Controller for video game, button module, and program
The video game controller with a button module using a microcomputer and Hall element sensor adjusts sensitivity based on button press rate, addressing the need for precise button operation detection and adjustment in unstable environments without requiring a game machine connection.
Patent Information
- Application Number
- JP2023096011
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-12
- Publication Date
- 2024-12-24
- Estimated Expiration
- 2043-06-12
AI Technical Summary
Existing video game controllers lack the ability to adjust sensitivity for button operations accurately and quickly, especially in unstable environments, and require connection to a video game machine for sensitivity adjustment, which is not feasible in tournaments or environments without a console.
A video game controller with a button module that uses a microcomputer to detect button press timing based on the rate of change in press amount, utilizing a switch and a Hall element sensor to adjust sensitivity independently of the controller's connection to a game machine, providing precise press detection and adjustment for each button.
Enables accurate and rapid detection of button presses, allowing sensitivity adjustment for each button regardless of connection to a game machine, preventing false detections and enhancing player performance in competitive gaming and other applications.
Smart Images

Figure 2024177719000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a video game controller, a button module, and a program. [Background technology]
[0002] 2. Description of the Related Art Video game controllers that can be attached to and detached from video game machines, such as home game consoles and computers with game software installed, are in use.
[0003] In the field of video games, competitions are held to compete in skills, such as fighting game competitions. Competitions that compete at a higher level of skill may require more accurate and faster inputs. Players participating in such competitions can use their own video game controllers in the competition, thereby preventing them from being unable to make accurate and fast inputs due to being unfamiliar with the controller.
[0004] However, using a brought-in controller can only prevent players from being unable to input quickly and accurately due to an unfamiliar controller, and does not prevent players from being unable to input quickly and accurately due to the sensitivity, etc. of the controller not being suitable for the venue of the tournament. Therefore, there is a demand for a video game controller with adjustable sensitivity, etc.
[0005] Regarding a video game controller with adjustable sensitivity, Patent Document 1 discloses a controller for a game machine that includes a held part having a front side and a back side and held by both hands of a user, an analog operation part provided on the front side of the held part and operated by one hand of the user to change or fix an analog signal by operation of the one hand, and a sensitivity adjustment part operated by the other hand of the user, the sensitivity adjustment part being operable by the other hand when the user holds the held part with both hands in a standard holding position and operates the analog operation part with one hand, and adjusting the analog sensitivity, which is the sensitivity of an analog signal in the analog operation part, based on the operation. The technology of Patent Document 1 can adjust the analog sensitivity in the analog operation part both while playing a game and when not playing a game. [Prior art documents] [Patent documents]
[0006] [Patent Document 1] JP 2014-61225 A Summary of the Invention [Problem to be solved by the invention]
[0007] Meanwhile, in addition to analog operation units and operation units such as levers that perform operations with a certain direction, video game controllers are provided with buttons that digitally output whether or not they are pressed. Regarding operation using buttons, for example, in fighting games, a series of operations consisting of lever operations, button operations, and combinations thereof are associated with special effects called special moves, super special moves, and the like. In highly competitive video games such as fighting games, the situation regarding the outcome of the video game can change depending on whether such a series of operations is performed with accurate timing and / or quickly. Therefore, there is a demand for a video game controller that can adjust the sensitivity of the timing of button operations.
[0008] Regarding the adjustment of sensitivity related to the timing of button operation, if the sensitivity is such that a button press is detected with a small amount of pressing, the time from when the player starts pressing the button until the button press is detected can be shortened, and the button can be operated more accurately and quickly.
[0009] However, due to circumstances such as the lack of a stand on which the controller can be placed at the tournament venue, players may place the controller on an unstable location, such as on their lap. The orientation of a controller placed on an unstable location may change due to changes in the player's posture, etc. As the orientation of the controller changes, the amount of button press that the player did not intend to press may change. Therefore, if the controller is placed on an unstable location and the sensitivity is such that a button press is detected with a small amount of press, it may be erroneously detected as a button press when the button press was not intended. This raises a concern that the detection of the timing of button operations may become less accurate.
[0010] If sensitivity adjustment regarding the timing of button operation is possible for each button, players can adjust the sensitivity of each button to a sensitivity that corresponds to the environment of the tournament venue, etc. Regarding such a means of sensitivity adjustment, for example, a configuration in which sensitivity adjustment is performed by software installed in a video game machine or the like may be used. However, such sensitivity adjustment requires connection to a video game machine or the like in which software for sensitivity adjustment is installed. Therefore, in tournaments and the like in which connection of the controller to a video game machine before the start of a competition is restricted, sensitivity adjustment cannot be performed. If such sensitivity adjustment is possible regardless of whether or not the controller is connected to a video game machine, players can adjust the controller to detect button presses at more accurate and faster timing that corresponds to the environment of the tournament venue, even in such tournaments.
[0011] However, the technology of Patent Document 1 is only capable of adjusting the analog sensitivity of the analog operation unit while a game is being played and while a game is not being played. Therefore, the technology of Patent Document 1 has room for further improvement in terms of achieving both more accurate and faster detection of the timing of button presses and sensitivity adjustment related to the timing of button operations regardless of whether or not the device is connected to a video game machine.
[0012] The present invention has been made in consideration of the above circumstances, and its object is to realize a video game controller that can simultaneously detect the timing of button presses more accurately and quickly, and that allows sensitivity adjustment regarding the timing of button operations for each button, regardless of whether it is connected to a video game machine or not. [Means for solving the problem]
[0013] As a result of intensive research into solving the above problems, the inventors have found that the above object can be achieved by detecting the timing of button press using the rate of change in the amount of button press instead of the amount of button press, providing a switch for adjusting the sensitivity of the detection, and further performing the detection of the button press timing based on the sensitivity adjustment by a microcomputer provided separately from the control device of the controller.The inventors have then completed the present invention.Specifically, the present invention provides the following.
[0014] The invention according to a first aspect includes a button of a video game controller, a switch capable of adjusting a threshold related to sensitivity of the button regardless of whether the button is in an energized or non-energized state, and a microcomputer electrically connected to each of the buttons and the switches and provided separately from a control device of the controller, the number of the buttons being two or more, the buttons having sensors capable of detecting an amount of pressing of the buttons, the microcomputer including a threshold acquisition unit configured to acquire the threshold from the switches, a press amount acquisition unit configured to acquire the press amount of the buttons, and a change rate calculation unit configured to calculate a change rate of the press amount based on time-series information of the press amount, and a change rate calculation unit configured to calculate a change rate of the press amount based on time-series information of the press amount, the change rate being calculated based on a change rate of the press amount being ... Provided is a button module for a video game controller, the button module having: a press timing detection unit configured to detect a press timing, which is the timing when the direction in which the button is pressed exceeds the threshold; a release timing detection unit configured to detect a release timing, which is the timing when the button is released based on the amount of pressing and / or the rate of change; and a signal providing unit configured to provide to the control device a press signal that can be identified as a pressed state in which the button is pressed from the press timing to the release timing, and to provide to the control device a non-pressed signal that can be identified as a non-pressed state in which the button is not pressed from the release timing to the press timing.
