Biofeedback-Modulated Motion Controller Input System

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Solution Overview

Problem

Existing biofeedback technologies, as seen in U.S. Pat. No. 6,450,820, require further advancement to effectively integrate with new types of video game controllers that use wireless motion-sensing technologies, such as those employing accelerometers, gyroscopes, and cameras for player input, to modulate player inputs based on physiological signals.

Innovation Solution

The method involves measuring physiological activities like autonomically-mediated and EEG signals to modify the motion and/or position sensing capability of operator-controlled input devices, such as by modulating voltage inputs to accelerometers and gyroscopes, or dynamically positioning LEDs, to adjust the player's ability to control game elements in response to their physiological state.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If biofeedback technology is integrated with traditional video game controllers, then physiological self-regulation training is achieved, but compatibility with new motion-sensing controllers is insufficient

Engineering Contradiction:
Improvecontroller compatibilityVSAvoidbiofeedback integration reliability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system is designed to work with multiple types of controllers including traditional button/joystick controllers and new motion-sensing controllers with accelerometers, gyroscopes, and cameras. The biofeedback modulation can be applied to any controller type, making the system universal and adaptable to different input devices while maintaining reliable physiological signal integration

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system dynamically adjusts controller parameters based on real-time physiological signals. For motion-sensing controllers, it modulates the effect of player movements on game control in real-time, allowing the system to adapt to both traditional and new controller types through dynamic parameter adjustment rather than static integration

Inventive Principle:
Principle #15Dynamics

2Ease of operation

If motion-sensing input devices are used for video game control, then player movement input capability is enhanced, but integration with physiological feedback systems is limited

Engineering Contradiction:
Improvemovement input capabilityVSAvoidphysiological integration complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system implements closed-loop feedback by continuously monitoring physiological signals and using them to modulate the effect of motion-sensing controller inputs on game control. The physiological feedback dynamically adjusts controller sensitivity and response, creating an integrated system that combines movement capability with physiological state monitoring without requiring complex manual configuration

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system uses an intermediary processing layer that receives both motion-sensing controller signals and physiological signals, then combines them through defined modulation algorithms. This intermediary layer simplifies the integration complexity by providing a standardized interface between the diverse motion-sensing hardware and the physiological feedback system

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS9623324B2Physiologically modulating videogames or simulations which use motion-sensing input devices
Publication Date: 2017.04.18 UNITED STATES OF AMERICA AS REPRESENTED BY THE ADMINISTRATOR NAT AERONAUTICS & SPACE ADMINISTRATION
  • US9623324B2 patent drawing
  • US9623324B2 patent drawing
  • US9623324B2 patent drawing

AI summary

New types of controllers allow a player to make inputs to a video game or simulation by moving the entire controller itself or by gesturing or by moving the player's body in whole or in part. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and a camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.