Interactive Hands-Free Video Game Tutorial System

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Solution Overview

Problem

Users of hand-free gaming devices face challenges in learning new head movement commands for gaming applications, as existing technologies lack effective methods for teaching these commands, leading to a burden on users in understanding game rules and controls.

Innovation Solution

A system and method that initiates gaming applications in a special training mode, using a voice narrative to guide users through a series of game stages, where head movements are sensed and matched to specific commands, providing accolades for successful completion and advancing users through the game stages.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If head movement commands are used for hand-free gaming, then hands-free participation is achieved, but users must learn a completely new set of controls replacing familiar hand movements

Engineering Contradiction:
Improvehands-free participationVSAvoidlearning curve
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system performs preliminary action by providing an interactive tutorial before the user attempts to play the game. The tutorial systematically introduces head movement commands, showing users how to translate head movements into game actions. This preparation reduces the learning curve during actual gameplay by establishing the control paradigm in advance.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The tutorial provides immediate feedback to users for each head movement command. When users perform a head movement, the system detects it, translates it to the corresponding game action, and shows the result. This feedback loop reinforces the connection between head movements and game commands, making the control scheme easier to master.

Inventive Principle:
Principle #23Feedback

2Adaptability or versatility

If multiple game stages require different head commands, then game functionality is enhanced, but users must learn and remember multiple distinct head movement patterns

Engineering Contradiction:
Improvegame functionalityVSAvoidtraining time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The tutorial segments the learning process into distinct modules, one for each game stage or command type. Instead of presenting all commands at once, the system divides the training into manageable segments that progress from simple to complex head movements. This segmentation reduces cognitive load and shortens the overall training time required.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The tutorial dynamically adapts to user performance by adjusting the sequence and difficulty of commands presented. If users struggle with a particular head movement type, the system provides additional practice opportunities or modifies the tutorial flow. This dynamic adaptation optimizes training efficiency by focusing time on areas that need more attention.

Inventive Principle:
Principle #15Dynamics

3Measurement precision

If precise head movement measurement is required for accurate command execution, then control precision is improved, but device complexity increases due to multiple sensors

Engineering Contradiction:
Improvehead movement measurementVSAvoidsensor system
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system merges multiple sensor functions into a unified processing approach. Rather than treating each sensor separately, the system combines data from gyroscopes, accelerometers, and other sensors through integrated processing to derive head movement commands. This merging reduces the effective complexity by presenting a unified control interface while maintaining measurement precision.

Inventive Principle:
Principle #5Merging (Combining)

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

This approach allows users to quickly learn and enjoy hand-free gaming experiences, increasing user acceptance and commercial success by providing an intuitive and interactive way to learn game rules and controls.

Implementation Method 1

Such devices, for instance worn as glasses, rely upon precise measurement of head movements using precise miniaturized measuring devices within such devices, such as gyroscopes

Methodology Applied
Scientific EffectGyroscope: Gyroscope

Implementation Method 2

Such devices, for instance worn as glasses, rely upon precise measurement of head movements using precise miniaturized measuring devices within such devices, such as gyroscopes, accelerometers

Methodology Applied
Scientific EffectAccelerometer: Accelerometer

Implementation Method 3

Such devices, for instance worn as glasses, rely upon precise measurement of head movements using precise miniaturized measuring devices within such devices, such as gyroscopes, accelerometers, and compasses

Methodology Applied
Scientific EffectMagnetometer: Magnetometer

Data Source

PatentUS9044673B1Systems and methods for providing an interactive hands-free video game tutorial
Publication Date: 2015.06.02 GLU MOBILE INC
  • US9044673B1 patent drawing
  • US9044673B1 patent drawing
  • US9044673B1 patent drawing

AI summary

Systems and methods for providing a tutorial for a video game are provided. The tutorial is characterized by a hierarchical data structure having a plurality of nodes connected by edges. Each node represents a video game stage and provides oral instructions on how to progress to another node. An edge represents head movements necessary to move to another node. At a computing device a current node is identified and the oral instructions associated with the node are provided. User head movements are sensed by a movement measuring component of the computing device and the current node and sensed user head movements are compared to edges associated with the current node. When a match is found, advancement to the node identified by the matching edge occurs. However, advancement is forgone when the user head movements do not match the head movements of any of the edges associated with the current node.