Gyro Sensor Twist Control for Dynamic Game Difficulty Adjustment
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Solution Overview
Problem
Conventional game apparatuses that utilize angular velocity data from gyro sensors to control game processes lack the ability to adjust difficulty levels, leading to monotonous gameplay and uneven advantages/disadvantages for players based on their arm or wrist movements.
Innovation Solution
Incorporating difficulty level setting and control mechanisms that adjust the successful range of angular velocity data and movement parameters in game processes, allowing for dynamic adjustment of game difficulty based on player performance and settings.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the game uses angular velocity data from gyro sensors to control game processes, then the game can detect player movements and create immersive gameplay, but the game becomes monotonous without difficulty level adjustment and creates uneven advantages/disadvantages for players
Solution Approach 1:
The patent implements dynamic difficulty adjustment by modifying the successful range of angular velocity data based on the difficulty level. The difficulty level control means changes the successful range dynamically according to the set difficulty level, allowing the game to adapt to different player skill levels while maintaining player comfort and engagement.
Solution Approach 2:
The patent changes the parameter of successful range for angular velocity data based on difficulty level. By adjusting this parameter, the system can make the game more or less challenging depending on the difficulty level setting, thereby providing adaptability without compromising player comfort.
2Adaptability or versatility
If the game executes based on angular velocity data without difficulty level control, then the game process is simple to implement, but the game lacks adaptability to different player skill levels
Solution Approach 1:
The patent introduces difficulty level setting means that allows players to select their preferred difficulty level before playing. This preliminary action enables the system to pre-configure the successful range parameters according to the selected difficulty level, providing adaptability without requiring complex real-time analysis of player skill.
Solution Approach 2:
The difficulty level control means acts as an intermediary between the angular velocity data and the game process. It mediates by adjusting the successful range parameter based on the difficulty level setting, thereby providing adaptability while keeping the overall system structure relatively simple.
3Adaptability or versatility
If the game uses fixed successful range for angular velocity data, then the game is easy to control, but it cannot adapt to different difficulty levels and player preferences
Solution Approach 1:
The patent transforms the fixed successful range into a dynamic parameter that changes based on difficulty level. The difficulty level control means adjusts the successful range dynamically, enabling the system to adapt to different player skill levels while maintaining relatively simple implementation through parameter modification rather than complex system redesign.
Data Source
AI summary
A twist amount is calculated based on an angular velocity around a Z-axis of an input device when a player performs a shoot operation. Based on a value of a difficulty level stored in an external main memory, a minimum successful twist amount and a maximum successful twist amount are determined. As a result, the higher the difficulty level is, the narrower a successful range of the twist amount becomes. Further, the twist amount of the input device, which is obtained when the player performs the shoot operation for a first to a fourth shots, is stored in the external main memory. When the player performs the shoot operation for a fifth shot or thereafter, the twist amount of the input device at the time of the shoot operation for the fifth shot and thereafter is corrected with the use of the twist amount of the first to fourth shots.


