Game controller device and method
Patent Information
- Application Number
- JP2023507335
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2020-08-03
- Filing Date
- 2021-08-03
- Publication Date
- 2025-02-25
- Estimated Expiration
- 2041-08-03
Smart Images

Figure 0007634909000001 
Figure 0007634909000002 
Figure 0007634909000003
Abstract
Description
[Technical Field]
[0001] This disclosure introduces a new architecture for a controller that can be used for games, drones, or other virtual or physical objects. The controller can also include two controllers, one for each hand, with improved components that allow for improved impact on the user's hands while using the controllers. [Background technology]
[0002] The use of computer interface devices over an extended period of time is known to cause injuries commonly referred to as repetitive strain injuries. Common types of repetitive strain injuries include carpal tunnel syndrome, bursitis, and tendonitis. Each of these ailments can affect people's hands after manipulating devices for extended periods of time. Because these ailments are so common, many products have been developed to alleviate or reduce the stress associated with using certain types of equipment. For example, individuals who use keyboards to type or enter data into computers and who develop repetitive strain injuries may purchase "ergonomic" keyboards designed to reduce the strain associated with typing.
[0003] The field of computer games has grown tremendously in recent decades. Indeed, some people who play these games (i.e., gamers) use game controllers as part of their jobs, while others compete to win prizes ranging from thousands to millions of dollars. Game developers use game controllers to test their games to ensure they work as intended, and this game testing process can take many hours. Similarly, individuals who compete in gaming competitions often spend tens or even hundreds of hours per week playing games using game controllers. Typically, these currently available game controllers contain only a few parts that are made using injection molding. Furthermore, currently available game controllers are not designed to minimize stress on the hands or arms of individuals using them, which can lead to repetitive stress injuries.
[0004] Traditional game controllers also have other limitations that limit their usefulness. Some types of game controllers are designed to be operated by two different hands of a person, including a left and a right hand, and each hand may operate a joystick or a button. A second type of game controller is a joystick, which may include one or more buttons, with one hand holding the joystick and another hand operating the joystick to control the game. Other types of game controllers can be detached from the gaming device and operated separately by different people or different hands of a person. For example, the Nintendo Switch includes two game controllers.
[0005] Furthermore, traditional game controllers are constructed as a one size fits all format, and people with very small or very large hands who use traditional game controllers often cannot control the game as well as people with hand sizes that best fit a particular game controller.
[0006] Many types of games played today simulate combat or some other activity performed using a device with a handle. For example, the handle of a gun, sword, or hammer has a shape that may be slightly rounded or oval. Such a shape fits naturally in the human hand. However, none of the game controllers available today are shaped similarly to the handle of a hammer or gun. Furthermore, none of the game controllers available today are shaped so that a human can easily grasp the controller with two fingers of their hand while using the other three fingers of their hand to manipulate the game control buttons, triggers, or joysticks.
[0007] What is needed is a new type of game controller that is available in multiple sizes or is constructed in a configuration that can be adjusted in some way to fit the size of a human hand, for example, by adjusting the position of the index finger control. Such a game controller can include ergonomic features that allow it to be grasped with one or two human fingers while allowing for multiple fingers. For example, the game controller design may allow a user to manipulate the game controller's controls using at least three fingers. Summary of the Invention
[0008] Disclosed herein is an improved controller that reduces fatigue and provides a user with better control over objects. In one aspect, the controller includes a grip framework including various input components, a thumbstick configured in an upper portion of the grip framework and operable to be controlled by a user's thumb, and an analog stick configured in a front portion of the grip framework. The analog stick is configured to be operated by a user's index finger and can be configured within a box cage and float. The user's index finger can control the box cage containing the analog stick backward relative to the grip framework to control z-axis movement of a virtual or physical object. The analog stick can be manipulated to control x-axis and y-axis movement. The controller can include a trigger configured in a front portion of the grip framework. The trigger can be configured to be operated by a middle finger.
[0009] The controller can be operable to control one of a virtual object or a physical object. For example, the controller can control a drone, in which case the controller includes appropriate protocols and communication components for sending and receiving signals from the drone. For example, a micro air vehicle communication protocol can be used to communicate with and control the drone.
[0010] The controller can include at least one button configured on an upper portion of the grip framework. Each of the at least one button can have an inwardly cupped surface to provide more surface area for the at least one button. Each of the at least one button on the upper portion of the grip framework can be reachable by a user's thumb.
[0011] The triggers and analog sticks can be floating so that the user cannot use the triggers or analog sticks to hold the controller. A lower portion of the grip framework includes components or structures that allow the user to hold the controller with one or more of the pinky and ring fingers. This structure reduces fatigue and pain on the user's hands when performing repetitive control actions.
[0012] In another aspect, the present disclosure introduces a pair of controllers. The pair of controllers may include a first controller having a first grip framework including various input components, a first thumbstick configured in a first upper portion of the first grip framework, the first thumbstick operable to be controlled by a user's thumb on a first hand of a user, and a first analog stick configured in a first front portion of the first grip framework. The first analog stick may be configured to be operated by a user's index finger on the user's first hand and may be configured within a first box-cage. The user's index finger on the user's first hand may control the first box-cage including the first analog stick backward relative to the first grip framework to control z-axis movement of a first virtual object or a first physical object. The first analog stick may be manipulated to control x-axis and y-axis movement. The first controller may include a first trigger configured in the first front portion of the first grip framework. The first trigger may be configured to be operated by a user's middle finger on the first hand.
