Wired gamepad human-computer interaction system based on multi-modal feedback

By collecting and analyzing user button response data through a multimodal feedback system, the button positions and functions of the game controller can be adjusted, solving the problem of fixed button positions and improving the applicability and operating experience of the game controller.

CN120305665BActive Publication Date: 2026-02-24KAIZHILONGYU TECH (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510801503.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-06-16
Publication Date
2026-02-24
Estimated Expiration
2045-06-16

AI Technical Summary

Technical Problem

The fixed button layout of existing game controllers cannot adapt to the different operating habits and gaming needs of different users, resulting in a reduced gaming experience.

Method used

By using a multimodal feedback system, the system collects user button response time and click data, adjusts button functions and positions, and combines vibration feedback and game running data to predict and adjust the best response, thus matching the buttons with the user's habits.

Benefits of technology

It improves the compatibility between the game controller and the user, enhancing the convenience and experience of game operation.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to gamepad human-computer interaction technical field, specifically, it relates to wired gamepad human-computer interaction system based on multi-modal feedback, it includes reaction arrangement unit, deployment unit and feedback record unit, before the game, user is through to the key position and function grading, then through reaction acquisition module to the reaction time of clicking each key is collected, then through deployment unit to the reaction time sorting, to obtain the reaction time sequence of each key, then key adjustment module is according to reaction time sorting and the grading data of key position and function to each key function adjustment, make the key on gamepad meet the use of user, to avoid the contradiction between the fixed key position on gamepad and the operation of user, improve the adaptation degree between gamepad and user, facilitate the game of user.
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Description

Technical Field

[0001] This invention relates to the field of human-computer interaction technology for game controllers, and more specifically, to a wired game controller human-computer interaction system based on multimodal feedback. Background Technology

[0002] To ensure compatibility with a wide range of 3D and other games, game controllers have been updated with numerous new buttons. These include directional control buttons, a left directional stick, basic action buttons (A, B, X, Y), and a right action stick on the front. Some controllers also feature special game buttons on the front, such as a camera movement stick or button. Additionally, there are LB and RB buttons on the sides of the sticks, and multiple buttons on the bottom, including LT, RT, M1, and M2. These various button configurations allow the controller to be compatible with most current games. After purchasing the controller, users will follow the instruction manual to operate it and enable its use in games.

[0003] However, during the manufacturing process, game controllers fix the commands corresponding to the game buttons. That is, the directional keys, jump, crouch, attack, and other buttons are fixed at the factory. However, everyone's reaction time to different button positions is different. In particular, users will develop their own control methods after using them for a period of time. At the same time, the functions corresponding to the buttons in different games will also have certain differences. If the same set of fixed game buttons is used, the newly added button functions will not be able to adapt to the user, resulting in inconvenience in game operation. At this time, the buttons in different positions cannot be set according to the user's specific situation, which will cause conflicts between the user's game habits and the game controller, thus reducing the user's game experience and making the game controller unsuitable for the user. Summary of the Invention

[0004] The purpose of this invention is to provide a wired game controller human-computer interaction system based on multimodal feedback to solve the problems mentioned in the background art.

[0005] To achieve the above objectives, a wired game controller human-computer interaction system based on multimodal feedback is provided, including a reaction processing unit, a scheduling unit, and a feedback recording unit;

[0006] Before the game:

[0007] The reaction processing unit collects the reaction time of each button click using game commands, and guides the user to prioritize the button functions on the game controller.

[0008] The allocation unit sorts the key clicks based on the reaction time collected by the reaction sorting unit, and recommends key function adjustments based on the sorting order and the priority of the key functions set by the user.

[0009] In the game:

[0010] The feedback recording unit counts the number of times each button is clicked by the user. The allocation unit counts the proficiency based on the data of each button click counted by the feedback recording unit. At the same time, it records the game reaction using the vibration feedback of the gamepad. Then, it predicts the best reaction based on the number of button clicks and vibration feedback, and transmits the prediction result to the allocation unit.

[0011] After the game:

[0012] The allocation unit analyzes the data transmitted from the reaction processing unit and the feedback recording unit, and after analysis, recommends adjustments to the currently defined button functions. The reaction processing unit adjusts the button functions, and the allocation unit records the adjusted buttons.