[0015] When trying to press a button with accurate and quick timing, it is believed that the player will press the button quickly in order to shorten the time from when the press starts to when the press is detected. On the other hand, the rate of change in the amount of press caused by factors unintended by the player, such as a change in the orientation of the controller, is believed to be slower than the rate of change in the amount of press caused by the player pressing the button, regardless of the magnitude of the change in the amount of press.
[0016] The invention according to the first feature can accurately and quickly detect the timing of a button press by using the rate of change in the amount of button press instead of the amount of button press. As a result, when a player intends to press a button, the invention according to the first feature can accurately and quickly detect the button press at an earlier timing than when the rate of change in the amount of button press becomes a large rate of change that reflects the player's intention, without waiting until the amount of button press exceeds a given threshold as in the conventional technology. Furthermore, the invention according to the first feature can prevent the button press from being erroneously detected as having been made because the amount of button press exceeded a given threshold as in the conventional technology when the amount of button press increases at a small rate of change due to a cause unintended by the player.
[0017] However, in detection using the rate of change in the amount of button press, there is a problem that when the player finishes pressing the button and the rate of change in the amount of button press slows down, the button may be erroneously detected as not being pressed. The invention according to the first feature can provide a signal that the button remains pressed until the player releases the button, even after the player has finished pressing the button. Also, the invention according to the first feature can provide a signal that the button remains unpressed from the time the button is released until the player presses the button again.
[0018] The invention relating to the first feature obtains a threshold value related to the sensitivity of the button from a switch whose threshold can be adjusted regardless of whether the switch is powered or not, and therefore makes it possible to adjust the sensitivity related to the timing of button operation regardless of whether the switch is powered or not, and regardless of whether the switch is connected to a video game machine or not.
[0019] When such sensitivity adjustment is performed by a control device for a video game controller, in addition to the signal lines from the buttons, signal lines from the switches are connected to the control device. However, it is known that as the number of signal lines connected to the control device increases, it becomes more difficult for the control device to detect all of the signals provided through each signal line at short detection intervals. In addition, when the amount of pressing is obtained from the button instead of the binary value of whether it is pressed or not, the amount of information of the signal provided to the control device through the signal lines increases, and the configuration of the control device may become complex in order to process such signals.
[0020] In the first aspect of the invention, a microcomputer provided separately from the control device determines whether or not two or more buttons are pressed, adjusts the sensitivity of the determination, and provides the control device with only a signal containing minimal information, i.e., the determination result of whether or not a button is pressed. Therefore, it is sufficient for the control device of the video game controller to detect whether or not a button is pressed using the provided signal. Thus, the first aspect of the invention enables the control device to detect signals related to button presses at short detection intervals without unnecessarily complicating the configuration of the control device.
[0021] Furthermore, the invention according to the first feature allows the player to adjust the sensitivity of each button with respect to the timing of button operation by using a switch that corresponds one-to-one with each button. This allows the player to adjust the sensitivity of each button individually according to various circumstances, such as differences in button positions, characteristics of the video game, the player's playing style of the video game, the player's preferences, etc. Therefore, the player can adjust the sensitivity of each button so that the timing of pressing the button is detected more accurately and quickly.
[0022] Therefore, the invention relating to the first feature can realize a video game controller that can simultaneously detect the timing of button presses more accurately and quickly, and adjust the sensitivity of the button operation timing for each button, regardless of whether it is connected to a video game machine or not.
[0023] A second aspect of the present invention is the button module according to the first aspect of the present invention, wherein the sensor is configured using a Hall element.
[0024] It is known that a Hall element can be used to configure a position detection sensor with a small installation space. Therefore, by using a Hall element, a sensor that detects the amount of depression related to the position of a button can be configured with a small installation space. In addition, since the Hall element performs non-contact detection using the Hall effect related to a magnetic field, a sensor that is highly durable and less susceptible to adverse effects such as vibration can be configured.
[0025] As a result, the invention relating to the second feature can realize a space-saving sensor suitable for installation in a controller, a device with limited space, with a sensor configuration that is less susceptible to adverse effects such as controller vibrations having on the detection of the timing of button presses.
[0026] Therefore, the invention relating to the second feature makes it possible to realize a video game controller that can simultaneously detect the timing of button presses more accurately and quickly, and adjust the sensitivity of the button operation timing for each button, regardless of whether it is connected to a video game machine or not.
[0027] A third aspect of the invention provides a controller for a video game comprising: a button module according to the first or second aspect; and a control device capable of providing to an outside device information indicating whether each of the two or more buttons is in a pressed or unpressed state based on the depression signal provided from the signal providing unit.
[0028] The invention relating to the third feature can provide a video game controller that can provide information to an external device, such as a video game machine, based on a press signal provided by a button module that can achieve both more accurate timing of button operations and sensitivity adjustment regarding the timing of button operations regardless of whether the button module is connected to a video game machine or not, by using the configuration of the invention relating to the first or second feature.
[0029] Therefore, the invention relating to the third feature can realize a video game controller that can simultaneously detect the timing of button presses more accurately and quickly, and adjust the sensitivity of the button operation timing for each button, regardless of whether it is connected to a video game machine or not.
[0030] The invention relating to the fourth feature is in a different category from the invention relating to the first feature. Effect of the Invention
[0031] The present invention makes it possible to realize a video game controller that can detect the timing of button presses more accurately and quickly, while also allowing sensitivity adjustment regarding the timing of button operations for each button, regardless of whether the controller is connected to a video game machine or not. [Brief description of the drawings]
[0032] [Figure 1] FIG. 1 is a schematic plan view of a video game controller C according to the present embodiment. [Diagram 2] FIG. 2 is a schematic diagram of the controller C of FIG. 1 as viewed from the front. [Diagram 3] FIG. 3 is a schematic diagram of the controller C in FIG. 1 as viewed from the right side. [Figure 4] FIG. 4 is a schematic diagram of the button module 3. [Diagram 5] FIG. 5 is a block diagram showing the hardware and software configurations of the video game controller C of this embodiment. [Figure 6] FIG. 6 is a main flow chart showing an example of a preferable flow of button processing executed by the microcomputer 33 of this embodiment. [Figure 7] FIG. 7 is a continuation of FIG. [Figure 8] FIG. 8 is an explanatory diagram showing detection of the pressing timing in the button module 3 of this embodiment. [Figure 9] FIG. 9 is a schematic plan view of a video game controller C according to a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0033] Hereinafter, an example of an embodiment of the present invention will be described in detail with reference to the drawings.
