Dynamic Reference Position for Gravity Center Input Control
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Solution Overview
Problem
Existing information processing systems that move characters based on a user's gravity center position often result in poor operational feeling due to individual differences in gravity center positions and unintentional movements, leading to incorrect character control.
Innovation Solution
A computer-readable storage medium and information processing apparatus that detect the gravity center position and update a reference position dynamically, allowing the system to adjust and improve user input accuracy by sequentially updating the reference area based on the detected gravity center position, ensuring better alignment and responsiveness.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a predetermined neutral area is set for gravity center detection, then the system can determine when to move a character, but individual differences in gravity center positions cause incorrect character control and poor operational feeling
Solution Approach 1:
The reference position is dynamically updated during game execution to approach the user's actual gravity center position. This dynamic adjustment allows the system to adapt to individual users' gravity center variations, resolving the contradiction between maintaining reliable character control and adapting to individual differences.
Solution Approach 2:
The system continuously detects the gravity center position and uses this feedback to update the reference position. This feedback mechanism enables the system to learn and adapt to each user's specific gravity center location, improving both control accuracy and user adaptability.
2Productivity
If the gravity center position is used directly for character movement control, then the system responds to user input, but unintentional gravity center movements cause incorrect character movement and reduced operational precision
Solution Approach 1:
The reference position acts as an intermediary between the raw gravity center detection and character movement control. By comparing the gravity center position relative to this reference point, the system filters out unintentional movements while preserving intentional input gestures, thus maintaining responsiveness while improving precision.
Solution Approach 2:
The reference position is preliminarily set and then gradually updated during gameplay. This preliminary establishment of a reference framework allows the system to interpret subsequent gravity center movements more accurately, distinguishing between intentional and unintentional movements.
Data Source
Figure 1
Figure 2
Figure 3A~3E
AI summary
When a gravity center position enters a right input area, a motion of a character in a virtual game space pushing down the right pedal of a bicycle is started, and the bicycle is accelerated. Further, a reference position is moved so as to gradually approach the gravity center position, and the boundary between a non-input area and a left input area is also moved so as to gradually approach the gravity center position in conjunction with the reference position. When the gravity center position enters the left input area, a motion of the character in the virtual game space pushing down the left pedal of the bicycle is started, and the bicycle is accelerated. Further, the reference position is moved so as to gradually approach the gravity center position, and the boundary between the non-input area and the right input area is also moved so as to gradually approach the gravity center position in conjunction with the reference position.