[0013] The pair of controllers may include a second controller having a second grip framework including various input components, a second thumbstick configured in an upper portion of the second grip framework, the second thumbstick operable to be controlled by a user's thumb on a user's second hand, and a second analog stick configured in a second front portion of the second grip framework. The second analog stick may be configured to be operated by a user's index finger on the user's second hand and configured within a second box-cage. The user's index finger on the user's second hand may control the second box-cage including the second analog stick rearward relative to the second grip framework to control z-axis movement of a second virtual object or a second physical object. The second analog stick may be manipulated to control x-axis and y-axis movement. The second controller may include a second trigger configured in the second front portion of the second grip framework. The second trigger is configured to be operated by a user's middle finger on the user's second hand.
[0014] The pair of controllers allows a user to aim at two different objects simultaneously using one or more of a first analog stick and a second analog stick. The pair of controllers also allows a user to control two different objects simultaneously using one or more of a first analog stick and a second analog stick. At least one of the first analog stick and the second analog stick can be used to define the cutting plane of a cutting tool such as a sword. At least one of the first controller and the second controller can be used to provide third-person over-the-shoulder control, where a camera angle is used behind the first-person view.
[0015] The internal electronics board may be a PCB board known to those skilled in the art configured to map to the respective input components and shapes of the controller. It should be noted that the figures disclosed herein may disclose other physical shapes, relationships, etc. of the controller that may assist in further illustrating the disclosed features. [Brief explanation of the drawings]
[0016] [Figure 1] 2 shows a perspective view of the controller of FIG. 1 from the left dorsal side of the controller.
[0017] [Figure 2] 2 shows a perspective view of the controller of FIG. 1 from the right rear of the controller.
[0018] [Figure 3] 2 shows a perspective view of the controller of FIG. 1 from the left front side of the controller.
[0019] [Figure 4] 4 shows a perspective view 400 of the controller of FIG. 1 from the right front side of the controller.
[0020] [Figure 5] 5 shows a perspective view 500 of the controller of FIG. 1 from an offset rear of the controller.
[0021] [Figure 6] 6 shows a perspective view 600 of the controller of FIG. 1 from an offset lower side of the controller.
[0022] [Figure 7] 7 shows a perspective view 700 of the controller of FIG. 1 from the left side of the controller.
[0023] [Figure 8] 8 shows a perspective view 800 of the controller of FIG. 1 from the right side of the controller.
[0024] [Figure 9] 9 shows a perspective view 900 of the controller of FIG. 1 from above the controller.
[0025] [Figure 10] 10 shows a perspective view 1000 of the controller of FIG. 1 from the underside of the controller.
[0026] [Figure 11] 1 shows a perspective view of a left-hand game controller and a right-hand game controller.
[0027] [Figure 12] A perspective view of a second set of left-hand game controllers is shown.
[0028] [Figure 13] 1 shows various perspective views (with annotations) of a controller drafted using a computer-aided design system.
[0029] [Figure 14] 1A-1C show two different perspective views of the thumb controls of a game controller.
[0030] [Figure 15] FIG. 1 shows a perspective view of an index finger control and parts that may be included within such an index finger control.
[0031] [Figure 16] 1 shows a cross-sectional view of the game controller index finger subassembly.
[0032] [Figure 17] 17 shows a similar cross-sectional view of the index finger subassembly of FIG. 16.
[0033] [Figure 18] FIG. 17 illustrates another cross-sectional view of the index finger subassembly of FIGS. 15 and 16.
[0034] [Figure 19A]1 shows the index control joystick button in a fully extended position and the second assembly of the index control in a fully extended position.
[0035] [Figure 19B] 1 shows the index control button in a partially retracted position when the second assembly of the index control is in a fully extended position.
[0036] [Figure 19C] 1 illustrates an embodiment of the present disclosure in which the index finger control can be moved from a first position spanning approximately half the depth of the controller to a second position.
[0037] [Figure 20] 1A-1C show several different perspective views of a game controller including a ring finger protrusion.
[0038] [Figure 21A] 1 illustrates parts that may be used to construct a thumb joystick of the present disclosure.
[0039] [Figure 21B] 1A-1D show several different perspective views of a trigger assembly consistent with the present disclosure.
[0040] [Figure 22] 1 illustrates a computing system that may be used to implement one embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0041] Each of the pair of controllers is ergonomically shaped to fit a user's hand. These controllers may allow the user to adjust the position of the index finger control. The pair of controllers can be used to control virtual objects or physical objects such as drones. The index finger analog stick and trigger are configured so that the user grasps each controller in a different hand using one or both of the pinky and ring finger. The configuration of each controller allows the thumb, index finger, and middle finger to be free for manipulation, and the ring finger and pinky finger to be closed to hold each of the controllers. The use of separate finger analog sticks allows for simultaneous aiming of different objects, or control of a cutting element or some other control. The index finger analog stick can also be moved back toward the controller for z-axis object control.
[0042] Such devices may also be used by one human hand, in which case the game controller may be held using one or two fingers of the human hand, and some other fingers of the human may be used to manipulate controls on one or more surfaces of the game controller. Such game controllers may also include features that are interchangeable in ways that may update, change, or affect the usability of the game controller. Furthermore, such game controllers may help prevent or mitigate repetitive stress injuries or enhance the usability of the game controller in new ways.
[0043] In certain cases, the lower portion of the game controller may be part of the game controller or may be permanently attached to the upper portion of the game controller. In such cases, the shape of the game controller may conform to the characteristics of a human hand. The shape of the handle may be curved to conform to the shape of a user's palm. The handle of the game controller may also include a ridge that causes the center portion of the game controller to have a greater thickness than the lower portion of the game controller handle. This allows a person to use their little finger to grip the lower portion of the game controller handle while their ring finger grips the wider portion of the game controller handle. Such a game controller may help prevent or mitigate repetitive stress injuries or increase the usability of the game controller in various ways. Other ergonomic features may allow a user to adjust the position of the index finger control. The handle of such a game controller may have or include a rounded or oval shape that naturally fits the human hand.