[0013] As a further improvement to this technical solution, the reaction preparation unit includes a reaction acquisition module and a key definition module;

[0014] The button definition module records the position and corresponding function of each button on the game controller, and also collects data on the user's functional classification of different button functions.

[0015] The reaction acquisition module collects the reaction time of the user clicking each button and transmits the collected reaction time data to the allocation unit for storage and analysis.

[0016] While the reaction acquisition module is collecting the user's reaction time to each button, the game commands will repeatedly display each button, allowing the reaction acquisition module to collect multiple reaction time data for the same button.

[0017] As a further improvement to this technical solution, the dispensing unit includes a reaction sorting module and a button adjustment module;

[0018] The reaction sorting module receives the reaction time data of each key press collected by the reaction acquisition module, and sorts them sequentially according to the reaction time of each key press.

[0019] The button adjustment module analyzes the button function adjustment recommendations based on the order of the reaction sorting module and the level classification of button functions, and the recommended instructions are displayed on the screen.

[0020] As a further improvement to this technical solution, after the button adjustment recommendation instruction is formed, the button definition module adjusts the button function, the adjusted button is stored by the button adjustment module, and the game controller executes the instruction after storage. Then the reaction sorting unit and the allocation unit repeat the execution.

[0021] As a further improvement to this technical solution, the feedback recording unit includes a key click statistics module, a game reaction recording module, and an optimal reaction prediction module;

[0022] The key click statistics module counts the number of times each key is clicked during the user's game.

[0023] The game reaction recording module records the vibration of the game controller, including the duration of the vibration and the number of consecutive vibrations.

[0024] The optimal reaction prediction module uses data from the key click statistics module, data from the game reaction recording module on the controller vibration, and data from the game's operation stubs to make a key adjustment strategy for the key functions. The module then transmits the key adjustment strategy to the key adjustment module, which stores the data after receiving the strategy.

[0025] As a further improvement to this technical solution, the allocation unit also includes a click proficiency statistics module;

[0026] The click proficiency statistics module receives the data collected by the key click statistics module on the number of times each key is clicked, calculates the proficiency of each key click based on the data, and transmits the calculated proficiency to the key adjustment module.

[0027] During gameplay with the game controller, the reaction acquisition module records the interval between each button click and transmits the recorded information to the button adjustment module.

[0028] As a further improvement to this technical solution, the button adjustment module analyzes the data transmitted from the reaction processing unit and the feedback recording unit. The data analyzed by the button adjustment module includes the button adjustment strategy data transmitted from the optimal reaction prediction module, the button click proficiency data transmitted from the click proficiency statistics module, and the interval data between clicks between each button collected by the reaction acquisition module.

[0029] The button adjustment module analyzes data collected during gameplay using the game controller to obtain recommended new button adjustment commands.

[0030] Compared with the prior art, the beneficial effects of the present invention are as follows:

[0031] 1. In this wired game controller human-computer interaction system based on multimodal feedback, before the game starts, the user categorizes the button positions and functions. Then, the reaction acquisition module collects the reaction time of each button click, and the allocation unit sorts the reaction times to obtain the reaction time sequence of each button. Finally, the button adjustment module adjusts the function of each button according to the reaction time sequence and the categorization data of button position and function, so that the buttons on the game controller are suitable for the user. This avoids the contradiction between the fixed button layout on the game controller and the user's operation, improves the adaptability between the game controller and the user, and facilitates the user's gaming experience.

[0032] 2. In this wired game controller human-computer interaction system based on multimodal feedback, during gameplay, the feedback recording unit statistically analyzes the number of clicks and proficiency of each button. Then, by predicting the best response based on vibration feedback and the game's operation stubs, it obtains the optimal button placement strategy for the user in this type of game. After the game, the button adjustment module analyzes and adjusts the button functions to ensure that the button functions on the game controller are suitable for both the user and the game, thereby improving the user's operating experience in the game. Attached Figure Description

[0033] Figure 1 This is a schematic diagram of the overall structure of the present invention.

