Calibration test method and system for game joystick

By establishing a plane rectangular coordinate system and a deep learning-based optical flow method, recording and analyzing the motion trajectory of the game joystick, the problem that the existing technology cannot effectively calibrate the entire motion trajectory, and the response sensitivity and consistency of the joystick are improved.

CN119733229AActive Publication Date: 2025-04-01HUIZHOU VKB TECH CO LTD
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Patent Information

Application Number
CN202411811186.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-10
Publication Date
2025-04-01
Estimated Expiration
2044-12-10

AI Technical Summary

Technical Problem

Existing game joystick calibration methods cannot effectively calibrate points on the entire motion trajectory, resulting in problems such as drift, failure or dull response after long-term use of the joystick.

Method used

By establishing a plane rectangular coordinate system, the movement trajectory of the rocker is recorded and converted into electrical signals to pass to the game console, and the electrical signals are analyzed to determine the theoretical speed corresponding to the movement trajectory. At the same time, the actual character velocity is obtained by using the deep learning-based optical flow method, and the theoretical velocity and actual velocity are compared to the actual velocity, and the dead zone and live zone are calibrated.

Benefits of technology

The calibration of points on the entire motion trajectory of the game joystick is achieved, which improves the response sensitivity and consistency of the joystick and extends the service life of the joystick.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a game rocker calibration test method and system, and belongs to the field of game peripheral test. According to the method, by designing the relation between the motion track of a game rocker and the motion speed of a role in a game screen, the motion of the role in the game screen is controlled through the game rocker; according to the method, a formula for converting coordinates corresponding to a motion track of a game rocker into a game screen role motion theoretical speed is provided, meanwhile, a dead zone and active zone calibration method is provided when calibration is needed, and conversion of a calculation formula corresponding to the theoretical speed is provided when the active zone is calibrated; through the calculation formula of the theoretical speed of the active area provided by the method, the role in the game screen can move in the motion trail of the whole active area, and meanwhile, during calibration, the motion trail of the whole active area and the motion of the role in the game screen can be calibrated through the converted calculation formula of the theoretical speed.
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Description

Technical Field

[0001] The present invention relates to the field of game peripheral testing, and in particular to a calibration test method and system for a game joystick. Background Art

[0002] Game joystick calibration technology is mainly used to ensure consistency between the joystick input and the response of the game or device, avoiding deviation and insensitivity. In modern gaming devices, joysticks are a very common input method, especially in game controllers and portable devices. However, since the joystick is a physical component, long-term use will lead to degradation of its performance, such as drift, failure or slow response, and calibration is required.

[0003] When calibrating a game joystick, many factors often need to be considered, including the decline in performance of the joystick, errors in the acquisition of the joystick's motion trajectory, and the need to update the rules for parsing electrical signals of the game console; at the same time, when calibrating the game joystick, attention should be paid to calibrating the entire motion trajectory of the game joystick, not just the maximum distance between the trajectory movement and the origin and the calibration of individual points; for example: a joystick calibration test method and system for a game controller with application number 2022114173072, in which the game controller is moved to the outermost sensing trajectory, that is, the circular trajectory of the maximum radius of the joystick is linked to the maximum voltage, and during the calibration process, only the voltage is corrected to the maximum when the joystick moves to the circular trajectory of the maximum radius; there is no calibration of trajectory points outside the dead zone and the circular trajectory of the maximum radius. Therefore, this patent has great defects and needs to be improved.

[0004] Therefore, it is necessary to provide a new game joystick calibration test method and system so that points on the entire motion trajectory of the joystick can be calibrated. Summary of the invention

[0005] In order to overcome the problems existing in the above technologies, the present invention provides a calibration test method for a game joystick, the method comprising:

[0006] A plane rectangular coordinate system is established with the reset position of the game joystick as the origin, the horizontal left and right movement of the joystick as the X-axis, and the horizontal up and down movement of the joystick as the Y-axis; wherein the reset position is the position when the joystick automatically returns to a static state without being subjected to any force in any direction and generating movement; the positive direction of the X-axis is from left to right, and the positive direction of the Y-axis is from bottom to top; further, the establishment of the plane rectangular coordinate system includes: the joystick can not only move along the X-axis and the Y-axis, but can also move in every direction of 360 degrees with the origin as the center through the established plane rectangular coordinate system; that is, within a circle with the maximum distance pushed by the joystick in one direction as the radius, the joystick can move in any trajectory within the circle.

