Adaptor for input controller in interactive software
The adaptor for an input controller addresses the lack of realistic haptic feedback in virtual reality by providing tactile resistance and real-time feedback, significantly enhancing motor recovery outcomes for stroke survivors.
Patent Information
- Application Number
- PCT/IB2024/059348
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-10-27
- Filing Date
- 2024-09-25
- Publication Date
- 2025-05-01
AI Technical Summary
Existing virtual reality applications lack realistic haptic feedback, which is essential for effective motor recovery in stroke survivors, as they fail to provide the tactile sensations and resistance similar to interacting with real-world objects.
An adaptor for an input controller is designed to provide haptic feedback by incorporating a sleeve, a pivotally attached handle, and a buffer that offers resistance to compressive force, simulating the feel of real-world objects, and optionally includes a pressure sensor, processor, and wireless communications module for enhanced functionality.
The adaptor enhances the realism of haptic feedback in virtual reality environments, improving the effectiveness of motor recovery by providing tactile resistance and real-time feedback, thus increasing engagement, accuracy, and overall rehabilitation outcomes.
Smart Images

Figure IB2024059348_01052025_PF_FP_ABST
Abstract
Description
[0001] ADAPTOR FOR INPUT CONTROLLER IN INTERACTIVE SOFTWARE
[0002] TECHNICAL FIELD
[0003] The invention relates to an adaptor for input controller in interactive software.
[0004] BACKGROUND
[0005] The advancement of technology provides opportunity for bringing technology solutions to the forefront of healthcare challenges. One such example is the rehabilitation of patients suffering from neurological conditions. For example, patients having suffered a stroke may experience reduced motor control or movement impairment. The manifested symptoms can have a significant impact on the patient’s quality of life and ability to undertake certain tasks.
[0006] It has long been recognized that haptic feedback is beneficial in helping rehabilitate patients to recover motor control and reduce the impact of movement on their everyday lives. Haptic feedback, which refers to the use of touch or tactile sensations to communicate with humans or machines, has been used in various therapeutic settings to improve outcomes for patients. In the case of occupational therapy, haptic feedback can be used to help patients who have difficulty with fine motor skills or sensory processing issues. For example, therapists may use haptic feedback devices to provide patients with sensory input to help them better understand how to hold and manipulate objects. In the case of physical therapy, haptic feedback can be used in physical therapy to provide patients with a better sense of balance and body position. For example, balance boards with haptic feedback can help patients improve their posture and balance.
[0007] Use of haptic feedback in an extended reality environment for healthcare is not new. Applications exist to help provide physical sensation to increase the user’s sense of presence and to make movement rehabilitation more effective and engaging. Haptic feedback can also provide real-time feedback on the user’s movements. This has been recognized as beneficial in helping patients correct movement impairment and to improve motor function. Haptic feedback in extended reality environments is generally limited to the provision of vibratory feedback through a headset or controllers. Extended reality can provide highly realistic experiences, but effective therapy requires interaction with everyday physical objects such as inserting a key into a lock and practicing the motion of locking and unlocking the lock. While such movement can be simulated in extended reality, it is not the same as feeling the sensation of the key entering the lock and the slight resistance provided by the lock tumblers. While it would be possible to develop specific hardware to provide a realistic haptic experience, the cost of doing so for many everyday tasks is prohibitive.
[0008] Hardware and methods exist to integrate objects into an extended reality environment. Examples include: i) development of dedicated objects that include internal sensors and are directly coded into an extended reality application; ii) add-ons for extended reality controllers, for example a gun in which the controller is places; and iii) attachment of sensors, i.e., IMUs, to existing objects. None of these existing methods (and associated hardware) is usable for the purpose of strength training within an extended reality environment.
[0009] The present invention uses hand tracking technology in an extended reality environment. Such technology is already used in connection with extended reality applications for the purpose of gesture control and interaction with virtual objects (see US2021264140). Some existing applications determine the position of a user’s hand in a real-world space for the purpose of interacting with an object i.e., piano keys as disclosed in US20220375362. However, the known prior art is not suitable for use in movement rehabilitation using extended reality hardware and software.
[0010] While the background to the invention is described by way of reference to health care applications, it will be appreciated that the invention itself is equally applicable to any interactive software environment.
[0011] It is against this background that the present invention has arisen. SUMMARY
[0012] In general terms, the present disclosure is directed to providing guidance on protecting an invention through the patent application process. If more details or specific information about the invention are available, assistance can be provided to further the process. Advantageously, the invention addresses the lack of realistic haptic feedback in virtual reality applications for motor recovery in stroke survivors, enhancing the effectiveness of sensory-motor rehabilitation by providing physical sensations and real-time feedback, thus improving engagement, accuracy, and overall recovery outcomes.