[0034] FIG. 1 is a schematic diagram of a video game controller C of this embodiment viewed from above. FIG. 2 is a schematic diagram of the controller C of FIG. 1 viewed from the front. FIG. 3 is a schematic diagram of the controller C of FIG. 1 viewed from the right side. FIG. 4 is a schematic diagram of a button module 3. FIG. 5 is a block diagram showing the hardware and software configurations of the video game controller C of this embodiment. Hereinafter, an example of a preferred embodiment of the video game controller C of this embodiment will be described with reference to FIGS. 1 to 5 as necessary.
[0035] In this embodiment, the orientation of the controller C is described as follows. The "front" and "bottom" of the controller C refer to the direction closest to the player when in use (the bottom in FIG. 1). The "front" of the controller C refers to the side that is the front when the controller is viewed from the front. The "back" of the controller C refers to the side that is the back when the controller is viewed from the front. The "rear" and "top" of the controller C refer to the direction from the front to the back (the top in FIG. 1). The "front" of the controller C refers to the upper side in the direction of gravity when the controller is placed and used. The "back" of the controller C refers to the lower side in the direction of gravity when the controller is placed and used. The "right" of the controller C refers to the direction toward the right side when the controller C is placed and viewed from the front. The "left" of the controller C refers to the direction toward the left side when the controller C is placed and viewed from the front.
[0036] <Video game controller C> The video game controller C (controller C) of this embodiment includes at least a controller main body 1, a control device 2, and a button module 3. The controller C may include a normal button 4 for which the sensitivity adjustment according to this embodiment is not performed. The controller C is preferably configured to include a direction operation unit 5 used for directional operations. Although not essential, the controller C may include a display unit 6 capable of displaying information related to detection of button presses. The controller C of this embodiment may be configured by replacing some or all of the normal buttons included in a conventional controller provided with normal buttons, direction operation units, etc., with the button module 3 of this embodiment. The button module 3 of this embodiment can provide a digital signal indicating whether the button 31 has been pressed, similar to the normal buttons of the conventional controller, and therefore such replacement is easy. The fact that the button module 3 can provide a digital signal will be described later.
[0037] [Controller body 1] The controller main body 1 is configured to accommodate the components of the controller C, exemplified by the control device 2, button module 3, and directional operation unit 5. The button module 3 of this embodiment includes a button 31 and a switch 32, as well as a microcomputer 33 electrically connected to each of the control device 2, the button 31, and the switch 32. The button module 3 will be described in detail later with reference to FIG. 4.
[0038] The controller body 1 is preferably configured to have a hollow portion in which each component of the controller C can be placed. In this case, the components related to the control of the controller C, such as the control device 2 and the microcomputer 33, are preferably placed in the hollow portion. This prevents the components related to the control from being exposed to the outside, causing malfunction and hindering accurate operation. When the control device 2 is placed in the hollow portion, the controller body 1 preferably has holes that allow various components to be placed across the hollow portion and the outside. This makes it possible to provide various components related to the player's operation (e.g., the button 31, the switch 32, the normal button 4, the direction operation unit 5, the display unit 6, etc.) such that a part operated by the player is placed on the outside of the controller C and another part connected to the control device 2 is placed in the hollow portion. This arrangement prevents wiring and the like that electrically connects the control device 2 and various components from being exposed to the outside of the controller C, causing malfunction.
[0039] The shape of the controller body 1 is not particularly limited. One example of the shape of the controller body 1 is a box shape that is approximately rectangular in plan view and front view and approximately trapezoidal in side view, as shown in Figs. 1, 2, and 3. The shape of the controller body 1 may be, for example, a rectangular parallelepiped shape, a box shape with some or all of the corners chamfered, or a shape with a palm rest formed on a part of the side closer to the player during use. The button module 3 of this embodiment detects the pressing of the button 31 based on the rate of change in the amount of button pressing, that is, the speed at which the button is pressed. Therefore, the player may press the button 31 more vigorously than when using a controller of the prior art, hoping that the press will be detected reliably. In the case of the controller C that is approximately a trapezoid box shape in side view, part of the force pressing the button 31 may act to move the controller body 1 to the back. This may cause the player to move the position of the controller C out of momentum. In the rectangular parallelepiped controller body 1, the direction in which the button 31 is pressed is approximately the same as the direction from the front to the back of the controller C. This makes it possible for the rectangular parallelepiped controller main body 1 to reduce misalignment of the controller C.
[0040] The controller main body 1 having a shape formed with a palm rest allows the player to operate the buttons 31 and the like by placing the palm of the hand on the palm rest. As described above, a player using the button module 3 of this embodiment may press the button 31 more forcefully than when using a conventional controller, hoping that the press will be detected reliably. This may cause the player to shift the position of the palm out of momentum. By providing the palm rest, the controller C of this embodiment can prevent the button 31 from being pressed inaccurately due to a shift in the position of the palm.
[0041] There are no particular limitations on the material of the controller body 1. In order to prevent the position of the controller C from shifting due to reaction to operation, it is preferable that the controller body 1 be provided with an anti-slip surface on the side that comes into contact with a stand or the like when placed on a surface for use.
[0042] The button module 3 of this embodiment detects the pressing of the button 31 based on the rate of change in the amount of pressing of the button 31, i.e., the speed at which the button 31 is pressed. Therefore, a player may press the button 31 more vigorously than when using a controller of the prior art, hoping that the press will be detected reliably. This may cause the player to shift the position of the controller C due to too much force. By providing the non-slip surface, the controller C of this embodiment can prevent inaccurate button pressing operations caused by the position of the controller C being shifted due to reaction to the operation.
[0043] The controller main body 1 may have marks drawn on the outside to identify the buttons 31, the switches 32, and the normal buttons 4. This allows the player to accurately press the intended button 31, etc., using the drawn marks. In the example shown in FIG. 1, marks "A", "B", "X", "Y", "R", "L", "RB", "LB", and "OPTIONS" are drawn at positions corresponding to the A button 31A, the B button 31B, the X button 31X, the Y button 31Y, the R button 31R, the L button 31L, the RB button 31RB, the LB button 31LB, and the normal buttons 4, respectively. The marks used to identify the buttons 31, etc. are not limited to the marks described above, and may include various marks exemplified by symbols (such as "◯", "×", "□", and "△"), numbers (such as "1", "2", "3", and "4"), and colors (such as red, blue, pink, and green).
[0044] The buttons 31 are arranged, for example, side by side in an area corresponding to one side of the surface of the controller main body 1. Fig. 1 shows an example of the arrangement of the buttons 31 and the normal buttons 4. The arrangement of the buttons 31 and the normal buttons 4 is not limited to the example shown in Fig. 1, and may be any arrangement suitable for operation of a video game machine or the like.