[0044] In one embodiment, a game controller may include a grip that can be grasped by the pinky and ring fingers of a human hand. As described above, a game controller may include a variety of different types of controls, which may include a joystick, a trigger, a button, or a combination thereof. One configuration may include a joystick that can be manipulated by the human's thumb, a second control that can be manipulated by the human's index finger, and a trigger that can be actuated by the human's middle finger. A human playing a game may also hold a first game controller in his right hand and a second game controller in his left hand.
[0045] In certain cases, a set of controls may also be located on the surface next to one of the human fingers. For example, a series of buttons or rocker switches may be located next to the thumb controls. These buttons or rocker switches may also include other features that allow a user to easily feel and identify a particular button or rocker switch.
[0046] FIG. 1 shows a perspective view of the controller of FIG. 1 from the left dorsal side of the controller. FIG. 1 shows a controller that can be operated by a human's right hand from a perspective of the left dorsal side of the controller. FIG. 1 includes an upper portion 120 that includes various types of controls and a lower portion 110 that can be used to hold the controller. The controls included in this upper portion 110 can include various types of controls (e.g., buttons, push button switches, rocker switches, thumb control joysticks, and triggers). The lower portion 110 can be grasped by a user's pinky and ring fingers while the user manipulates the controls with their thumb, index finger, and middle finger. As described above, the lower portion 110 of the controller 100 can be constructed as an integral part of the upper portion 120 of the controller 100.
[0047] Item 130 is a location on bottom portion 110 of game controller 100 that may be peeled off to fit into the palm of a user's hand. Note that at location 130, the bottom portion of game controller 100 tapers or curves to a smaller cross-sectional area to fit more naturally into the palm of a user's hand. Item 140 may be a ridge that results in a portion of the game controller having a larger cross-sectional area than the cross-sectional area at location 130 on game controller 100. These shapes at locations 130 and 140 on game controller 100 in FIG. 1 may allow a user to grip the game controller at location 130 with their little finger and may also allow the user to grip the game controller at ridge 140, allowing the user to grip the game controller more comfortably.
[0048] Figure 2 shows a perspective view of the controller of Figure 1 from the right rear of the controller. This right rear view 200 of the controller of Figure 2 includes a bottom portion 210 and a top portion 220, which may be the same bottom and top portions (110 and 120) of the controller 100 of Figure 1. Figure 2 also shows the tapered or rounded surface 230 of the game controller's bottom portion 210 described above with respect to Figure 1. The figure also shows a raised portion 240. Again, a user's pinky finger may comfortably grip the bottom portion of the game controller based on the shape of surface 230, and the user's ring finger may comfortably grip the raised portion 240 of the game controller 200.
[0049] Figure 3 shows a perspective view of the controller of Figure 1 from the left front side of the controller. The perspective view 300 of Figure 3 also includes an upper portion 320 that may contain controls and a lower portion 310 that may be used as a grip.
[0050] Figure 4 shows a perspective view 400 of the controller of Figure 1 from the right front side of the controller. Figure 5 shows a perspective view 500 of the controller of Figure 1 from the offset rear of the controller. The shape of the handle portion of the controller 500 of Figure 5 conforms to the shape of a user's hand based on the handle tapering to a smaller cross-sectional area along position 510 of Figure 5. Figure 6 shows a perspective view 600 of the controller of Figure 1 from the offset bottom side of the controller. Similar to the handle portions of Figures 1, 2, and 5, the shape of the handle portion of the controller 600 of Figure 6 conforms to the shape of a user's hand based on the handle tapering to a smaller cross-sectional area along position 510 of Figure 5.
[0051] Figure 7 shows a perspective view of the controller of Figure 1 from the left side of the controller. The controller 700 of Figure 7 includes a tapered handle 710, a raised portion 720, and an index finger button 730. Here, the tapered handle 710 and the raised portion 720 may include different cross-sectional areas that allow a user to more comfortably grip, hold, and use the game controller 700.
[0052] Figure 8 shows a perspective view of the controller of Figure 1 from the right side of the controller. Controller 800 of Figure 8 includes a tapered handle 810, a raised portion 820, and an index finger button 830. Here, tapered handle 810 and raised portion 820 may include different cross-sectional areas that allow a user to more comfortably grip, hold, and use game controller 800.
[0053] FIG. 9 shows a perspective view of the controller 900 of FIG. 1 from the top of the controller 900. FIG. 10 shows a perspective view of the controller 1000 of FIG. 1 from the bottom of the controller 1000. Each of FIGS. 9 and 10 shows the trigger assembly (910 in FIG. 9 and 1010 in FIG. 10) facing off-center. Each of the controllers of FIGS. 9 and 10 is designed to be used by a user's right hand, in which case the respective trigger assembly (910 and 1010) faces leftward. Each of FIGS. 9 and 10 also includes an index finger control button (920 in FIG. 10 and 1020 in FIG. 10). Each of these buttons faces forward relative to the centerline of the respective controller 900 / 1000 (or the north / south line 930 in FIG. 9). If the illustrated button 920 is oriented parallel to the north / south line 930 in FIG. 9, the trigger assembly 910 will be oriented slightly left of north (eg, 15-20 degrees west).
[0054] A similar controller designed to be used by a user's left hand may have the trigger assembly facing to the right of the center line of the left-handed controller. By positioning the trigger slightly off-center and keeping the index finger control button parallel to a reference line (e.g., north / south line 930 in FIG. 9), stress felt by the user's hand may be minimized.
