Gaming Input Device Stress Detection via Force Sensing
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Solution Overview
Problem
Conventional stress detection systems in gaming machines require extensive biofeedback data capture using multiple sensors, which can be intrusive and require players to provide biometric data, failing to effectively monitor mental states during gameplay.
Innovation Solution
A gaming system with an input device equipped with sensors and a processor that measures interaction data from players, such as force applied to buttons, to determine if the interaction exceeds an acceptable threshold, associating gaming events and determining the mental state of the player.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If conventional biofeedback data capture systems are used to detect player stress, then mental state detection capability is improved, but device complexity and intrusiveness increase due to requiring multiple sensors and biometric data collection
Solution Approach 1:
The patent extracts the stress detection capability from complex biofeedback systems and concentrates it in a single button component. The button incorporates a force sensor that directly measures interaction force, eliminating the need for multiple separate sensors (infrared cameras, pupil scanners, body movement sensors, etc.) while maintaining the ability to detect player stress and mental state.
Solution Approach 2:
The button serves multiple functions: it acts as a standard game control input device and simultaneously functions as a stress detection sensor. By measuring the force applied during button presses, the same component that receives player input also captures biofeedback data, eliminating the need for separate detection systems and reducing overall device complexity.
2Measurement precision
If multiple sensors are deployed to capture comprehensive biofeedback data, then measurement precision is improved, but ease of operation deteriorates as players must provide biometric data and use tracking cards
Solution Approach 1:
The button automatically captures stress data during normal gameplay without requiring any special action from the player. As players naturally press the button during game play, the force sensor simultaneously records both the control input and the stress level, eliminating the need for players to consciously provide biometric data or use tracking cards.
3Reliability
If extensive biometric data collection is implemented, then reliability of stress detection is improved, but loss of information increases due to privacy concerns and data security requirements
Solution Approach 1:
The patent extracts only the essential stress indicator (interaction force) from comprehensive biometric data collection. By focusing solely on force measurement through the button, the system achieves reliable stress detection while minimizing data collection to only what is strictly necessary, reducing privacy concerns and information loss.
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
Enables non-intrusive monitoring of player mental states during gameplay, allowing for timely interventions and improving player well-being by detecting stress, excitement, or other emotional states without the need for extensive biometric data collection.
Implementation Method 1
an input device that includes a sensor configured to measure data associated with an interaction of a player with the input device
Data Source
AI summary
A gaming system that includes an input device with a sensor configured to measure data associated with an interaction of a player with the input device during play of a game on the gaming machine. The gaming system further includes a processor programmed to receive measured data from the sensor, determine, from the received measured data, that the interaction of the player with the input device exceeds an acceptable interaction threshold level, associate one or more gaming events that correspond to the determination that the interaction of the player with the input device exceeds the acceptable interaction threshold level, and determine a mental state of the player based on: the associated one or more gaming events, and the determination that the interaction of the player with the input device exceeds the acceptable interaction threshold level.


