A somatosensory game control system and method based on a wearable device
By using the vibration signal feedback module and motion capture module of wearable devices in motion-sensing games, multiple vibration feedback modes are provided, solving the problem of insufficient tactile feedback in motion-sensing games and improving the game immersion and interactive experience for middle-aged and elderly users.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- HARBIN INSTITUTE OF TECHNOLOGY (SHENZHEN) (INSTITUTE OF SCIENCE AND TECHNOLOGY INNOVATION HARBIN INSTITUTE OF TECHNOLOGY SHENZHEN)
- Filing Date
- 2023-11-21
- Publication Date
- 2026-05-05
AI Technical Summary
Existing motion-sensing game devices lack tactile feedback, resulting in insufficient immersion for middle-aged and elderly users in motion-sensing games, and the input and output information is not coherent, making it difficult to meet the interactive needs of the elderly.
It adopts a vibration signal feedback module based on wearable devices, which identifies user movements and sends vibration commands through a motion capture module. Combined with a display module, it displays the game interface and provides synchronous, variable and asynchronous vibration feedback modes to enhance the interactive experience.
Haptic feedback enhances the gaming immersion for middle-aged and elderly users, improves the continuity of input and output information, and makes motion-sensing games more acceptable to them.
Smart Images

Figure CN117815651B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of motion-sensing interaction technology, and more specifically to a motion-sensing game control system and method based on wearable devices. Background Technology
[0002] As people age, both their physical and psychological states change. These age-related changes manifest as alterations in sensation and perception, cognitive abilities, and motor control. With increasing age, muscles atrophy, leading to a decline in strength and stamina. This results in reduced motor control, longer reaction times, and longer overall movement time. Compared to younger people, older adults typically perform movements more slowly and with less precision. Changes in motor control in older adults include slower movement speed, differences in the parts of the body involved in movement, increased variation in movement, weakened strength control, and difficulties in coordination.
[0003] Traditionally, video games have commonly used mice, keyboards, or other controllers for interaction. These devices require a certain level of skill in trajectory control, endpoint control, force adjustment, and coordination of motor parts. However, all of these abilities show age-related decline, indicating that it can be difficult for older adults to interact with devices using traditional controllers, especially for games.
[0004] Nursing homes often face the challenge of encouraging older residents to participate in various recreational activities. However, due to declining cognitive and motor abilities, few activities are safe for older adults to participate in, and it is difficult to maintain their interest in cognitive and physical activity. Older adults often face unique difficulties interacting with technology; age-related cognitive and physical decline has a profound impact on their interaction with technological products. Younger generations are quicker to adopt technology, while older generations struggle, creating a "digital divide" that is often built upon technological foundations, where existing technologies are not suitable for the specific needs and capabilities of older users.
[0005] Motion-sensing games are a new type of electronic game that uses sensors to transmit changes in body movement to the gaming device for operation. Users can typically play motion-sensing games through consoles such as Nintendo's Wii, Microsoft's Kinect, and Sony's PlayStation Move, which use built-in cameras to recognize human movements and control the game's progress. Motion-sensing games belong to the category of full-body human-computer interaction systems. Current motion-sensing devices rely on capturing human posture and movements for input; however, this is merely a one-way capture of human movement information, lacking corresponding output feedback. This results in insufficient immersion for users, especially older adults with lower levels of technological literacy. The discontinuity between input and output information, and the lack of tactile feedback, negatively impact their acceptance of motion-sensing game devices and their immersive experience in the virtual game environment. Summary of the Invention
[0006] Therefore, this invention proposes a motion-sensing game control system and method based on wearable devices, in an attempt to solve or at least alleviate at least one of the problems mentioned above.
[0007] According to one aspect of the present invention, a motion-sensing game control system based on a wearable device is provided. The system includes a vibration signal feedback module, a motion capture module, a main control module, and a display module; wherein,
[0008] The vibration signal feedback module is worn on the user's body and is used to output vibration signals according to the vibration command sent by the main control module.
