Dynamic Vibration Feedback for Game Characters

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Solution Overview

Problem

Conventional game apparatuses fail to provide a realistic sense of operation as they use fixed vibration patterns for game characters, which do not change with the character's display manner or state, making it difficult for players to discern changes in the game environment and character conditions.

Innovation Solution

A game apparatus with a touch panel and vibrator that updates character parameters such as position, animation state, and attributes, and adjusts vibration patterns accordingly, allowing players to feel changes in the game environment through dynamic vibrations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If fixed vibration patterns are used for game characters, then the device complexity is reduced and ease of operation is improved, but the sense of reality and player engagement deteriorates

Engineering Contradiction:
Improveease of operationVSAvoidsense of reality
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The vibration pattern is changed dynamically based on the game character's state and situation. The system transitions from static fixed patterns to dynamic adaptive patterns that respond to game events, character actions, and environmental conditions, thereby enhancing the sense of reality while maintaining operational simplicity

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The vibration characteristics (frequency, amplitude, pattern) are adjusted by changing parameters based on the character's display manner and state. This allows the same vibrator to produce diverse vibration effects corresponding to different game situations without increasing device complexity

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If vibration patterns are changed according to character state and situation, then the sense of reality is enhanced, but the device complexity increases

Engineering Contradiction:
Improvesense of realityVSAvoiddevice complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

A single vibrator is designed to perform multiple functions by changing its vibration patterns based on different game states. The same hardware component adapts to various roles (different character actions, states, and situations) through software-controlled parameter changes, avoiding the need for multiple vibrators or complex mechanical systems

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

3Device complexity

If fixed vibration is applied regardless of timing and display state, then the device complexity is minimized, but the ability to convey game information deteriorates

Engineering Contradiction:
Improvedevice complexityVSAvoidinformation conveyance
Core Design Contradiction:
Device complexityVSLoss of information

Solution Approach 1:

The system implements feedback by continuously monitoring the character's state and game situation, then adjusting the vibration pattern accordingly. This closed-loop approach ensures that vibration information accurately reflects the current game state, conveying meaningful information to the player without requiring complex additional hardware

Inventive Principle:
Principle #23Feedback

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enhances the sense of reality in gameplay by providing vibrations that correspond to the character's state and actions, making the game more engaging and immersive.

Implementation Method 1

a vibrator for vibrating at least a screen of the display... the vibration controlling means vibrates the vibrator in a vibration pattern according to the parameter obtained by the obtaining means

Methodology Applied
Scientific EffectVibration: Vibration

Data Source

PatentUS8469809B2Game apparatus, storage medium storing game program and game controlling method
Publication Date: 2013.06.25 NINTENDO CO LTD
  • US8469809B2 patent drawing
  • US8469809B2 patent drawing
  • US8469809B2 patent drawing

AI summary

A game apparatus includes an LCD, and a touch panel is placed on a top surface of the LCD. A player instructs an enemy character displayed on the LCD by use of a stick to attack the enemy character. For example, in a case that the enemy character exists at a depth of a game screen, little damage is applied to the enemy character, and a weak vibration is applied to the game apparatus. Conversely, in a case that the enemy character exists at a front of the game screen, much damage is applied to the character, and a strong vibration is applied to the game apparatus. In either case, the vibrations are transmitted to the fingers or hands of the payer via the stick.