[0045] In the example shown in FIG. 1, the X button 31X, the Y button 31Y, the R button 31R, and the L button 31L are arranged from left to right, slightly above the center in the vertical direction, from the center to the right side of the surface of the controller body 1. The X button 31X is arranged slightly below the Y button 31Y, the R button 31R, and the L button 31L. This allows the player to operate these four buttons without moving the right hand significantly. In the example shown in FIG. 1, the A button 31A, the B button 31B, the RB button 31RB, and the LB button 31LB are arranged from left to right, slightly below the X button 31X, the Y button 31Y, the R button 31R, and the L button 31L. The A button 31A is arranged slightly below the B button 31B, the RB button 31RB, and the LB button 31LB. This allows the player to operate these four buttons along with the four buttons mentioned above without moving the right hand significantly. Also, by arranging the normal button 4 away from each button 31, it is possible to prevent the normal button 4 from being operated by mistake while each button 31 is being operated.
[0046] As described above, a player using the controller C of this embodiment may press the buttons 31 more vigorously than when using a conventional controller, hoping that the press will be detected reliably. The arrangement shown in Fig. 1 allows the player to quickly and accurately press each button 31 without moving the right hand significantly. This prevents the player from accidentally operating other buttons 31, switches 32, etc., and / or shifting the position of the controller C, even if the player presses a button 31 with too much force.
[0047] 1, 2, and 3, the controller body 1 is described in such a manner that the direction operation unit 5 is provided on the left side and the button 31 is provided from the center to the right side, but the arrangement of the direction operation unit 5, the button 31, etc. is not limited to the above-mentioned example. For example, various arrangements are possible, such as an arrangement in which the direction operation unit 5 is provided on the right side and the button 31 is provided from the center to the left side, an arrangement in which the direction operation unit 5 is provided approximately in the center and the button 31, etc. are provided on the left and right sides, an arrangement in which the direction operation unit 5 is provided on the left and right sides and the button 31 is provided in the center and on the direction operation unit 5, an arrangement in which the direction operation unit 5 is not provided, an arrangement in which the button 31 and the rotation operation unit are provided, etc. In addition, the arrangement of the direction operation unit 5, the button 31, the normal button 4, etc. may be arranged such that some of them are provided on a side different from the front, such as the back, side, back, or front of the controller body 1. This prevents the directional control unit 5, button 31, normal button 4, etc. arranged on the front side of the controller body 1 from being operated with too much force, resulting in the directional control unit 5, button 31, normal button 4, etc. arranged on a side other than the front side being operated. This allows the player to perform operations related to the video game more accurately and quickly.
[0048] [Control device 2] The control device 2 is not particularly limited as long as it can provide information relating to inputs from various members operated by the player to an external device (such as a video game machine). The control device 2 provides information relating to whether the button 31 is in a pressed or unpressed state to an external device based on a signal provided from the microcomputer 33. The "pressed state" and "unpressed state" of the button 31 in this embodiment will be described in detail later with reference to Figures 6 and 7.
[0049] [Button Module 3] 4 is a schematic diagram of the button module 3. The button module 3 includes a button 31 of the controller C, a switch 32 capable of adjusting a threshold value related to the sensitivity of the button 31 regardless of whether the button 31 is in an energized or non-energized state, and a microcomputer 33 electrically connected to each of the button 31 and the switch 32 and provided separately from the control device 2 of the controller C.
[0050] The button module 3 preferably includes two or more buttons 31 and two or more switches 32. This reduces the number of signal lines connected to the control device 2, and enables the control device 2 to detect all signals provided through each signal line at short detection intervals. This also prevents the button module 3 from becoming complicated due to an unnecessary increase in the number of microcomputers 33.
[0051] In the button module 3, it is preferable that at least some of the buttons 31 and the switches 32 have a one-to-one correspondence. This configuration enables the player to adjust the sensitivity of each button 31 with respect to the timing of the operation of the button 31. This allows the player to individually adjust the sensitivity of each button 31 according to various circumstances exemplified by differences in the positions of the buttons 31, the characteristics of the video game, the player's play style of the video game, the player's preferences, etc. Therefore, the player can adjust the sensitivity so that the timing of pressing each button 31 is detected more accurately and quickly.
[0052] [Button 31] The button 31 has a sensor capable of detecting the amount of depression of the button 31. The button 31 is configured to have, for example, a button body 311, a biasing member 312, a sensor 313, and a support member 314. At this time, the button body 311 is arranged inside the support member 314 so as to be slidable in the direction in which the button body 311 is pressed, and is connected to the support member 314 via the biasing member 312 (FIG. 4). Then, when the button body 311 is pressed in a direction opposite to the direction in which it is biased by the biasing member 312, the sensor 313 detects the amount of depression of the button body 311. Also, when the player stops pressing the button body 311, the button body 311 is lifted in the direction opposite to the direction in which it was pressed by the biasing member 312. Then, the sensor 313 detects that the button body 311 has been lifted.
[0053] The biasing member 312 is not particularly limited as long as it is a member capable of biasing the button body 311 in a direction in which it is released, and may be, for example, various types of springs. The sensor 313 is not particularly limited as long as it is capable of detecting the amount of depression of the button 31, and may be various types of sensors. In particular, the sensor 313 is preferably configured using a Hall element.
[0054] It is known that a Hall element that detects a change in a magnetic field can be used to configure a position detection sensor in a small installation space. Therefore, by using a Hall element as the sensor 313, it is possible to configure the sensor 313 that detects the amount of pressing related to the position of the button 31 in a small installation space. In addition, since the Hall element performs non-contact detection using the Hall effect related to the magnetic field, it is possible to configure the sensor 313 that is highly durable and is not easily affected by vibrations, etc. Furthermore, the Hall element can detect the position with high accuracy. Therefore, by using a Hall element as the sensor 313, it is possible to configure the sensor 313 that can detect the amount of pressing with sufficient accuracy to calculate the rate of change, even if the amount of pressing is acquired at a short time interval.
[0055] [Switch 32] The switch 32 is configured to be able to adjust a threshold value related to the sensitivity of the button 31 regardless of whether the switch 32 is in an energized or de-energized state. The switch 32 is configured using, for example, a rotary switch capable of adjusting the above-mentioned threshold value by rotating the switch 32, a slide switch capable of adjusting the above-mentioned threshold value by sliding the switch 32, a toggle switch capable of adjusting the above-mentioned threshold value by toggling the switch 32, or the like.
[0056] Among these, it is preferable that the switch 32 is configured using a rotary switch. The switch 32 configured using a rotary switch can be arranged in a narrower space than a slide switch or a toggle switch. This makes it possible to arrange the switch 32 in an area on the controller body 1 away from other members, where it will not be operated by mistake when other members are operated. FIG. 1 shows, as an example of such an arrangement of the switch 32, an arrangement of the switch 32 in an area farther from the player than the button 31 during use, such that the narrowest distance between the button 31 and the switch 32 is wider than the distance between the button 31 and the button 31 that is second closest to the button 31.
