Video game controller with integrated optical mouse

The integrated optical mouse functionality in a video game controller addresses the limitations of traditional controllers and keyboard/mouse combinations by enabling direct and ergonomic view control, enhancing user comfort and responsiveness.

WO2026006216A1PCT designated stage Publication Date: 2026-01-02OCOL44 LLC
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Patent Information

Application Number
PCT/US2025/034888
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-09-05
Filing Date
2025-06-24
Publication Date
2026-01-02

AI Technical Summary

Technical Problem

Traditional video game controllers lack direct and ergonomic control over the player avatar's view, while keyboard and mouse combinations provide responsive but less ergonomic input.

Method used

A video game controller with integrated optical mouse functionality, allowing direct X-Y movement on a surface to control the player avatar's view, combined with ergonomic hand grips and intuitive input elements.

Benefits of technology

Provides ergonomic and intuitive control over the player avatar's view, freeing up thumbs for other functions and offering responsive view adjustments without speed restrictions.

✦ Generated by Eureka AI based on patent content.

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Abstract

An improved video game controller is disclosed for use with a video game console or a personal computer (PC) used to play video games. The improved controller comprises an upper section comprising input elements used in a traditional controller (e.g. Joysticks, a D-pad, action and function buttons), as well as handles that a user can grasp with both hands. The controller further comprises a lower section configured to rest on a surface, and comprises a sensor such as an optical mouse sensor. The sensor can sense X-Y movement of the improved controller on the surface, and provide X-Y position signals to the console or PC, which provides improved functionality. In one example, the X-Y position signals can be used to adjust the viewing angle of a player avatar in the video game.
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Description

Video Game Controller with Integrated Optical MouseFIELD OF THE INVENTION

[0001] This application relates to a user input device such as a video game controller for use with a computer or a video game console.INTRODUCTION

[0002] There are different user input devices that can be used to play video games. A video game controller 10 is a popular choice, as show n in Figure 1 in top and rear views. As depicted, controller 10 is configured to be hand-held by the user, and includes handles 12 that the user can grasp with both hands. Controllers such as 10 vary widely in terms of the input elements that can be included, but in the example shown include left and right joysticks 14 typically controlled by the user’s left and right thumbs; a D-pad 16 including up, down, right, and left buttons typically controlled by the left thumb; action buttons 18 typically controlled by the right thumb; and a number of dedicated function buttons 20 typically controlled by either thumb. Additionally, as shown in the rear view, the controller 10 can have trigger or shoulder buttons 22, 24 that are typically controlled by the user’s left and right index fingers.

[0003] Controller 10 can be used with dedicated video game console system 30, such as the PlayStation (Sony Corp) or the Xbox (Microsoft Corp.). The video game console 30 is ty pically connected to a display 32 such as a TV 34 or a computer monitor 36. The link 38 between the controller 10 and the video game console 30 can be wired and / or wireless, and may have communication circuitry' to support both of these modes of communication. A wired connection 38 can involve use of communication circuitry comprising a port 25 typically on the back of the controller 10, which can be used to provide inputs to the console 30 from the various input elements 14-24. Port 25 may comprise an industry standard port, such as a USB port. Port 25 may also include a cable connected to the controller 10, with a connector at the end of the cable for connection to the console 30. The controller 10 may include a battery' (not shown), and wired link 38 can allow the console 30 to charge the battery, after which the controller 10 can be disconnected and communicate with the console 30 wirelessly. When a wireless link 38 is used between the controller 10 and the console 30, the controller 10 may include communication circuitry' that comprises wireless communication circuitry' 27 to conveyinputs from the input elements. Such communication circuitry may include a Bluetooth chip set and antenna, communicating with like wireless communication circuitry in the console 30 (not shown).

[0004] A ty pical video game may involve the user controlling a player avatar on the display 32, with the player avatar able to walk through a simulated environment on the display to accomplish certain tasks, such as defeating other ‘"enemy” avatars. In such a game, and in just one example, the left joystick 14 may be used to move the player avatar forwards, backwards, left, and right in the environment. The right joystick 14 may be used to change the view of the player avatar without actually moving the avatar. Thus, the right joystick 14 can be used change the avatar’s view of the environment as shown on the display 32 from an otherwise “straight ahead” view, such as to the right or left, up and down, etc. This view adjustment is akin to having the player avatar move their head. The trigger buttons 22, 24 may be used to attack or shoot the enemy avatars, perhaps with different “weapons” in the right and left hands. The D-pad buttons 16 may be used to change the weapons the player avatar is holding, etc. Action buttons 18 may allow the player avatar to take different actions (e.g.. jump, roll, etc.), and function buttons 20 may allow access to a main menu for the video game or other system related functions, etc. While these described functions for each of the controller 10’s buttons may be ty pical, the console 30 can allow the specific function of each of the buttons to be set or mapped as preferred by the user in either the console 30's software itself, or in the software associated with a particular video game playable on the console. Furthermore, the function of each of the controller 10’s buttons can vary depending on the nature of the video game being played.

