Asymmetric Vibration Control for Dual Controller Haptic Feedback

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Solution Overview

Problem

Conventional game systems with haptic feedback struggle to finely adjust vibrations based on game details, leading to inadequate feedback during gameplay, especially in scenarios where both hands are involved.

Innovation Solution

A game system comprising an information processing apparatus and two operation apparatuses, each equipped with inertial sensors and vibration units, where the system determines swing inputs and adjusts vibration intensities accordingly, ensuring realistic feedback by generating high intensity vibrations in the swung apparatus and low intensity vibrations in the other, allowing users to feel synchronized vibrations in both hands.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the vibrator is turned on/off to provide haptic feedback, then the user can feel vibration feedback, but it is difficult to finely adjust the detailed operation of the vibration in accordance with the details of the game

Engineering Contradiction:
Improvevibration adjustment capabilityVSAvoidvibration control system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies dynamics by transitioning from static on/off vibration control to dynamic intensity-based control. The vibration intensity is adjusted continuously based on game state parameters, allowing fine-tuned feedback adaptation without requiring complex mechanical modifications to the vibrator itself.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the vibration parameter from binary (on/off) to continuous intensity levels. By controlling the vibration intensity as a variable parameter that can be adjusted according to game details, the system achieves fine-tuned haptic feedback while maintaining simple hardware architecture.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If high intensity vibration is provided only in the swung operation apparatus, then the feedback is specific to the active hand, but the user cannot feel synchronized vibrations in both hands for realistic sensation

Engineering Contradiction:
Improvefeedback accuracyVSAvoidbilateral vibration capability
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent applies local quality by providing different vibration intensities to different operation apparatuses based on their specific game state. The swung controller receives high intensity vibration while the non-swung controller receives low intensity vibration, creating localized feedback quality that matches each controller's operational context.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent implements asymmetry by creating unequal vibration intensities between the two operation apparatuses. This asymmetric vibration pattern reflects the asymmetric game state where one hand is actively swinging while the other is not, providing realistic feedback that matches the natural asymmetry of combat actions.

Inventive Principle:
Principle #4Asymmetry

3Force

If vibration intensity is increased to enhance feedback, then the haptic stimulus is stronger, but it becomes difficult to distinguish different vibration patterns for different game situations

Engineering Contradiction:
Improvevibration intensityVSAvoidvibration discrimination capability
Core Design Contradiction:
ForceVSMeasurement precision

Solution Approach 1:

The patent applies periodic action by using different vibration frequencies and patterns to encode different game situations. Instead of relying solely on intensity variations, the system uses temporal patterns and frequency modulation to provide distinguishable feedback for different combat states, maintaining clarity even at high intensities.

Inventive Principle:
Principle #19Periodic action

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 configuration provides a more immersive gaming experience by matching the intensity of vibrations with the user's actions, enhancing the natural feedback and realism of gameplay, while also allowing for adjustable vibration settings and complex vibration patterns.

Implementation Method 1

swing determination unit configured to determine whether a swing input is being performed onto the first operation apparatus and whether a swing input is being performed onto the second operation apparatus on the basis of the first operation data and the second operation data

Methodology Applied
Scientific EffectInertial sensing: Accelerometer

Implementation Method 2

a first vibration unit configured to vibrate with an intensity instructed from the information processing apparatus

Methodology Applied
Scientific EffectElectromechanical vibration: Electromagnetic Induction

Data Source

PatentUS10758819B2Game system, non-transitory storage medium having stored therein game program, information processing apparatus, and game control method
Publication Date: 2020.09.01 NINTENDO CO LTD
  • US10758819B2 patent drawing
  • US10758819B2 patent drawing
  • US10758819B2 patent drawing

AI summary

A game system includes a game apparatus and left and right controllers. The game apparatus includes a swing determination unit that receives operation data from the left/right controllers and determines whether a swing input is being performed onto the left/right controllers on the basis of the received operation data, and includes a vibration data generator configured to generate vibration data such that, when the swing input is being performed onto the left controller, a vibration actuator of the left controller is caused to vibrate with a predetermined intensity and a vibration actuator of the right controller is caused to vibrate with a lower intensity, and when the swing input is being performed onto the right controller, the vibration actuator of the right controller is caused to vibrate with a predetermined intensity and the vibration actuator of the left controller is caused to vibrate with a lower intensity.