[0009] The motion capture module is placed on top of the display module and is used to collect and recognize user actions, and send the action recognition results to the main control module. The action recognition results include captured movable elements and uncaptured movable elements.
[0010] The main control module is used to send vibration commands to the vibration signal feedback module, and count when the action recognition result is that a movable element has been captured, and to count the count after the timer ends;
[0011] The display module is used to display the motion-sensing game interface and interactive interface.
[0012] In one possible implementation, the vibration signal feedback module includes a left wristband vibration submodule and a right wristband vibration submodule. Each submodule comprises: a wristband body, multiple micro vibration motors, and a signal processing unit. The wristband body is used to mount and fix the multiple micro vibration motors and the signal processing unit, and is worn on the user's wrist. The multiple micro vibration motors are used to feed vibration signals back to the user as tactile information. The signal processing unit is used to receive vibration commands sent by the main control module and feed back the vibration tactile information to the corresponding micro vibration motor.
[0013] In one possible implementation, three miniature vibration motors are fixed in the left wristband vibration submodule and the right wristband vibration submodule respectively, to indicate the location of movable elements in the motion-sensing game. The locations include six directions: left, top left, bottom left, right, top right, and bottom right.
[0014] In one possible implementation, the left wristband vibration submodule and the right wristband vibration submodule further include an infinite charging coil for charging the vibration signal feedback module.
[0015] In one possible implementation, the action recognition result also includes game mode selection and game start action.
[0016] In one possible implementation, the game modes include synchronous, variable, and asynchronous modes. When the action recognition result indicates a game mode selection and the synchronous mode is selected, the main control module sends a first vibration command to the vibration signal feedback module. The first vibration command is a preset location, time, and duration of vibration signal for a movable element in the game. When the action recognition result indicates a game mode selection and the variable mode is selected, the main control module sends a second vibration command to the vibration signal feedback module. The second vibration command is a preset location, time, and duration of vibration signal for a movable element in the game, and the vibration amplitude or frequency of a micro-vibration motor set according to the distance between the movable element and the human body. When the action recognition result indicates a game mode selection and the asynchronous mode is selected, the main control module sends a third vibration command to the vibration signal feedback module. The third vibration command is the location and duration of vibration signal for a movable element when the distance between the movable element and the human body is zero.
[0017] According to another aspect of the present invention, a motion-sensing game control method based on a wearable device is provided, the method comprising the following steps:
[0018] Collect and recognize user actions, and obtain the selected game mode and game start action based on the action recognition results;
[0019] According to the selected game mode, the corresponding vibration command is sent to the vibration signal feedback module worn on the user's body;
[0020] The vibration signal feedback module outputs a vibration signal according to the vibration command;
[0021] Collect and recognize user actions, and determine whether movable elements have been captured based on the action recognition results;
[0022] When a movable element is detected, the count is incremented, and the count is tallied and displayed after the timer expires.
[0023] In one possible implementation, the game modes include synchronous, variable, and asynchronous modes. When the action recognition result indicates a game mode selection and the synchronous mode is selected, the vibration signal feedback module receives a first vibration command, which is a preset location and time of appearance of a movable element in the game, and the duration of the vibration signal. When the action recognition result indicates a game mode selection and the variable mode is selected, the vibration signal feedback module receives a second vibration command, which is a preset location and time of appearance of a movable element in the game, the duration of the vibration signal, and the vibration amplitude or frequency of a micro-vibration motor set according to the distance between the movable element in the game and the human body. When the action recognition result indicates a game mode selection and the asynchronous mode is selected, the vibration signal feedback module receives a third vibration command, which is the location of appearance of the movable element and the duration of the vibration signal when the distance between the movable element in the game and the human body is zero.
