Controller Input Mapping via Bitmap Pairing for Exercise Systems
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Solution Overview
Problem
Existing communication protocols for exercise devices and software systems, such as Bluetooth low energy and FTMS, are limited in capability and do not support the varied input devices and functionalities required for modern exercise systems, leading to inefficiencies in device pairing and communication, particularly in virtual exercise environments.
Innovation Solution
A modified Bluetooth Generic Attribute (GATT) profile with three communication channels is introduced, enabling a more robust and expandable protocol for pairing and mapping input devices to exercise systems, using bitmaps and deadzone configurations to manage input commands effectively.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If standard Bluetooth Low Energy and FTMS protocols are used for device communication, then power consumption is reduced and basic connectivity is achieved, but input device capability and communication robustness are limited
Solution Approach 1:
The communication protocol is segmented into three distinct channels: a control channel for device pairing and configuration, a data channel for exercise data transmission, and a command channel for input device commands. This segmentation allows each channel to be optimized for its specific function, enabling support for varied input devices without requiring the entire protocol stack to be complex.
Solution Approach 2:
The modified GATT profile creates a universal communication framework that can handle multiple input device types (buttons, joysticks, touchscreens, cameras) through a common structure. The protocol uses bitmap fields to universally represent different input capabilities, allowing the same base protocol to adapt to diverse input devices without requiring device-specific protocol variations.
2Reliability
If a robust pairing protocol with multiple communication channels is implemented, then input device support and communication reliability are improved, but computing power and processing requirements increase
Solution Approach 1:
Device pairing and capability exchange are performed in advance through the control channel before actual exercise data transmission begins. The protocol establishes bitmap fields during initial pairing that define supported input devices, so that during exercise sessions, the system can directly interpret input commands without requiring complex real-time capability negotiation, reducing processing power during active use.
3Adaptability or versatility
If comprehensive input mapping and bitmap fields are used, then support for varied input devices is enhanced, but data transmission overhead and processing time increase
Solution Approach 1:
The protocol uses bitmap fields that copy and encode device capability information in a standardized format during initial pairing. Instead of requiring complex real-time capability negotiation, the system stores capability bitmaps that can be quickly referenced during exercise sessions, reducing the time required for input device recognition and mapping during active use.
4Speed
If a modified GATT profile with three channels is implemented, then latency is reduced and communication efficiency is improved, but protocol complexity and implementation difficulty increase
Solution Approach 1:
Each of the three communication channels is optimized with local quality characteristics suited to its function: the control channel uses acknowledgment mechanisms for reliable configuration, the data channel uses efficient packet structures for exercise data, and the command channel uses simplified routing for input commands. This localized optimization reduces latency for each channel's specific purpose while keeping implementation manageable through clear separation of concerns.
Data Source
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AI summary
There is disclosed a system and a method of pairing and mapping an input device with a game client software. The method comprises an input device transmitting one or more bitmaps identifying analog and digital input schemes for the input device. The game client software, thereafter, can respond to inputs from the input device in the form identified by the one or more bitmaps.