LUGE game and controls therefor

The game control apparatus with a dual-axis control handle and haptic feedback enhances the realism and engagement of game simulators by accurately translating user inputs into the simulation, addressing the limitations of existing technologies.

WO2025250025A1PCT designated stage Publication Date: 2025-12-04SKYLINE ENTERPRISES LTD
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Patent Information

Application Number
PCT/NZ2025/050051
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-05-31
Filing Date
2025-06-03
Publication Date
2025-12-04

AI Technical Summary

Technical Problem

Existing game simulators lack immersive controls that provide realistic haptic feedback and precise user input sensing, often leading to motion sickness and lack of engagement, especially in simulations that attempt to replicate real-world physics.

Method used

A game control apparatus featuring a control handle with limited motion about two axes, equipped with axial motion sensors and haptic feedback units, mounted to a game seat that simulates a luge vehicle, allowing users to control speed and direction through intuitive movements, while the game seat moves in synchronization with the virtual environment.

Benefits of technology

The solution provides a highly immersive gaming experience by accurately translating user inputs into the simulation, enhancing realism and engagement through precise control and synchronized motion feedback, reducing motion sickness and improving user interaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

Disclosed is a gaming control apparatus for use in a gaming simulator to control at least a surface based virtual vehicle. The apparatus has a game seat for a user to sit on, and a control handle for user input via hands mounted to move with a game seat. The control handle has two degrees of motion to control the virtual vehicle. Motion of the control handle fore and aft of the game seat about the first axis is detected by a first axial motion sensor, and rotation of the control handle about the second axis is detected by a second axial motion sensor. The movement about the first axis can be used to control speed of the virtual vehicle over the surface, and movement about the second axis can be used to control steering direction over the surface in the gaming simulator.
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Description

[0001] LUGE GAME AND CONTROLS THEREFOR

[0002] TECHNICAL FIELD OF THE INVENTION

[0003] The present invention relates to a game control.

[0004] In particular, though not solely, the present invention is directed to a game control for a luge style simulator.

[0005] BACKGROUND OF THE INVENTION

[0006] The use of simulators for simulating a real world environment is popular.

[0007] Such simulators may be used for training and educational purposes, for example flight simulators to train air crew.

[0008] Simulators are also used for recreation and enjoyment, for example driving simulators for users to simulate driving a vehicle on a racing track or similar.

[0009] Still further there are simulators that are used for gamification of a simulated environment, but that still rely on real, or near real, world physics to play a game. Such simulators are different to those provided in a game console as the controllers for these are hand.

[0010] These simulators often will control an avatar or similar on a graphics screen, or a point of view on the screen that mimics the path the user controls the vehicle on via the movements of the controller.

[0011] It is important for such simulators that the controls are as close to real world as possible and provide a degree of Haptic feedback. These controls must move in the same way as the real world controls, and have similar forces applied back as well as vibration and sound feedback to simulate to the user's touch the feeling of moving over a bumpy surface or environment for example. Still further are such simulators where the user sits in or on them move and provide augmented accelerations and decelerations in timing with the graphics on screen and provide the user with full haptic engagement of their body. An example of this is full three dimensional motion simulators for driving cars that move the user up and down, side to side, twist and shudder to simulate cornering, accelerating, braking, bumpy surfaces, and crashing, just as a user would feel in a real race car.

[0012] It is therefore important that the controls not only feel as realistic as possible, as mentioned above, but also the inputs the user provides are sensed and relayed to the computer and physics engine that is controlling the graphics on screen, feedback to the controller, and feedback into the seating of the user, and motion controllers for overall movement in three dimensions of the seating (for example a car seat) or similar the user is located on.

[0013] Problems to date with game console simulations are that they use a crude approximation of the controller and do not provide an immersive experience. Application of virtual reality goggles while providing an immersive experience is not always enjoyable for people that become motion sick or similar. Further an arcade style experience cannot be created where the person is controlling the game and simulation, and can still interact and hear people that may be around watching the experience.

[0014] Further in some situations with simulators of real-world environment the simulations while precise may not be engaging or may be too boring or easy for a user. This often the case where the simulator moves from being a simulator of h the real world to being an engaging way to pass the time, for example for entertainment. In these cases, the real world physics are largely simulated but certain aspects are gamified, as well as the graphics presented on screen. Some actions are over or under emphasised, and some real world physics may be reduced or turned off, for example gravity may be reduced when hitting a jump ramp or similar.

[0015] In this specification where reference has been made to patent specifications, other external documents, or other sources of information, this is generally for the purpose of providing a context for discussing the features of the invention. Unless specifically stated otherwise, reference to such external documents is not to be construed as an admission that such documents, or such sources of information, in any jurisdiction, are prior art, or form part of the common general knowledge in the art.

[0016] It is an object of the present invention to provide an improved game controller, or at least to provide a game controller that allows for near real simulation of a luge or similar sled type vehicle to control a gamified simulation of luging, or to overcome the above shortcomings or address the above desiderata, or to at least provide the public with a useful choice.

[0017] BRIEF DESCRIPTION OF THE INVENTION

[0018] In a first aspect the present invention consists in control apparatus for use in a gaming simulator to control at least a surface based virtual vehicle, comprising or including,

[0019] A game seat for a user to sit on,

[0020] A control handle for user input mounted to move with a game seat, the control handle having,

[0021] A first degree of limited motion about a first axis, the first axis running substantially lateral of the game seat, the control handle is biased to return to a first position about the first axis,

[0022] A second degree of limited motion about a second axis, orthogonal to the first axis,

[0023] At least one gripping portion for a user to hold and grip to move the control handle about the first axis and the second axis,

[0024] Wherein motion of the control handle fore and aft of the game seat about the first axis is detected by a first axial motion sensor, and rotation of the control handle about the second axis is detected by a second axial motion sensor,

[0025] And wherein movement about the first axis can be used to control speed of the virtual vehicle over the surface, and movement about the second axis can be used to control steering direction over the surface in the gaming simulator. Preferably the limited motion about the first axis is controlled by a first set of stops in each direction, and the limited motion about the second axis is controlled by a second set of stops.

[0026] Preferably the game seat has a contoured seat portion to support the user, and a leg portion that is at substantially the same level as the seat portion to support the user's legs.