[0024] In one possible implementation, the vibration signal feedback module includes a left wristband vibration sub-module worn on the user's left wrist and a right wristband vibration sub-module worn on the user's right wrist. Each sub-module is equipped with three micro vibration motors to indicate the location of movable elements in the motion-sensing game. The locations include six directions: left, upper left, lower left, right, upper right, and lower right.
[0025] According to another aspect of the present invention, an electronic device is provided, comprising: a memory; a processor; and a computer program; wherein the computer program is stored in the memory and configured to be executed by the processor to implement the motion-sensing game control method as described above.
[0026] The beneficial technical effects of this invention are:
[0027] This invention provides a motion-sensing game control system and method based on wearable devices. It uses motion capture sensors to capture human body movements and postures for inputting motion information, which then interacts with game program elements displayed on a large screen. Addressing issues such as insufficient responsiveness and discontinuity between input and output information in motion-sensing games for middle-aged and elderly users, the system outputs tactile feedback information from weak to strong through wrist-worn hardware and three preset types of vibration feedback conditions during the interaction process. This makes it easier for middle-aged and elderly users to accept this type of motion-sensing game and provides them with a more immersive interactive experience. Attached Figure Description
[0028] The above and other objects, features, and advantages of exemplary embodiments of the present invention will become readily apparent from the following detailed description taken in conjunction with the accompanying drawings. Several embodiments of the invention are illustrated in the drawings by way of example, not limitation, in which:
[0029] Figure 1 This is a schematic diagram of a motion-sensing game control system based on a wearable device, as described in an embodiment of the present invention.
[0030] Figure 2 This is a conceptual logic diagram of the system described in an embodiment of the present invention.
[0031] Figure 3 This is a schematic diagram of the human-computer interaction scenario of the system described in an embodiment of the present invention.
[0032] Figure 4 This is a schematic diagram of the structure of a wrist-worn hardware that provides vibration haptic feedback in an embodiment of the present invention.
[0033] Figure 5 This is a schematic diagram showing the location of the miniature vibration motor in the wrist-worn hardware according to an embodiment of the present invention.
[0034] Figure 6 This is a schematic diagram of the motherboard circuit of the wrist-worn hardware in an embodiment of the present invention.
[0035] Figure 7 This is a flowchart illustrating a motion-sensing game control method based on a wearable device, as described in an embodiment of the present invention.
[0036] Figure 8 This is a schematic diagram of the game interaction interface of the system described in an embodiment of the present invention.
[0037] Figure 9 This is a schematic diagram of the game interaction homepage interface of the system described in an embodiment of the present invention.
[0038] Figure 10 This is a schematic diagram of the game mode selection interface of the system described in an embodiment of the present invention.
[0039] Figure 11This is a schematic diagram of the game introduction interface of the system described in an embodiment of the present invention.
[0040] Figure 12 This is a schematic diagram of the game end interface of the system described in an embodiment of the present invention.
[0041] Figure 13 This is a schematic diagram of the electronic device described in an embodiment of the present invention. Detailed Implementation
[0042] The principles and spirit of the invention will now be described with reference to several exemplary embodiments. It should be understood that these embodiments are given merely to enable those skilled in the art to better understand and implement the invention, and are not intended to limit the scope of the invention in any way. Rather, these embodiments are provided to make this disclosure more thorough and complete, and to fully convey the scope of this disclosure to those skilled in the art.
[0043] Those skilled in the art will recognize that embodiments of the present invention can be implemented as a system, apparatus, device, method, or computer program product. Therefore, this disclosure can be specifically implemented in the following forms: entirely hardware, entirely software (including firmware, resident software, microcode, etc.), or a combination of hardware and software. It should be understood herein that any number of elements in the accompanying drawings is for illustrative purposes only and not as a limitation, and any naming is for distinction only and has no limiting meaning.