[0057] As described above, a player using the controller C of this embodiment may press the button 31 more vigorously than when using a conventional controller, hoping that the press will be detected reliably. This may cause the player to move his / her hand away from the button 31 with too much force. By arranging the switch 32 configured using a rotary switch in an area on the controller body 1 away from other members, it is possible to prevent the switch 32 from being operated erroneously in such a case, changing the threshold value related to the sensitivity of the button 31 and performing an inaccurate operation. The arrangement of the switch 32 for achieving this effect is not limited to the above-mentioned arrangement, and may be, for example, an arrangement in which the switch 32 is arranged on a side different from the front of the controller body 1, such as the back, side, back, or front, an arrangement in which the switch 32 is arranged inside the controller body 1, an arrangement in which the switch 32 is arranged in a recess provided in the controller body 1, or the like. By arranging the switch 32 on a side different from the front of the controller body 1, it is possible to prevent the switch 32 from being operated with too much force by a player who has operated the button 31 arranged on the front of the controller body 1. By arranging the switch 32 inside the controller body 1, the switch 32 can be adjusted by taking a predetermined procedure, such as removing a top plate provided on the front of the controller body 1 and / or removing a lid provided on the controller body 1. This prevents the switch 32 from being operated by a player who operates the buttons 31, etc., provided on the outside of the controller body 1 in an overly aggressive manner. By arranging the switch 32 in a recess provided on the controller body 1, the switch 32 can be arranged so that its top is at the same position as or lower than the top plate of the controller body 1. This prevents the switch 32 from being operated by a player who operates the buttons 31, etc., provided on the front of the controller body 1 in an overly aggressive manner. In this case, by providing an openable and closable transparent, semi-transparent, or opaque cover that covers the recess, erroneous operation of the switch 32 can be further prevented.
[0058] [Microcomputer 33] The microcomputer 33 is not particularly limited as long as it is electrically connected to the buttons 31, the switches 32, and the control device 2 and can execute a program stored in the microcomputer 33. The program may be stored in a rewritable area or in a non-rewritable area. Also, a part of the electronic circuit of the microcomputer 33 may be configured to provide a function equivalent to the stored program. Also, the microcomputer 33 is preferably configured to store information regarding whether or not each of the buttons 31 is pressed.
[0059] The microcomputer 33 executes the stored programs to realize software components of the microcomputer 33 of this embodiment, such as a threshold value acquisition unit 331, a press amount acquisition unit 332, a change rate calculation unit 333, a press timing detection unit 334, a release timing detection unit 335, and a signal provision unit 336. The microcomputer 33 then executes button processing related to detection of press of the button 31 and sensitivity adjustment. The button processing will be described in detail later with reference to Figs. 6 and 7.
[0060] It is preferable that the microcomputer 33 is capable of storing programs, data, etc. provided from a video game machine or the like. This allows the player to connect the controller C to a video game machine or the like, update programs, data, etc. relating to button processing executed by the microcomputer 33, and make adjustments to enable more accurate input. It is also preferable that the microcomputer 33 is capable of providing the programs, data, etc. stored in the microcomputer 33 to the video game machine or the like. This allows the player to grasp the state of the controller C based on the provided programs, data, etc. Then, the player can make more accurate inputs by referring to the state.
[0061] 4, a signal line from the sensor 313 and a signal line from the switch 32 are connected to an input port of the microcomputer 33. This allows the microcomputer 33 to execute button processing based on the amount of pressing (analog signal) detected by the sensor 313 and the threshold adjusted by the switch 32. Also, in the example shown in Fig. 4, a signal line is connected from the output port of the microcomputer 33 to the input port of the control device 2. This allows the microcomputer 33 to provide the control device 2 with a pressing signal or a non-pressing signal, i.e., a digital signal related to the presence or absence of pressing.
[0062] In the microcomputer 33 of this embodiment, two signal lines, one from the sensor 313 and the other from the switch 32, are consolidated into one signal line to the control device 2. This reduces the number of signal lines connected to the control device 2, and the control device 2 is provided with digital signals that are easier to obtain than analog signals. As a result, the control device 2 can detect all signals provided through each signal line at short detection intervals.
[0063] [Normal button 4] The normal buttons 4 are similar to buttons on a conventional game controller. The normal buttons 4 may not be provided, or any number of normal buttons 4 greater than or equal to one may be provided. The normal buttons 4 provide a signal to the control device 2 regarding pressing.
[0064] [Direction control unit 5] The direction operation unit 5 is similar to the direction operation unit 5 of a game controller of the prior art. The direction operation unit 5 is configured using, for example, a lever capable of inputting a direction, a direction input key, an analog stick, a dial, or the like, and provides the control device 2 with a signal indicating the input direction.
[0065] [Display section 6] The display unit 6 is not particularly limited as long as it can display various information. The display unit 6 is configured using, for example, an LED indicator, a liquid crystal display, an organic EL display, or the like.
[0066] It is preferable that the display unit 6 is capable of displaying information regarding pressing of the button 31. This allows the player to check the result of the sensitivity adjustment via the switch 32 on the display unit 6 without relying on a display output from the video game machine. The information includes one or more of various pieces of information exemplified by, for example, information that the button 31 is pressed, information that the button 31 is not pressed, information regarding the number of times the button 31 is pressed, and the like. By displaying the information that the button is pressed or not pressed, the player can determine whether the sensitivity adjustment is such that the timing of pressing the button 31 is detected more accurately and quickly. By displaying the information regarding the number of times the button is pressed, the player can determine whether the sensitivity adjustment is such that an accurate input can be performed by comparing the number of times the button is pressed with the number of times displayed.
[0067] [Main flow chart of button processing] Fig. 6 is a main flow chart showing an example of a preferred flow of button processing executed by the microcomputer 33 of this embodiment. Fig. 7 is a diagram continuing from Fig. 6. Below, an example of a preferred flow of button processing executed by the microcomputer 33 of this embodiment will be described using Figs. 6 and 7.
[0068] [Step S1: Obtain threshold value] The microcomputer 33 executes the threshold acquisition unit 331. Then, the microcomputer 33 executes a process related to the threshold acquisition unit 331, which is a process of acquiring the thresholds related to the sensitivity of the buttons 31 from the switches 32, and storing them in a storage area of the microcomputer 33 (step S1, threshold acquisition step). The microcomputer 33 moves the process to step S2.
[0069] The threshold value acquisition step may be configured to acquire the threshold value at a predetermined interval longer than the acquisition interval of the amount of pressing, which will be described later. This allows the interval of acquiring the amount of pressing in the entire button process to be shorter. Therefore, the timing at which the button 31 is pressed can be detected more accurately and quickly.
