Wearable gaming device and method
The wearable gaming device uses embedded electrodes and asynchronous biphasic waves to stimulate muscles, addressing the lack of realistic sensations in existing haptic devices by providing enhanced muscle simulations.
Patent Information
- Application Number
- JP2022523268
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Priority Date
- 2019-11-04
- Filing Date
- 2020-06-11
- Publication Date
- 2024-12-19
- Estimated Expiration
- 2040-06-11
AI Technical Summary
Existing haptic devices fail to provide realistic deeper sensations in video games by stimulating only external body parts, lacking the ability to simulate internal sensations like punches or kicks.
A wearable gaming device with electrodes embedded in clothing that electrically stimulate specific muscles to simulate game actions, using a control device to generate asynchronous biphasic quadrangular waves for more realistic sensations.
The device effectively simulates deeper sensations by stimulating multiple muscles simultaneously, enhancing the gaming experience with realistic muscle contractions and relaxations.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to the technical field of wearable gaming devices, in particular to wearable gaming devices. The object of the present invention is to provide a wearable gaming device that provides a user with physical feedback from an application, in particular a computer video game or other software application. [Background technology]
[0002] The world of video games has been surrounded by gaming peripherals since its inception: joysticks were widely deployed in the '80s, while haptic devices became popular in the '90s.
[0003] Haptic devices have mainly been based on mechanical vibration devices that generate vibrations by electric motors. These devices do not provide the actual excitement or sensation of the situation currently being played in video games. The reason is that the haptic engine only stimulates the external parts of the body. Therefore, it cannot properly simulate deeper actions, i.e. stabbing the stomach from a deeper perception, rather than an external vibration or pulse to the abdomen. Such a perception (Video game punch or low kick) is needed.
[0004] It is therefore broadly understood that the deeper sensations provided in real-world video game experiences should also apply to similar human-machine interactions. [Patent Document 1] EP3023867A2 [Patent Document 2] EP2291115B1 [Patent Document 3] US9293015B2 [Patent Document 4] EP3182266A1
[0005] In this sense, US 2007 / 0136666 discloses a method for interactive physiological and technical synchronization of a virtual environment with its user. The method comprises (A) acquiring biometric or kinematic parameters of the user, (B) transferring them, (C) generating a feedback signal in an application program, (D) transmitting this feedback signal to a computer, (E) processing the feedback signal, and (F) providing a feedback pulse, which causes a physical sensation in the user's nervous system by contact with the user's skin. The feedback pulse is provided using an electrical pulse. The method disclosed in US 2007 / 0136666 requires a prior acquisition of the biometric or kinematic parameters of the user to be transferred to the application program.
[0006] US Patent No. 5,399,663 discloses a wearable device and system for providing genuine or tamper-free electrical stimulation of the body. The device is intended for application of Electrical Muscle Stimulation (EMS) or electromyostimulation of the user's body. The former is also known as neuromuscular electrical stimulation (NMES). The device includes electrodes that fit over a portion of the user's body and are embedded in the wearable device to transmit a stimulation current to the user's body. The device of US Patent No. 5,399,663 has a connection point as an intermediate connection point between the electrode and a control device to generate the stimulation current. In the control document, a detector detects whether a change in the physical relationship between the connection point and the electrode exceeds a predetermined threshold, thereby enabling detection of misuse and tampering / modification of the device.
[0007] US Patent No. 5,399,633 discloses a haptic driver circuit for electrical muscle stimulation electrodes. The haptic driver circuit has an input that receives a haptic signal based on a haptic effect from a haptic effect processor. The driver circuit of US Patent No. 5,399,633 includes logic circuitry that generates an electrical muscle stimulation current based on the haptic signal. Electrodes in contact with the user's skin receive the electrical muscle stimulation current, which causes a haptic effect by contracting and relaxing muscles near the electrodes.
[0008] The system disclosed in US Pat. No. 6,399,633 is directed to determining a haptic effect and transmitting a haptic signal associated with the haptic effect. The system disclosed in US Pat. No. 6,399,633 may be a device that receives a haptic signal and outputs a haptic effect. Summary of the Invention [Problem to be solved by the invention]
[0009] The present invention provides a wearable gaming device and a method for physically stimulating a user wearing the wearable device while playing a video game. method and disclose.