[0013] According to an aspect of the invention, there is provided an adaptor for an input controller for use in association with interactive game software. The adaptor comprises a sleeve for receiving at least a portion of an input controller, a handle pivotally attached to a portion of the sleeve and moveable between a first position in which a part of the handle engages an input button, or trigger, of the input controller and a second position in which no part of the handle engages the input button, or trigger, of the input controller, and a buffer positioned between the handle and a portion of the input controller. The buffer provides resistance to compressive force applied by the user to the handle.
[0014] Optionally, the buffer of the adaptor is a rubber block.
[0015] Optionally, the adaptor comprises a buffer which is a spring.
[0016] Optionally, the adaptor further comprises a pressure sensor configured to determine the amount of force applied to the handle.
[0017] Optionally, the adaptor translates the determined force into grip strength and inputs the grip strength into an interactive video game environment to represent the grip strength applied by a user to an object. Optionally, the handle comprises a capacitor and a processor, wherein the processor is configured to measure a change in capacitance at the capacitor when it is being gripped.
[0018] Optionally, the spring within the adaptor is a leaf spring.
[0019] Optionally, the adaptor further comprises a wireless communications module for allowing transmission of data to / from the processor to the input controller and / or a remote device.
[0020] Optionally, the buffer has a variable resistance to compressive force.
[0021] Optionally, the handle comprises a textured or patterned grip surface for enhanced user hold.
[0022] Optionally, the adaptor further comprises feedback means for providing the user with a haptic response based on the determined force.
[0023] Optionally, the feedback means is a vibration motor that provides varying intensities of vibration according to the determined force.
[0024] Optionally, the adaptor for an input controller is configured such that the change in capacitance is proportional to the amount of handle surface in contact with the user's hand.
[0025] Optionally, the adaptor further comprises a locking mechanism to secure the input controller within the sleeve.
[0026] Optionally, the adaptor further comprises a visual indicator that displays the amount of force applied to the handle.
[0027] Optionally, the sleeve of the adaptor is adjustable to accommodate various sizes and shapes of input controllers. Optionally, the handle can be detached and reattached to the sleeve at different positions.
[0028] According to an aspect of the invention, there is provided an apparatus for translating grip strength of a person into an extended reality environment. The apparatus comprises an adaptor for an input controller, a processor configured to determine a person’s grip strength based on data received from the adaptor and / or input controller, and a communications module configured to transmit data relating to the person’s grip strength to a remote device and / or into an extended reality environment.
[0029] Optionally, the apparatus further comprises calibration means to adjust sensitivity based on user's hand size and strength.
[0030] BRIEF DESCRIPTION OF THE DRAWINGS
[0031] These are and other aspects will now be described in relation to the Figures in which:
[0032] Figure 1 illustratively shows an adaptor for an input controller according to the present disclosure.
[0033] DETAILED DESCRIPTION
[0034] Figure 1 illustratively shows an adaptor (10) for an input controller (12) according to the present disclosure. The adaptor (10) comprises a sleeve (14) for receiving at least a portion of an input controller (12), a handle (16) pivotally attached to a portion of the sleeve (14), and a buffer (18) positioned between the handle (16) and a portion of the input controller (12). The handle (16) is moveable between a first position in which a part of the handle (16) engages an input button or trigger (20) of the input controller (12) and a second position in which no part of the handle (16) engages the input button or trigger (20). The handle (16) pivots around a pivot point (22) which restrains movement of the handle to a single axis of rotation. The buffer (18) provides resistance to compressive force applied by the user to the handle (16). Advantageously, the adaptor (10) in Figure 1 provides a more realistic feel of an object in VR for specific games or rehabilitation exercises. The sleeve (14), designed to receive a portion of an input controller (12), could be an add-on to an existing VR controller. The handle (16), pivotally attached to the sleeve (14), allows the user to engage with the input button or trigger (20) of the input controller (12), simulating the action of interacting with a real-world object. The buffer (18), positioned between the handle (16) and the input controller (12), provides resistance to compressive force applied by the user, further enhancing the haptic feedback and the user's sense of presence in the VR environment.
[0035] In one embodiment, the buffer (18) is a rubber block. Advantageously, the rubber block provides more realistic haptic feedback to the user. The rubber block, being a material with inherent elasticity and resistance to deformation, provides a tactile response to the user when force is applied to the handle. This tactile response simulates the sensation of interacting with a real-world object, thereby enhancing the user's sense of presence in the VR environment. This is particularly beneficial in the context of motor recovery for stroke survivors, as the haptic feedback can aid in the relearning of motor skills and improve the effectiveness of rehabilitation exercises.