[0007] Push the joystick to move, record the movement trajectory of the joystick, convert the movement trajectory into an electrical signal, and transmit the electrical signal to the game console, and the game console analyzes the electrical signal to determine the theoretical speed of the character's movement controlled on the game screen by the movement trajectory corresponding to the electrical signal; further, record the movement trajectory of the joystick through the accelerometer and gyroscope of the game controller, and convert the movement trajectory of the joystick into an electrical signal, and transmit the electrical signal to the game console; the theoretical speed includes: the active zone theoretical speed and the dead zone theoretical speed; the active zone refers to the corresponding area in which the character on the game screen obtains the corresponding speed as the player pushes the joystick; the dead zone refers to the area set to prevent the character from moving due to a slight shake of the joystick, and the theoretical speed of the character in the corresponding area is 0; the calculation formula of the active zone theoretical speed is:

[0008] v0=λγμe iθ

[0009] Where v0 is the theoretical speed of the character on the game screen, e is a natural constant, i is an imaginary unit, θ is the angle between the point corresponding to the motion trajectory and the positive half axis of the X-axis, μ is the distance from the origin when the joystick moves to the maximum offset position in each direction, and γ is the ratio of the distance from the corresponding point of the motion trajectory to the origin to μ. If the maximum radius of the dead zone from the origin is set to γ0 according to the requirements of the joystick sensitivity, then γ≥γ0; γμe iθ is the displacement of the corresponding point of the motion trajectory relative to the origin, and λ is the ratio of the theoretical speed corresponding to the character on the game screen to the displacement of the corresponding point of the motion trajectory relative to the origin.

[0010] Furthermore, the method of determining the theoretical speed of controlling the character's movement on the game screen using the motion trajectory corresponding to the electrical signal includes: establishing a plane rectangular coordinate system with the character on the game screen as the origin, the character moving to the right along the horizontal direction of the screen as the positive semi-axis of the X' axis, and the character moving upward along the vertical direction of the screen as the positive semi-axis of the Y' axis; therefore, the coordinate origin of the screen moves with the movement of the character; and calculating the speed value of the character at the corresponding moment on the game screen using the corresponding point coordinates in the joystick motion trajectory through the rules and formulas of the active zone theoretical speed and the dead zone theoretical speed.

[0011] Furthermore, the maximum radius of the dead zone of the game joystick is set to be between 0.05 and 0.1 of the maximum offset distance in each direction, that is, 0.05μ≤γ0≤0.1μ.

[0012] The video information of the character's motion in the game screen is obtained, and the actual speed v1 corresponding to the character in the game screen in the video information is obtained by using the optical flow method FlowNet based on deep learning; further, the steps of obtaining the actual speed v1 corresponding to the character in the game screen in the video information by using the optical flow method FlowNet based on deep learning are as follows: a) extracting a continuous sequence of video frames from the video information of the game; b) estimating the optical flow between two frames by using the convolutional neural network CNN to obtain the optical flow field, which essentially corresponds to the movement vector of each target pixel in space; c) extracting the bounding box of the area where the character is located in each frame by using the target detection algorithm YOLO, so as to determine the position of the character; d) after determining the optical flow field and the character area, extracting the motion information of the character by extracting the optical flow data of the character area and calculating the average optical flow of the character area, and calculating the speed v1 of the character.

[0013] The theoretical speed of the character at the corresponding point of the motion trajectory is compared with the actual speed of the character to determine whether the theoretical speed of the character is the same as the actual speed of the character; specifically, it includes the comparison of the speed of the character in the dead zone and the comparison of the speed of the character in the active zone; wherein, the comparison of the speed of the character in the dead zone is: if the motion trajectory of the game joystick is within the dead zone, the actual speed of the character must be 0, and when the actual speed of the character is not 0, it is necessary to continuously calibrate the rules for parsing electrical signals including the joystick, sensor, game controller and game console until the actual speed of the character on the game screen is 0 when γ<γ0; the comparison of the speed of the character in the active zone includes: the comparison of the speed size and the speed direction of the character; if any factor of the theoretical speed of the character is different from the actual speed of the character, and the difference is greater than the set corresponding threshold range, calibration is required; the threshold range is set to 5% of each factor of the theoretical speed.

