E-sports keyboard capable of changing key resistance and control method thereof

Through the technology combined with magnetic and artificial intelligence, the key resistance of the e -sports keyboard is dynamically adjusted, and the problem that the traditional keyboard cannot effectively change the resistance can be solved, and the operating efficiency and gaming performance are improved.

CN119336176APending Publication Date: 2025-01-21NUVOTON
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Patent Information

Application Number
CN202311743909.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2023-07-20
Filing Date
2023-12-18
Publication Date
2025-01-21

AI Technical Summary

Technical Problem

Traditional e-sports keyboards cannot effectively change the resistance of keys, resulting in inconvenience in operation, increasing the possibility of mispressing, and affecting game performance.

Method used

Using a combination of magnetism and artificial intelligence, the resistance value of the buttons is adjusted through the changeable repulsive force of permanent magnets and electromagnets, and the resistance value of each button is dynamically adjusted based on game data collection and analysis through a microcontroller and artificial intelligence model. resistance.

Benefits of technology

The dynamic adjustment of the button resistance has been achieved, the operating efficiency is improved, the errors are wrong, the game performance is improved, and the choice of multiple key feedback force is provided.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an E-sports keyboard capable of changing key resistance and a control method thereof, the E-sports keyboard is provided with a plurality of keys and a switch capable of switching game modes or not, the E-sports keyboard comprises a first microcontroller, a second microcontroller and a controller, the first microcontroller is used for being responsible for management and control, network connection and wireless transmission among modules and judging whether the game modes are triggered or not; and the second microcontroller is used for issuing a command to control the resistance of the keyboard, and the first microcontroller comprises a processing module used for collecting and transmitting data; the memory module is used for accessing various data and initial setting of a keyboard; and the artificial intelligence calculation module is used for analyzing different types of data and generating a model, and the second microcontroller comprises an electromagnetic control unit, an excitation angle unit and / or a current and voltage control unit.
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Description

Technical Field

[0001] The present invention relates to an e-sports keyboard capable of changing key resistance and a control method thereof, and in particular to an e-sports keyboard capable of changing key resistance by using magnetism and artificial intelligence and a control method thereof. Background Art

[0002] Traditional gaming keyboards often emphasize lighting, whether it is the simple on and off lights in the early stage or the colorful color changes in the later stage, usually to catch up with the gaming craze, giving consumers an additional choice to satisfy their vision, but for game users, the tactile feedback of the keys and avoiding mistakes caused by mispressing are what they care more about. Generally, gaming keyboards that emphasize tactile feedback use mechanical switches to trigger signals, whether it is the common blue switch, brown switch, black switch or red switch or even the rare white switch and green switch, they are all achieved by the structure of the hardware itself, and cannot change the feedback force of individual keys.

[0003] Chinese patent 108115429 provides a structure that can change the feel of a keyboard by changing the resistance of certain keys through the attraction or repulsion between permanent magnets and electromagnets, thereby changing the key travel of these keys, that is, changing the position of these keys above the original setting.

[0004] However, such a design causes the keys to have height differences. For gaming keyboard operators, instead of having ten fingers quickly operate multiple traditional keys on the same plane, some fingers now have to climb over the higher keys to reach the surrounding keys that have not changed height. The higher keys may even block the keys from being pressed by mistake, which in turn causes inconvenience in operation and increases the operation time, which is not conducive to gaming use. Summary of the invention

[0005] The main purpose of the present invention is to provide an e-sports keyboard with variable key resistance, which can reduce the resistance value of keys that are triggered more times in different games, allowing game users to operate more labor-saving and easy, and increase the resistance value of keys that are triggered less times, allowing game users to avoid erroneous actions caused by accidental pressing.

[0006] A secondary purpose of the present disclosure is to provide a gaming keyboard with variable key resistance, which can provide a variety of key feedback forces and allow users to have more choices.

[0007] Another object of the present disclosure is to provide a key with variable resistance for the aforementioned gaming keyboard, where the resistance value of the key is changed by changing the magnitude of the repulsive force between the configured permanent magnet and the electromagnet.