[0010] A first aspect of the invention relates to a wearable device implemented in a garment with a number of electrodes positioned to stimulate a muscle or group of muscles, producing a series of electrically generated stimuli representative of specific sensations associated with actions performed while playing a video game. [Means for solving the problem]
[0011] The objective of the above method of generating sensations to a user wearing a wearable gaming device while playing a video game is to simulate actions performed in the video game by electrically stimulating the user's muscles while playing the video game.
[0012] The method of the present invention is realized by a control device that generates a series of electrical pulses that are directed to the electrodes. The sensations are created by a control device with a double H-bridge to which the output channels are connected.
[0013] The method of the invention can provide any type of wave, provide a wave other than a given wave known in the art, and can be used to measure the wave shape of a known standard. Conforms to This feature allows us to move away from traditional waves: the control device generates biphasic quadrangular waves, preferably symmetrical waves, that generate pulses, without the need for repetition within the wave, i.e., to stimulate muscles with asynchronous pulse trains.
[0014] Because two muscles may be stimulated simultaneously, the present invention generates a pulse train directed at two muscles to simulate, for example, a bullet entering the chest and exiting the back (blood flowing in both areas). To achieve this, an asymmetric and multiform wave is created with different depths and times in each muscle receiving the pulse associated with the sensation. The ability to stimulate two muscles simultaneously creates a more realistic sensation.
[0015] In any embodiment of any aspect of the present invention, the terms "conductor" or "conductive" are used interchangeably in reference to the physical property related to electrical conductivity. [Brief description of the drawings]
[0016] [Figure 1] 1 shows a series of views of the wearable gaming device of the present invention from different perspectives. [Diagram 2] 1 shows a wearable gaming device of the present invention in an open vest with all components shown from the backside. [Diagram 3] An exploded view showing the various layers that make up the electrode. [Figure 4]4a and 4b are diagrams of the electrode arrangement of the wearable gaming device of the present invention, where FIG. 4a shows the loop formed by the conductive layer and the conductive elastic core of the cable, and FIG. 4b shows the conductive gel layer disposed on the conductive layer. [Diagram 5] A pair of views of a cable and its cross-section are shown, showing an outer electrically insulating structure and a conductive elastic core including an elastic structure covered with a conductor layer. [Figure 6] 2 shows two graphs representing waves generated by the control device. [Figure 7] 1 shows details of the biphasic square symmetrical wave that can be generated by the control device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0017] In a preferred embodiment of the invention, a wearable gaming device 1, shown as a part of clothing, comprises a set of electrodes 2, which are connected to a controller 4 by a cable 3. The wearable gaming device 1 is described below as an example shown in Figure 1, where the cable 3 is sewn and fixed to the clothing, such as a vest in Figure 2.
[0018] The cable 3 comprises an outer electrically insulating structure 33 and an electrically conductive elastic core 31. The latter includes an elastic structure 312 covered by an electrically conductive layer 311 (FIG. 5). The electrically conductive layer 311 is electrically connected to the electrically conductive layer 22 of the electrode 2. The electrically conductive layer 22 of the electrode 2 is covered by an electrically conductive gel layer 21 (which is part of the electrode) (FIG. 3). The electrically conductive gel layer 21 comprises an electrical conductive viscous gel, which can be easily and reliably placed on the user's skin and does not require water or any moisture, since it is made of an electrically conductive material in the form of a gel, and furthermore provides a low electrical resistance to the user's body. In a preferred embodiment of the present invention, a low viscosity electrically conductive gel shows the best overall performance, with an electrically conductive layer 22 made of a carbon-based material with a relatively low contact impedance and excellent performance.
[0019] The core of the cable 3, also called the elastic cable 3 (FIG. 5), is made up of a series of elastic structures 312. The elastic structures 312 are: Length at Rest The conductive layer 311 is made of an elastomer filament that can stretch up to 160% of its original length and is covered with enamelled copper wire, which constitutes the conductive layer 311. It is preferably arranged in a zigzag pattern to allow it to be stretched in combination with the elastomer. As a result, the transmitted signal does not suffer any loss on its way through the wearable game device 1 and at the same time is very comfortable for the user. In a preferred embodiment of the present invention, an elastic cable 3 with the following specifications is preferred:
[0020] 18.86% Elastomer 47.44% (enamel coated) copper wire. 33.70% Black Textured Polyamide Yarn . Elasticity: 160% Footage: 606m / kg
[0021] The conductive elastic core 31 is covered by an outer electrically insulating structure 33. The electrically insulating structure 33 comprises textured polyamide wire, provides a structural function, and may also have an insulating additive added to it, making it impossible for electrical current to flow.
