Game Controller Calibration via Image Triangulation
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current gaming systems lack effective methods for calibrating and dynamically adjusting user interactions with motion controllers to ensure comfortable and accurate gameplay, particularly in scenarios involving changes in user size or movement styles during play.
Innovation Solution
The implementation of a system that includes a method for initial calibration of user physical dimensions, dynamic adjustment of calibration parameters during gameplay, and automatic adjustment for subsequent users, using image capture devices to triangulate user movements and apply biases to cursor positions for improved interactivity and accuracy.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If initial calibration is performed to determine user physical dimensions and comfortable height, then gameplay comfort and accuracy are improved, but gameplay interruption occurs during calibration process
Solution Approach 1:
The system performs calibration actions before actual gameplay begins, establishing baseline user parameters (physical dimensions, comfortable height, movement characteristics) in advance. This preliminary calibration allows the system to be optimized for each user before play starts, resolving the contradiction by completing the time-consuming calibration process outside of gameplay time.
Solution Approach 2:
The calibration process automatically detects user physical dimensions and movement characteristics without requiring manual input or configuration. The system self-calibrates by observing user interactions with the motion controller, eliminating the need for users to manually adjust settings and reducing the time required for calibration while maintaining personalized comfort and accuracy.
2Adaptability or versatility
If calibration parameters are dynamically adjusted during gameplay to adapt to changing user movements, then adaptability is improved, but system complexity increases
Solution Approach 1:
The system continuously monitors user movement patterns during gameplay and uses this feedback to dynamically adjust calibration parameters. By observing real-time motion data and comparing it against established baselines, the system automatically adapts to changing user preferences and movement styles without requiring manual re-calibration, achieving high adaptability through a relatively simple feedback loop mechanism.
Solution Approach 2:
The calibration system transitions from a static, one-time calibration to a dynamic, continuous adjustment process. Parameters such as comfortable height and movement thresholds are made variable and can shift in response to user behavior changes during play. This dynamic approach allows the system to adapt to different users and situations without adding significant complexity, as adjustments are made through straightforward parameter modification rather than complex reconfiguration.
3Ease of operation
If automatic adjustment is implemented for subsequent users without manual calibration, then ease of operation is improved, but measurement precision may be compromised
Solution Approach 1:
The system automatically detects and adapts to new users without requiring manual calibration input. By monitoring user interactions and movement patterns, the system self-calibrates for each new user, achieving both ease of operation and acceptable measurement precision through automated observation and parameter adjustment rather than manual configuration.
Solution Approach 2:
The system changes calibration parameters dynamically based on detected user characteristics. When a new user is detected, the system modifies parameters such as comfortable height, movement sensitivity, and tracking thresholds to match the new user's physical dimensions and movement style. This parameter adaptation achieves personalized calibration for each user automatically, balancing ease of operation with sufficient measurement precision for comfortable gameplay.
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
This solution enhances gameplay comfort and accuracy by allowing for real-time adjustments to user interactions, ensuring consistent performance across different users and movement styles without interrupting normal gameplay.
Implementation Method 1
a camera that captures images in front of a display
Implementation Method 2
triangulating between the first and second corners and the tracked object to define a range of movement made by the user
Data Source
AI summary
Systems and methods for calibration and biasing are described herein. In one example, a method for determining a playing height of a user is described. The method includes receiving an identification of a first corner of a display screen from the user by associating a first position of a tracked object with the first corner using image data from a capture device, receiving an identification of a second corner of the display screen from the user by associating a second position of the tracked object with the second corner using image data from the capture device, and triangulating between the first and second corners and the tracked object to define a range of movement made by the user. The tracked object is held by the user. The method further includes defining a height at which the tracked object is held by the user based on the range of movement.