[0044] This invention provides a motion-sensing game control system and method based on wearable devices, specifically a wrist-worn hardware and interactive system that can provide tactile modal information feedback during motion-sensing interaction in the field of motion-sensing games. First, motion information is input by capturing the human body's posture and movements using motion capture sensors, and then interacting with game program elements displayed on a large screen. The data generated during the interaction is output as tactile feedback information through the wrist-worn hardware, thereby providing the user with a more immersive interactive experience.
[0045] This invention provides a motion-sensing game control system based on wearable devices, such as... Figures 1-3 As shown, the system includes a vibration signal feedback module 110, a motion capture module 120, a main control module 130, and a display module 140; wherein,
[0046] The vibration signal feedback module 110 is worn on the user's body and is used to output vibration signals according to the vibration command sent by the main control module 130.
[0047] The motion capture module 120 is placed on top of the display module 140 and is used to collect and recognize user actions and send the action recognition results to the main control module 130. The action recognition results include captured movable elements and uncaptured movable elements.
[0048] The main control module 130 is used to send vibration commands to the vibration signal feedback module 110, and count when the action recognition result is that a movable element has been captured, and count the count after the timer ends;
[0049] The display module 140 is used to display the motion-sensing game interface and the interactive interface.
[0050] In this embodiment, preferably, the vibration signal feedback module 110 includes a left wristband vibration submodule 1110 and a right wristband vibration submodule 1120. Each submodule includes a wristband body 204, multiple micro vibration motors 203, and a signal processing unit 201. The wristband body 204 is used to mount and fix the multiple micro vibration motors 203 and the signal processing unit 201, and is worn on the user's wrist. The multiple micro vibration motors 203 are used to feed vibration signals back to the user as tactile information. The signal processing unit 201 is used to receive vibration commands sent by the main control module 130 and feed back the vibration tactile information to the corresponding micro vibration motors 203.
[0051] In this embodiment, preferably, three miniature vibration motors 203 are fixed in the left wristband vibration submodule 1110 and the right wristband vibration submodule 1120 respectively, so as to correspond to the appearance of movable elements in the motion-sensing game. The positions include six directions: left, upper left, lower left, right, upper right, and lower right.
[0052] In this embodiment, preferably, the left wristband vibration submodule 1110 and the right wristband vibration submodule 1120 further include an infinite charging coil 202, which is used to charge the vibration signal feedback module.
[0053] In this embodiment, preferably, the action recognition result further includes game mode selection and game start action. As an example, the game start action is, for instance, raising the right hand.
[0054] In this embodiment, preferably, the game modes include synchronous, variable, and asynchronous modes. When the action recognition result indicates that the game mode is selected as synchronous, the main control module 130 sends a first vibration command to the vibration signal feedback module 110. The first vibration command is a preset location and time of appearance of a movable element in the game, and the duration of the vibration signal. When the action recognition result indicates that the game mode is selected as variable, the main control module 130 sends a second vibration command to the vibration signal feedback module 110. The second vibration command is a preset location and time of appearance of a movable element in the game, the duration of the vibration signal, and the vibration amplitude or frequency of the micro-vibration motor set according to the distance between the movable element in the game and the human body. When the action recognition result indicates that the game mode is selected as asynchronous, the main control module 130 sends a third vibration command to the vibration signal feedback module 110. The third vibration command is the location of appearance of the movable element and the duration of the vibration signal when the distance between the movable element in the game and the human body is zero.
[0055] According to an embodiment of the present invention, the vibration signal feedback module 110 is configured as wearable hardware, and the motion capture module 120 is configured as a Kinect motion capture device. The wearable hardware is worn on the user's body, and the user performs actions according to the content displayed by the game program on the smart screen; the motion capture device and the smart screen are connected by a circuit. The wearable hardware is provided with at least one signal output device, which is a miniature vibration motor 203.