[0034] The meanings of the labels in the diagram are as follows:

[0035] 1. Reaction preparation unit; 11. Reaction acquisition module; 12. Button definition module;

[0036] 2. Allocation Unit; 21. Reaction Sorting Module; 22. Button Adjustment Module; 23. Click Proficiency Statistics Module;

[0037] 3. Feedback recording unit; 31. Button click statistics module; 32. Game reaction recording module; 33. Best reaction prediction module. Detailed Implementation

[0038] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0039] Example 1

[0040] To improve the interactivity between the game controller and the user, and to make the game controller buttons more user-friendly, please refer to [link / reference needed]. Figure 1 As shown, the purpose of this embodiment is to provide a wired game controller human-computer interaction system based on multimodal feedback, including a reaction processing unit 1, a coordination unit 2, and a feedback recording unit 3.

[0041] Before the game:

[0042] The reaction processing unit 1 collects the reaction time of each button click using game commands, and guides the user to prioritize the button functions on the game controller.

[0043] The reaction processing unit 1 includes a reaction acquisition module 11 and a key definition module 12;

[0044] The button definition module 12 records the position and corresponding function of each button on the game controller. It also collects data on the user's functional classification of different button functions. If the user does not classify the button functions, the button definition module 12 automatically classifies them according to the game type. The game controller's buttons include various types and functions such as directional control buttons, action command buttons (jump, crouch), attack command buttons, and view buttons. When classifying button functions, they are divided into primary, secondary, and tertiary button groups. This classification can be actively performed by the user. For example, frequently used button functions (such as directional control buttons and action command buttons) can be assigned to the primary button group; frequently used button functions (such as fire and aim buttons) can be assigned to the secondary button group; and less frequently used button functions (such as prone and view buttons) can be assigned to the tertiary button group. By setting different levels of button groups, the button functions on the game controller can be sequentially adjusted later to ensure that the adjusted game controller buttons are suitable for the user.

[0045] Among them, the button definition module 12 serves as the basic information interaction link between the game controller and the user. For example, when the button functions are classified, the classification of button functions can be defined directly by the user or by the main function buttons recommended by the game.

[0046] When the user does not define the buttons, the buttons are distributed according to the game's recommendations, such as the directional control buttons on the left side of the front of the game controller, and the action command buttons (jump, crouch) and attack command buttons on the right side of the front of the game controller. This is based on the normal distribution of game buttons in the current market, and the game buttons are then assigned their corresponding functions.

[0047] When the user defines the button functions, the button definition module 12 saves the user-defined button function hierarchy. At this time, the function corresponding to the game button has not yet been determined, only the hierarchy of each button function has been determined.

[0048] When users determine the level of each button function, they also determine the instruction range of the left and right hands of the game controller. For example, the left side of the game controller is for directional control, aiming, drawing the bow, charging, etc., while the right side is for combo attacks, attacking, flying, etc. By having users determine the instruction range of the left and right hands of the game controller in advance, it prevents confusion when configuring button functions later. For example, if the directional control button and the view adjustment button are together, the user cannot adjust the view adjustment button while pressing the directional control button, which increases the difficulty of operating the game controller. By dividing the left and right sides of the game controller in advance, it ensures the reasonable division of functions of the buttons on the left and right sides of the game controller.

[0049] The user clicks the corresponding button according to the pre-set game instructions. The reaction acquisition module 11 collects the user's reaction time for each button click and transmits the collected reaction time data to the allocation unit 2 for storage and analysis.

[0050] During the process of collecting the user's reaction time to each button, the game command will repeatedly display each button, so that the reaction acquisition module 11 can collect multiple reaction time data of the same button.

[0051] The pre-set game commands are displayed on the monitor. The game commands display the graphic and position of each button on the screen. After the user sees the image of the corresponding button, he / she clicks the corresponding button on the game controller. The reaction acquisition module 11 collects and records the time from when the image of the corresponding button is displayed on the monitor to when the button on the game controller is clicked. This time period is defined as the user's reaction time.

[0052] The allocation unit 2 sorts the response times of each key click collected by the response sorting unit 1, and recommends key function adjustments based on the sorting order and the priority of the key functions set by the user.