[0027] Preferably the leg portion has a guard portion extending from the contoured seat portion to protect the ankle area of the user and prevent a user's legs from moving outside of the game seat.

[0028] Preferably the control handle is mounted from the game seat.

[0029] Preferably the control handle has an upwardly extending base portion which moves about the first axis and second axis, and the gripping portions extend from either side of the base portion.

[0030] Preferably there are a pair of gripping portions spaced equally apart either side of the second axis.

[0031] Preferably the control handle is substantially T or Y shaped, with the base portion at the bottom of the T or Y shape and the gripping portions at the opposing ends.

[0032] Preferably at least one of the gripping portions has a haptic feedback unit contained therein.

[0033] Preferably each of the pair of gripping portions have haptic feedback units contained therein.

[0034] Preferably the control handle is hollow to allow for passage of cabling or similar, to control and run the haptic feedback unit(s). Preferably the first position is a position that applies a braking of the speed of the virtual vehicle, and motion away from the first position reduces and them removes the braking effect.

[0035] Preferably the user operates the control handle about the first axis against the bias.

[0036] Preferably the first position is towards a front of the game seat.

[0037] Preferably the gaming simulator includes a representation of a virtual world through which the user navigates the virtual vehicle, the virtual world moving in response to the user inputs through the control handle.

[0038] Preferably the user seat is mounted to a base.

[0039] Preferable the game seat can pitch about, or parallel to the first axis, yaw about, or parallel to the second axis and roll about a third axis, mutually orthogonal to the first and second axes, all relative to the base.

[0040] Preferably the game seat yaws in response to the user inputs through the control handle to simulate and pitches and or rolls in response to a path the virtual vehicle follows.

[0041] Preferably the game seat rolls in response to the surface the virtual vehicle is moving over.

[0042] Preferably the gaming simulator has at least one processor.

[0043] Preferably the processor is configured to simulate and move the virtual vehicle based on the user movements of the control handle.

[0044] Preferably the processor is configured to determine the position and movement of the virtual vehicle.

[0045] Preferably the processor is configured to display the movement of the virtual vehicle on a screen, visible to the user.

[0046] Preferably the processor is configured output a control signal to at least one motion control device.

[0047] Preferably the at least one motion control device is configured to move the game seat and user based on the user movements of the control handle.

[0048] Preferably the processor is configured to run a physics engine.

[0049] Preferably the physics engine is configured to determine the position and movement of the virtual vehicle.

[0050] Preferably the motion of the game seat is in synchronisation with the motion on the screen.

[0051] Preferably the luge accelerates at least in part in response to conditions in the virtual environment, for example apparent downward slope, and acceleration zones, and decelerates in response to apparent upward slope, deceleration zones, and impacts in the virtual environment.

[0052] Preferably the control handle is located and mounted forward of the contoured seat portion, near the foot portion.

[0053] Preferably the game seat can take one user only.

[0054] Preferably the control handle is mounted to a lateral axis axle portion that is pivotally mounted from the game seat or a part thereof to provide the motion about the first axis.

[0055] Preferably the control handle is pivotally mounted from the lateral axis portion to provide the motion about the second axis. Preferably the second set of stops is mounted on the lateral axis portion.

[0056] Preferably at least one of the first or second axial motion sensors is indirectly engaged to that portion of the control handle that it senses.

[0057] Preferably both the first axial motion sensor and the second axial motion sensor are geared connections to that part of the control handle they sense motion of.

[0058] Preferably the outputs of the first axial motion sensor and the second axial motion sensor are input to the processor.

[0059] Preferably the processor comprises at least a first and second processor.

[0060] Preferably the first processor receives the outputs of the first axial motion sensor and the second axial motion sensor and outputs a signal for the second processor.

[0061] Preferably the first processor is an analogue to digital processor, which outputs a digital signal to the second processor which is configured to run a physics engine.

[0062] Preferably wherein the first processor is on a separate control board to the second processor.

[0063] In another aspect the present invention consists in a luge gaming simulator, to simulate a virtual luge cart down a virtual path presented on a screen to a user, comprising or including

[0064] A game seat for a user to sit on,

[0065] A control handle for user input mounted to move with a game seat, the control handle having,

[0066] A first degree of limited motion about a first axis, the first axis running substantially lateral of the game seat, the control handle is biased to return to a first position,

[0067] A second degree of limited motion about a second axis, orthogonal to the first axis,

[0068] At least one gripping portion for a user to hold and grip to move the control handle about the first axis and the second axis,

[0069] Wherein motion of the control handle fore and aft of the game seat about the first axis is detected by a first axial motion sensor, and rotation of the control handle about the second axis is detected by a second axial motion sensor,

[0070] And wherein movement about the first axis can be used to control speed of the virtual luge cart over the path, and movement about the second axis can be used to control direction over the path in the gaming simulator.

[0071] Preferably the limited motion about the first axis is controlled by a first set of stops in each direction, and the limited motion about the second axis is controlled by a second set of stops.

[0072] Preferably the game seat has a base with a contoured seat portion to support the user, and a leg portion that is at substantially the same level as the seat portion to support the user's legs.

[0073] Preferably the leg portion has a guard portion extending from the base to protect the ankle area of the user and prevent a user's legs from moving outside of the game seat.

[0074] Preferably the control handle is mounted from the game seat.

[0075] Preferably the control handle has an upwardly extending base portion which moves about the first axis and second axis, and the gripping portions extend from either side of the base portion.

[0076] Preferably there are a pair of gripping portions spaced equally apart either side of the second axis.

[0077] Preferably the control handle is substantially T or Y shaped, with the base portion at the bottom of the T or Y shape and the gripping portions at the opposing ends. Preferably at least one of the gripping portions has a haptic feedback unit contained therein.

[0078] Preferably each of the pair of gripping portions have haptic feedback units contained therein.

[0079] Preferably the control handle is hollow to allow for passage of cabling or similar, to control and run the haptic feedback unit(s).

[0080] Preferably the game seat, and or base have one or more haptic feedback units.

[0081] Preferably the first position is a position that applies a braking of the speed of the virtual vehicle, and motion away from the first position reduces and them removes the braking effect.

[0082] Preferably the user operates the control handle about the first axis against the bias.

[0083] Preferably the first position is towards a front of the game seat.