[0036] In one embodiment, the buffer (18) is a spring. Advantageously, the spring provides dynamic haptic feedback to the user. The spring, due to its mechanical properties, can compress and expand in response to the force applied by the user, thereby providing a variable resistance that simulates the feel of interacting with different real-world objects. This can enhance the user's sense of presence in the VR environment and make the rehabilitation process more engaging and effective.
[0037] In some embodiments the adaptor (10) further comprises a pressure sensor (not shown) configured to determine the amount of force applied to the handle (16). Advantageously, the inclusion of a pressure sensor in the adaptor (10) allows for a more precise measurement of the user's grip strength. The pressure sensor, by detecting the amount of force applied to the handle (16), can provide real-time feedback on the user's motor function. This information can be used to adjust the difficulty level of the rehabilitation exercises, thereby ensuring that the exercises are challenging yet achievable for the user. This can lead to more effective motor recovery and improved functional outcomes for stroke survivors.
[0038] In some embodiments the adaptor (10) translates the determined force into grip strength and inputs it into an interactive video game environment to represent grip strength applied by a user to an object. Advantageously, the ability of the adaptor (10) to translate the determined force into grip strength and input it into an interactive video game environment provides a more immersive and engaging rehabilitation experience for the user. By representing the user's grip strength in the VR environment, the user can see and feel the effects of their actions in real-time. This can enhance the user's sense of presence in the VR environment and make the rehabilitation process more enjoyable and motivating. This can lead to increased adherence to therapy and improved motor recovery outcomes.
[0039] In some embodiments the adaptor (10) comprises a capacitor and a processor (neither is shown in the figures). The processor is configured to measure a change in capacitance at the capacitor when it is being gripped. Advantageously, the inclusion of a capacitor and a processor in the adaptor (10) allows for a more precise measurement of the user's grip strength. The processor, by measuring the change in capacitance can provide real-time feedback on the user's motor function. This information can be used to adjust the difficulty level of the rehabilitation exercises, thereby ensuring that the exercises are challenging yet achievable for the user. This can lead to more effective motor recovery and improved functional outcomes for stroke survivors.
[0040] In some embodiments the adaptor (10) further comprises a visual indicator (not shown) that displays the amount of force applied to the handle (16). Advantageously, the inclusion of a visual indicator in the adaptor provides a real-time, visual feedback mechanism for the user. This visual indicator, which could be a LED display or a digital screen, displays the amount of force applied to the handle (16). This feature is particularly beneficial in a rehabilitation context, where stroke survivors need to regain their motor function and control. By providing a visual representation of the force applied, the user can better understand their current grip strength and adjust their force accordingly. This can lead to more effective rehabilitation exercises and faster recovery. The visual indicator can also enhance the user's sense of presence in the VR environment, making the rehabilitation process more engaging and immersive.
[0041] In some embodiments the adaptor (10) is adjustable to accommodate various sizes and shapes of input controllers (12). Advantageously, the adjustability of the adaptor (10) allows it to accommodate various sizes and shapes of input controllers (12), making it a versatile tool for different VR systems. This feature is particularly important in the context of VR rehabilitation, where different patients may use different types of input controllers (12). The adjustability of the adaptor (10) ensures that it can be used with a wide range of input controllers (12), increasing its applicability and usability. Furthermore, the adjustability of the adaptor (10) allows it to mimic the feel of different real-world objects, enhancing the user's sense of presence in the VR environment and making the rehabilitation process more effective.
[0042] In some embodiments the handle (16) can be detached and reattached to the sleeve (14) at different positions. Advantageously, the ability to detach and reattach the handle (16) at different positions allows the adaptor (10) to mimic the feel of different real-world objects. This feature is particularly beneficial in a rehabilitation context, where stroke survivors need to practice different functional tasks, such as opening doors or grabbing a mug. By adjusting the position of the handle (16), the adaptor (10) can mimic the feel of different objects, enhancing the user's sense of presence in the VR environment and making the rehabilitation process more effective and engaging. This feature also allows the adaptor (10) to be customized to the user's specific needs, improving the effectiveness of the rehabilitation process.
[0043] The adaptor (10) may be incorporated into a system comprising the adaptor (10), a processor configured to determine a person’s grip strength based on data received from the adaptor (10) and / or input controller, and a communications module configured to transmit data relating to the person’s grip strength to a remote device and / or into an extended reality environment.