[0053] The mixing unit 2 includes a reaction sorting module 21 and a button adjustment module 22;

[0054] The reaction sorting module 21 receives the reaction time data of each key collected by the reaction acquisition module 11, and sorts them sequentially according to the reaction time of each key click;

[0055] Before sorting the response time of each button, the response sorting module 21 first obtains the response time data corresponding to each button, removes the longest and shortest time intervals, and then calculates the average value of the remaining data. After the average response time of all buttons is calculated, the buttons are sorted according to the average response time of each button. By adopting this method, uncertain factors such as the user's unfamiliarity with the buttons or unclear button positions when they first click the buttons can be eliminated, thereby improving the accuracy of the obtained response time of each button, so that the button functions can be arranged more reasonably in the subsequent process.

[0056] Meanwhile, when sorting the response time of each button, there are three sorting orders: one is a sorting list of the response times of all buttons, one is a sorting list of the response times of the left-hand control command buttons on the controller, and one is a sorting list of the response times of the right-hand control command buttons on the controller, arranged in ascending order.

[0057] The button adjustment module 22 analyzes the button function adjustment recommendations based on the order of the reaction sorting module 21 and the level division of button functions, and the recommended instructions are displayed on the display.

[0058] When analyzing, the button adjustment module 22 needs to consider the neatness of buttons of the same type. That is, when arranging the corresponding button positions, buttons with the same or similar reaction time are defined as buttons of the same type. For example, direction control buttons. By defining buttons with the same or similar reaction time as buttons of the same type, users will not experience operation delays due to the difference in reaction time of buttons of the same type, ensuring normal gameplay.

[0059] For example, if a user defines seven button functions for a primary button group, including two right-hand control buttons and five left-hand control buttons, and three and two of the five left-hand control buttons are of the same type, then the system checks the positions of the first five buttons in the sorted list of left-hand control button response times. If the response times match three identical or similar buttons or two identical or similar buttons, the system continues to extract the sixth button and checks if it matches three identical or similar buttons or two identical or similar buttons. If it does, the system matches the button function and position. If it doesn't, the system continues to extract the next button until suitable data is found. The same method is used to match the button functions and positions of the two right-hand control buttons.

[0060] After the button adjustment module 22 generates the recommended button adjustment instructions, the user can adjust the button functions by referring to the recommended instructions and using the button definition module 12. The adjusted buttons are stored by the button adjustment module 22, and the game controller executes the instructions after storage. Then, the reaction processing unit 1 and the allocation unit 2 execute repeatedly to fine-tune the position of some button functions on the game controller, thereby improving the compatibility between the adjusted button functions and the user. At the same time, the repeated execution of the reaction processing unit 1 and the allocation unit 2 also allows the user to become familiar with the adjusted buttons.

[0061] After the buttons are adjusted, the user can use the game controller to play games normally.

[0062] In the game:

[0063] Feedback recording unit 3 counts the number of each button clicked by the user. Allocation unit 2 counts the proficiency based on the data of each button click counted by feedback recording unit 3. At the same time, it records the game reaction with the help of the vibration feedback of the gamepad. Then, it predicts the best reaction based on the number of button clicks and vibration feedback, and transmits the prediction results to allocation unit 2.

[0064] During the game controller game, the reaction acquisition module 11 also records the interval of each button click and transmits the recorded content to the button adjustment module 22;

[0065] Feedback recording unit 3 includes a key click statistics module 31, a game reaction recording module 32, and an optimal reaction prediction module 33;

[0066] The key click statistics module 31 counts the number of times each key is clicked by the user during the game.

[0067] The game reaction recording module 32 records the vibration of the game controller, including the duration of the vibration and the number of consecutive vibrations.

[0068] The optimal reaction prediction module 33 uses the data collected by the button click statistics module 31, the game reaction record module 32 to collect the controller vibration data and the game's own operation stub data to make a button function adjustment strategy, and transmits the button adjustment strategy to the button adjustment module 22. After obtaining the button adjustment strategy, the button adjustment module 22 stores its data.

[0069] The game's own operation stub contains data on the character's coordinates, actions, hits, and attacks during the game's operation. This data is the game's operation stub, and the optimal reaction prediction module 33 can directly extract it from the game's operation storage directory.