[0005] Video games can also be played using a traditional personal computer (PC) 40, which is likewise coupled to a display 32 such as a TV 34 or a computer monitor 36. as shown in Figure 2. Controller 10 as already described can be used as the user input device to play video games on traditional personal computers (PCs) 40, connecting via wired or wireless link 38 as shown in Figure 2.

[0006] However, video games played when using a PC 40 may involve using user input devices that are normally associated with a PC. such as a keyboard 42 and mouse 44. When playing a video game, the keyboard 42 and mouse 44 are often used in combination, with each communicating with the PC 40 along links 56 and 66, which may be wired (which may involve use of ports 52 and 62 if present) or wireless (if wireless communication circuitries 54 and 64 are present). Using a keyboard 42 and mouse 44 broadens the number of input elements. The keyboard 42 typically has a number of buttons, including one for each letter of the alphabetand many other auxiliary buttons. Although not shown, a keyboard can have other input elements as well, such as a touch pad. The mouse 44 can include input elements as well, such as right and left buttons 46, and a scroll wheel 48.

[0007] In addition to these buttons, the mouse 44 includes a sensor 50 which senses X-Y movements of the mouse 44 when moved on a surface (e.g., a table or a mouse pad) by a user’s hand. Sensor 50 is typically on the bottom of the mouse's housing, and is usually optical, but can take other forms as well, such as a rolling ball with X and Y pick-ups. X and Y accelerometers, etc. The sensor 50 translates the X-Y movement of the mouse 44 into X-Y position signals which are provided to the PC 40 (link 66) to some useful effect. In a typical PC application, the X-Y movement of the mouse 44 can be used to affect the position of a cursor on the display 32 as is well known.

[0008] When playing a video game, the buttons on the keyboard 42 are typically used to move the player avatar, such as by using the up, left, down, and right keys (labeled with arrows), or respectively by using the letter keys W, A, S, and D. The mouse (sensor 50) may be used to change the view of the player avatar, as explained further below. Scroll wheel 48 may be used to zoom that view in or out allowing a smaller or greater visual field to be shown on the display 32. Other various buttons on the keyboard 42 and mouse 44 may be used to perform other functions. For example, the left mouse button 46, or some other key on the keyboard 42, may be used to attack or shoot the enemy avatars. As w ith the controller 10 described earlier, a user can typically set or map the specific function of the buttons on the keyboard 42 and mouse 44 as he prefers based on the video game he is playing.

[0009] While either set of these user input devices — the controller 10 alone (Fig. 1), or the combination of a keyboard 42 and mouse 44 (Fig. 2) — can be used to play video games, both suffer from certain advantages and drawbacks. Using a keyboard 42 / mouse 44 combination is usually considered a more responsive and accurate form of control than the controller 10. This is particularly true as concerns the mouse 44, which when moved provided direct and immediate X-Y input to the console 30 or PC 40. When used to adjust the player avatar’s view for example, moving the mouse 44 slightly to the right essentially immediately moves the view to the right by some angle: moving the mouse 44 more to the right immediately increases that angle, etc. However, the use of a keyboard / mouse combination is thought by many to be substantially less ergonomic than a conventional controller 10, which may more quickly lead to discomfort, repetitive stress injuries, and the like.

[0010] Controller 10, by contrast, is specifically designed to be ergonomic, easily and comfortably fitting into the user’s hands. Further, controller 10 is also generally considered tobe more intuitive to use when playing a video game because the location of the buttons is more easily accessible and committed to memory of the user, thus making errant inputs less likely than when a keyboard 42 is used. Controller 10 however also has certain disadvantages, particularly as concerns the ability to change the view of the player avatar. As discussed above, changing the avatar’s view is typically achieved using joysticks (e.g., the right joystick 14). But the joystick 14 typically only controls the speed at which the avatar's view changes: moving the joystick slightly to the right moves the view at a slow speed to the right; moving the j oystick more to the right increases the speed at which this view changes. Thus, the joystick cannot be used to snap the player avatar’s view to a particular viewing angle, and instead some time will pass before a desired viewing angle is achieved. This is thus a less direct manner of changing the avatar’s view when compared to control provided by a mouse 44, which can quickly snap or change the angle of the view directly without a speed restriction.