[0056] The wearable hardware includes a left wristband and a right wristband. The left wristband is worn on the user's left wrist, and the right wristband is worn on the user's right wrist. The left and right wristbands have the same structure and are symmetrically arranged, such as... Figure 4As shown, the structure of either the left or right wristband includes: a main board 201, a wireless charging coil 202, three miniature vibration motors 203, and a wristband body 204. The wireless charging coil 202, main board 201, and three miniature vibration motors 203 are all mounted on the wristband body 204. The wireless charging coil 202 is used to charge the wristband body 204. The main board 201 and miniature vibration motors 203 are all connected to the wireless charging coil 202 via a circuit. The three miniature vibration motors 203 on the left wristband are respectively located on the outer side, front side, and back side of the left wrist, and are all located inside the wristband body 204. The main board 201 on the left wristband is located on the inner side of the left wrist and on the outer side of the wristband body 204. The wireless charging coil 202 on the left wristband is located on the inner side of the left wrist and inside the wristband body 204. Three miniature vibration motors 203 are located on the right wristband, specifically on the outer, front, and back sides of the right wrist, and are all within the wristband body 204. The mainboard 201 on the right wristband is located on the inner side of the right wrist and on the outer side of the wristband body 204. The wireless charging coil 202 on the right wristband is also located on the inner side of the right wrist and within the wristband body 204. Both the miniature vibration motors 203 and the wireless charging coil 202 are connected to the mainboard 201 via wiring for transmitting signals and current. Figure 5 The location of the miniature vibration motors in the left and right wristbands is shown.
[0057] As an example, the vibration signal lasts for 1 second.
[0058] As an example, the vibration amplitude or frequency of the micro vibration motor is set according to the distance between the movable element and the human body in the game as follows: the vibration mode is divided into three levels: lowest, medium, and highest; when the movable element is far from the human body, for example, within the first distance threshold, the lowest vibration mode is output, and the current parameter of the micro vibration motor is set to 30 mA; when the movable element is within the second distance threshold (the second distance threshold is less than the first distance threshold), the medium vibration mode is output, and the current parameter of the micro vibration motor is 60 mA; when the movable element is within the third distance threshold (the third distance threshold is less than the second distance threshold), the highest vibration mode is output, and the current parameter of the micro vibration motor is 90 mA.
[0059] As an example, the signal processing unit 201, i.e., the motherboard 201, is an Arduino Nano motherboard. Figure 6 The circuitry of the Arduino Nano motherboard is shown.
[0060] Another embodiment of the present invention proposes a motion-sensing game control method based on wearable devices, such as... Figure 7 As shown, the method includes the following steps:
[0061] Step 710: Collect and recognize user actions, and obtain the selected game mode and game start action based on the action recognition results;
[0062] Step 720: Send the corresponding vibration command to the vibration signal feedback module worn on the user's body according to the selected game mode;
[0063] Step 730: The vibration signal feedback module outputs a vibration signal according to the vibration command;
[0064] Step 740: Collect and recognize user actions, and determine whether a movable element has been captured based on the action recognition results;
[0065] Step 750: When it is determined that a movable element has been captured, increment the count, and after the timer ends, count the results and display them.
[0066] In this embodiment, preferably, the game modes include synchronous, variable, and asynchronous modes. When the action recognition result indicates that the game mode is selected as synchronous, the vibration signal feedback module receives a first vibration command, which is a preset location and time of appearance of a movable element in the game, and the duration of the vibration signal. When the action recognition result indicates that the game mode is selected as variable, the vibration signal feedback module receives a second vibration command, which is a preset location and time of appearance of a movable element in the game, the duration of the vibration signal, and the vibration amplitude or frequency of a micro-vibration motor set according to the distance between the movable element in the game and the human body. When the action recognition result indicates that the game mode is selected as asynchronous, the vibration signal feedback module receives a third vibration command, which is the location of appearance of the movable element and the duration of the vibration signal when the distance between the movable element in the game and the human body is zero.
[0067] In this embodiment, preferably, the vibration signal feedback module includes a left wristband vibration sub-module worn on the user's left wrist and a right wristband vibration sub-module worn on the user's right wrist. Each sub-module is equipped with three micro vibration motors to indicate the location of movable elements in the motion-sensing game. The locations include six directions: left, upper left, lower left, right, upper right, and lower right.