[0022] The structure of the cable 3 includes an outer electrically insulating structure 33 and a conductive elastic fiber 31. The conductive elastic fiber 31 includes an elastic structure 312 covered with a conductive layer 311. The conductive layer 311 is connected to the conductive layer 22 of the electrode 2. As a result, there is no leakage of current. Furthermore, due to its elasticity, it fits the body when sewn into the garment by the embroidery machine. Therefore, when the cable is fixed to the garment, the cable always remains in a fixed position relative to the garment, and at the same time, the structure of the cable 3 provides elasticity equivalent to that of the material (e.g. Lycra: registered trademark) that constitutes the garment. The elastic cable 3 runs through the garment structure from the connection of the control device 4 to each electrode 2 (preferably 20 electrodes) of the wearable gaming device. Each electrode 2 has its own cable 3. In a preferred embodiment, the cable 3 is attached to the control device 4 by a magnetic pin (not shown) of the control device 4. Using an embroidery machine, the cable 3 is inserted into each path formed inside the garment, completely connecting the magnetic input of the control device 4 to the electrodes 2 sewn into the jacket. The connection of the cable 3 to the conductive black carbon layer 22 is made by electrical contact of the conductor layer 311 of the cable 3 along the periphery of said conductive layer 22. The ends of the cable 3 are suitably treated to provide 100% conductivity.
[0023] In a preferred embodiment of the method of the present invention implementing the above-described apparatus of the present invention, a user playing a video game is shot at close range in the chest by a corresponding game character. To accomplish this, the method of the present invention implements, via the control device 4, the sequence of sensations associated with a close range shot to the chest, with the bullet entering through the chest and exiting through the back.
[0024] To provide such sensation, a wearable gaming device, including a piece of clothing and electrodes 2 (connected to a control device 4 by a cable 3), is worn by a user playing a video game. The electrodes 2, which are located on a piece of clothing, stimulate the muscles (i.e. chest and back muscles) involved in the user's muscle sensation. To achieve this, the control device 4 includes information on each electrode 2, including the location and relative location of the electrodes 2 on the user's body (affecting the muscle or muscle group). The electrodes 2 or electrode groups 2 generate electrical pulses commanded by the control device 4 in response to actions occurring in the play of the video game. The conductive layer 22 of the electrode 2 is located under the conductive gel layer 21 of the electrode 2 (Figure 4b), so that the conductive gel layer 21 is fixed to the user's skin due to the viscosity of the gel. Thus, it provides anhydrous fixation function and better conductive performance. The conductive layer 22 is therefore in electrical contact with the conductor layer 311 of the cable 3 (Figure 4a), which is then sewn into the clothing, and its elastic function allows free movement. When the control device 4 generates a pulse or pulses, this pulse(s) is / are transmitted via the cable 3, more precisely via a conductive elastic fabric 31 comprising an elastic structure 312 covered with a conductor layer 311, to a given muscle. This given muscle is stimulated in a specific way, which represents the sensations respectively generated by the actions occurring for the respective character during the playing of the video game.
[0025] In a current scenario relating to an embodiment of the method of the second aspect of the present invention, a user is playing an FPS video game in which bullets are fired, entering the character's chest and exiting through his back.
[0026] In a further preferred embodiment, the control device 4 of the wearable game device 1 includes a processing unit and generates various shaped wave examples (biphasic rectangular waveform, symmetrical waveform) as shown in FIG. 6 or FIG. 7. In a preferred embodiment of the present invention, the control device 4 includes at least two H-shaped bridges, each associated with five output channels. The purpose is to generate pulses that can be sent simultaneously to multiple muscles as simultaneous stimulation, realizing as much as possible the sensations perceived by the player. As the skilled person will appreciate, the purpose of the present invention is to generate a type of wave that does not require adaptation to a certain frequency wave (periodicity). The number of channels and bridges can be changed while maintaining the symmetry of the output channels.
[0027] The variables used to create sensations are grouped into tracks, which are a series of previously designed tracks that result in a respective sensation. Each track has identical waveform characteristics that contain one or more pulses that are properly sequenced to form a pulse train. The track associated with a bullet entering the right pectoral muscle and exiting the right dorsal muscle (also leaving a brief bleeding sensation) is described below.