[0084] Preferably the gaming simulator includes a representation of a virtual world through which the user navigates the virtual vehicle, the virtual world moving in response to the user inputs through the control handle.

[0085] Preferably the user seat is mounted to a base.

[0086] Preferable the game seat can move pitch about, or parallel to the first axis, yaw about, or parallel to the second axis and roll about a third axis, mutually orthogonal to the first and second axes.

[0087] Preferably the game seat pitches and yaws in response to the user inputs through the control handle to simulate. Preferably the game seat rolls in response to the surface the virtual vehicle is moving over.

[0088] Preferably the gaming simulator has at least one processor.

[0089] Preferably the processor is configured to simulate and move the virtual vehicle based on the user movements of the control handle.

[0090] Preferably the processor is configured to determine the position and movement of the virtual vehicle.

[0091] Preferably the processor is configured to display the movement of the virtual vehicle on a screen, visible to the user.

[0092] Preferably the processor is configured output a control signal to at least one motion control device.

[0093] Preferably the at least one motion control device is configured to move the game seat and user based on the user movements of the control handle.

[0094] Preferably the processor is configured to run a physics engine.

[0095] Preferably the physics engine is configured to determine the position and movement of the virtual vehicle.

[0096] Preferably the motion of the game seat is in synchronisation with the motion on the screen.

[0097] Preferably the luge accelerates at least in part in response to conditions in the virtual environment, for example downward slope, and acceleration pads, and decelerates in response to upward slope, deceleration pads, and impacts in the virtual environment. Preferably the control handle is located and mounted forward of the seating portion, near the foot portion.

[0098] Preferably the game seat can take one user only.

[0099] Preferably the control handle is mounted to a lateral axis portion that is pivotally mounted from the game seat or a part thereof to provide the motion about the first axis.

[0100] Preferably the control handle is pivotally mounted from the lateral axis portion to provide the motion about the second axis.

[0101] Preferably the second set of stops is mounted on the lateral axis portion.

[0102] Preferably at least one of the first or second axial motion sensors is indirectly engaged to that portion of the control handle that it senses.

[0103] Preferably both the first axial motion sensor and the second axial motion sensor are geared connections to that part of the control handle they sense motion of.

[0104] Preferably the outputs of the first axial motion sensor and the second axial motion sensor are input to the processor.

[0105] Preferably the processor comprises at least a first and second processor.

[0106] Preferably the first processor receives the outputs of the first axial motion sensor and the second axial motion sensor and outputs a signal for the second processor.

[0107] Preferably the first processor is an analogue to digital processor, which outputs a digital signal to the second processor which is configured to run a physics engine.

[0108] Preferably wherein the first processor is on a separate control board to the second processor. In yet another aspect the present invention consists in a method of controlling a game simulator, comprising or including the steps of,

[0109] Providing a gripping portion on a control handle for a user, the control handle mounted to move with a game seat,

[0110] The user moving the control handle via the gripping portion along a first degree of limited motion about a first axis, the first axis running substantially laterally,

[0111] Biasing the control handle to return to a first position about the first axis,

[0112] Moving the control handle along a second degree of limited motion about a second axis, orthogonal to the first axis,

[0113] Detecting the motion about the first axis with a first axial motion sensor and outputting a first signal therefrom proportional to the motion sensed,

[0114] Detecting the motion about the second axis with a second axial motion sensor and outputting a second signal therefrom proportional to the motion sensed,

[0115] Wherein the first signal and a second signal are adapted to be used to control movement of the game seat about at least a yaw axis, and control movement of a virtual vehicle on a screen in synchronisation with the game seat movement.

[0116] In another aspect the present invention consists in a control apparatus as described herein with reference to any one or more of the accompanying drawings.

[0117] In another aspect the present invention consists in a luge gaming simulator as described herein with reference to any one or more of the accompanying drawings.

[0118] In another aspect the present invention consists in a a method of controlling a game simulator, as described herein with reference to any one or more of the accompanying drawings.

[0119] As used herein the term "and / or" means "and" or "or", or both.

[0120] As used herein "(s)" following a noun means the plural and / or singular forms of the noun. The term "comprising" as used in this specification means "consisting at least in part of". When interpreting statements in this specification which include that term, the features, prefaced by that term in each statement, all need to be present, but other features can also be present. Related terms such as "comprise" and "comprised" are to be interpreted in the same manner.

[0121] It is intended that reference to a range of numbers disclosed herein (for example, 1 to 10) also incorporates reference to all rational numbers within that range (for example, 1, 1.1, 2, 3, 3.9, 4, 5, 6, 6.5, 7, 8, 9 and 10) and also any range of rational numbers within that range (for example, 2 to 8, 1.5 to 5.5 and 3.1 to 4.7).

[0122] Furthermore, examples may be implemented by hardware, software, firmware, middleware, microcode, or any combination thereof. When implemented in software, firmware, middleware or microcode, the program code or code segments to perform the necessary tasks may be stored in a machine-readable medium such as a storage medium or other storage(s). A processor may perform the necessary tasks. A code segment may represent a procedure, a function, a subprogram, a program, a routine, a subroutine, a module, a software package, a class, or any combination of instructions, data structures, or program statements. A code segment may be coupled to another code segment or a hardware circuit by passing and / or receiving information, data, arguments, parameters, or memory contents. Information, arguments, parameters, data, etc. may be passed, forwarded, or transmitted via any suitable means including memory sharing, message passing, token passing, network transmission, etc.

[0123] In the foregoing, a storage medium may represent one or more devices for storing data, including read-only memory (ROM), random access memory (RAM), magnetic disk storage mediums, optical storage mediums, flash memory devices and / or other machine readable mediums for storing information. The terms "machine readable medium" and "computer readable medium" include, but are not limited to portable or fixed storage devices, optical storage devices, and / or various other mediums capable of storing, containing or carrying instruction(s) and / or data, including non-transitory mediums. The various illustrative logical blocks, processors, modules, circuits, elements, and / or components described in connection with the examples disclosed herein may be implemented or performed with a general purpose processor, a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic component, discrete gate or transistor logic, discrete hardware components, or any combination thereof designed to perform the functions described herein. A general-purpose processor may be a microprocessor, but in the alternative, the processor may be any conventional processor, controller, microcontroller, circuit, and / or state machine. A processor may also be implemented as a combination of computing components, e.g., a combination of a DSP and a microprocessor, a number of microprocessors, one or more microprocessors in conjunction with a DSP core, or any other such configuration.

