Gyro Sensor Input Device for Intuitive Game Object Direction Control
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Solution Overview
Problem
Existing game apparatuses face challenges in providing an intuitive and rapid method for setting and firing the moving direction of objects, particularly in games that require aiming, as they often rely on complex key operations that are not inherently intuitive.
Innovation Solution
A game apparatus and program that utilize a gyro sensor unit and acceleration sensors to obtain attitude correlation and operation data, allowing for the quick setting and adjustment of an object's moving direction based on the player's device attitude, enabling intuitive operation similar to using a bow and arrow.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a cross key is used to adjust the moving direction of an object, then the moving direction can be controlled, but it takes a lot of time to fix the target and the operation is not intuitive
Solution Approach 1:
The patent replaces the mechanical cross key operation with an attitude sensor-based directional input system. The attitude sensor detects the physical orientation of the input device in three-dimensional space, automatically converting the device's spatial attitude into directional information for object movement. This substitution eliminates the need for manual cross key pressing while providing intuitive and rapid directional control.
Solution Approach 2:
The system enables self-service operation where the input device's own physical orientation automatically determines the moving direction of the game object. The attitude sensor continuously monitors the device's orientation and the system automatically updates the directional information without requiring manual intervention. This self-updating mechanism provides both intuitiveness and speed, as the direction is determined by the natural physical state of the device rather than manual input operations.
2Ease of operation
If traditional control methods are used, then device complexity is low, but the operation is not intuitive and time-consuming
Solution Approach 1:
The patent substitutes traditional mechanical control interfaces (cross keys, joysticks) with an attitude sensor-based system. The attitude sensor, which may include gyroscopes, accelerometers, or magnetic sensors, detects the three-dimensional orientation of the input device and converts it into directional commands. This substitution increases device complexity slightly but dramatically improves intuitiveness by leveraging the natural physical orientation of the device.
Solution Approach 2:
The attitude sensor serves multiple functions: it determines moving direction, detects device orientation, and can potentially provide additional gameplay information. By making the input device multi-functional, the patent achieves improved intuitiveness without proportionally increasing complexity, as the same sensor suite serves multiple purposes within the game system.
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 rapid and intuitive setting of object movement directions, enhancing gameplay experience by allowing players to control object movement with natural gestures, reducing the time required to aim and improving operational fluidity.
Implementation Method 1
a gyro sensor unit (100) and a second controller (36) as an input device (14). The input device outputs attitude correlation data (yaw angle, pitch angle, roll angle) on the basis of an attitude
Implementation Method 2
the input device further includes a first acceleration sensor capable of being moved with the gyro sensor, and further outputs acceleration data on the basis of an output from at least the first acceleration sensor as the operation data
Data Source
AI summary
A game apparatus includes a CPU, and the CPU sets a moving direction, that is, a position and an orientation of a moving object within a game space on the basis of angular velocity data transmitted from a first controller, that is, an attitude of a gyro sensor unit (gyro sensor). Then, when a second controller is drawn toward a near side in a state that a C button and a Z button thereof are simultaneously pressed, and the C button and the Z button are simultaneously released in that state, the moving object is shot.