[0068] According to an embodiment of the present invention, by deconstructing the specific object elements involved in the prototype event of "catching insects in a rural environment," the analysis shows that the existing 55-65-year-old younger elderly group is represented by users born between the 1950s and 1960s. Further extensive collection of this group's understanding of the "rural environment" and their memories of representative elements reveals key object intentions: low-rise houses outdoors, grasslands, common agricultural tools and fields in the foreground, and trees and forests in the distance. Based on visual intention boards that match the target group's cognition, a technical prototype scene is built in the Unity engine, including 2D and 3D scene construction. The 2D images are simply a generalization of reality, presenting objects in a concise manner; while the 3D images contain more detailed elements, such as richer variations in scene brightness and even, in the kinematic channel, recreating the floating sensation brought by a breeze blowing across the grass in a real scene. The flying targets appearing in the event scene are selected from representative insects that frequently appear in the countryside, such as ladybugs, butterflies, and fireflies, as the capture targets set for the movement tasks in the event.
[0069] Under single-experiment conditions, the interaction time between the subject and the corresponding experimental scenario is set to one minute, and this information is displayed in the upper left corner of the interface; while the objective motion performance record score is displayed in the upper right corner, with the rule that 10 points are awarded for each target object touched and captured, and there is no upper limit to the score.
[0070] like Figure 8 As shown, users need to keep their position as close to the center line of the screen as possible throughout the experiment. Using the center line as an axis, each hand will wear a wearable vibration prototype (wearable hardware). The upper left corner of the screen displays a one-minute game countdown, and the upper right corner displays the game score. Flying targets (movable elements) in the scene will randomly appear from six angles: left, upper left, lower left, right, upper right, and lower right. The logic for each flying target appearance is that they appear in groups from a single direction; that is, each flying target will only randomly appear from one direction at a time. The corresponding vibration motor in that direction will then emit a vibration signal. The specific interaction mechanism for each tactile condition is as follows:
[0071] 1. Synchronous tactile sensation: When a flying insect appears from the left or right, the corresponding vibration element on the wearable device vibrates at the corresponding position when the insect appears from the left or right. At this time, the sound modality is: ambient sound + the sound of the flying insect flapping its wings. When a person touches the target object, a sound effect of "capture in progress" is emitted, and at the same time, +10 points appears on the visual modality of the screen.
[0072] 2. Variation-type tactile sensation: Flying insects appear from the left and right sides respectively. When an insect appears from a certain direction, the corresponding vibrating element on the wearable device vibrates at that position. At this time, the sound modality is: ambient sound + the sound of the insect flapping its wings. The closer the flying insect is, the greater the vibration amplitude / frequency and the faster the vibration. The vibration sensation is specifically divided into three levels. When a person touches the target object, a sound effect of "capture in progress" is emitted, and "+10 points" appears on the screen at the same time.
[0073] 3. Asynchronous haptic: Flying insects appear randomly. When the human body moves, the sound modality includes: ambient sound + the sound of flying insect flapping its wings. When the hand touches the flying insect, the corresponding vibrating element on the wrist vibrates and emits a sound effect of "capture in progress". The screen will display +10 points.
[0074] like Figures 9-12 As shown, the game's homepage offers three vibration haptic options: synchronous, variable, and asynchronous. Users select an option to access the exercise training content introduction interface, where they can view detailed descriptions of the movements, training goals, and rules. After reviewing the information, users can raise their right hand to officially enter the game.
[0075] The interactive elements in the game, namely the flying targets, are set as different types of flying insects. The flying insects appear randomly from six directions: left, upper left, lower left, upper right, right, and lower right. When a flying insect appears from a certain direction, the corresponding micro vibration motor element emits a corresponding vibration signal.