[0014] If the actual speed in the dead zone is not 0, the joystick itself, the sensors involved in the joystick motion trajectory recording, the game controller and the game console's rules for parsing electrical signals are calibrated. The calibration of the game console's rules for parsing electrical signals includes: checking whether the dead zone range set in the game console's rules for parsing electrical signals is γ<γ0, if not, replacing the original dead zone range with γ<γ0; by continuously calibrating the rules for parsing electrical signals of the joystick, sensor, game controller and game console until γ<γ0, the actual speed of the character on the game screen is 0.

[0015] If the theoretical speed of the character is different from the actual speed of the character in the active zone, and the difference between them is greater than the set threshold range, the joystick itself, the sensors involved in the joystick motion trajectory record, and the game controller are first verified. If their verification results are all accurate, the calculation formula of the theoretical speed of the active zone in the game console's electrical signal analysis rules is transformed. The transformation rule is to make the actual movement speed of the character on the game screen after the transformation the same as the theoretical movement speed of the character on the game screen before the transformation; the calculation formula of the theoretical speed is changed to:

[0016]

[0017] Wherein, v0' is the theoretical speed of the character's movement in the game screen after the transformation, v0 is the theoretical speed of the character's movement in the game screen before the transformation, v1 is the actual speed of the character's movement in the game screen before the transformation, e is a natural constant, i is an imaginary unit, θ is the angle between the point corresponding to the motion trajectory and the positive half axis of the X-axis, α is the angle between the direction of the character's speed in the game screen before the transformation and the horizontal direction, μ is the distance from the origin when the joystick moves to the maximum position in each direction, and γ is the ratio of the distance from the corresponding point of the motion trajectory to the origin to μ; is the relative displacement of the corresponding point of the motion trajectory relative to the origin after transformation, λ is the ratio of the theoretical speed of the character on the game screen before transformation to the displacement of the corresponding point of the motion trajectory relative to the origin, and the λ value remains consistent with the value before transformation.

[0018] After transforming the calculation formula of the active zone theoretical speed in the game console's electrical signal analysis rules, test whether the transformed character theoretical speed is the same as the character's actual speed. If they are the same, stop calibration; if they are not the same, continue calibration until the transformed character theoretical speed is the same as the character's actual speed.

[0019] The present invention also provides a calibration and testing system for a game joystick, which is used to implement the calibration and testing method for the game joystick mentioned above, and comprises: a joystick motion trajectory acquisition unit, a trajectory information conversion unit, a trajectory information transmission unit, a trajectory information analysis unit and a character speed calibration unit; the joystick motion trajectory acquisition unit is used to acquire the motion trajectory of the joystick through the accelerometer and the gyroscope of the game controller; the trajectory information conversion unit is used for the game controller to convert the acquired motion trajectory of the game joystick into an electrical signal; the trajectory information transmission unit is used to transmit the electrical signal converted from the joystick trajectory information to the trajectory information analysis unit; the trajectory information analysis unit is used to analyze the received electrical signal, and convert the corresponding point of the trajectory information into the theoretical speed of the character on the game screen at the corresponding moment through the calculation formula of the theoretical speed; the character speed calibration unit is used to determine whether the theoretical speed of the character is consistent with the actual speed of the character on the game screen, and if not, calibrate and verify the dead zone character speed and the active zone character speed respectively through corresponding methods.

[0020] Furthermore, the functions of each unit of the system are implemented on corresponding devices, which include: joysticks, game controllers, memories, game consoles, game screens and various sensors; the functions of the system are jointly realized through the coordinated cooperation of various devices.

[0021] The beneficial effects of the present invention are:

[0022] The present invention provides a calibration test method and system for a game joystick. The method provides a formula for converting coordinates corresponding to a motion trajectory of the game joystick into a theoretical motion speed of a character on a game screen. When calibration is required, a calibration method for a dead zone and an active zone is provided, and a conversion of a calculation formula corresponding to the theoretical speed when calibrating the active zone is provided. The calculation formula for the theoretical speed of the active zone provided by the method enables a character on the game screen to move within the entire motion trajectory of the active zone. At the same time, during calibration, the motion trajectory of the entire active zone and the motion of the character on the game screen can be calibrated through the calculation formula for the transformed theoretical speed. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] Figure 1 The present invention is a flow chart of a calibration test method for a game joystick.