[0070] When the optimal reaction prediction module 33 makes a button adjustment strategy, the game reaction recording module 32 transmits the collected game controller vibration data to the optimal reaction prediction module 33. The optimal reaction prediction module 33 retrieves the character's actions and hit information at the corresponding time from the game's own operation stub data in the game storage space. Then, the game reaction recording module 32 sends the game controller vibration information to the button click statistics module 31, causing the button click statistics module 31 to transmit the button clicks during the game controller vibration time to the optimal reaction prediction module 33. After receiving the button click statistics module 31, the game reaction recording module 32, and the character's actions and hit information retrieved from the game's own operation stub data in the game storage space, the optimal reaction prediction module 33 integrates the data and then uses the integrated data to formulate a button adjustment strategy.

[0071] The method for formulating the button adjustment strategy is as follows:

[0072] ① Based on the timing of the game controller vibration, find the game character's actions and the situation of being hit from the game's operation stub. The situation of being hit includes the location where the enemy attacks the game character's body.

[0073] ② At this time, select from the buttons clicked recorded by the button click statistics module 31 when the game controller vibrates, and select the button that can be clicked to avoid the attack;

[0074] ③ Swap the button positions of the button functions that can be dodged and the button functions that will be attacked after the user clicks the button, and define this swap information as the button adjustment strategy.

[0075] For example: When the user's game character is attacked in the head by the enemy while the user presses button A, the game controller vibrates. At the same time, the user also presses buttons B, C, and D. According to the operation stub data of the game itself, if the user had pressed button B at that time, he could have avoided the head attack. At this time, the button function corresponding to button A and button function corresponding to button B are swapped.

[0076] Meanwhile, the allocation unit 2 also includes a click proficiency statistics module 23;

[0077] The click proficiency statistics module 23 receives the data collected by the key click statistics module 31 on the number of times each key is clicked, and calculates the proficiency of each key click based on the data, and transmits the calculated proficiency to the key adjustment module 22.

[0078] The method for calculating proficiency is to record the number of times different buttons are clicked during a game cycle.

[0079] The optimal reaction prediction module 33 formulates the button adjustment strategy, and the click proficiency statistics module 23 calculates the proficiency of each button click. Both of these are done after a game cycle ends. One game cycle is the end of a game. For example, in the game Honor of Kings, a game cycle is defined as the period after a game is lost or won. In the game PUBG, a game cycle is defined as the period after a character dies or wins.

[0080] After the game:

[0081] The allocation unit 2 analyzes the data transmitted from the reaction processing unit 1 and the feedback recording unit 3, and after analysis, recommends adjustments to the currently defined button functions. The reaction processing unit 1 adjusts the button functions, and the allocation unit 2 records the adjusted buttons.

[0082] Among them, the button adjustment module 22 analyzes the data transmitted from the reaction sorting unit 1 and the feedback recording unit 3. The data analyzed by the button adjustment module 22 includes the button adjustment strategy data transmitted from the optimal reaction prediction module 33, the button click proficiency data transmitted from the click proficiency statistics module 23, and the interval data between clicks between each button collected by the reaction acquisition module 11.

[0083] The button adjustment module 22 analyzes the data collected during gameplay with the game controller to obtain recommended new button adjustment instructions.

[0084] The method by which the button adjustment module 22 analyzes and obtains recommended new button adjustment commands is as follows:

[0085] Step 1: The button adjustment module 22 finds and arranges the buttons clicked when the game character is hit and the buttons that can dodge attacks in the sorting list of all buttons' reaction times, and determines the reaction time of the two buttons.

[0086] Step 2: Simultaneously, the time difference between the button clicked when the game character is hit and the button that can be used to dodge the attack is calculated by using the interval data between each button click collected by the reaction acquisition module 11.

[0087] Step 3: Obtain the key click proficiency data from the click proficiency statistics module 23;

[0088] Step 4: Combine the data obtained in Step 1, Step 2, and Step 3 to formulate new recommended instructions for key adjustments;

[0089] Is the proficiency level of the button clicked when the game character is hit lower than the proficiency level of the button that can dodge the attack?