[0011] Although not shown in Figure 1, some controllers 10 may have touch pads between the joysticks 14 that are somewhat similar to amouse 44, with the user providing an X-Y input corresponding to the X-Y position touched on the pad. However, a touch pad is typically small in area, and given the manner in which controller 10 is configured would be activated by the user’s thumbs, which are not particularly dexterous. As such, using a touch pad on the controller 10 would be a less accurate means of changing the player avatar’s view when compared to a mouse 44. Further, using a thumb to control a touch pad on the controller 10 w ould mean that that thumb is occupied, and unavailable to press other buttons — such as D- pad buttons 16 or action buttons 18 — as might be required for the video game being played.

[0012] This disclosure provides an improved user input device for playing and controlling a video game that mitigates the shortcomings inherent in both a traditional controller and a keyboard and mouse combination.SUMMARY

[0013] A controller is disclosed that is configured to operate a program such as a video game on a display controlled by a computing device such as a video game console or a PC. The controller may comprise: an upper section, comprising: right and left handles configured to be grasped by a user with right and left hands respectively; a plurality of input elements configured to be manipulated by the user’s digits while grasping the right and left handles, wherein the input elements produce input element signals configured to control first functions of the program; and a lower section connected below the upper section, wherein the lower section comprises a bottom configured to rest on a surface, wherein the lower section comprises asensor to convert X-Y movement of the controller on the surface to X-Y position signals, wherein the X-Y position signals are configured to control a second function of the program; and communication circuitry configured to provide the X-Y position signals and the input element signals to the computing device via a communication link.

[0014] In one example, the communication circuitry' comprises a port. In one example, the communication circuitry comprises a wireless communication circuitry’. In one example, the upper section is detachable from the lower section, thus allowing only the upper section and the plurality of input elements to be used to operate the program. In one example, a distance between the upper section and the lower section is manually adjustable. In one example, the upper section is tilted downward from horizontal when the bottom rests on the surface. In one example, the upper section comprises an upper circuit board, and wherein the lower section comprises a lower circuit board, wherein the sensor is coupled to the lower circuit board. In one example, the upper circuit board comprises control circuitry, wherein the control circuitry is configured to provide the input element signals and the X-Y position signals to the communication circuitry. In one example, the control circuitry’ is configured to store a mapping file that associates each of the input element signals with one of the first functions, and to associate the X-Y position signals with the second function. In one example, the controller further comprises a middle section for connecting the lower section below the upper section. In one example, a long axis of the middle section comprises an acute angle with respect to a horizontal axis of the lower section. In one example, a main axis of the upper section is at a second angle with respect to the long axis of the middle section. In one example, the right and left handles are configured to rest on the surface when the bottom rests on the surface. In one example, the lower section extends in front of the upper section when the bottom rests on the surface. In one example, the sensor comprises an optical sensor, wherein the optical sensor opens through the bottom of the lower section. In one example, the program comprises a video game, and wherein the computing device comprises a personal computer (PC) or a video game console. In one example, the video game comprises a player avatar displayed on the display, and wherein the second function of the video game adjusts a view of the avatar on the display. In one example, the X-Y position signals control a viewing angle of the avatar on the display. In one example, the plurality’ of input elements are configured to be manipulated by the user’s left and right thumbs, or the user’s left and right index fingers, or the user’s left and right thumbs and the user’s left and right index fingers. In one example, the controller further comprises a space under the left and right handles to provide clearance for the user’s fingers when grasping the handles.BRIEF DESCRIPTION OF THE DRAWINGS

[0015] Figure 1 shows a traditional user input device for playing a video game, in particular with a video game console, and specifically shows a controller that is hand-held by the user with two hands.

[0016] Figure 2 shows a traditional combination of user input devices for playing a video game, in particular with a personal computer (PC), and specifically shows a keyboard and a mouse.

[0017] Figure 3 shows different views of an improved controller for playing a video game on either a console or a PC. The improved controller is configured to be hand-held by the user with two hands, but is configured to rest on a surface, where it can be moved in X and Y directions on the surface to provide an X-Y input similar to a traditional mouse sensor.

[0018] Figure 4 shows an example of how- the improved controller can be mechanically configured.

[0019] Figure 5 shows an example of how the height of the improved controller can be manually adjusted.

[0020] Figure 6 shows a block diagram of electrical system aspects of the controller, including communication with a PC or console.

[0021] Figure 7 show s operation of the improved controller, in particular how the controller can be moved in X-Y direction on a surface to provide X-Y position signals via the mouse sensor, which may be used to change the player avatar’s view-.DETAILED DESCRIPTION

[0022] Figure 3 shows various views of an improved video game controller 100 with integrated mouse functionality. As explained in detail later, improved controller 100, like the traditional controller 10 described earlier, is configured to be hand-held by the user with two hands. However, unlike traditional controller 10, the improved controller 100 is configured to rest on a surface 180 (such as a table or mouse pad; Fig. 4), where it can be moved in X and Y directions on the surface to provide an input to the controller 100 similar to a traditional mouse.

