A calibration test method and system for a game joystick

By establishing a plane rectangular coordinate system and deep learning optical flow method, combining theoretical and practical speed comparison, adjusting the rules of the game console analytical electrical signal, achieving all-round calibration of the game joystick, solving the problem of insufficient calibration of dead zones and non-circumferential trajectory points in the existing technology, and improving the response consistency of game equipment.

CN119733229BActive Publication Date: 2025-08-08HUIZHOU VKB TECH CO LTD
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Patent Information

Application Number
CN202411811186.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-12-10
Publication Date
2025-08-08
Estimated Expiration
2044-12-10

AI Technical Summary

Technical Problem

In the prior art, the game rocker calibration method only corrects the voltage of the maximum radius circumferential trajectory, and fails to fully calibrate the track points outside the dead zone and the maximum radius circumferential trajectory, resulting in a degradation of the rocker performance.

Method used

By establishing a plane rectangular coordinate system, recording the movement trajectory of the rocker and converting it into electrical signals, combining the optical flow method of deep learning to obtain the actual speed, using formulas to compare the theoretical speed with the actual speed, calibrating the dead and live areas, and adjusting the game console's analysis electrical signal rules to achieve all-round calibration.

Benefits of technology

Accurate calibration of the entire motion trajectory of the game joystick is achieved, ensuring the consistency and sensitivity of the characters in the game screen, and improving the consistency of the response of the game equipment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a calibration and testing method and system for a game joystick, belonging to the field of game peripheral testing. The method controls the movement of a character on a game screen through the game joystick by designing a relationship between a movement trajectory of the game joystick and the movement speed of the character on a game screen. The method provides a formula for converting coordinates corresponding to the movement trajectory of the game joystick into a theoretical movement speed of the character on the game screen, and simultaneously provides a calibration method for a dead zone and an active zone when calibration is required, and provides a conversion of a calculation formula corresponding to the theoretical speed when calibrating the active zone. The calculation formula for the theoretical speed of the active zone provided by the method enables the character on the game screen to move within the entire movement trajectory of the active zone. Simultaneously, during calibration, the movement trajectory of the entire active zone and the movement of the character on the game screen can be calibrated using the calculation formula for the converted theoretical speed.
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Description

Technical Field

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

[0002] Game joystick calibration technology is primarily used to ensure consistency between joystick input and game or device responses, avoiding deviation and insensitivity. Joysticks are a very common input method in modern gaming devices, especially in game controllers and portable devices. However, since joysticks are physical components, long-term use can lead to performance degradation, such as drift, failure, or slow response, necessitating calibration.

[0003] When calibrating a game joystick, many factors often need to be considered, including the decline in joystick performance, errors in collecting the joystick's motion trajectory, and the need to update the game console's electrical signal parsing rules; 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 joystick moves to the circular trajectory with the maximum radius and the voltage is maximized. During the calibration process, only the voltage reaches the maximum when the joystick moves to the circular trajectory with the maximum radius is corrected; there is no calibration of the trajectory points outside the dead zone and the circular trajectory with the maximum radius. Therefore, this patent has major defects and needs to be improved.

[0004] Therefore, a new game joystick calibration test method and system are needed to enable calibration of points on the entire motion trajectory of the joystick. Summary of the Invention

[0005] 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; 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 around the origin through the established plane rectangular coordinate system; that is, within a circle with a radius of the maximum distance the joystick is pushed in one direction, the joystick can move in any trajectory within the circle.

[0007] Push the joystick to move, record the joystick's motion trajectory, convert the motion 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 character's movement on the game screen using the motion trajectory corresponding to the electrical signal; further, the accelerometer and gyroscope of the game controller record the joystick's motion trajectory, convert the joystick's motion trajectory into an electrical signal, and transmit the electrical signal to the game console; the theoretical speed includes: an active zone theoretical speed and a dead zone theoretical speed; the active zone refers to the corresponding area within which the character on the game screen obtains a 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 for the active zone theoretical speed is:

[0008]

[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 based on the joystick sensitivity requirements, then γ ≥ γ0; 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 by 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's movement to the right along the horizontal direction of the screen as the positive half-axis of the X' axis, and the character's movement upward along the vertical direction of the screen as the positive half-axis of the Y' axis; therefore, the coordinate origin of the screen moves as the character moves; 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.