[0124] The methods or algorithms described in connection with the examples disclosed herein may be embodied directly in hardware, in a software module executable by a processor, or in a combination of both, in the form of processing unit, programming instructions, or other directions, and may be contained in a single device or distributed across multiple devices. A software module may reside in RAM memory, flash memory, ROM memory, EPROM memory, EEPROM memory, registers, hard disk, a removable disk, a CD- ROM, or any other form of storage medium known in the art. A storage medium may be coupled to the processor such that the processor can read information from, and write information to, the storage medium. In the alternative, the storage medium may be integral to the processor.

[0125] One or more of the components and functions illustrated the figures may be rearranged and / or combined into a single component or embodied in several components without departing from the present disclosure. Additional elements or components may also be added without departing from the present disclosure. Additionally, the features described herein may be implemented in software, firmware, hardware, and / or any combination thereof. In its various aspects, the present disclosure can be embodied in a computer-implemented process, a machine (such as an electronic device, or a general-purpose computer or other device that provides a platform on which computer programs can be executed), processes performed by these machines, or an article of manufacture. Such articles can include a computer program product or digital information product in which a computer readable storage medium containing computer program instructions or computer readable data stored thereon, and processes and machines that create and use these articles of manufacture.

[0126] The entire disclosures of all applications, patents and publications, cited above and below, if any, are hereby incorporated by reference.

[0127] To those skilled in the art to which the invention relates, many changes in construction and widely differing embodiments and application of the invention will suggest themselves without departing from the scope of the invention as defined in the appended claims. The disclosures and the descriptions herein are purely illustrative and are not intended to be in any sense limiting.

[0128] Other aspects of the invention may become apparent from the following description which is given by way of example only and with reference to the accompanying drawings.

[0129] BRIEF DESCRIPTION OF THE DRAWINGS

[0130] Preferred forms of the present invention will now be described with reference to the accompanying drawings in which;

[0131] Figure 1 Shows a right-side isometric view of a luge style simulator with base, screen, luge seat and control handle,

[0132] Figure 2 Shows the same apparatus of Figure 1 but a left side isometric view,

[0133] Figure 3 Shows the same apparatus of Figure 1 but a top right isometric view,

[0134] Figure 4 Shows the same apparatus of Figure 1 but a top left isometric view, Figure 5 Shows Detail A of Figure 4 and the luge seat and hand control,

[0135] Figure 6 Shows the same apparatus of Figure 1 but a rear isometric view,

[0136] Figure 7 Shows the same apparatus of Figure 1 but a rear view,

[0137] Figure 8 Shows the same apparatus of Figure 1 but a left side view,

[0138] Figure 9 Shows the same apparatus of Figure 1 but a top view,

[0139] Figure 10 Shows a sectional side view along a vertical plane of the apparatus of Figure 1,

[0140] Figure 11 Shows a hidden detail view similar to Figure 2, showing the interior detail of the simulator,

[0141] Figure 12 Shows an assembled control handle and sensors in bottom perspective view removed from the luge seat,

[0142] Figure 13 Shows the control board that plugs into the controller handle sensors and outputs to the control computer, and its physics engine,

[0143] Figure 14 Shows at (A) the handle grips in half with space inside for haptic feedback, (B) the grips assembled onto one side of the control handle, and (C) the assembled control handle,

[0144] Figure 15 Shows a side view schematic of the controller handle and its movement about the first axis to control forward motion and braking,

[0145] Figure 16 Shows a block diagram of the control and processing and output aspects of the present invention,

[0146] Figure 17 Shows an alternative configuration of the control handle assembly in a front isometric view, Figure 18 Shows the configuration of the control handle assembly of Figure 17 in a rear underside isometric view, in close up,

[0147] Figure 19 Shows the configuration of the control handle assembly of Figure 17 in a front isometric view, in close up,

[0148] Figure 20 Shows the configuration of the control handle assembly of Figure 17 in a rear isometric view, in close up,

[0149] Figure 21 Shows the configuration of the control handle assembly of Figure 17 in a rear isometric cross-sectional view, in close up,

[0150] Figure 22 Shows a similar view to that of Figure 17 with minor variations, including a modular controller handle in the control handle assembly in a rear isometric view,

[0151] Figure 23 Shows the control handle assembly of Figure 22 from a front view,

[0152] Figure 24 Shows an optional variation to the controller handle, as shown in Figure 23, being modular,

[0153] Figure 25 Shows the controller handle of Figure 24, in an exploded front isometric view,

[0154] Figure 26 Shows at Figure 26A a rear isometric view of the control handle base assembly, and at Figure 26B the same in a front view,

[0155] Figure 27 Shows the control handle base assembly of Figure 26A in exploded view,

[0156] Figure 28 Shows the control handle base assembly of Figure 26B in exploded view, and

[0157] Figure 29 Shows the control handle assembly of Figure 22 in an exploded view.

[0158] DETAILED DESCRIPTION OF THE INVENTION Preferred embodiments will now be described with reference to Figures 1 through 29.

[0159] Shown in Figure 1 is a gaming simulator 1. The simulator 1 has a game seat 3, the game seat 3 having a contoured seat portion 17 at or toward a rear end 40. At or toward the front end 41 of the game seat 3 there are leg portions 18 to support user's legs or feet. The leg portions 18 also have guard portions 19 on each side to keep a user's legs and feet within the confines of the game seat when in use, they are also useful for a user to brace against when using.

[0160] In the preferred form the game seat 3 is in the form of a luge seat similar to what is used in real world luging for recreational purposes (not an ice or similar Olympic style luge). Such luges typically run down the side of a hill and accelerate under action of gravity, following a smooth path for example, but not limited to concrete, asphalt, dirt or similar.

[0161] The game seat 3 has a control handle 4 extending therefrom, at or towards the front end 41. The control handle 4 has at least one gripping portion 10, and in the preferred form as shown has a pair of gripping portions equally spaced about a base portion 21. The gripping portions 21 are at opposing ends 22 of the "T" or "Y" shaped control handle 4.

