Controller Input Mapping via GATT Profiles for Low-Latency Pairing

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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 needed for modern exercise systems, lacking in expandability, latency reduction, and robustness, especially in simulating resistance, speed, and interactive game environments.

Innovation Solution

A modified Bluetooth Generic Attribute (GATT) profile with a new Service UUID is introduced, featuring asynchronous and synchronous communication channels, enabling efficient pairing and mapping of input devices to game or fitness software, supporting a wide range of devices through predefined and default configurations, and minimizing communication latency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If existing communication protocols (Bluetooth low energy, FTMS) are used for exercise devices, then basic connectivity is achieved, but capability limitations and lack of expandability occur

Engineering Contradiction:
Improvedevice compatibilityVSAvoidprotocol robustness
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent implements a universal input device pairing protocol that works across multiple exercise device types (cycles, treadmills, rowing machines, trainers) and software platforms. The protocol defines standardized data structures and communication patterns that enable any compliant device to interact with any compliant software, eliminating the need for device-specific protocol implementations while maintaining robust error handling and data validation mechanisms.

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

2Adaptability or versatility

If standardized protocols are used for device communication, then interoperability is improved, but latency and communication efficiency worsen

Engineering Contradiction:
Improveinput device compatibilityVSAvoidcommunication latency
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent performs input device pairing and capability exchange before actual exercise sessions begin. During this preliminary phase, the software obtains and stores mapping information, supported input types, and configuration data from the input device. This pre-configured information is then reused during exercise sessions, eliminating the need for repeated communication handshakes and reducing real-time latency while maintaining broad device compatibility.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If comprehensive input mapping is implemented for all exercise devices, then functionality is improved, but system complexity increases

Engineering Contradiction:
Improveinput mapping capabilityVSAvoidpairing system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent represents input device capabilities and mapping relationships using structured data parameters including bitmaps for supported input types, arrays for mapping configurations, and defined data structures for device capabilities. By standardizing these parameters and using efficient data representations, the system can handle diverse input devices (digital buttons, analog joysticks, touchscreens, sensors) without proportionally increasing complexity. The standardized parameter structure enables automated processing and reduces the computational burden of managing comprehensive input mapping.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20260000975A1Controller input pairing and mapping
Publication Date: 2026.01.01 ZWIFT INC
  • US20260000975A1 patent drawing
  • US20260000975A1 patent drawing
  • US20260000975A1 patent drawing

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.