Content Interaction System Using Input Count for Universal Control

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Solution Overview

Problem

Complex input devices used in gaming and interactive systems can overwhelm users, particularly those with limited mobility or experience, leading to difficulty in providing inputs and a less enjoyable interaction experience due to the need for complex button mappings.

Innovation Solution

A method that allows users to interact with content by selecting actions based on the number of inputs received, rather than the identity of those inputs, using a system that renders interactive content and receives inputs from controllers, determining the intended interaction through the count of button presses or joystick operations, and implementing actions from a weighted list of possible interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If complex input devices with multiple buttons and interaction methods are provided, then the range of interactions between user and content can be increased, but the device complexity and difficulty of operation increase significantly

Engineering Contradiction:
Improverange of interactionsVSAvoidcomplexity of input devices
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system introduces an intermediary layer (the input translation mechanism) between the user and the content. This intermediary translates various input device actions into a standardized set of content interactions, allowing users to access complex interactions through simple inputs. The intermediary handles the complexity internally while presenting a simplified interface to the user.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system makes the input system universal by allowing a single simple input (like one button press) to trigger multiple different content interactions based on context, game state, and probability weights. This multi-functionality enables one input device to access the full range of interactions previously requiring multiple specialized buttons.

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

2Ease of operation

If simplified button mapping is provided, then ease of operation improves, but the range of interactions available to the user is restricted

Engineering Contradiction:
Improveease of providing inputsVSAvoidaccess to complex interactions
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The input mapping becomes dynamic rather than static. The same simple input can map to different content interactions depending on the current game state, context, and probabilistic weights. This dynamic mapping allows the system to adapt the interaction meaning in real-time, enabling simple inputs to access complex interactions when appropriate without requiring the user to learn multiple button mappings.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameters of the input-output relationship by introducing probability weights and context-dependent selection. Instead of a fixed one-to-one mapping, the system uses probabilistic parameters and contextual factors to determine which interaction occurs, allowing simple inputs to produce complex, context-appropriate results.

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If simplified or modified versions of content are provided, then the need for complex interactions is reduced, but the user experience undergoes fundamental change which may be undesirable

Engineering Contradiction:
Improvereduction of interaction demandsVSAvoiduser experience quality
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The system extracts the complexity from the input side rather than from the content side. By removing the requirement for complex input devices while maintaining full content complexity through intelligent translation, the system preserves the intended user experience without requiring simplified content versions.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentEP4454725A1Content interaction system and method
Publication Date: 2024.10.30 SONY INTERACTIVE ENTERTAINMENT LLC
  • EP4454725A1 patent drawingFigure 1~2
  • EP4454725A1 patent drawingFigure 3~4
  • EP4454725A1 patent drawingFigure 5~6

AI summary

A content interaction system, the system comprising a content rendering unit configured to render interactive content, an input receiving unit configured to receive one or more inputs from a user, and an interaction determination unit configured to select one or more interactions to be performed with the interactive content in dependence upon the number of inputs provided by a user, wherein the selection is independent of the identity of those inputs.