[0023] The improved controller 100 includes a housing 105, which in the depicted example comprises of three separate sections: an upper section 110, a middle section 130, and a lower section 150. The upper section 110 resembles a traditional controller 10, and includes handles 112 that the user can grasp with both hands. Similarly, the upper section 110 can include a variety of input elements such as left and right joysticks 114; a D-pad 1 16; action buttons 118;function butons 120; and left and right trigger butons 122 and 124. These butons are controllable with the user's thumbs or index fingers, as described earlier. Not all of these butons are necessary, and other butons or user input elements (e.g., a touch pad) could be added as well.

[0024] For example, certain of the views in Figure 3 show options to include a scroll wheel 121 input element. The top left shows an example in which the scroll wheel 121 proceeds around the entire circumference of the middle section 130, and thus can be rotated horizontally using either or both of the user’s middle fingers for example. The botom left shows an example in which the rear of the middle section 130 includes a scroll wheel 121, which can be rotated vertically again by the user’s middle fingers. (Although not shown, this scroll wheel 121 could also be mounted to allow for horizontal rotation as well). While a scroll wheel 121 isn’t shown in other examples of the controller 100, it can be used to provide any desired functionality, such as to zoom in or out the player avatar’s view, as described earlier. A scroll wheel 121 if present could also be located in other positions on the controller 100, such as on the top of the upper section 110. on the lower section 150, etc. Still other input elements can be provided on the controller 100 which aren’t shown. For example, the underside of the upper section 1 10 can include paddles pressable using the user’s middle fingers, similar to paddles useable with the Xbox One™ Elite controller, with which one skilled in the art is familiar.

[0025] As best shown in the rear view, the upper section includes a port 125 similar to the port 25 described earlier. Port 25 may also comprise a cable connected to the controller 10, with a connector at the end of the cable for connection to the console 30 or PC 40. While providing port 125 on the upper section of the housing 105 is preferred, the port 125 may be located anywhere on the housing, including the middle or lower sections 130 and 150, although this isn’t shown. The upper section 110 preferably houses an upper circuit board (PCB) 160 to integrate electronics in upper section, as discussed later with reference to Figure 6.

[0026] The lower section 150 includes a sensor 152, which can be identical in structure and function to the sensor 50 described earlier. The sensor 152 picks up X-Y movements of the improved controller 100 when moved on a surface 180 by a user when grasping the handles 112. As discussed further below, the sensor 152 is particularly useful as a means to change the player avatar’s view, although it can be used for other purposes as well. Sensor 152 opens through the botom of the lower section 150, and is usually optical, but can take other forms as noted earlier. The lower section 150 preferably houses a lower circuit board (PCB) 170, again as discussed later with reference to Figure 6.

[0027] As shown in Figure 4, the bottom of the lower section 150 is preferably sized to have an area A that makes contact with the surface 180. This area A is preferably large enough that the improved controller 100 can rest on the surface 180 without tipping over, i.e., when the controller 100 is not being held by the user. Although not shown, weights can be included in the lower section 150 to prevent tipping. This being said, it is not strictly required that the controller 100 not tip, and instead a user when grasping the handles 112 can hold the controller 100 upright with the bottom of the lower section 150 resting horizontally on surface 180. Although not shown, lower section 150 could include input elements (e.g., buttons) as well.

[0028] While the controller 100 is primarily envisioned as being used while resting on a surface 180, this also is not strictly required. Instead, a user may simply hold the controller 100 with both hands and with the lower section 150 hanging downwards and not in contact with any surface. While this would not allow use of the sensor 152, the controller 100 in this regard may be used exactly like the traditional controller 10 described earlier. Thus, a user when playing a video game may at certain times (when the sensor 152 is not needed) pick up the controller 100 from the surface 180, and may at other times (when sensor 152 is needed, e.g. for view adjustment) place the controller on surface 180.

