Video game controller, button module, and program
The video game controller employs a microcomputer and Hall element sensor to adjust button sensitivity based on press timing rate, addressing the need for precise button operation in competitive gaming and preventing false detections, even when not connected to a console, ensuring accurate and quick button registration.
Patent Information
- Application Number
- PCT/JP2024/018794
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-06-12
- Filing Date
- 2024-05-22
- Publication Date
- 2024-12-19
AI Technical Summary
Existing video game controllers lack the ability to adjust sensitivity for button operations accurately and quickly, especially in competitive gaming scenarios where precise timing is crucial, and this adjustment is not possible without connecting to a video game machine, leading to potential false detections due to unstable controller placement.
A video game controller with a button module that uses a microcomputer and a Hall element sensor to detect button press timing based on the rate of change in button press amount, allowing for sensitivity adjustment regardless of connection to a video game machine, and providing a signal indicating button press or release states to prevent false detections.
Enables accurate and quick detection of button presses and adjustments to sensitivity for each button, reducing false positives and allowing precise gaming performance without the need for a connected console, while maintaining a compact and durable design.
Smart Images

Figure JP2024018794_19122024_PF_FP_ABST
Abstract
Description
Video game controller, button module and program
[0001] The present invention relates to a video game controller, a button module, and a program.
[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 test skills, such as fighting game tournaments. Competitions that test higher levels of skill may require more accurate and faster inputs. Players participating in such competitions can use their own video game controllers to avoid being unable to perform accurate and fast inputs due to unfamiliarity with the controller.
[0004] However, using a personal controller can only prevent players from being unable to input information accurately and quickly due to an unfamiliar controller, but it does not prevent players from being unable to input information accurately and quickly due to the controller's sensitivity being inappropriate for the tournament venue. Therefore, there is a need for a video game controller with adjustable sensitivity.
[0005] Regarding a video game controller with adjustable sensitivity, Patent Document 1 discloses a controller for a game machine that includes a holdable portion having a front side and a back side and held by both hands of a user, an analog operation portion provided on the front side of the holdable portion and operated by one hand of the user to change or fix an analog signal by operation with one hand, and a sensitivity adjustment portion operated by the other hand of the user, the sensitivity adjustment portion being operable with the other hand when the user holds the holdable portion with both hands in the standard holding position and operates the analog operation portion with one hand, and adjusting the analog sensitivity, which is the sensitivity of the analog signal in the analog operation portion, based on the operation. The technology in Patent Document 1 allows adjustment of the analog sensitivity of the analog operation portion both during and when the game is not being played.
[0006] JP 2014-61225 A
[0007] Incidentally, video game controllers are provided with not only analog control units and control units such as levers that perform directional operations, but also buttons that digitally output whether or not they have been pressed. Regarding button operations, in fighting games, for example, a series of operations consisting of lever operations, button operations, and combinations thereof are associated with special effects known as special moves, super special moves, and the like. In highly competitive video games such as fighting games, the timing and / or speed of such a series of operations can change the outcome of the game. Therefore, there is a demand for a video game controller that allows adjustment of the sensitivity of the timing of button operations.
[0008] In regard to adjusting the sensitivity related to the timing of button operation, if the sensitivity is such that a button press can be detected with a slight pressing amount, the time from when the player starts pressing the button until the button press is detected can be shortened, and button operations can be performed more accurately and quickly.
[0009] However, due to circumstances such as the lack of a platform at the tournament venue where a controller can be placed, players may place the controller on an unstable surface, such as on their lap. A controller placed on an unstable surface may change orientation due to changes in the player's posture. As the controller's orientation changes, the amount of button presses that the player did not intend to press may also change. Therefore, if a controller is placed on an unstable surface and sensitivity is such that a button press is detected with only a slight amount of pressure, it may be mistakenly detected as a button press when the button press was not intended. This raises concerns that the timing of button operations may be detected inaccurately.
[0010] If sensitivity adjustment for the timing of button presses were possible for each button, players could adjust the sensitivity of each button to suit the environment of the tournament venue. One possible means for adjusting sensitivity is software installed on a video game console or the like. However, such sensitivity adjustment requires connection to a video game console or the like with the software installed. Therefore, sensitivity adjustment is not possible in tournaments where connection of controllers to video game consoles is restricted before the start of a competition. If such sensitivity adjustment were possible regardless of whether or not the controller was connected to a video game console, players could adjust their controllers to detect button presses with more accurate and faster timing, depending on the environment of the tournament venue, even in such tournaments.
[0011] However, the technology of Patent Document 1 only allows adjustment of the analog sensitivity of the analog operation unit during and when a game is not being played. Therefore, the technology of Patent Document 1 has room for further improvement in terms of both detecting the timing of button presses more accurately and quickly and adjusting the sensitivity 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 purpose 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 the controller is connected to a video game machine or not.