[0028] Track 1 (Input Shock) Channel number: 5 (right pectoral muscle) TIP: Positive pulse time: 300μs NIP: Negative pulse time: 300μs TP:0ds TPC: 200μs I (strength): 100% Cycle number: 1 Responsibility (S / N): S
[0029] Track 2 (Output Impact) Channel number: 5 (right back muscle) TIP: Positive pulse time: 300μs NIP: Negative pulse time: 300μs TP:0ds TPC:0ds I (strength): 75% Cycle number: 1 Responsibility (S / N): S
[0030] Track 3 (Input Bleed) Channel number: 5 (right pectoral muscle) TIP: Positive pulse time: 300μs NIP: Negative pulse time: 300μs TP:0ds TPC: 500μs I (strength): 100% Cycle number: 500 Responsibility (S / N): N
[0031] Track 4 (Starting Bleed) Channel number: 5 (right back muscle) TIP: Positive pulse time: 300μs NIP: Negative pulse time: 300μs TP:0ds TPC: 500μs I (strength): 30% Cycle number: 500 Responsibility (S / N): N
[0032] Channel number: The number of the output channel TIP: Positive pulse time: each in the range of 150-400μs NIP: Negative pulse time: each in the range of 150-400μs TP: Pause between channels TP: Pause time between cycles I: Intensity (mA) Cycle Number: Number of cycles Responsibility (S / N)
[0033] In this case the sequence consists of track 1 + track 2 + track 3 + track 4. Tracks 1 and 2 are transmitted simultaneously, and tracks 1, 3 and 4 are transmitted simultaneously.
[0034] The above description is for one embodiment of the present invention, and those skilled in the art may conceive of various modifications of the present invention, all of which are included in the technical scope of the present invention. The numbers in parentheses following the components of the claims correspond to the part numbers in the drawings, and are provided for easy understanding of the invention, and should not be used to interpret the invention in a restrictive manner. In addition, the names of parts in the specification and the claims are not necessarily the same even if they have the same number. This is for the reasons described above. "At least one or more" and "and / or" are not limited to one of them. For example, "at least one of A, B, and C" may include not only "A", "B", and "C" alone, but also multiple ones such as "A, B or B, C, and also A, B, and C". "At least one of A, B, and C" may include not only A, B, and C alone, but also a combination of A and B, or a combination of A, B, and C. "A, B and / or C" may include not only A, B, and C alone, but also two of A and B, or all of A, B, and C. In this specification, "including A" or "having A" may include things other than A. Unless otherwise specified, the number of devices or means may be singular or plural.
Claims
1. A wearable game device including clothing and electrodes (2), The electrode (2) is connected to a control device (4) via a cable (3); When the electrodes (2) emit electrical pulses generated by the control device (4), the muscles of the user wearing the garment are stimulated; The electrode (2) is disposed on the garment and has a conductive layer (22) made of a conductive material and a conductive gel layer (21) disposed on the conductive layer (22); The cable (3) is sewn into the garment and has a conductive elastic fiber (31) and an insulating outer peripheral structure arranged outside the conductive elastic fiber (31), the conductive elastic fiber (31) includes an elastic structure (312) and a conductor layer (311) covering the elastic structure (312), and the conductor layer (311) is electrically connected to the conductive layer (22). A wearable game device comprising:
2. The conductor layer (311) is made of enamelled copper wire that is stretchable together with the elastic structure (312) and is arranged in a zigzag pattern on the garment.
2. The wearable game device according to claim 1 .
3. The elastic structure (312) includes elastomeric filaments that can stretch to 160% in length.
3. The wearable game device according to claim 1 or 2.
4. The electrodes (2) are arranged in pairs. The wearable game device according to any one of claims 1 to 3.
5. A method for stimulating a user who plays a video game while wearing the wearable game device according to any one of claims 1 to 4, comprising: A control device (4) is provided for generating a pulse to be transmitted to the electrode (2), and the electric pulse generated by the control device (4) is transmitted to the electrode (2) via a cable (3) connected to the electrode (2) and the control device (4).
13. A method for stimulating a user to play a video game, comprising:
6. The pulses are generated by a two-phase square wave or a symmetric wave.
6. The method of claim 5.
Citation Information
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