Gaming Accessory Rumble Feedback for Cooldown Timing Cues

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Solution Overview

Problem

Current gaming accessory management systems lack efficient customization options for vibration feedback, impacting gamer performance and experience, especially in multi-accessory setups.

Innovation Solution

The Accessory Management Software (AMS) application allows users to customize vibration feedback in gaming accessories through a graphical user interface, enabling associations between gaming actions and input functions, and storing these customizations for later use, thereby enhancing accessory management and performance.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If vibration feedback customization is added to gaming accessories, then gamer performance and experience are improved, but device complexity increases

Engineering Contradiction:
Improvevibration feedback customizationVSAvoidaccessory management system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces an accessory management system as an intermediary software layer between the gamer and the gaming accessories. This mediator handles the complexity of vibration feedback customization, allowing users to configure different rumble effects for various buttons and controls without modifying the physical accessory structure. The software intermediary absorbs the complexity while providing simplified user interfaces for customization.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system implements dynamic vibration feedback configurations that can be adjusted in real-time based on different games, game modes, or specific in-game events. The vibration parameters (intensity, duration, frequency) are made variable and adaptable rather than fixed, allowing the accessory to dynamically respond to different gaming scenarios while maintaining a consistent physical form factor.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If multiple gaming accessories are used simultaneously, then gaming functionality is enhanced, but accessory management becomes more difficult

Engineering Contradiction:
Improvemulti-accessory functionalityVSAvoidaccessory management
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The accessory management system is designed with universal functionality to handle multiple types of gaming accessories (controllers, headsets, keyboards, mice) through a single unified interface. The system automatically detects and configures different accessory types, providing consistent management capabilities across diverse devices without requiring separate configuration tools for each accessory type.

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

Solution Approach 2:

The management system segments accessory configuration into modular, independent settings for each device while maintaining overall system coordination. Each accessory can be configured individually with its own vibration feedback profiles, button mappings, and event associations, yet the system manages them collectively through a centralized interface that simplifies multi-accessory oversight.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS20240367036A1Customizable rumble effect in gaming accessory
Publication Date: 2024.11.07 STEELSERIES APS
  • US20240367036A1 patent drawing
  • US20240367036A1 patent drawing
  • US20240367036A1 patent drawing

AI summary

A device for online gaming includes an actuation component and a controller communicatively coupled to a computer system. The controller is configured to perform operations including detecting an actuation of the actuation component, wherein the actuation component is associated with performing of an action in a video game executed by the computer system. Responsive to detecting the actuation, an instruction is provided to the computer system to perform the action, wherein, based on a current value of a timer, the computer system restricts the action from being performed. The timer, having been previously initiated based on a prior actuation of the actuation component, relates to a cooldown period during which the action cannot be repeated after the action is performed. Responsive to receiving a command from the computer system, a tactile effect is generated as an indication to a user that the action can be repeated.