Accelerometer Sensor Calibration via Idle Motion Normalization

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Accelerometers in game controllers provide inconsistent readings due to differences in electrical or mechanical components and sensitivity variations between axes, affecting gameplay experiences by altering measured acceleration values based on user orientation and movement.

Innovation Solution

A normalization constant is calculated by averaging acceleration vectors during a period of relative idle motion, with the inverse of the magnitude used to normalize subsequent readings, ensuring consistent motion translation across different accelerometers and axes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If accelerometer outputs are used directly without normalization, then the controller can detect motion and orientation, but the readings are inconsistent across different accelerometers and axes due to manufacturing variations and sensitivity differences

Engineering Contradiction:
Improveaccelerometer reading consistencyVSAvoiddata processing complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by calculating normalization constants before actual gameplay. During an initialization phase, the system collects accelerometer data when the controller is held stationary, computes the average acceleration vector magnitude for each axis, and stores these as normalization constants. This pre-computed calibration data is then used to normalize all subsequent acceleration readings, ensuring consistency without adding complexity to real-time gameplay processing.

Inventive Principle:
Principle #10Preliminary action

2Stability of the object's composition

If accelerometer sensitivity is standardized across different axes, then motion translation becomes consistent, but the system must account for gravitational effects that vary by orientation

Engineering Contradiction:
Improveaccelerometer sensitivity consistencyVSAvoidcontroller orientation flexibility
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The patent applies the counterweight principle by using gravity as a reference. During the normalization phase, the system identifies the dominant gravity vector direction and uses it to establish a reference frame. The normalization constants are computed to counteract gravitational effects, allowing the system to distinguish between gravity-induced acceleration and actual user-induced motion. This enables consistent sensitivity across axes while maintaining adaptability to different controller orientations during gameplay.

Inventive Principle:
Principle #8Anti-weight (Counterweight)

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

This approach provides a consistent and natural translation of controller motion into in-game character motion, enhancing gameplay experiences by standardizing accelerometer outputs across various devices and orientations.

Implementation Method 1

an accelerometer arrangement that generates inputs to a video game console or other computer system based on certain movements and/or orientations of the controller

Methodology Applied
Scientific EffectAccelerometer: Accelerometer

Implementation Method 2

the sensitivity of each axis to the same acceleration may be different. For example, an accelerometer output generated when a user holds a controller so that the gravity is aligned with a first axis

Methodology Applied
Scientific EffectGravitation: Gravitation

Data Source

PatentUS8725445B2Calibration of the accelerometer sensor of a remote controller
Publication Date: 2014.05.13 NINTENDO OF AMERICA INC
  • US8725445B2 patent drawing
  • US8725445B2 patent drawing
  • US8725445B2 patent drawing

AI summary

A method and a video game system that maintain the readings of the accelerometer sensor of the remote controller used in conjunction with the video game system consistent over different controllers and different styles of play. The video game system looks at a predetermined time period, when the largest difference in the acceleration vectors for each frame is within a small limit, indicating that the player is holding the controller relatively idle. Then, the video game system averages the acceleration vectors over this time period, and the inverse of the magnitude of this average is used as a normalization constant.