[0162] The control handle 4 is preferably made from tube and allows at least for signal wires 36 to pass therethrough from the base to the gripping portions 10. Within the gripping portions 10 there is a haptic feedback unit 23. The unit 23, under control from the processor 30 provides feedback to the user such as vibration depending on the type of surface the virtual vehicle is passing over.

[0163] Preferably, a signal connection 36, for example, but not limited to an electric wire, may pass from the processor 30 to the haptic feedback units 23A in the gripping portion 10 as shown in Figure 21. The signal connection 36 may pass through entry point 60 of base portion 21 of the control handle 4, and along a cable contact surface 64 which may be chamfered to reduce wear and tear on the wires and / or snagging. The control handle 4 has two degrees of motion, a limited first degree of motion 5 about a first axis 6, and a limited second degree of motion 8 about a second axis 9, as shown in Figures 1 and 5 and may form part of a larger assembly as a control handle assembly 68. The first axis 6 lies laterally of the game seat 3, and the control handle 4 can more forward and backward with a limited first degree of motion 5 about that first axis 6. The control handle rotates about the first axis on a lateral axis axle portion 37 as shown in Figures 12 and 15.

[0164] In a first configuration the control handle assembly 68 is shown in figure 12 from below, the control handle 4 is pivotally mounted at the base portion 21 from the lateral axis axle portion 37 such that it can then rotate about the second axis 9. The lateral axis axle portion 37 is mounted to the underside of the game seat 3 or a part thereof of therefrom via mounting 20. The pivotal motion of the control handle is provided via bearings for a smooth and resilient controller. A first set of stops 15 is used to control the limited arc motion about the first axis, and a second set of stops 16 is used to control the limited side to side rotation of the control handle 4 about the second axis 9. The second set of stops 16 are mounted on the lateral axis axle portion 37, and the first set are mounted on, or from the underside of the game seat 3.

[0165] In an alternative configuration of the control handle assembly 68, as shown in figures 17- 21, with further variation in Figures 22 to 29, the control handle 4 is pivotally mounted at its base portion 21 from a variation of the lateral axis axle portion 37, such that it can again rotate about the second axis 9. The lateral axis axle portion again may include an upper steering bearing 65 and a lower steering bearing 66 to provide for smooth and stable control and rotation of the control handle 4.

[0166] An adjustable mount 73 is included in the variation in Figures 22 to 29 which allows for removable mounting of the control handle 4 to the base portion 21, as shown in Figures 24 and 25. In this variation the control handle 4 is comprised of two separate control arms 78 that are mounted in the adjustable mount 73 with collets 74 and sleeves 75 to clamp them to the adjustable mount 73, as seen in Figure 25. The adjustable mount 73 is split to form a front half 73B and rear half 73A which can then clamp about the base portion of the control handle 21 as shown in Figure 29, these halves are also held in place with fasteners 72. This can allow for repair or replacement of the arms if damaged, and potentially adjustment for different users, eg small children verses adults, by rotation or different arms entirely to adjust for example the reach of the arms to the user.

[0167] The lateral axis axle portion 37 may be pivotally connected to the base 33 through right hand bearing unit 46 and left-hand bearing unit 47, such that it can rotate about the first axis 6 in use as shown in Figure 17 and Figure 29. The right hand and left-hand bearing units 46, 47 shown in detail in Figure 21 may consist of an outer brake bearing 62, against which the lateral axis axel portion 37 may be retained in place by a circlip, and an inner brake bearing 63, to which the lateral axis axel portion 37 may be connected via a floating connection. Both bearings may locate against shoulders on the axle portions of lateral axis axle portion 37. Elongate projections of the lateral axis axle portion 37 may include grooves configured to rotatably engage with the inner and outer brake bearings 62, 63.

[0168] The lateral axis axle portion 37 may also be connected to base 33, directly or indirectly, via bias 34, which may consist of a brake spring 79 and a brake spring mount 54 shown in for example Figure 18. The bias 34 may be configured to bias the control handle 4 to a forward position in use which replicates the real-world luge system.

[0169] The lateral axis axle portion 37 shown in Figures 26 through 28 may be formed in many ways, and in particular machining from a solid block of metal for strength and rigidity. Apertures are present for bearings 77 top and bottom for the base portion 21 to allow rotation and the steering stopper arm 55 is keyed to the base portion 21 and can rotate to hit buffers 58 and previously described. Lateral axles 76 extend either side as shown for rotation engagement with the left and right bearing units 46 and 47 respectively vis the bearings mounted therein. Keyed also to one of the lateral axles as shown in Figure 27 is the brake spring mount 54, which in turn connects to the brake spring 79, shown in Figure 29. The preload on the brake spring may also be adjustable if desired to further adjust the experience for the user. A buffer cross bar 49 may extend between right hand bearing unit 46 and left-hand bearing unit 47 and mounts 20 shown for example in Figure 18. Mounted between the lateral axis axle portion 37 and the buffer cross bar 49 is a brake buffer 52, in the form shown this buffer 52 may be connected to the lateral axis axle portion 37 by a brake buffer mount 61. The brake buffer 52 may consist of any suitable material that provides an initial soft-stop toward the end of movement of the control handle 4, for example, but not limited to, a rubber compound. In a preferred embodiment the brake buffer 52 provides a hard stop 57 also, this may either be a separate component within or separate to the brake buffer 52, or simply may be provided once any compressible material within the brake buffer 52 is sufficiently compressed.

[0170] The lateral axis axle portion 37 may include handbrake buffers 58 shown at least in Figure 19, which may be configured to contact buffer cross bar 49 when the handle 4 is pushed forwards into the handbrake position, creating a forward limit soft stop. Such may occur for example if the user pushes the control handle 4 forward, or moves forward under action of the bias 34 earlier described. Again, the buffers 58 or additional components may have a two stage of a soft stop, and if pushed further a hard stop.

[0171] The base portion 21 of the control handle 4 may include a steering stopper arm 55 as shown in Figure 19, which may be configured to contact steering buffers 56 of the lateral axis axle portion 37 when rotated in or about the second axis 9. This may provide soft and hard stops for the rotation of the control handle 4 in clockwise and anti-clockwise directions, forming an arc control handle 4 can be steered within in second axis 9.

[0172] The right-hand bearing unit 46 and left hand bearing unit 47 are preferably fastened directly or indirectly to the game seat 3, for example but not limited to threaded fasteners, or similar, to allow ease of manufacture, and replacement in case of wear or damage.

