Gyro Acceleration Sensor Fusion for Virtual Motion Control
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Solution Overview
Problem
Existing input controlling devices for virtual spaces require separate multi-axis acceleration sensors to detect motions accurately, making them expensive and lacking versatility in simulating motions like throwing objects, as they rely solely on angular velocity information from gyro sensors.
Innovation Solution
A game system with a controller connected to a gyro unit that uses a combination of gyro and acceleration sensors to accurately determine the position and orientation of a moving object in a virtual space, allowing for more versatile motion simulations by integrating angular velocity and acceleration data.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If separate multi-axis acceleration sensors are added to detect motions accurately, then measurement precision is improved, but device complexity and cost increase
Solution Approach 1:
The patent combines acceleration sensor and gyro sensor into a single integrated sensing system. The acceleration sensor detects linear acceleration in three axes, while the gyro sensor detects angular velocity. By merging these sensors and processing their outputs together through coordinate transformation and integration, the system achieves accurate 6-degree-of-freedom motion detection without requiring separate sensor modules, thus reducing device complexity while maintaining measurement precision.
Solution Approach 2:
The integrated sensor system serves multiple functions: it detects both linear acceleration and angular velocity, calculates three-dimensional position, orientation, and velocity, and supports various motion simulation scenarios including throwing objects. This multi-functional capability eliminates the need for separate specialized sensors for different motion types, reducing overall device complexity while improving measurement comprehensiveness.
2Device complexity
If only angular velocity information from gyro sensors is used, then device complexity is reduced, but versatility in simulating motions like throwing objects is limited
Solution Approach 1:
The patent merges acceleration sensor data with gyro sensor data to create a comprehensive motion detection system. The acceleration sensor provides linear motion information necessary for detecting throwing motions, while the gyro sensor provides rotational information. By combining these data sources and processing them through coordinate transformations and numerical integration, the system achieves versatile motion simulation capabilities including throwing, swinging, and positioning without significantly increasing device complexity.
Solution Approach 2:
The system dynamically changes processing parameters based on the type of motion being detected. For throwing motions, it integrates acceleration data over time to calculate velocity and position changes. For rotational motions, it integrates angular velocity data to calculate orientation changes. This adaptive parameter processing enables versatile motion simulation using a single integrated sensor system rather than requiring separate specialized sensors for each motion type.
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 accurate and versatile control of object motions in virtual spaces, reducing the need for separate acceleration sensors and enhancing the realism of motion simulations, such as throwing, without increasing the device's cost or complexity.
Implementation Method 1
an attitude of the input device is calculated by utilizing angular velocity information of a rotational movement obtained from the multi-axis gyro sensor
Implementation Method 2
outputs from the multi-axis acceleration sensor are used in order to produce data of swinging a sword, such as data relative to strong and weak, and data relative to movements in forward and backward, right and left, and up and down directions
Data Source
Figure 1
Figure 2
Figure 3(A)~3(E)
AI summary
A game apparatus includes a CPU, and the CPU controls a moving object within a virtual space on the basis of acceleration data and angular velocity data which are transmitted from a controller. For example, before the angular velocity data is above a predetermined magnitude, a position and an orientation of the moving object is controlled on the basis of the angular velocity data. When the angular velocity data is above the predetermined magnitude, an initial velocity of the moving object is decided on the basis of the acceleration data, and a moving direction (orientation) of the moving object is decided on the basis of the angular velocity data. Thereafter, the moving object moves within the virtual space according to a general physical behavior.