Game Controller Acceleration Sensor Motion Feedback
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Solution Overview
Problem
Existing game systems using acceleration sensors for motion detection in games like boxing fail to provide real-time visual feedback of the player's punch motion, leading to low response speed and decreased amusement, especially in high-speed action games.
Innovation Solution
A game program and apparatus that utilize an acceleration sensor to detect motion inputs and dynamically change the visual representation of a virtual object's motion pattern from a straight to a hook or vice versa based on predefined conditions and elapsed time, ensuring high-response visual feedback matching the player's input.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the punch motion is detected and analyzed only after completion, then the punch kind can be accurately determined, but the visual feedback response speed becomes slow
Solution Approach 1:
The patent applies preliminary action by starting to draw the object moving according to a first motion pattern (e.g., straight punch) before the punch kind is fully determined. This allows visual feedback to appear immediately while the system continues analyzing acceleration data to confirm whether it's actually a straight punch or a hook punch, thereby resolving the contradiction between immediate visual feedback and accurate punch identification.
Solution Approach 2:
The patent uses dynamics by making the motion pattern changeable during the drawing process. The system dynamically switches from a first motion pattern to a second motion pattern (e.g., from straight to hook) based on ongoing analysis of acceleration data. This allows the visual representation to adapt in real-time as more information becomes available, maintaining both responsiveness and accuracy.
2Speed
If a first-person perspective drawing is used to ensure high response speed, then visual feedback is immediate, but the ability to show accurate punch motion images is lost
Solution Approach 1:
The patent applies dynamics by making the motion pattern changeable during the drawing process. The system dynamically switches from a first motion pattern to a second motion pattern (e.g., from straight to hook) based on ongoing analysis of acceleration data. This allows the visual representation to adapt in real-time as more information becomes available, maintaining both responsiveness and accuracy.
3Measurement precision
If the motion pattern is changed based on real-time acceleration analysis, then accurate punch representation is achieved, but the system complexity increases
Solution Approach 1:
The patent applies preliminary action by starting to draw the object moving according to a first motion pattern (e.g., straight punch) before the punch kind is fully determined. This allows visual feedback to appear immediately while the system continues analyzing acceleration data to confirm whether it's actually a straight punch or a hook punch, thereby resolving the contradiction between immediate visual feedback and accurate punch identification.
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
Enables immediate and accurate visual representation of the player's punch motion, enhancing the gaming experience by providing high-response visual feedback and preventing unnatural motion changes, thus improving player engagement and game responsiveness.
Implementation Method 1
an acceleration sensor for detecting accelerations in three-axis directions, such as back and forth (Y), right and left (X) and up and down (Z) directions is provided to a glove unit as a controller
Data Source
AI summary
A game system includes a game apparatus and a controller, and the controller is furnished with an acceleration sensor. For example, a player performs a boxing game according to an acceleration input by throwing a hook or straight punch while holding the controller. When it is determined that an acceleration input is started, it is assumed that the kind is a straight although the kind of the input has not been identified yet, and a drawing of a glove object moving along a path of a straight is started. When it is determined that the kind is a hook on the basis of the acceleration acquired thereafter, the glove object moving along a hook path is drawn.