[0070] [Step S2: Get the amount of pressure] The microcomputer 33 executes the pressing amount acquisition unit 332. Then, the microcomputer 33 executes a process related to the pressing amount acquisition unit 332, which is a process of acquiring the pressing amount of each button 31 from each button 31 and storing it in a storage area of the microcomputer 33 (step S2, pressing amount acquisition step). The microcomputer 33 moves the process to step S3.
[0071] The pressing amount acquisition step acquires, for example, the pressing amount of the button 31 from the sensor 313. The signal acquired from the sensor 313 may be an analog signal such as a voltage corresponding to the pressing amount, or may be a digital signal generated in the sensor 313 and indicating the pressing amount.
[0072] In particular, it is preferable that the signal obtained from the sensor 313 is an analog signal such as a voltage corresponding to the amount of pressing. This allows the microcomputer 33 to obtain the amount of pressing at short intervals that are not dependent on the frequency at which a digital signal indicating the amount of pressing is generated by the sensor 313. This allows the timing at which the button 31 is pressed to be detected more accurately and quickly.
[0073] Next, the microcomputer 33 executes the processes of steps S3 to S4 related to the change rate calculation section 333.
[0074] [Step S3: Determine whether to calculate the change rate of the pressing amount] The microcomputer 33 executes the change rate calculation section 333. The microcomputer 33 then executes a process related to the change rate calculation section 333, which is a process for determining whether or not to calculate the change rate of the press amount of each button 31 acquired in step S2 (step S3, a change rate calculation / non-calculation step). If it is determined that the change rates are to be calculated, the microcomputer 33 moves the process to step S4. If it is not determined that the change rates are to be calculated, the microcomputer 33 moves the process to step S9.
[0075] The step of determining whether or not the rate of change is calculated is not particularly limited, and may be, for example, a process in which it is determined that the rate of change is calculated if the timing corresponds to a predetermined calculation interval, and it is not determined that the rate of change is calculated if the timing is other than the predetermined calculation interval. When the rate of change of the amount of press is calculated from the difference between the amount of press and another amount of press acquired immediately before the amount of press, erroneous detection may occur due to noise, vibration, or other causes. By performing the above-mentioned determination using the timing according to the calculation interval, the microcomputer 33 can detect the timing of press with less erroneous detection using the time series information of the amount of press during the predetermined calculation interval.
[0076] The calculation interval is preferably shorter than the interval at which a signal is provided, which will be described later. This allows accurate and rapid detection of the pressing of the button 31, for example, even if pressing of the button 31 begins immediately before the signal is provided.
[0077] [Step S4: Calculate the rate of change of the pressing amount] The microcomputer 33 executes the change rate calculation section 333. The microcomputer 33 then executes a process related to the change rate calculation section 333, which is a process of calculating the change rate of the pressing amount of each button 31 based on the time-series information of the pressing amount acquired in step S2 (step S4, change rate calculation step). The microcomputer 33 moves the process to step S5.
[0078] The change rate calculation step is not particularly limited as long as it is a process of calculating the change rate of the press amount based on the time-series information of the press amount acquired in step S2. For example, the process includes a procedure of calculating the change rate of the press amount based on the time-series information of the press amount acquired from the previous change rate calculation step to the current change rate calculation step.
[0079] Next, the microcomputer 33 executes the processes of steps S5 to S6 related to the press timing detection unit 334 (press timing detection steps).
[0080] [Step S5: Determine whether the speed of change in pressing direction exceeds a threshold] The microcomputer 33 executes the pressing timing detection unit 334. The microcomputer 33 then executes a process related to the pressing timing detection unit 334, which is a process for determining for each button 31 whether or not the timing at which the speed of change calculated in step S4 exceeds the threshold value acquired in step S1 in the pressing direction of the corresponding button 31 and which is related to the button 31 to be determined (step S5, pressing timing determination step). If it is determined that the speed of change is exceeded for any of the buttons 31, that is, if the pressing timing is detected, the microcomputer 33 moves the process to step S6. If it is not determined that the speed of change is exceeded for any of the buttons 31, the microcomputer 33 moves the process to step S7.
[0081] [Step S6: Change to pressed state] The microcomputer 33 executes the pressing timing detection unit 334. Then, the microcomputer 33 executes a process related to the pressing timing detection unit 334, in which, for the button 31 determined to exceed the threshold in step S5, the state of the button 31 stored in the storage area of the microcomputer 33 is changed to a pressed state (step S5, pressing state storage step). The microcomputer 33 moves the process to step S7.
[0082] After or before the pressing timing detection step, the microcomputer 33 executes a lift-off timing detection step related to the lift-off timing detection unit 335. The processes of steps S7 to S8 described below are an example of the processes performed in the lift-off timing detection step.
[0083] [Step S7: Determine whether the speed of change in the direction of lift-off exceeds a predetermined speed] The microcomputer 33 executes the lift-off timing detection unit 335. The microcomputer 33 then executes a process related to the lift-off timing detection unit 335, which is a process for determining for each button 31 whether or not the timing at which the change speed calculated in step S4 exceeds a given threshold value for the button 31 to be determined in the lift direction of the corresponding button 31 is reached (step S7, lift-off timing determination step). If it is determined that the change speed is exceeded for any of the buttons 31, that is, if the lift-off timing is detected, the microcomputer 33 moves the process to step S8. If it is not determined that the change speed is exceeded for any of the buttons 31, the microcomputer 33 moves the process to step S9.
[0084] [Step S8: Change to non-pressed state] The microcomputer 33 executes the lift-off timing detection unit 335. Then, the microcomputer 33 executes a process related to the lift-off timing detection unit 335, which is a process for changing the state of the button 31, which is determined to exceed the threshold value in step S7, stored in the storage area of the microcomputer 33 to a non-pressed state (step S8, non-pressed state storage step). The microcomputer 33 moves the process to step S9.
[0085] [Another configuration of the lift-off timing detection step] The process performed in the step of detecting the timing of lifting is not limited to the process from step S7 to step S8 described above, and may be various processes for detecting the lifting of the button 31. The process includes, for example, a procedure for determining that it is the timing of lifting the button 31 when the amount of depression of the button 31 falls below a predetermined value, a procedure for determining the timing of lifting the button 31 by combining the amount of depression of the button 31 and the rate of change in the amount of depression, and the like.
[0086] After the pressing timing detection step and the lifting timing detection step are executed, the microcomputer 33 executes the processes of steps S9 to S10 related to the signal providing unit 336 (signal providing step).
[0087] [Step S9: Determine whether to provide a press signal] The microcomputer 33 executes the signal providing unit 336. The microcomputer 33 then executes processing related to the signal providing unit 336, which is processing for determining whether or not to provide a press signal to the control device 2 (step S9, signal provision determination step). If it is determined that a signal should be provided, the microcomputer 33 moves the processing to step S10. If it is not determined that a signal should be provided, the microcomputer 33 moves the processing to step S1, and repeats the processing from step S1 to step S10.