[0090] Is the reaction time of the button clicked when the game character is hit higher than the reaction time of the button that can dodge the attack, as listed in the sorted list of all button reaction times?

[0091] Is the reaction time between the button clicked when the game character is hit and the button that allows dodging the attack, divided by the number of buttons clicked within this reaction time, less than the reaction time of the button clicked when the game character is hit?

[0092] If two or more of the above three conditions are met, then new recommended instructions for key adjustments can be formulated.

[0093] The recommended instructions for the new button adjustments are displayed on the screen and then confirmed by the user through the button definition module 12. After the user agrees or disagrees, the button definition module 12 records the button positions corresponding to the agreed or disagreed button functions.

[0094] in:

[0095] The statement indicating whether the proficiency of the button clicked when the game character is hit is lower than the proficiency of the button that can dodge the attack means that the button that can dodge the attack is clicked frequently.

[0096] The list of reaction times for all buttons indicates whether the reaction time of the button clicked when the game character is hit is higher than the reaction time of the button that can dodge the attack. This means that the button that can dodge the attack reacts faster.

[0097] The reaction time between the button clicked when the game character is hit and the button that allows dodge is clicked, divided by the number of buttons clicked within that reaction time, is less than the reaction time of the button clicked when the game character is hit. This means that if the reaction time to click the button that allows dodge is less than the reaction time of the button clicked when the game character is hit, then the button clicked when the game character is hit is an incorrect click, and the user has time to react and click the button that allows dodge.

[0098] By formulating recommended instructions for adjusting the new buttons using the methods described above, the adjusted buttons can be made to match the user's reaction when using the game controller, making the buttons on the game controller suitable for the user's use.

[0099] In summary:

[0100] Before the game, the user categorizes the button positions and functions. Then, the reaction acquisition module 11 collects the reaction time of each button click. The allocation unit 2 sorts the reaction times to obtain the reaction time sequence of each button. Then, the button adjustment module 22 adjusts the function of each button according to the reaction time sorting and the categorization data of button position and function, so that the buttons on the game controller are suitable for the user. This avoids the contradiction between the fixed button layout on the game controller and the user's operation, improves the compatibility between the game controller and the user, and facilitates the user's game.

[0101] During the game, the feedback recording unit 3 counts the number of clicks and proficiency of each button, and then predicts the best response by analyzing the vibration feedback and the game's operation stubs to obtain the best button position strategy for the user in this type of game.

[0102] After the game, the button adjustment module 22 is used to analyze and adjust the button functions so that the button functions on the game controller are suitable for both the user and the game, thereby improving the user's operating experience in the game.

[0103] The foregoing has shown and described the basic principles, main features, and advantages of the present invention. Those skilled in the art should understand that the present invention is not limited to the above embodiments. The embodiments and descriptions in the specification are merely preferred examples and are not intended to limit the invention. Various changes and modifications can be made to the invention without departing from its spirit and scope, and all such changes and modifications fall within the scope of the present invention as claimed. The scope of protection of the present invention is defined by the appended claims and their equivalents.