[0029] The middle section 130 as shown in Figure 4 comprises a tube or conduit of length LI, which may vary7but preferably comprises about 2 inches. As shown, a long axis 132 of the middle section 130 may be at an angle 0 with respect to a main (horizontal) axis 131 of the lower section 150. Angle 0 can vary, but in one example is between 45 and 90 degrees. Further, a main axis 133 of the upper section 110 may be at an angle <p with respect to the long axis 132 of the middle section 130. Angle q> can also vary (and would preferably be set based on angle 0), but in one example is between 45 and 135 degrees. These angles 0 and <p can be set to tilt the upper section 110 downwards at an angle a with respect to horizontal (a = 180° - 0 - cp). This downward angle a is preferred as it places the handles 1 12 at comfortable downward- sloping graspable positions for the user, and allows the user to more easily see the various input elements 114-124 on top of the upper section 110, while the low er section 150 is resting on surface 180. These angles further preferably form a space 134 under the handles 112 to provide clearance for the user’s fingers (not shown) when grasping the handles 112.

[0030] Another benefit to the manner in which the housing 105 is shaped (and defined by the various angles just mentioned) relates to the positioning of the low er section 150 and sensor 152 relative to the upper section 110. As shown in the straight-down top view7in Figure 4, and in particular because angle 0 may be acute (e.g., 45-60 degrees), the lower section 150 and its sensor 152 extend in front of the upper section 110. This makes it easier for a user to sweepthe sensor 152 left and right on the surface 180 (i.e., in the direction opposite the handles 112). A user grasping handles 112 and wishing to move the sensor 152 to the left or right (e.g., to change the view to the left to right) can rotate (X) the upper section 1 10 around a point Z between the handles. This causes the lower section 150 and its sensor 152 to sweep wider arc Y on the surface 180 relative to point Z, because the distance from point Z to the sensor 152 is longer than the distance from point Z to the handles 112. This facilitates left-right movement of the sensor 152, and allows for significant left-right view adjustment with only a small hand motion (X) by the user. This being said, it is not strictly required that the lower section 150 or sensor 152 be positioned in any particular manner relative to the upper section 110. For example, the sensor 152 could also be positioned directly under point Z in other designs.

[0031] As shown, the handles 112 have a length L2 along axis 133, such that the ends 136 of the handles are suspended over the surface 180 when the lower section 150 is resting on the surface 180. In another example not shown, the length L2 of the handles 112 can be extended such that ends 136 (or the bottoms of the handles more generally) also come to rest on the surface 180 when the lower section 150 is resting on the surface 180. In this configuration, space 134 is basically triangular, and the controller 100 will be stable on the surface 180 because the bottom of the lower section 150 and the bottom of both handles 112 simultaneously rest on the surface 180. As such, in this configuration, the controller 100 would not be prone to tipping. Although not shown, middle section 130 could include input elements (e.g., buttons) as well.

[0032] While the handles 1 12 are shown as elongated and extending away from the body of the upper section 110, they need not be so. Instead, handles 112 can simply comprise regions of the upper section 110 that the user can grasp with left and right hands to hold the controller 100 and access its various input elements 114-124. In this regard, handles 112 can simply comprise for example edges of the upper section 110. This would be similar to the manner in which the well-known Nintendo Switch™ is configured when its Joy-Con controllers are attached to its console, as one skilled in the art would be familiar.

[0033] Although the housing 105 is described as having three discrete sections 110. 130, and 150, this is not strictly required, and the housing 105 could be differently configured to integrate one or more of these sections together. For example, a discrete middle section 130 is not strictly necessary, and instead could comprise part of the upper section 110 or the lower section 150. For example, although not shown, the lower section 150 could be formed with greater height and attached directly to the upper section 110. Still further, sections 110, 130, and 150 could effectively be combined in a larger unitary' housing 105 having input elements114-124 on the top and the sensor 152 on the bottom. In this regard, and for example, the upper section 110 may simply comprise an upper portion of a unitary housing and the lower section may simply comprise a lower portion of that unitary housing.

[0034] The housing 105 and its various sections 110, 130, 150 are preferably made of plastic. However, this is not strictly necessary7, and housing 105 could be made in whole or part of other materials as well, such as metals. In one example, and as shown at the bottom right in Figure 3, the housing 105 may comprise a unitary molded piece 111, comprising the middle section 130, the top of the lower section 150, and the bottom of the upper section 110. This piece 111 can be connected to an access panel 155 on the bottom of the lower section 150 and to a removeable top 115 of the upper section 110 to complete the housing 105. During construction, the upper PCB 160 can be placed in the upper section 110 of piece 111, and the various input elements 114-124 can be electrically connected to the upper PCB 160, prior to placing top 115 on piece 111. The upper PCB 160 may include a cable (172, Figs. 5 and 6) that passes through the middle section 130 to the lower section 150 to allow X-Y position signals to pass from the sensor 152 to main system electronics in the controller 100. Then, the lower PCB 170 with the sensor 152 can be placed in the lower section 150 of piece 111, and connected to the cable 172. prior to placing the access panel 155. This method of construction of the controller 100 is however only one example.