[0173] Optionally, cutouts 59, shown in Figure 20, may be provided in the lateral axis axel portion 37 to so that the lateral axis axle portion 37 may clear the base 33 of the simulator 1 when rotated in the first axis 6, and may also be used for signal wire routing as needed. Shown in Figure 12 and Figure 18 are the first axial motion sensor 11 to sense rotation about the first axis 6 and the second axial motion sensor 12 to sense rotation about the second axis 9. In the alternative configuration depicted in Figures 18, the first axial motion sensor 11 may be fastened to the left and / or right bearing units 46, 47 through the first axial motion sensor fastening apertures 51. Each of these has signal connections 36 to take the sensor outputs to the processor 30. The signal connections could take any form, and here they are wires to carry an electrical current from the sensors 11 and 12 to the processor 30.

[0174] In one form the sensors are rotational potentiometers which resistance varies with the angle of rotation. However, any form of sensor for rotational movement, or to convert rotational movement in a signal that can be sensed, may be used.

[0175] As shown in Figure 12 the sensors 11 and 12 in the first variation are driven by a geared connection 38 from the axis 6 and 9 respectively, they sense. The gearing 38 can be of a selected ratio as needed to increase or decrease the physical rotation of the sensor for a given rotation of the respective axis. In the alternative embodiment shown in Figures I - 21 the sensors 11 and 12 are directly connected to the lateral axis axle portion 37 and control handle 4 respectively that they sense.

[0176] The control handle 4 is biased to a first position 7 by a bias 24 between the control handle 4 and the game seat 3 or part thereof as shown in Figure 15. This simulates a resistance equivalent to a real-world experience as the user must pull the control handle 4 back from the first position under normal use against their weight. The first position is also a braking position as described below. Likewise, the variation shown for example in Figure 18 has a bias connection point 54 which bias 24 (not shown) is connected from, for example to, the game seat 3 underside.

[0177] The motions of the control handle 4 have two effects. Motion about the first axis, forward and backward has the effect of braking the motion of the virtual vehicle 26 when in the first position 7. Movement reward from that, achieved by the user pulling backward toward the rear 40 is sensed by the first axial motion sensor 11 and reducing the braking signal the processor 30 is sent. This, coupled with the in-game physics, and the generally downward path 14 will allow the virtual vehicle to accelerate, and vice versa, slow down and brake when moved forward. The motion or rotation about the second axis 9 controls the direction of the virtual vehicle 26 down the path. Rotation to the left steers to the left, and rotation to the right steers to the right.

[0178] The game seat 3 is preferably attached to a seat base 43, or an internal frame (not shown). The game seat is directly, or indirectly (if a seat base 43 or similar is present) connected to one or more motion control devices 32 (shown in Figure 11). These are mounted underneath the game seat 3 and connect between the game seat 3 and the base 33. The motion control devices move in response to the user inputs from the control handle 4, via the processor 30 and include any additional movements due to in game action, for example bumps, terrain and similar on the path 14 and impacts.

[0179] The base 33 has one or more guards 42 to ensure safety while the simulator is in use, which can also be used to help with entrance and exit from the game seat 3. A master controller 45 is at or toward the rear end and can act as an emergency stop, and as an activator of the simulator.

[0180] The game seat in the preferred form can move about three axes, roll, pitch and yaw, where the roll axis is parallel to a line running from the front 41 to the rear, oriented, the pitch axis runs laterally, parallel to the first axis, and the yaw axis runs vertically, as shown in Figure 3. These movements are in response to the control handle and in game action.

[0181] Yaw occurs due to motion of the control handle 4 about the second axis 9. Pitch occurs to, in part, simulate acceleration and deceleration and the angle of the virtual path and surface 14 the virtual vehicle is moving along. Roll occurs due to the angle of the path the virtual vehicle is moving along, for example camber and banking.

[0182] The block diagram the controller interacts with is shown in Figure 16. The control handle 4 affects the output of sensors 11 and 12 for its two motions, which in turn provide signals to the processor 30. In the preferred form there are two processors, a first processor 30A as shown in Figure 13 for signal processing from the sensors, and a second processor 30B which is a computer.

[0183] The first processor 30A may therefore be an analogue to digital converter to take the analogue signals from the, for example, potentiometers, and convert this into a digital signal for the second processor 30B. If sensors 11 and 12 are digital ones then processor 30A may be one omitted and the sensors 11 and 12 (and any others that may be present, for example roll, pitch, yaw and accelerometers to ensure safe operation speeds) may feed direct to processor 30B.

[0184] In the preferred form the second processor 30B runs a physics engine that takes the control handle 4 inputs, assesses these in relation to the virtual environment and computes a position of the virtual vehicle, and then plots this on the screen 31. In addition, the processor 30 supplies signals to the one or more motion control devices 32 to move the game seat about the axes described above in response to input and in game action. Additionally haptic feedback units 23A in the control handle, seat 23B and base 23C are controlled to provide additional feedback about the game and reactions to the user. Sound also is created and controlled by the processor and output to one or more speakers 44.

[0185] The foregoing description of the invention includes preferred forms thereof. Modifications may be made thereto without departing from the scope of the invention.

Claims

CLAIMS1. A control apparatus for use in a gaming simulator to control at least a surface based virtual vehicle, comprising or including,A game seat for a user to sit on,A control handle for user input mounted to move with a game seat, the control handle having,A first degree of limited motion about a first axis, the first axis running substantially lateral of the game seat, the control handle is biased to return to a first position about the first axis,A second degree of limited motion about a second axis, orthogonal to the first axis,At least one gripping portion for a user to hold and grip to move the control handle about the first axis and the second axis,Wherein motion of the control handle fore and aft of the game seat about the first axis is detected by a first axial motion sensor, and rotation of the control handle about the second axis is detected by a second axial motion sensor, And wherein movement about the first axis can be used to control speed of the virtual vehicle over the surface, and movement about the second axis can be used to control steering direction over the surface in the gaming simulator.

2. A control apparatus of claim 1 wherein the first axis is controlled by a first set of stops in each direction, and the limited motion about the second axis is controlled by a second set of stops.

3. A control apparatus of either claim 1 or claim 2 wherein the game seat has a contoured seat portion to support the user, and a leg portion that is at substantially the same level as the seat portion to support the user's legs.