[0008] Another object of the present disclosure is to provide a control method for an e-sports keyboard that can change the key resistance. The method can collect the total number of times each key is triggered, the number of key triggers per unit time, and the key triggering rules per unit time for different games within the data collection time, so as to generate respective artificial intelligence models and adjust the resistance of each key.

[0009] To achieve the aforementioned objectives and other objectives, the present disclosure provides an e-sports keyboard capable of changing key resistance, having a plurality of keys and a switch for switching between game modes. The e-sports keyboard comprises: a first microcontroller for managing and controlling various modules, network connection, wireless transmission, and determining whether the game mode is triggered; and a second microcontroller for issuing commands to control the resistance of the e-sports keyboard. The first microcontroller comprises: a processing module for collecting and transmitting data; a memory module for storing and accessing various data and initial settings of the e-sports keyboard; and an artificial intelligence calculation module for analyzing different types of data and generating models. The second microcontroller comprises: an electromagnetic control unit, an excitation angle unit, and / or a current and voltage control unit.

[0010] The present disclosure further provides a control method for an e-sports keyboard capable of changing key resistance, which is used to be executed in a first microcontroller and a second microcontroller, comprising: the second microcontroller transmits a signal of the e-sports keyboard to the first microcontroller; the first microcontroller determines whether a game mode switch in the e-sports keyboard is turned on; if the game mode switch is turned on, the real-time timer in the processing module starts timing and collects data; the game type training unit and the resistance training unit perform training based on the data collected from the database; generate the game type artificial intelligence model and the resistance artificial intelligence model; the game type prediction unit and the resistance training prediction unit perform predictions based on the real-time timer and the artificial intelligence model to calculate the game type and key resistance value; the transmitter transmits the prediction result to the second microcontroller; and the second microcontroller controls the resistance of a specific key and updates the key output resistance value. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] Figure 1A , Figure 1B and Figure 1C It is a schematic diagram of the structure of different embodiments of the gaming keyboard capable of changing key resistance disclosed in the present invention;

[0012] Figure 2 is a schematic structural diagram of another embodiment of a microcontroller disclosed in the present invention;

[0013] Figure 3 is a schematic structural diagram of an embodiment of the gaming keyboard disclosed herein;

[0014] Figure 4It is a flow chart of the disclosed method for controlling an e-sports keyboard capable of changing key resistance. DETAILED DESCRIPTION

[0015] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, a preferred embodiment is given below and described in detail with reference to the accompanying drawings.

[0016] Please refer to Figure 1A , is a schematic diagram of the structure of the gaming keyboard 3 capable of changing the key resistance disclosed in the present invention, the gaming keyboard 3 comprises: a first microcontroller 1, a second microcontroller 2, at least one key 32 and a game mode switch 30, the first microcontroller 1 is responsible for the management and control between modules, network connection, wireless transmission and judging whether the game mode is triggered, etc., the first microcontroller 1 comprises: a processing module 100, used for calculating time and transmitting data; a memory module 110, used for accessing various data and the initial setting of the gaming keyboard 3, electrically connected to the processing module 100; and an artificial intelligence The calculation module 120 is used to analyze different types of data and generate models, and is electrically connected to the memory module 110 and the processing module 100; the second microcontroller 2 is used to issue commands to control the resistance of the e-sports keyboard 3, and is electrically connected to the first microcontroller 1; the second microcontroller 2 includes: an electromagnetic control unit 21 and an excitation angle unit 22 controlled by the electromagnetic control unit 21, and the electromagnetic control unit 21 is electrically connected to the excitation angle unit; the game mode switch 30 is used to electrically connect the second microcontroller 2 and the button 32 to turn on or off the game mode.

[0017] The excitation angle unit 22 can be replaced by the current and voltage control unit 23 as another embodiment. Figure 1B or the excitation angle unit 22 is combined with the current and voltage control unit 23 as another embodiment, such as Figure 1C In other words, different key resistance generating modes are provided by the aforementioned different units, and the details will be described later. Figure 1B and Figure 1C The modules and other components included in the first microcontroller 1 are the same as those in Figure 1A , so it is omitted.