[0076] The vibration signal triggering conditions are divided into the following three categories based on the previously selected vibration tactile conditions:
[0077] ①Mode 1: When the "Synchronous" game mode is selected, flying insects will randomly appear from six directions. When an insect appears from a certain direction, the micro vibration motor element in the corresponding direction of the left / right wrist will emit a corresponding vibration signal for 1 second. When the user moves their body and touches the flying insect, the game program will emit a sound effect of "catching" and at the same time, a visual effect of +10 points will appear on the screen.
[0078] ② Mode Two: When the "Variation" game mode is selected, flying insects will randomly appear from six directions. When an insect appears from a certain direction, the micro-vibration motor component in the corresponding direction of the left / right wrist will emit a corresponding vibration signal for 1 second. The closer the flying insect is to the human body, the greater the vibration amplitude and the faster the frequency. The vibration is divided into three levels: the lowest vibration mode has a current parameter of 30 mA, the medium vibration mode has a current parameter of 60 mA, and the highest vibration mode has a current parameter of 90 mA. When the user moves their body and touches the flying insect, the game program will emit a sound effect of "catching" and a visual effect of "+10 points" will appear on the screen.
[0079] ③ Mode 3: When the "asynchronous" game mode is selected, flying insects will randomly appear from six directions; when the user moves their body and touches the flying insect with their hand, the micro vibration motor will emit a corresponding vibration signal and last for 1 second, and the game program will emit a sound effect of capturing, while a visual effect of +10 points will appear on the screen.
[0080] When the 1-minute game time ends, the sports game will automatically stop and the score for this round will be displayed in the center of the screen.
[0081] Another embodiment of the present invention also proposes an electronic device. For example... Figure 13 As shown, the electronic device includes one or more processors 1310, a memory 1320, and a wireless communication module 1330. The memory 1320 stores program instructions for executing motion-sensing game control methods. The wireless communication module 1330 is used to enable communication between the electronic device and the vibration signal feedback module 110 and the motion capture module 120. The processor 1310 reads and executes the program instructions from the memory 1320.
[0082] It should be noted that although several units, modules, or sub-modules are mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to embodiments of the present invention, the features and functions of two or more modules described above can be embodied in one module. Conversely, the features and functions of one module described above can be further divided and embodied by multiple modules.
[0083] Furthermore, although the operations of the method of the present invention are described in a specific order in the accompanying drawings, this does not require or imply that these operations must be performed in that specific order, or that all the operations shown must be performed to achieve the desired result. Additionally or alternatively, certain steps may be omitted, multiple steps may be combined into one step, and / or one step may be broken down into multiple steps.
[0084] While the spirit and principles of the invention have been described with reference to several specific embodiments, it should be understood that the invention is not limited to the disclosed specific embodiments, and the division of aspects does not imply that features in these aspects cannot be combined for benefit; such division is merely for ease of description. The invention is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims.
Claims
1. A motion-sensing game control system based on wearable devices, characterized in that, The system includes a vibration signal feedback module (110), a motion capture module (120), a main control module (130), and a display module (140). The vibration signal feedback module (110) is worn on the user's body and outputs vibration signals according to vibration commands sent by the main control module (130). The vibration signal feedback module (110) includes a left wristband vibration submodule (1110) and a right wristband vibration submodule (1120). Each submodule's structure includes: a wristband body (204), multiple micro-vibration motors (203), and a signal processing unit (201). The wristband body (204) is used to mount and fix multiple micro-vibration motors (203) and the signal processing unit (201), and is worn on the user's wrist. The motor (203) is used to feed the vibration signal back to the user as tactile information; the signal processing unit (201) is used to receive the vibration command sent by the main control module (130) and feed the vibration tactile information back to the corresponding micro vibration motor (203); the left wristband vibration submodule (1110) and the right wristband vibration submodule (1120) are respectively fixed with three micro vibration motors (203) to correspond to the appearance position of movable elements in the motion-sensing game, the positions include six positions: left, upper left, lower left, right, upper right, and lower right; the left wristband vibration submodule (1110) and the right wristband vibration submodule (1120) also include a wireless charging coil (202), the wireless charging coil (202) is used to charge the vibration signal feedback module (110); The motion capture module (120) is placed on top of the display module (140) and is used to collect and recognize user actions and send the action recognition results to the main control module (130). The action recognition results include capturing movable elements and not capturing movable elements. The main control module (130) is used to send vibration commands to the vibration signal feedback module (110), and count when the action recognition result is that a movable element has been captured, and count the count after the timing ends; The display module (140) is used to display the motion-sensing game interface and the interactive interface.