[0055] Figure 11 shows perspective views of a left-handed game controller and a right-handed game controller. Figure 11 includes a side perspective view 1110 of the left-handed game controller, a side perspective view 1120 of the right-handed game controller, a top view 1130 of the left-handed game controller, and a top view 1140 of the right-handed game controller. Figure 11 includes a number of different controls that can be actuated to provide commands or text input to the gaming system.
[0056] The side perspective view 1110 of the left-hand controller in FIG. 11 includes thumb joystick button 3, index joystick buttons (identified with the number zero 0 and the letters r and f), and dual-stage trigger 7. Many of the identifiers in FIG. 11 identify numbers or letters that can be provided to the gaming system by manipulating the controls in a particular way. Pressing joystick button 3 may cause the left-hand game controller to send the number 3 to the gaming system. Dual-stage trigger 7 may send either the number 5 or the number 7 to the gaming system based on how far the trigger is pressed. Index joystick button 0 may send the number zero 0, the letter r, or the letter f to the gaming system when joystick button 0 is manipulated. Pressing index joystick 0 may send the number zero to the gaming system, rotating index button 0 upward may send the letter r to the gaming system, and rotating index button 0 downward may send the letter f to the gaming system.
[0057] The top view of the left-hand controller in FIG. 11 shows some of the same controls on the left-hand controller, as well as some additional controls. FIG. 11 shows that rotating the index finger joystick button left and right results in the letters e and t, respectively, being sent to the game controller. Also, rotating the thumb joystick button 3 up, down, left, and right may send the letters w, s, a, and d, respectively, to the game controller. Other buttons that may be actuated by the user's left thumb may result in different numbers being sent to the game controller (e.g., the number 1, or various letters including c, z, v, x, b, left parenthesis, and right parenthesis).
[0058] The side perspective view 1120 and top view 1140 of the right-hand controller of FIG. 11 include similar controls that can be used to provide other inputs to the gaming system. Again, the thumb joystick button 4, index finger controls (identified by the number 9 and letters i and k), dual trigger 8, and other buttons can be actuated to send numbers or letters to the gaming system. Numbers and letters that the right-hand controller of FIG. 11 can send to the gaming system include the numbers 2, 4, 6, 8, and 9, and the letters g, h, i, j, k, l, m, n, o, u, y, quotation marks, backslashes, colons, commas, and periods. Pressing state trigger 8 can send either the number 6 or the number 8 to the gaming system based on how far the trigger is pressed.
[0059] While a controller consistent with the present disclosure may be used to provide numbers and letters to a gaming system, these controls may also be used to control the movement of items in the game or control when a gun in the game fires.
[0060] FIG. 12 shows a perspective view of a second set of left-hand game controllers. FIG. 12 includes a side perspective view 1210 and a top view 1220 of the left-hand game controller. Again, the various controls on the controller are mapped to different numbers or letters as described with respect to the left-hand game controller of FIG. 11 . FIG. 12 also shows an electronic control board 1230 that can receive input from the game controller. Item 1240 in FIG. 12 shows a printed circuit board (PCB) that can be used to create the control board 1230. This control board 1230 can receive analog or digital input from the various controls. The control board 1230 can receive signals from joysticks or buttons and associate the input with data to be sent to the game system, and the control board can send the appropriate data to the game system based on the received signals. The control board 1230 in FIG. 12 can send data to the game system using any type of interface (e.g., an analog interface, a digital interface, a universal serial bus interface—USB, a wireless interface such as Bluetooth, Wi-Fi, or MAVlink, or another interface).
[0061] FIG. 13 shows various perspective views (with annotations) of a controller drafted using a computer-aided design system. FIG. 13 includes a right-hand game controller including a trigger assembly 1310. The trigger assembly 1310 can be in a fixed position relative to the handle or centerline of the game controller, as described with respect to FIG. 9. FIG. 13 illustrates the trigger assembly 1310 from several different perspectives, one of which shows two trigger pull values 1310A and 1310B. As discussed above, depressing the trigger by different amounts can send different commands to the game controller. FIG. 13 also identifies that the trigger can have a two-step 1310A / 1310B or two-value / level pull. Each of these two-step 1310A / 1310B triggers can provide different functionality. For example, depressing a switch to the first level can result in a game character firing a gun in a single-action (one pull-one shot, bolt action, or semi-automatic) configuration. Pressing the switch to a second level can result in the game character firing the gun in rapid fire mode or fully automatic mode (e.g., two or more shots per pull, or the gun continues to fire as long as the switch is held down).
[0062] FIG. 13 also includes side grips 1320 / 1320A. The grips 1320 may include a diamond-shaped pattern that can help prevent the game controller from slipping in the user's hand. These grips 1320 / 1320A may be shaped with an inward-facing surface that fits into the user's palm. FIG. 13 also shows that the index finger joystick button 1330 can be moved from an extended position to a "retracted" position along the left-pointing arrow. This index finger joystick 1330 may also be configured to move up and down or left to right. Thus, the index finger joystick 1330 can move along the X, Y, and Z axes shown in FIG. 13. This index finger joystick button 1330 may include various thumb controls (e.g., a rotatable joystick and other buttons).
[0063] 1 may be a button that includes features to help adjust the position of the button. These features may allow a user to move the index finger joystick button 1330 to various positions based on the indentation and triangular end portion of the slide feature 1340, as described with respect to FIG. 21A.