[0013] As a result of extensive research into solving the above-mentioned problems, the inventors have discovered that the above-mentioned object can be achieved by detecting the timing of button presses using the rate of change in the amount of button presses instead of the amount of button presses, providing a switch for adjusting the sensitivity of this detection, and further performing the detection of the press timing based on the sensitivity adjustment using 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] A first aspect of the present invention is a video game controller comprising: buttons of a video game controller; switches capable of adjusting a threshold value relating to the sensitivity of the buttons regardless of whether the buttons are in an energized or de-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, wherein the number of buttons is two or more, and each button has a sensor capable of detecting the amount of depression of the button, and the microcomputer comprises a threshold acquisition unit configured to acquire the threshold value from the switch; a depression amount acquisition unit configured to acquire the amount of depression of the button; and a change rate calculation unit configured to calculate a change rate of the depression amount based on time-series information of the depression amount, and Provided is a button module for a video game controller, comprising: 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 the control device with 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 the control device with 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.
[0015] When attempting to press a button with accurate and quick timing, it is thought that the player will press the button quickly in order to shorten the time from when the press starts until the press is detected. On the other hand, the rate of change in the amount of press caused by factors unintentional by the player, such as a change in the orientation of the controller, is thought 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 button press amount 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 button press amount becomes large and reflects the player's intention, rather than waiting until the amount of button press exceeds a given threshold as in conventional technology. Furthermore, the invention according to the first feature can prevent the erroneous detection of a button press because the amount of button press exceeds a given threshold as in conventional technology, even when the amount of button press increases at a small rate due to a cause unintended by the player.
[0017] However, when detecting using the rate of change in the amount of button press, there is a problem that if the player stops pressing the button and the rate of change in the amount of button press slows down, it may be erroneously detected as not being pressed. The invention according to the first feature can provide a signal that the button remains pressed even after the player stops pressing the button until the button is released. Furthermore, the invention according to the first feature can provide a signal that the button remains not pressed after the button is released until the player presses the button again.
[0018] The invention relating to the first feature obtains a threshold value for button sensitivity from a switch that can adjust the threshold value regardless of whether the switch is powered or not, and therefore it is possible to adjust the sensitivity for the timing of button operation regardless of whether the switch is powered or not, and whether the switch is connected to a video game console or not.
[0019] When such sensitivity adjustment is performed on a control device for a video game controller, signal lines from the switches are connected to the control device in addition to signal lines from the buttons. 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 via each signal line within a short detection interval. In addition, if the amount of button press is obtained from the button rather than a binary value of whether it is pressed or not, the amount of information in the signals provided to the control device via 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 two or more buttons have been pressed and adjusts the sensitivity of that determination, and provides the control device with only a signal containing minimal information, namely the result of the button press determination. Therefore, the control device of the video game controller only needs to detect whether a button has been pressed using the provided signal. Therefore, the first aspect of the invention enables the control device to detect button press signals at short detection intervals without unnecessarily complicating the control device's configuration.
[0021] Furthermore, the invention according to the first aspect allows the player to adjust the sensitivity of each button, related to the timing of button operation, by using switches that correspond one-to-one with each button. This allows the player to individually adjust the sensitivity of each button depending on various factors, such as differences in button position, characteristics of the video game, the player's playing style, and the player's preferences. Therefore, the player can adjust the sensitivity of each button so that the timing of button presses 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 timing of button operations for each button, regardless of whether it is connected to a video game console or not.
[0023] A second aspect of the invention is the button module according to the first aspect of the 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 button depression related to the position 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 with excellent durability and resistance 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 being installed in a controller, a device with limited space, with a sensor configuration that is less susceptible to the adverse effects that vibrations of the controller, etc., have on detecting the timing of button presses.
[0026] Therefore, the invention relating to the second 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 console or not.
[0027] A third aspect of the invention provides a video game controller comprising: a button module according to the first or second aspect; and a control device capable of providing to an external device information indicating whether each of the two or more buttons is in a pressed or unpressed state based on the press signal provided by the signal providing unit.
[0028] The invention relating to the third feature can provide a video game controller that can provide information based on press signals 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, by using the configuration of the invention relating to the first or second feature, to an external device such as a video game machine.
[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 console or not.
[0030] The invention relating to the fourth feature is in a different category from the invention relating to the first feature.
[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, and that can adjust the sensitivity of the button operation timing for each button, regardless of whether it is connected to a video game machine or not.
[0032] FIG. 1 is a schematic plan view of a video game controller C of this embodiment. FIG. 2 is a schematic front view of the controller C of FIG. 1. FIG. 3 is a schematic right side view of the controller C of FIG. 1. 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. FIG. 6 is a main flowchart 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. FIG. 8 is an explanatory diagram showing detection of press timing in the button module 3 of this embodiment. FIG. 9 is a schematic plan view of a modified video game controller C.
[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 plan view of a video game controller C of this embodiment. FIG. 2 is a schematic front view of the controller C of FIG. 1. FIG. 3 is a schematic right side view of the controller C of FIG. 1. 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. Below, one example of a preferred aspect of the video game controller C of this embodiment will be described using FIGS. 1 to 5 as needed.
