Game Controller Impact Detection via Acceleration Difference

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Solution Overview

Problem

Conventional game systems using acceleration sensors struggle to accurately differentiate between the motion of swinging a controller and applying an impact, often misinterpreting strong movements as impact inputs.

Innovation Solution

A game program that utilizes an acceleration value obtaining step, increase/decrease direction inversion detection, and acceleration value difference calculation to determine whether an operation is an impact or a motion, executing different game processing based on the calculated differences.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If the magnitude of acceleration is used to determine impact input, then impact detection sensitivity is improved, but false recognition of strong movements as impact increases

Engineering Contradiction:
Improveimpact detection sensitivityVSAvoidfalse recognition rate
Core Design Contradiction:
Measurement precisionVSReliability

Solution Approach 1:

The patent segments the acceleration signal into multiple components (first acceleration value before impact, second acceleration value at impact, third acceleration value after impact) and analyzes their individual characteristics and relationships. By dividing the impact detection process into multiple measurement points and comparing acceleration values at different time intervals, the system can distinguish between actual impact and strong movements more accurately.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent performs preliminary measurement of acceleration values before the expected impact moment (first acceleration value) and compares it with the acceleration value at the expected impact time (second acceleration value). This preliminary action allows the system to establish a baseline and detect changes that indicate actual impact versus false detection from strong movements.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If acceleration threshold is set high to reduce false detection, then false recognition is reduced, but detection sensitivity decreases

Engineering Contradiction:
Improvefalse recognition rateVSAvoiddetection sensitivity
Core Design Contradiction:
ReliabilityVSMeasurement precision

Solution Approach 1:

The patent dynamically adjusts the detection criteria by measuring acceleration values at multiple time points and calculating the difference between them. Instead of using a fixed threshold, the system adapts its detection sensitivity based on the actual acceleration patterns observed before and during the expected impact moment, allowing it to maintain both high reliability and sensitivity.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent uses feedback from multiple acceleration measurements to refine the impact detection decision. By comparing the first acceleration value (before expected impact) with the second acceleration value (at expected impact time) and calculating their difference, the system continuously adjusts its determination of whether an actual impact occurred, balancing sensitivity and reliability.

Inventive Principle:
Principle #23Feedback

3Measurement precision

If multiple acceleration values are measured and compared, then impact detection accuracy is improved, but processing complexity increases

Engineering Contradiction:
Improveimpact detection accuracyVSAvoidprocessing complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent applies local quality by focusing acceleration measurement and comparison on specific time intervals around the expected impact moment. Instead of analyzing the entire acceleration signal, the system concentrates on the first acceleration value before impact, the second acceleration value at impact, and the third acceleration value after impact, making the processing more efficient while maintaining high accuracy.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent uses partial action by measuring and comparing only the necessary acceleration values at critical time points rather than continuously analyzing the entire signal. By focusing on the specific acceleration values before, during, and after the expected impact moment, the system achieves accurate detection with reduced processing complexity.

Inventive Principle:
Principle #16Partial or excessive action

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

Accurately detects and differentiates between impact and motion operations, enhancing gameplay precision and reducing false input recognition.

Implementation Method 1

an acceleration sensor (701) included in the input device (7), and sequentially obtains, as the input value, an acceleration value which changes in accordance with a state of the input device (7), based on an output from the acceleration sensor (701)

Methodology Applied
Scientific EffectAcceleration sensor detection: Accelerometer

Data Source

PatentUS8246457B2Storage medium having game program stored thereon and game apparatus
Publication Date: 2012.08.21 NINTENDO CO LTD
  • US8246457B2 patent drawing
  • US8246457B2 patent drawing
  • US8246457B2 patent drawing

AI summary

In an acceleration value obtaining step (S2), an acceleration value which changes in accordance with a state of the input device is sequentially obtained as the input value. In an increase/decrease direction inversion detection step (S3, S17), it is detected that an acceleration value increase/decrease direction has inverted. In an acceleration value difference calculation step (S41 through S44), when the acceleration value increase/decrease direction has inverted, a difference between at least two acceleration values obtained immediately before the inversion is calculated. In a game processing step (S12 through S15), when the calculated difference is equal to or greater than a predetermined value, first game processing is executed, and when the calculated difference is smaller than the predetermined value, second game processing different from the first game processing is executed.