[0024] Figure 2 A schematic diagram of a calibration test of a game joystick according to the present invention. DETAILED DESCRIPTION

[0025] The specific embodiments of the present invention are described in detail below in conjunction with the accompanying drawings. It should be understood that the specific embodiments given here are only used to illustrate and explain the present invention, and cannot be used to limit the present invention.

[0026] like Figure 1 The flowchart of the calibration test method of a game joystick of the present invention is shown in the figure; the flowchart includes: step S10, taking the reset position of the game joystick as the origin, the horizontal movement of the joystick to the left and right as the X-axis, and the horizontal movement of the joystick to the up and down as the Y-axis, to establish a plane rectangular coordinate system; wherein, the reset position is the position when the joystick is not subjected to any force in any direction and automatically returns to a static state; the positive direction of the X-axis is from left to right, and the positive direction of the Y-axis is from bottom to top; step S20, pushing the joystick to move, recording the movement trajectory of the joystick, converting the movement trajectory into an electrical signal, and transmitting the electrical signal to the game console, and the game console analyzes the electrical signal to determine the electrical signal corresponding to the electrical signal The motion trajectory controls the theoretical speed of the character's movement on the game screen; the theoretical speed includes: the active zone theoretical speed and the dead zone theoretical speed; the active zone refers to the corresponding area in which the character on the game screen obtains the corresponding speed as the player pushes the joystick; the dead zone refers to the area set to prevent the character from moving due to a slight shake of the joystick, and the theoretical speed of the character in the corresponding area is 0; step S30, obtain the video information of the character's movement on the game screen, and obtain the actual speed v1 corresponding to the character on the game screen in the video information through the optical flow method FlowNet based on deep learning; step S40, compare the theoretical speed of the character at the corresponding point of the motion trajectory with the actual speed of the character Compare and judge whether the theoretical speed of the character is the same as the actual speed of the character; step S50, if the actual speed is not 0 in the dead zone, calibrate the joystick itself, the sensor involved in the joystick motion trajectory record, the game controller and the game console's rules for parsing electrical signals, and the calibration of the game console's rules for parsing electrical signals includes: checking whether the dead zone range set in the game console's rules for parsing electrical signals is γ<γ0, if not, replacing the original dead zone range with γ<γ0; by continuously calibrating the rules for parsing electrical signals of the joystick, sensor, game controller and game console until γ<γ0, the actual speed of the character on the game screen is 0; step S60, if in the live zone , the character's theoretical speed and the character's actual speed are different, and the difference between them is greater than the set threshold range, then firstly verify the joystick itself, the sensors involved in the joystick motion trajectory record and the game controller, if their verification results are all accurate, then transform the calculation formula of the active zone theoretical speed in the game console's electrical signal parsing rule; step S70, after transforming the calculation formula of the active zone theoretical speed in the game console's electrical signal parsing rule, test whether the transformed character's theoretical speed and the character's actual speed are the same, if they are the same, stop calibration; if they are not the same, continue calibration until the transformed character's theoretical speed and the character's actual speed are the same.

[0027] Specifically, in step S10, the joystick can not only move along the X-axis and the Y-axis, but also can move in every direction of 360 degrees with the origin as the center through the established plane rectangular coordinate system; that is, within a circle with the maximum distance pushed by the joystick in one direction as the radius, the joystick can move in any trajectory within the circle.

[0028] In step S20, the movement trajectory of the joystick can be recorded by the accelerometer and gyroscope of the game controller, or other sensors for collecting the movement trajectory of the joystick can be selected, and the movement trajectory of the joystick can be converted into an electrical signal, which is then transmitted to the game console.

[0029] Among them, the method for determining the theoretical speed of controlling the movement of the character on the game screen using the motion trajectory corresponding to the electrical signal is as follows: a plane rectangular coordinate system is established with the character on the game screen as the origin, the character moving to the right along the horizontal direction of the screen as the positive semi-axis of the X' axis, and the character moving upward along the vertical direction of the screen as the positive semi-axis of the Y' axis; therefore, the coordinate origin of the screen moves with the movement of the character; the speed value of the character at the corresponding moment on the game screen is calculated using the rules and formulas of the theoretical speed of the active zone and the theoretical speed of the dead zone from the coordinates of the corresponding points in the joystick motion trajectory.

