Game Controller Interface with Dynamic Body Part Mapping
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Solution Overview
Problem
Current video games limit user control over virtual characters, making it difficult for users to intuitively control complex movements and for developers to realistically represent characters, especially in diverse activities like fighting, sports, and dance, due to arbitrary button combinations and inconsistent interfaces across different systems.
Innovation Solution
A system and method that uses an input device with multiple interfaces to allow users to control virtual characters by associating input components with specific movements and actions, enabling independent control of virtual self and opponent characters, and reducing the number of input components needed through intuitive mapping and abridgment techniques.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If arbitrary button combinations are used to control virtual character movements, then the interface can cover a wide range of movements and actions, but the ease of operation deteriorates because users find it difficult to remember and execute these arbitrary combinations
Solution Approach 1:
The patent creates a virtual representation of the character's body parts (hands, feet, head) on the input device itself. When a user presses a button representing a body part, the corresponding virtual body part is highlighted or indicated on the display, providing immediate visual feedback and making the control scheme intuitive rather than arbitrary
Solution Approach 2:
The system provides visual feedback by displaying which virtual body part corresponds to which input component. This feedback loop helps users learn and remember the control scheme naturally, as they can see the direct relationship between their input actions and the character's potential movements
2Adaptability or versatility
If multiple input components are provided to control all possible movements, then the versatility of control increases, but the device complexity increases making the interface harder to use
Solution Approach 1:
The patent makes the input device universal by allowing the same set of buttons to control multiple different body parts at different times. The functionality of each button changes dynamically based on which body part is currently selected or active, reducing the total number of buttons needed while maintaining comprehensive control capability
Solution Approach 2:
The input device's functionality is made dynamic rather than static. Buttons can represent different body parts depending on the current state or selection, allowing the control scheme to adapt during gameplay rather than requiring separate buttons for every possible action
3Adaptability or versatility
If different interfaces are used for different activities (fighting, sports, dance), then each activity can have optimized controls, but the ease of operation deteriorates due to inconsistency across interfaces
Solution Approach 1:
The patent creates a universal input interface that works across all activity types (fighting, sports, dance, etc.). The same basic mechanism of selecting body parts and performing actions is consistent across all activities, even though the specific actions available may differ by activity type
Data Source
AI summary
A system and method for enhancing a controller interface is provided. In one embodiment, the system may include an input device, an input interface, a processor, and a display. The method is capable of associating input components on the input device with input options available for controlling the virtual characters. The method is further capable of associating the input components with origin points of a virtual representation of a user and target points of a virtual representation of an opponent. The method further allows a user to control a virtual character not representing the user.


