specific parts. Each of the different parts may form part of the index finger control button.
[0074] Included in Figure 21A The different parts are the ridge portion 2105, the top portion 2115, the bottom portion 2120, the internal surface trigger 2110, and the support member 2125. Perspective views 2100-1 and 2100-5 show a human finger 2130 that can be placed on the ridge portion 2105, and a half-section top view 2100-8 shows a human finger 2130 that can be placed on the top of the ridge portion 2105 and adjacent to the surface trigger portion 2110. It should be noted that half-section views 2100-3 and 2100-8 depict the trigger portion with a bump-like shape.
[0075] The ridge portion 2105, the internal surface trigger portion, and the position of the index finger joystick, top portion 2115, and bottom portion 2120 can be adjusted by the user along the X, Y, or Z axis. The ridge portion 2105 can be used to pull in the index finger joystick, as per [reference needed]. Figure 13 , Figure 15 and Figure 16 As discussed. The spine portion 2105 and the fact trigger portion 2110 can be used to move the index finger joystick left or right (along...). Figure 13 The top portion 2115 and the bottom portion 2120 can be used to move the index finger joystick up or down (along the X-axis). Figure 13 The index joystick moves along the Y-axis. After the index joystick has been moved to the user's preferred position, it can be locked in place. If another user wishes to use the controller, this user can release the lock, readjust the index joystick, and then lock it back into the readjusted position.
[0076] Figure 21BSeveral different perspective views of the trigger assembly according to this disclosure are shown. Figure 21B The device includes a set of trigger sections 2135, a perspective view 2150 of the trigger assembly, a side view 2155 of the trigger assembly, a top view 2170 of the trigger assembly, and a partial trigger assembly view 2175. The set of trigger sections includes a trigger protector 2140 and a slider portion 2145 that can be used in the trigger assembly. Perspective views 2150 and 2155 show different views of the trigger assembly. Side view 2155 includes rods or sliders 2160 and 2165 with different lengths. Top view 2170 shows the outline of the trigger assembly from a view directly in front of it.
[0077] Partial trigger assembly view 2175 includes rods or sliders 2160 and 2165 discussed with respect to side view 2155, and includes springs 2180 and 2185 that can be coupled to those springs. These springs 2180 and 2185 are positioned at two different distances and provide... Figure 13 The two different compression settings are discussed.
[0078] One of these springs can be positioned towards the front portion of the trigger, and the second spring can be positioned towards the rear portion of the trigger. This allows the trigger to have two different positions. When pressed to the first position, the controller's control electronics can send a first command to the game system, and when pressed to the second position, the control electronics can send a second command to the game system.
[0079] The controller according to this disclosure may include a wireless interface that allows the controller to communicate wirelessly with a gaming system or with a drone. When the drone is controlled via a wireless communication medium, such a controller may communicate using the MAVlink protocol. The controller according to this disclosure may use any standard wireless communication technology known in the art. Therefore, the MAVlink protocol, Wi-Fi protocol, Bluetooth protocol, or other types of wireless communication technologies or protocols may be used.
[0080] The controller according to this disclosure may also include accelerometers that sense forces in up to three different directions. The controller, or the system communicating with it, can be configured to identify certain types of acceleration distributions, which can be used to identify the effectiveness to which a user is actually manipulating the controller for a specific purpose. This is because the dynamics of a hammer, axe, tennis racket, ping-pong racket, pickle racket, gun, or sword are completely different. Even the characteristics of one type of sword, such as a Japanese katana or a European saber, differ from those of a European broadsword.
[0081] Axes and longswords are effectively handled using blunt-cutting motions consistent with the first set of acceleration distributions. Samurai swords and sabers are not effectively handled using blunt-cutting motions; instead, they are more effective using slicing motions. Hammers are also more effective using straight-cutting motions, and not effective using blunt-cutting motions. Because of this, accelerometers and control electronics identify the differences between the different actions used by the user. These different actions can be identified based on acceleration distributions sensed by sensors at the controller. These acceleration distributions can be used to identify whether the user is properly handling a particular item for the application. The game program can be configured, for example, using software drivers that modify the game's operation. Once configured, specific acceleration distributions can be associated with the effective use of a particular tool, weapon, or toy. This allows the game system to recognize when the user moves the controller in a manner consistent with how a particular tool, weapon, or toy should be used. A person using a blunt-cutting hammer might inappropriately strike a nail, while a person using a straight-cutting motion might be able to drive the nail with a single strike. The game system can then depict the outcome based on whether the individual is using the controller in a more or less appropriate manner.
[0082] While in some cases the game controller disclosed herein may have a bottom portion of this technology or permanently attached to a part of the game controller, in other cases, such game controllers may include interchangeable features in a manner that can be updated, altered, or affect the utility of the game controller. For example, the game controller may include an interchangeable base / bottom portion (i.e., an interchangeable handle) that may include an arm or wrist rest. Such a base portion allows the controller to stand upright when placed on a table. The user can simply release the base portion and replace it with another base portion by pressing a release button. The second base portion may simply extend or elongate the handle, wherein the handle may gradually narrow to include a smaller cross-sectional area as the base portion moves to a rounded end. A third base portion may also extend the handle, but includes a spherical weighted portion at the bottom portion of the base portion. Such a weighted base portion will change the center of mass of the game controller. In some cases, weights may be added to or removed from the base portion to assist in adjusting the center of mass of the controller. The handle of such a game controller may have or include a circular or elliptical shape that naturally fits into an individual's hand.