[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] Obtain video information of the character's motion on the game screen, and obtain the actual speed v1 corresponding to the character on the game screen in the video information through the deep learning-based optical flow method FlowNet; further, the steps of obtaining the actual speed v1 corresponding to the character on the game screen in the video information through the deep learning-based optical flow method FlowNet are as follows: a) extract a continuous sequence of video frames from the game's video information; b) estimate the optical flow between two frames through 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) extract the bounding box of the character's area in each frame through the target detection algorithm YOLO, thereby determining the character's position; d) after determining the optical flow field and the character area, extract the character's motion information by extracting the optical flow data of the character area and calculating the average optical flow of the character area, and calculate the character's speed v1.

[0013] 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; specifically, it includes comparing the speed of the character in the dead zone and comparing 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: comparing the speed size of the character 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 within the dead zone is not 0, the joystick itself, the sensors involved in recording the joystick motion trajectory, 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 and the actual speed of the character are different in the active zone, and the difference between them is greater than the set threshold range, the joystick itself, the sensors involved in recording the joystick movement trajectory, and the game controller are first verified. If the verification results are all accurate, the calculation formula of the theoretical speed of the active zone in the game console's electrical signal parsing 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 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 on the game screen after the transformation, v0 is the theoretical speed of the character's movement on the game screen before the transformation, v1 is the actual speed of the character's movement on 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 on 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, and λ is the ratio of the theoretical speed of the character on the game screen to the displacement of the corresponding point of the motion trajectory relative to the origin before transformation. The value of λ remains the same as 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 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 theoretical speed and the character's actual speed are the same.

[0019] The present invention also provides a calibration and testing system for a game joystick, which is used to implement the above-mentioned calibration and testing method for a game joystick. 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 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 a calculation formula for 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.

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

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

[0022] The present invention provides a calibration and testing 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. The method also provides a calibration method for a dead zone and an active zone when calibration is required, and provides a conversion of a calculation formula corresponding to the theoretical speed when calibrating the active zone. The calculation formula for the theoretical speed of the active zone provided by the method enables the 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 using the converted calculation formula for the 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 following is a detailed description of the specific embodiments of the present invention 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 figure shows a flow chart of a calibration test method for a game joystick according to the present invention; the flow chart includes: step S10, taking 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, to establish a plane rectangular coordinate system; wherein, the reset position is the position where the joystick automatically returns to a static state without being subjected to 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; 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 analyzing the electrical signal to determine the corresponding 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 deep learning-based optical flow method FlowNet; 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 recording, the game controller and the game console's electric signal parsing rules, and the calibration of the game console's electric signal parsing rules includes: checking whether the dead zone range set in the game console's electric signal parsing rules is γ<γ0, if not, replacing the original dead zone range with γ<γ0; by continuously calibrating the rules of the joystick, sensor, game controller and game console's electric signal parsing rules until γ<γ0, the actual speed of the character on the game screen is 0; Step S60, if in the active 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, the joystick itself, the sensors involved in the joystick motion trajectory record and the game controller are verified. If their verification results are all accurate, the calculation formula of the active zone theoretical speed in the game console's electrical signal parsing rules is transformed; step S70, after transforming the calculation formula of the active zone theoretical speed in the game console's electrical signal parsing rules, 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 can also 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 that the joystick can be pushed 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 character's movement 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's movement to the right along the horizontal direction of the screen as the positive half-axis of the X' axis, and the character's movement upward along the vertical direction of the screen as the positive half-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 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.

[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 joystick is 0≤β<0.06μ, where β is the distance between the joystick and the origin when moving in the dead zone.

[0031] In step S30, the actual speed v1 corresponding to the character on the game screen in the video information is obtained by the deep learning-based optical flow method FlowNet: a) extracting a continuous video frame sequence from the game video information; b) estimating the optical flow between two frames by 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 the target detection algorithm YOLO, thereby determining 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 of the theoretical speed of the character at the corresponding point of the motion trajectory with 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 in 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 the comparison of any factor between the theoretical speed of the character and the actual speed of the character is 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.

