Electromagnetic Pad Simulating Virtual Object Weight
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
In immersive AR and VR video games, users lack a tactile distinction between virtual objects of different masses, leading to a non-immersive experience as they feel no physical difference when lifting lighter or heavier virtual objects.
Innovation Solution
A video game peripheral device featuring an electromagnetic pad that generates a variable magnetic field to simulate the weight of virtual objects, providing physical resistance proportional to the object's mass, enhancing the user's tactile experience by mimicking the weight of virtual objects through a magnetic interaction with a ferromagnetic glove.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If traditional VR/AR controllers are used, then users can interact with virtual objects, but users cannot feel the weight difference between objects of different masses
Solution Approach 1:
The patent replaces traditional mechanical weight simulation with an electromagnetic field-based system. Instead of using physical weight or spring mechanisms to simulate object mass, the system uses an electromagnetic pad that generates variable magnetic fields to interact with a ferromagnetic glove, providing tactile feedback that mimics the weight of virtual objects without mechanical constraints
Solution Approach 2:
The patent changes the physical parameter being used for weight simulation from mechanical force to electromagnetic field strength. By controlling the current supplied to the electromagnetic pad, the system can dynamically adjust the magnetic field strength to correspond to different virtual object masses, enabling continuous and precise tactile feedback
2Ease of operation
If electromagnetic pads with ferromagnetic materials are used, then users can feel weight differences of virtual objects, but the device complexity increases
Solution Approach 1:
The electromagnetic pad serves multiple functions: it provides weight simulation, enables object interaction, and can be integrated with existing VR/AR controllers. The ferromagnetic glove similarly serves multiple purposes by detecting electromagnetic field strength and translating it into tactile feedback, reducing the need for separate weight simulation mechanisms
Solution Approach 2:
The patent introduces a ferromagnetic glove as an intermediary between the electromagnetic pad and the user's hand. The glove detects the electromagnetic field strength from the pad and converts it into tactile sensations, acting as a mediator that simplifies the overall system by separating the electromagnetic generation from the tactile delivery
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
The solution significantly enhances the user's immersive experience by allowing users to feel the weight difference of virtual objects, making interactions with lighter and heavier objects more realistic and engaging.
Implementation Method 1
A video game peripheral device featuring an electromagnetic pad that generates a variable magnetic field to simulate the weight of virtual objects
Implementation Method 2
generates a variable magnetic field to simulate the weight of virtual objects, providing physical resistance proportional to the object's mass
Implementation Method 3
magnetic interaction with a ferromagnetic glove
Data Source
AI summary
A video game peripheral device includes an electromagnet and circuitry, the circuitry being configured to: receive data from a data processing apparatus executing a video game application; based on the received data, control an electric current supplied to the electromagnet to control a magnetic interaction between the electromagnet and a magnetic material of a second video game peripheral device wearable or holdable by a user.