[0088] The step of determining whether or not to provide a signal is not particularly limited, and may be a step including a procedure of determining that a signal will be provided, for example, at the timing when the control device 2 requests the provision of a signal related to pressing the button 31, a predetermined timing related to the provision of the signal, etc. The predetermined timing related to the provision of the signal is, for example, a timing when the cycle of providing the signal corresponds to a predetermined frequency such as 1 kHz, etc.
[0089] [Step S10: Providing a press signal] The microcomputer 33 executes the signal providing unit 336. The microcomputer 33 then executes a process related to the signal providing unit 336, which provides the control device 2 with a press signal that can be identified as a pressed state in which the button 31 is pressed from the press timing at which the button 31 is changed to a pressed state in step S6 to the release timing at which the button 31 is changed to a non-pressed state in step S8, and provides the control device 2 with a non-press signal that can be identified as a non-pressed state in which the button 31 is not pressed from the release timing to the press timing (step S10, press signal providing execution step). The microcomputer 33 moves the process to step S1, and repeats the processes from step S1 to step S10.
[0090] [Button processing effect] 8 is an explanatory diagram showing detection of the pressing timing in the button module 3 of this embodiment. In the detection of the pressing timing of the conventional technique using the pressing amount, the timing t 0 After that, the pressing amount p of the button 31 exceeds the play P. 1 The timing t 2 Therefore, the timing t 2 is the timing t 0 In addition, in the conventional technology, the timing is delayed from the timing t 3 The amount of pressing p exceeds the play P 2 The timing at which the lift-off is detected is t 5 In Fig. 8, the delay is shown as P and p 1 The distance between P and p 2 The distance between each is exaggerated.
[0091] On the other hand, the button process of this embodiment is performed at a timing t 1 Therefore, in this embodiment, the pressing of the button 31 is detected at timing t 1 is the timing t 0 The delay from the timing t 3 The timing when the departure is detected from t 4 In FIG. 8, the delay is reduced to a timing t 0 From 1 Delay and timing until t 3 From timing t 5 The delays between the time of arrival and the time of arrival are exaggerated.
[0092] As a result, the button process of the present embodiment is performed at the timing t 2 From timing t5 (Dotted arrow in Figure 8) 1 From timing t 4 During the period up to (solid arrow in FIG. 8), a signal can be provided that the button 31 is being pressed.
[0093] Furthermore, the button processing of this embodiment can prevent the button 31 from being erroneously detected as having been pressed because the amount of pressing exceeds a given threshold, as in the conventional technology, when the player does not intend to press the button 31 and the rate of change in the amount of pressing is small. Moreover, the button processing of this embodiment can adjust the threshold T even when the controller C is not connected to a video game machine or the like. Therefore, the player can adjust the sensitivity of the button 31 without connecting the controller C to a video game machine or the like. This allows the player to adjust the sensitivity at any timing, for example, to a low sensitivity that further prevents erroneous detection due to vibrations, or a high sensitivity that enables more rapid detection.
[0094] In addition, the button module 3 that executes the button processing of this embodiment converts the analog signal of the pressing amount p provided from the button 31 and the threshold value T provided from the switch 32 into digital signals by the microcomputer 33 and then provides them to the control device 2. Therefore, the button module 3 of this embodiment enables the control device 2 to detect a signal related to the pressing of the button 31 at short detection intervals, without unnecessarily complicating the configuration of the control device 2 in order to obtain the analog signal of the pressing amount p and the threshold value T.
[0095] Moreover, the button module 3 can be configured so that the player can adjust the sensitivity of each button 31 with respect to the timing of pressing the button 31, by using the switches 32 that correspond one-to-one with the buttons 31. This allows the player to individually adjust the sensitivity of each button 31 according to various circumstances such as differences in the positions of the buttons 31, the characteristics of the video game, the player's playing style of the video game, the player's preferences, etc. Therefore, the player can adjust the sensitivity so that the timing of pressing each button 31 is detected more accurately and quickly.
[0096] As a result, the button module 3 of this embodiment can realize a video game controller C that can simultaneously detect the timing when the button 31 is pressed more accurately and quickly, and adjust the sensitivity of the operation timing of each button 31 for each button 31, regardless of whether it is connected to a video game machine or not.
[0097] [Usage example] The following is an example of how the video game controller C of this embodiment can be used.
[0098] [Sensitivity adjustment when there is no stand] The player brings the controller C to the venue of the video game competition. The player confirms that there is no stand on which various controllers can be placed at the preliminary venue, and adjusts the sensitivity to a relatively low level corresponding to the controller C held on the player's lap before the start of the competition. In other words, the player adjusts the controller C using the switch 32 without connecting it to a video game machine or the like, and adjusts the threshold to a higher level than when playing in an environment with a stand.
[0099] [Play by connecting to a video game console, etc. (qualifying round)] The player connects the controller C, whose sensitivity has been adjusted, to a video game machine or the like prepared by the tournament organizer. The player then holds the connected controller C on his / her lap to play the preliminary round of the video game tournament. Because the controller C has been adjusted to a relatively low sensitivity, erroneous input of the button 31 is prevented even if the controller C shakes on the player's lap. Therefore, the controller C detects the player's operations more accurately and quickly than a conventional controller that has not been adjusted in sensitivity. This allows the player to play the video game as he / she intends and achieve good results by winning the preliminary round.
[0100] [Sensitivity adjustment when there is a stand] Players who advance to the main competition confirm that tables on which various controllers can be placed are prepared at the competition venue, and before the start of the competition, adjust the sensitivity to a relatively high level according to the controller C placed on the table. In other words, the players adjust the sensitivity using the switch 32 without connecting the controller C to a video game machine or the like, and adjust the threshold to a lower level than when playing in an environment without a table.
[0101] [Play by connecting to a video game console, etc. (Main event)] The player connects the controller C, whose sensitivity has been adjusted, to a video game machine or the like prepared by the tournament organizer. The player then places the connected controller C on a table and plays the video game. Because the controller C has been adjusted to a relatively high sensitivity, it accurately and quickly detects presses on the button 31. This allows the player to play the video game as he or she intends, and achieve good results in winning the main tournament.
[0102] [Use outside of video games] The controller C of this embodiment can be used for purposes other than video games. Examples of uses other than video games include the operation of unmanned vehicles, such as radio-controlled cars, radio-controlled airplanes, radio-controlled helicopters, radio-controlled ships, drones, and unmanned agricultural vehicles. Unmanned vehicles can be operated in various operating environments, such as the presence or absence of a stand on which the controller C can be placed, an unstable footing such as on a ship, and a shaking environment such as inside a car. By operating an unmanned vehicle using the controller C of this embodiment, the operator can adjust the sensitivity according to various operating environments by turning on the power of the remote control device of the unmanned vehicle and without unnecessarily draining the battery.