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

[0034] In step S60, the calculation formula of the active zone theoretical speed in the game console's electrical signal analysis rule 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 FIG: A schematic diagram of a calibration test for a game joystick according to the present invention is shown; 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 using a theoretical speed calculation formula; 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, including: joysticks, game controllers, memories, game consoles, game screens and various sensors; through the coordinated cooperation of various devices, the functions of the system are jointly realized.

Claims

1. A calibration test method for a game joystick, characterized in that: The method comprises: A rectangular coordinate system is established with the joystick reset position as the origin, the joystick's horizontal left and right movement as the X-axis, and the joystick's horizontal up and down movement as the Y-axis. The reset position is the position where the joystick automatically returns to a static state without being subjected to 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 joystick's motion trajectory, convert the motion 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 character's movement on the game screen using the motion 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 slight shaking of the joystick. The theoretical speed of the character in the corresponding area is 0. The calculation formula for the active zone theoretical speed is: 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 based on the joystick sensitivity requirements, then γ ≥ γ0; is the displacement of the corresponding point of the motion trajectory relative to the origin, and λ is the ratio of the theoretical speed of the character on the game screen to the displacement of the corresponding point of the motion trajectory relative to the origin; Obtain video information about the character's movement on the game screen, and use the deep learning-based optical flow method FlowNet to obtain the actual speed v1 of the character on the game screen in the video information; 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 within the dead zone, the joystick itself, the sensor involved in recording the joystick motion trajectory, 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; and continuously calibrating the rules for parsing electrical signals of the joystick, sensor, game controller, and game console until γ < γ0, and the actual speed of the character on the game screen is 0. If the theoretical speed of the character differs from the actual speed of the character within the active zone, and the difference is greater than the set threshold, the joystick itself, the sensors involved in recording the joystick's motion trajectory, and the game controller are first verified. If the verification results are all correct, the calculation formula for the theoretical speed of the active zone in the game console's electrical signal analysis rules is transformed to the following: Wherein, v0' is the theoretical speed of the character's movement on the game screen after the transformation, v0 is the theoretical speed of the character's movement on the game screen before the transformation, v1 is the actual speed of the character's movement on 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 on 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, and λ is the ratio of the theoretical speed of the character on the game screen to the displacement of the corresponding point of the motion trajectory relative to the origin before transformation. The value of λ remains the same as that 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 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 theoretical speed and the character's actual speed are the same.

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 the joystick is pushed in one direction as the radius, the joystick can move in any trajectory within the circle.

3. The calibration test method of 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 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's movement to the right along the horizontal direction of the screen as the positive half-axis of the X' axis, and the character's movement upward along the vertical direction of the screen as the positive half-axis of the Y' axis; therefore, the coordinate origin of the screen moves as the character moves; and calculating the speed value of the character at the corresponding moment on the game screen using the rules and formulas of the active zone theoretical speed and the dead zone theoretical speed from the corresponding point coordinates in the joystick motion trajectory.

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. The calibration test method of a game joystick according to claim 1, characterized in that: The method of obtaining the actual speed v1 corresponding to the character on 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 a convolutional neural network (CNN) to obtain an optical flow field, where 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, thereby determining the position of the character; d) after determining the optical flow field and the character area, extracting the character's motion information by extracting the optical flow data of the character area and calculating the average optical flow of the character area, and calculating the character's speed v1.

7. The calibration and testing method of a game joystick according to claim 1, wherein: 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: comparing the speed of the character in the dead zone and comparing 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: comparing the speed size and the speed direction of the character; if the comparison of any factor between the theoretical speed of the character and the actual speed of the character is 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 host's electrical signal analysis rule includes: making 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.

9. A calibration and testing 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. The calibration and testing system for a joystick according to claim 9, characterized in that: The functions of each unit of the system are implemented on corresponding devices, including: joystick, game controller, memory, game console, game screen and various sensors; through the coordinated cooperation of various devices, the functions of the system are jointly realized.

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