[0035] In a different example, the upper, middle, and lower sections 110, 130. and 150 can comprise their own separate housings sections, with (after electrical connections are made) these housing sections snapping, press-fitting, or screwing together to form housing 105 of the controller 100. Forming these sections separately can assist in making the housing 105 adjustable or configurable in various manners. For example, although not shown, the various angles introduced earlier (a. 0, cp) may be adjustable by making the mechanical connections between the various sections 110, 130, and 150 adjustable. Such adjustments can be affected in different ways, including by a friction fit between the portions that will hold an angle, while still allowing the angle to be adjusted.

[0036] In an example shown in Figure 5, length LI (Fig. 4) may be adjustable between the upper section 1 10 and the lower section 150 to adjust the height of the improved controller 100. In this example, the middle section 130 is split into two parts: 130a which may be formed as a portion of the upper section 110, and 130b which may be formed as a portion of the lower section 150. The outer diameter of portion 130a includes teeth 13 la along its length and around part of the circumference of portion 130a. The inner diameter of portion 130b includes teeth 131b along its length and around part of the circumference of portion 130b, leaving spaces131c in between. These teeth 131a and 131b and spaces 131c are best shown in the top-down views of Figure 5. To adjust the height (LI), the user rotates the upper section 110 such that the teeth 131a of portion 130a align with the spaces 131c in portion 130b. The user can then slide portion 130a upward or downward to a desired height, and then rotate (R) the upper section 110 relative to the lower section 150 to cause teeth 131a and 131b to intermesh, thus locking in that height. The bottom of Figure 5 shows the controller 100 adjusted to two different heights.

[0037] Also shown in Figure 5 is the electrical connection that allows X-Y position signals from sensor 152 to be communicated with circuitry in the upper section 110 (as discussed further below with respect to Figure 6). As noted earlier, these signals can be carried by a cable 172 which passes through the middle section and which includes connectors 172a (connected to circuitry in the upper section 1 10) and 172b (connected to the sensor 152 in the lower section 150). The wires connected to these connectors 172a and 172b may have a certain amount of slack to allow the height to be adjusted.

[0038] While the height adjustment mechanism of Figure 5 is implemented using two different portions 130a and 130b of the middle section 130. a similar adjustment may be affected using only one portion. For example, although not shown, portion 130a can be dispensed with by effectively recessing it within the housing of the upper section 110, with portion 130b / lower section 150 telescoping into this recess to adjust the height. In this example, the upper section 110 can be completely disconnected from the remainder of the controller 100’s components, and leaving no downward protrusion (130a) on the bottom of the upper section 110. This can be particularly useful in a circumstance where it is desired to use the improved controller 100 essentially as a traditional controller 10 (Fig. 1), with the user using only the upper section 110. When used in this configuration, the sensor 152 (e.g., connectors 172a and 172b) would be disconnected, thus rendering the sensor 152 inoperative, and thus unable to provide player avatar view adjustment or other functionality. However, this may be preferred when the user doesn’t require such functionality, and instead wishes the controller 100 to act and be configured as a traditional hand-held controller. In short, and more generally, the middle 130 and lower 150 sections may be disconnectable from the upper section 1 10, thus allowing use of the upper section 110 of the controller 100 alone as a traditional controller like 10 shown earlier.

[0039] Figure 6 shows electrical aspects of the improved controller 100. As noted earlier, the lower section 150 may include a lower PCB 170. Primarily, this lower PCB 170 is used as a convenient means to connect and mount the sensor 152 within the lower section 150 of thehousing 105, but isn’t strictly required, as the sensor 152 can also be mounted in the lower section 150 using other means. As is typical, the sensor 152 provides X-Y position signals 172 indicative of the movement of the controller 100 relative to the surface 180. These X-Y position signals 172 may be provided to the upper section 110 by wires or cables which pass through the middle section 130, where they are input to the upper PCB 160.

[0040] The upper PCB 160, in addition to receiving the X-Y position signals 172, integrates electronics in the upper section 110. This integration is centralized around control circuitry 190, which can comprise any number of devices such as one or more microprocessors, microcomputers, microcontrollers, FPGAs, DSPs, other digital logic structures, etc., which are capable of executing and storing programs in a computing device. The control circuitry 190 also receives inputs from the various input elements 114-124, and processes them as necessary for output to the console 30 or PC 40 on link 192. Like the other user input devices 30, 42, 44, described earlier, this link 192 can be wired or wireless, with communication circuitry comprising either a port 125 for carrying wired communications, or wireless communication circuitry 194 for carrying wireless communications. Link 192 is preferably bi-directional to additionally allow receipt of data from the console 30 or PC 40 as discussed further below. Link 192 when wired can also cause the console 30 or PC 40 to charge a battery 175 in the controller 100, which preferably resides in the upper section 110, but could also be present in the middle or lower sections 130 or 150 as well.