[0064] FIG. 14 shows two different perspective views of the thumb controls of a game controller. FIG. 14 shows thumb-activated control buttons and rocker switches. FIG. 14 includes control button 1, center control button 2, rocker control button 3, control button 4, and joystick button 5. These buttons may provide commands or text information to the game system, as previously described. Rocker switch 3 has a shape that allows it to be identified by a user without the user having to look at the controller and other switches, such as switch 4. This may be because switch 4 is located on the edge or side of the controller, making it easy to identify by feel. Rocker switch 3 has a wave-like shape, where a person's thumb can rest on the sunken portion of the wave-like shape.
[0065] FIG. 15 shows a perspective view of an index finger control and parts that may be included within such an index finger control. Again, this index finger control may include a joystick button 1510. FIG. 15 includes a top view 1530, a left front perspective view 1540, a cross-sectional view 1550, a front view 1560, and a side view 1570 showing a set of index finger joystick switch parts 1520 of the index finger control. The various parts of the index finger control in FIG. 15, once assembled, allow the control to include two distinct mobility portions that allow the index finger control to move forward or backward in an extensible, telescopic-like motion. These two distinct mobility portions may overlap when retracted, which may result in the joystick button subassembly 1510 / 1520 portion being almost completely contained within the second portion of the telescopic index finger control. Figure 15 includes two different double-arrow lines 1550A and 1550B, one showing a path along which a first portion of an index finger control may move. The first portion of this control may move the index finger joystick button subassembly to be moved along the path of the lower arrow 1550A in Figure 15. The second portion of the index finger control may move along the path of the upper arrow 1550B in Figure 15.
[0066] FIG. 16 shows a cross-sectional view of a game controller index finger subassembly. The white assembly in FIG. 16 is subassembly 1600 that allows the button portion of the joystick button 1620 to be moved back and forth relative to the rest of the movable index finger control. The double-headed arrow 1630 in FIG. 16 identifies the direction along which the white subassembly 1600 can be moved. Also, note that the joystick button protrudes away from the second joystick 1610 subassembly, as indicated by the single-headed arrow 1620 in FIG. 16.
[0067] Figure 17 shows a similar cross-sectional view of the index finger subassembly of Figure 16. Note that the joystick button 1710 of Figure 17 is flush or nearly flush with the second subassembly 1720 of the index finger controller, as indicated by the single-headed arrow in Figure 17.
[0068] Figure 18 shows another cross-sectional view of the index finger subassembly of Figures 15 and 16. Both the first subassembly and the second subassembly of the index finger control can move back and forth, as shown by arrows 1810 and 1820 in Figure 18. Also note that shaft 1830 in Figure 18 moves toward the back of the controller. In this manner, the index finger control can move from a position extended farther from the back of the controller to a position closer to the back of the controller.
[0069] 19A, 19B, and 19C illustrate similar movements of various parts of the index control of the controller. FIG. 19A shows the index control joystick button in a fully extended position 1910 and the index control second assembly in a fully extended position 1920. FIG. 19B shows the index control button in a partially retracted position 1930 when the index control second assembly is in the fully extended position 1920. FIG. 19C illustrates an embodiment of the present disclosure in which the index control can be moved from a first position spanning approximately half the depth of the controller to a second position. FIG. 19C illustrates the index control assembly in a retracted position 1940 and the index control second assembly in a retracted position 1950. Note that in some positions, the joystick button of the index control assembly may protrude more or less from the second index control assembly / subassembly. The index control assembly assembly may be referred to as including one or more box cages. Here, the parts associated with the first portion can move with the first set of parts of the index control assembly or independently of the other parts of the assembly until the first set of parts reaches a first position, and the second set of parts can move with the first set of parts after the first set of parts reaches the first position. The index control in FIGS. 19A-19C can be moved to any position that is comfortable for a particular user and locked in place. When another user begins using the controller, that other user can adjust the index control to a position that is comfortable for them, and then that other user can begin using the controller. In another embodiment, the index analog is fixed in its configuration rather than adjustable for each user. While FIGS. 19A-19C show the index control moving in a direction along a single axis, the index control can also be configured to move along one or two other axes.19A-19C show how the index finger can retract the component toward the controller for X-axis movement. When initially retracted, the joystick button shown can provide some X-axis and Y-axis movement, but when the joystick is retracted into the subassembly shown, the cage part hides the analog joystick, thus preventing further X-axis, Y-axis movement, but still moving in the Z-axis. Note that in FIG. 19C, the analog joystick button is flush with the surface of the cage of the second control assembly / subassembly. Thus, in certain embodiments, the index finger control can move along the X-axis, Y-axis, and Z-axis, as shown in FIG. 13.
[0070] FIG. 20 shows several different perspective views of a game controller including a ring finger protrusion. FIG. 20 includes perspective views 2010, 2025, 2055, and 2065 of the game controller. Perspective view 2010 highlights portions 2015 and 2020 of the protruding feature, which have a shape that helps a user hold the game controller more ergonomically. This protrusion helps to hold the user's ring finger further away from or off the center or rear portion of the game controller compared to the user's pinky finger. When the user holds the controller, this protrusion helps the user hold the controller in a more relaxed manner because the distance between the user's pinky finger and the user's palm is shorter than the distance between the user's ring finger and the user's palm. This topology provides a more natural fit for the user's hand and prevents strain. Each of the perspective views in FIG. 20 includes a trigger assembly / guard 2080.