[0018] Please continue to refer to Figure 1A The processing module 100 includes: a real-time timer 101 and a transmitter 102; the memory module 110 includes: a database 111 and a resistance value initialization unit 112; the artificial intelligence calculation module 120 includes: a game type training unit 121, a resistance training unit 122, a game type artificial intelligence model 123, a resistance artificial intelligence model 124, a game type prediction unit 125 and a resistance training prediction unit 126.

[0019] Please continue to refer to Figure 1A The real-time timer 101 is used for data collection and time control. The data collection time is at least 10 minutes, and the collected data is various games: each button 32 (reference Figure 3 ) is triggered a total number of times, the number of times the button 32 is triggered per unit time, and the triggering rules of the button 32 per unit time, etc. The real-time timer 101 is electrically connected to the artificial intelligence calculation module 120; the transmitter 102 is a universal asynchronous receiver / transmitter (UART), which transmits the data in the database 111 to the second microcontroller 2 through serial communication, and the transmitter 102 is electrically connected to the database 111 and the second microcontroller 2; the database 111 is used to store the data collected by the real-time timer 101, the initially set resistance value, and the data calculated by the artificial intelligence calculation module 120, and the database 111 is electrically connected to the transmitter 102; the resistance value initialization unit 112 is used to set the initial resistance value of the button 32 of the gaming keyboard 3, and is electrically connected to the database 111.

[0020] Please continue to refer to Figure 1A The game type training unit 121 is used to train the information of various different games collected by the real-time timer 101, and the resistance training unit 122 is used to train the information of various different games collected by the real-time timer 101, and generate different game type artificial intelligence models 123 and resistance artificial intelligence models 124. The resistance training unit 122 is electrically connected to the game type training unit 121.

[0021] The game type artificial intelligence model 123 is used to store at least one game type, and the game type artificial intelligence model 123 is electrically connected to the game type training unit 121; the resistance artificial intelligence model 124 is used to store the resistance value of each button 32 corresponding to various game types, and the resistance artificial intelligence model 124 is electrically connected to the resistance training unit 122 and the game type artificial intelligence model 123.

[0022] In the game type learning part, the artificial intelligence calculation module 120 of this embodiment takes a simple example to illustrate that the game type is determined as game 1, game 2 or game 3 by comparing the number of times the buttons [Q][W][E], [A][S][D] and [Z][X][C] are pressed. In the resistance learning part, if the total number of times the button [A][S][D][F] is triggered is 200 times, and the number of times the surrounding buttons [Q][W][E][R][Z][X][C][V][T][G][B] are 0, the prediction unit will adjust the weight of the button [A][S][D][F] to 1, and the weight of the buttons [Q][W][E][R][Z][X][C ][V][T][G][B] weight is adjusted to 0, and the result is transmitted to the second microcontroller unit 2 through the transmitter 102. The second microcontroller 2 then changes the excitation angle unit 22 and / or the current and voltage control unit 23 through the electromagnetic control unit 21, so that the resistance output value of the key [A][S][D][F] is the smallest, and the resistance output value of the key [Q][W][E][R][Z][X][C][V][T][G][B] is the largest. At this time, if the game user accidentally touches the key [G], it will be difficult to trigger it because the resistance output value is very large, and it will take a greater force than usual to trigger it, which greatly reduces the possibility of false touches.

[0023] The game type prediction unit 125 calculates the game type and the resistance value of the key 32 required for each game type in cooperation with the game type artificial intelligence model 123 according to the time control of the real-time timer 101 (for example, the preferred time is 30 seconds); the game type prediction unit 125 is electrically connected to the game type artificial intelligence model 123; the resistance training prediction unit 126 calculates the resistance value of the key 32 required for each game type in cooperation with the game type prediction unit 125 and the resistance artificial intelligence model 124 according to the time control of the real-time timer 101, and is electrically connected to the game type prediction unit 125 and the resistance artificial intelligence model 124. The above calculation results will be stored back in the database 111 in the memory module 110, and transmitted to the second microcontroller 2 by the transmitter 102 to adjust the resistance of the key 32.