[0041] As noted earlier, a user typically can assign or “map” the functions to be performed by the various input elements on the controller 100, and this can occur in different ways. As shown in Figure 6, the controller 100 can be accompanied by a controller application 200, which the user can download to the console 30 or PC 40 via the internet. Although not shown, this application 200 can provide information on the display 32 to allow the user “map” the functions of the input elements, with this mapping information being stored in a mapping file 196 associated with the controller application 200. In this example, it is assumed that the control circuitry7190 in the controller 100 will continuously provide data inputs from all of the input elements 114-124 and the sensor 152 to the console 30 or PC 40 via link 192, with the mapping file 196 then processing those inputs to associate the various in-game functions with the input elements and the sensor. For example, as concerns the function of adjusting the player avatar’s viewy the user may use the controller app 200 to program the mapping file 196 to associate the input from sensor 152 (e.g., instead of the right joystick 114) with this function. The input from the right joystick 114 could then be ignored by the mapping file 196; could be assigned to a different function using the controller app 200; or could also remain as asecondary way to adjust the player avatar’s view in addition to the sensor 152. In any event, via the mapping file 196. the console 30 or PC 40 knows that view adjustment information (X- Y position signals 172) is coming from the sensor 152 in the controller 100, and can in turn use that information to adjust the avatar’s view on the display 32.

[0042] The controller controller’s control circuitry 190 as shown in Figure 6 further comprises driver firmware 198. This driver firmware 198 enables the controller 100 to work and communicate reliably with the console 30 or PC 40 generally, and with the controller application 200 more specifically. Driver firmware 198 can be programmed by the controller application 200 via link 192. The controller application 200 in turn may download the driver firmware 198 from the internet, which may be updated from time to time.

[0043] Some of these different software components can occur in different portions of the system. For example, the mapping file 196 can be programmed by the controller app 200 to reside in the control circuitry 190 within the controller 100. This allows the controller 100 to send the mapped functions of the various input elements 114-124 and the sensor 152 to the controller app 200.

[0044] Figure 7 show's operation of the controller 100 as may be used when playing a video game program. Here, it is assumed that the controller 100 is resting on surface 180, and that the sensor 152 will be used to adjust the player avatar’s view' as shown on display 32. Position A show s an initial view of the player avatar. At position B, the controller 100 has been moved by the user on the surface 180 slightly to the right. (This slight movement might only be several millimeters or so, but appears to be a much larger distance in Fig. 7 for ease of illustration). As shown on the display 32, the avatar’s view has shifted to the right, with the angle of the view adjustment (right 10°) corresponding to the distance that the controller 100 was moved. At position C, the controller 100 has been moved even further to the right, which shifts the view further (right 20°). At position D, the controller 100 has been moved to the left, which similarly shifts the view' on the display to the left (left 15°), and at position E, the controller 100 has been moved forward away from the user, which shifts the view upwards (up 15°). Although not shown, moving the controller 100 backwards would shift the view downwards.

[0045] While use of the sensor 152 in the controller 100 has been illustrated as being particularly useful to adjust the view of a player avatar in a typical video game, sensor 152 is not so limited. Instead, the sensor 152 can be used to perform different functions — either based on user mapping preferences, or to better accommodate the particular video game being played. For example, the X-Y position signals the sensor 152 provides can also be used to move the player avatar in the simulated environment displayed on the display 32 — similar tohow the left joystick 114 or the WASD keys on a keyboard 42 are often used. The X-Y position signals of sensor 152 could also be used to control a cursor on the display 32 to select or target various objects that may be displayed in the video game — similar to use of a traditional mouse. For example, when the sensor 152 provides a moveable cursor on the display 32, that cursor can be used to target (and potentially attack) certain objects shown in the display such as enemy avatars.

[0046] Controller 100 addresses significant shortcomings of other traditional user input devices as discussed earlier. Unlike a traditional keyboard 42 / mouse 44 combination (Fig. 2), the controller 100 is ergonomic and comfortable, in particular because it includes handles 112 graspable by both hands of the user. Particularly because of the input elements 114-124 provided on the upper section 110. use of the controller 100 is intuitive, especially considering that these input elements 114-124 may be standard and familiar to users who play video games. However, unlike a traditional controller 10 (Fig. 1), sensor 152 allows the avatar’s view to be controlled (right / left, up / down) by moving the controller 100 (right / left, forw ards / back ards) on a surface 180. As described with respect to Figure 7, this provides the ability to quickly snap to a particular viewing angle for the player avatar. This is preferable to other manners in which the viewing angle is traditionally changed, such as by use of the right joystick 14 (Fig. 1), which less responsively only controls the speed at which a viewing angle is changed, and which lacks the ability to snap to particular viewing angle.

