Gaming Watch Virtual Controller Gesture Processing
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Solution Overview
Problem
Current gaming control methods, such as remote control somatosensory and Switch joy-con, face challenges in achieving accurate and universal motion simulation in 3D space, requiring repetitive algorithm optimization and failing to transcend hardware action limitations.
Innovation Solution
A virtual controller method for a gaming watch that processes gyroscope data to filter valid motion information, dynamically generates control panels, and adjusts thresholds to convert data for software use, enabling real-time action identification and application in various gaming scenarios.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If gyroscope algorithm is continuously optimized to achieve accurate motion simulation, then measurement precision is improved, but device complexity and development time increase
Solution Approach 1:
The patent segments the continuous gyroscope data stream into discrete action types by dividing the 3D space into multiple predetermined action spaces. Each action space corresponds to a specific gaming action, allowing the system to identify actions by detecting which space the gyroscope data falls into, thereby simplifying the algorithm while maintaining precision.
Solution Approach 2:
The patent performs preliminary classification of gyroscope data by pre-defining multiple action spaces in 3D space before actual gaming operations. This preliminary structuring allows the system to quickly map raw gyroscope data to specific actions without requiring complex real-time analysis, reducing both computational complexity and development time.
2Measurement precision
If gyroscope threshold is adjusted to improve action recognition accuracy, then measurement precision is improved, but productivity decreases due to repetitive optimization
Solution Approach 1:
The patent creates a universal action recognition framework where multiple predetermined action spaces can handle various gaming actions simultaneously. This multi-functional system can recognize different types of actions (shaking, rotating, tilting) using the same underlying mechanism, eliminating the need for separate threshold optimizations for each action type and significantly improving development efficiency.
3Ease of operation
If hardware actions are copied to software actions, then ease of operation is improved, but adaptability is limited
Solution Approach 1:
The patent transitions from traditional 2D button controls to 3D spatial action recognition by utilizing the third dimension provided by the gyroscope. By dividing 3D space into multiple action spaces and mapping physical movements to these spaces, the system achieves both ease of operation through natural gestures and adaptability through customizable action mappings.
Data Source
AI summary
Disclosed herein is a method of operating a virtual controller in a gaming watch, comprising: by the virtual controller, receiving a wearer's gesture information including at least real-time spatial position data of a gyroscope, a real-time speed of current movement, an instantaneous turning speed, an instantaneous pitching speed and an instantaneous maximum speed; during continuous motion of the gyroscope, by the virtual controller, preprocessing the gesture information, and determining speed data generated by movement in a small range as “no real action” for removal; further processing valid data, including according to a configuration, dynamically generating specified grids to form a control panel of a virtual controller; moving a control object of the virtual controller; triggering determination result customized by the virtual controller; continuously adjusting a threshold, and converting the data; and identifying the data for display through an open source engine.