[0071] Note that portion 2020 may be angled outward, away from the rear portion of the controller. The overall width of the handle may taper to a smaller cross-sectional area at the bottom end of the controller handle. Also, note that portion 2015 includes an edge that reduces the thickness of the controller. Perspective view 2025 shows the fingers of a user's hand as the user holds the game controller. Perspective view 2025 includes a user's thumb 2030, a user's pinky finger 2035, a user's ring finger 2040, an index finger 2045, and a user's middle finger 2050. Note that user's thumb 2030 rests along the rear portion of the controller, and that the pinky finger 2035 grips a thinner portion of the game controller than the ring finger 2040. The index finger 2045 is positioned to allow the user to control an index finger joystick, such as the index finger joystick described with respect to FIGS. 11 and 13 . The middle finger 2050 is positioned so that the user can pull the trigger of the trigger assembly / guard 2080, as described with respect to FIGS.
[0072] Perspective views 2055 and 2065 show the game controller from a slightly different angle so that the features of the controller can be seen using only a few item numbers. The item numbers in perspective views 2055 and 2065 identify trigger assembly / guard 2080 and protrusion 2060 from slightly different perspectives.
[0073] FIG. 21A illustrates parts that may be included in an index joystick assembly. The parts in FIG. 21A are shown in various views or orientations of an index joystick for a right-handed game controller. The various views in FIG. 21A include perspective views 2100-1 and 2100-5, a top view 2100-2, half-section top views 2100-3 and 2100-8, side views 2100-4 and 2100-7, and a front view 2100-6. Each of these different views may include the same parts from the index joystick assembly, even though each view does not include item numbering identifying the specific parts. Each of the different parts may form a portion of an index control button.
[0074] The different parts included in Figure 21A are ridge part 2105, top part 2115, bottom part 2120, inner surface trigger 2110, and support 2125. Perspective views 2100-1 and 2100-5 show that a human finger 2130 can be placed on ridge part 2105, and half-section top view 2100-8 shows that a human finger 2130 can be placed on ridge part 2105, adjacent to surface trigger part 2110. Half-section views 2100-3 and 2100-8 show the actual trigger part having a bump-like shape.
[0075] The ridge part 2105, inner trigger part 2110, and inner trigger part 2120 can be used by the user to adjust the position of the index joystick, top part 2115, and bottom part 2120 along the X, Y, or Z axis. The ridge part 2105 can be used to retract the index joystick, as described with respect to FIGS. 13, 15, and 16. The ridge part 2105 and inner trigger part 2110 can be used to move the index joystick left or right (along the X axis in FIG. 13). The top part 2115 and bottom part 2120 can be used to move the index joystick up or down (along the Y axis in FIG. 13). After the index joystick has been moved to the user's preferred position, the index joystick can be locked in place. If another user wishes to use the controller, the other user can release the lock, readjust the position of the index joystick, and lock the index joystick back into the readjusted position.
[0076] FIG. 21B shows several different perspective views of a trigger assembly consistent with the present disclosure. FIG. 21B includes a set of trigger parts 2135, a trigger assembly perspective view 2150, a trigger assembly side view 2155, a trigger assembly front view 2170, and a partial trigger assembly view 2175. The set of trigger parts includes a trigger guard 2140 and a slider portion 2145 that may be used in the trigger assembly. The perspective view 2150 and the side view 2155 show different views of the trigger assembly. The side view 2155 includes rods or slides 2160 and 2165 of different lengths. The front view 2170 shows the profile of the trigger assembly from a perspective directly in front of the trigger assembly.
[0077] The partial trigger assembly view 2175 includes the rods or slides 2160 and 2165 described with respect to the side view 2155 and includes springs 2180 and 2185 that may be coupled to those rods or slides. These springs 2180 and 2185 are positioned at two different distances to provide the two different compression settings described with respect to FIG.
[0078] One of the springs may be positioned toward the front portion of the trigger, and the second spring may be positioned toward the rear portion of the trigger, which may allow the trigger to have two different positions: when depressed to the first position, the control electronics of the controller may send a first command to the gaming system, and when depressed to the second position, the control electronics may send a second command to the gaming system.
[0079] A controller consistent with the present disclosure may include a wireless interface that allows the controller to communicate with a gaming system or a drone using wireless communication. Such a controller may communicate using the MAVlink protocol when the drone is controlled via a wireless communication medium. A controller consistent with the present disclosure may use any standard wireless communication technology known in the art. As such, the MAVlink protocol, the Wi-Fi protocol, the Bluetooth protocol, or other types of wireless communication technologies or protocols may be used.
[0080] A controller consistent with the present disclosure may also include an accelerometer that senses force in up to three different directions. The controller, or a system with which the controller communicates, may be configured to identify specific types of acceleration profiles, which may be used to identify how effectively a user actually manipulates the controller for a particular purpose. This is because the dynamics of a hammer, an axe, a tennis racket, a ping-pong racket, a pickleball racket, a gun, or a sword are quite different. Even the characteristics of one type of sword, such as a Japanese katana or a European saber, are different from the characteristics of a European broadsword.
[0081] Axes and European broadswords are effectively handled using blunt, chopping motions that match a first set of acceleration profiles. Swords and sabers are not effectively handled using blunt, chopping motions; instead, swords and sabers are more effective using snappy, slicing motions. Hammers are also more effective using snappy, linear motions and less effective using blunt motions. To this end, accelerometers and control electronics distinguish between different motions used by a user. These different motions can be identified based on acceleration profiles sensed by sensors in the controller. These acceleration profiles can be used to identify whether a user is handling a particular item appropriately for the application. A game program can be configured, for example, using software drivers that modify game behavior. Once configured, specific acceleration profiles can be associated with the effective use of a particular tool, weapon, or toy. This allows the game system to identify when a user moves the controller in a manner consistent with how that particular tool, weapon, or toy should be used. A person using a hammer with blunt force will not be able to drive the nail properly, while a person using a hammer with a linear snapping motion will be able to drive the nail in with one hit. The game system can then render an outcome based on whether the person used the controller in a more or less proper manner.