[0103] Another application other than video games is the operation of construction machinery, such as a crane and a backhoe. Construction machinery is used in various environments, such as paved land and unpaved land. By operating an unmanned vehicle using the controller C of this embodiment, the operator can adjust the sensitivity according to various environments without operating the engine of the construction machinery and wasting fuel. In addition, the controller C of this embodiment can also be used to operate various manned vehicles, such as automobiles, ships, and aircraft, and allows the operator of each vehicle to adjust the sensitivity according to preference and / or environment without operating the engine. In addition, the controller C of this embodiment can also be used to operate various machines, such as processing machines, and allows the operator to adjust the sensitivity according to preference and / or environment without starting the machine.
[0104] <Modification> 9 is a schematic plan view of a modified video game controller C. In the modified video game controller C, the directional operation unit 5 is configured using buttons similar to those in the button module 3 of this embodiment, making it possible to more accurately and quickly detect the timing of not only button inputs but also directional operations, and to adjust the sensitivity of each button with respect to the timing of the operation, regardless of whether the controller is connected to a video game machine or not.
[0105] The controller C of the modified example is configured similarly to the controller C of the present embodiment, except for the configuration of the directional operation unit 5. Instead of the directional operation unit 5 configured using a lever, or in addition to the directional operation unit 5 configured using a lever, the controller C of the modified example includes a directional operation unit 5 that includes a directional button 51, a directional switch 52 that can adjust a threshold value related to the sensitivity of the directional button 51 regardless of whether the directional button 51 is in a powered or non-powered state, and a directional operation microcomputer that is electrically connected to each of the directional button 51 and the directional switch 52 and is provided separately from the control device 2 of the controller C.
[0106] 9, a left button 51L associated with a "LEFT" mark, an up button 51U associated with a "UP" mark, a down button 51D associated with a "DOWN" mark, and a right button 51R associated with a "RIGHT" mark are provided in the center of the left half of the controller body 1. A left switch 52L, an up switch 52U, a down switch 52D, and a right switch 52R associated with the left button 51L, the up button 51U, the down button 51D, and the right button 51R, respectively, are provided in the left region on the surface of the controller C.
[0107] The directional operation unit 5, which is configured using a lever, directional input key, analog stick, etc., capable of inputting a direction, may cause an erroneous operation in which the direction input by tilting the lever, etc., is different from the direction intended by the player. In addition, since the lever, etc., has a "play" to prevent erroneous input, the detection of the directional operation may be delayed from when the player intends to operate the direction until the lever, etc. is tilted beyond the "play".
[0108] On the other hand, the modified controller C can accurately and quickly detect the timing of a directional operation by using the rate of change in the amount of pressing of the directional button 51, instead of determining whether a directional input has been made via a lever or the like. As a result, when the player intends to perform a directional operation, the modified controller C can accurately and quickly detect the directional operation at the timing when the rate of change in the amount of pressing of the directional button 51 becomes a large rate of change that reflects the player's intention, without having to wait until the lever or the like is pushed down beyond the "play" as in the conventional technology.
[0109] Therefore, the modified controller C can detect the timing of pressing a button related to directional operation more accurately and quickly, while also allowing sensitivity adjustment regarding the timing of button operation related to directional operation for each button related to directional operation, regardless of whether it is connected to a video game machine or not.
[0110] In the example shown in FIG. 9, in addition to the X button 31X, the L button 31L is located slightly below the Y button 31Y and the R button 31R. Also, in addition to the A button 31A, the LB button 31LB is located slightly below the B button 31B and the RB button 31RB. This allows the player to operate the L button 31L and the LB button 31LB using fingers that are shorter than the other fingers, such as the little finger, on the right hand, without moving the right hand. This allows for faster operation.
[0111] It should be noted that within the scope of the concept of the present invention, a person skilled in the art may come up with various modifications and alterations. It is understood that such modifications and alterations fall within the scope of the present invention. For example, even if a person skilled in the art appropriately adds, deletes, or modifies the design of the above-described embodiment, or adds, omits, or modifies the conditions of a process, these modifications and alterations are included in the scope of the present invention as long as they include the gist of the present invention. [Explanation of symbols]
[0112] C Video Game Controller 1 Controller body 2. Control device 3 Button Module 31 Buttons 311 Button body 312 Pressing member 313 Sensors 314 Supporting member 32 Switch 33 Microcomputer 331 Threshold acquisition unit 332 Pressing amount acquisition unit 333 Change Rate Calculation Unit 334 Press timing detection unit 335 Lift-off timing detection unit 336 Signal providing section 4 Normal Button 5 direction control unit 6 Display section
Claims
1. Video game controller buttons and a switch capable of adjusting a threshold value for the sensitivity of the button regardless of whether the button is energized or not; a microcomputer electrically connected to each of the buttons and the switches and provided separately from a control device of the controller; Equipped with The number of the buttons is two or more, The button has a sensor capable of detecting the amount of depression of the button, The microcomputer a threshold acquisition unit configured to acquire a threshold from the switch; A pressing amount acquiring unit configured to acquire a pressing amount from the sensor; A change rate calculation unit configured to calculate a change rate of the pressing amount based on time-series information of the pressing amount; a press timing detection unit configured to detect a press timing at which the calculated change rate exceeds the threshold value in a pressing direction of the button; a release timing detection unit configured to detect a release timing, which is a timing at which the button is released, based on the pressing amount and / or the rate of change; a signal providing unit configured to provide, to the control device, a press signal that can be identified as a pressed state in which the button is pressed from the press timing to the release timing, and to provide, to the control device, a non-press signal that can be identified as a non-pressed state in which the button is not pressed from the release timing to the press timing; A button module for a video game controller comprising:
2. The button module according to claim 1 , wherein the sensor is configured using a Hall element.
3. A button module according to claim 1 or 2; a control device capable of providing, to an outside, information indicating whether each of the two or more buttons is in the pressed state or the non-pressed state based on the press signal provided from the signal providing unit; A video game controller comprising:
4. a microcomputer electrically connected to each of the buttons of the video game controller and a switch capable of adjusting a threshold for detecting pressing of the buttons regardless of whether the buttons are in an energized or non-energized state, the microcomputer being provided separately from a control device of the controller; a threshold acquisition step of acquiring a threshold from the switch; a pressing amount acquiring step of acquiring a pressing amount of the button; a change rate calculation step of calculating a change rate of the pressing amount based on time series information of the pressing amount; a press timing detection step of detecting a press timing at which the calculated change rate exceeds the threshold value in the direction in which the button is pressed; a release timing detection step of detecting a release timing, which is a timing at which the button is released, based on the pressing amount and / or the rate of change; a signal providing step of providing to the control device a press signal that can be identified as a pressed state in which the button is pressed from the press timing to the release timing, and providing to the control device a non-press signal that can be identified as a non-pressed state in which the button is not pressed from the release timing to the press timing; A program configured to execute
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