[0083] These types of game controllers can help prevent or mitigate repetitive stress injuries or increase the controller's effectiveness in various ways. Arm or wrist rest bases allow users to rest their arms to relieve stress. Rounded bases allow users to adjust the controller to have smaller ends, making it easier for users with smaller hands to grip it. Weighted bases, by changing the controller's center of mass, can be individually adjusted for more natural rotation or greater user comfort. Other ergonomic features allow users to adjust the position of the index finger controls.
[0084] Figure 22 A computing system that can be used to implement embodiments of the present invention is shown. Figure 22 The computing system 2200 includes one or more processors 2210 and main memory 2220. Main memory 2220 partially stores instructions and data for execution by the processors 2210. Main memory 2220 may store executable code during operation. Figure 22 The system 2200 further includes a mass storage device 2230, a portable storage media drive 2240, an output device 2250, a user input device 2260, a graphic display 2270, a peripheral device 2280, and a network interface 2295.
[0085] Figure 22 The components shown are depicted as being connected via a single bus 2290. However, components may be connected via one or more data transfer components. For example, processor unit 2210 and main memory 2220 may be connected via a local microprocessor bus, and mass storage device 2230, peripheral device 2280, portable storage device 2240, and display system 2270 may be connected via one or more input / output (I / O) buses.
[0086] Mass storage device 2230, which may be implemented as a disk drive or optical disk drive, is a non-volatile storage device for storing data and instructions used by processor unit 2210. Mass storage device 2230 may store system software for implementing embodiments of the present invention for the purpose of loading software into main memory 2220.
[0087] Portable storage device 2240 operates in conjunction with portable non-volatile storage media (e.g., flash memory, optical disc, or digital video disc) to input data and code. Figure 22 Computer system 2200 and from Figure 22 The computer system 2200 outputs data and code. System software for implementing embodiments of the present invention may be stored on such portable media and input to the computer system 2200 via portable storage device 2240.
[0088] Input device 2260 provides part of a user interface. Input device 2260 may include an alphanumeric keypad (e.g., a keyboard) for inputting alphanumeric and other information, or a pointing device (e.g., a mouse, trackball, stylus, or cursor arrow keys). Additionally, as... Figure 22 The system 2200 shown includes an output device 2250. Examples of suitable output devices include speakers, printers, network interfaces, and monitors.
[0089] Display system 2270 may include a liquid crystal display (LCD), a plasma display, an organic light-emitting diode (OLED) display, an electronic ink display, a projection-based display, a holographic display, or another suitable display device. Display system 2270 receives text and graphic information and processes the information for output to the display device. Display system 2270 may include multi-touch touchscreen input capabilities, such as capacitive touch detection, resistive touch detection, surface acoustic wave touch detection, or infrared touch detection. Such touchscreen input capabilities may or may not allow variable pressure or force detection.
[0090] Peripheral device 2280 may include any type of computer support device that adds additional functionality to the computer system. For example, peripheral device 2280 may include a modem or a router.
[0091] Network interface 2295 can include any form of computer interface, whether wired or wireless. Therefore, network interface 2295 can be an Ethernet network interface, Bluetooth, etc. TM Wireless interface, 802.11 interface or cellular phone interface.
[0092] Figure 22 The components contained in the computer system 2200 are those commonly found in computer systems that are suitable for use with embodiments of the present invention and are intended to represent a class of computer components well known in the art. Therefore, Figure 22 The computer system 2200 may be a personal computer, a handheld computing device, a telephone (“smart” or otherwise), a mobile computing device, a workstation, a server (on a server rack or otherwise), a minicomputer, a mainframe computer, a tablet computing device, a wearable device (such as a watch, ring, a pair of glasses, or another type of jewelry / clothing / accessory), a video game console (portable or otherwise), an e-book reader, a media player device (portable or otherwise), a vehicle-based computer, a combination thereof, or any other computing device. The computer may also include different bus configurations, networking platforms, multiprocessor platforms, etc. In some cases, the computer system 2200 may be a virtual computer system executed by another computer system. Various operating systems can be used, including Unix, Linux, Windows, Macintosh OS, Palm OS, Android, iOS, and other suitable operating systems.
[0093] This invention can be implemented in applications where it can be operated using a variety of devices. Non-transitory computer-readable storage media refers to any medium or media that participates in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including, but not limited to, non-volatile and volatile media, such as optical discs or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, flash memory, flexible disks, hard disks, magnetic tape, any other magnetic media, CD-ROMs, digital video discs (DVDs), any other optical media, RAM, PROMs, EPROMs, flash memory EPROMs, and any other memory chips or cassettes.