[0082] While in certain cases, game controllers of the present disclosure may have a lower portion that is a part of the game controller or permanently attached to a portion of the game controller, in other cases, such game controllers may include interchangeable features that can update, change, or affect the usability of the game controller. For example, a game controller may include an interchangeable base / lower portion (i.e., an interchangeable handle) that may include an armrest or wrist rest. Such a base portion may allow the controller to stand up when placed on a table. By simply pressing a release button, a user can release the base portion and replace it with another base portion. A second base portion may simply extend or lengthen the handle, and the handle may taper to include a smaller cross-sectional area as the base portion transitions to a rounded end. Also, a third base portion may extend the handle and include a spherical weighted portion at the bottom of the base portion. Such a weighted base portion would change the center of mass of the game controller. In certain cases, weights may be added to or removed from the base portion to aid in adjusting the center of mass of the controller. The handles of such game controllers may have or include a rounded or oval shape that fits naturally in the human hand.
[0083] Such game controllers can help prevent or mitigate repetitive stress injuries or increase the usability of the game controller in various ways. An armrest or wrist-rest base may allow a user to rest their arm to relieve stress. A rounded base may allow a user to adapt the controller to have a smaller end, making it easier for users with smaller hands to grasp the controller. By changing the center of mass of the controller, a weighted base may allow a person to rotate the controller more naturally or adapt it to feel more comfortable to the user. Other ergonomic features may allow a user to adjust the position of the index finger control.
[0084] Figure 22 illustrates a computing system that may be used to implement one embodiment of the present invention. The computing system 2200 of Figure 22 includes one or more processors 2210 and a main memory 2220. The main memory 2220 stores, in part, instructions and data for execution by the processor 2210. The main memory 2220 may store executable code during operation. The system 2200 of Figure 22 further includes a mass storage device 2230, a portable storage media drive 2240, an output device 2250, a user input device 2260, a graphics display 2270, peripheral devices 2280, and a network interface 2295.
[0085] The components depicted in Figure 22 are shown as connected via a single bus 2290. However, the components may be connected through one or more data transfer means. For example, the processor unit 2210 and main memory 2220 may be connected via a local microprocessor bus, while the mass storage device 2230, peripheral devices 2280, portable storage device 2240, and display system 2270 may be connected via one or more input / output (I / O) buses.
[0086] The mass storage device 2230, which may be implemented using a magnetic or optical disk drive, is a non-volatile storage device for storing data and instructions for use by the processor unit 2210. The mass storage device 2230 may store system software for implementing embodiments of the present invention for purposes of loading that software into the main memory 2220.
[0087] Portable storage device 2240 operates in conjunction with a portable, non-volatile storage medium, such as a flash memory, compact disc, or digital video disc, to input and output data and code to computer system 2200 of Figure 22. System software for implementing embodiments of the present invention may be stored on such a portable medium and input to computer system 2200 via portable storage device 2240.
[0088] The input devices 2260 provide part of the user interface. The input devices 2260 may include an alphanumeric keypad, such as a keyboard, for inputting alphanumeric and other information, or a pointing device, such as a mouse, trackball, stylus, or cursor direction keys. Additionally, the system 2200 as shown in Figure 22 includes output devices 2250. Examples of suitable output devices include speakers, a printer, a network interface, and a monitor.
[0089] Display system 2270 may include a liquid crystal display (LCD), a plasma display, an organic light emitting diode (OLED) display, an electronic ink display, a projector-based display, a holographic display, or another suitable display device. Display system 2270 receives textual and graphical information and processes and outputs the information to the display device. Display system 2270 may include multi-touch touchscreen input capabilities such as capacitive touch detection, resistive touch detection, surface acoustic wave touch detection, or infrared touch detection. Such touchscreen input capabilities may or may not enable variable pressure or force detection.
[0090] Peripherals 2280 may include any type of computer-aided device for adding additional functionality to a computer system. For example, peripherals 2280 may include a modem or a router.
[0091] Network interface 2295 may include any form of computer interface for a computer, whether a wired network or a wireless interface. Thus, network interface 2295 may be an Ethernet network interface, a BlueTooth™ wireless interface, an 802.11 interface, or a cellular phone interface.
[0092] The components included in computer system 2200 of FIG. 22 are components typically found in computer systems that may be suitable for use with embodiments of the present invention and are intended to represent a broad category of such computer components known in the art. Accordingly, computer system 2200 of FIG. 22 may be a personal computer, a handheld computing device, a phone (“smart” or otherwise), a mobile computing device, a workstation, a server (server rack or otherwise), a minicomputer, a mainframe computer, a tablet computing device, a wearable device (such as a watch, ring, eyeglasses, or another type of jewelry / apparel / accessory), a video game console (portable or otherwise), an e-book reader, a media player device (portable or otherwise), a vehicle-based computer, some combination of these, or any other computing device. Computers may also include different bus configurations, networked platforms, multiprocessor platforms, and so forth. Computer system 2200 may, in some cases, be a virtual computer system executed by another computer system. A variety of operating systems may be used, including Unix, Linux, Windows, Macintosh OS, Palm OS, Android, iOS, and other suitable operating systems.
[0093] The present invention can be implemented in applications that can operate using a variety of devices. A non-transitory computer-readable storage medium refers to any medium or media that participates in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including, but not limited to, non-volatile and volatile media, such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, flash memory, floppy disks, hard disks, magnetic tape, any other magnetic media, CD-ROM disks, digital video disks (DVDs), any other optical media, RAM, PROM, EPROM, flash EPROM, and any other memory chip or cartridge.
