Personal Interaction Game Platform Using Bidirectional Tactile Feedback

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Solution Overview

Problem

Conventional gaming platforms are often costly, cumbersome, and inefficient, lacking in simplicity and effectiveness for personal interaction games.

Innovation Solution

A personal interaction game platform utilizing communication devices with processors, cameras, tactile sensors, and networks to enable bidirectional control between a player and a host, allowing for immersive, real-time gaming experiences with low latency video and tactile feedback, using a combination of client-server and peer-to-peer architectures.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If conventional gaming platforms are used, then gaming functionality is provided, but the platforms are costly, cumbersome, and inefficient

Engineering Contradiction:
ImprovecostVSAvoidefficiency
Core Design Contradiction:
Ease of manufactureVSProductivity

Solution Approach 1:

The gaming platform is segmented into independent modular components including communication devices with processors, cameras, tactile sensors, and network interfaces. Each component performs a specific function and can be independently manufactured and assembled, reducing overall system cost while maintaining efficiency through specialized optimized modules rather than monolithic expensive platforms

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The communication devices are designed with multi-functionality, serving both as gaming controllers and as sensing devices with cameras and tactile sensors. This universal design eliminates the need for separate specialized gaming hardware, reducing manufacturing costs while providing comprehensive gaming functionality through a single versatile platform

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Device complexity

If conventional gaming platforms are used, then gaming functionality is provided, but the platforms are complex and time consuming

Engineering Contradiction:
ImprovecomplexityVSAvoidtime consuming
Core Design Contradiction:
Device complexityVSLoss of time

Solution Approach 1:

Multiple gaming control functions are merged into a single communication device that integrates processor, camera, tactile sensors, and network interface. This consolidation reduces device complexity by eliminating the need for multiple separate components and interfaces, while also reducing the time required to set up and operate the gaming system

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The communication devices autonomously process game commands and sensor data through integrated processors, eliminating the need for complex external processing systems. The devices self-manage communication, data processing, and coordination tasks, reducing overall system complexity and minimizing setup and operational time

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS11413520B2Method and system for a personal interaction game platform
Publication Date: 2022.08.16 CALLAHAN MICHAEL
  • US11413520B2 patent drawing
  • US11413520B2 patent drawing
  • US11413520B2 patent drawing

AI summary

Systems and methods are provided for a personal interaction game platform and may include, in a human-controlling gaming platform comprising a first communication device and a second communication device, each comprising a user input mechanism and a display: receiving commands in the first device via its user input mechanism; communicating the received commands to the second device; relaying the communicated commands to a user of the second device; sensing data regarding actions taken by the user of the second device in response to the relayed commands; and communicating the sensed data to the first device. The commands may be relayed to the user of the second device via an audio output. The commands may be relayed to the user of the second device via the display. One or more tactile sensors may be operatively coupled to the second device for sensing the data regarding actions of the receiver.