Game System Vibration Waveform Beat Generation

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Solution Overview

Problem

Conventional game systems with haptic feedback fail to provide a dynamic vibration sensation that mimics a beat, limiting the immersive gaming experience by relying solely on vibration frequency and amplitude control.

Innovation Solution

A game system incorporating a combination of first and second vibration waveforms with different frequencies, generated based on game processing, to create a beat sensation, with the ability to adjust frequencies and amplitudes in real-time to match game events and player interactions, using linear vibrating motors for precise control.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional vibration control using a single frequency waveform is used, then the device complexity is low, but the vibration sensation is insufficient to simulate beat patterns and complex game events

Engineering Contradiction:
Improvevibration sensation capabilityVSAvoidwaveform generation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent combines multiple vibration waveforms with different frequencies (first vibration waveform and second vibration waveform) to create a composite vibration pattern that simulates beat sensations. This merging of multiple simple waveforms achieves complex vibration effects without requiring fundamentally new hardware components.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system dynamically adjusts the frequencies and amplitudes of the combined vibration waveforms in real-time based on game events and player actions. This dynamic control allows the vibration feedback to adapt to different game scenarios, enhancing the versatility of the vibration sensation capability.

Inventive Principle:
Principle #15Dynamics

2Speed

If high frequency vibration waveforms are used to simulate fast game events, then the responsiveness to game events is improved, but player discomfort increases due to excessive vibration intensity

Engineering Contradiction:
Improvevibration response speedVSAvoidplayer discomfort
Core Design Contradiction:
SpeedVSObject-affected harmful factors

Solution Approach 1:

The patent applies different vibration characteristics (frequency and amplitude) to different vibration waveforms based on their specific purpose. The first vibration waveform can operate at higher frequencies for responsive feedback, while the second vibration waveform compensates to create beat patterns that reduce perceived discomfort. Each waveform component has optimized local qualities suitable for its function.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

By combining vibration waveforms with slightly different frequencies, the system creates periodic beat patterns that provide rhythmic vibration feedback. This periodic action allows high-frequency components to maintain responsiveness while the beat pattern structure prevents continuous high-intensity vibration, reducing player discomfort.

Inventive Principle:
Principle #19Periodic 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

Enhances the gaming experience by providing a more immersive beat sensation through dynamic vibration feedback, reducing player discomfort by adjusting vibration intensity and frequency, and allowing for complex vibrations that simulate game events like engine sounds and movements.

Implementation Method 1

a first waveform information generator configured to generate first vibration waveform information representing a first vibration waveform having a predetermined frequency on the basis of the game processing; a second waveform information generator configured to generate second vibration waveform information representing a second vibration waveform having a frequency different from the frequency of the first vibration waveform on the basis of the game processing; and a vibration unit configured to vibrate in accordance with a combined waveform obtained from the first vibration waveform and the second vibration waveform

Methodology Applied
Scientific EffectBeat (acoustics): Beat (acoustics)

Implementation Method 2

a vibration unit configured to vibrate in accordance with a combined waveform obtained from the first vibration waveform and the second vibration waveform

Methodology Applied
Scientific EffectVibration: Vibration

Data Source

PatentUS10850191B2Game system, non-transitory storage medium having stored therein game program, game apparatus, and game method
Publication Date: 2020.12.01 NINTENDO CO LTD
  • US10850191B2 patent drawing
  • US10850191B2 patent drawing
  • US10850191B2 patent drawing

AI summary

A game system includes operation units, a game processing unit that performs game processing on the basis of operation onto the operation units, a waveform information generator that generates vibration waveform information representing a vibration waveform corresponding to a first event that occurs in the game processing, and vibration units that vibrate on the basis of the vibration waveform information. In a case where the first event continues, the waveform information generator generates the vibration waveform information such that the amplitude of the vibration waveform decreases in accordance with the lapse of time.