[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 side 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 viewed from the front. The "back" of the controller C refers to the side that is the back when 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 on a table and used. The "back" of the controller C refers to the lower side in the direction of gravity when the controller is placed on a table and used. The "right" of the controller C refers to the direction toward the right side when the controller C is placed on a table 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 on a table 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 also include a normal button 4 for which sensitivity adjustment according to this embodiment is not performed. The controller C preferably includes a directional operation unit 5 used for directional operations. Although not a required feature, the controller C may also include a display unit 6 capable of displaying information related to the detection of button presses. The controller C of this embodiment may also be configured by replacing some or all of the normal buttons included in a conventional controller equipped with normal buttons, directional operation units, etc., with the button module 3 of this embodiment. This replacement is facilitated because the button module 3 of this embodiment can provide a digital signal indicating whether the button 31 has been pressed, just like the normal buttons of a conventional controller. The ability of the button module 3 to provide a digital signal will be described later.
[0037] [Controller Main Body 1] The controller main body 1 is configured to accommodate the components of the controller C, such as the control device 2, button module 3, and directional operation unit 5. The button module 3 of this embodiment includes a button 31, a switch 32, and a microcomputer 33 electrically connected to the control device 2, the button 31, and the switch 32. The button module 3 will be described in detail later using FIG. 4.
[0038] The controller main body 1 is preferably configured to have a hollow portion in which each component of the controller C can be placed. In this case, components related to the control of the controller C, such as the control device 2 and microcomputer 33, are preferably placed in the hollow portion. This prevents the control components from being exposed to the outside and causing malfunctions that could interfere with accurate operation. When the control device 2 is placed in the hollow portion, the controller main body 1 preferably has holes that allow various components to be placed between the hollow portion and the outside. This allows various components related to player operation (e.g., buttons 31, switches 32, normal buttons 4, directional control unit 5, display unit 6, etc.) to be arranged so that the portions operated by the player are placed on the outside of the controller C and the other portions connected to the control device 2 are placed in the hollow portion. This arrangement prevents wiring and other components electrically connecting the control device 2 to various components from being exposed to the outside of the controller C and causing malfunctions.
[0039] The shape of the controller main body 1 is not particularly limited. One example of the shape of the controller main body 1 is a box-like shape that is approximately rectangular in plan and front views and approximately trapezoidal in side view, as shown in FIGS. 1, 2, and 3. The shape of the controller main body 1 may be, for example, a rectangular parallelepiped, a box-like shape with some or all of the corners chamfered, or a shape with a palm rest formed on a part of the side closest to the player during use. The button module 3 of this embodiment detects a press of the button 31 based on the rate of change in the amount of button press, i.e., the speed at which the button is pressed. Therefore, a player may press the button 31 more forcefully than with a conventional controller, hoping that the press will be detected reliably. With a controller C that is approximately a trapezoid box-like shape in side view, part of the force pressing the button 31 may act to move the controller main body 1 backward. This may cause the player to shift the position of the controller C due to excessive force. With a rectangular parallelepiped controller main body 1, the direction in which the button 31 is pressed generally corresponds to the direction from the front to the back of the controller C. This allows the rectangular parallelepiped controller main body 1 to reduce misalignment of the controller C.
[0040] The controller main body 1, which has a palm rest, allows the player to operate the buttons 31 and the like with the palm of the hand placed on the palm rest. As described above, a player using the button module 3 of this embodiment may press the buttons 31 with more force than when using a conventional controller, hoping that the press will be detected reliably. This may cause the player to shift the position of their palm due to excessive force. By providing the palm rest, the controller C of this embodiment can prevent the buttons 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 main body 1. To prevent the controller C from shifting position due to reaction to operation, it is preferable that the controller main 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 a press 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. As a result, a player may press the button 31 with more force than when using a conventional controller, hoping that the press will be detected reliably. This may cause the player to move the position of the controller C due to excessive force. By providing the non-slip surface, the controller C of this embodiment can prevent inaccurate button press operations caused by the controller C being shifted in position due to recoil from the operation.
[0043] The controller main body 1 may have marks on its exterior that identify the buttons 31, switches 32, and normal buttons 4. This allows the player to accurately press the intended button 31, etc. using the marks. In the example shown in FIG. 1 , marks "A," "B," "X," "Y," "R," "L," "RB," "LB," and "OPTIONS" are depicted at positions corresponding to the A button 31A, B button 31B, X button 31X, Y button 31Y, R button 31R, L button 31L, RB button 31RB, LB button 31LB, and 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 (e.g., "circle," "cross," "square," "triangle"), numbers (e.g., "1," "2," "3," "4," etc.), and colors (e.g., red, blue, pink, green, etc.).
[0044] The buttons 31 are arranged, for example, in a region 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 various arrangements suitable for operation of a video game machine or the like may be used.