4. A control apparatus of any one of the preceding claims wherein the leg portion has a guard portion extending from the contoured seat portion to protect the ankle area of the user and prevent a user's legs from moving outside of the game seat.

5. A control apparatus of any one of the preceding claims the control handle is mounted from the game seat.

6. A control apparatus of any one of the preceding claims wherein the control handle has an upwardly extending base portion which moves about the first axis and second axis, and the gripping portions extend from either side of the base portion.

7. A control apparatus of any one of the preceding claims wherein there are a pair of gripping portions spaced equally apart either side of the second axis.

8. A control apparatus of any one of the preceding claims wherein the control handle is substantially T or Y shaped, with the base portion at the bottom of the T or Y shape and the gripping portions at the opposing ends.

9. A control apparatus of any one of the preceding claims wherein at least one of the gripping portions has a haptic feedback unit contained therein.

10. A control apparatus of any one of the preceding claims wherein each of the pair of gripping portions have haptic feedback units contained therein.

11. A control apparatus of any one of the preceding claims wherein the control handle is hollow to allow for passage of cabling or similar, to control and run the haptic feedback unit(s).

12. A control apparatus of any one of the preceding claims wherein the first position is a position that applies a braking of the speed of the virtual vehicle, and motion away from the first position reduces and them removes the braking effect.

13. A control apparatus of any one of the preceding claims wherein the user operates the control handle about the first axis against the bias.

14. A control apparatus of any one of the preceding claims wherein the first position is towards a front of the game seat.

15. A control apparatus of any one of the preceding claims wherein the gaming simulator includes a representation of a virtual world through which the user navigates the virtual vehicle, the virtual world moving in response to the user inputs through the control handle.

16. A control apparatus of any one of the preceding claims wherein the user seat is mounted to a base.

17. A control apparatus of any one of the preceding claims wherein the game seat can pitch about, or parallel to the first axis, yaw about, or parallel to the second axis and roll about a third axis, mutually orthogonal to the first and second axes, all relative to the base.

18. A control apparatus of any one of the preceding claims wherein the game seat yaws in response to the user inputs through the control handle to simulate and pitches and or rolls in response to a path the virtual vehicle follows.

19. A control apparatus of any one of the preceding claims wherein the game seat rolls in response to the surface the virtual vehicle is moving over.

20. A control apparatus of any one of the preceding claims wherein the gaming simulator has at least one processor.

21. A control apparatus of any one of the preceding claims wherein the processor is configured to simulate and move the virtual vehicle based on the user movements of the control handle.

22. A control apparatus of any one of the preceding claims wherein the processor is configured to determine the position and movement of the virtual vehicle.

23. A control apparatus of any one of the preceding claims wherein the processor is configured to display the movement of the virtual vehicle on a screen, visible to the user.

24. A control apparatus of any one of the preceding claims wherein the processor is configured output a control signal to at least one motion control device.

25. A control apparatus of any one of the preceding claims wherein the at least one motion control device is configured to move the game seat and user based on the user movements of the control handle.

26. A control apparatus of any one of the preceding claims wherein the processor is configured to run a physics engine.

27. A control apparatus of any one of the preceding claims wherein the physics engine is configured to determine the position and movement of the virtual vehicle.

28. A control apparatus of any one of the preceding claims wherein the motion of the game seat is in synchronisation with the motion on the screen.

29. A control apparatus of any one of the preceding claims wherein the luge accelerates at least in part in response to conditions in the virtual environment, for example apparent downward slope, and acceleration zones, and decelerates in response to apparent upward slope, deceleration zones, and impacts in the virtual environment.

30. A control apparatus of any one of the preceding claims wherein the control handle is located and mounted forward of the contoured seat portion, near the foot portion.

31. A control apparatus of any one of the preceding claims wherein the game seat cantake one user only.

32. A control apparatus of any one of the preceding claims wherein the control handle is mounted to a lateral axis axle portion that is pivotally mounted from the game seat or a part thereof to provide the motion about the first axis.

33. A control apparatus of any one of the preceding claims wherein the control handle is pivotally mounted from the lateral axis portion to provide the motion about the second axis.

34. A control apparatus of any one of the preceding claims wherein the second set of stops is mounted on the lateral axis portion.

35. A control apparatus of any one of the preceding claims wherein at least one of the first or second axial motion sensors is indirectly engaged to that portion of the control handle that it senses.

36. A control apparatus of any one of the preceding claims wherein both the first axial motion sensor and the second axial motion sensor are geared connections to that part of the control handle they sense motion of.

37. A control apparatus of any one of the preceding claims wherein the outputs of the first axial motion sensor and the second axial motion sensor are input to the processor.

38. A control apparatus of any one of the preceding claims wherein the processor comprises at least a first and second processor.

39. A control apparatus of any one of the preceding claims wherein the first processor receives the outputs of the first axial motion sensor and the second axial motion sensor and outputs a signal for the second processor.

40. A control apparatus of any one of the preceding claims wherein wherein the first processor is on a separate control board to the second processor.

41. A luge gaming simulator, to simulate a virtual luge cart down a virtual path presented on a screen to a user, comprising or includingA game seat for a user to sit on,A control handle for user input mounted to move with a game seat, the control handle having,A first degree of limited motion about a first axis, the first axis running substantially lateral of the game seat, the control handle is biased to return to a first position,A second degree of limited motion about a second axis, orthogonal to the first axis,At least one gripping portion for a user to hold and grip to move the control handle about the first axis and the second axis,Wherein motion of the control handle fore and aft of the game seat about the first axis is detected by a first axial motion sensor, and rotation of the control handle about the second axis is detected by a second axial motion sensor,And wherein movement about the first axis can be used to control speed of the virtual luge cart over the path, and movement about the second axis can be used to control direction over the path in the gaming simulator.

42. A luge gaming simulator of claim 41 wherein the limited motion about the first axis is controlled by a first set of stops in each direction, and the limited motion about the second axis is controlled by a second set of stops.

43. A luge gaming simulator of either of claims 41 or 42 wherein the game seat has a base with a contoured seat portion to support the user, and a leg portion that is at substantially the same level as the seat portion to support the user's legs.