Claims

1. A wired game controller human-computer interaction system based on multimodal feedback, characterized in that: It includes a reaction preparation unit, a blending unit, and a feedback recording unit; Before the game: The reaction processing unit collects the reaction time of each button click using game commands, and guides the user to prioritize the button functions on the game controller. The allocation unit sorts the key clicks based on the reaction time collected by the reaction sorting unit, and recommends key function adjustments based on the sorting order and the priority of the key functions set by the user. In the game: The feedback recording unit counts the number of times each button is clicked by the user. The allocation unit counts the proficiency based on the data of each button click counted by the feedback recording unit. At the same time, it records the game reaction using the vibration feedback of the gamepad. Then, it predicts the best reaction based on the number of button clicks and vibration feedback, and transmits the prediction result to the allocation unit. After the game: The allocation unit analyzes the data transmitted from the reaction processing unit and the feedback recording unit, and after analysis, recommends adjustments to the currently defined button functions. The reaction processing unit adjusts the button functions, and the allocation unit records the adjusted buttons. The reaction processing unit includes a reaction acquisition module and a key definition module; The button definition module records the position and corresponding function of each button on the game controller, and also collects data on the user's functional classification of different button functions. The reaction acquisition module collects the reaction time of the user clicking each button and transmits the collected reaction time data to the allocation unit for storage and analysis. While the reaction acquisition module is collecting the user's reaction time to each button, the game commands will repeatedly display each button, allowing the reaction acquisition module to collect multiple reaction time data for the same button. The allocation unit includes a reaction sorting module and a button adjustment module; The reaction sorting module receives the reaction time data of each key press collected by the reaction acquisition module, and sorts them sequentially according to the reaction time of each key press. The button adjustment module analyzes and recommends button function adjustments based on the order of the reaction sorting module and the level classification of button functions, and the recommended instructions are displayed on the screen. The feedback recording unit includes a key click statistics module, a game reaction recording module, and an optimal reaction prediction module; The key click statistics module counts the number of times each key is clicked during the user's game. The game reaction recording module records the vibration of the game controller, including the duration of the vibration and the number of consecutive vibrations. The optimal reaction prediction module uses the data collected by the key click statistics module, the controller vibration data collected by the game reaction recording module, and the game's own operation stub data to make a key adjustment strategy for the key function, and transmits the key adjustment strategy to the key adjustment module. After obtaining the key adjustment strategy, the key adjustment module stores its data. The method for formulating the button adjustment strategy is as follows: ① Based on the timing of the game controller vibration, find the game character's actions and the situation of being hit from the game's operation stub. The situation of being hit includes the location where the enemy attacks the game character's body. ② At this time, select from the button click statistics module recorded when the game controller vibrates, and select the button that dodged the attack by clicking that button; ③ Swap the button positions of the dodging button function and the button function of being attacked after the user clicks the button, and define this swap information as the button adjustment strategy. The button adjustment module analyzes the data collected during gameplay using the game controller to obtain recommended new button adjustment commands. The method for the button adjustment module to analyze and obtain new recommended button adjustment commands is as follows: Step 1: The button adjustment module finds and arranges the buttons clicked when the game character is hit and the buttons for dodging attacks in the sorting list of all buttons' reaction times, and determines the reaction time of the two buttons. Step 2: Simultaneously, by using the interval data between each key click collected by the reaction acquisition module, the time difference between the key clicked when the game character is hit and the key clicked to dodge the attack is calculated. Step 3: Obtain the key click proficiency data from the click proficiency statistics module; Step 4: Combine the data obtained in Step 1, Step 2, and Step 3 to formulate new recommended instructions for button adjustments.

2. The wired game controller human-computer interaction system based on multimodal feedback according to claim 1, characterized in that: Before sorting the reaction time of each key, the reaction sorting module first obtains the reaction time data corresponding to each key, removes the longest and shortest time interval data, and then calculates the average value of the remaining data. After the average value of the reaction time of all keys is calculated, the keys are sorted according to the average value of the reaction time of each key.

3. The wired game controller human-computer interaction system based on multimodal feedback according to claim 1, characterized in that: After the button adjustment recommendation instruction is generated, the button definition module adjusts the button function. The adjusted button is stored by the button adjustment module, and the game controller executes the instruction after storage. Then, the reaction sorting unit and the allocation unit repeat the process.

4. The wired game controller human-computer interaction system based on multimodal feedback according to claim 1, characterized in that: The allocation unit also includes a click proficiency statistics module; The click proficiency statistics module receives the data collected by the key click statistics module on the number of times each key is clicked, calculates the proficiency of each key click based on the data, and transmits the calculated proficiency to the key adjustment module. During gameplay with the game controller, the reaction acquisition module records the interval between each button click and transmits the recorded information to the button adjustment module.

5. The wired game controller human-computer interaction system based on multimodal feedback according to claim 4, characterized in that: The button adjustment module analyzes the data transmitted from the reaction processing unit and the feedback recording unit. The data analyzed by the button adjustment module includes button adjustment strategy data transmitted from the optimal reaction prediction module, button click proficiency data transmitted from the click proficiency statistics module, and the interval data between clicks between each button collected by the reaction acquisition module.

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