[0030] Specifically, the maximum radius of the dead zone is set to between 0.05 and 0.1 of the maximum offset distance in each direction, that is, 0.05μ≤γ0≤0.1μ. That is, if the maximum radius of the dead zone is set to 0.06 of the maximum offset distance in each direction, the dead zone range of the game joystick is 0≤β<0.06μ, where β is the distance between the game joystick and the origin when it moves in the dead zone.

[0031] In step S30, the actual speed v1 corresponding to the character in the game screen in the video information is obtained by using the deep learning-based optical flow method FlowNet: a) extracting a continuous sequence of video frames from the video information of the game; b) estimating the optical flow between two frames by using a convolutional neural network CNN to obtain an optical flow field, which essentially corresponds to the movement vector of each target pixel in space; c) extracting the bounding box of the area where the character is located in each frame by using the target detection algorithm YOLO to determine the position of the character; d) after determining the optical flow field and the character area, extracting the motion information of the character by extracting the optical flow data of the character area and calculating the average optical flow of the character area, and calculating the speed v1 of the character.

[0032] In step S40, the comparison between the theoretical speed of the character at the corresponding point of the motion trajectory and the actual speed of the character includes: the comparison of the speed of the character in the dead zone and the comparison of the speed of the character in the active zone; wherein, the comparison of the speed of the character in the dead zone is: if the motion trajectory of the game joystick is within the dead zone, the actual speed of the character must be 0. When the actual speed of the character is not 0, it is necessary to continuously calibrate the rules for parsing electrical signals including the joystick, sensor, game controller and game console until the actual speed of the character on the game screen is 0 when γ<γ0; the comparison of the speed of the character in the active zone includes: the comparison of the speed size and the speed direction of the character; if any factor of the theoretical speed of the character is different from the actual speed of the character, and the difference is greater than the set corresponding threshold range, calibration is required; the threshold range is set to 5% of each factor of the theoretical speed.

[0033] In step S50, when calibrating the motion trajectory of the dead zone and the motion speed of the screen character, the principle is to make the actual motion speed of the screen character 0 in the dead zone, including the origin.

[0034] In step S60, the calculation formula of the active zone theoretical speed in the game console's analysis of electrical signal rules is transformed according to the principle that the actual movement speed of the character in the game screen after the transformation is the same as the theoretical movement speed of the character in the game screen before the transformation.

[0035] like Figure 2 As shown: is a schematic diagram of a calibration test of a game joystick of the present invention; the schematic diagram includes: a joystick motion trajectory acquisition unit S100, a trajectory information conversion unit S200, a trajectory information transmission unit S300, a trajectory information analysis unit S400 and a character speed calibration unit S500; the joystick motion trajectory acquisition unit S100 is used to acquire the motion trajectory of the joystick through the accelerometer and gyroscope of the game controller; the trajectory information conversion unit S200 is used for the game controller to convert the acquired motion trajectory of the game joystick into an electrical signal; the trajectory information transmission unit S300 is used to transmit the electrical signal converted from the joystick trajectory information to the trajectory information analysis unit S400; the trajectory information analysis unit S400 is used to analyze the received electrical signal, and convert the corresponding point of the trajectory information into the theoretical speed of the character on the game screen at the corresponding moment through the calculation formula of the theoretical speed; the character speed calibration unit S500 is used to determine whether the theoretical speed of the character is consistent with the actual speed of the character on the game screen, if not, the dead zone character speed and the active zone character speed are calibrated and verified respectively by corresponding methods.

[0036] Furthermore, the functions of each unit of the system are implemented on corresponding devices, which include: joysticks, game controllers, memories, game consoles, game screens and various sensors; the functions of the system are jointly realized through the coordinated cooperation of various devices.