2. The motion-sensing game control system based on a wearable device according to claim 1, characterized in that, The action recognition results also include game mode selection and game start actions.
3. The motion-sensing game control system based on a wearable device according to claim 2, characterized in that, The game modes include synchronous, variable and asynchronous modes; when the action recognition result is that the game mode is selected and synchronous mode is selected, the main control module (130) sends a first vibration command to the vibration signal feedback module (110), and the first vibration command is the preset location and time of the appearance of the movable element in the game, as well as the duration of the vibration signal. When the action recognition result is a game mode selection and the selected mode is variable, the main control module (130) sends a second vibration command to the vibration signal feedback module (110). The second vibration command is the preset location and time of the appearance of the movable element in the game, the duration of the vibration signal, and the vibration amplitude or frequency of the micro vibration motor (203) set according to the distance between the movable element in the game and the human body. When the action recognition result is a game mode selection and the selected mode is asynchronous, the main control module (130) sends a third vibration command to the vibration signal feedback module (110). The third vibration command is the location of the movable element and the duration of the vibration signal when the distance between the movable element in the game and the human body is zero.
4. A motion-sensing game control method based on wearable devices, characterized in that, The method is implemented based on a motion-sensing game control system based on a wearable device as described in any one of claims 1-3; the method includes the following steps: Collect and recognize user actions, and obtain the selected game mode and game start action based on the action recognition results; According to the selected game mode, the corresponding vibration command is sent to the vibration signal feedback module (110) worn on the user's body; the vibration signal feedback module (110) includes a left wristband vibration sub-module (1110) worn on the user's left wrist and a right wristband vibration sub-module (1120) worn on the user's right wrist. Each sub-module is fixed with three micro vibration motors (203) to indicate the location of movable elements in the motion-sensing game. The locations include six directions: left, upper left, lower left, right, upper right, and lower right. The vibration signal feedback module (110) outputs a vibration signal according to the vibration command; Collect and recognize user actions, and determine whether movable elements have been captured based on the action recognition results; When a movable element is detected, the count is incremented, and the count is tallied and displayed after the timer expires.
5. The motion-sensing game control method based on a wearable device according to claim 4, characterized in that, The game modes include synchronous, variable and asynchronous modes; when the action recognition result is that the game mode is selected and synchronous mode is selected, the vibration signal feedback module (110) receives the first vibration command, which is the preset location and time of the appearance of the movable element in the game, and the duration of the vibration signal. When the action recognition result is a game mode selection and the selected mode is variable, the vibration signal feedback module (110) receives a second vibration command. The second vibration command is a preset location and time of appearance of the movable element in the game, the duration of the vibration signal, and the vibration amplitude or frequency of the micro vibration motor (203) set according to the distance between the movable element in the game and the human body. When the action recognition result is a game mode selection and the selected mode is asynchronous, the vibration signal feedback module (110) receives a third vibration command. The third vibration command is the location of appearance of the movable element and the duration of the vibration signal when the distance between the movable element in the game and the human body is zero.
6. An electronic device, characterized in that, include: Memory; processor; A computer program; wherein the computer program is stored in the memory and configured to be executed by the processor to implement the method as described in claim 4 or 5.
Citation Information
Patent Citations
Motion sensing game control device based on wearable equipment
CN221045446U