Input Device Drive Components for Movement-Based Output
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Solution Overview
Problem
Traditional input devices such as computer mice, styluses, and game controllers are passive and do not actively participate in interactive game experiences, lacking the ability to provide movement-based output, which can hinder motor learning and interactive gameplay, especially for users with disabilities or elderly users.
Innovation Solution
A system that uses servers, computing platforms, and input devices equipped with drive components and wireless communication devices to establish a connection and determine motion control signals, allowing the input devices to physically move in a real-world environment based on user input or virtual movements, thereby enhancing interactive experiences and facilitating motor learning.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If input devices are designed as passive devices for user control, then device simplicity and ease of manufacture are improved, but the ability to provide movement-based output and facilitate motor learning deteriorates
Solution Approach 1:
The input device is transformed from a single-function passive controller into a multi-functional active device that can both receive user input and autonomously execute movement commands. The device incorporates drive components (motors, actuators) that enable it to physically move in the real world while maintaining its traditional input capabilities, allowing it to serve multiple purposes: as a control device, a robotic agent, and a motor learning tool.
Solution Approach 2:
The input device transitions from a static passive object to a dynamic active system. By integrating drive components and control circuits, the device gains the ability to change its physical state (position, orientation, movement) autonomously based on received commands, enabling it to adapt its behavior and provide movement-based output for therapeutic and interactive applications.
2Device complexity
If input devices are made passive and simple, then device complexity is reduced, but interactive gameplay experiences and user engagement deteriorate
Solution Approach 1:
The input device is empowered to act autonomously in the game environment without requiring constant direct user manipulation. Once the user provides initial input or sets a goal, the device independently executes movements, navigates environments, and interacts with game elements, effectively serving itself as an active game asset rather than merely responding to every user action.
Solution Approach 2:
The system introduces a communication interface and control circuitry as intermediaries between the user and the game environment. These components translate user input into autonomous device actions, mediating the interaction between human user and virtual game world, thereby enhancing gameplay quality without requiring the user to directly control every aspect of device movement.
3Device complexity
If input devices lack movement-based output capability, then device design and control are simplified, but motor learning and accessibility for users with disabilities deteriorate
Solution Approach 1:
The system incorporates feedback mechanisms that provide users with sensory information about the device's movement and position. Through visual displays, haptic feedback, or other sensory channels, the device communicates its autonomous actions back to the user, enabling learning through observation and providing therapeutic feedback for motor learning applications without requiring complex manual control systems.
4Ease of operation
If input devices are controlled solely by direct user manipulation, then ease of operation is improved, but user engagement and interactive experience quality deteriorate
Solution Approach 1:
The system allows users to pre-program or pre-determine the device's movement paths and behaviors before actual gameplay or therapeutic sessions. Motion control signals can be predetermined based on virtual movement paths, and the device autonomously executes these pre-planned actions during interaction, simplifying real-time operation while maintaining high-quality interactive experiences through sophisticated pre-configured behaviors.
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 input devices to actively participate in interactive experiences, promoting motor learning and enhancing gameplay by allowing physical movement in real-world environments, thus improving user engagement and accessibility for diverse user groups.
Implementation Method 1
The one or more drive components may include one or more of a vibration motor, a motorized wheel, one or more rotor blades
Data Source
AI summary
This disclosure presents systems and methods to cause an input device to provide movement-based output. Exemplary implementations may: establish a wireless connection between the one or more physical processors and an input device, the input device being configured to provide control signals for controlling a graphical user interface; determine motion control signals for the input device, the motion control signals dictating physical movement of the input device in a real-world environment; effectuate communication of the motion control signals to the input device thereby causing the input device to perform the physical movement in the real-world environment; and/or perform other operations.