[0045] In the example shown in FIG. 1 , the X button 31X, Y button 31Y, R button 31R, and L button 31L are arranged from left to right, slightly above the center of the surface of the controller main body 1, on the right side. The X button 31X is located slightly below the Y button 31Y, R button 31R, and L button 31L. This allows the player to operate these four buttons without moving their right hand significantly. In the example shown in FIG. 1 , the A button 31A, B button 31B, RB button 31RB, and LB button 31LB are arranged from left to right, slightly below the X button 31X, Y button 31Y, R button 31R, and L button 31L. The A button 31A is located slightly below the B button 31B, RB button 31RB, and LB button 31LB. This allows the player to operate these four buttons along with the four buttons described above without moving their right hand significantly. Also, by locating the normal button 4 away from each button 31, it is possible to prevent the normal button 4 from being accidentally operated 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 forcefully than when using a conventional controller, hoping that the press will be detected reliably. The layout shown in Figure 1 allows the player to quickly and accurately press each button 31 without moving their 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 force.
[0047] 1, 2, and 3 illustrate a controller main body 1 having a direction operation unit 5 on the left side and buttons 31 from the center to the right, but the arrangement of the direction operation unit 5, buttons 31, etc. is not limited to the above example. For example, various arrangements are possible, such as an arrangement in which the direction operation unit 5 is on the right side and buttons 31 are provided from the center to the left, an arrangement in which the direction operation unit 5 is provided approximately in the center and buttons 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 buttons 31 are provided in the center and on the direction operation unit 5, an arrangement in which no direction operation unit 5 is provided, an arrangement in which buttons 31 and a rotation operation unit are provided, etc. Furthermore, the arrangement of the direction operation unit 5, buttons 31, normal buttons 4, etc. may be arranged so that some of them are located on a side different from the front, such as the back, side, rear, or front, of the controller main body 1. This prevents the directional control unit 5, buttons 31, normal buttons 4, etc. on the front side of the controller body 1 from being operated with too much force, resulting in the directional control unit 5, buttons 31, normal buttons 4, etc. on the side opposite the front side being operated, allowing the player to perform video game operations 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 components 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 explained in detail later using Figures 6 and 7.
[0049] 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 that can adjust a threshold value related to the sensitivity of the button 31 regardless of whether the button is in a powered or non-powered state, and a microcomputer 33 that is electrically connected to the button 31 and the switch 32 and is 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, allowing it to detect all signals provided via 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 switches 32 have a one-to-one correspondence. This configuration allows the player to adjust the sensitivity of each button 31 individually, with respect to the timing of button 31 operation. This allows the player to individually adjust the sensitivity of each button 31 depending on various factors, such as differences in the position of the button 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.
[0052] [Button 31] The button 31 has a sensor that can detect 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. The button body 311 is slidably disposed within the support member 314 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 ). When the button body 311 is pressed in a direction opposite to the biasing direction of the biasing member 312, the sensor 313 detects the amount of depression of the button body 311. 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. The sensor 313 then 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 that can bias the button body 311 in a direction to release it, and may be, for example, any of various springs. The sensor 313 is not particularly limited as long as it can detect the amount of depression of the button 311, and may be any of various sensors. In particular, the sensor 313 is preferably configured using a Hall element.
[0054] It is known that a Hall element, which detects changes in a magnetic field, can be used to configure a position detection sensor with a small installation space. Therefore, by using a Hall element as the sensor 313, it is possible to configure a sensor 313 that detects the amount of depression related to the position of the button 31 in a small installation space. In addition, because the Hall element performs non-contact detection using the Hall effect related to the magnetic field, it is possible to configure a sensor 313 that is highly durable and less susceptible to adverse effects such as vibration. Furthermore, the Hall element can detect position with high accuracy. Therefore, by using a Hall element as the sensor 313, it is possible to configure a sensor 313 that can detect the amount of depression with sufficient accuracy to calculate the rate of change, even if the amount of depression is acquired at short time intervals.
[0055] [Switch 32] The switch 32 is configured to be able to adjust a threshold value for the sensitivity of the button 31 regardless of whether the switch 32 is in a powered or powered off state. The switch 32 is configured using, for example, a rotary switch that can adjust the threshold value by rotating the switch 32, a slide switch that can adjust the threshold value by sliding the switch 32, or a toggle switch that can adjust the threshold value by toggling the switch 32.
[0056] Among these, it is preferable that the switch 32 be configured using a rotary switch. A switch 32 configured using a rotary switch can be placed in a smaller space than a slide switch or toggle switch. This makes it possible to place the switch 32 in an area on the controller main body 1 away from other components, where it will not be accidentally operated when other components are operated. As an example of the placement of such a switch 32, FIG. 1 shows a switch 32 placed in an area farther from the player than the button 31 during use, so that the narrowest distance between the button 31 and the switch 32 is wider than the distance between the button 31 and the second-closest button 31.