[0024] like Figure 1A , Figure 1B and Figure 1CThe reason why two microcontrollers, namely the first microcontroller 1 and the second microcontroller 2, are used is that when performing data collection and training, a larger amount of central processing unit (CPU) resources are required, so a core with better computing power and a larger memory (i.e., the first microcontroller 1) is used, while when controlling the electromagnetic circuit, too powerful computing resources (i.e., the second microcontroller 2) are not required. However, a dual-core dual-core system microcontroller (MCU) or central processing unit 12 can also be used, refer to Figure 2 , the first microcontroller 1 and the second microcontroller 2 are combined into one, that is, there is no need to use two microcontrollers.

[0025] like Figure 3 As shown, the gaming keyboard 3 of the present disclosure is provided with a game mode switch 30 for starting the gaming mode. The gaming mode can also be started by using the interface setting system (GUI) of the gaming keyboard 3 to replace the gaming mode switch 30. If the gaming mode is not triggered, the initial setting value of the resistance of the gaming keyboard 3 in the resistance value initial setting unit 112 in the memory module 110 is loaded, and the resistance of the gaming keyboard 3 is controlled by the microcontroller 2; if the gaming mode is triggered, the first microcontroller 1 starts to collect data using the real-time timer 101. The preferred data collection time in this embodiment is at least ten minutes. The collected data includes the total number of times each key 32 is triggered, the number of times the key 32 is triggered per unit time, and the triggering rule of the key 32 per unit time.

[0026] Figure 1AThe gaming keyboard 3 shown in the figure, which is controlled by the first microcontroller 1 and the second microcontroller 2 (including the electromagnetic control unit 21 and the excitation angle unit 22 controlled by it), is a first embodiment. The electromagnetic control unit 21 in the second microcontroller 2 is used to control the excitation angle unit 22 to change the induced magnetic flux Φ in the magnetic induction intensity and the angle θ between the current direction and the magnetic field direction, wherein the angle θ between the current direction and the magnetic field direction first changes the voltage at the four corners of the key through the electromagnetic control unit 21 to convert the electric energy into displacement deformation, thereby changing the distance and angle between the electromagnet and the permanent magnet. In the embodiment, 3 bytes 00 00 00 will be issued to the electromagnetic control unit 21, Byte 0 is used to control the voltage boost circuit to open the corresponding circuit path, and the boost selection range is from 5V to 60V; Byte 1 is used to control the voltage divider current circuit to open the corresponding circuit path, and the current selection range is from 200mA to 500mA; Byte 2 is used to control the angle and height of the electromagnet of the base, and the angle selection range is from 0 to 90 degrees, and the height distance is from 0mm to 3mm. The electromagnetic inclination angle and the amount of magnetic flux passing through are adjusted and changed by the electromagnetic control unit 21. The adjustment of the inclination angle will change the magnetic lines of force surrounding the coil. The coil is surrounded by the electromagnet, and the magnetic lines of force are in the permanent magnet, so as to change the resistance value of the button 32. When the coil is parallel to the magnetic lines of force, no induced electromotive force will be generated, and the resistance value is minimum; on the contrary, if the coil is perpendicular to the magnetic lines of force, the induced electromotive force is maximum, and the maximum resistance value is generated. In addition to changing the number of magnetic lines of force surrounded by the coil at the inclination angle, the control link designed in this embodiment can also change the distance between the two magnetic poles. When the distance between the two magnetic poles is smaller, the resistance value generated is also larger; when the distance between the two magnetic poles is larger, the resistance value generated is smaller.

[0027] Figure 1B The gaming keyboard 3 shown in the figure, which is controlled by the first microcontroller 1 and the second microcontroller 2 (including the electromagnetic control unit 21 and the current and voltage control unit 23 controlled by it), is a second embodiment. In this embodiment, the current and voltage control unit 23 controlled by the electromagnetic control unit 21 adjusts and changes the current or voltage to change the resistance value of the key 32, wherein the voltage control part is composed of an array of voltage bootstrap circuits (a boost integrated IC can also be used); the current control part is composed of an array of voltage divider current circuits (a power regulation integrated IC can also be used), and the electromagnetic control unit 21 is electrically connected to the current and voltage control unit 23. When the voltage and current are larger, the electromagnet generates a larger force and the resistance value of the key 32 is larger. However, when the current continues to increase, the electromagnet will reach magnetic saturation and no longer increase the resistance value. According to this embodiment, when the current value of the key 32 reaches about 500 mA, the electromagnet is close to saturation and the resistance value is maximum.