Claims

1. A calibration test method for a game joystick, characterized in that: The method comprises: A plane rectangular coordinate system is established with the reset position of the game joystick as the origin, the horizontal left and right movement of the joystick as the X-axis, and the horizontal up and down movement of the joystick as the Y-axis; wherein the reset position is the position when the joystick automatically returns to a static state without being moved by any force in any direction; the positive direction of the X-axis is from left to right, and the positive direction of the Y-axis is from bottom to top; Push the joystick to move, record the movement trajectory of the joystick, convert the movement trajectory into an electrical signal, and transmit the electrical signal to the game console. The game console analyzes the electrical signal to determine the theoretical speed of the movement of the character on the game screen controlled by the movement trajectory corresponding to the electrical signal; the theoretical speed includes: the active zone theoretical speed and the dead zone theoretical speed; the active zone refers to the corresponding area in which the character on the game screen obtains the corresponding speed as the player pushes the joystick; the dead zone refers to the area set to prevent the character from moving due to a slight shake of the joystick, and the theoretical speed of the character in the corresponding area is 0; the calculation formula of the active zone theoretical speed is: v0=λγμe iθ Where v0 is the theoretical speed of the character on the game screen, e is a natural constant, i is an imaginary unit, θ is the angle between the point corresponding to the motion trajectory and the positive half axis of the X-axis, μ is the distance from the origin when the joystick moves to the maximum offset position in each direction, and γ is the ratio of the distance from the corresponding point of the motion trajectory to the origin to μ. If the maximum radius of the dead zone from the origin is set to γ0 according to the requirements of the joystick sensitivity, then γ≥γ0; γμe iθ is the displacement of the corresponding point of the motion trajectory relative to the origin, and λ is the ratio of the theoretical speed corresponding to the character on the game screen to the displacement of the corresponding point of the motion trajectory relative to the origin; Obtain video information of the character's movement on the game screen, and obtain the actual speed v1 of the character on the game screen in the video information through the deep learning-based optical flow method FlowNet; Compare the theoretical speed of the character at the corresponding point of the motion trajectory with the actual speed of the character to determine whether the theoretical speed of the character is the same as the actual speed of the character; If the actual speed is not 0 in the dead zone, the joystick itself, the sensor involved in the joystick motion trajectory record, the game controller and the game console's rules for parsing electrical signals are calibrated, and the game console's rules for parsing electrical signals are calibrated, and the game console's rules for parsing electrical signals are calibrated, including: checking whether the dead zone range set in the game console's rules for parsing electrical signals is γ<γ0, and if not, replacing the original dead zone range with γ<γ0; by continuously calibrating the rules for parsing electrical signals of the joystick, the sensor, the game controller and the game console until γ<γ0, the actual speed of the character on the game screen is 0; If the theoretical speed of the character is different from the actual speed of the character in the active zone, and the difference between them is greater than the set threshold range, the joystick itself, the sensors involved in the joystick motion trajectory recording, and the game controller are first verified. If their verification results are all accurate, the calculation formula of the theoretical speed of the active zone in the game console's electrical signal analysis rules is transformed to become: Wherein, v0' is the theoretical speed of the character's movement in the game screen after the transformation, v0 is the theoretical speed of the character's movement in the game screen before the transformation, v1 is the actual speed of the character's movement in the game screen before the transformation, e is a natural constant, i is an imaginary unit, θ is the angle between the point corresponding to the motion trajectory and the positive half axis of the X-axis, α is the angle between the direction of the character's speed in the game screen before the transformation and the horizontal direction, μ is the distance from the origin when the joystick moves to the maximum position in each direction, and γ is the ratio of the distance from the corresponding point of the motion trajectory to the origin to μ; is the relative displacement of the corresponding point of the motion trajectory relative to the origin after transformation, λ is the ratio of the theoretical speed of the character on the game screen before transformation to the displacement of the corresponding point of the motion trajectory relative to the origin, and the λ value is consistent with the value before transformation; After transforming the calculation formula of the active zone theoretical speed in the game console's electrical signal analysis rules, test whether the transformed character theoretical speed is the same as the character's actual speed. If they are the same, stop calibration; if they are not the same, continue calibration until the transformed character theoretical speed is the same as the character's actual speed.

2. A calibration test method for a game joystick according to claim 1, characterized in that: The establishment of the plane rectangular coordinate system includes: the joystick can not only move along the X-axis and the Y-axis, but also can move in every direction of 360 degrees centered at the origin through the established plane rectangular coordinate system; that is, within a circle with the maximum distance pushed by the joystick in one direction as the radius, the joystick can move in any trajectory within the circle.

3. A calibration test method for a game joystick according to claim 1, characterized in that: The recording of the movement trajectory of the joystick and converting the movement trajectory into an electrical signal includes: recording the movement trajectory of the joystick through an accelerometer and a gyroscope of the game controller, converting the movement trajectory of the joystick into an electrical signal, and transmitting the electrical signal to the game console.