[0057] As described above, a player using the controller C of this embodiment may press the button 31 more forcefully than when using a conventional controller, hoping to ensure that the press will be detected. This may cause the player to move their hand away from the button 31 due to excessive force. By arranging the switch 32, which is configured using a rotary switch, in an area on the controller main body 1 away from other components, it is possible to prevent the switch 32 from being accidentally operated in such a case, thereby changing the threshold for the sensitivity of the button 31 and resulting in an inaccurate operation. The location of the switch 32 to achieve this effect is not limited to the above-described location. For example, the switch 32 may be located on the rear, side, back, or front side of the controller main body 1, or may be located inside the controller main body 1, or may be located in a recessed portion of the controller main body 1. By arranging the switch 32 on the side opposite the front side of the controller main body 1, the switch 32 is prevented from being operated with excessive force by a player who operates a button 31 or the like located on the front side of the controller main body 1. By arranging the switch 32 inside the controller main body 1, the switch 32 can be adjusted by following a predetermined procedure, such as removing a top panel provided on the front of the controller main body 1 and / or removing a lid provided on the controller main body 1. This prevents the switch 32 from being accidentally operated by a player who operates a button 31 or the like provided on the outside of the controller main body 1. By arranging the switch 32 in a recess provided on the controller main body 1, the top of the switch 32 can be positioned at the same level as or lower than the top panel of the controller main body 1. This prevents the switch 32 from being accidentally operated by a player who operates a button 31 or the like provided on the front of the controller main body 1. In this case, providing an openable and closable transparent, semi-transparent, or opaque cover that covers the recess further prevents the switch 32 from being accidentally operated.
[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 is capable of executing a program stored in the microcomputer 33. The program may be stored in a rewritable area or in a non-rewritable area. Alternatively, a part of the electronic circuitry of the microcomputer 33 may be configured to provide a function equivalent to the stored program. Preferably, the microcomputer 33 is configured to store information regarding whether each button 31 is pressed or not.
[0059] The microcomputer 33 executes the stored programs to implement the 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 using FIGS. 6 and 7.
[0060] The microcomputer 33 is preferably capable of storing programs, data, etc. provided by a video game console or the like. This allows a player to connect the controller C to a video game console or the like and update the programs, data, etc. related to button processing executed by the microcomputer 33, thereby adjusting the controller C to allow for more accurate input. Furthermore, the microcomputer 33 is preferably capable of providing the programs, data, etc. stored therein to the video game console or the like. This allows the player to grasp the status of the controller C based on the provided programs, data, etc. Then, the player can make more accurate inputs by referring to the status.
[0061] 4, a signal line from the sensor 313 and a signal line from the switch 32 are connected to the input port of the microcomputer 33. This allows the microcomputer 33 to execute button processing based on the amount of depression (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 depression signal or a non-depression signal, i.e., a digital signal indicating whether or not a button is depressed.
[0062] In the microcomputer 33 of this embodiment, two signal lines, one from the sensor 313 and one 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, so that all signals provided via each signal line can be detected at short detection intervals.
[0063] [Normal Button 4] The normal button 4 is similar to a button on a conventional game controller. No normal button 4 may be provided, or any number of normal buttons 4 greater than or equal to one may be provided. The normal button 4 provides a signal regarding pressing to the control device 2.
[0064] [Directional Operation Unit 5] The directional operation unit 5 is similar to the directional operation unit 5 of a game controller of the prior art. The directional operation unit 5 is configured using, for example, a lever, directional input keys, an analog stick, a dial, or the like that can input a direction, and provides a signal indicating the input direction to the control device 2.
[0065] [Display Unit 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] The display unit 6 is preferably capable of displaying information regarding the pressing of the button 31. This allows the player to check the results of the sensitivity adjustment via the switch 32 on the display unit 6 without relying on a display output from the video game machine. This information includes one or more of various types of information, exemplified by 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, etc. By displaying information indicating that the button 31 is pressed or not pressed, the player can determine whether the sensitivity has been adjusted to allow for more accurate and quick detection of the timing of pressing the button 31. By displaying information regarding the number of times the button 31 is pressed, the player can determine whether the sensitivity has been adjusted to allow for accurate input by comparing the number of times the player pressed the button with the displayed number.
[0067] [Main Flowchart of Button Processing] Fig. 6 is a main flowchart 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: Obtaining Thresholds] The microcomputer 33 executes the threshold obtaining unit 331. The microcomputer 33 then executes processing related to the threshold obtaining unit 331, which is processing for obtaining thresholds related to the sensitivity of the buttons 31 from the switches 32, and storing the thresholds in a storage area of the microcomputer 33 (step S1, threshold obtaining step). The microcomputer 33 then proceeds to step S2.
[0069] The threshold value acquisition step may be configured to acquire the threshold value at a predetermined interval longer than the interval for acquiring the amount of button press, which will be described later. This allows for a shorter interval for acquiring the amount of button press throughout the entire button processing. This allows for more accurate and rapid detection of the timing at which the button 31 is pressed.
