Dual-Mouse Virtual Object Control With Wheelchair Motion Feedback
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Solution Overview
Problem
Existing game technologies using mice as operation devices lack effective methods to assist users in controlling virtual objects with precision and realism, particularly in simulating the movement and interaction of multiple mice to enhance user experience and entertainment value.
Innovation Solution
A game processing method utilizing two mice operated by different hands to control a virtual object's movement, adjusting velocity parameters based on mouse movements, incorporating resistance, gradient, and brake operations, and integrating vibration feedback to simulate wheelchair movement and shooting actions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If dual-mouse operation is implemented to control virtual object movement, then user control precision and realism are improved, but device complexity increases
Solution Approach 1:
The control system is segmented into two independent mouse input channels, each handled by separate processing logic. The game apparatus acquires first data from a first mouse and second data from a second mouse independently, then integrates them in the movement control algorithm. This segmentation allows complex dual-mouse control to be managed through modular, independent processing streams.
Solution Approach 2:
The movement control unit is designed with universal functionality to handle multiple input device types and configurations. It can process data from different mice operated by different hands, applying the same control logic regardless of which specific mice are used. This multi-functionality reduces overall system complexity by creating a unified control framework.
2Ease of operation
If velocity parameters are adjusted based on mouse movement amounts to assist straight movement, then ease of operation is improved, but control precision may deteriorate
Solution Approach 1:
The velocity parameters are made dynamic rather than fixed. The movement control unit adjusts velocity parameters based on real-time mouse movement amounts, allowing the system to adapt to user input intensity. This dynamic adjustment assists straight movement by compensating for natural hand movement variations while maintaining responsiveness to user intent.
Solution Approach 2:
The system implements feedback by monitoring mouse movement amounts and using this information to adjust velocity parameters. The movement control unit continuously evaluates the relationship between first mouse movement and second mouse movement, adjusting parameters to promote straight movement while preserving user control precision through adaptive response.
3Reliability
If resistance and gradient influences are incorporated into movement control, then realism is improved, but device complexity increases
Solution Approach 1:
The system changes physical parameters by incorporating resistance and gradient influences into the movement control calculations. The movement control unit modifies velocity parameters based on simulated resistance forces and gradient effects, creating realistic movement dynamics without requiring physical hardware changes. This parameter-based approach achieves realism through software-based physical simulation.
4Adaptability or versatility
If vibration feedback is added to simulate wheelchair movement, then user experience is improved, but device complexity increases
Solution Approach 1:
The system incorporates mechanical vibration through vibration feedback to the mice. The vibration feedback unit generates tactile sensations that simulate wheelchair movement, providing users with kinesthetic feedback about virtual object motion. This mechanical vibration enhancement improves user experience by making the control feel more authentic without fundamentally changing the core control mechanism.
Data Source
AI summary
When a first mouse and a second mouse are both moved in a first direction, a first virtual object is caused to move forward in a virtual space, and when the first mouse and the second mouse are both moved in a direction opposite to the first direction, the first virtual object is caused to move backward. The first virtual object is turned left or right based on the difference between a movement amount of the first mouse indicated by first data and a movement amount of the second mouse indicated by second data.