[0094] This invention can be implemented in applications where it can be operated using a variety of devices. Non-transitory computer-readable storage media refers to any medium or media that participates in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including, but not limited to, non-volatile and volatile media, such as optical discs or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, any other magnetic media, CD-ROMs, digital video discs (DVDs), any other optical media, RAM, PROMs, EPROMs, flash memory EPROMs, and any other memory chips or cassettes.
[0095] While the various flowcharts provided and described above may illustrate a particular order of operations performed by certain embodiments of the present invention, it should be understood that this order is exemplary (e.g., alternative embodiments may perform the operations in a different order, combine certain operations, overlap certain operations, etc.).
[0096] The foregoing detailed description of the technology herein has been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the technology to the precise forms disclosed. Many modifications and variations are possible in light of the foregoing teachings. The described embodiments were chosen to best explain the principles of the technology and its practical application, thereby enabling others skilled in the art to best utilize the technology in various embodiments and with various modifications suitable for the particular uses covered. The scope of the technology is intended to be defined by the claims.
Claims
1. A controller for controlling virtual or physical objects, comprising: The gripping frame contains various input components; A thumb stick, which is disposed on the top portion of the grip frame, is operable to be controlled by the user's thumb; A simulation stick is disposed on the front portion of the gripping frame. The simulation stick is configured to be operated by a user's index finger and disposed in a cage. The user's index finger can control the cage containing the simulation stick to move backward relative to the gripping frame to control the movement of the virtual or physical object along the z-axis. The simulation stick can also be manipulated to control the movement of the virtual or physical object along the x-axis and y-axis. as well as A trigger is disposed on the front portion of the grip frame, wherein the trigger is configured to be operated by the middle finger.
2. The controller of claim 1, wherein the cage is adjusted along the z-axis before locking the cage in place.
3. The controller according to claim 1, further comprising: A communication component for communicating with and controlling the movement of a physical object.
4. The controller according to claim 1, wherein the physical object includes a drone.
5. The controller of claim 1, wherein the cage is moved along the x-axis before locking the cage in place.
6. The controller according to claim 1, further comprising: At least one button is configured on the top portion of the grip frame.
7. The controller of claim 6, wherein each of the at least one button has a button surface that is recessed inward to provide more surface area for the at least one button.
8. The controller of claim 6, wherein each of the at least one button on the top portion of the grip frame is accessible by a user's thumb.
9. The controller of claim 1, wherein the trigger and the analog rod are floating.
10. The controller of claim 9, wherein the lower portion of the gripping frame includes components that allow the user to grip the controller with one or more of their little and ring fingers.
11. The controller of claim 10, wherein the cage is moved along the y-axis before locking the cage in place.
12. The controller of claim 1, wherein the cage is unlocked from the first position and moved to a second position where the cage is relocked.
13. The controller of claim 1, wherein the cage includes a first set of components that allows the first set of components to move relative to a second set of components until the first set of components reaches a first position, and after the first set of components reaches the first position, the second set of components moves with the first set of components.
14. A controller pair for controlling virtual or physical objects, the controller pair comprising: The first controller includes: The first gripping frame contains various input components; A first thumb bar, which is disposed on a first top portion of the first grip frame, is operable to be controlled by the user's thumb of the first hand. A first analog stick, disposed on a first front portion of the first gripping frame, is configured to be operated by the index finger of the user's first hand and housed in a first cage, wherein the index finger of the user's first hand can control the first cage containing the first analog stick to move backward relative to the first gripping frame to control the movement of a first virtual object or a first physical object along the z-axis, and wherein the first analog stick can be manipulated to control the movement of the first virtual object or the first physical object along the x-axis and y-axis; and A first trigger, disposed on the first front portion of the first grip frame, wherein the first trigger is configured to be operated by the middle finger of the user's first hand; and The second controller includes: The second gripping frame contains various input components; The second thumb bar is disposed on the top portion of the second grip frame and is operable to be controlled by the user's thumb. A second analog stick, disposed on a second front portion of the second gripping frame, is configured to be operated by the index finger of the user's second hand and housed in a second cage. The index finger of the user's second hand can control the second cage containing the second analog stick to move backward relative to the second gripping frame to control the movement of a second virtual object or a second physical object along the z-axis. The second analog stick can also be manipulated to control the movement of the second virtual object or the second physical object along the x-axis and y-axis. A second trigger is disposed on the second front portion of the second grip frame, wherein the second trigger is configured to be operated by the middle finger of the user's second hand, and wherein the first controller is a mirror image of the second controller.
15. The controller pair of claim 14, wherein the controller pair enables a user to simultaneously aim at two different objects using one or more of the first analog stick and the second analog stick.
16. The controller pair of claim 14, wherein the controller pair enables a user to simultaneously control two different objects using one or more of the first analog stick and the second analog stick.
17. The controller pair according to claim 16, wherein the object includes at least one of a virtual object and a physical object.
18. The controller pair according to claim 14, wherein at least one of the first analog rod and the second analog rod is used to define the cutting plane of the cutting instrument.
19. The controller pair of claim 14, wherein at least one of the first controller and the second controller is configured to provide third-person over-the-shoulder control, wherein a camera angle is used behind the first-person field of view.
Citation Information
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