[0094] The present invention can be implemented in applications that can operate using a variety of devices. A non-transitory computer-readable storage medium refers to any medium or media that participates in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including, but not limited to, non-volatile and volatile media, such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tape, any other magnetic media, CD-ROM disks, digital video disks (DVDs), any other optical media, RAM, PROM, EPROM, flash EPROM, and any other memory chip or cartridge.
[0095] While the various flow diagrams provided and described above may depict a particular order of operations performed by certain embodiments of the invention, it should be understood that such orders are exemplary (e.g., alternative embodiments may perform operations in a different order, combine certain operations, duplicate certain operations, etc.).
[0096] The foregoing detailed description of the technology herein has been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the technology to the precise form disclosed. Many modifications and variations are possible in light of the above teachings. The described embodiments were selected to best explain the principles of the technology and its practical application, thereby enabling those skilled in the art to best utilize the technology in various embodiments and with various modifications suitable for the particular uses envisioned. It is intended that the scope of the technology be defined by the claims.
Claims
1. A controller, The grip framework includes various input components, a thumbstick configured on an upper portion of the grip framework, the thumbstick operable to be controlled by a user's thumb; an analog stick configured in a front portion of the grip framework, the analog stick configured to be operated by a user's index finger and configured within a box cage, the user's index finger can control the box cage containing the analog stick backwards relative to the grip framework to control z-axis movement of a virtual or physical object displayed on a display device, and the analog stick can be manipulated to control x-axis and y-axis movement; a trigger configured on the front portion of the grip framework, the trigger configured to be operated by a middle finger.
2. The controller of claim 1 , wherein the box cage is adjusted along a Z axis before the box cage is locked in place.
3. The controller of claim 1 , wherein the controller is operable to control one of a virtual object or a physical object.
4. The controller of claim 3 , further comprising a communications component for communicating with and controlling movement of a physical object.
5. The controller of claim 3 , wherein the physical object comprises a drone.
6. The controller of claim 1 , wherein the box cage is moved along the x-axis before the box cage is locked in place.
7. The controller of claim 1 , further comprising at least one button configured on a top portion of the grip framework.
8. The controller of claim 7 , wherein each of the at least one button has a button surface that is cupped inwardly to provide more surface area for the at least one button.
9. The controller of claim 7 , wherein each of the at least one button on the top portion of the grip framework is reachable by a user's thumb.
10. The controller of claim 1 , wherein the triggers and the analog sticks are configured such that a user cannot use the triggers or the analog sticks to hold the controller.
11. The controller of claim 10 , wherein a lower portion of the grip framework comprises components that allow a user to hold the controller with one or more of a pinky finger and a ring finger.
12. The controller of claim 11 , wherein the box cage is moved along the y-axis before the box cage is locked in place.
13. The controller of claim 1 , wherein the box cage is unlocked from a first position and moved to a second position where the box cage is relocked.
14. 2. The controller of claim 1, wherein the box cage includes a first set of parts that enable the first set of parts to move relative to a second set of parts until the first set of parts reach a first position, and the second set of parts move with the first set of parts after the first set of parts reach the first position.
15. A pair of controllers, the pair of controllers comprising: A first controller, A first grip framework that includes various input components; a first thumbstick configured on a first upper portion of the first grip framework, the first thumbstick being operable to be controlled by a thumb of a first hand of the user; a first analog stick configured on a first front portion of the first grip framework, the first analog stick configured to be operated by a user's index finger of the first user's hand and configured within a first box-cage, the user's index finger of the first user's hand can control the first box-cage containing the first analog stick backwards relative to the first grip framework to control z-axis movement of a first virtual object or a first physical object displayed on a display device, and the first analog stick can be manipulated to control x-axis and y-axis movement; and a first controller including a first trigger configured on the first front portion of the first grip framework, the first trigger configured to be operated by a middle finger of a hand of the first user; a second controller, A second grip framework that contains various input components; a second thumbstick configured on a top portion of the second grip framework, the second thumbstick being operable to be controlled by a user's thumb; a second analog stick configured on a second front portion of the second grip framework, the second analog stick configured to be operated by a user's index finger of a user's second hand and configured within a second box-cage, the user's index finger of the second user's hand can control the second box-cage containing the second analog stick backwards relative to the second grip framework to control z-axis movement of a second virtual object or a second physical object displayed on the display device, and the second analog stick can be manipulated to control x-axis and y-axis movement; and a second controller comprising a second trigger configured on the second front portion of the second grip framework, the second trigger configured to be operated by a middle finger of a hand of the second user, wherein the first controller is a mirror image of the second controller.
16. 16. The pair of controllers of claim 15, wherein the pair of controllers allows a user to aim two different objects simultaneously using one or more of the first analog stick and the second analog stick.
17. 16. The pair of controllers of claim 15, wherein the pair of controllers allows a user to control two different objects simultaneously using one or more of the first analog stick and the second analog stick.
18. The pair of controllers of claim 17 , wherein the objects include at least one of virtual objects and physical objects.
19. A pair of controllers as described in claim 15, wherein at least one of the first analog stick on the first controller and the second analog stick on the second controller is used to define a cutting plane of a cutting tool whose movement is controlled by the first analog stick or the second analog stick.
20. 16. The pair of controllers of claim 15, wherein at least one of the first controller and the second controller is used to provide third person over-the-shoulder control, where a camera angle is used behind a first person's view.
Citation Information
Patent Citations
Controller
JP2000132334A
Radio controlling transmitter
JP2001062160A
Hand grippable combined keyboard and game controller system
JP2003093742A
Shooting game machine
JP2006346001A
Operation device
JP2019032850A