[0028] Figure 1CThe gaming keyboard 3 shown in the figure, which is controlled by the first microcontroller 1 and the second microcontroller 2 (including the electromagnetic control unit 21 and the excitation angle unit 22 and the current-voltage control unit 23 controlled by it), is a third embodiment. The excitation angle unit 22 is electrically connected to the electromagnetic control unit 21 and the current-voltage control unit 23. Because the electromagnet is close to magnetic saturation, the resistance value is the limit of this embodiment. At this time, if it is necessary to increase the resistance, the excitation angle control unit 22 must be used in conjunction with the aforementioned second embodiment to increase the resistance value.

[0029] like Figure 4 As shown, it is a flow chart of a control method of a gaming keyboard capable of changing key resistance disclosed in the present invention. First, in step S1, the second microcontroller 2 transmits a signal of the gaming keyboard 3 to the first microcontroller 1.

[0030] Then in step S2 , the first microcontroller 1 determines whether the game mode switch 31 of the gaming keyboard 3 is turned on.

[0031] If it is turned on, the process goes to step Y to step S3, and the real-time timer 101 in the processing module 100 starts timing and collects data.

[0032] In step S4 , the collected data is stored in the database 111 in the memory module 110 .

[0033] In step S5 , the game type training unit 121 and the resistance training unit 122 perform training based on the data collected by the database 111 .

[0034] Step S6, generating the game type artificial intelligence model 123 and the resistance artificial intelligence model 124 through training.

[0035] In step S7, the game type prediction unit 125 and the resistance training prediction unit 126 calculate the game type and the key resistance value according to the real-time timer 101 in conjunction with the artificial intelligence model. In this embodiment, the preferred real-time timer 101 time is at least thirty seconds.

[0036] In step S8 , the calculation result is stored back in the database 111 , and the transmitter 102 in the processing module 100 transmits the calculation result to the second microcontroller 2 .

[0037] In step S9, the second microcontroller 2 controls the specific key resistance.

[0038] Finally, step S13 is performed to update the resistance value output by the button 32 .

[0039] If the game mode switch 31 is turned off, the process continues from step S2 to step S10 , and the button 32 is set to an initial resistance value through the resistance value initialization unit 112 in the first microcontroller 1 .

[0040] In step S11 , the initial resistance value is stored back in the database 111 and transmitted to the second microcontroller 2 via the transmitter 102 .

[0041] In step S12, the second microcontroller 2 adjusts the resistance according to the initial setting value.

[0042] The last step is step S13, which updates the key resistance output value.

[0043] like Figure 4 As shown, there are three embodiments of the method for the second microcontroller in the above step S9 to adjust the resistance of a specific key, as mentioned above.

Claims

1. An e-sports keyboard capable of changing key resistance, characterized in that: include: A first microcontroller is responsible for the management and control of each module, network connection, wireless transmission and determining whether the game mode is triggered, including: a processing module, used for collecting and transmitting data; A memory module, used to store and access various data and initial settings of the gaming keyboard, and electrically connected to the processing module; and an artificial intelligence calculation module, used for analyzing different types of data and generating models, and electrically connected to the memory module and the processing module; a second microcontroller, used for issuing commands to control the key resistance and electrically connected to the first microcontroller; at least one button; and A game mode switch is used to electrically connect the second microcontroller and the button to turn on or off the game mode.

2. The gaming keyboard with variable key resistance according to claim 1, characterized in that: The processing module comprises: A real-time timer for data collection and time control; and A transmitter is a universal asynchronous receiver-transmitter, which transmits to the second microcontroller via serial communication and is electrically connected to the second microcontroller.

3. The gaming keyboard with variable key resistance according to claim 2, characterized in that: The data collected by the real-time timer are: the total number of times each button is triggered, the number of button triggering times per unit time, and the button triggering rules per unit time in various games.

4. The gaming keyboard with variable key resistance according to claim 1, characterized in that: The memory module comprises: a database for storing data collected by the real-time timer, the initially set resistance value, and data calculated by the artificial intelligence calculation module, and electrically connected to the real-time timer and the transmitter; and A resistance initial setting unit is used to set the initial resistance value of the gaming keyboard keys and is electrically connected to the database.