[0047] Furthermore, because the sensor 152 can be used to control the viewing angle, other input elements such as the right joystick 1 14 that might normally be used to control the viewing angle can be used and mapped to other video game functions. Still further, because the user’s digits (e.g., thumbs) are not used to move the controller 100 and its sensor 152, the user’s thumbs are free and may simultaneously be used for other purposes and to manipulate other input elements on the controller 100. As concerns the user’s right thumb for example, that thumb can simultaneously be used to manipulate the right joystick 114, the action or function buttons 118, 120, etc., while moving the controller 100 on the surface to control viewing angle.

[0048] Furthermore, and as discussed earlier, while the controller 100 is useful in its ability to provide an X-Y input from the sensor 152 as it moves on a surface 180, the controller 100 need not be so used, but can instead be held by the user in a traditional fashion.

[0049] While controller 100 is designed with a particular view towards playing video games on a console 30 or a PC 40, use of the controller 100 is not so limited. The controller 100 can also be used as a generic user input device for a computing device such as a console 30 or PC 40, and as such can provide user inputs to operate a wide variety of programs executable onthose devices, including word processing programs, graphic design programs, or other business programs, and the like. In short, the controller 100 can be used for more than just controlling the functions of a video game program.

Claims

WHAT IS CLAIMED IS:

1. A controller configured to operate a program on a display controlled by a computing device, the controller comprising: an upper section, comprising: right and left handles configured to be grasped by a user with right and left hands respectively; a plurality of input elements configured to be manipulated by the user’s digits while grasping the right and left handles, wherein the input elements produce input element signals configured to control first functions of the program; and a lower section connected below the upper section, wherein the lower section comprises a bottom configured to rest on a surface, wherein the lower section comprises a sensor to convert X-Y movement of the controller on the surface to X-Y position signals, wherein the X-Y position signals are configured to control a second function of the program; and communication circuitry' configured to provide the X-Y position signals and the input element signals to the computing device via a communication link.

2. The controller of claim 1, wherein the communication circuitry comprises a port.

3. The controller of claim 1, wherein the communication circuitry' comprises a wireless communication circuitry.

4. The controller of any of claims 1-3, wherein the upper section is detachable from the lower section, thus allowing only the upper section and the plurality of input elements to be used to operate the program.

5. The controller of any of claims 1-4, wherein a distance between the upper section and the lower section is manually adjustable.

6. The controller of any of claims 1-5, wherein the upper section is tilted downward from horizontal when the bottom rests on the surface.

7. The controller of any of claims 1-6, wherein the upper section comprises an upper circuit board, and wherein the lower section comprises a lower circuit board, wherein the sensor is coupled to the lower circuit board.

8. The controller of claim 7, wherein the upper circuit board comprises control circuitry, wherein the control circuitry is configured to provide the input element signals and the X-Y position signals to the communication circuitry.

9. The controller of claim 8, wherein the control circuitry is configured to store a mapping file that associates each of the input element signals with one of the first functions, and to associate the X-Y position signals wi th the second function.

10. The controller of any of claims 1-9, further comprising a middle section for connecting the lower section below the upper section.

11. The controller of claim 10, wherein a long axis of the middle section comprises an acute angle with respect to a horizontal axis of the lower section.

12. The controller of claim 11, wherein a main axis of the upper section is at a second angle with respect to the long axis of the middle section.

13. The controller of claim 12, wherein the right and left handles are configured to rest on the surface when the bottom rests on the surface.

14. The controller of any of claims 1-13, wherein the low er section extends in front of the upper section when the bottom rests on the surface.

15. The controller of any of claims 1-14, wherein the sensor comprises an optical sensor, wherein the optical sensor opens through the bottom of the lower section.

16. The controller of any of claims 1-15, wherein the program comprises a video game, and wherein the computing device comprises a personal computer (PC) or a video game console.

17. The controller of claim 16, wherein the video game comprises a player avatar displayed on the display, and wherein the second function of the video game adjusts a view of the avatar on the display.

18. The controller of claim 17, wherein the X-Y position signals control a viewing angle of the avatar on the display.

19. The controller of any of claims 1-18, wherein the plurality of input elements are configured to be manipulated by the user’s left and right thumbs, or the user’s left and right index fingers, or the user’s left and right thumbs and the user's left and right index fingers.

20. The controller of any of claims 1-19, further comprising a space under the left and right handles to provide clearance for the user’s fingers when grasping the handles.

Citation Information

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