4. The calibration test method of a game joystick according to claim 1, characterized in that: The method of determining the theoretical speed of controlling the character's movement on the game screen by the motion trajectory corresponding to the electrical signal includes: establishing a plane rectangular coordinate system with the character on the game screen as the origin, the character moving to the right along the horizontal direction of the screen as the positive semi-axis of the X' axis, and the character moving upward along the vertical direction of the screen as the positive semi-axis of the Y' axis; therefore, the coordinate origin of the screen moves with the movement of the character; and calculating the speed value of the character at the corresponding moment on the game screen from the corresponding point coordinates in the joystick motion trajectory through the rules and formulas of the active zone theoretical speed and the dead zone theoretical speed.

5. The calibration test method of a game joystick according to claim 1, characterized in that: The dead zone also includes: the maximum radius of the dead zone of the game joystick is set to be between 0.05 and 0.1 of the maximum offset distance in each direction, that is, 0.05μ≤γ0≤0.1μ.

6. A calibration test method for a game joystick according to claim 1, characterized in that: The method of obtaining the actual speed v1 corresponding to the character in the game screen in the video information through the deep learning-based optical flow method FlowNet includes: a) extracting a continuous video frame sequence from the game video information; b) estimating the optical flow between two frames through the convolutional neural network CNN to obtain the optical flow field, and the optical flow essentially corresponds to the movement vector of each target pixel in space; c) extracting the bounding box of the area where the character is located in each frame through the target detection algorithm YOLO, so as to determine the position of the character; d) after determining the optical flow field and the character area, extracting the motion information of the character by extracting the optical flow data of the character area and calculating the average optical flow of the character area, and calculating the speed v1 of the character.

7. A calibration test method for a game joystick according to claim 1, characterized in that: The comparison of the theoretical speed of the character at the corresponding point of the motion trajectory with the actual speed of the character includes: comparison of the speed of the character in the dead zone and comparison of the speed of the character in the active zone; wherein, the comparison of the speed of the character in the dead zone is: if the motion trajectory of the game joystick is within the dead zone, the actual speed of the character must be 0. When the actual speed of the character is not 0, it is necessary to continuously calibrate the rules for parsing electrical signals including the joystick, sensor, game controller and game console until the actual speed of the character on the game screen is 0 when γ<γ0; the comparison of the speed of the character in the active zone includes: comparison of two factors: the size of the character's speed and the direction of the character's speed; if any factor of the theoretical speed of the character and the actual speed of the character are different, and the difference is greater than the set corresponding threshold range, calibration is required; the threshold range is set to 5% of each factor of the theoretical speed.

8. The calibration test method of a game joystick according to claim 1, characterized in that: The transformation of the calculation formula of the active zone theoretical speed in the game console's analysis of the electrical signal rule includes: making the actual movement speed of the character in the game screen after the transformation the same as the theoretical movement speed of the character in the game screen before the transformation.

9. A calibration test system for a game joystick, characterized in that: The system is used to implement a calibration and testing method for a game joystick as described in claim 1, and the system includes: a joystick motion trajectory acquisition unit, a trajectory information conversion unit, a trajectory information transmission unit, a trajectory information analysis unit and a character speed calibration unit; the joystick motion trajectory acquisition unit is used to acquire the motion trajectory of the joystick through the accelerometer and gyroscope of the game controller; the trajectory information conversion unit is used for the game controller to convert the acquired motion trajectory of the game joystick into an electrical signal; the trajectory information transmission unit is used to transmit the electrical signal converted from the joystick trajectory information to the trajectory information analysis unit; the trajectory information analysis unit is used to parse the received electrical signal, and convert the corresponding point of the trajectory information into the theoretical speed of the character on the game screen at the corresponding moment through the calculation formula of the theoretical speed; the character speed calibration unit is used to determine whether the theoretical speed of the character is consistent with the actual speed of the character on the game screen. If not, the dead zone character speed and the active zone character speed are calibrated and verified respectively by corresponding methods.

10. A calibration and testing system for a game joystick according to claim 9, characterized in that: The functions of each unit of the system are implemented on corresponding devices, which include: joysticks, game controllers, memories, game consoles, game screens and various sensors; the functions of the system are jointly realized through the coordinated cooperation of various devices.

Citation Information

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