Game Device Input Control via Illuminated Position Tracking
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Solution Overview
Problem
Current game technologies do not effectively allow the movement of game objects to reflect the user's movement of an input device, limiting the immersive and interactive experience in three-dimensional game environments.
Innovation Solution
A game device that includes an image acquiring unit, device information deriving unit, operation object control unit, non-operation object control unit, and collision control unit, which acquire and process position and attitude information from an input device equipped with an illuminator to control the motion of game objects and detect collisions, enabling the movement of game objects to reflect user input.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If conventional button manipulation is used as input, then the game can be operated with simple controls, but the immersion and interactivity in three-dimensional game environments are limited
Solution Approach 1:
The input device is designed to serve multiple functions: it acts as both a conventional controller with buttons and as a three-dimensional movement sensor. The device can detect both button presses and spatial movements, allowing a single device to replace multiple input methods and providing both simple controls and immersive interaction capabilities
Solution Approach 2:
The patent introduces three-dimensional spatial movement as a new dimension of input beyond traditional two-dimensional button manipulation. By detecting the movement of the input device in 3D space through cameras and sensors, the system enables players to control game characters by physically moving the device, thereby enhancing immersion while maintaining operational ease
2Adaptability or versatility
If the movement of an input device is used to control game objects, then the immersive experience is enhanced, but the device complexity increases
Solution Approach 1:
The patent introduces an intermediary system consisting of cameras and sensors that capture the movement of the input device. This intermediary layer translates physical movements into digital signals that the game system can process, thereby enabling immersive control without requiring the input device itself to be overly complex
Solution Approach 2:
The system creates a virtual copy or representation of the physical input device movement in the game environment. The three-dimensional movement detected by cameras and sensors is replicated as corresponding character movement in the game world, allowing the player to interact with the game through their physical actions without needing complex integrated hardware
3Ease of operation
If position and attitude information from input device is processed to control game objects, then the interaction control is enhanced, but the processing requirements and system complexity increase
Solution Approach 1:
The system performs preliminary processing by capturing and storing position and attitude information from the input device before it is needed for game control. The intermediary system pre-processes the raw movement data into usable format, reducing the processing burden during actual game interaction and simplifying the real-time control system
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 allows for a more immersive gaming experience by accurately reflecting user input in three-dimensional game environments, enhancing interaction and control through the use of position and attitude information from the input device.
Implementation Method 1
an input device moved by a user in an image captured by a camera
Data Source
AI summary
A frame image acquiring unit acquires a captured image of an input device that is provided with an illuminator. A device information deriving unit derives position information of the input device from the captured image. An input receiving unit acquires attitude information of the input device. An operation object control unit controls the motion of an operation object in accordance with the position information and the attitude information of the input device. A non-operation object control unit controls the motion of a non-operation object. A collision control unit determines the motion of at least one of the operation object and the non-operation object in accordance with a collision mode for the collision between the operation object and the non-operation object.


