Game Character Position Correction via Touch Duration

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Solution Overview

Problem

Traditional display control systems face issues where assigning a predetermined user operation to multiple instructions, such as character movement and motion, can lead to unintended character movement, spoiling the user experience and requiring frequent corrective actions.

Innovation Solution

A display control system that includes a controller, a mover, and a motion controller, which receives user operations and corrects the character's position automatically if the operation duration is shorter than a predetermined period, allowing for multiple instructions to be input while preventing unintended movement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a predetermined user operation is assigned to multiple instructions including character movement and motion, then the versatility of input operations is improved, but unintended character movement occurs spoiling user experience

Engineering Contradiction:
Improveinput operation versatilityVSAvoidcharacter position accuracy
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system dynamically changes the interpretation of user operations based on the duration of the operation. Short-duration operations are interpreted as motion commands that return the character to the original position, while long-duration operations are interpreted as movement commands. This dynamic interpretation resolves the contradiction by making the system adaptable to different user intentions based on operation timing.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system uses the duration parameter of the user operation to determine which instruction to execute. By comparing the operation duration against a predetermined threshold, the system changes its response behavior: operations below the threshold trigger motion commands with position correction, while operations above the threshold trigger movement commands. This parameter-based differentiation allows multiple instructions to be assigned to the same operation type without causing unintended effects.

Inventive Principle:
Principle #35Parameter changes

2Productivity

If a predetermined user operation is assigned to multiple instructions, then the quantity of instructions that can be input is improved, but the complexity of corrective operations increases

Engineering Contradiction:
Improveinstruction input efficiencyVSAvoidcorrective operation complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system automatically corrects the character position by making the character perform a predetermined motion back to the original position when a short-duration operation is detected. This self-service mechanism eliminates the need for separate corrective operations by the user, as the system autonomously detects the unintended movement and reverses it through the motion controller, thereby maintaining high instruction input efficiency without increasing operational complexity.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system preemptively prevents unintended character displacement by implementing a position correction mechanism that activates when short-duration operations are detected. Instead of allowing the character to remain in an incorrect position and requiring user correction, the system automatically counteracts the unintended movement by returning the character to its original position, thus preventing the need for additional corrective operations.

Inventive Principle:
Principle #9Preliminary anti-action

3Speed

If the character is moved during short user operations, then the responsiveness of the system is improved, but the user experience is spoiled by unintended effects

Engineering Contradiction:
Improvesystem responsivenessVSAvoidunintended character movement
Core Design Contradiction:
SpeedVSObject-affected harmful factors

Solution Approach 1:

The system converts the potentially harmful effect of unintended character movement during short operations into a beneficial feature by automatically interpreting such operations as motion commands. The character's movement during short operations is not eliminated but rather repurposed as a deliberate motion action, with the system automatically returning the character to the original position after executing the motion. This transforms what would be a harmful unintended effect into a useful dual-function capability.

Inventive Principle:
Principle #22Blessing in disguise (Convert harm into benefit)

Solution Approach 2:

Instead of preventing character movement during short operations entirely, the system inverts the conventional approach by making the short operation itself the trigger for a deliberate motion command. The character moves during the operation as intended, and then the system automatically reverses the position change after the motion is complete. This inversion allows the system to maintain responsiveness while converting unintended movement into intended motion behavior.

Inventive Principle:
Principle #13The other way round (Inversion)

Data Source

PatentUS20130316816A1Display control system, display control method, display control device, and computer-readable storage medium
Publication Date: 2013.11.28 NINTENDO CO LTD
  • US20130316816A1 patent drawing
  • US20130316816A1 patent drawing
  • US20130316816A1 patent drawing

AI summary

An exemplary game device displays on a display a character within a virtual space. A predetermined user operation is received by a touch panel. Further, the CPU moves the character within the virtual space, while the predetermined user operation is received by the touch panel. The CPU causes the character to make a predetermined motion and bring back the position of the character to the position before the character is moved, when a period from the start to the end of the predetermined user operation is shorter than a predetermined period.