Dynamic Aiming Cursor Size Adjustment for Baseball Game Strike Zone

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Solution Overview

Problem

Conventional baseball games fail to accurately reflect the difficulty of hitting pitches at different locations within the strike zone, as the aiming cursor's size remains constant, not accounting for the varying ease of hitting pitches at the center versus the ends of the strike zone, leading to an unrealistic gameplay experience.

Innovation Solution

A game device and system that dynamically adjusts the size of the aiming cursor based on its location within a specific region on the screen, allowing users to move this region before the pitch is thrown, thereby changing the cursor's size to reflect the difficulty of hitting pitches at different zones, enhancing user prediction and gameplay realism.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the aiming cursor has a fixed size regardless of location, then the operation is simple and consistent, but the gameplay does not reflect the varying difficulty of hitting pitches at different strike zone locations

Engineering Contradiction:
Improvegameplay realismVSAvoidcursor size control
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies local quality by making the aiming cursor's size location-dependent within the specific region. The cursor is larger at the center of the strike zone where hitting is easier, and smaller at the edges where hitting is more difficult. This creates a non-uniform cursor size distribution that reflects the varying difficulty of hitting pitches at different locations, thereby improving gameplay realism without requiring complex external control mechanisms.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent implements dynamics by making the cursor size changeable based on its position within the specific region. Rather than a static fixed-size cursor, the system dynamically adjusts the cursor size according to the ball's location within the strike zone. This dynamic adaptation allows the gameplay to automatically reflect the varying difficulty of hitting pitches at different locations, resolving the contradiction between simplicity and realism.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If the specific region is moved to predict pitch location, then the user can make strategic predictions, but the operation becomes more complex before the pitch is thrown

Engineering Contradiction:
Improvepitch prediction capabilityVSAvoidregion movement operation
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent applies preliminary action by allowing the user to move and position the specific region (strike zone) before the pitch is thrown. This pre-positioning enables the user to make strategic predictions about where the pitch will be located. By setting up the region in advance, the user can prepare their hitting strategy without needing to make complex adjustments during the pitch delivery, thus balancing prediction capability with operational simplicity.

Inventive Principle:
Principle #10Preliminary action

3Reliability

If the cursor size changes according to location within the specific region, then the difficulty level reflects real baseball, but the system requires multiple control units and parameters

Engineering Contradiction:
Improverepresentation accuracyVSAvoidcontrol system structure
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent implements parameter changes by modifying the cursor size parameter based on the ball's location parameter within the specific region. The system uses the positional coordinates of the ball within the strike zone to determine the appropriate cursor size, creating a direct relationship between location and size parameters. This parameter-based approach achieves realistic difficulty representation through a relatively simple computational mechanism, avoiding the need for complex control systems while maintaining high representation accuracy.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10092846B2Game device, game system, and computer-readable storage medium having program recorded thereon
Publication Date: 2018.10.09 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US10092846B2 patent drawing
  • US10092846B2 patent drawing
  • US10092846B2 patent drawing

AI summary

A game device for controlling a game in which a function is applied to a movable object by moving an aiming cursor to be superimposed on the movable object, includes a cursor moving unit for moving the aiming cursor according to a user's operation; a specific region setting unit for setting a specific region on a screen, in which the aiming cursor is movable; a cursor within region setting unit for setting a size of the aiming cursor within the specific region so as to change the size of the aiming cursor according to a location within the specific region; and a specific region moving unit for moving the specific region according to a user's operation before a movement of the movable object is started.