[0070] [Step S2: Obtaining Pressing Amount] The microcomputer 33 executes the pressing amount obtaining unit 332. The microcomputer 33 then executes processing related to the pressing amount obtaining unit 332, which obtains the pressing amount of each button 31 from each button 31 and stores the obtained amount in a memory area of the microcomputer 33 (step S2, pressing amount obtaining step). The microcomputer 33 then proceeds to step S3.
[0071] The pressing amount obtaining step obtains, for example, the pressing amount of the button 31 from the sensor 313. The signal obtained 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 by the sensor 313 and indicating the pressing amount.
[0072] In particular, it is preferable that the signal obtained from the sensor 313 be 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 independent of the frequency at which the 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 Rate of Change in Pressing Amount] The microcomputer 33 executes the rate of change calculation unit 333. The microcomputer 33 then executes processing related to the rate of change calculation unit 333, which determines whether to calculate the rate of change in the pressing amount of each button 31 acquired in step S2 (step S3, step of determining whether to calculate the rate of change). If it is determined that the rate of change should be calculated, the microcomputer 33 proceeds to step S4. If it is not determined that the rate of change should be calculated, the microcomputer 33 proceeds to step S9.
[0075] The step of determining whether or not to calculate the rate of change is not particularly limited, and may be, for example, a process in which it is determined that the rate of change should be calculated if the timing corresponds to a predetermined calculation interval, and not determined that the rate of change should be calculated if the timing is other than the predetermined calculation interval. When the rate of change of the press amount is calculated from the difference between the press amount and another press amount acquired immediately before the press amount, erroneous detection may occur due to noise, vibration, or other causes. By performing the above-described determination using the timing corresponding to the calculation interval, the microcomputer 33 can detect the press timing with fewer erroneous detections using time-series information on the press amount 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 prompt detection of the pressing of the button 31, even if the pressing of the button 31 starts immediately before the signal is provided, for example.
[0077] [Step S4: Calculate the rate of change of the amount of pressing] The microcomputer 33 executes the rate of change calculation unit 333. The microcomputer 33 then executes processing related to the rate of change calculation unit 333, which calculates the rate of change of the amount of pressing of each button 31 based on the time-series information of the amount of pressing acquired in step S2 (step S4, rate of change calculation step). The microcomputer 33 then proceeds 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, this 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 step).
[0080] [Step S5: Determine Whether the Change in Pressing Direction Exceeds a Threshold] The microcomputer 33 executes the press timing detection unit 334. The microcomputer 33 then executes processing related to the press timing detection unit 334, which determines for each button 31 whether the change in speed calculated in step S4 exceeds the threshold value for the button 31 being determined, which is the threshold value acquired in step S1 in the pressing direction of the corresponding button 31 (step S5, press timing determination step). If it is determined that the change in speed is exceeded for any button 31, i.e., if the press timing is detected, the microcomputer 33 proceeds to step S6. If it is not determined that the change in speed is exceeded for any button 31, the microcomputer 33 proceeds to step S7.
[0081] [Step S6: Change to Pressed State] The microcomputer 33 executes the press timing detection unit 334. Then, the microcomputer 33 executes processing related to the press timing detection unit 334, in which, for each button 31 determined to exceed the threshold value in step S5, the microcomputer 33 executes processing to change the state of that button 31 stored in the storage area of the microcomputer 33 to a pressed state (step S5, press state storage step). The microcomputer 33 then proceeds 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 shown below are an example of the process 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 determines for each button 31 whether the speed of change calculated in step S4 exceeds a given threshold value for the button 31 being determined in the direction of lift-off of the corresponding button 31 (step S7, lift-off timing determination step). If it is determined that the speed of change is exceeded for any button 31, i.e., if the lift-off timing is detected, the microcomputer 33 proceeds to step S8. If it is not determined that the speed of change is exceeded for any button 31, the microcomputer 33 proceeds to step S9.
[0084] [Step S8: Change to Unpressed State] The microcomputer 33 executes the lift-off timing detection unit 335. Then, the microcomputer 33 executes processing related to the lift-off timing detection unit 335, in which, for each button 31 determined to exceed the threshold value in step S7, the microcomputer 33 executes processing to change the state of that button 31 stored in the storage area of the microcomputer 33 to an unpressed state (step S8, unpressed state storage step). The microcomputer 33 then proceeds to step S9.
[0085] [Another Configuration of the Release Timing Detection Step] The process performed in the release timing detection step is not limited to the processes of steps S7 and S8 described above, and may be various processes for detecting the release of the button 31. This process may include, for example, a procedure for determining that it is the release timing when the amount of depression of the button 31 falls below a predetermined value, a procedure for determining the release timing by combining the amount of depression of the button 31 and the rate of change in the amount of depression, etc.
[0086] After the pressing timing detection step and the lifting timing detection step are executed, the microcomputer 33 executes the processing of steps S9 to S10 (signal providing step) related to the signal providing unit 336.