5. The gaming keyboard with variable key resistance according to claim 1, characterized in that: The artificial intelligence calculation module includes: a game type training unit, used for training various game information collected by the real-time timer; a resistance training unit, used for training according to the information of various games collected by the real-time timer, and electrically connected to the game type training unit; A game type artificial intelligence model, used to store various game types and key resistance values ​​required for the game types, and electrically connected to the game type training unit; A resistance artificial intelligence model, used to store the resistance values ​​of each button corresponding to each game type, and electrically connected to the resistance training unit and the game type artificial intelligence model; a game type prediction unit, used to calculate the game types and the keys required for each game type, and electrically connected to the game type artificial intelligence model; and A resistance training prediction unit is used to calculate the resistance values ​​of the required keys and commonly used keys of each game type, and is electrically connected to the game type prediction unit and the resistance artificial intelligence model.

6. The gaming keyboard with variable key resistance according to claim 5, characterized in that: The game types stored in the game type artificial intelligence model include at least one game.

7. The gaming keyboard with variable key resistance according to claim 5, characterized in that: The game type prediction unit and the resistance training prediction unit are used to perform calculations in cooperation with the game type artificial intelligence model and the resistance artificial intelligence model according to the time control of the real-time timer.

8. The gaming keyboard with variable key resistance according to claim 1, characterized in that: The second microcontroller comprises: an electromagnetic control unit; and An excitation angle unit is electrically connected to the electromagnetic control unit and is used to change the angle between the induced magnetic flux in the magnetic induction intensity and the current direction and the magnetic field direction. The electromagnetic inclination angle and the amount of magnetic flux passing through are adjusted and changed by the electromagnetic control unit. The adjustment of the inclination angle will change the magnetic lines of force surrounding the coil to change the key resistance value.

9. The gaming keyboard with variable key resistance according to claim 1, characterized in that: The second microcontroller comprises: an electromagnetic control unit; and A current and voltage control unit is electrically connected to the electromagnetic control unit, and the electromagnetic control unit is used to adjust and change the current or voltage to change the key resistance value.

10. The gaming keyboard with variable key resistance according to claim 1, characterized in that: The second microcontroller comprises: an electromagnetic control unit; An excitation angle unit is used to change the angle between the induced magnetic flux in the magnetic induction intensity and the current direction and the magnetic field direction. The electromagnetic inclination angle and the flux passing amount are adjusted and changed by the electromagnetic control unit. The adjustment of the inclination angle will change the magnetic lines of force surrounding the coil to change the key resistance value; and A current and voltage control unit is used to adjust and change the current or voltage through the electromagnetic control unit to change the key resistance value. The excitation angle unit is electrically connected to the electromagnetic control unit and the current and voltage control unit.

11. The gaming keyboard with variable key resistance according to claim 1, characterized in that: The first microcontroller and the second microcontroller are central processing units or microcontrollers of a dual-core system.

12. A control method for an e-sports keyboard capable of changing key resistance, for execution in a first microcontroller and a second microcontroller, characterized in that: include: The second microcontroller transmits the signal of the gaming keyboard to the first microcontroller; The first microcontroller determines whether a game mode switch in the gaming keyboard is turned on; If the game mode switch is turned on, a real-time timer in a processing module starts timing and collects data; a game type training unit and a resistance training unit, which perform training based on data collected from a database; generating a game type artificial intelligence model and a resistance artificial intelligence model; A game type prediction unit and a resistance training prediction unit calculate according to the real-time timer in conjunction with an artificial intelligence model to obtain game types and key resistance values; A transmitter transmits the calculation result to the second microcontroller; and The second microcontroller controls the resistance of a specific key and updates the key output resistance value.

13. The control method of the gaming keyboard capable of changing key resistance according to claim 12, characterized in that: If the game mode switch is not turned on, the resistance value initialization unit in the first microcontroller sets the resistance initial value, the transmitter transmits the resistance initial value to the second microcontroller, the second microcontroller controls the key resistance, and updates the key output resistance value.