[0044] Advantageously, such a system provides a comprehensive solution for translating grip strength into an extended reality environment. The adaptor (10), as previously described, provides haptic feedback and can be adjusted to mimic the feel of different real-world objects. The processor, which could be a microprocessor or a digital signal processor, determines the user's grip strength based on the data received from the adaptor (10) and / or the input controller. This grip strength data can then be used to adjust the haptic feedback provided by the adaptor (10), making the rehabilitation process more effective. The communications module, which could be a wireless module or a wired module, transmits the grip strength data to a remote device or into the extended reality environment. This allows the user's progress to be monitored remotely, facilitating tele-rehabilitation and making the rehabilitation process more convenient for the user.
[0045] In some embodiments a system may further comprise calibration means to adjust sensitivity based on user's hand size and strength. Advantageously, the inclusion of a calibration means in the system allows the sensitivity of the system to be adjusted based on the user's hand size and strength. This feature is particularly beneficial in a rehabilitation context, where stroke survivors have varying levels of motor function and control. By calibrating the system to the user's specific needs, the system can provide more accurate and effective haptic feedback, enhancing the user's sense of presence in the VR environment and making the rehabilitation process more effective. The calibration means could be a software component that adjusts the sensitivity of the sensors in the adaptor (10) and the video camera, ensuring that the system provides accurate and reliable data.
[0046] It will be understood that the term extended reality environment as used herein may refer to a digital or virtual environment that combines aspects of both augmented reality (AR) and virtual reality (VR), potentially including elements such as 3D models, interactive interfaces, and sensory feedback systems.
[0047] It will be appreciated by the person of skill in the art that various modifications may be made to the above-described examples without departing from the scope of the invention as defined by the appended claims.
Claims
CLAIMS1 . An adaptor for an input controller for use in association with interactive game software, the adaptor comprising a. a sleeve for receiving at least a portion of an input controller; b. a handle pivotally attached to a portion of the sleeve and moveable between a first position in which a part of the handle engages an input button, or trigger, of the input controller and a second position in which no part of the handle engages the input button, or trigger, of the input controller; and c. a buffer positioned between the handle and a portion of the input controller, wherein the buffer provides resistance to compressive force applied by the user to the handle.
2. An adaptor for an input controller according to claim 1 , wherein the buffer is a rubber block.
3. An adaptor for an input controller according to claim 1 , wherein the buffer is a spring.
4. An adaptor for an input controller according to any of claims 1 to 3 further comprising a pressure sensor configured to determine the amount of force applied to the handle.
5. An adaptor for an input controller according to claim 4, wherein the determined force is translated into grip strength and input into an interactive video game environment to represent grip strength applied by a user to an object.
6. An adaptor for an input controller according to any preceding claim wherein the handle comprises a capacitor and a processor, wherein the processor is configured to measure a change in capacitance at the capacitor when it is being gripped.
7. An adaptor for an input controller according to claim 3, wherein the spring is a leaf spring.
8. An adaptor for an input controller according to claim 6 further comprising a wireless communications module for allowing transmission of data to / from the processor to the input controller and / or a remote device.
9. An adaptor for an input controller according to claim 1 , wherein the buffer has a variable resistance to compressive force.
10. An adaptor for an input controller according to claim 1 , wherein the handle comprises a textured or patterned grip surface for enhanced user hold.11 . An adaptor for an input controller according to claim 4, further comprising feedback means for providing the user with a haptic response based on the determined force.
12. An adaptor for an input controller according to claim 11 , wherein the feedback means is a vibration motor that provides varying intensities of vibration according to the determined force.
13. An adaptor for an input controller according to claim 6, wherein the change in capacitance is proportional to the amount of handle surface in contact with the user's hand.
14. An adaptor for an input controller according to claim 1 , further comprising a locking mechanism to secure the input controller within the sleeve.
15. An adaptor for an input controller according to claim 4, further comprising a visual indicator that displays the amount of force applied to the handle.
16. An adaptor for an input controller according to any preceding claim, wherein the sleeve is adjustable to accommodate various sizes and shapes of input controllers.
17. An adaptor for an input controller according to claim 1 , wherein the handle can be detached and reattached to the sleeve at different positions.
18. Apparatus for translating grip strength of a person into an extended reality environment, the apparatus comprising: a. an adaptor for an input controller according to any of claims 1 to 17; b. a processor configured to determine a person’s grip strength based on data received from the adaptor and / or input controller; and c. a communications module configured to transmit data relating to the person’s grip strength to a remote device and / or into an extended reality environment.
19. Apparatus for translating grip strength of a person into an extended reality environment according to claim 18, further comprising calibration means to adjust sensitivity based on user's hand size and strength.
Citation Information
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