[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 determines whether to provide a press signal to the control device 2 (step S9, signal provision determination step). If it is determined that a press signal should be provided, the microcomputer 33 proceeds to step S10. If it is not determined that a press signal should be provided, the microcomputer 33 proceeds 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 for 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.
[0089] [Step S10: Providing Pressed Signals] The microcomputer 33 executes the signal providing unit 336. The microcomputer 33 then executes processing related to the signal providing unit 336, which provides to the control device 2 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 is changed to a pressed state in step S6 to the release timing at which the button is changed to a non-pressed state in step S8, and provides to the control device 2 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 then proceeds to step S1 and repeats the processing from step S1 to step S10.
[0090] [Effect of Button Processing] Fig. 8 is an explanatory diagram showing detection of press timing in the button module 3 of this embodiment. In detection of press timing using the press amount in the prior art, 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 when the player intends to press 0 In addition, in the conventional technology, the timing t 3 The amount of pressure p exceeds the play P 2 The timing at which the lift-off is detected is t 5 In FIG. 8, for ease of viewing, the P and p 1 The distance between P and p 2 The distance between each is exaggerated.
[0091] On the other hand, the button processing of this embodiment is performed at a timing t 1 Therefore, in this embodiment, the timing t 1 is the timing t when the player intends to press 0 The button processing of this embodiment is also effective in reducing the delay from the timing t 3 The timing t when the lift-off is detected 4 In FIG. 8, the delay can be reduced to the timing t 0 From t 1 Delay and timing t 3 From timing t 5 The delays between the two are exaggerated.
[0092] As a result, the button processing of this embodiment is performed at the timing t 2 From timing t 5 (Dotted arrow in Figure 8) 1 From timing t 4 During this time (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 erroneous detection of a button 31 being pressed because the amount of pressing exceeds a given threshold, as occurs in 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 makes it possible to adjust the threshold T even when the controller C is not connected to a video game console or the like. This allows the player to adjust the sensitivity of the button 31 without connecting the controller C to a video game console or the like. This allows the player to adjust the sensitivity at any time, for example, to a low sensitivity that further prevents erroneous detection due to vibrations or the like, or a high sensitivity that enables faster detection.
[0094] Additionally, 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 using the microcomputer 33, and then provides these signals to the control device 2. Therefore, the button module 3 of this embodiment enables the control device 2 to detect signals 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 individually, using the switches 32 that correspond one-to-one with the buttons 31, to adjust the timing of button 31 operation. This allows the player to adjust the sensitivity of each button 31 individually, taking into account various factors such as differences in the position 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 detect the timing when the button 31 is pressed more accurately and quickly, and that can 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] [Examples of Use] The following are examples of how the video game controller C of this embodiment can be used.
[0098] [Sensitivity Adjustment When No Stand Is Available] A player brings controller C to the venue of a video game tournament. The player then confirms that there are no stands available at the qualifying venue on which various controllers can be placed, and before the start of the competition, adjusts the sensitivity to a relatively low level appropriate for controller C held on their lap. In other words, the player adjusts the sensitivity using switch 32 without connecting controller C 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] [Connecting to a Video Game Console or the Like and Playing (Preliminary Round)] The player connects the controller C, whose sensitivity has been adjusted, to a video game console or the like provided by the tournament organizer. The player then plays the preliminary round of the video game tournament while holding the connected controller C on their lap. Because the controller C has been adjusted to a relatively low sensitivity, erroneous button inputs to the buttons 31 are 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 conventional controllers that have not been adjusted for sensitivity. This allows the player to play the video game as they intend and achieve good results by winning the preliminary round.
[0100] [Sensitivity Adjustment When a Stand is Available] A player who advances to the main tournament confirms that a stand capable of supporting various controllers is available at the main tournament venue, and before the start of the competition, adjusts the sensitivity to a relatively high level appropriate for the controller C placed on the stand. In other words, the player adjusts the sensitivity using the switch 32 without connecting the controller C to a video game machine or the like, and adjusts the threshold to a lower level than when playing in an environment without a stand.
[0101] [Connecting to a Video Game Machine or the like and Playing (Main Tournament)] The player connects the controller C, whose sensitivity has been adjusted, to a video game machine or the like provided 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 buttons 31. This allows the player to play the video game as they intend and achieve good results, winning the main tournament.
[0102] [Uses Other Than Video Games] The controller C of this embodiment can also be used for applications other than video games. Examples of applications other than video games include operating unmanned vehicles, such as radio-controlled cars, radio-controlled airplanes, radio-controlled helicopters, radio-controlled boats, drones, and unmanned agricultural vehicles. Unmanned vehicles can be operated in a variety of operating environments, exemplified by the presence or absence of a stand on which the controller C can be placed, unstable footing such as on a boat, and a shaking environment such as inside a vehicle. By operating an unmanned vehicle using the controller C of this embodiment, the operator can adjust the sensitivity according to the various operating environments by simply turning on the power of the remote control device of the unmanned vehicle, without unnecessarily draining the battery.
