Gaming Accessory Rumble Feedback for Cooldown Action Timing

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Solution Overview

Problem

Gamers face inefficiencies in managing and customizing multiple gaming accessories, which can impact their performance, especially in online and competitive gaming environments, as existing solutions do not effectively integrate accessory management and vibration feedback customization.

Innovation Solution

The Accessory Management Software (AMS) application allows users to customize vibration feedback (rumble effects) in gaming accessories by associating specific actions with input functions across multiple devices, enabling customizable profiles and macro commands through a graphical user interface, and communicating with gaming consoles and accessories via wired or wireless interfaces.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiple gaming accessories are used simultaneously, then gaming functionality and control options are improved, but accessory management complexity and time consumption increase

Engineering Contradiction:
Improvegaming functionalityVSAvoidaccessory management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a universal accessory management system that can manage multiple types of gaming accessories (controllers, headsets, keyboards, mice, joysticks) through a single software interface. The AMS application provides multi-functional capabilities including vibration customization, profile management, and macro command configuration that work across different accessory types, eliminating the need for separate management tools for each device.

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

Solution Approach 2:

The Accessory Management Software acts as an intermediary between the gaming accessories and the gaming system. The software mediates communication between multiple accessories and the gaming console/PC, providing centralized control over vibration effects, profiles, and macros. This intermediary layer simplifies management by handling all accessory configurations through a single interface rather than requiring direct management of each individual accessory.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If vibration feedback customization is implemented across multiple accessories, then user interaction and gaming experience are improved, but software complexity and configuration time increase

Engineering Contradiction:
Improveuser interactionVSAvoidsoftware complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent implements pre-configured vibration profiles and macro commands that can be applied to multiple accessories simultaneously. Users can create vibration effects and macro commands in advance through the AMS software, and these pre-configured settings can be quickly applied to different accessories without requiring complex real-time configuration. This preliminary preparation simplifies the user interaction while maintaining customization capabilities.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The software divides vibration feedback customization into separate, manageable components including individual vibration effects, profile configurations, and macro commands. Each accessory can have its own segmented configuration set, allowing users to customize vibration parameters (intensity, duration, frequency) independently for each accessory type while managing them through a unified interface. This segmentation reduces software complexity by breaking down the customization process into discrete, controllable elements.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS12064685B2Customizable rumble effect in gaming accessory
Publication Date: 2024.08.20 GN STORE NORD AS
  • US12064685B2 patent drawing
  • US12064685B2 patent drawing
  • US12064685B2 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.