Game System Attitude Determination for Precise Shooting
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing game systems face challenges in quickly determining the shooting direction for virtual objects, often resulting in premature button presses due to the reliance on the attitude of input devices for game operations.
Innovation Solution
A game system that calculates the attitude of operation devices using gyrosensors and acceleration sensors, allowing for successful instruction operations within predetermined ranges and time frames, enabling precise and timely interactions, even when the device is in a still or slightly moving state.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the shooting direction is determined based on the attitude of the input device and a button is pressed, then the virtual object can be shot in the calculated direction, but the button may be pressed prematurely when quick determination is required
Solution Approach 1:
The system performs preliminary attitude calculation and direction determination before the button press is required. The shooting direction is pre-calculated based on the input device attitude, so when the button is pressed, the direction is already determined and ready for execution, eliminating the time delay between button press and direction calculation.
Solution Approach 2:
The system dynamically adjusts the determination timing based on the attitude change rate. When the attitude changes rapidly (high angular velocity), the system adapts by using the attitude at the button press timing rather than requiring the attitude to be within a specific range, allowing for quicker response without sacrificing accuracy in dynamic situations.
2Measurement precision
If the attitude must be within a predetermined range at the timing of button press, then accurate shooting direction is ensured, but the operation becomes difficult when the device is moving
Solution Approach 1:
The system dynamically adapts its determination criteria based on the motion state. When angular velocity exceeds a threshold (indicating rapid motion), the system switches from requiring attitude to be within a predetermined range to using the attitude at the button press timing itself. This dynamic adjustment maintains accuracy while accommodating motion-based operations.
Solution Approach 2:
The system changes the determination parameters based on the motion state. In static or slow-motion conditions, it uses attitude range verification; in fast-motion conditions, it uses attitude at press timing. This parameter switching allows the system to maintain shooting accuracy across different operational conditions without restricting user movement.
3Speed
If the attitude is checked only at the button press timing, then quick response is enabled, but premature presses may occur when attitude is not yet in the correct range
Solution Approach 1:
The system dynamically adjusts the verification method based on angular velocity. When motion is slow (angular velocity below threshold), it verifies that attitude is within the predetermined range before allowing button press. When motion is fast (angular velocity above threshold), it accepts the attitude at press timing directly. This dynamic approach maintains reliability in careful operations while enabling speed in rapid operations.
Solution Approach 2:
The system changes the verification parameters based on the angular velocity parameter. Low angular velocity triggers strict attitude range verification for reliability; high angular velocity triggers immediate acceptance of current attitude for speed. This parameter-based conditional logic resolves the contradiction between response speed and operation reliability.
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
Facilitates easy and precise instruction operations in games, allowing for quick and accurate interactions by determining successful operations based on device attitude and motion, reducing premature button presses and enhancing gameplay speed.
Implementation Method 1
a game device performing a game operation in accordance with an orientation of an input device... acquires angular velocity data and operation data indicating whether or not a predetermined button has been pressed from an input device including a built-in gyrosensor
Implementation Method 2
A game system that calculates the attitude of operation devices using gyrosensors and acceleration sensors
Data Source
AI summary
In a case where an attitude is included in a predetermined first range at a timing when a predetermined instruction operation is made by use of an input device, an instruction operation is determined to be successful. In a case where the attitude is included in a second range outside the first range at the timing of the instruction operation, it is further determined that the instruction operation is successful in a case where within a predetermined time period after the timing, the attitude is included in the first range or a third range including at least a part of the first range, and further the operation device is put into a still state or a state of moving by a predetermined amount or less.