[0103] Another application other than video games is the operation of construction machinery, such as cranes and backhoes. Construction machinery is used in a variety of environments, including paved and unpaved terrain. By operating an unmanned vehicle using the controller C of this embodiment, the operator can adjust the sensitivity to suit 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, allowing the operator of each vehicle to adjust the sensitivity to suit their preferences and / or the 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, allowing the operator to adjust the sensitivity to suit their preferences and / or the environment without starting the machine.
[0104] 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 the button module 3 of this embodiment, which makes it possible to more accurately and quickly detect the timing of operation not only for button inputs but also for directional operations, and to adjust the sensitivity related to the operation timing for each button, regardless of whether or not the controller is connected to a video game machine.
[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 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 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 the "LEFT" sign, an up button 51U associated with the "UP" sign, a down button 51D associated with the "DOWN" sign, and a right button 51R associated with the "RIGHT" sign are provided in the center of the left half of the left side of the controller main 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-side region on the surface of the controller C.
[0107] The directional operation unit 5, which is configured using a lever, directional input keys, analog stick, etc. that can input directions, can result in erroneous operation in which the direction input by, for example, tilting the lever is different from the direction intended by the player. In addition, because the lever, etc., has a "play" to prevent erroneous input, there can be a delay in detecting the directional operation from the time the player intends to operate the direction until the lever, etc. is tilted beyond the "play."
[0108] On the other hand, instead of determining whether a directional input has been made via a lever or the like, the modified controller C can accurately and quickly detect the timing of a directional operation using the rate of change in the amount of depression of the directional button 51. As a result, when the player intends to make 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 depression of the directional button 51 reaches 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 conventional technology.
[0109] Therefore, the modified controller C can detect the timing of button presses related to directional operations more accurately and quickly, and can also adjust the sensitivity of the timing of button operations related to directional operations for each button related to directional operations, regardless of whether it is connected to a video game console or not.
[0110] 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. 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, those skilled in the art may conceive of various modifications and alterations. Therefore, 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 components of the above-described embodiment, or adds, omits, or modifies the conditions of a process, such modifications are also included within the scope of the present invention as long as they maintain the gist of the present invention.
[0112] C Video game controller 1 Controller body 2 Control device 3 Button module 31 Button 311 Button body 312 Urging member 313 Sensor 314 Support member 32 Switch 33 Microcomputer 331 Threshold value acquisition unit 332 Press-down amount acquisition unit 333 Change speed calculation unit 334 Press-down timing detection unit 335 Release timing detection unit 336 Signal provision unit 4 Normal button 5 Direction operation unit 6 Display unit
Claims
1. A video game controller comprising: a button of a video game controller; a switch capable of adjusting a threshold related to the sensitivity of the button regardless of whether the button is in an energized or de-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, wherein the number of buttons is two or more, and each of the buttons has a sensor capable of detecting the amount of pressing of the button, the microcomputer comprising: a threshold acquisition unit configured to acquire the threshold from the switch; a press amount acquisition unit configured to acquire the press amount from the sensor; a change rate calculation unit configured to calculate a rate of change of the press amount based on time-series information of the press amount; a press timing detection unit configured to detect a press timing at which the calculated rate of change exceeds the threshold in the direction in which the button is pressed; and a release timing detection unit configured to detect a release timing at which the button is released based on the press amount and / or the change rate. 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.
2. The button module according to claim 1, wherein the sensor is configured using a Hall element.
3. A video game controller comprising: a button module as claimed in claim 1 or 2; and a control device capable of providing to the outside information indicating whether each of said two or more buttons is in the pressed state or the non-pressed state based on the press signal provided from said signal providing unit.
4. A program configured to cause a microcomputer, electrically connected to each of a button of a video game controller and a switch capable of adjusting a threshold for detecting presses of the button regardless of whether the button is in a powered or non-powered state, and provided separately from a control device of the controller, to execute the following steps: a threshold acquisition step of acquiring a threshold from the switch; a press amount acquisition step of acquiring an amount of press of the button; a change rate calculation step of calculating a rate of change of the press amount based on time-series information of the press amount; a press timing detection step of detecting a press timing at which the calculated rate of change exceeds the threshold in the direction in which the button is pressed; a release timing detection step of detecting a release timing at which the button is released based on the press amount and / or the change rate; and a signal providing step of providing to the control device a press signal that is identifiable as a pressed state in which the button is pressed from the press time to the release time, and providing to the control device a non-pressed signal that is identifiable as a non-pressed state in which the button is not pressed from the release time to the press time.
Citation Information
Patent Citations
A system and method for simulating a rock band experience.
JP2010531159A
Information processing apparatus, information storing medium and program thereof, and operating device for game machine
JP2012011220A
Information processing system, information processing program, information processor and information processing method
JP2021015249A
