Adaptive Haptic Feedback for Immersive Gaming

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Solution Overview

Problem

Current entertainment systems fail to fully immerse users in video games by not adequately simulating the sensations experienced by virtual characters, limiting the realism of interactions within virtual environments.

Innovation Solution

An entertainment system that adjusts haptic output signals based on the strength characteristics of virtual characters, using linear resonance actuators and adaptive trigger resistance to simulate different sensations, such as weight and resistance, to enhance the user's experience by making interactions feel more realistic.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If standard haptic feedback is used in entertainment systems, then basic user feedback is provided, but the feeling of immersion and realism is insufficient

Engineering Contradiction:
Improvefeeling of immersionVSAvoidhaptic feedback system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The haptic feedback system dynamically adjusts its output based on virtual character characteristics. The controller modifies vibration intensity, frequency, and patterns in real-time according to the strength attribute of the virtual character being controlled, transforming static haptic feedback into a dynamic, adaptive system that enhances immersion without requiring complete system redesign

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes haptic parameters (vibration intensity, frequency, duration) based on the determined strength characteristic of the virtual character. By adjusting these physical parameters of the haptic feedback, the system provides differentiated sensory feedback that matches the virtual character's capabilities, improving immersion while using existing hardware

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If haptic feedback is adjusted to match virtual character strength, then realism of interactions is improved, but system complexity increases

Engineering Contradiction:
Improverealism of interactionsVSAvoidprocessing requirements
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The system determines the strength characteristic of the virtual character in advance, before haptic feedback events occur. This preliminary determination allows the system to pre-configure appropriate haptic parameters, simplifying real-time processing during gameplay while maintaining high realism in interaction feedback

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements a feedback loop where haptic output is continuously adjusted based on the virtual character's strength characteristic and the current virtual environment state. This closed-loop approach ensures realistic interaction feedback while using algorithmic adjustments rather than complex hardware modifications

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If different haptic sensations are provided for different virtual character strengths, then user engagement is enhanced, but control scheme complexity increases

Engineering Contradiction:
Improvehaptic feedback adaptabilityVSAvoidcontrol scheme complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system applies different haptic qualities to different aspects of control based on the virtual character's strength. Rather than uniformly changing all control parameters, it selectively adjusts specific haptic attributes (such as trigger resistance or vibration patterns) to match the character's strength characteristic, providing adaptability while maintaining intuitive control

Inventive Principle:
Principle #3Local quality

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

The system provides a more immersive gaming experience by dynamically adjusting haptic feedback to match the perceived strength of virtual characters, allowing users to feel the realistic sensations of interactions, such as picking up objects or moving through environments, thereby improving user engagement and immersion.

Implementation Method 1

the input device comprises one or more linear resonance actuators configured to produce the haptic output in response to the adjusted haptic output signal

Methodology Applied
Scientific EffectLinear resonance actuator: Resonance

Implementation Method 2

the input device comprises an adaptive trigger resistance mechanism configured to produce the haptic output in response to the adjusted haptic output signal

Methodology Applied
Scientific EffectAdaptive trigger resistance: Mechanical Force

Data Source

PatentUS20240286030A1Entertainment system, a method and a computer program
Publication Date: 2024.08.29 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20240286030A1 patent drawing
  • US20240286030A1 patent drawing
  • US20240286030A1 patent drawing

AI summary

An entertainment system includes circuitry configured to generate a virtual environment comprising a virtual character, where actions performed by the virtual character are associated, according to a control scheme, with input signals from an input device operable to produce a haptic output, obtain a haptic output signal corresponding to a state of the virtual environment, determine a characteristic of the virtual character, determine, based on the characteristic of the virtual character, a haptic adjustment property, perform processing to adjust the haptic output signal, responsive to the haptic adjustment property, and output the adjusted haptic output signal to the input device.