44. A luge gaming simulator of any one of the preceding claims wherein the legportion has a guard portion extending from the base to protect the ankle area of the user and prevent a user's legs from moving outside of the game seat.

45. A luge gaming simulator of any one of the preceding claims wherein the control handle is mounted from the game seat.

46. A luge gaming simulator of any one of the preceding claims wherein the control handle has an upwardly extending base portion which moves about the first axis and second axis, and the gripping portions extend from either side of the base portion.

47. A luge gaming simulator of any one of the preceding claims wherein there are a pair of gripping portions spaced equally apart either side of the second axis.

48. A luge gaming simulator of any one of the preceding claims wherein the control handle is substantially T or Y shaped, with the base portion at the bottom of the T or Y shape and the gripping portions at the opposing ends.

49. A luge gaming simulator of any one of the preceding claims wherein at least one of the gripping portions has a haptic feedback unit contained therein.

50. A luge gaming simulator of any one of the preceding claims wherein each of the pair of gripping portions have haptic feedback units contained therein.

51. A luge gaming simulator of any one of the preceding claims wherein the control handle is hollow to allow for passage of cabling or similar, to control and run the haptic feedback unit(s).

52. A luge gaming simulator of any one of the preceding claims wherein the game seat, and or base have one or more haptic feedback units.

53. A luge gaming simulator of any one of the preceding claims wherein the firstposition is a position that applies a braking of the speed of the virtual vehicle, and motion away from the first position reduces and them removes the braking effect.

54. A luge gaming simulator of any one of the preceding claims wherein the user operates the control handle about the first axis against the bias.

55. A luge gaming simulator of any one of the preceding claims wherein the first position is towards a front of the game seat.

56. A luge gaming simulator of any one of the preceding claims wherein the gaming simulator includes a representation of a virtual world through which the user navigates the virtual vehicle, the virtual world moving in response to the user inputs through the control handle.

57. A luge gaming simulator of any one of the preceding claims wherein the user seat is mounted to a base.

58. A luge gaming simulator of any one of the preceding claims wherein the game seat can move pitch about, or parallel to the first axis, yaw about, or parallel to the second axis and roll about a third axis, mutually orthogonal to the first and second axes.

59. A luge gaming simulator of any one of the preceding claims wherein the game seat pitches and yaws in response to the user inputs through the control handle to simulate.

60. A luge gaming simulator of any one of the preceding claims wherein the game seat rolls in response to the surface the virtual vehicle is moving over.

61. A luge gaming simulator of any one of the preceding claims wherein the gaming simulator has at least one processor.

62. A luge gaming simulator of any one of the preceding claims wherein the processor is configured to simulate and move the virtual vehicle based on the user movements of the control handle.

63. A luge gaming simulator of any one of the preceding claims wherein the processor is configured to determine the position and movement of the virtual vehicle.

64. A luge gaming simulator of any one of the preceding claims wherein the processor is configured to display the movement of the virtual vehicle on a screen, visible to the user.

65. A luge gaming simulator of any one of the preceding claims wherein the processor is configured output a control signal to at least one motion control device.

66. A luge gaming simulator of any one of the preceding claims wherein the at least one motion control device is configured to move the game seat and user based on the user movements of the control handle.

67. A luge gaming simulator of any one of the preceding claims wherein the processor is configured to run a physics engine.

68. A luge gaming simulator of any one of the preceding claims wherein the physics engine is configured to determine the position and movement of the virtual vehicle.

69. A luge gaming simulator of any one of the preceding claims wherein the motion of the game seat is in synchronisation with the motion on the screen.

70. A luge gaming simulator of any one of the preceding claims wherein the luge accelerates at least in part in response to conditions in the virtual environment, for example downward slope, and acceleration pads, and decelerates in response to upward slope, deceleration pads, and impacts in the virtual environment.

71. A luge gaming simulator of any one of the preceding claims wherein the control handle is located and mounted forward of the seating portion, near the foot portion.

72. A luge gaming simulator of any one of the preceding claims wherein the game seat can take one user only.

73. A luge gaming simulator of any one of the preceding claims wherein the control handle is mounted to a lateral axis portion that is pivotally mounted from the game seat or a part thereof to provide the motion about the first axis.

74. A luge gaming simulator of any one of the preceding claims wherein the control handle is pivotally mounted from the lateral axis portion to provide the motion about the second axis.

75. A luge gaming simulator of any one of the preceding claims wherein the second set of stops is mounted on the lateral axis portion.

76. A luge gaming simulator of any one of the preceding claims wherein at least one of the first or second axial motion sensors is indirectly engaged to that portion of the control handle that it senses.

77. A luge gaming simulator of any one of the preceding claims wherein both the first axial motion sensor and the second axial motion sensor are geared connections to that part of the control handle they sense motion of.

78. A luge gaming simulator of any one of the preceding claims wherein the outputs of the first axial motion sensor and the second axial motion sensor are input to the processor.

79. A luge gaming simulator of any one of the preceding claims wherein the processorcomprises at least a first and second processor.

80. A luge gaming simulator of any one of the preceding claims wherein the first processor receives the outputs of the first axial motion sensor and the second axial motion sensor and outputs a signal for the second processor.

81. A luge gaming simulator of any one of the preceding claims wherein wherein the first processor is on a separate control board to the second processor.

82. A method of controlling a game simulator, comprising or including the steps of, Providing a gripping portion on a control handle for a user, the control handle mounted to move with a game seat,The user moving the control handle via the gripping portion along a first degree of limited motion about a first axis, the first axis running substantially laterally, Biasing the control handle to return to a first position about the first axis, Moving the control handle along a second degree of limited motion about a second axis, orthogonal to the first axis,Detecting the motion about the first axis with a first axial motion sensor and outputting a first signal therefrom proportional to the motion sensed,Detecting the motion about the second axis with a second axial motion sensor and outputting a second signal therefrom proportional to the motion sensed,Wherein the first signal and a second signal are adapted to be used to control movement of the game seat about at least a yaw axis, and control movement of a virtual vehicle on a screen in synchronisation with the game seat movement.

83. A control apparatus as described herein with reference to any one or more of the accompanying drawings.

84. A luge gaming simulator as described herein with reference to any one or more of the accompanying drawings.

85. A method of controlling a game simulator, as described herein with reference to any one or more of the accompanying drawings.

Citation Information

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